Temple of Veeshan  

Quick Facts

Type: Indoor
Continent: Velious
Instanced: No
Keyed: No
Level Range: 46 - 65
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This giant temple is home to some of the mightiest dragons of Velious. The south (entrance) and west wings are aligned with the Claws of Veeshan and thus safe assuming you are an ally. In the east wing are the testing halls with aggressive dragonkin, while in the north are the Guardians of Veeshan who are not particularly fond of visitors.
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Welcome to the Temple of VeeshanThe Main CorridorBaby DrakesThe Hub
Deep in the Forbidden WingVulak's TowerGreeting Visitors to the Northern WingZemm and Company Guard the Halls of Testing
The Formidable Lord VyemmTesting HallsJorlleag and Lady NevederiaNorthern-Most Exit
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Post Comment
Level 1 Twinking
# Jun 28 2013 at 8:19 AM Rating: Decent
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Most players frown on this but in todays EQ some have to fill that void of boredom.
It is possible to twink a Level 1 character here.
Faction is needed first. you can do this by getting some Derakor the Vindicator hits.
Save all the Giant warrior Hemets you can get your hands on. I saved about 150 of them. Turned them in too Lieutenant Milven is Skyshrine.
Make sure you get a couple of Vindi factions hits first before turning these in otherwise you will be KoS with Milven.
Also Make sure the level 1 is grouped with another character while turning these in or you will find that the experience hits will level you.
Once you have Ally faction have your alts or friends set up a campfire in ToV this way your Level 1 can just gate inside.
The rest is killing the appropriate Named for your quests and have the lvl 1 loot.
Expect to spend weeks in ToV collecting everything you need.

Good Luck.
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Level 1 Twinking
# Nov 10 2014 at 11:16 AM Rating: Default
ugh!
First, No. Just no.
Second, Why is everything NO DROP?
Third, Wouldn't Plane of Growth be a better place for a twink, esp my twink BRD? I mean, I don't think anything is even KOS
Fourth, Getting a Lv.1 here just seems insurmountably impossible
Fifth, I thought (Ancient) Cloak of Flames dropped here?

#endrant
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ToV camps/ Tracking limits.
# Apr 30 2013 at 4:10 PM Rating: Decent
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229 posts
On my server mobs like Dagarn stay perma-camped. Lol..wannabe rangers hehe.
***With max aa's in tracking you can pretty much track about 80-90% of the zone from most areas if you are a ranger. I'd guess maybe 70% tops for other tracking classes***
***Lev doesn't work here in any form, and many mob DO see invisibilty, contrary to older posts.
If you are not familiar with this zone, Mapfiend and other EQ map sites have good maps for ToV.
***There is at least 1 way to get from the north wing to the south w/o zoning out--but I'll leave it to you to figure out how to :P lol. Good luck! It can be done!
*** Many named mobs here are on standard Velious raid timers of 72-84 hrs from last kill.
***There is no way out of the chasm if you fall in..other than death/ gate/ TL/ port..or egress at least.*** Happy Hunting..there are some really good twink items if you have a lowbie in a fellowship***

Edited, Jun 27th 2013 11:23pm by ThefirstFeid
ToV camps/ Tracking limits.
# Aug 04 2013 at 8:39 AM Rating: Good
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ThefirstFeid wrote:
On my server mobs like Dagarn stay perma-camped. Lol..wannabe rangers hehe.
***With max aa's in tracking you can pretty much track about 80-90% of the zone from most areas if you are a ranger. I'd guess maybe 70% tops for other tracking classes***
***Lev doesn't work here in any form, and many mob DO see invisibilty, contrary to older posts.
If you are not familiar with this zone, Mapfiend and other EQ map sites have good maps for ToV.
***There is at least 1 way to get from the north wing to the south w/o zoning out--but I'll leave it to you to figure out how to :P lol. Good luck! It can be done!
*** Many named mobs here are on standard Velious raid timers of 72-84 hrs from last kill.
***There is no way out of the chasm if you fall in..other than death/ gate/ TL/ port..or egress at least.*** Happy Hunting..there are some really good twink items if you have a lowbie in a fellowship***

Edited, Jun 27th 2013 11:23pm by ThefirstFeid


How do you get from the North wing to the South wing without zoning ?
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From North to South.
# Aug 06 2014 at 8:58 PM Rating: Decent
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I know it's been quite some time on a reply, but here's how to make the jump from north to south w/o zoning out. At the cauldron by the top of the stairs on either side directly in front of the drop off point between north and south ends of the zone, there's a spot in the corner near the cauldron where you can run and jump to the edge of the drop-off..from there it's a casual stroll back to anywhere in the south end u wanna go..good luck :)..btw it might (or might not) take a few practice jumps..the spot I'm talking about is directly in front of Aary's spawn point, in case you hadn't figured that out hehe.
ToV camps/ Tracking limits.
# Nov 15 2013 at 3:35 PM Rating: Decent
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I use these: Rocketeer Boots, but perhaps there is another way.
No Level Requirement
# Jan 14 2013 at 2:03 PM Rating: Decent
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Popped in the zone last night to see which, if any, named were up. Somebody had a level 1 parked at the zone in with no campfire present anywhere, so I'd safely assume they have removed the minimum level of 46 for ToV (don't understand why people still insist on calling this zone NToV..there is nothing new about this zone anymore (shy of some new mobs that have popped up recently). That's like calling your car new after you've had it for 6 years lol.
No Level Requirement
# Jun 21 2013 at 8:02 PM Rating: Decent
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ThefirstFeid wrote:
Popped in the zone last night to see which, if any, named were up. Somebody had a level 1 parked at the zone in with no campfire present anywhere, so I'd safely assume they have removed the minimum level of 46 for ToV (don't understand why people still insist on calling this zone NToV..there is nothing new about this zone anymore (shy of some new mobs that have popped up recently). That's like calling your car new after you've had it for 6 years lol.



