Kill the mini names, his hp will go down for each one killed. He has maybe 20 percent hp left after you kill them.
He's very spell resistant at the start, but it's repoorted below that magic based spells work.
If you kill the mini names, he's easy to cast on by that time.
Edited, Jan 5th 2010 7:22am by morromid
____________________________
Morromid (Everquest) Terris-Thule -> Prexus -> now The Rathe Server The more extensive a man's knowledge of what has been done, the greater will be his power of knowing what to do. Benjamin Disraeli (1804 - 1881)
Not that its important, but this /considers as a raid encounter (This creature would take an army to defeat!) so you'll get a timer associated with a raid encounter when you aggro him, not just the 30 second cool off. Probably a mistake by Sony, this mob is easily done with a small group.
If you spawn the four winds and lose aggro from Sundersky (i.e., you zone out or CoH out of aggro range) and then aggro Sundersky again after his hate list is cleared you can get multiple spawns of each wind, so watch out. If you do this and kill 5 of the winds (any 5, if you spawn 2 copies of each) Sundersky will die and you can loot his corpse, it doesn't just despawn.
Edit: This method no longer works Nov. 4, 2007. Can't say when it was changed, but if you lose aggro and re-aggro him, he respawns at full health and one of each of the 4 winds will be up regardless of what damage was done beforehand. Also, he no longer gives you a raid cool off timer.
We killed him today. We (Pal,Clr,Mag,Wiz and Enc operated by one soul,lol) got his aggro to let his adds appear at first,and killed his adds indivisually (single pull easily) and after all his adds were wiped out ,killed Sundesky (his health was 20% then). I guess his adds respawn after 20 minutes, so quick pull and kill is needed. We got this item from one of Sundersky's adds (sorry, I forget exactly what mob dropped).
Eye Husk of the Scrykin Magic, Lore, No Drop Slot: Ear AC: 8 Effect: Cleave I(Worn) Str+6 Dex+7 Sta+9 Cha+7 Wis+7 Int+7 Agi+7 HP+120 Mana+125 Enc+125 SVF+5 SVD+9 SVC+5 SVM+9 SVP+6 Recommended Lv66 Required Lv60 Class: War Pal Rng Shd Mnk Brd Bst Ber Race: all
70 chanter (CoA geared) solo'd him...you can blur off sundersky on inital agro...kill his 4 adds individually (they don't summon and you can throw pets at them)..Sunder now at 20pct...prep yourself on the bridge, with pet...pull sunder..he summoned me but easily slowed...strangely as soon as i agro'd him the 4 adds popped again...i just blurred north wind and pulled sundersky back to bridge then blurred off north wind. Sundersky went down fairly easily with hasted pet and nukes
Indeed easily pulled to zone, surprisingly considering how far away he spawns. Nothing but his own guards assist him. I pulled him up the Skylance ramp, then floated across to the valley where the Master of the Herd roams. Trick is to keep invis up and, as posted below, pull him along the ridge where the fire mobs live and across the waterfall. He must outrun his guards since he came alone the rest of the way. Best to zone to clear aggro, just to be safe. <br> Of course, this means he will be a straight melee fight, which takes quite a while. As a 5-boxer I'd rather spend 30 minutes fighting one not-so-tough mob than need to deal with adds. My 9k cleric could have healed the 12k tank forever using just Cheal so once this mob is solo-pulled, winning the fight is just a matter of time.
BTW, Between druid, mage and enchanter, the only damage spells which landed were the druid's magic DOTS. Chanter slow never landed, even with tash and malo.
Edited, Sun Jun 18 10:57:37 2006
____________________________
Sippin 115 DRU **** Firiona Vie Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor My crew: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Each wind you kill drops his HP 20% (he regens fast if not agro though) and after fourth wind died he lost his spell immunity.
Only have to kill for Winds not four seprate named we killed three winds then killed one a second time when it respawned.
I would recomend clearing one side of island of normal mobs then have FD class agro to spawn winds. Then kill two winds on that side you cleared. Then respawn the two you killed and kill them again to get rid of bosses spell immunity.
Once he looses immunity he dies fairly quickly even if he is at 100% when you start killing him.
I'll work on screenshot on next kill...but after kill, the following spawned: Stillwillow, the Storm`s Eye. Cons even to lvl 70 and indifferent. Not sure what this is for.
I'll work on screenshot on next kill...but after kill, the following spawned: Stillwillow, the Storm`s Eye. Cons even to lvl 70 and indifferent. Not sure what this is for.
Stillwillow spawns after killing Sundersky which is the one who drops the marks.
Question, if you have the quest pre-change/nerf do you have to kill Stillwillow to get the marks to pop into your inventory or does killing Sundersky do that too?
