City of Mist

Quick Facts


HOT ZONE
Type:
Outdoor

Expansion:
Kunark

Instanced:
No

Keyed:
No

Level Range:
35 - 53

Send a correction
The City of Mist, also known as Torsis, was built under the guidance of Lord Rak'Ashiir shortly after the fall of the Shissars.

Problems arose when Rak'Ashiir's wife, Queen Neh`Ashiir, grew weary of life in Torsis, had a secret romance with High Scale Kirn, and fled the city with her lover. Rak'Ashiir gradually lost faith in his god, and one night, Cazic Thule sent one of his minions to take Rak'Ashiir's daughter away. This event prompted Rak'Ashiir to lay out the groundwork for the city's demise.

The once-great City of Mist is now home to a host of undead and golem reavers. Some of its temples and towers have withstood the test of time, and the spirits of the King and Queen remain. Bring a rogue friend to pick locks, there are many doors that don't have a key.
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A Once-Great CityLhranc's HouseGazebo in Front of Reaver TowerReaver TowerThe ArenaTempleCatwalkInside the Tower
Post Comment
Is this a zone for pickup groups?
# Sep 10 2001 at 4:18 PM Rating: Default
Im a 41 paladin and would like to try this zone out. But im wondering if this is a zone you have to raid or one where i can enter and just shout level 41 paladin LFG. Oh i play on the eci server so if that helps. I dont have a fixed schedule that allows me to raid so i just /LFG all the time. So is this zone for pick up groups or raiding only, like Kaerso was?
RE: Is this a zone for pickup groups?
# Nov 05 2001 at 9:37 AM Rating: Decent
On Ayonae Ro, I would say I have found a group about 40% of the time I've come trying. Most of the rest of the time spent soloing (and running away for the zone line a lot) in an empty dungeon. I'd say BYOG is the safest bet in CoM. Mobs aren't too tough for a 41 but watch out for trains, these ghosts are very social.
Fixed Pathing?
# Sep 06 2001 at 7:43 AM Rating: Decent
Has anyone else noticed that the pathing around this place is better? I remember mobs pathing away from your pulll all the time, esp when pulling to the zone. Now they come right after you. I think it's great this way actually.
Wu's Trance STick
# Aug 14 2001 at 6:14 AM Rating: Default
Can anyone tell me where the Wu's STick drops at? I went to eqatlas they don't got a map for it yet.... I would like one of those.
RE: Wu's Trance STick
# Oct 01 2002 at 1:35 PM Rating: Excellent
Looted one off some yard trash at the bridge last night.
RE: Wu's Trance STick
# Jan 28 2002 at 5:56 PM Rating: Decent
The trance stick is like most items in this zone and is a random drop off most any mob. I looted one awhile back off a skellie near the entrance, for example.

Kaldaorf
57 Luminary
Lanys
RE: Wu's Trance STick
# Jan 10 2002 at 3:20 AM Rating: Decent
Got one of these off a Reaver the other day.
lock picking skill needed for CoM is....
# Aug 03 2001 at 7:58 PM Rating: Decent
your skill has to be 200 (it is the max anyway) for a rogue to pick the doors.i have not failed once yet in CoM.

to get a skill of 200 the first locked door in the befallen is good enough to make it all the way to max. granted it is VERY boring but if there is a grp fighting there you get to be the hero cuz you can unlock the door.

also the door in the Hole is just as good for lvling the skill.
CoM
# Aug 03 2001 at 7:54 PM Rating: Default
Being a rogue i love this place...it has great loot and is definately exciting to be in.although i have never been with just a experiance grp being in the main kill grp on a raid here leads me to believe the exp is great also. we took out 2 of the lords while we were there as well.i forgot if this was mentioned but if you do not aggro them they will not aggro you..so if you do not want a pretty hard fight it is best to not hit them once you get one.as mentioned before the goo's are in my opinion the toughest thing about this place.they add alot and like smacking casters around if they are too quick on the trigger.another thing is the "invisable ramp" catch a dmf or a lev and kill sow and put it on walk....if you do that navigating it is much easier.
just some thaughts from your friendly barb rogue
Re: Re: Drops
# Jul 22 2001 at 10:43 AM Rating: Decent
I camped my chanter there, and in about a week i saw 3 Wraith BOne Hammer, a Wu Stick, a Kunzar Ku whatever, a few spells, probably around 3. SO i think that the loot there is nice, you just got unlucky.

