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Also drops duskfall chronicles
# Jan 23 2007 at 5:07 PM Rating: Decent
75 posts
Dropped Duskfall Chronicles for my group today 23 Jan 2007
Twice in 20 mins
# Aug 29 2006 at 8:48 PM Rating: Decent
My group and I were in the filligno room pulling from elsewhere, but we had killed Rorn Twice in only 20 mins, He dropped Sepentine Mask, and a lesser muramite rune both times, I was hoping for the cloak =x
Bowlord Rorn already up
# Oct 10 2005 at 10:53 PM Rating: Decent
Ok gang, my wife and I both 2 box, 70th warrior and shammy, wife has a 70th druid and mage. We try to get to the slayer room without rorn up, but if he is, we found the best way to take him out is this: All invised move to top of stairs above Rorn where a noc is at. Take him down. Looking below, you have a kyv and stone guy. Druid harmony old stony and warrior pull kyv and kill. Stony next, then move on down. Keep everyone back a bit, have warrior prox pull right kiv and kill. Then have druid harmony the ukun while warrior pulls left kiv and kills. Warrior pulls the farthest right kiv and kills. Druid harmos (67th level) ukun and remaining left kiv, while warrior pulls rorn straight back to party. Take rorn down, and enjoy the loot. Key notes are you will probably have to do this even when rorn is not up, if the ukun can see invis. Hard to get to the slayer room to set up when he's up.
# May 12 2005 at 5:13 PM Rating: Default
mezzed him today with my lvl 67 ench not sure what lvl mez it is but the name of the spell is flaicity i belive sp.
# Apr 30 2005 at 11:30 AM Rating: Decent
would he be solo'able by a 70shaman with +400 aa's?
RE: Solo'able?
# May 09 2005 at 10:39 AM Rating: Decent
208 posts
I have my doubts - only partially slowable, Chaos Claws for 680/690 (but resistable at -150 chromatic) and summons every 4 seconds, so you would need to tank him.

Also, I'm not sure how you would get him single. One add you could possibly handle with root/VP, but I think you would get 2.
RE: Solo'able?
# May 10 2005 at 10:28 PM Rating: Decent

Edited, Tue May 10 23:29:22 2005
Rare Spawn
# Apr 20 2005 at 11:18 AM Rating: Decent
As others have illustrated below, this mob is definately a rare spawn. I have no idea what the actual rate is, but my group camped this mob for 6 hrs last night and it spawned once, toward the end of that period (about 5 hrs into the camp). We killed the other named Dragorn 6 times in the same period (not the signet Dragorn). Pulling was almost constant with little down time so I know that the spawn rate must be very infrequent.

A ranger friend of mine has been camping this mob on and off again for weeks looking for the Elaborate Gauntlet drop. He thought that the mob may have been moved from this loc as the spawn rate was so rare. Unfortunately for him the gauntlets did not drop, but rangers have poor luck, at least the ones that I know.
Not so Rare Spawn
# May 09 2005 at 7:34 AM Rating: Decent
In a 3 hour camp last night he popped about 5 times. The lightblue dragorn named popped about 4. We had a fantastic night.

Its all in the roll of the dice if your named will pop. Just relish the XP and named will come.
Greater Rune Drops
# Mar 17 2005 at 11:53 AM Rating: Decent
139 posts
Just got a greater muramite Rune off him
# Jan 25 2005 at 12:15 AM Rating: Decent
5 posts
You could also harmo the Kyv then mez pull. Mes the Ukun and let the named come to the group and fade if you have a bard there or just keep the ukun mezzed. This might work.
Was there Today
# Dec 31 2004 at 10:20 PM Rating: Good
In response to lower posts acually. Spent the Day there today.. Myself.. 66 War 8500, 1450 with 66 mage 2 68 druids, 68 chanter and 70 Bst..

Ok this is a great camp.. room u sit in is the far room on the map.. only one Npc in there and large for some running around in.. Dont use AE Spells. The Little Gnome name gets angry at u if u do..

As posted previous Pull the stone guy.. easy single pull .. the the far room in front of u 2 names spawn.. I Bow pulled mobs left and right single pulls pretty easy.. all Dragorns.. then the Dragorn gaurd is the Ph for the one of the name in that room ..( first left Dragorn is the ph for Dragorn Prodigy.. who drops a signet for part of Anguish key.. ).. Ph for other name.. ( which never spawned for us in 4+ hrs.. is a Dragorn Gaurd.. U will always get 2 on this pull unless u get new harmony on them.. ( conned yellow to level 66.. Ph is level 66) Since we had a Chanter i just pulled.. never got more than 2 on a pull.. Last pull for us in that roome was a elite Ukun..