I tried to get a lvl 2 in there a couple of days ago by zoning in and it kept giving me an error. It kept throwing me outside of Sirens Grotto with the message "This zone is not ready for visitors try again later." The thing is my mage zoned in just fine and there were 3 people in the zone when I went in. I tried 3 tiems with the level 2 and each time it gave me the same error.
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No Level Requirement
# Jan 15 2013 at 10:14 AM Rating: Default
1 post
.
ThefirstFeid wrote:
Popped in the zone last night to see which, if any, named were up. Somebody had a level 1 parked at the zone in with no campfire present anywhere, so I'd safely assume they have removed the minimum level of 46 for ToV (don't understand why people still insist on calling this zone NToV..there is nothing new about this zone anymore (shy of some new mobs that have popped up recently). That's like calling your car new after you've had it for 6 years lol.


because NToV means North Temple of Veeshan lol ......
No Level Requirement
# Jan 16 2013 at 2:24 PM Rating: Decent
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229 posts
There is no SOUTH temple..hence my point. You don't say North Kael or North Siren's...or North any other Velious zone for that matter. The is only one ToV...which is the reason why I say.. why bother calling it NTOV? Apparently I wasn't concise enough for your puny brain to comprehend. Scroll up...do you see the word "North" before Temple of Veeshan... I think not. Hence my point. Does that spell it out for you? "Nothing new about this zone" is referenced to when Velious expansion was first released, not to the name of the zone. Back in those days nobody called Temple of Veeshan "NToV" (at least on Prexus it was never called that until much, much later..I would know seeing as how I started EQ the day Prexus launched)..I never said New Temple of Veeshan now did I? Go back to WoW where you belong.

Edited, Jan 16th 2013 3:42pm by ThefirstFeid
No Level Requirement
# May 06 2017 at 6:58 AM Rating: Decent
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It's okay to get something wrong. You are a dumbass when you can't accept you're wrong.
No Level Requirement
# Jan 18 2013 at 10:51 PM Rating: Decent
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you are wrong on all accounts actually.. there lvl req still exists to use the normal zone in.. the campfire is required to zone in using it, not to stay in the zone.. also, the zone in is the southern part of tov.. if you go north to the crossroads, from there you go west into west tov, east into east tov, north into north tov, or south to the entrance area.. north tov is called north tov because it the north area of the zone.. not because it the name of the entire zone
No Level Requirement
# Jun 23 2013 at 7:33 PM Rating: Decent
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229 posts
Wow..you are a complete moron who obviously can't read a @#%^in thing before you comment. Keep on being the newb sheep that you quite obviously are...bah bah bah.. I went to ToV with one of THE first guilds on Prexus to raid the zone and you're tryin to lecture me on the zone's specifics? Nobody called it NToV back when Velious came out .. you are really @#%^ing dense...but the world needs sheep like you.

Edited, Jun 23rd 2013 9:34pm by ThefirstFeid
No Level Requirement
# Jun 24 2013 at 4:05 AM Rating: Decent
Yeah I raided ToV in Velious too. Big whoop. Nobody cares. As for your endless rage clouding your ability to comprehend other people's points of view, well on Torvonnilous we called it NToV too. To refer to the North wing. As other people are saying. Maybe nobody did that on Prexus. Again, who cares.

I'd get off the crack anyway dude, its making you entirely too angry at completely pointless things.
No Level Requirement
# Nov 15 2013 at 3:33 PM Rating: Decent
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I also raided ToV back during Velious, and yes, we always referred to the north section of the zone as....NORTH ToV aka NTOV, since it refers to a specific geographic section of the zone with a specific set of mobs on a specific faction. I have never seen so much hostility over something so trivial, but it seems like he wants a reason to get hostile.
Spawn times
# Jun 03 2012 at 7:01 PM Rating: Decent
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What are the spawn times of the lords and ladies?
Some named locs (but NtoV) to add in your maps
# Jan 10 2012 at 10:19 AM Rating: Decent
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Some named locs (but NtoV) to add in your maps in "templeveeshan_2.txt" file:

P 1699.4998, 648.9809, -19.9980,  0, 0, 127,  1,  Midayor 
P 1900.9446, 1040.4080, -19.9980,  0, 0, 127,  1,  Ymmeln 
P 1679.7378, 1039.3169, -19.9980,  0, 0, 127,  1,  Krigara 
P 1290.8765, 1079.9553, -19.9980,  0, 0, 127,  1,  Dozekar_the_Cursed 
P 498.2814, 971.7659, 0.0020,  0, 0, 127,  1,  Arreken_Skyward 
P 697.6981, 1080.1814, 0.0020,  0, 0, 127,  1,  Zemm 
P 210.7276, 691.4766, -19.9980,  0, 0, 127,  1,  Gozzrem 
P -1139.1191, 1068.6829, -139.9354,  0, 0, 127,  1,  Lendiniara_the_Keeper 
P 1079.7788, 1339.6464, -19.9980,  0, 0, 127,  1,  Essedera 
P 1599.6055, 1340.0963, -19.9980,  0, 0, 127,  1,  Grozzmel 
P 1419.9045, 1122.0931, -19.9980,  0, 0, 127,  1,  Lepethida 
P 1420.9181, 1039.3435, -19.9980,  0, 0, 127,  1,  Tavekalem 
P 1439.3938, 1320.0818, -19.9980,  0, 0, 127,  1,  Casalen

Lvl requirement
# Jun 13 2009 at 11:41 AM Rating: Decent
49 posts
It has already been stated but the level requirement is 46 now, so even though gear has no level requirement to wear, you will need to be 46 to get it.

What a disappointment.
Lvl requirement
# Jun 28 2009 at 5:52 AM Rating: Decent
25 posts
Try a campfire, if you have the toons for it. I have seen a 9 enchanter with an Ancient Wurm Hide Robe equipped, so it can be done.
Lvl requirement
# Jun 17 2009 at 11:30 AM Rating: Decent
5 posts
Course,
any player who wants
more out his
playing
fee will undoubtedly
institute some
remedy for
entering the zone under level 46.

That is all.
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revamped?
# Mar 11 2009 at 1:58 PM Rating: Decent
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Does anyone know if the power of the mobs in this zone were revamped at one point or another? As with any other velious zone, I would expect this zone to be easy to breeze through on a 79 monk, but found it to be quite difficult... ****, I wound up dying towards the end of the northern hall. The mobs got a pretty crazy amount of HPs and hit regularly in the 500s (except names, who hit generally in the 1k range).