Megolas--53 druid Bristlebane.
#Anonymous, Posted: Jun 15 2001 at 12:04 AM, Rating: Sub-Default, (Expand Post) This is for Monks pulling from the tower with and enchanter. Be sure the goose are not in the area when your chanter mezzes your pull of multiples because the "ghost" goo will argo, thus he pulls the entire zone. This happened to me last night. I feigned and everyone zoned out, and I sat for 30 mins and my argo never cleared, I would have 20 goos running, sliding rather back to the temple to kill me along with a could phantoms, I eventually died trying to zone out. =( So if you are a monk feign don;t always clear argo. FYI...
RE: arathres
# Jul 20 2002 at 7:19 PM Rating: Good
***
3,705 posts
well, since there may be one or two others in the game who don't know this, the way to clear aggro is to camp out while fd (/q). I know the post is a year old and unlikely to help this same guy, but still, if he doesn't know, maybe someone else won't either.

Edited, Sat Jul 20 20:21:17 2002
#Anonymous, Posted: Jun 12 2001 at 5:02 AM, Rating: Sub-Default, (Expand Post) What skill in lockpicking does a rouge need to open doors in this zone?
RE: What lockpick skill?
# Jul 20 2002 at 7:23 PM Rating: Excellent
***
3,705 posts
Rouge might make your cheecks look red, but won't be opening any doors, at least not literally. A ROGUE on the onther hand can open these doors at 200 skill, which means, no a lvl 20 won't do.
A human skeleton
# Jun 08 2001 at 11:57 PM Rating: Default
A bunch of patches back they moved the mob needed for the concussion spell from the second level to "near the entrance." I've grouped there for days, When I'm not there peeps I know are and they'll send me a tell if it pops, I'm bound in front. It's never been seen, never on track! Can anyone tell me how to get it to spawn?
Please learn English before posting!
# Jun 08 2001 at 11:38 AM Rating: Default
Will those that cannot read/write/speak English properly please refrain from posting paragraph-long sentences riddled with ignorant spelling and grammatical errors please? Thanks.

#Anonymous, Posted: Jun 11 2001 at 12:03 PM, Rating: Sub-Default, (Expand Post) Would it be possible for you to post relevant information about the zone instead of spamming?
Warrior/Cleric Combo | Splitting the front Spawns | Single P
# Jun 06 2001 at 2:35 PM Rating: Excellent
*
104 posts
I have two accounts and play the warrior/cleric combo, cleric sits and meds while the warriors beats the snot out of things. This zone was made for this kind of combat.

I brought my two characters here at level 41 and have leveled them up to 51 so far and not stopping any time soon. At level 42 I could break and keep the front 9 spawn points going non-stop. Why? because the cleric has a little spell called Complete Heal. And another little secret that seems to apply only to this zone, mobs will completely ignore the aggro effect caused from cleric heal spells, which is good because most pulls before you break them will be double mobs.

Here's how I and you can break the front 9 with just two chars. Park the cleric in the long hallway near the zone end. The warrior walks up and stands against the wall away from where the two mobs spawn beside light post. DO NOT ATTACK. If you pull using the aggro radius instead of an attack pull, you can usually pull singles. If both mobs come, don't worry run back into the hall turn around and start hitting the mobs. Don't use the cleric to nuke unless he's at FM and then only once. Once the warrior drops to 2 bubbles of health start casting the Complete Heal. Don't switch the warrior back and forth between mobs to build aggro it's not needed, just concentrate on 1 mob till it's dead. Once you're complete heal goes off, you'll be amazed that both mobs still continue to concentrate on the warrior, even when you sit down and med for the next heal. Normally once you get down to 1 mob, the med time before the warrior needs to be complete healed, is equal to the time it takes to regen the mana from the last complete heal.

