The Chamber Guardian  

Monster
Screenshot

Uploaded July 29th, 2007 by __DEL__1683505057533

Gains strength as his health drops.

Enrages, flurries, summons.

Unslowable.

Category: EverQuest
This page last modified 2008-01-02 15:13:07.

Level: 73
Expansion: Depths of Darkhollow
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position is the key
# May 10 2007 at 4:06 AM Rating: Decent
Scholar
*
73 posts
Was able to 3 box this mission with 75 Ranger (14K / 2600AC buffed and with shield), 75 Cleric, 75 Shaman. The key is positioning.

Well straight off, ranger tank was shaky, as the big hits were wicked scary. But after 3 attemps at different tank locations, found the gem.

The key is location. On the right side of the ramp, on ground level, where the ramp creates a corner with the wall is perfect, no mobs repop there, and out of agro range of all.

Had cleric and shaman stand in the corner facing out, with Ranger a few inches in front to tank the boss. Had to move out a bit, as ranger reach was a wee bit less than the Guardian. As long as the Guardian was facing the corner, his AE did not disrupt any spells being cast.....Chain CH, and shaman best HoT ftw.

The first 60% is very simple....doesn't hit too hard, and used that time to mostly just gain agro. The last 40% and specifically the last 20% were rough. The AE is a huge pain, but with some well timed Thundering Blade procs, and Weapon Shield at 15%, following a full out shaman burn starting at 30%we prevailed......Started getting hit for 3500+ at 1% and thought I was done for, then 1 tick later, CH landed and the Guardian took the dirt nap.

So you don't really need that big a group for this anymore, just a little patience.


position is the key
# May 17 2007 at 12:01 PM Rating: Decent


Thank you for the fine post.
This what I did *grinz
# Feb 24 2007 at 6:35 AM Rating: Decent
kk this **** is so freakin insane that it took us 10 tries to get it....

74 Pally
70 Shammy
70 ranja
73 Cleric
70 Druid
70 Mage

Gear: Don Merch / GM Cultural - no bazu/ complete spell

Kk first thing is set Pally to bum rush and put back to wall.. agro agro agro

No idea who said this aint slowable but Shammy said its slowed..(maybe)

Cleric CH like crazy... (as long as Pally got agro np)

Druid assist on heal

Mage and ranja do what their supposed to do hehehe

now for the fun part

at 50% this thing hits like a freakin raid mob... 2.4AC 13khp ... dmg does around 1.5k-2k... very very fast

at 40% i casted challenge (agro DoT) then casted Invul hehehe it works!!!

everyone burn it as fast as they can.... the end... 2 deaths Cleric / Ranja (typical hehehe)

dunno what others did but this made us really happy... good luck to others trying to get this
Mob info
# Feb 05 2007 at 8:16 PM Rating: Decent
Easiest way to control this joker is the tank runs up and puts his back to the wall. You won't go anywhere after he is turned around and it's an EZ PZ fight from there. Work of advice he does have a decent amount of hp so tanks should save defs disc until 60% or so cause when he gets to 40 and below he can leave a bruise :P
Shaman Slowed!!!
# Sep 23 2006 at 7:22 AM Rating: Decent
32 posts
Slowed this morning with Balance of Discord. (slightly)

Cast Malos (landed), Cast Malosinise (landed - lvl 72), Cast BoD (landed).

Ariwynx
73 Shaman
Immortalis Kruoris - Nameless Server

Tough Guy
# Aug 02 2006 at 3:58 PM Rating: Decent
42 posts
Group was:
68 Ranger
70 Wizard
70 Cleric
70 Warrior
67 Necromancer
67 Shaman

We did alright doing the first part of the task, but this guy was way too tough. Tank died when mob was around 45% hp. I had to pop WS and have wizard evac us. Our plan was to save mana until he was about 35-40% hp and then burn him down. He likes to cast his AE's a lot.

