I killed this guy with my 56 druid and my 36 ranger. He hits hard and fast. Playing two computers at once i would pull him with the druid to the zone line where my ranger would be waiting to taunt him off me. Then as he crushed my ranger i would dot him and nuke wich usualy pulled the aggro back on me. This was a nice challenge but i dont think i would do it again hehe. He dropped the Swamp sword for my ranger.
OMG! The Hallowshade moor zone war is finaly working properly! I was just able to allow the grimlings to take over each camp (north, east and south) and then the Grimling Prince spawned, was killed, and droped a bunch of cruddy equipment =) but atleast it works
Ok people listen cuase im only saying this once....There is no start or end to this war!! Its alwas on just depends on who takes over who on who is up! and if anyone says u need like 2groups of people for this there wrong! U can solo this granted that ur a high enough level..But to get almost all the pops here u have to kill there PHers
Sorry to say this but you are wrong TheSeventhSun. You can start and end this war. Here is a portion taken from "Hollowshade Moor War Guide by Infernostar Fatalblow".
Hollowshade Moor War Guide by Infernostar Fatalblow, Wizard on Cazic Thule
What a cool zone this is, I love what the designer did with Hollowshade Moor. Very unique and unlike anything on Norrath.
Setting: 3 Tribes all at war just off to the northeast of Shar Vhal in the hills of Hollowshade Moor. In the “North” (actually NW part of zone) the Owlbears control a cave. In the “East” the Sonic Wolves control a cave. And in the “South” the Grimlings control two camps, the furthest one south is the main camp.
How to start the war: When a leader (really an 11min 45sec PH) in one camp is killed, the war begins. One tribe randomly will attack another. There will be a shout in the zone. The first sentence is who is Attacking, and the second represents the tribe that is defending. (Coders have removed the shouts as of late to prevent zone from being “stuck”, but players seem to work around this and do it anyways)
Defenders are spawned once the call to war is made. Usually about 10-15 minutes after the leader is killed, but has happened sooner than this. The defenders will ALWAYS win, unless Player Characters help defeat them.
If the defenders are defeated the attackers and that tribe take over the camp.
If a camp is taken over, the tribe that now controls that camp will spawn named bosses there as well.
Once all 3 camps are controlled by a tribe, the Shar Vhal retreat from their outpost and a “ruler” spawns inside the outpost with several defenders.
Once the “ruler” is killed, the other tribes retake over their camps and peace is restored so to say.
Grimling Chieftain: He is located at the southern most hut. 5 Defenders spawn to protect the Grimlings.
Growlik or PH A Sonic Packleader: Inside the cave on the right-hand side is where their spawn point is. 3 Defenders spawn to protect the Sonic Wolves.
Skrietat`Chu / Skrietat`Cha or their PH Owlbear Fleshrender: PH or named is located in the furthest cave to the back and the one that turns left towards the back (I refer to them as North and West owlbear caves). 3 Defenders spawn to protect the Owlbears.
NOTE: The ruler’s corpse only lasts about 18-20 seconds before the zone resets and the corpse poofs. Each ruler drops both Melee and Non-melee gear. Most of it is NO DROP. So have your looting rules/rolls decided before killing him and be QUICK and courteous when it’s your turn. Usually only 2 or 3 people can view/loot at all.
WARNING: The Defenders will not move from their spots and WILL summon you to them.
HELPFUL: The zone is still not working properly. When one tribe controls the zone, sometimes the ruler does not spawn. Send a /petition and a GM (not a guide or apprentice guide) can reset the zone.
So as you can see (and try on your own) you can start this war and end it by killing the named mobs in the Vah Shir Training outpost. :) Give it a shot - it works!
We roll loot order first for No Drop. People then loot No Drop items in order. Each person selectes what they want/need when it is their turn to loot. As soon as the "XXXXX has looted XXXXX", the next person in line starts to loot. Really speeds things up.
I really dont think this is that confusing. Ok when fighting Owlbears you get a +4 bonus and a +1% bonus to 1hs. So You get 1% all of the time and when you fight Owlbears you get +1% to 1hs & the +4.
+1 to 1hs is a skill mod, it raises your skill by 1%. so at 100 skill in 1hs, wielding this weapon would make you fight like you had 101 skill.
+4 bane damage to owlbear is a damage mod, it makes this a 17(13+4) attack and 31 delay weapon whenever you are beating on an 'owlbear' type monster. there is no save for bane damage as far as i know, there is for fire/pois/et cetera though.