The two side overhangs over the water in the bridge area have two spawn points are usually double pulls till you break them, the fight will be similar to the one above. It is possible to get single pulls from them when they are fully spawned, but you have will have to use a bow pull to get far enough away to keep from aggroing the 2nd mob, and becareful of not getting to close to the mobs in the courtyard. (P.S. Monks would be even better at pulling, if they had throwing weapons with a greater range. And this strategy does not take into account FD pulls, which most of the monks I've played with, either haven't seem to have heard about or they really suck at it. =P)

The hardest part of this area is splitting the gate which has three spawns. This cannot be done unless you are using a bow to pull. And if you aren't using a bow as a warrior, you should never be sent out to pull things, because you are not an experienced puller. The spawns form a triangle, two against the back wall with one up front. Target the mob up front, run up close enough to open the gate (be careful you can aggro from distance on this). Once the gate is open, run all the way to the begining of the bridge turn around and shoot while running backwards, If you're far enough away (you need a decent range on both bow and arrows) you'll only pull the front mob. Once you do that, you can split the other two spawns into single if you use the bow again, only target the left one, open the gate, then run back past the post that is halfway down the bridge climb the right wall of the bridge and then shoot the left mob. You can only do this from this angle because there is something about the gate that will block your arrow from hitting the mob if you try a straight on shot.

Do not try to break the courtyard with the 2 char set-up, you will usually get 4-5 mobs due to the pathing being set up to run around in circles alot back there. However there is a single spawn that you can pull on the left side of the courtyard. It is in front of the raised platform.

In the left wall of the courtyard is an arch that leads to the area called the stable. In this area is another room that you can split and pull singles from. Go into the stable area and you will see another arch in the right wall. Go through this arch and you will see a door on your right, up against the wall. When you open this door from as far away as you can, you will usually aggro the mob nearest the door, but if you get too close, both will come, but you can break them like you do any other two mob pulls.
It is possible to pull singles from using the door opening technique with the other rooms in the stable, but the pathing will usually result in multiple mobs coming at you.

In the wall in the right of the courtyard is an arch leading to the temple. High levels mobs are in here, so be careful trying to pull from here, the only single that you might be able to get is at the top of the stairs near the water on the left side. Further back on the top left side are 2 spawns of high stuff. on the other side of the water is another spawn, but shouldn't be aggroed by your pull.

Once everything starts to green out to ya, you can break the courtyard and head deeper in. Past the courtyard is something some people call the goo temple. Some people call the gazebo (spelling) area. Head to the right side of the big building where the 3 goos reside. Where you want to set up camp is against the wall of the building past it's door in the grass area. This will be in front of the right gazebo. There are four spawns inside this house, two in the room to the left side and two in the room to the right side, nothing spawns in the middle. The ones on the left side can be split into single by doing the following, go to the left door and open it, then stand in the doorway (don't go in the room), after about 5-10 secs, the first mob will aggro, and you can pull him out. Smack him a few times before you pull him off the path way and onto the grass, the pathing is such that the mobs try to avoid the grass area, Every once in a while, a mob you're pulling from the house will bolt back through the left door, run through the whole bloody house and back out the right door before following you into the grass, if You haven't broken the right room, the expect lots of fun for the next few minutes with a possible dash to the zone, as the cleric goes OOM. The right room can be broken easily after the left room with a bow pull. Just stand in the left room, target the visible mob and shoot. Pull him back out the left door and smack him about a bit, as he is the one that really likes to run back through the house. Once you have the gazebo broken, you can start easily pull from the courtyard, you can get an occasional blue at 49 from there, but most of your exp will come from the gazebo and you might as well increase your chances of good loot by pulling greens from the courtyard.

Disclaimer 1: Aggro radius of the mob is dependent upon your level. So at the lower levels you can probably expect more double pulls, but the gate pull technique should still work for you.

Disclaimer 2: Everybody who comes to CoM is looking for good loot, but fails to bring any help, and it really frustrates the everliving **** out of them to watch you sit there and pull, and pull, and pull, so expect lots of LFG, and you got room for 1 more? Most of the time I've found that the reduced exp and less chance of getting the loot, is not offset by what they provide to the group. (I say if I add 1 person to the group, I should be able to pull that many more mobs. Also be carefull of adding tanks, sure more dmg, but if the cleric has to spend all his mana healing 2 people instead of using that very effiecent CH on 1 person, there is a lot more down time waiting on cleric to med than in a 2 person combo. In other words, you secondary tanks don't use you're taunt skills, and switch over to weapons that don't cause a lot of rage/taunt build up [minimal procs])

Disclaimer 3: There are a bunch and I mean a bunch of idiots out there who like to take and sit thier big asses down on the bridge while you are pulling the area. If you smack the mob around enough you can usually pull it past them without any problem. But the occasional super-huge train from accidently tagging a ghosting wall mob will remind people its safer to sit at the zone.

