a Xakra Shah  

Animal

Minimum Level: 45
Maximum Level: 46
Expansion: Shadows of Luclin
NPC Added: 0000-00-00 00:00:00
NPC Last Updated: 2019-09-08 21:00:30
Known Loot:
icon Vacuum Wurm Eye

Known Habitats:
  The Grey

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Some druids still haven't a clue...
# Jul 07 2003 at 8:12 AM Rating: Default
To the druid who had to zone when aggroing one of these, my sympathies...perhaps someday when you stop pretenting to be more like other classes, you will learn the secret of the worms...

Yes, the above is meant to be sarcastic, but only because too many druids are still left without a clue. They keep getting themselves stuck in either a root-n-rot or quadding rut, and don't know how to switch tactics on the fly.

I have a 54 druid with experience in every known tactic a druid is capable of solo and in groups. Worms...they are ANIMALS! FEAR them if you don't want to deal with them...sheesh, a druid's animal fear spell will send the worm packing for the hills, and by the time the fear wears off, they will be well out of the "pursuit" radius and forget you were ever there.

ME? I charm the suckers, buff em, and off we go on a merry little hunt! I even have a hotkey made so I can stand up and re-charm the second I see the charm break. It gives me a few seconds headstart on the casting so I don't have to eat as much damage, if at all. Oh, and druids get some mob debuffs in the form of the Ro line of spells...they actually help reduce the damage taken by your pet or by the melees in your group, while making it easier for your pet or the melees to hit the mob. For example, Fixation of Ro can reduce the AC of a mob by up to 20 ponits, and their attack rating by up to 65 points (effectively reducing their damage output to that of a mob some 5-10 levels lower). Plus, Breath of Ro reduces their AC by another 20 points in addition to the damage it does!

And for the increasing number of newbs out there, the "pursuit" radius is the distance between you and the mob at which that mob will stop chasing you and return to its usual wandering or spawn location. However, be warned that unless you clear yourself from the mob's hate list, it will "remember" you and may later re-aggro from a distance of about 5 times its normal aggro radius, based on my personal observations.
RE: Some druids still haven't a clue...
# May 22 2005 at 6:06 PM Rating: Decent
You make some very good points. As a 67 druid, I agree with almost all you have said, and have noticed that some druids do not seem to be able to get out of their root/rot ruts.

Your comments about debuffs was something that most druids are deficient on. I think it is because the effects of these spells are not at all apparent except to the very observant. As a healing druid in a group, I get double duty from the debuffs because it lowers the damage done to my "shields". I would like to see guilds put on "workshops" for certain aspects of the game to improve their members capabilities. Many people concentrate so much on weapons and armor that they neglect to use their best weapon: their mind.

One of the better tools for learning how to react in certain situations are LDoN's. I can't say how many times I've started one, and we had big struggles at the beginning, only to gather speed and momentum until we steamrollered the rest of the way. Usually that happens when the makeup of the group is a little out of ordinary, and the possibilites are endless. Unfortunately, most players seem to just make their own adjustments and ignore the lessons that can be learned from such experiences. Knowing how to play with other classes is very important. I have OFTEN had other classes give me tips on how to improve my performance. Of course, I have also had some that were not so helpful, even if they did have some strong ideas about how I should be playing.

Another thing you talk about is pets. I think that this is another area that most druids don't excel at. It does take a lot of practice and you need to be very introspective to learn from your mistakes. When you get Dire Charm, if you haven't developed your pet control and tactics, you will find that you can't keep your pet alive, and waiting for the one hour reset time can be irritating to say the least.

