Captain of the Guard  

a rare creature
Screenshot

Uploaded July 24th, 2007

In Ashengate, Reliquary of the Scale:

  • Maximum hit: 2900
  • Placeholder is: a Scarlet Legion captain
  • This mob spawns at 650, 32, 0 or ashengate_2.txt file: P -64.8338, -653.6124, -0.5749, 127, 0, 0, 3, Captain_of_the_Guard.
  • Respawn Timer: 21 minutes
  • Class: shadowknight
  • AE Rampages: Yes
  • Mob sees through invisibility: Yes
  • Sees through Shroud of Stealth: Yes

This page last modified 2019-05-18 12:15:28.

Level: 80
Expansion: Serpents Spine
Effects Used:Shadow Vortex
Post Comment
Spawn
# May 21 2014 at 10:08 PM Rating: Decent
Scholar
16 posts
Anybody know what his spawn time is?
No Monk-eying Around
# Jul 28 2009 at 12:32 PM Rating: Decent
**
633 posts
Run to NW (90 degree) corner of the room - FD.
Wait for roamers to roam away (East).
Ghetto-Mezz the 4 facing him. This will pull him to you.
Keep him in corner and stay to the West side until dead.
Collect loot ;-)
(No adds, no gates no runners etc.)

Side notes: If PH is up - mezz/standard pull (Ghetto-Paci won't hold).
Body can be looted in wall. (If afraid use Grapple near end)

If done differently - Beware: that the casters will gate & then summon.

Captain
# Jan 11 2007 at 12:04 AM Rating: Decent
**
301 posts
Sk mob, he jsut tried to HT me
Details
# Nov 03 2006 at 12:30 PM Rating: Excellent
My group killed him about 6 times so far.

When you zone into Ashengate you start out in that arena type room. The north wall from there is two giant sliding doors that open to the main north-south hallway. This giant door is guarded by a mob on each side, so your group can just kill the right side one to safely gain entrance.

The first hallway is filled with the steel support beams and has two to four roaming mobs and has four to six static mobs. You will need to clear all of these as your group moves north. Its easiest to keep to the east side of that hallway and move your camp as you clear. Dont take forever because you can be caught by repops if you sit in there medding or rezzing or whatnot.

At the end of that first North hallway there is a junction with four mobs in it and one roamer mob that roams to the east. Split and pull all of those and be sure to clear the roamer dude since you want to go around to the east side. The west side of that junction is a door and you can just skip that.

As you move around to the right the narrower hallway will bend to the north into a larger sized room. Again here there are no doors just open hallways.
    On the North side of this room is your camp
Clear the couple roamer mobs and one static mob in that room. You can afk or rez or rebuff or whatever with no invis needed if you sit tight to the north side of this room. If a roamer comes by when you are in melee you will risk a proximity aggro add but even then, we occasionally didnt have the roamer add during some fights. Depends on how close to the north wall you are fighting. Have snare ready since some mobs run at low health.

From this east side room your puller will need to single pull the west room four statue mobs and 1 roamer mob. Next will the be the captain room to the immediate west of that. The captain always stands facing south with a crew of 6 underling mobs of mixed caster/melee types all lined up as if he is giving them orders. There is a PH for the captain, I forget what it is but it is very recognizable.

I have done this a couple different ways but here is what worked best for me. You will need to do some careful splitting to get the captain or his underlings alone. I used mezzing or snaring on the closest melee type underling mobs. This would reduce the melee types rushing along with the Captain to get my by one. The casters normally do not rush to attack you because they like to start out with a nuke. So that gives you some time to get distance between the other non-mezd melee types and them. Next, during that full-repop split, I snared any underling melee types that came with the captain to slow them down even further as I backed up thru the now empty Golem room. If by then I had the captain alone or just had him and maybe one melee type add, I mem wiped to stop them in their tracks and to clear aggro with all the casters in the back and anything I had mezzd or snared on the way out. My next aggro would be just those one or two now the closest to my grp but out of aggro range of the rest.

Next I mezd the last melee type add, which aggrod the Captain again and hit mem wipe as soon as the Captain was in tag range of our grp tank. That cleared aggro from the last melee add and we had the Captain single. The Captain is by no means an easy mob. He was all melee no spells. He was slowable and crippleable but not by much. He did the normal rampage enrage flurry etc and hit pretty hard. His HP were not Huge but plenty significant. He wasnt the shortest fight.

He dropped one of the powersources every time, the insignia and the fragment were every time also. His common drop must be the augment but we did see that pally item once. Everyone who could use it looted the augment and I think everyone got the insignia and the fragment things even though nobody knew what they were for.

Edited, Nov 3rd 2006 at 12:40pm PST by kirbyramz
Details
# May 26 2009 at 9:24 PM Rating: Decent
**
633 posts
Great post...no loc needed with those fine directions - thx!
Details
# Aug 26 2008 at 5:49 AM Rating: Decent
Nice post.. but here's the map loc:

P -64.8338, -653.6124, -0.5749, 127, 0, 0, 3, Captain_of_the_Guard

In game loc is 653.51, 64.83
Details
# May 05 2007 at 2:32 PM Rating: Decent
Great post!

Thanks!
Location??
# Nov 01 2006 at 2:21 PM Rating: Decent
Scholar
36 posts
Can anyone please tell me in which wing I can find him? Any /loc's are appreciated.


Thanks,

Apos
Loot
# Oct 14 2006 at 7:19 AM Rating: Decent
This also drops from the captain:

Soldier's Stone of Purity

hp/mana/end 90

SV corruption 20

chest, legs, type 7/8, L75 req'd

war/pal/rng/shd/mnk/brd/rog/bst/ber
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