Disclaimer 4: Be careful of the camp jumpers once you break the front area, on more than one occasion I've had another group take up residency on the bridge and start pulling stuff. Again mistaking a ghosting mob can help rectify the situation.
RE: Warrior/Cleric Combo | Splitting the front Spawns | Sing
# Apr 29 2002 at 8:26 PM Rating: Decent
that is a long post dude, anyways, would this tactic work for a SK in the place of a warrior? just wondering, please don't flame me.
RE: Warrior/Cleric Combo | Splitting the front Spawns | Sing
# Sep 28 2001 at 9:47 AM Rating: Decent
The reason it seems most of the mobs ignore the healing of clerics is because they are all dead or have the dead AI. The shadows, skeles and such are undead, and the Golems have the undead AI. This AI takes alot more heals and such to finally make them change targets. I was in there last night with my group and we could get 4-6 heals off on our MT before we had to wait for agro to build by him some more.
RE: Warrior/Cleric Combo | Splitting the front Spawns | Sing
# Oct 30 2002 at 3:53 PM Rating: Decent
nice Sig Quote, I wanna rip it off and use it in regards to an air specialized mage =)
RE: Warrior/Cleric Combo | Splitting the front Spawns | Sing
# Jun 20 2001 at 8:48 AM Rating: Decent
25 posts
Now that's an exhaustive description on how to camp and pull the zone.
am i too young
# May 27 2001 at 1:53 PM Rating: Default
question is lvl 41 for a druid too early to start fighting here...and if so what lvl is a good lvl to start
shaman
# May 23 2001 at 1:55 PM Rating: Default
Where does the army behemoth spawn. Sick of waiting for random spawn. Been there for thirty hours on what was said to be an eight our quest. Heh!!!!!!! Pathetic!!!!!!!
RE: shaman
# May 09 2002 at 11:23 AM Rating: Decent
I know this is a "tad" late compared to the post date of the message, but I thought I'd put down my experiences for anybody sifting through these messages in hope of finding the Army Behemoth. I spent over 11 hours in there the other day helping a friend get the Ochre Clay. Both times I've gotten the clay, the Army Behemoth had spawned in the room under the temple. I would suggest getting your group to single pull the room under the temple stairs until it's clear, and move in and keep the room clear. You'll probably have a better chance of making it spawn that way. We spent a lot of time killing the mobs at the top of the stairs and I think that was a waste of time. GL with quest. It's a real pain for a lvl 39 spell, but can be made a lot easier if you bring a ranger along. The Yun shaman in TT required a tracker to find. We wandered for hours without success. Ranger show's up, 5 minutes later we have a dead Yun Shaman. The crushed diamonds are available on an island in TD. eqshaman.com has the loc. Just pick em up off the ground. Warlord is probably the toughest part, but if you have a high level friend helping, give him/her the droppable items, have them get the bone chips off the Warlord in KC, turn in the items and give you the spell. Hope this helps someone...
RE: shaman
# Jun 13 2001 at 1:25 PM Rating: Decent
So far the only place I've seen this spawn is in the middle of the zone, though I haven't spent huge amounts of time camping CoM and only seen it twice.

After zoning in to CoM, run along the bridge and keep moving ahead into the zone. The first courtyard that joins the bridge has the round water pool. Next area going deeper has a huge roundish building in the middle of it with a long house on either side at the far end. Behind the round building and between the two long houses is a small 2 story temple type building. It is inside this building that the 2 Army Behemoths I have seen were. There are two mobs inside this temple and both agro before you can open the door so be careful. Also DON'T use any area effect spells near it.. there can be a lv60 NPC inside (it doesn't seem to be agro) sometimes as well as the two mobs.