Good Post... hope a lot of people read and think about it...
RE: Some druids still haven't a clue...
# Feb 15 2006 at 9:18 AM Rating: Decent
My main toon is a druid lv65 205aa's. And I must say that most other druids I have had dealings with understand the benefits of their debuffs. Also if anything most druids I have had dealings with rely on charm too much. There is a reason why druids dont get a pet untill higher lv and the pet they get is VERY weak. A pet is not all that usefull to a druid. Only times I ever use a pet when soloing is when fighting a mob who cannot be snared/rooted, or a mob that summons. But exp hunting with a pet is like shooting yourself in the foot. You can gain exp MUCH faster by quad kiting or root/DOT and repeat tactics. Also if you are using your pet to tank there is no reason to keep it healthy *except if you are using dire charm of course*. If you keep your pet just barley alive then when it does turn on you, instead of recharming it. Why not just kill it for some easy exp/loot and go grab another one.
Also in regards to the origional poster. Fearing a mob and forgetting about it is a HORRIABLE idea. First of all if the mob is a roaming one there is no telling when it will be near you again. And even if it is stationary, mobs do not always head back to their spawn points in a straight line. especially in zones with uneven geographical features, such as The Grey. And more likley then not this mob will come back to haunt you at the worst possiable time. Your best bet is to either: charm it, if you have charm loaded *keep it if you want it or send it at something and watch it die. Then you finish off whatever it is you sent it at*, or kite it * yea you cannot snare him but if you are a druid you should have sow/soe on you anyway. Will be harder to do but you are still faster then it is, or EVAC. Yes you have fear for a reason but you also have EVAC for a reason! If you are going to fear something you need to kill it. Besides if you are caught by surprise by this guy chances are you DON'T HAVE A FEAR SPELL LOADED! *a wise druid should always keep an evac loaded* Switching spells while being attacked by a mob which you cannot snare is going to be a hell of a lot harder then kiting it.
Druid Charm
# Aug 04 2002 at 10:21 PM Rating: Decent
If your a druid and in a group here these things are your best friend. Tell your group to pull one> charm it> savage spirit it> walla a tank. I had a group with myself a 56 Druid a 56 necro a 54 necro and a 60 cleric. We owned the zone. At one time my pet was tanking a sanke and golem. It lasted longer than the necro pets. The litle buggers proc that pebble thing all the time. When charm breask, just channel thru it and recharm. If your a druid these are great pets. 10 times better than our little bear (suicide as we all call him). My group loved the worm. Saves me alot of downtime while i can just set pet on mob and med away for dots and snares, etc. Just wait till I get Dire Charm then I'll own the joint.
Proc and Cast
# May 21 2002 at 7:51 PM Rating: Good
42 posts
These things have a proc and a spell which is pretty nasty. It's a 50 point DD that does not seem to be resistable. "You have been hit by pebbles." Apparantly these things spit rocks at you. They will proc this a LOT, easily once every 2 or 3 seconds if you're up close, and will even snipe at you at a distance with it.
DC
# Apr 23 2002 at 4:19 PM Rating: Default
Druids can Dire charm them... They do decent dmg with haste and buffs... =D they can take out a shissar revenent quiet easily... (epic snare it, and thorns)

IS it me, that Luclin has this whole Old movie/tv theme going?

SSratemple/grey is like Stargate...
Xarha Shal are like Tremors...
Greig's end... Night of the living undead
ME is a mix of 2001, and a bad old world vamp movie.
Dawnspeak/MS is like Land of the Lost
Doesn't the Grimling look like those pigmes(spelling) in the Mummy Returns?
Doesn't the Bizaar look like the shops in Hercules/xena TV shows?

Still waiting on 1 orginal idea in luclin.. hehe

FG is a dream from eatting a month old pepperoni and mushroom pizza....


RE: DC
# Aug 26 2002 at 11:20 PM Rating: Default
omg, you watch wayyy too much tv

Edited, Tue Aug 27 00:07:49 2002
You can see them
# Apr 09 2002 at 5:32 PM Rating: Decent
I think I have these guys down. I can see where they are because there's a slight glow above the sand where I'll run into one. This glow looks something like the shimmering orb shield look except that it's less obvious and doesn't pluse. Also, it disappears as you get closer to it, until disappearing entierly (lovely work on this one!). I confirmed this by running to the area where I saw one of these (of course, can't pinpoint once i'm too near because it goes away). But every time I got jumped by them.