You need a very good tank and cleric here.
Slowable
# Jul 06 2006 at 7:51 AM Rating: Decent
July 5, 2006: The level 70 Beastlord Slow (Sha's Legacy) landed. The message was "Slightly Slowed."

Obviously, he is slowable but just very resistant.
Missing Loot
# May 22 2006 at 1:33 AM Rating: Default
We did this mission 21/5/06 and when w killed this mob he dropped:

Sleek Reconnaissance Gloves
Ac 13
Str+11 Dex+5 Sta+5 Wis+11 Int+11 Hp+140 Mana+150 SvFire+5 SvDesease+15 SvCold+5 SvMagic+8
Recommended lvl 68

Class: Nec Wiz Mag Enc

Zappitt
Wizard of Druzzil Ro
New Drop
# Feb 03 2006 at 7:48 AM Rating: Good
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147 posts
Corroded Infantry Chestguard
Slot: Chest
AC: 70
STR: +13 DEX: +6 STA: +6 WIS: +13 INT: +13 AGL: +6
HP: +155 MANA: +150 Endurance: +150
SV FIRE: +10 SV DISEASE: +5 SV COLD: +10 SV MAGIC: +10 SV POISON: +5
Recommended Level of 70.
WT: 3.0 Size: SMALL
CLASS: WAR CLR PAL SHD BRD
RACE: ALL
Slot 1, type 7

Found this Lucy link on search: http://lucy.allakhazam.com/item.html?id=86788

SK, Cleric and Bard had better gear... you know the rest.

Edited, Fri Feb 3 06:51:01 2006
Working Strategy
# Feb 03 2006 at 6:53 AM Rating: Good
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147 posts
We finally killed him.

Not easy by any means, but this may help.

Group - 70 SK (15k HP, 2.5k AC, all defensive AA), 70 Cleric, 70 Shaman, 70 Enc (me), 70 Rogue, and 70 Mage. I believe I had the lowest AA of those present with 610 - this is roughly 120 more than when I made the post below.

Position is right area of ramp against rock wall face is a safe corner (you can be visible safely here, but you can't move alot).

Buffs - Levitation is must have on everyone - do it to pets too. Any damage mitigation buffs are a real good idea. Healing pets were cast (cleric's AA ward, 2 5th year Vet pets were popped, and infusion of the Faithful as well. Rune of Rikkukan on group also. Enchies, DO NOT USE RoR DURING FIGHT - unless you really want to die fast.

Clear ramp mobs first. Clear hut then kill the silkweaver you've been watching nervously. On pull dispel magic on him 2-3 times to kill buffing he might have. SK used Terror of Discord and best snare (doesn't land but does make them mad) to build massive aggro fast. After 2 recant magics I tashed, crippled, then used Edict of Command to charm the add that repopped. We deliberately timed the pull to get this add alone for this purpose, particularly because we seemed to get him as an add often anyway. I have 6 minutes of unbreakable charm this way. I also cast Levitation on charmed pet to reduce knockback. Luck gave me a white con pet.

Pets and MA do most of the damage to about 45%, then shaman and mage when into overtime on casts. Cleric stayed on MA and rest of group used potions as needed to offset DoT effects. I chain cast Rune of Salik on MA during last 40% of names health. Despite this MA got to 2% as a low and under 5% 5 times during the run from 30% to kill. At 20% MA turned off attack and went totally defensive and used spells to hold aggro. Apparently earlier fails were due to MA getting riposted to death, which a log parser revealed to him recently. At very low health (3-5%) the Guardian becomes intesively resistant to any direct damage so we relied on the mages 4 hit super DS to help finish the job. DONT STOP NUKING - some gets through, and it's better than nothing. My pet had exactly 90 secs left on charm, so accounting for dispels then charming it, I figure fight ran 5 minutes, roughly. Considering we can take out a 70 drachnid here in about 60 seconds, and that we burned ALOT more mana and dics on this mob, I estimate it's HP's around 5-6 times that of a 70 drachnid (~50k) from this instanced - perhaps 250-300K hitpoints.