I see no listing for Stillwillow, anyone know what he drops?
I have recently been enjoying pulling all 5 of the named mobs for the cloak quest without getting adds. (well all but Ravenglass). With Levitate on I recommend pulling Sundersky to the green path below where the Master of the Herd roams. You have more room to push him around without fear of adds and you only have one extra mob to worry about on the initial pull. I have also pulled him all the way to the zone in without a single add. not even the North storm that usually accompanies him. If you pull with Tashan (I'm an enchanter) and fly down to the path and run high on the ridge past the firetails, then over the waterfall to the ridge of the undead area - you can then run down to the Non aggro horse area and take him to the zone in area - no adds. It's fun seeing where he can be pulled. I have even pulled him down to the zone in but intead take him across the bridge to the Fire Tail camp. As far as killing him... settle in for a long dps battle, he's not at all hard, just way too many HP.
Spent more than a few hours on this guy last night and finally came up with an approach that worked.
Group was sk, cleric, mage, shaman,druid, and beastlord.
Standing at the base of the ramp the sk pulls sundersky with terror of discord. Mob comes and the fight is on. This goes on for a bit then north add joins in. Everyone switches to north add and beats it down.Ignore sundersky let him beat on the sk cuz he wasnt hitting to hard.
When north add is dead go back to sundersky and whack away till mob is dead.You will get no other adds at all.
keeping the mob positioned right at the base of the ramp is key. Dont let it get up on ramp as pets may push it over the edge adn yer screwed. Keep him in tight and its not that big a fight , just takes time.
Did it that way 3 time last night and north was only mob besiseds sundersky we had to contened with.
Dont this one a few times now and it seems to me that its slightly bugged.
Theory is that once he is engaged his 4 adds "pop". Killing each add apparently drops his own HP by 20% a kill.
MT keeps Sundersky amused while rest of group kills the adds.
Well that was the theory.
FD puller attacked and 4 adds Popped. Mage CotH back to the bottom of the bridge. Pull closest of the adds, North IIRC, killed it and Sundersky dropped 20%
Pulled Sundersky and MT engaged on his own as rest of group intended to pull the next closest of his spwans.
Blow me down, the first spawned add popped again. This time he added so carried on with plan. MT on a slowed Sundersky, rest of group on the North add.
North add killed a second time Sundersky dropped 20% again.
All other spawns then De-Popped.
Group continued to kill Sundersky which was an ok fight apart from the insane amount of HPs that he has.
Push is a problem, especially with his knockback lightening, but all in all just a long fight.
With this in mind next time and every subsequent time since we either FD, CotH, kill nearest add, pull Sundersky, kill the add that adds again then all on Sundersky, or simply pull Sundesky, let MT keep him occupied, slowed of course and kill the add before all moving back on sundersky.
Its just a long long fight.
There is no way that all four of his adds can be killed as they seem to Depop after about 4 minutes.
Sundersky procs Storm of Lightning- a LOT- about every 5 seconds. Easily resistable with good MR. Hits for about 1000 max with low atk. If your tank is good, best to not slow him at all, load up on DS and let him eat himself.
He actually spawns 4 mobs when you aggro him, each called Blizzard of the (North/East/South/West) Wind. One of them spawns close enough to him to add to the pull, if pulling to the bridge at least.
My group killed him last night, fight lasted almost 30 minutes but it seemed when we killed the Blizzard that added he dropped around 10-15% in one shot. So guessing that maybe he draws power from the Blizzards, and might be a good idea to try tanking Sundersky while killing all 4 Blizzard pops and see if that weakens him.
EDIT - Tank Sundersky while the rest of the group kills the 4 winds.
Sorry for the misinformation but only the North Wind add is called Blizzard, I'm positive Gale is one of the others but not sure which direction it goes with. Have only pulled more than one add once, finding out the hard way that they are unsnareable (intended to kite them, no mezzer in group). They despawn way too quickly to pull and kill one at a time, could get two down that way maybe three if you have really good DPS.
From bridge looking SE we pulled the 2 trash mobs on the left . we then pulled Sundersky n fought him agaiinst the bridge makin sure not to push off the side. spells were hard to land but tank damage was good ..long fight but you have to kill the Add he spawns 1st leaving MT on Sundersky ..after add died it was easy ..just long . hope this helps
Cleared adds to left of bridge and pulled to there. He spawns an add as soon as we engaged so I had the BL offtank him and everyone else DPS on him till he was dead, while I stayed on main mob. Got repops durring the fight so the beastlord and necro kited them around till they died. This was pretty simple fight but very long. I would recomend pulling to the north east side of bridge and keeping him there. We did this at the end at avoided the rest of the repops.
**Warning** Took us about 30 minutes. I burned through 3 Defensives.