On another note, does anyone know what level it is to access the zone for a char? I know there used to be no level flag on it and people used to farm the crap out of it for level 1 alts, but it won't allow me to enter on a level 1 character now. Any tips would be much appreciated!
revamped?
# Mar 11 2009 at 2:15 PM Rating: Decent
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According to some posts way down on this thread it is level 46 to enter this zone.
Fun if careful.
# Aug 10 2008 at 8:12 AM Rating: Decent
I may not have stated clearly what I meant,or you may have misunderstood it-sorry if there was confusion.
What I meant to say was instead of turning right after walking down the hall from the spawn point of Vulak,(inside his little circle where he spawns)I go left towards Lady Mirenilla,(not right towards Lord Kreizenn's lair).I clear to her,and then I start the fight with her. At the moment I am doing this however Vulak Aerr is not yet up,as he only spawns when all the Lords and Lady dragons are dead.
She summons the dragons to your lap,not Vulak. I was hoping someone else had experianced this,however if the amount of company I get there is anything like on my server, I may not get an answer for a while. Smiley: frown
Shifting sight
# May 30 2008 at 4:20 AM Rating: Decent
Ok, so as the subject says, the spell is very fun and useful here. Mobs are so close together, i park my wiz just after the KoS wing, use eye to select a mob over the stairs, and then just hop around looking for all the names. Can check all but two with shifting sight. No need to track, and wizzies can port and evac themselves across. Vulak is not immune to shifting sight, so if you are bringing in someone to kill him, you can easily watch him, but you can NOT SS the little guy that pops on the bridge in front of him. SS has no distance limit, and does not need to be seen. I have stood at the succor point and watched the Vulak flight.

Edited, May 30th 2008 5:27am by ForlapThorninfoot
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Fun if careful.
# Mar 13 2008 at 4:08 PM Rating: Decent
Ive been doing NToV for sometime. Ive killed Vulak and parked in his spawn area. Some days later, I come back,NToV is back up. I clear the area and roamers by Thylex(remember I camped at Vulaks spawn point). I move down to the pit with her. At some point during the fight she not only summons Aaryonar,2 additional bodyguards, and Lord Koi`Doken as well,right on your lap! I can confirm this as I've tried this 4 times. After that many gates and a couple wipes, this is not a random thing as I first thought. It is worth mentioning that she does not summon Lord Vyemm... they must not get along...so you've been warned
So,my question is this supposed to happen? Has anyone else experianced this? I did not try it to the right(Lord Kreizenn's side) Four times was enough for that experiment for me. I will stick to clearing it from zone in! Smiley: bah

Edited, Mar 13th 2008 8:12pm by MeritheContrary
Fun if careful.
# Mar 24 2008 at 10:11 AM Rating: Default
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Vulak's script requires that you kill every named in NTOV prior to engaging, or else he will summon them into the fight. This has been a known part of the script for years upon years.

The reason you're not seeing Lord Vyemm being summoned, is because you're not killing the other dragons. He'll keep summoning more of them as you kill the ones that he summons initially until they're all dead.
Zoneing in
# Aug 16 2007 at 3:08 PM Rating: Decent
i just tryed to zone my lvl 40 monk in to ToV for so i could log em out get a group and twink him but it told the the zone is not ready to accept people yet and booted me back to zone in. is there a key? level req? do u have to kill the gate keeper? or was the zone just crashed?
Zoneing in
# Nov 08 2007 at 8:01 PM Rating: Decent
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To the best of my knowledge, TOV requires level 46 to zone in through the zone line in Western Wastes. I tried to get my necro in when she was level 10 or so, and couldn't. She was booted with an obscure text similar to what you received. The boot text did not specify an insufficent level for the necro. She was also teleported or zoned to the succor spot in WW as I recall. There were other people in TOV at the time (like my ranger) and the zone did not crash/was not crashing at the time. I am told all of the planes require level 46, and TOV is treated like a plane for this purpose.
Zoneing in
# Oct 13 2007 at 8:14 AM Rating: Decent
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The level requirement to zone in is 46.
Zoneing in
# Oct 07 2007 at 2:25 PM Rating: Decent
that message usually means the zone is down, or is in the process of crashing. sorry for the late post.
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Is there a key needed to enter Temple Veeshan?
# Jun 16 2006 at 8:04 AM Rating: Decent
33 posts
I can't get in for some reason and can't find any messages about keys to enter. I'm entering via the entrance from WW where the large dragon and all the statues sit.
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RE: Is there a key needed to enter Temple Veeshan?
# Jun 16 2006 at 8:49 PM Rating: Decent
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No key needed.
If it wont let you in by walking into the electricity, try clicking it.
Usually, I walk to the middle, turn, and click the pillars.
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zerker
# Nov 01 2005 at 9:29 AM Rating: Decent
According to the loot lists for the zone, there are zerker equippable items.
... Zerkers are just OOL?
# Jul 22 2004 at 2:50 AM Rating: Decent
9 posts
So I was reading about MQing a few chain items for a zerker friend who is nearing ally for turn in... as I can see there is ZERO info on zerker SS armor turn in? Any one tried this?

Thanks
RE: ... Zerkers are just OOL?
# Jul 22 2004 at 4:22 AM Rating: Decent
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It wouldn't surprise me that there is no info, considering most of the Beserker info came in from higher-end people rushing thier toon through the game, ignoring places such as ToV.

If you want, check the turn in mobs all over Skyshrine, and see if any are for beserker. If so, hey, get your name on a link and put it up for the rest of the EQ community to see!
RE: ... Zerkers are just OOL?
# Jul 22 2004 at 8:32 AM Rating: Decent
9 posts
I'll see what I can do and be INFAMOUS like the rest of ya ALL :)

UPDATE- Just sent in pics of the SS boots - bracer and helm.

Edited, Thu Sep 2 17:51:07 2004
damage
# May 03 2004 at 4:11 PM Rating: Decent
1 post
can anyone tell me what wulak's max hit is ??
thx in advance
pathing changes?
# Dec 11 2003 at 8:00 PM Rating: Default
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I've taken the exact same route to get to safe spot for COTH for months. Well, all of a sudden tonight I've died FOUR freakin times to ancient wyverns just beyond the first north door. Invis, uninvis, doesnt matter. Can anyone confirm whether or not there has been pathing changes here? Or that something is different?

Cuz this sucks and the raid will take about an hour longer now as a result.
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RE: pathing changes?
# Feb 18 2004 at 3:56 AM Rating: Decent
20 posts
Get your CoV faction up.