We had NO DEATHS this go. It was still a very iffy event in my opinion, however. In my rant below, I said I was tired of this mob - I was - I still am. I did this because my friend said he figured out what was going wrong and knew how to correct for it. The other post about using ranged DPS is right on, but you still need a meatshield to hold it's attention. Having no other ranged DPS, we took a rogue with us who has superior DPS and he was able to stay behind mob easily enough despite knockback.

I sincerely hope this allows someone else to get past this stumbling block and get the spell reward for completing this mission line.

Good luck to you.


Edited, Fri Feb 3 06:05:04 2006
How many hps in total would you say?
# Jan 23 2006 at 7:14 AM Rating: Decent
Was wondering how many hps in total would he be guessed at having? Wondering if a lifeburn at the end might be enough to take that 20% out or atleast a nice chunk of it?
new gloves
# Jan 21 2006 at 5:17 PM Rating: Default
38 posts
Our group killed him last night he dropped gloves of sneaking (druid monk beastlord).
I cant find them on allakhazam at the moment
update on his power increase
# Jan 15 2006 at 6:29 PM Rating: Decent
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61 posts
100% to 90% he hit up to 207
90% to 80% he hit about 400
80% to 70% he hit up to 1000
70% to 60% he hit up to 1750
ouch
# Dec 21 2005 at 7:19 AM Rating: Decent
so basicly for anyone thats not a eq god kiss this spell good bye for a few years correct? or has this since been nurfed a bit?
Fighting
# Dec 21 2005 at 4:16 AM Rating: Good
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147 posts
Let me post this right now - This mob is going to kill at least half your group. Probably all of you, unless your all Anguish geared, then you might get off with 1 or 2 deaths.

#1 - Not Slowable. Period. Shaman disease based fails as well.
#2 - Immune to every stun we could use on it.
#3 - Mob self buffs, and haste is one of them... see #1 above to figure out why dipel is a requirement. Use liberally BEFORE you begin debuffs.
#4 - Procs an AoE knockback that is ALMOST irresistable (even with Infusion of the Faithful) and if you do not have Levitation, be prepared to find yourself snared and knocked as far as you can cast your extended range nukes, or 2 times CHeal range away. Worse, this effect breaks spell casting, like a badly needed CHeal...
#5 - Be prepared to be rooted down ALOT if IotF is not available.
#6 - By 40% this mob hits for at least 3k on people without damage mitigation.

I know that even with Inate Defense 3, I STILL get hit for 3400 when it's under 20%. For people expecting to get their 68 spell, this mission will come as more than a rude awakening. I (70 Enc, effectively Elemental geared and fully DoN auged) typically group with a 70SK (13k+ HP, 2.5k AC Qvic geared, all defensive AA, All discs to 70 save DoD) 70 cleric Elemental geared, 70 Shaman Time+, 70 Bard & 70 Mage I'm not sure about. We can waltz into RSS, pick a camp, and we can (and have) handle as many as 4 adds no problem. Well, it's hectic, but no deaths. Here we come, fat and happy, and when we get it to 40%, the tank dies and we wipe... WTH?!?

We have at it after checking Alla, and we get it to 18% and wipe...
We start checking EVERYTHING... Stuns work huh? We buff like mad, fully loaded, runes on tank when it's under 40%, shammy and cleric on heals alternating... We get it to 2% and we wipe... and stuns don't work btw.

/rant on

By this time I'm about through with wanting to complete this particular spell mission. A challenge, by all means, but lets NOT put a raid mob into a group instanced. Sadly, the time we had it at 2% I figure if the MA had managed to catch 1 more frickin Cheal, we'd have won on attempt 6...

