Nagafen's Lair  

Quick Facts

Type: Indoor
Continent: Antonica
Instanced: No
Keyed: No
Level Range: 40 - 55
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Rivaled only by Permafrost in terms of danger on the continent of Antonica, this treacherous network of caves is located deep within the Lavastorm Mountains.

Inside these caves is a variety of residents. In the northeast is a clan of aggressive kobolds with a series of tents and camps, hunted for their valuable bronze and fine steel. In the central area are a host of sonic bats, which see invisibility, and spiders, which tend to swarm those unlucky enough to become entrapped in their webs. In the west are the fire imps and elementals, as well as the Efreeti Lord Djarn.

In the south, the deepest part of this maze-like network of caves, is the castle of fire giants. These warriors and wizards loyal to Nagafen are led by the shadow knight King Tranix. The giants are the guardians of the fire dragon, Lord Nagafen, whose open lair is situated in the deepest point of the caverns.

Note: For the higher level revamp version of this zone (available only in special events - usually branded as "Hardcore Heritage", running several weeks in the spring and/or summer), click here.
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LavafallDon't Fall InBeware the Spider's WebA Fork in the Tunnels
Imps and ElementalsFire Giant TerritoryKing of the Fire GiantsLord Nagafen's Lair
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horrible hotzone for levels
# Mar 11 2009 at 11:38 AM Rating: Decent
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I don't know who over at sony is making decisions on what the hot zone levels are, but man did they make a horrible call with this one. I generally decide to hit hotzones five levels early (so for this 45-50 hotzone, I show up at 40) to be able to encounter reds, yellows and whites, but am sad to say that most of the kobolds are blue or light blue by this level. Thus, you have no choice but to spend time slaughtering your way through them to the harder stuff, which is still generally blue at that level (lava beetles, spiders, etc), and the next highest mobs are the fire giants, which are difficult as **** to kill (and take forever to die) solo at levels 40-50. If anything, I'd say this should be the hot zone for levels 35-40 so the kobolds could be taken advantage of instead.
horrible hotzone for levels
# Jun 05 2012 at 4:35 PM Rating: Decent
7 posts
Then show up at 30! lol sony didnt make you wait untill lvl 40. you need to find out yourself where is a good place to lvl at 40...try Draniks scar
Hot Zone
# Jan 07 2009 at 9:29 AM Rating: Decent
39 posts
This is now the 45-50 level hot zone as of January 2009.
hehe
# Dec 07 2006 at 5:16 AM Rating: Decent
16 posts
Quote:
Naggy is a 1 grp raid, we killed Naggy 3 times with 1 grp. Naggy a baby now. lol 1 War, 1 Cler, 2 Bst, 1 Rog, 1 shaman



lol, note: 1 group is not a raid.
note: naggy is duoable. (I've done it myself, 51 epic twinked clr and a 51 twinked bard tanking and it was easy...


bards can slow, fairly good mele dps hp/mana regen boost. plate class same as warrior's haste isn't an issue with the haste potions now, but ive been doing it for almost a year now with the bard.

where all warriors have is hp. (not too sure on the warrior tomes at that level, but they lack the essintal slow for the duo,
Naggy
# Jan 28 2006 at 1:05 PM Rating: Decent
5 posts
Naggy is a 1 grp raid, we killed Naggy 3 times with 1 grp. Naggy a baby now. lol 1 War, 1 Cler, 2 Bst, 1 Rog, 1 shaman
Naggy
# Aug 24 2006 at 10:47 PM Rating: Decent
Is it still a level 52 cap???
RE: Naggy
# Aug 25 2006 at 2:05 AM Rating: Decent
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yes
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Sol C
# Feb 04 2004 at 6:36 PM Rating: Decent
1 post
Sol C still up or not? i have heard that it is still up, can any one comfirm this?
RE: Sol C
# Feb 07 2004 at 2:41 AM Rating: Decent
Was up for us today !!
Any real facts out there would really help.
# Dec 10 2003 at 11:33 AM Rating: Decent
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Just wondering if I could get some of you who have succsefully raided and killed Naggy could post your comments about that acctual raid. Please include what classes and how many of each and total number of toons involved. It would also be nice to know the startagy that worked for you as well.
I only ask because I am planning a raid on Naggy and am taking 5 groups of 44-52 level people. Hope to have a cleric for each group and at least 3 shammens and an equal amount of chanters, mages or wizzards with the rest being melee classes. Group 1--MT, MA, MH(cleric), AH(cleric), MS(shammy), and a melee. Group 2--meleex3, cleric, shammy, wizzy. Group 3--meleex3, cleric, shammy, chanter. Group 4--meleex3, cleric, chanter, wizzy. Group 5--cleric, magix3, wizzy, chanter.
Each cleric will look after there own group outside of AoE range(hopefully) and the chanters can try and stun to break AoE casting from naggy plus tash and slow. Melee will just smack away, shammys will slow and dot(maybe cast chloro, regen or melee), magi and wizzy will nuke some at begining then chain nuke at 25% health.
Just wondering if this combo will work and any info about the range of the AoE spells or any other usefull info would be great, thanks.
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RE: Any real facts out there would really help.
# Feb 05 2004 at 12:11 PM Rating: Default
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3,705 posts
Umm, we zerged him with about 50 people, none of whom had any clue what they were doing (pickup raid). The MT engaged, then called assist after about 3 minutes, and everyone piled on.