There is plenty of space in front of the two longhouses just on either side of the large round building (the goo house its called?) for a group to camp comfortably. Just be careful of the terrible pathing in CoM :)
Mace of Shadowed Soul
# May 23 2001 at 11:15 AM Rating: Default
Ok I just have a phew questions who drops the moss? I'am looking to make my SK my new main character and need to get him a moss. What is the bes way to go about getting one? any suggestions
RE: Mace of Shadowed Soul
# Jul 16 2001 at 4:42 PM Rating: Decent
My suggestion is try to help someone who is going on a reaver/epic hunt. I was asked to join in on one of my friends raids going after the Jade Reaver. After taking down the multi-reaver the Lord popped and he had the 3 books and the MoSS. Luckily I was the only SK on the raid, and it defaulted to me.
2nd Level
# Apr 23 2001 at 2:53 AM Rating: Default
What is the fastest way to get to the 2nd level of this place?
Gerneral Zone Info
# Feb 19 2001 at 4:46 PM Rating: Excellent
Zone Entrance.

NOTE: Unless fighting a Lord (Neh'Ashir, Rek'Ashir, Ghiosk, or Black Reaver) the following LOOT IS DROPPED RANDOM throughout the zone: Firerune Brand, Runewood Staff, Green Jade Broadsword, Master Wu Stick, Sainy's Claw, Kunzar Kujuch (you will see the skeleton weilding this one), Ring of Quintessence, Vilk's Dark Defender.

Right before the bridge on either side of the lamp post are various spawns of the lower mob distribution in the zone (Shadow, Spurbone, Plaquebone, Haze Golem and the occasional Apparition) Lvls range from 35ish to low 40's. There is also another spawn to the right lamp post that will occasionally spawn before the bridge making a possible 3 pop engagement. Depending on the makeup of the group; a high 30's / lower 40's group can pretty much keep the pre-bridge pop and the 3 pops just pass the gate. These are random also and will range with the lvl's described.

Courtyard:

If the group contingent you have fighting at the bridge can handle more pops the two balconies visible from the bridge contain two spawns apiece that can be pulled; and the adjacent area behind the gate spawns around the pool. A well balanced group can pretty much pull the Bridge area and courtyard before the bridge repops (20 minute timer on spawns).

Temple/Stables:

To the right and left respectively of the courtyard are higher level areas that include some higher lvl mobs: Spectral Courier, Greater Warboned, Greater Plaquebone, Wraith, Army Behemoth, Mist Golem)that are about 4 lvl's higher on average than the courtyard/bridge pulls.

NOTE: It is possible if timed right to pull the Bridge/Gate/Courtyard/Stable/Temple area within a 20 minute cycle if you have a full lvl 50's group that is well balanced.. almost non-stop fighting.

Goo House:

Farther in past the Courtyard exist a Goo Temple/House that has 3 gyrating goo's in it.
when camping to the right or left of goo house you can also pull the right and left buildings just pass the goo house.

Any further exploration into the zone would require you to get close to the castle entrance where the Black Reavers are. Therefor raid dynamics take over at this point.
#Anonymous, Posted: Feb 15 2001 at 8:59 AM, Rating: Sub-Default, (Expand Post) I've been in groups trying to make camp at this area twice now, both times it's been a complete mess as most of the temple charges us and we're slaughtered trying to run for it. I just read about the danger of AE near walls, due to the z axis bug, but this could not have been the reason in my experiences. I was told by someone (who took being nearly killed by our train rather well) that if you attack certain roamers in front of the temple there that it pulls the whole thing, can anyone confirm this? I'm really trying to learn this zone to do some serious hunting here but I refuse to wait on a list for the one group that is there, when the rest of the place goes unused. I've been told the "goo building" but canot go far enough in by myself to find the dratted place. Any suggestions would be appreciated!
#REDACTED, Posted: Mar 30 2001 at 7:24 PM, Rating: Sub-Default, (Expand Post) is mr again my name on luckin server is hazerro or e-mail me more questions about CoM at viva@uswest.net
RE: Question about pathing in front of the temple
# Mar 30 2001 at 7:20 PM Rating: Default
if you were in Luclin server i would show you nice tricka at ppulling from CoM one one more thing about CoM if you are going to go way deep into this place you want to take a chanter and a cleric and tanks do not ever take a group with out a cleric or a chanter in the deep of this place. also if you are a shaman root helps a lot and slowing if there is an add you can allway root one and slow the next and it will come to you one more thing if there is a room with 2 mobs try to sneak so that only one aggros this trick works with any class or race. one more thing there is a bag in the bridge to zone if you have adds run around the hall and you can lose them this is good if you have a group of 3 people only and monks are great at this with FD try going to lucling server and send me a tell there it would be easier for me to teach you CoM
Levitate to Upper Levels?
# Feb 04 2001 at 6:43 PM Rating: Default
Anyone know the trick to levitate to the upper levels.. I hear it has to do with the goo tower and the the invisible ramp?

