Fire Eyes  

Named
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Uploaded October 27th, 2014 by Railus
Updated October 28th, 2014
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Fire Eyes (click for map image) spawns among the undead just east of the spiral ramp (PH "a blazing evoker").

Map points for "endlesscaverns.txt" map files (for all Caverns of Endless Song named map points, see this quest entry):

  • P 141.6764, -871.1171, 6.7932, 127, 0, 0, 1, Fire_Eyes
  • P 162.3916, -798.2442, 6.7297, 127, 0, 0, 1, Fire_Eyes

Category: EverQuest
This page last modified 2014-10-27 14:04:07.

Level: 105
Expansion: The Darkened Sea
Effects Used:Heat Wave
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What I did to clear / get him
# Oct 18 2016 at 8:06 AM Rating: Decent
Scholar
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52 posts
I actually did this room during 2x rare mobs.. and had him spawning in both PH spots.

To be safe method (have Invis undead)
1. Kill the two as you come in the doorway from the main circle (not into his room)
2. Invis undead
3. Then walk straight in (shrink if you can). drop off the ledge right there
4. You will now see the mob roaming (around the lower part of the inner circle (not the two above you)). You will also see the two mobs off the left (one is a PH). Then the others to your right. This method only cares about the ones on the left, even though I cleared for the right also.
5. Stay invis undead until the lower roamer is on top of you and kill it. nothing will agro
6. Check to see if between the PH and the secondary mob on your Left, if that secondary mob can be "pacified or not". If not... be ready to mez it, or off tank it or whatever, but you need it to come to you also, don't let it stand there.
7. wait for the upper roamer to go back up (not be at the bottom of the ramp)
8. Pacify and pull and or pull the PH and the other. it was 50% of the time for me it was pacifiable and other times it wasn't. once you break the right side it doesn't matter
9. Kill the named or main ph, then the add... (give yourself a second so there is space) because named will take longer to kill
10. Invis Undead AGAIN and rinse repeat. keep your self invised to undead whenever not fighting...

I never had the lower roamer be a see-undead invis.. not sure it can be..

Cheers
Pulling
# Jan 08 2015 at 6:12 PM Rating: Decent
Sage
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255 posts
Everything in the room adds not sure how to pull this guy.
Pulling
# Jul 08 2016 at 10:27 PM Rating: Decent
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1,208 posts
I play a ranger. We killed the two guards and a roamer or two first. Then I pacied the mob immediately next to Fire Eyes and simply flung (bolster line) Fire Eyes to the circular ramp. He chased me solo to the safe room with the brothers until the fade effect landed. We preped and pulled him from there. The trick is to get him safely to the ramp as otherwise you'll wipe to a train from the terrible pathing.
Pulling
# Jan 27 2015 at 8:53 AM Rating: Decent
Scholar
21 posts
If you don't have IVU then clear the two mobs that are at the entrance of that room (and optionally, if you want to be safe, the two mobs that roam up to that point).

Just below the ledge once you enter the room there is a single roamer - don't try and pull it up to you, just go down there and engage it, using either IVU or just jumping it once it's in line with the entrance. Once it's dead the area below the ledge that you're now standing at is your camp ... pull as much of the rest of the room as you're comfortable with, the mobs on the ledge above you will not add, and it's not hard to get singles from the rest of the stuff down there with any sort of pulling/cc utility at your disposal.

Obviously, just keep on eye on the clock for the respawn of that roamer, gank it when it repops, rinse and repeat.

Edited, Jan 27th 2015 11:30am by DarkarkEQ
Pulling
# Jan 12 2015 at 2:33 AM Rating: Decent
Scholar
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633 posts
Just some ideas.
A) Working from "safe" room: Eliminate 2 guarding tunnel (when roamers are away- IVU is your friend here, tho wizards and ph's are SI iirc). Kill S. roamer, kill N. roamer. PH on right, then ph on left. For instance Moving Mountains/Hates Attraction very useful here. (Pathing not good - can get stuck under ledge if not careful). Many classes have their tricks to pull, try them out if available =)
B) Power/control group: Take on all comers. IVU as far as you can toward static spawn on far side of the room - Keel em.
C) I haven't tried it (if Z-axis/water fights weren't so buggy) trying to get the PH's/Fire Eyes from the water "hole" looked intriguing.
dropped
# Nov 01 2014 at 10:29 PM Rating: Excellent
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350 posts
Fire Eye's Skull
Ocean Purification Stone
____________________________
Long Live Clan Rundeep!
All tradeskills maxed.
Shadow Knight: 1.0. Warrior, Shaman, Wizard, Druid, Ranger, Bard, Paladin, Berserker, Rogue, Enchanter: 1.0-.20. Necromancer: 1.0-2.5.
Loot
# Nov 01 2014 at 3:12 AM Rating: Good
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10 posts
Dropped Eye of Fire.
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