He died pretty quick, then we rezzed back in the 28 or so people who died because they had crap resists.

Then the raid organizer basically said all the good stuff had been called, and we could roll on the crap. That was back in early 2002, and I haven't touched a nagafen or vox raid since.
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Pit Trap
# Feb 04 2003 at 3:39 PM Rating: Decent
46 posts
As you approach the Efreeti Room after crossing the "Lily Pads", you can go around a lava pool to your left or your right - go right! If you go to the left you will fall through a trap door (the Pit Trap) into the lava. I was lucky - the 3 of us that fell through had Levitate on so we had time to get close to our other group members and get zoned out.

Does anyone know of another way out of this trap besides zoning out - or dying and getting your corpse summoned, lol.

Padaas, Ranger of 55 Seasons
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RE: Pit Trap
# Aug 08 2003 at 12:07 PM Rating: Decent
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Oh yes. Hopefully you will have fire resistance up, regen and an EB item, although not reallly needed unless you panic.

If you spend some time swimming in the lava, you will notice a lava tube. It leads to the lava pool near the lil pads. Short swim, then to contend with the bats, or if you have levitate on just follow the lava out to the Noble area and zone out with the train. I have been told this tube is also the way to Sol C.

You might notice another lava tube by the Noble area, it leads to a hidden room under the giant lava pool at the KPC camp.

could be others, but havent had a lava bath in a while.
Fire Giants/Naggy
# Oct 11 2002 at 9:22 AM Rating: Decent
Looking into a Naggy raid and need to do some researching before attempting it. The final fight itself I'm not too concerned about, but even with the EQAtlas map I'm a bit concerned about the fire giants. It lists the castle as starting at loc 15 on the map and states giants can aggro through walls and that not all walls and doors are shown. Need some info from someone who knows this spot well.

Any general advice for pulling/clearing the giants?

Any spots in particular to be careful of/around?

Is one group of 53 plus sufficient to clear the giants for a 52 and under raid?

At what point on the map would you suggest stopping for final buffs?

Is Magi Rokyl the only giant in the lair with Nagafen?

Where is a safespot to pull all other mobs from the lair itself before Nagafen? is this the same spot as the final buff area?

Thank you in advance for any input

Kirus
Troubadour of Tallon Zek
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RE: Fire Giants/Naggy
# Oct 11 2002 at 3:51 PM Rating: Excellent
I went on a Naggy raid, here's my experience:

We had about 30 lvl 52 and under people. The Fire giants were challenging in a fun way, but not a dangerous problem, we just used traffic control tactics and assisted the main tank. They come in 2's and 3's it seems. Oh, and they are GREAT exp! If you think your group can handle Naggy, you do NOT need an uber team to take them out.
The room outside of Nagafen's lair is where you prep for the final battle.

There are other giants besides Magi Rokyl with Naggy. We were able to pull them and kill them with a Monk. At one point, Naggy agroed, but since Naggy can't get into the prep room, we all just camped out and back in to clear aggro.
Yes, pull to the prep room, and buff there as well.

Up to this point, the raid was a blast. Then we had Naggy alone in his lair and charged in.

AoE Fire attack is bad. AoE Fear is worse. I finally decided to make a run for it, when I got summoned underneath Naggy and stomped to death. Made of a tricky corpse recovery. Almost total wipeout.