Next room closest one to the left .. This room Sucks.. full of Elites.. one ukun and rest are Kyv.. 690 procs off these guys is nasty.. Ok u can Harmony these mobs with the new Druid spell.. but as I said we had a chanter.. so we mezzed.. Just pulled into the big room.. for easy target mezz.. ( leadership main assist helps here) Now U definatly dont want 2 poundin on ya .. these guys hit fast, and the Procs suck.. ( good to have a alt cleric camped here.. ) We had the name spawn in left room once.. Bowlord Worn.. problem is he is right next to the first Kyv to the left.. And when u pull the Ukun he always comes with the left kyv add.. So on name we Harmony.. left and right Kyv.. Pull Ukun.. then next we pull Name.. and mezz Kyv Add.. Name is pretty much cake Bst slowed.. Helps when u have 2 druids for heals..

Droped the Shammi cloak.. darn nice one with Mana regen too.. also got the Gauntlets to drop first time.. and in the whole camp process got a few drops for the faction quests..
Kyv Broken bow
Ukin Quill
and a couple others cant remember..

So happy Hunting.. Good Luck
# Dec 15 2004 at 1:09 PM Rating: Decent
This guy is a gd joke. Camped him for 13 hours... yeah, 13, for his gauntlets and only 4 spawns. That's not even a spawn every 2 hours... barely not even 1 per 3. And in those 4 times he never dropped the gauntlets. This spot / drop rate is insane... I've already been camping him for weeks with no luck. Of course I'm also after the NO DROP Chain Leashes that drop off Ukuns... and for anyone going to start that quest, good luck... cause I only got one in that 13 hour time frame. You'd be more successful and time efficient finding a huge raiding guild, going through the testing process, getting in, and working toward better raiding gear than camping for all this quest stuff... not to mention working up faction for the turn in. Then consider the fact that while you've been at camp for 13 hours, you always get those last minute lamers who join up who haven't even started the quest, don't know what the pieces are for, they ask when it actually drops, you explain out of decency, and they decide they want in on the roll and win... it's like a kick in the nuts from on high. Anyway, that's my rant... just wanted to let you know what you were in for... perhaps other people have gotten a LOT luckier than me, hope so.

Oh yeah, and just for a little helpful info, because the camp is pretty tricky, bring a Necro or SK for pulling. Kill the stoneworker at the top of stairs, snare the Ukun, run into stoneworker alcove and FD, wait on Kyv to go back, pet pull Ukun or have someone peel (cause otherwise the pathing is so poor he'll wander back into the kyv room when you stand up and aggro about 5 of them). Probably the best thing to mention is that pathing is HORRIBLE at this camp... stuff will path back into rooms if you're not careful, they will warp on top of you ALOT, Ukuns will outrun you if not snared, and etc. Best advice, lose aggro as soon as you can and be careful. Good luck, be safe, and have fun.

Edited, Wed Dec 15 13:17:18 2004
RE: Hmmm
# Dec 30 2004 at 6:22 AM Rating: Decent
38 posts
did the camp last evening with a full group of OoW partial VT-geared peaps (non-ele)

enc 70
clr 68
nec 69
shm 70
dru 70
pal 69 (me)

was easy as cake - gave excellent AA-expe (3.5% per mob) - constant mob pulling

I was pulling with bow - never got mor than 1 add that was easy mezzable, cause you have plenty of room inside of save room. We cleared both rooms and the 3 single spawns (2 ikaav 1 ukun) left of bowlord rorns spawn 8 times - no nameds spawned :-((

Will repeat the camp as it has no bad pathings of nameds like SD or UF - gives excellent AA-expe, faction for armor quest and drops of armor quest items.
# Dec 07 2004 at 10:42 PM Rating: Decent
Has dropped minor and regular rune for my group.
This mob
# Nov 29 2004 at 10:26 PM Rating: Default
Take a Monk

get singles every time

and you can keep 3 named Ph's if you setup in the right spot :)
easy camp
# Nov 26 2004 at 3:18 PM Rating: Decent
5 peeps, 63-70, 4 hours no deaths
Bowlord Strategy
# Nov 14 2004 at 3:07 AM Rating: Excellent
Team Composition:

67 War (buffed 8600hp, 1400ac, 100aa)
67 Dru (110aa)
67 Bst (120aa/paragon)
68 Clr (200aa)

I 2-box the War/Dru and my friend 2-boxes the Bst/Clr. None of the toons are Ele flagged but we do have some of the low end GoD drops. We have been playing together for about 3 years now and are quite proficient with just our 4 toons in the group.