Nuf' said.
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RE: pathing changes?
# May 10 2004 at 6:16 PM Rating: Decent
CoV wont do you any good in NToV, EVERYONE is KoS to the wyverns in there. And ya this is changed on innoruuk server as well but you can *sometimes* single file hugging right wall get throw that door and into that hallway. At least worked for me :)
Pulling
# Nov 30 2003 at 12:49 AM Rating: Decent
7 posts
Just a tip. If you plan to pull to the entrance, cast Grow on them or have them bring potions. Makes it easy to get back up the steps.
resist?
# Nov 02 2003 at 11:13 AM Rating: Decent
Im a 55 rog with pretty poor resists cuz this is my first char and im a little broke. but i was wondering about waht lvl of resist do u need for the halls of testing?
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RE: resist?
# Nov 21 2003 at 12:47 AM Rating: Excellent
Try to get them as close to 100 (without buffs) as you can. The higher your resists, the less damage you will take during battle.
RE: resist?
# Mar 20 2004 at 5:54 PM Rating: Default
try 150 unbuffed minimum.
Drop Guide
# Aug 26 2003 at 11:06 AM Rating: Default
49 posts
I had a link to a extensive study done showing what mobs in HOT dropped what blank armor items. These guys did hundreds of kills and documented what mobs drop what pieces what percent of the time. Anyone have that link?
Respawn Time?
# Aug 25 2003 at 2:53 PM Rating: Decent
6 posts
Can anyone tell me what the respawn rate is here? Is it like some planes where once its cleared it stays cleared for hours?

We as a guild will be attemptingthis for pretty much our first, itw ill be my first, so i am trying to find as much info. as possible.

Thank You.
RE: Respawn Time?
# Aug 25 2003 at 3:09 PM Rating: Good
The Named dragons take a while to respawn, but in my experience in the Halls of Testing, you can't really "clear" the unnamed mobs in time because the spawn rate is faster than the kill rate. Of course, with an uber guild going full on, you could probably clear the place, but it wouldn't stay clear for long.
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Pulling the HoT Area
# Aug 16 2003 at 1:57 PM Rating: Decent
8 posts
I'd like any information the people have to give on pulling in HoT. As much probs i've seen in the area seems like there would be more info on it. I have been to ToV and done HoT 6 times, most time was spent on Cr's.. Starting with how to break in to the best way to move threw it... Thanks :)
RE: Pulling the HoT Area
# Aug 23 2003 at 9:06 PM Rating: Excellent
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There is one main problem area, that being the pit, and how you handle it depends greatly on the makeup of your raid party. I'll give generic advice that you can tailor to your situation.

The pit has two static wurms and two roamers that pass through it as part of their pathing routes. Though they can be monk split through careful use of proximity aggro (it seems easiest to aggro them both, feign, let them return, then split with prox), the easiest way is to just pacify one of them and then pull the other one up top, killing it near the firepot in the corner. Once that's done, pull the other and repeat. At this point, we usually hang out for a bit and wait for the roamers to path through the pit, and pull them as they do so, thus not having to deal with them at some later point. If you get unlucky, and have a roamer pass through right as you aggro one of the pit wurms, just offtank it.

Once the pit is clear, people used to traditionally pull the nearby mobs to Dozekar's room, but recent changes to warping have made this a pain. Another method is to pull mobs up top near the entrance to HoT, which is quite doable, but requires a bit of practice to get the jump to work perfectly every time, and also results in VERY long pulls. The best method is probably crawling the dungeon, as the pulls are extremely short, and if you do it correctly, you can minimize or eliminate adds.

If you want to crawl, once the initial four mobs have been killed, send everyone into the pit and pull the mob that is right behind the south door. Once he's dead, have everyone move to the corner, and start carefully pulling the mobs in the south hallways, having the part move deeper as it gets cleared. If you can't handle adds, and the puller needs some room to work to split them, there are a few mobs behind the first two doors in the hallway to the south that are bunched up a bit closely, so have everyone stay in the pit while you pull these, and only move to the corner if you get a single that is too big to fit through the door.

Your first time or two crawling will be a bit scary, but after you've done it a bit, you'll know exactly where to expect adds and how to avoid them.

It helps greatly if you know where the mobs are before you get to them, so I use a version of this map that has been enhanced with a ton of notes from previous trips there. While it doesn't show where every mob spawns, it does show the vast majority of them, and you can make changes as you learn the zone.

One final thing, if you are with a raid that is able to kill one mob, but has no chance against two, you might want to try the north route instead. There are fewer mobs, and no named mobs on that route, but it is a bit easier to crawl through. We usually just go south first, and work our way all the way around and back to the pit, at which point it should have likely respawned, so you can repeat if you wish.
SoS and NToV
# Aug 10 2003 at 11:38 AM Rating: Decent
4 posts
does anyone know if anything in NToV sees through shroud of stealth?
RE: SoS and NToV
# Mar 14 2004 at 3:12 PM Rating: Default
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99 posts
From what I understand the only thing that might see through SoS would be named mobs but even then most probably don't.
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CoV Faction
# Apr 25 2003 at 7:49 AM Rating: Default
As a Druid in my 51 Season, I started building up CoV faction at lvl 40 in EW killing Frosties and looting their toes and giant warrior helms. The xp soloing near sleepers tomb is great (made lvl 50 in 10 days of soloing at a casual pace). When my guildies could assist, we would hit Kael on the WL side and pull the various giants and the occasional named Lt.'s. The guildies took the quest armor drops from Lt's and they gave me the toes and giant warrior helms. So, after 10 lvls of killing Giants and getting decent xp, i turned in 4 bags of toes and helms to Lt. Milvin in Skyshrine and went from indiff to kindly....Ally, here i come. As a druid, I charmed wooly rhinos to whip on the Frosties, in fact, a rhino can kill two giants before it dies. Quading frosties is okay, but for mana conservation, i recommend charming near sleepers tomb. At 50, frost giant savages still con dark blue to me, frost giant scouts con lt. blue. Looking forward to hitting HoT for my skyshrine druid gear. All your posts have been really helpful in getting a feel for what it's going to be like there.

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drop rate fixed
# Mar 20 2003 at 9:01 PM Rating: Default
29 posts
They fixed the drop rate finally.. plate drops are common again. Before all drops were uncommon.
We've been getting it where dragons drop 2 plate bracers.. or Plate greaves with leather boots.
what lvl?
# Jan 16 2003 at 5:01 PM Rating: Decent
15 posts
What lvl do you need to be able to group in the Halls of Testing in temple of Veeshan?
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RE: what lvl?
# Jan 25 2003 at 12:26 AM Rating: Decent
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312 posts
You need to be 55+ in order to got to ToV. The AOEs will eat you alive otherwise.
RE: what lvl?
# Jun 26 2003 at 10:42 AM Rating: Default
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3,128 posts
AS there is no level restriction, do any useful nodrop items go rotting in here for someone who high enough to make it to the place but probally not high enough to withstand the AE in battle.
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RE: what lvl?
# Jun 26 2003 at 1:19 PM Rating: Excellent
Not really. The SkyShrine armor pieces drop here in the East Wing (Halls of Testing), but if no one in the guild needs them they are kept for MQ sale. Same would be true of the Kael armor (drops in West Wing).