Invest in resist gear, buff all your resists magically, and if you can get some Greater Potions of Cold (to buff Fire Resist) OR the Divine Endurance potion to buff all resists, including Magic. A high magic resist is vital or you will be spending the fight running away and being munched on until you die. Since they "adjusted" the resistance structure, this is MUCH more important than it was.

In short, the Fire Giants are NOTHING compared to Lord Nagafen himself.

Oh, camp a lvl 49+ necromancer WITH COFFINS somewhere near the zone line, and camp a cleric with a high exp rez for good measure. Will save you a LOT of time in trying to pick corpses out from between Naggy's toes! Smiley: tongue Try to have a coffin for each person, just in case.

Here's a snapshot I took before things got REALLY bad:

http://kashin.org/gallery/view_photo.php?full=1&set_albumName=album09&id=Naggy


Edited, Fri Oct 11 16:35:50 2002
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Wipeout Recovery
# Sep 10 2002 at 12:36 PM Rating: Decent
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Read a lot of stuff here but not much on wipeout recovery strategies for a Naggy raid. Naggy recovery can be difficult. From our experience following wipeout, if he senses the presence of anyone in the prep room he can then see through sneak/hide and scowls. So then everyone waiting for CR in prep room must camp and Naggy calms down again and your rogue can go back to work.

This is more second hand info considering I was one of the peeps waiting for CR, but based on channel discussion this appears to be accurate. One rogue was eaten a couple times with sneak/hide up until everyone in the prep room logged.
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RE: Wipeout Recovery
# Sep 26 2002 at 5:24 PM Rating: Decent
26 posts
I'm not sure why this worked but it worked a couple weeks ago. We had someone who was below 53 agro naggy and stand at the bottom of the stairs, just out of range of attack. Naggy would get stuck in the door trying to get out.

Then we had a higher level (55 I think) guy just run on in and drag the corpses out. Went right through naggy without getting agro.

If you have the problem of them getting banished, just drag all the corpses as close to the door as possiable, have everyone campout to shake agro and then you can easily grab them from just inside the door.

JPaul
50 Monkey
Brell
Great zone for 40s
# May 05 2002 at 7:17 PM Rating: Excellent
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Reffering to Kiros's post below, in my opinion this one of the best places to fight in your 40s. I'm always encouraging people in my guild to go here starting at their upper lvl 30s. I have always preferred fighting in dungeons versus wide open areas. This may be due to the fact that I'm a Cleric and can't solo like many classes can in wide outdoor zones.

The best thing about this zone is that the camps are divided pretty equally. I mean this exp wise, not referring to loot. The lowest part of the dungeon is the pool/window part. You will only be fighting the Kobolds which are under lvl 40 but give good exp till 48 or so. 3-6pp average on loot, throw in FS weapons and bronze armor you'll find yourself encumbered with lots of goodies to bring to the gypsy vendor just outside at the druid rings. The Kobolds can be troublesome when you get adds but as long as you have a group averaging around lvl 40, you'll be fine even without an enchanter. Also there are 2 zones you can run to very quickly from the Window room.

The next camp up would be the King room or KPC as its called on Terris Thule. My best memories of ever fighting in dungeons came from this camp I think. You're fighting the same old Kobolds but there are 3 rare mobs that are part of this camp. On average you should get at least one of them to pop an hour. There is the:

Kobold Champion: Lvl 39 Warrior mob. Hits hard but not substantial hp. Drops the no drop Painbringer (rare) and the Shield of the Slain Unicorn (common)

Kobold Priest: Lvl 39 Cleric mob. Can heal himself very well. Keep him stunned. Drops Carnal Pauldrons (common) and Mithril Breastplate (rare)

Solusek Kobold King: Lvl 42 Shadowknight. Easily the hardest spawn in this camp. Comes with skelly pet. Drops the no drop Fleshripper and Runed Mithril Bracers. The RMBs seem more common.

There is also the Kobold Noble. He is not neccesarily part of this camp but if he's up, he's up for grabs unless anyone is specifically camping him alone. He's a lvl 39 Enchanter. He can and usually does charm your tank. Drops Petrified Erudite Heart and Staff of Writhing.

The next camp up are the bats and bugs. You usually need a group of mid 40s to do this camp but its possible with lower lvls. The rare mobs around here are:

Death Beetle: Lvl 42. Average hp for its lvl but hits hard. Drops Black Chitin leggings.

Nox Spider: Lvl 44. Hard hard hard. Drops Green Chitin Bracer and Green Silken Drape.