Today we decided to try Bowlord Rorn in RCoD for the first time. Upon entering from the Bloodfields we invis'd up and ran to set up camp in the safe room with Filligno the Slayer. Invis dropped on the war once so I hit exodus so we did not have to rez up. 2nd attempt getting to camp the Bst lost invis so we let him die and just dragged him to the camp. Rez'd, buffed, and finally ready to start pulling.

The first pull is the Stonemite worker at the top of the stairs and to the right. Cleric casted Heal over time (HoT) on tank as he pulled. Brought him back down into the room. These guys hit pretty fast and can quad. Not that they hit very hard (max high 700's) but they can bring you down pretty fast when not slowed. Once the bst got him slowed it is cake.

Now for pulling the PH/named room that is up the stairs and to the left. After trial and error with a couple of deaths on the druid and war, here is what we came up with. Druid has the innate camo aa (best aa pts ever spent) and he goes to the door in front of the ukun and targets the first kyv to the left. Now, dru moves back up on the right wall ledge far back enough that the ukun will not aggro when he goes to harmo. You must have the level 67 druid harmo or other class equivalent because most of these mobs con yellow to us at 67. War stands on the left side wall ledge far back enough to not aggro ukun but far up enough that he can tag it with an arrow. You are going to want to have Spirit of Eagle on the tank because these things haul *** when you pull. Cleric cast HoT right as the druid is casting harmo. Pop the ukun and jet back to the safe room. You need to get these things slowed in a hurry. The ukun and kyvs are elites and put out some dps.

Next pull is the kyv to the left. Harmo the 2nd kyv to the left same way as the first pull and bring back down to safe room. Do not stand in the doorway uninvis'd and try to harmo because you will aggro the first kyv and get them both. After that kill you can safely pull the 2nd kyv to the left (named PH) without harmo.

Even with just the 4 of us we had enough time to pull the kyv to the right of the doorway if we wanted before the stoneworker popped again. Now that the room is broken all you have to do is keep on top of it and you will not need to harmo. Bst had only a couple resists on these mobs when slowing the whole time we were there. Druid had some of the mobs resist snare 3 or 4 times but always got it to stick eventually.

Next round went well and we got Bowlord Rorn to pop. Same pull plan as before, cleric HoT, tank pull to safe room, bst slow, druid snare and nuke. War popped defensive and max hit was under 400, quads, no enrage/rampage. Named was actually easier than the trash mobs in our opinion but then again War did have defen up. We got lucky and he dropped:

Tattered Cloak of the Fallen

Here is where we came to a problem. Hopefully someone out there has a solution. We ended up letting the room pop while we took a 10 min break. When we came back, the room was popped and Bowlord Rorn was standing back out there. We were pretty pleased that we would get a chance to grab him again. We kill the stoneworker then go to harmo but you cannot harmo the bowlord. So we harmo the first kyv to the left and try to pull the ukun. Bowlord aggro'd and his pathing is such that he runs right over the kyv so you get 3 mobs instead of just the ukun. We tried various pull schemes to get him single or even the ukun or the kyv single. I was thinking about parking one if we got 2 but 3 is just too many for a group without any serious crowd control. Any suggestions would be greatly appreciated.

Ronj Eremy (67 Druid) and Spankm Splizankm (67 Warrior)

RE: Bowlord Strategy
# Nov 21 2004 at 8:36 AM Rating: Good
101 posts
None in my party could pacify the mobs today so we used this method. You have to have a SK and a Mage to do this, but it works great. Our SK would tell our Mage to start CoH, 9 second spell with spell haste one. The SK would count to 5 and then snare the mob we wanted to bring to camp. Once snared he brings the whole room on a VERY fast run! They are just leaving camp when CoH lands and brings SK back into our camp. He FDs rite away. All of the mobs return to camp except the snared mob. SK then pops up and goes back the mob that is now parked outside of camp. We have been doing this on many mobs above lvl 65 cause my cleric does not have lvl 70 pacify yet, it worked great for us in this camp. We did not have more than one in camp all afternoon.

I thought about trying this with my necro instead of SK, but the SK did get hit a few times, and the friggen elites (any of them) hit so fast that I fear one round of attacks before FD landed on neco would be all that it would take, so I stuck with the SK to pull.

