Grieg's End  

Quick Facts

Type: Outdoor
Continent: Luclin
Instanced: No
Keyed: No
Level Range: 45 - 60
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Grieg is credited with opening the door for the Combine Empire's trip to the moon. After they found out they would not be able to leave, Grieg was expelled to this castle. As he was attempting to find a way home, Grieg was driven mad by Luclin herself, and condemned to remain in what is now an ancient castle.
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Minions of GriegGrieg's AltarThought HorrorsArch Way
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Mobs apperances
# Aug 30 2002 at 2:31 PM Rating: Decent
1 post
This is just a note I was in here fighting with a group lvl 53 to 60. Four of the players were in the same room while we were fighting and noticed that what the mob looked like is different for each person. This also includes when you are turned into a mob your character looks different for each player. Also it seems that some mobs can only be triggered when running from a certain direction. Most mobs are invisible until triggered which means you could pull one mob and while running back to gp you might trigger a second or possible a third. This zone is not great for exp or dorps if you are pulling form the entrace. However it is very worth going just to see all the different forms of mobs that will show up. LOL our group even started calling off what they were seeing and the range of different mobs was enormous.

Safe Journey All
Ysendre 53 Season Pally on ECI Smiley: yikes
RE: Mobs apperances
# Nov 19 2002 at 5:21 PM Rating: Excellent
*
210 posts
I have actually taken a few groups here for xp and fun. That is, someone was having fun training in ME, wiped our group a few times, and I figured we should have fun in GE to make up for the last part of a bad night. Having been here a few times I know a few of the tricks (especially since I am almost always the defaulkt puller).

First off FD has about half the chance working here as other place, not just from casters etc, they just seem to see through it much better here. (Ie. can FD successfully say 9 out of 10 times other places, perhaps 3 out of 10 here, as an example purely).

As far as triggering mobs, yes there are some directional triggers, as well as having timed spawns attached to the triggers and locations locked. Since most of my experience is with the entrance, I'll talk about pulling to that first room. Triggers are one in the main room, mostly triggered from the door across the zone entrancebeing opened coming into the room. It has about a one hour timer, spawns just inside the room and triggers a dark vision (the higher lvl mob of entrance area).

Just through that second door is a Singultus spawn, as well as a dark sending trigger around the carpet (which the singultus usually will trigger on you). This trigger has one of the largest failing ratios, not sure why. That is you get the message (a dark sending fails to pierce the fabric of reality). Wanderers also come through this room occasionally, not sure their entire roaming area, but are more common on this side of the entrance room. The room past this has another dark sending that triggers stepping on the bed, and leaving the room into the outside (two potential most of the time).

The other way from zone entrance (through open door on left) has a dark sending attached to the first door you open, and a singultus just behind the door "Brains!...." Another Dark sending triggers in the hallway as you round the curve, and a singultus just inside the next door off the hallway on the curve. That singultus usually also triggers a dark sending in the room with it. The beds in that guard room each trigger a dark sending, although I'm still working on figuring how to get everyone of them, only done it once (trigger two pull, come back trigger other two beds). Around that bend there is a room with a pot, which I have triggered a dark sending by jumping in.

Outside the room is earily void, I've seen wanderers come in, but havn't seen them just outside the door (bad timing) to see where they come from. I've seen everything from an atra somnium to a dark vision wander in.

Last note, keeping a mobs attention is very hard here, they absolutely hate it when anyone is sitting, whether they have been half killed and a caster hasn't touched them, if that caster sits he gonna get slapped. Taunt seems to be as disabled as FD in that respect. Have to watch this on pulls as, if you don't stand when the mob enters the room, he's gonna make a bee line for the nearest sitter and attack. At least that's my experience. Have hunted there perhaps 5 hours total just at the entrance, and have never seen an interesting drop, just research items.

I have a strong feeling this zone has more quests attached to it then currently known considering the story behind it.

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Zhao Vizier
Guild Leader - Mystic Healers
Brother/Transcendent on Xev
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