Any ideas?
RE: Levitate to Upper Levels?
# Mar 30 2001 at 7:23 PM Rating: Decent
if you are going to be going to upper place like goos tower always have the group levited and because your are in the high. and you do not want to fall because is a 10000DMG fall also it is really good to have levitate incase you need to zone out just head north and you will find the zone easy if you have more questions please send me a message at viva@uswest.net or send me a tell at (Hazerro) I'm in luclin server
RE: Levitate to Upper Levels?
# Mar 30 2001 at 7:20 PM Rating: Default
Getting into the castle?
# Dec 02 2000 at 6:28 PM Rating: Default
I know of two ways to force entry into the castle (pick locks and AE outside door) but has anyone really tried to use the ulak from the Captain of the Guard to open the door? I could never get it to work. Is there another "key" or is there a special "lock"?
RE: Getting into the castle?
# Jan 13 2001 at 10:38 AM Rating: Default
I've tried the Ulak and it does not work for any class. We tried using it like a key as well as equiping it as a weapon. Nothing worked. Rogues, aoe at the door, or gravity flux appear the be the only way past this point.
RE: Getting into the castle?
# Feb 07 2001 at 4:10 PM Rating: Decent
Rogues would make sense mainly because Verant is addressing the usefulness of the skill. There was alot of question of the usefulness of the skill and with Kunark/Velious Verant is finding new ways to make the skill more usefull.

Sance Steelfury
40th Warrior
Terris-Thule
<Founders of Honor>
#Anonymous, Posted: Nov 27 2000 at 12:23 AM, Rating: Sub-Default, (Expand Post)
Rangers Survival
# Nov 27 2000 at 12:31 AM Rating: Decent
Hail, my name is Tendias and i am currently a lvl 46 ranger who loves to hunt here. This is a great zone for rangers. We can bind here and use all of our spells: harmony, SoW, etc. Here are a few things that i have learned about hunting here:

1) Unless there is a monk in group, you are main puller because of harmony pulls. If there is a monk, get used to "Tag" pulling.
2) Keep all damage shields and SoW up at all times.
3) Pathing here stinks, if a person is sitting close to a wall, get them to move or they will aggro MOB's inside the walls and you don't want that!
4) Get rid of that snare. Replace it with root. This will save you life. Since only the MOB's with loot try and run (this is rare) snare does nothing here. If you are getting hit by a MOB and no heal is coming, just root it and stand back. This allows you time to heal and if your in a group, drops you down the hate list, saving you a beating later on.

I have a lot more advice so if your on Tarew Marr, send me a tell with any questions about fighting here.

Also, the Green Jade Broadsword drops here, if your a ranger, get it, don't even argue!

Be safe

Tendias Trueblade
Mistwalkers Alliance
General pulling with harmony
# Nov 22 2000 at 1:24 PM Rating: Default
Harmony hands down is the best for pulling in this zone (with all the pathing issues, occasional ghosting mobs, etc). Just to share some examples:

In the temple, a ranger/druid can easily pull one or two (sometimes three) mobs. Start by hitting the two up top the temple with harmony, make sure you cast on them both. Then pull the left one, then the right. I have sometimes had two or three come when I pull like this, but not often, crowd control is a must though. After you have cleared them, head inside and take an immediate right, on the lower platform is two more mobs. Hit each one with a dose of harmony, and pull one. You will probably (at least from my experience) get two mobs. After you are done go back inside harmony the one remaining then pull him. The trick behind this pulling is the bug in the zone where there floor boundaries for spells and argoing. So when you are harmonizing the mobs you are really getting the mobs above and below in the spells radius as well.

Harmony works great throughout the rest of the zone as well, especially going deeper inside the zone. A good rule of thumb is to harmonize all mobs you can see and then pull, it can make the difference between total group wipe out or a winnable fight.