I have a friend in a guild which is Anguish level. They did this mission and 3 of them died doing it.
A 15k tank with all AA died fighting this thing with 3 healers (cleric shaman and druid) in group. Please. I know someone is going to read my post, thinking I don't know what the f*** I'm talking about, or that I must be lame. Please, reply to this post if you are Elemental to Qvic geared and walked all over this mob - and tell me exactly what group I need with what AA, what spells to cast, etc, so I can be done with this.

/rant off
RE: Fighting
# Jan 05 2006 at 11:02 PM Rating: Decent
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102 posts
I beat it with (unbuffed):

war 8.8k hp/1.7k ac
mag 4.1k hp/6.6k mana
rng 9.5k hp/1.9k ac/8.5k mana
brd 8.3k hp/7.8k mana
clr 5.0k hp/7.1k mana
nec 7.8k hp/8.8k mana (me!)

Best armor was some time/ikkinz/qvic/inktu'ta/txevu, but mostly time/mpg trial/dodh loot (post upgrade)/cbq quest/ time/ikkinz . One of the toons was basically baz geared, and most were a bunch of time/qvic.

I was the only toon that survived, which was good, since my dots killed the named while I was fd, and I could then rez the clr.



Edited, Thu Jan 5 22:04:12 2006
RE: Fighting
# Dec 26 2005 at 7:29 AM Rating: Decent
My feeling is that the problem most people have with this mob is dps and not healing.

I have done this 4 times, and finally succeeded on the last run. Previously, we always seemed to get the named to 10 percent or so before wiping.

A couple of times we had multiple healers trying to keep me (70 sk, qvic gear) up. The problem with that is, having half the group healing the tank seriously depletes the dps to the point where it takes too long to burn the mob from 20 percent to zero. The longer this takes, the higher the likelihood that he will get in a couple of good, max hit rounds and flatten the tank.

The group that finally killed him included 2 sks, a ranger and a mage. This helped, because at 20 percent we could unload the 2 HTs, TS disc and nukes to burn mob most of the way down. Range dps is preferable, because the knockback/snare AE really screws up melee dps.

Hope this helps.
RE: Fighting
# Dec 22 2005 at 10:47 PM Rating: Decent
**
421 posts
We did tonight with pally tank.

We are all almost Anguish flagged, not quite tho.

We saved all discs for 40% and burned then. Tank said he got hit for 3300 at end. We won with no deaths, but not an easy fight.
Baseline for Tankin
# Oct 12 2005 at 7:42 PM Rating: Decent
Managed to tank thru him today, I'm a total slacker Pally (Also quit for a few months). With available buffs I was 12304hp/2194 AC, Tank AAs to Thick Skin 2, and Precognition 1, Shield Block 3 and wearing shield and a whoppin 2% shielding.

No patch healer, just one solid cleric, Nerossis from AB is a leet cleric for keepin me up. Max hit on me towards end was 2684.

Get lev, kill the mobs at the bottom of ramp and back towards the wall to be safe.

Pulling down into the middle of water bit worked well for us actually.
3rd AE
# Oct 02 2005 at 6:31 AM Rating: Decent
Scholar
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120 posts
Has a 3rd AE, Vile Web http://lucy.allakhazam.com/spell.html?id=7060&source=Test

Infernal Web has a pushback so make sure you have Lev before engaging.

Hits
# Oct 02 2005 at 4:03 AM Rating: Default
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155 posts
Starts out hitting for about 100-300 , and increases in difficulty the farther you beat him down. at about 50% he starts hitting 800-1200, at around 30% closer to 1000-2000, and after 20% 2000+ , after enrage starts , hits up to 3336 on me. And yes Sianni is right, he Enrages , flurries , summons , unslowable.
Mob info
# Oct 02 2005 at 1:17 AM Rating: Decent
40 posts
Flurries, enrages, increases in power as his hp's decrease (about every 10% decrease you get an emote). at about 15% he becomes much more difficult. immune to slow.
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