Stone Spider: Lvl 45. Very magic resistant. Drops Brown Chitin Protector and Crystalline Orb.

These are the main exp camps. Next up are the Fire Giants, Efreeti, and of course the fire dragon Lord Nagafen.

Hope this helps. Good luck to anyone going to this great exciting dungeon.
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RE: Great zone for 40s
# May 13 2002 at 8:27 AM Rating: Decent
10 posts
How would a level 39 duo of SK and Cleric do here? SolA was great up to 39, but now the xp has really dropped off. Would the Pool Room area be good at 39?

Thanks
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resists?
# Oct 27 2001 at 11:45 AM Rating: Default
Does everything in this zone have high fire resist or just some of it?
LF Good Zone
# Oct 14 2001 at 11:41 PM Rating: Default
10 posts
Is this place realy worth it?
Could there be somewhere better?
I mean like the ultimate zone for level 40+.
Like for 12+ is Oasis, 22+ is LOIO and OT for 30+.

I have been to some zones and they just dont satisfy me.
I'm just looking for a good zone.
RE: LF Good Zone
# Sep 19 2002 at 8:35 PM Rating: Decent
As Opee said, Dreadlands and then Karnor is an option. I strongly suggest going to Sol B though. It's a good place to get some indoor experience, which is vital. There's enough chars already that got leveled on the outdoor kurnark express.
From my personal experience alot of them are totally useless once they hit indoor zones where you have to stand and fight with no convenient zone to run to.
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RE: LF Good Zone
# Jun 23 2002 at 5:22 PM Rating: Decent
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If I were you, I would try Dreadlands just outside Karnor's Castle. Once you get higher, move into KC for extreme Exp.
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RE: LF Good Zone
# Feb 13 2003 at 2:45 PM Rating: Decent
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78 posts
I disagree.

I advise going to SolB, it will do wonders towards improving your skills with indoor fighting in close quarters. The loot also isn't very bad either if you have someone ML and sell to the NPC at the Druid Rings in Lavastorm.

Dreadlands requires very little skill, teaches almost nothing and the loot stinks.
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#Anonymous, Posted: Aug 03 2001 at 4:02 AM, Rating: Sub-Default, (Expand Post) yes the noxious spider does rarly pop at the zone edge from lava into solb trust me nearly ripped my head off
Good xp
# Jul 17 2001 at 10:38 AM Rating: Good
12 posts
Having spent most of my time in Kunark, I (40 warrior) and my friend (43 cleric) decided to try Solb. Only 15 people in the zone, and we had the whole Window/Pool/Circle room area to ourselves. Pulled Greater Kobolds and Shaman for 2 hours without one problem. We just entered through Sola and worked our way to the Pool room. The kobolds don't hit for much compared to Overthere or Dreadlands mobs. No problems with trains either. We never pulled more than 3 at a time, and my friend just kept 2 rooted while I took them out one at a time. Amazing xp and very fun. We made about 300p too just in bronze,fs,herbs and cash. I highly recommend it!!!

Glamdrin
40 Warrior
Xegony
#Anonymous, Posted: Jun 09 2001 at 12:06 PM, Rating: Sub-Default, (Expand Post) Where would be ther closest place to be bound if you were a not evil warrior?
RE: Binding
# Jun 19 2001 at 3:49 PM Rating: Decent
Freeport would be nearest for those that can't self bind and are unwelcome in Neriak
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60 Grandmaster
ARo
Nagafen Strategy
# Apr 23 2001 at 2:14 AM Rating: Default
Ok, so there are many strategies for defeating Lord Nagafen. Let's discuss a few. I just particpated in his slaying for the first time today. All i can say is that for 60 people our stategy seemed highly inefficiant. As a matter of fact too many died. I'm under the impression that we had way too many. I think that 4 (maybe 3 or even 2) well balanced and "talented groups" could take Naggy with little difficulty. The key seems to be resists. Bards (with their resist song) and Druids (with Circle of winter) are crucial even though i'm sure there are ways around having them i.e. good resist items and other class buffs. Naggy also has an aoe fear that can be resisted with the /disc fear and a good MR. AS far as melee, i had NPC hitting me off, but he seemed to be do little more damage than a common wurm (100-200 points of damage).I thought he cast Rain of Fire once, but with all the resists it was barely noticable.