Good luck!
Atremendous Shield
# Nov 20 2000 at 2:34 PM Rating: Default
From what I have read this item drops in the city of mist. Does anyone know what mob drops it.
Camp spots further in?
# Oct 20 2000 at 12:07 PM Rating: Default
Hiya,

On Luclin, there is generally only one group in CoM, except during Reaver raids, and everyone who wants to fight here waits on a list.

I am wanting to take my group (46 druid, 46 mage, 45 ranger, 42 ench) in a bit deeper, instead of us waiting on the list, and not getting to group together much. I'm sure I can fill it out with a couple of other people.

Anyone know where are the best spots to set up camp? We have camped before in the courtyard outside the goo building (about pos 200, neg 150), but it seemed like out TOO far out of the way, making for long pulls. If anyone has camped further in, where did you camp? Since it's easy to get one place confused with another, approximate locs would be great. Thanks.
RE: Camp spots further in?
# Apr 25 2001 at 2:59 PM Rating: Default
Goos really is your best bet for a second group, unless the other group is just camping the bridge, in which case the pool room is better. You could also try the temple room, although this can be tricky from what I hear. I was in CoM once with 3 groups - one did entrance, one did goos and one did temple, and we shouted for help whenever one group got in trouble - worked well.
Xp hunting in CoM levels 35-50
# Sep 18 2000 at 4:38 AM Rating: Excellent
This zone is great xp at levels 35-49, the only problem really can be finding a group, and the lack of safe camp spots further in.

First some basic facts about the zone:
- It's a city. Melee's can bind here.
- It's an outdoor zone. Harmony works well here, as does SOW.
- Stuff near zone is about level 35-40 (shadows, haze golems, plaguebones, spurbones) , a little further in you get 40-45 mobs (apparitions, phantoms, goos, fog golems).
- Stuff here doesn't run, so don't bother snaring.
- Pathing is very bad here. Often a train will get 'hung' on a corner, especially the one near the zone and the one near gate at the bridge. The mobs that get stuck can then be pulled a little more safely. Doing this deliberately is of course exploitation, and is also quite risky.
- Spawn time is, I believe, 13 minutes.
- Loot table for most stuff is random. You can get a green jade broadsword, for example, if you are lucky, just hunting at the zone.

Camp spots:
A group around level 35-45 can hunt well near the zone, or at the bridge. If hunting at the bridge, first clear the 2 spawns there. Then the gate (3 spawns), the two ledges in the moat (2 spawns each I think), and the courtyard (4-6 spawns) are available to you. Only trouble with bridge is it can get trained, and the 2 spawns there, but the zone is so near it doesn't really matter. If you clear the courtyard, you call then pull the stables to the left of the courtyard. There are 3 mobs in there which generally come together.

To the right of the gate just past the courtyard is the temple area. There are quite a few tough mobs in the temple (phantoms etc). Pull with these great caution, as this area often causes trains when pulled (harmony should work though in theory). But the spot in front of the temple can be used to pull to when there is a bridge group already. Like the bridge it is near zone, but is less prone to trains.

Through the courtyard you can go either left or right, both ways leading to a few buildings containing goos. Outside these buildings are good camp spots for a group around level 45. The right hand set of buildings include one level 45-46 goo ("Momma goo") in the main building with her 2 babies around level 42, and the other building contains 2 fog golem/greater spurbone/phantom level mobs. The left hand set of buildings is similar in contents. The only problems with these spots are ghosting mobs/pathing (see other posts here, don't hang around near the walls) and that you have to fight through the courtyard, gate, and bridge to get to the zone. So try to keep the courtyard clear in case you have to run :)

Overall though this zone is great fun, looks great, nice xp, and good loot. It's also not hunted for xp much on my server, making it nice and empty.

Don't ask me about further in yet though ;)
Ghosting mobs
# Sep 06 2000 at 6:45 AM Rating: Default
Aye... the mobs will client-side predict right off the high places and seem to run right through your party, then poof back to where they came from. Most of the time they don't aggro... but since WAY TOO MUCH power was given to the client end (in my opinion), they DO aggro sometimes. One dropped off the wall last night and smacked our wizard a few times, then poofed back up to the wall. Later... he returned, with friends.
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