In North ToV, it's possible a NO DROP item that's not part of an MQ-able quest would drop that no one would need, but that is the toughest part of ToV and without a lot of resist gear, buffs, and the support of a good guild, you would be VERY unwise to wander in there looking for free loot.
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RE: what lvl?
# Jun 29 2003 at 10:36 AM Rating: Good
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112 posts
There is a lvl 46+ level restriction on this zone. Just like planes. Can't even come in if you're under level 46.
ToV
# Dec 04 2002 at 10:41 PM Rating: Default
40 posts
Can any provide detail instructions (and if any items necessary - key - where / how to get key etc) to get into ToV pls ?

Many thanks
RE: ToV
# May 26 2003 at 2:59 PM Rating: Excellent
Scholar
38 posts
I realize this is an old post...but maybe someone else will benefit from the information in the future.

To get TO ToV you have to cross Sirens Grotto and Western Wastes. Easiest way to do that is have a Druid/Wizard port you to CS <Cobalt Scar> and then run out of the dragon ring and turn right 30 degrees. Have a form of levitaion on, and an invis if you are not dubious or higher to CoV, and run off the cliff and across the water. When you get to the zone wall, follow it to the left until it makes a slight bend <there is an overhanging rock> and go beneath the water and into the tunnel. Beware of the sirens! They will charm you and kill you. The tunnel is the zone for SG <Sirens Groto>.

Once you zone into SG, your lev will be stripped. Hopefully the Druid/Wizard came with you. If not, no biggie. If the gater is there, just succor to safe point. This puts you at a spot that is just ahead of the zone to WW <western wastes>. Turn to your right and run for the border. There is a wandering Molker<sp> that will attempt to kill you if you are not invis and he is within agro when you land.

If the gater didn't come with you. It is a little tricky, but very easy to traverse SG, so long as you have some form of invis. Go to the waters edge and look slightly left. You will see a tunnel with 2 seahorses usualy at it's mouth. You want to go in that tunnel. Follow it until you can go UP. Go up and fall off the little waterfall and turn left. Follow the wall until you come to the ledge. CLimb up and continue following the left wall till you enter a tunnel. Follow that tunnel until you come to WW.

Now you are in WW. Put lev back up, if you have it. If not, you will want to change what you do here a bit. With lev, and invis, run out of the tunnel and turn 30 degrees left. Run past the totem thing with the 2 drakes and the named drake. Keep running. You will run over a hill eventualy that is a HUGE chasm. Just keep running across and up the other side. <without lev, this is a 10k fall potentialy>. The next HUGE chasm you come to should have a bunch of dragons lined up against the far wall <if they are up>. In the middle is an entrance. Sontalak will be gaurding that if he is up. He sees through invis and will kill you if you are not at least dubious to CoV. You have to run past him and to the dead end ahead. You then click on one of the pillars with the lighting traveling up and down. Welcome to ToV.

Without lev on you just have to be carefull of the drops into the 2 chasms. Other than that, just go like the wind. Nothing but dragons see through invis here. The worms are mean and fast. If invis drops while you are near one, you best get a loc, cause you are probably going to die ;)

Enjoy your time in ToV. It is a fun place to hunt with all your ubber friends.

BTW...no key needed to enter, and I dont think there is a level restriction either.

Also an fyi, DN <Dragon Necropolis> is in the first chasm you crossed. It is at the far end, to your left as you crossed it. It is the lighting pillar things also.

Tinial
RE: ToV
# Dec 10 2002 at 4:25 PM Rating: Decent
Scholar
19 posts
You don't need a key for Temple of Veeshan. That's Veeshan's Peak that you need a key for.
How to get the key
# Nov 26 2002 at 5:34 PM Rating: Decent
http://eqdruids.com/reference/keyquest.htm
this has a good guide for the keys for this and other keyed areas
RE: How to get the key
# Nov 26 2002 at 5:44 PM Rating: Decent
Um, but it doesn't include the key to Temple of Veeshan.

It has the key to Veeshan's Peak, but does anyone even go there anymore?
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RE: How to get the key
# Mar 21 2003 at 4:30 AM Rating: Default
20 posts
lol-like Peralay said-U don't need a key!-P
Keys....
# Nov 11 2002 at 6:51 AM Rating: Decent
17 posts
Can anyone give me a good site that shows me the quests to get keys (Ssraeshza Temple, Temple of Veeshan, Vex Thal...) Thanks
map
# Oct 29 2002 at 1:35 PM Rating: Decent
Avatar
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129 posts
Who has a map for this place the link goes nowhere.....
Try here
# Oct 29 2002 at 1:49 PM Rating: Excellent
http://www.eqmaps.com/m3/tov3.jpe
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How to get to PoM alive (FD not included)
# Sep 15 2002 at 9:37 PM Rating: Excellent
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217 posts
Follow this movie to find out (At the end, after he runs past the big named, look on the floor, that's the gate to PoM). The guy was a 60 wiz, didnt nuke, was with a 60 warrior, they almost never stopped. It takes some time for it to buffer, and does it frequently, but it's nice to see how you can get there first person view: http://www.guildvision.org/movies/Pomrun.wmv
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RE: How to get to PoM alive (FD not included)
# Jan 10 2003 at 9:01 AM Rating: Decent
3 posts
Were there any special spells that were used in this mad dash to PoM? This clip makes it look all to easy. Any hints for making this non stop run would be appreciated.

Burab 55 Shaman
Walkers
RE: How to get to PoM alive (FD not included)
# May 26 2003 at 3:24 PM Rating: Good
Scholar
38 posts
Devine Aura/Devine Barrier type spell. For those who dont have them, look up shiny brass idol. Make friends with a bard to start you out with a selo's.