Most of the people on our raid died because of mass confusion regarding heals. Very few remained as Nagafen fell. Again, I think that fewer people with more skill would have little to no problem taking down this dragon. Although i wasn't keeping track, he didn't seem to have many hit points and fell rather quickly.
RE: Nagafen Strategy
# May 06 2002 at 2:16 PM Rating: Good
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I've been on 2 Naggy raids. 1 successful, 1 not. Resists are definitely important yes but there are few things I think are just as important. The absolute best thing you could do was get a Rune on everyone in the raid. Of course this would be costly but it almost seals the deal that you will win. It can cancel out 1 or 2 of those massive 500pt AoEs he has. Another thing I have found is very important when fighting this guy is damage shields. Yes damage shields. From my experience as a Cleric, Naggy beat the crap out of me once he saw me heal my whole group. But guess what? Even as I died helplessly, I did damage on him. The best case scenario is having a warrior with his epic on Naggy of course. The proc will help him keep aggro so all you have to do is keep him alive and keep his DS up. He's an intiminating monster, but approach him calmy if you're on your first raid. If you're a tank, hit him. If you're a caster, nuke him. If you're a cleric, heal. In all honesty, when you're fighting him, that is what is comes down to. Do your job and expect casualties but never panic.
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Efreeti Drops
# Mar 27 2001 at 12:13 PM Rating: Default
Hello, recently we had a great raid on Djarn and got two pair of boots, and wanted to get more. The third drop was the ring, and after getting the ring and many hours we saw NOTHING but PHs. Another group I spoke with has the same exp.

After getting the ring does this make Djarn no longer pop? Has anyone else had this experience?

Feedback is appreciated thanks.
RE: Efreeti Drops
# Oct 22 2001 at 6:08 AM Rating: Default
Got the same situation yesterday. 6 PH spawned before Djarn spawned once. After this kill (dropped the boots) again 5 PH spawned :( Than our group broke up and we left the camp.
4 hours (incl. the way to the spot) camped one pair of boots :(
RE: Efreeti Drops
# Jul 28 2001 at 8:03 AM Rating: Default
Okay, the spawn is a 1 in 6 chance for him to spawn, in his place,

Not much =P but I hope it helps
Sly-Innoruuk server of Undead legion



HI MOM
Where to hunt
# Mar 19 2001 at 3:14 PM Rating: Good
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I have been hunting in Solb for the past 4 levels. The minimum lvl you can go here is at 35. Hunt in the Left Room (aka window room.) This is very good experience the the loot is nice too. The kobolds here drop around 2-4 platinum.
You can hunt in the LR from 35-46 but at about 40 you will want to join the King Room group. Here you kill the kobold champion, king, and targin the rock. This is good exp + some very nice loot. This is as far as I have gone please post any additional information.
Thelonius Monk
# Jan 26 2001 at 12:05 PM Rating: Decent
Not sure if the Nox spider spawns at zone. What is more likely is a group trained him to zone and he stuck around (As the Kobolds have an annoyoing habit of doing) before heading back to his area.

TM
#Anonymous, Posted: Nov 08 2000 at 9:21 AM, Rating: Sub-Default, (Expand Post) Come, come, one and all to Djarn 2001. To be held in nottingham in the new year. Watch this space......
#Anonymous, Posted: Nov 08 2000 at 9:24 AM, Rating: Sub-Default, (Expand Post) WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!WE WANT DJARN!!!!!!!!!!
#Anonymous, Posted: Nov 08 2000 at 9:23 AM, Rating: Sub-Default, (Expand Post) cool. i love that guy. i wanna go!
#Anonymous, Posted: Nov 08 2000 at 9:22 AM, Rating: Sub-Default, (Expand Post) Tell ne when and where and ill be there!
LDCs
# Sep 21 2000 at 10:39 PM Rating: Excellent
Scholar
36 posts
Be very, very, very careful when zoning into Nagafen's Lair. If at all possible, I'd recommend doing so from Solusek A, the zone that leads directly to the Window Room in B. The reason for this is simple. There is, rarely, a Lava Duct Crawler that spawns near the zone line and starts ripping everyone who zones in to shreds while they're vulnerable. He wanders away, but while he's there you can kiss your casters goodbye if they zone first.