I hope this helps someone out there!
#REDACTED, Posted: Mar 06 2005 at 12:50 AM, Rating: Sub-Default, (Expand Post) Hmmm...Someone seems retarded. CoH drops all aggro on the summoned person.
RE: Bowlord Strategy
# Feb 17 2006 at 10:11 AM Rating: Good
101 posts
Jedaykeen wrote:
"Hmmm...Someone seems retarded. CoH drops all aggro on the summoned person."

If you have a mob snared with a DoT on it, even CoH will not loose agro until the DoT wears off. In this instance the mob was close enough that he would agro again as soon as I stood up. Mage kept eye of zom up at mobs, that is how we knew for sure that sometimes the snared mob was close enough to agro as soon as I stood up as long as my snare was on him.
RE: Bowlord Strategy
# Nov 23 2004 at 7:47 AM Rating: Decent
Death Peace has a 5% failure rate. If he failed his FD check, you would have been trained. So this is not without risk.
RE: Bowlord Strategy
# Aug 09 2005 at 9:56 AM Rating: Decent
1 post
Doesn't CoH clear aggro though? We've always used it as a way to rescue someone running around with a train.
RE: Bowlord Strategy
# Nov 30 2004 at 8:54 PM Rating: Good
101 posts
Thank you Drowquee, I did not the that DP had 5% chance of fail, I had actually thought it was higher. As for training group on chance that FD fails, you are still pretty safe, because the rest of the party is down in the saferoom and if FD fails you have plenty of time to pop up and run toward stairs. By then FD is up again. It takes a little while for the mobs to get around the corners, and most of them have 2 corners to go around. We have had to do that at least once but it worked out fine. As long as your SK is quick on his toes this is a very safe method.

Edited, Wed Dec 1 10:52:12 2004
RE: Bowlord Strategy
# Nov 14 2004 at 9:05 PM Rating: Decent
I Have never camped this room before and I am Bard so you don't have the same pulling options I have but I may have some help. You didn't say how you agroed the mobs to pull them. Did pull with snare or some kind of spell or even hit with an arrow? Did you try using proximity agro? If you didn't than what you might try is pacifying the mobs the same way but this time pull with proximity agro (simply means you got in agro range). When a mob is agroed this way it reduces the assist range of near by mobs. If that doesn't work you might be out of luck.

I would like to camp BR for the quest drop can you tell me does he or any near by mobs cast any dots or snares? I know you didn't have a mezzer in your group but would you happen to know if he can be mezzed? I may try to solo him using the mez and heal technique but if he's unmezable than its out of the question.
RE: Bowlord Strategy
# Nov 20 2004 at 3:50 AM Rating: Decent

As with most OoW mobs, you have to deal with Ukun chains dot and the ukuns are capable of snaring. Spankm resisted most of the snare attempts.

Since harmo would not stick on him I would seriously doubt that he is mezzable but then again I cannot confirm that.

I did try prox aggro but that did not work either. Thanks for the reply and good luck with the solo attempt.

Ronj Eremy (67 Druid) and Spankm Splizankm (67 Warrior)
RE: Bowlord Strategy
# Nov 23 2004 at 11:45 AM Rating: Decent
I've seen him get mezed, but I belive it was a oow mez spell.

You can harmony the kyv closer to the door, pull the ukun. Harmony again, go in though the door to the right. Clear around those 2, till you can harmony, pull bowlord out towards the middle of the room, then to the door. Just can't have him run right over the top of the harmonied spawn.
bowlord melle
# Oct 29 2004 at 9:52 AM Rating: Decent
how hard this guy hit? does he ramp/flurry? does he have any AE's?
# Oct 28 2004 at 11:58 PM Rating: Decent
28 posts
Dropped a Lesser Muramite Rune
(> <) <---- Put the evil bunny in your sig, help him achieve "WORLD DOMINATION!"
new drop
# Oct 21 2004 at 1:18 AM Rating: Decent
Dropped today. Tattered Cloak of the Fallen, really nice shammy cloak.
# Oct 12 2004 at 3:30 AM Rating: Excellent
Spawns at 2063, 1053. Two rooms before Battlemaster. PH is a Kyv, facing the banner straight on, its the Kyv on the right of the two. Common is mask rare is a nice shammy cloak. Gloves is on a seperate loot, from my own experience, out of ~15 spawns, got 3 gloves. Dunno if I was just unlucky or what, got 4 cloaks, and rest were the mask, also got a couple lesser/regular runes too, Cloak + Rune + Glove on 2 occasions.

Edited, Tue Oct 12 04:31:49 2004
# Oct 04 2004 at 7:27 AM Rating: Decent
Anyone know where this guys spawns at?
# Sep 26 2004 at 10:08 AM Rating: Decent

Serpentine Mask
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