Ferubi, Forgotten Temple of Taelosia  

Quick Facts

Type: Indoor
Continent: Gates
Instanced: No
Keyed: No
Level Range: 60 - 75
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Ferubi is a highly volatile zone with plenty of see-invisible mastruqs, nocs, and quick-as-lightning roaming ukuns. You'd be best advised to bring a few friends before venturing into this well-guarded former temple of Taelosia.
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Entrance from BarinduPatrolling the HallsGolem FountainThe Brawler
Feasting DenThe BlademasterCorrupted TureptasTaelosian Statues
Packmaster Skoiat PizakA GraveyardVotal's ChamberSmith Rondo
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72 mage
# Apr 20 2011 at 8:40 AM Rating: Decent
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641 posts
Been taking my alt 72 mage down here for nostalgia, the solo xp is great and mobs are dying fast with the air pet and nukes, mercenary healer not required unless you go in deep towards the Smith Rondo or Zun areas.
That far in you're likely to have add/roamer issues and end up with 3 or more mobs at once.
The other day a few friends joined in and we had a full group of 62-75 that just tore through the place.
It was a lot of fun to go back there.
I just wish that the drops from nameds were as good as if not better than the zone-wide defiant drops, I know they were excellent for their time but it takes something away from the game to have trash dropping better items than nameds and this applies to all zones up to about the Serpent's Spine expansion.
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Donbayne 100 Rng - Uinian 100 Dru - Breru 100 Sk - Nyenie 82 Brd - Ruusan 76 Clr - Braru 75 Mag - Syqen 100 Shm EQ Stromm/Luclin
55 my ass
# Feb 23 2010 at 8:26 PM Rating: Decent
7 posts
Ya I was like man this outside zone could be great EXP with blues lets see if these zone got some 55-60ish mobs to play with. Ow 55 low end sweet. BS two red con to 60 stand guard at zone in. 1 would been fine but two was to much.

55???? 60+ likely 55 to zone in maybe.
This zone has a hard level cap
# Aug 10 2005 at 6:18 PM Rating: Decent
9 posts
You must be Level 55 or greater to enter this zone. There is no gimpage with Ferubi.

Yours,
Vanne the Unwonder Bard

Edited, Sun Aug 28 22:20:23 2005
Named
# Aug 10 2004 at 5:07 PM Rating: Decent
5 posts
Please , can anyone issue how to pop the named in here. Not interested in Votal or Packmaster. Just the other named. 4 Raids so far and no luck just had Blademaster pop 4 times , something is wrong


Thanks
question
# Jul 11 2004 at 7:59 PM Rating: Default
I am not guilded so I rarely get to do too much good stuff, how in the heck do I progress to all of these zones, are these like LDoN's or are they keys required for getting to them??

Any help will be good TY.
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Now enlisted into WoW - DoA Deathwing
RE: question
# Jul 11 2004 at 8:40 PM Rating: Decent
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144 posts
Check out the GoD progression pic at the top of the GoD zone listing, but to answer right here:

The first few GoD zones are unkeyed/flagged. From Natimbi, you can get to Qinimi, which has zones to Riwwi, Barindu, and Ferubi. These three also interconnect. In Barindu, you can get the quests for the instanced zones of the four Sewer Trials, and once you've finished those (or completed the Smith rondo raid in Ferubi), you can get the quests for the instanced Mountain Trial zones of Tipt and Vxed. Once you finish the Sewer and Mountain Trials, or the Mountain and Smith Rondo event, you are flagged for the normal zones of Kod'Taz and Yxtta. All of the Sewer and Mountain Trials are one-group instances.

Progression beyond those, I know nothing about beyond what I've looked at on the progression table, but it seems to be a mix of raid events in normal zones, and raid/one group events in instanced zones.
Fun fund.
# May 17 2004 at 12:05 PM Rating: Decent
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64 posts
This zone is alot of fun. The best thing to do is keep your camp moving down the halls instead of a static camp spot. They mobs are pretty spaced out so sitting in one spot, you will quickly have very long pulls if you're not moving.

With that in mind always keep on eye out for roaming dog men. These wanderers just seem to pop out of nowhere and can quickly kill any casters that get agro from sitting etc... between pulls. Good thing to keep a look out facing both ways during and between fights to keep an eye out for them.

Crowd control is a must. So is bringing any kind of rezzer as people will die. If you wipe deep in the dungeon and don't have a rogue to drag you will probably have to call in a necro friend to summon your corpses as random mobs see invis. Building a group for this zone is not unlike building an LDON hard adventure. The right combination of puller/CC/healer/tank a must.

Anyway, I haven't done any of the named yet (the regular trash mobs hit hard enough as is), but most of the mobs can randomly drop some really nice stuff. The combined with the fairly good xp rate makes this place alot of fun.



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