I have also heard that, extremely rarely, the Noxious spider will spawn there. Even worse, for those zoning in, but the only time I can personally claim to have seen this happen was right after the Hole was added, and SolB was a lot buggy for a while after that. This little problem might have been fixed, but it's something to be aware of just in case.
#Anonymous, Posted: Feb 12 2001 at 11:24 AM, Rating: Sub-Default, (Expand Post) No, no, unfortunatly SolB is *still* very buggy. More so than any zone I've seen before.
Dangers of Fire Giants...
# Aug 29 2000 at 10:31 AM Rating: Good
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Fire giants are some of the most challenging monsters for their level range. Immune to magic cast from outside their melee range, giant flagged (meaning they cannot be stunned or mesmerized), with respectable melee damage and health, they can be daunting foes. However, there are additional hazards to fighting them simply given the terrain. A fire giant must never, under any circumstances, be bashed into a wall or allowed to enter lava.

When a fire giant enters a wall, I have heard that it removes all debuffs upon it and heals fully. While I haven't seen this happen to fire giants, I have seen it with ice giants in permafrost. However, there is an additional hazard here that I was able to experience first hand. Once, a fire giant was knocked into a wall... and it never came back. We waited for it, then all camped out and reentered to eliminate hate. No trace of it. We all thought it must have destroyed itself, and continued as normal. The next pull of fire giants consisted of around 9 fire giants. Every pull thereafter, until the zone was repopped due to a patch, was that way. I believe that the fire giant was possibly stuck under the world, aggro'd during any pull but unmoving, and pulled just about every giant in the vicinity during a pull. In any case, that one little fire giant wiped out at least two subsequent raids after ours.

Giants can also be knocked into the lava. While I've heard similar things about them healing, I haven't been able to verify this. They can, however, summon people to them while merrily fighting people inside lava. While I suppose a group with heat resistances of 160+ (due to bards or just great equipment) might be able to carry the fight to the giant inside the lava, it generally just means the clerics should camp and hopefully you'll have a necro to retrieve corpses lying at the bottom of a lava pool.

Further miscellaneous notes on fire giants. The first room has 3 fire giants, one of whom is a roamer. If you float across the lava from near stone spider room, you can come out behind the giants, kill the roamer, then face the remaining two. Feign-pulling makes life much easier. I preferred having two feign pullers to make things go smoother. Enchanters level 49 or higher can charm fire giants with Allure, although the casting time of their charm makes it nearly impossible to charm a fire giant that is beating on them (unless it is slowed) - two enchanters trying to charm a single giant generally will work, as one of them tanks it and the other gets Allure off uninterrupted. Slowing the giant with either their own slow spells or the stronger insects line of shamans will also allow them uninterrupted charms. It's a good idea to have along a shaman regardless, due to the power of their insects line and additional hp buffs on tanks. In a pinch, root-parking giants -can- work. Rooted npcs don't summon, so if you park a fire giant warrior far enough out of melee range, you may be able to keep him out of the fight. Keep in mind that there are fire giant magi, and root parking them isn't nearly as effective.

It seems like the most troublesome pull is Magi Rokyll and the giants with him should Lord Nagafen be up and about. If Nagafen is dead, this isn't a problem at all. If he's alive and well, the pull of Magi Rokyll can be difficult enough that some groups just stop at Warlord Skarlon and leave.
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Tehom
RE: Dangers of Fire Giants...
# Feb 12 2001 at 8:35 PM Rating: Default
Fire Giants CAN be stunned. I stun them all the time with my pally spells.
RE: Dangers of Fire Giants...
# Jun 15 2001 at 11:10 AM Rating: Good
Even though it says they are stunned, the only way you are actually affecting them is that you're interrupting any casting they might be doing. Dragons and Fire Giants are immune to stuns. Fact =)
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Duriko von`Zelotes
58 Knight
Subversive Destiny (RIP)
Torvonnilous
RE: Dangers of Fire Giants...
# Nov 20 2003 at 4:08 PM Rating: Decent
They can be stunned. I stun them all the time with my Trochlics Skean (clockwork poison). In fact, I have yet to come across a mob that cant be stunned by it, to include dragons.
RE: Dangers of Fire Giants...
# Sep 23 2002 at 3:02 AM Rating: Default
4 posts
If they CAN be stunned they are not IMMUNE to stuns ok??

I know for a fact that Sand Giants, Hill Giants AND Fire Giants are NOT IMMUNE to stuns.. HOWEVER they almost always are stunned only for tenths of seconds.. so the only practical use of the spell stun on this kind of mobs are (1) to get aggro and (2) to interrupt spellcasting as I see it.

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Sazzily Bonezlasher
Cavalier of Brell
Antonius Bayle

Edited, Mon Sep 23 03:47:34 2002
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