I haven't made the trip yet...but I am soon. I just need to find me a bind item for melee.
RE: How to get to PoM alive (FD not included)
# Oct 26 2002 at 7:30 PM Rating: Default
Thats about the coolest post I've ever seen.
Informative, too the point, and with good music)
Abdielle Silvanost
59 paladin
Splitting the triplets
# Jul 29 2002 at 3:59 AM Rating: Default
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60 posts
How do you do this, we tried and failed tonight, just wondering whats the easiest way.
Gozz
# Jul 15 2002 at 11:35 AM Rating: Decent
We tried him for the first time last night with about 25 people. We got him to about 60% before our clerics went oom and killed from low health agro (summoned) from mod rods. Can this mob be diseased or poisoned to slow his regen down?
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RE: Gozz
# Jul 08 2003 at 2:17 PM Rating: Decent
38 posts
A Total regen blocker. Humm I have a 54 Shammie and the regen blocker is called a DOT (dammage over time) This is how it works....
Mob A has a regen of 50 HP per tic
Shammie has a spell Plague (level 49) that does 60 dammage per tic for over 2 min.
+50 regen
-60 dot e-bolt
-----------
-10 dammage per tic

someone in this thread said Cazel has regen of 200. A shammie has a spell E-bolt (level 49) This does 146 per tic for 42 sec.

+200 regen
-146 dot e-bolt
-----------
+54 regen.
-60 dot plague
-----------
-6 dammage per tic

the shammie has effectly stopped the regen and has added a little dammage per tic as long as the dots are in place.

Necros have even more dots to add up a lot of dammage that is why they solo so good. Druids also have dots to help them solo. Magi i do believe get a single dot and Enchanters get one or two dots to help them out.
Stopping Regen
# Sep 05 2002 at 4:47 PM Rating: Excellent
I know that Necromancers and Shaman are supposed to have disease-based spells that stop regeneration. I have a Shaman, but haven't had a chance to verify this. As a Shaman, I have two kinds of disease spells, a disease resist debuff and a disease DoT. I am not sure which one does this.

Does anyone know which spells specifically stop regeneration?

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RE: Stopping Regen
# Sep 17 2002 at 8:33 PM Rating: Excellent
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61 posts
The line of spells that can stop regen is the one that contains the DoT component. Disease cloud, Scourge, Plauge etc.. Im not sure exactly to what extent the regen is cancelled, Im just guessing that its equal to the number of counters.

Heres the EQCaster info for the one i use, plague:
Description:

1: Adding 9 Disease Counter(s)
2: DoT for 1155 Hit Points (HP) in 21 ticks
3: Decrease Current Hitpoints by 60 (L49)

Im guessing it stops up to 9hp/tick regen or some function of that number, or maby it even just cancels regen altogether.

A lot of people say this line is worthless, but I find it works decently in Kael arena, my guild is kind of small so it can take us a while to drop the harder giants so they will regen quite a bit of hp during the fight without this on them. Also since all the resistance changes I cant seem to land splurt on the really red ones anymore , but this seems to land almost every time /shrug

53 Heretic of xev
RE: Stopping Regen
# Jan 18 2003 at 1:54 PM Rating: Decent
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109 posts
I think it cancels regen completely. Cazel regens somewhere over 200 per tick, and disease is supposed to block that regen.
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Quirt, 65 Warrior
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RE: Stopping Regen
# May 26 2003 at 12:29 AM Rating: Excellent
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190 posts
that's a myth.

regen the mobs gain x amount of HP each tick.
Dots remove y amout of hp each tick.

if Y>=X then it dots cancle out regen.
RE: Stopping Regen
# Nov 20 2003 at 5:54 AM Rating: Good
10 posts
/sigh.. Too many people starting the game and never staying or setting foot on old world Norrath..
There is NO spell castable by a pc that will stop a mobs regen, period. What people see, and probably how the myth got started, is from a pc having "disease" cast on them by a mob. That spell line, which includes "mummy disease", "rat plague", and all the many other little low lvl mob procs or spells, are made to stop YOUR regen.. they have nothing to do with what you can do to a mob.
If you want to effectively "stop" a mob from regening, you simply have to cast a damage over time spell that does more damage than the mob regens. It is hard to tell what the mobs regen is unless you have the ability to agro said mob, have someone nuke the mob, record the percentage that the nuke did, then some how (root maybe) keep the mob in agro mode, but not attacking. Then you simply wait till their full health again and do the math of A: how much percentage was taken from the nuke.. B: establish by that percentage the mobs total hp.. and C: the time it took them to regen it back, devide by 6.. There you have the mobs regen rate, and you choose the particular damage over time spell that does more than whatever the recovery rate was. The net result will be a mob that doesn't regen, but in actuality your just eating their hp AS their regening it back..
RE: Stopping Regen
# Jul 26 2004 at 8:10 PM Rating: Decent
39 posts
To make it simpler, just layer as many dots on as your group can land. As a 64 Shaman, still missing many of my 60++ spells, I can layer on over 500 per tick, with 3 spells. Once I get a couple of the higher dots, will be in the range of 1k per tick. Necros can do this much earlier, as they get the same poison based dots 8 - 10 levels before shaman gets em. with the addition of the magic-based dots from ldon, this has gotten much easier to stack up huge amounts of dots, just gotta have solid aggro control so the mob doesn't jump on the dotters... The magic based dots are short duration, 5 ticks, poison goes for 7 ticks, and disease goes for 15 - 20ish ticks... On regular mobs the disease are wasteful as they usually don't run more than halfway before mob dies, if that.

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Saryrn
HOT - Warrior not required
# Jul 08 2002 at 10:16 AM Rating: Excellent
Just to clear up some misconceptions about needing a warrior in ToV. If you are playing the HoT, you do not need a defensive warrior. We do it often with an SK or Pally as our MT. None of the non-named mobs that I have seen in HoT hit hard enough to require the defensive discipline. However, it really helps to have a lvl 60 tank so their taunt is effective. The high agro spells are also nice advantages of a Pally or SK. Just be sure to let the MT establish agro and call for the attack.

HoT
# Jul 04 2002 at 10:55 AM Rating: Excellent
9 posts
Love reading everyone's post on this place. Everyone's got great info to share, so I figure I'll share some of my own.
When I first started farm HoT for SS gear, my guild wasn't huge, we'd sit in the first room (with the two fire pots and wall to hide from ae) with probably 18 people at the raid. Pretty much essential to have a monk puller 55+ (due to the feign factor) side note on shrinking people..never shrink the puller because he'll never get back up the steps. Well after a few months of working with minimal groups, and gradually upgrading people to SS gear, SS gear is best for resists, not AC, but on high level encounters I'd much rather have resists, we increased our numbers to about 30-40 people on our HoT raids. HoT can handle more than one guild at a time, so we started doing our HoT walk throughs, basically, clear pit mobs and first set of roamers to start movin south in the Halls, for those of you directionally challenged, south is the left door in the pit, left from Doze's room. We'd do our crawl around Hot, till we got close to the exit, and set up a camp in a cubby hole not far from it. Names are what we're after lately, and of course the armor upgrades for our newer memebers, but names will drop your symbols that you need for ToV quests, names are on a 7 day timer. These quest yield some of the best, notice I said some of the best, items in the game, now that people are in Vex Thall and gaining even more godly gear these quest items rank second now in the game, imho. Once you've got yourself some runes, you're gonna wanna take out Dozekar for tears, I'll probably post some tactics on him under his info page next week. To those of you doing HoT and upgrading, way to go, to those of you looking forward to it, you'll love doing this part of the zone. NTov is your next step once you're done farming gear from HoT, and Ntov gear will be your next upgrades. Rinndinn, a bard that I met on legends posted some decent info on HoT and ToV, don't have the addy to his site, but he did a nice job. Good luck to all those working on the high end game! Keep the faith to those working on achieving their goals of getting to the high end game!

Felong Quang`Li
Grandmaster
Legendary Twelve of Stormhammer

and
Cern
Phantasmabish
Legendary Twelve
RE: HoT
# May 24 2003 at 7:03 PM Rating: Decent
42 posts
Quick Google search led me here:

http://www.geocities.com/waldi_waldmeister/

for the guide Felong refers to. The bard's name is Rindindin SingSang, 7th Hammer.
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Ordo Ursi Prismatus
Lanys T'Vyl
Cake
# May 29 2002 at 12:49 AM Rating: Default
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144 posts
One group of 60s can do HoT. Done it with shammy, monk, cleric, bard, chanter (me) and wizzy (did NOT have dragonbane) all 60. Shammy did have malo tho, once he was LD and even at 60 with tash on, a yellow wurm resisted every one of my 12 Slow casts. THAT left a mark. Just get a 60 shammy and HoT is cake.

My resists are 140 pre druid/bard buffs and I never got hit for over 100 dmg with aoe. Ya level is all, when I did HoT and was 57, i got hit for up to max with breath. Was rare but happened.
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giant faction
# Apr 28 2002 at 5:12 AM Rating: Decent
1 post
If you are on giant faction. How do you raise your faction with COV to get past the first hall connected to the zone in room?

I have heard of people going in HOT being KOS to COV. How do they get into HOT without being COH'd?

Any info would be greatly appreciated
RE: giant faction
# Sep 09 2002 at 6:49 PM Rating: Decent
only ways to get into HOT if you're KOS to CoV is to COH or to duel at zone in, have a monk drag you to HOT and get revived back in.
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RE: giant faction
# Oct 01 2002 at 2:48 PM Rating: Default
errr pulling corpses in ToV = instant aggro on everything )

Roxas Nitehowler
58 outrider of illumanati
MM
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hunter Roxas
WoW retired
RE: giant faction
# Jan 22 2003 at 9:30 AM Rating: Decent
37 posts
That's why he said have a monk pull, they run a few steps feign and drag. Run a few steps feign and drag, etc etc.
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RE: giant faction
# Aug 04 2002 at 12:05 AM Rating: Default
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83 posts
Why not get CoTHed? We did that last weekend. Very easy, since the inviting person can just walk out to the entrance way, while the mage sits in hot. Just stay well clear of the door when it's open if you are kos.
RE: giant faction
# May 29 2002 at 12:52 AM Rating: Decent
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144 posts
Kill every mob in the KD arena about 20 times each (or so, didnt say how good your giant faction is). Vindi hit or two wouldnt hurt.
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RE: giant faction
# Sep 09 2002 at 6:51 PM Rating: Default
actually, vindi is a very minimal +cov hit. statue is a HUGE +cov hit, and protector of zeks are decent too.
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North wing
# Mar 20 2002 at 7:28 AM Rating: Decent
1 post
Can anyone post a stratagy for the non halls of testing areas?
is HOT or west wing easier
# Jan 15 2002 at 9:30 AM Rating: Decent
8 posts
I want to start taking my guild into ToV soon. I was wondering if the halls of testing or the west wing would be easier. We have about 24 people 52-60, 10 of them are lvl 60, with the main tank being a 60 shadow knight with pretty good gear. We are not planning on trying to kill any of the named dragons, we just want to go to get either kael or skyshrine armor.
RE: is HOT or west wing easier
# Mar 12 2002 at 7:10 PM Rating: Excellent
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235 posts
HoT is probably easier, if your faction is good with CoV, better get a 60 war with really good ac/resists for MT tho, Defensive makes all the difference; let the SK be secondary assist. And everyone better have very good resists, these ******* have AoE spells in the 300+ area that are cast often (some are about every 12secs) and will shred you if your resists arent hight (cold/fire). Either one is totally badass however and will require all of your forces, and dont even bother with the named, especially if you use SK main assist. (no im not predjuce against SKs, I play one so I have a realistic view of things heh, I know I wouldnt trust myself or any other SK with the job, defensive is just too big a factor when the enemies are this nasty). You'd best have a 60 shamman and/or bard as well, if you don't, your clerics better be up to the task of casting CH at 90% health...
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#SpuzyWuzzy, Posted: Nov 13 2001 at 4:09 PM, Rating: Sub-Default, (Expand Post)
RE: Damn Firepots
# Apr 23 2002 at 10:14 AM Rating: Decent
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164 posts
Does the Firepot room go to ToV now?
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[url=www.descendents.org]<Descendents>[/url]
Too Many Seasons on Mithaniel Marr

"I sing sometimes for the wars that I fight, 'cause every tool is a weapon if you hold it right." - Ani Difranco
Levels
# Nov 12 2001 at 11:39 AM Rating: Default
They way we handle levels (We hunt in HoT, not west, or north) is 55+, 53+ for clerics. Healers can hide around corners somewhat from AE's, pop out, heal & go back. This just reduces the number of AE's they are hit with. Levels makes the biggest diff to resists, gear 2nd. Personally I have seen only minor changes in my damage taken with 140ish resists and 200ish resists at L60. At L60 I will resist a lot of the AE's, but some seem lure type that will hit you even with 300ish resists (from bard songs).

Even tho some of the HoT mobs use fire AE's, CR seems to be the check. Load up on your CR, MR and make **** sure you have a malo/mala caster, or you will have a nightmare trying to get stuff slowed.

Happy trails :)

Brat - troll oracle of CT
info plz~
# Sep 26 2001 at 10:25 PM Rating: Default
Anyone know a good info site with maps.. etc?
Middle Room
# Sep 19 2001 at 8:01 PM Rating: Default
The midddle room is on CoV faction, your friend was wrong, sorry
Question
# Sep 18 2001 at 8:39 PM Rating: Decent
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59 posts
I went to ToV the other day to look around, feeling comfortable that my good Skyshrine faction would keep me alive as long as i stayed behind the North and East wing doors. I didnt get attacked by anything the hour or two i was in there.
I later told my friend about it and he said I must have a "ToV faction bug". He said in the room that connects all the wings together, some of the mobs are supposed to be KoS to all. I dont think he'd lie about it because he has multiple 60 chars. He said mostly druids get the "faction bug" and some can walk the entire zone and everything will seem to be on CoV faction. His guild sent a druid to map the zone for them, mobs, pats, and all.
My question is, are some of the mobs in the "middle room" supposed to aggro on everyone?
Maybe there has been some kind of change in the faction of the Mobs in that area or maybe i do have some kind of bug. I want to know this before I walk into the North wing or halls of testing alone.
Any info would help

51 cleric
Levels and Resists
# Sep 14 2001 at 4:22 PM Rating: Default
You can go below 55, but you will get hit with more AE's. Resists are done both on resists and levels. Need both to really resist the AE's. 50-53's get eaten badly and require a lot of healing or to be out of the fight.

Buffed 200+ FR/CR and 55+ you will resist the brunt of most of the AEs.
#Anonymous, Posted: Sep 14 2001 at 3:57 PM, Rating: Sub-Default, (Expand Post) I play on Mithaniel Marr, played on it since Dec 11 1999, and if AL shows up you don't need to leave. If AL were to show up they are a lot more respectable then that, and anyway they normally head to North Wing, while most other guilds spend time in Halls of Testing. AL is a lot more respectable then that,and powerful as they are, they no what right and wrong and don't use force to prove it.
Armor
# Sep 10 2001 at 1:10 PM Rating: Default
I have a question for people who have done this dungeon a lot. Is it possible to take 2 groups here to farm tarnished pieces of armor for the Kael quests. If so where is a good spot to hunt? Is it worth it? I would like to try to bring 2 groups of 60+ here to try and get some pieces.

Thanks
RE: Armor
# Jan 16 2002 at 5:24 PM Rating: Decent
Yes I take two groups of lvl 55+ to ToV HoT all the time to farm armor. But you really need to know what your doing. I mean only bring players that know how to play their class. Dont move alot. Have an SK or monk pull. Have a great time.
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Cazmir of Xev
RE: Armor
# Dec 29 2001 at 3:52 PM Rating: Default
Sage
***
3,705 posts
60+ ?

How would you do that?
____________________________
Xaanru's stuff
RE: Armor
# May 26 2003 at 12:33 AM Rating: Decent
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190 posts
buy pop... although your post is a couple years ago and 60 was the max level (/grin).

#Anonymous, Posted: Aug 29 2001 at 10:30 PM, Rating: Sub-Default, (Expand Post) this zone is owned by a guild called "Afterlife"
RE: on Mithaniel Marr
# Jan 22 2003 at 9:25 AM Rating: Decent
37 posts
I think this post was quite obviously sarcasm by someone whom Afterlife booted out, just so you guys can take the post the right way. I don't care one way or the other.
____________________________
May all your lewtz be phat.
RE: on Mithaniel Marr
# Jan 31 2002 at 2:16 PM Rating: Default
21 posts
If i'm there first i'm staying. Noone has the right to boot you out of any zone you freaking ******. I don't care who or what guild it is. Sounds like you spend a lot of time on your knees. : )

RE: on Mithaniel Marr
# Jan 19 2002 at 6:46 PM Rating: Decent
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66 posts
Lemme guess. You're 12, right?
RE: on Mithaniel Marr
# Jan 12 2002 at 3:14 AM Rating: Decent
I don't care what guild is in the zone, if I want to fight there with my group(s), then I will fight there. I'm not saying that I can fight in this zone, or that server. But I am saying that no Guild on any server owns any zone. Sure they may be a bunch of spoiled wheerchair-bound retarded people who play EverQuest 18 hours a day to get all of their "uber" equipment, but that doesn't mean they should keep me from getting my "uber" equipment.

Any your comment on "if you can't kill every mob in the zone you have no right to be there" is retarded. So since no one can kill the Nexus Scions, then should no one ever enter Greater Faydark, Dreadlands, North Karana or Toxx Forest? No one can kill them, and anyone who has tried became a splatter on the ground.

This post was obviously posted by an Afterlife member, because I, and many others I assume, have no respect for Guilds who demand to be bowed to. :) Wow, you can play a game all day long for a year... wooooo wow, you're cool.
RE: on Mithaniel Marr
# Feb 13 2002 at 12:04 PM Rating: Excellent
Everyone pays their monthly fee to play the game and each customer (that is what we all are after all) should get equal treatment regardless of what player based guild they happen to be in. If they were on a PvP server and could actually do something about it that would be different (not right imo but the rules play out that way). I don't see the logic behind your statements. I can only hope that it is posted in jest.
Hi
# Aug 26 2001 at 9:20 PM Rating: Default
From which zone do you enter ToV and from which zone do you enter VP? Thanks
RE: Hi
# Sep 14 2001 at 1:48 PM Rating: Decent
2 posts
You enter ToV from WW, you enter VP from Skyfire.
#Anonymous, Posted: Aug 22 2001 at 3:23 AM, Rating: Sub-Default, (Expand Post) Okay so everyone is confident that 65 and 70 level mobs are guestimations. Well there are programs out there that map the zones and you can tell exactly where the mobs spawn, if they are up, and what level and resists it has. Hey technology is a *****,and your behind the curve.
RE: Uber high levels
# Oct 17 2001 at 10:25 PM Rating: Decent
1 post
Yeah they do have those programs. Too bad the use of them can get you banned and lo! there goes your level 60 character that you worked so **** hard for.

Jalka
The Nameless
RE: Uber high levels
# Jul 02 2002 at 2:39 PM Rating: Decent
*
64 posts
If you just look at the level of the mobs they are completely 100% indetectable... they only read the packets, undetectable.
____________________________
Zhentar,
Wood Elf Ranger,
Tunare server
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