I did FD and watched them return to their hiding spot and then seemingly disappear. And once I killed them the glow was gone from that area so I'm certain that this indicates their presence (and not just a landscape feature).

Also, I suspect that their "roaming pattern" is similar to the decaying skeletons in Qeynos Hills at night by the ruins. A decaying skeleton will pop somewhere near and then walk to a spot near the ruins and then drop. I have noticed that skeletons in the grey do this also (i.e., I have seen them pop, sit there for a bit, walk for a bit and then plop down appearing dead).

As others have stated, they have low HPs and move slowly. Also, the pathing on the west wall (south of the pond) is perfect for kiting them (you could prolly do it on normal run speed) because they insit on climbing down the hill and chasing you from below and then tyring to come back up to you.

Overall, they aren't as scarry as they may 1st appear being immune to snares (and all my roots were resisted - at least 20). Now I just want to see them put in a rare spawn who's giant sized and agros anybody who moves (and not levitating) in the zone :) But then I guess he's have to drop the water of life or something goofy like that.
Animal
# Apr 05 2002 at 1:04 PM Rating: Default
A Xakra Shah is no Monster - it is an Animal !
RE: Animal
# Apr 05 2002 at 1:44 PM Rating: Decent
True. This baby can be easily touched by Panic Animal.
CAN pop on you while medding...
# Feb 28 2002 at 3:22 PM Rating: Excellent
These little bastards can pop on you while sitting still. Was just sitting there medding and got the trap msg, "The sand at yoru feet explodes into violent motion!". Luckily I was invised, because of all the training retards in this zone.

Word to the wise, dont go afk unless invis (woodelf hide is great for that).

It Fears
# Feb 25 2002 at 3:51 AM Rating: Default
This item is easily Feared. If I am pulling a 'something' and one of these adds, I just Fear it.

Monsi 60 Cleric Mith Marr
vaccuum worm hide
# Jan 29 2002 at 5:36 AM Rating: Decent
We killed one of these i tried to spawn him by stepping on the glowing balls. anyway dropped a vacuum worm hide only killed one and it's stackable. I'll put money on it's for high level tailoring for sure.
lol!
# Dec 29 2001 at 10:35 PM Rating: Default
Hah! I think someone watched "Dune" before they made this... LONG LIVE THE FIGHTERS!!!
lewtz
# Dec 19 2001 at 2:00 PM Rating: Default
I've killed dozens of them. None have ever dropped any loot - not even coin.

They can't be snared or rooted, but don't run very fast. You can easily kite them without snare if you have jboots or SoW. They don't hit very hard compared to other things in the zone, and have less HP than most other things in the zone.

They are highly succeptible to COLD-based nukes.

The XP isn't that great, but not too bad for how easy they are.
tremors!
# Dec 12 2001 at 10:30 PM Rating: Default
hahah run 4 da hills, its them wurms from dat movie "tremors" aHHHHHHHHHHHH!
Funny
# Dec 12 2001 at 12:59 AM Rating: Default
Pretty funny...

Why? here is my name..

Mouadib, level 47 rogue, AB server.
Wurms from Dune
# Dec 11 2001 at 10:47 AM Rating: Default
THE SPICE......
Pebble Proc
# Dec 10 2001 at 7:27 AM Rating: Good
They have a "throw pebble" proc which hits their target for 100 damage. It procs very frequently.
RE: Pebble Proc
# Mar 11 2002 at 5:20 PM Rating: Default
You are hit with a flurry of pebbles. You have taken 50 points of damage. The proc it so frequently that it is almost impossible to solo these as a melee.

<a target="new" href=http://www.magelo.com/eq_view_profile.html?num=52003>Maque Ancheze</a>, 57th Iksar Master of Tunare<BR><i>"Yummy."</i>
RE: Pebble Proc
# Sep 10 2002 at 1:40 AM Rating: Default
bah i solo these with my 56 pally with ease. i just keep stun, holy might and force mem'd and they toast. their lil 50dd proc doesnt occur very often when they are being stunned every 3-4 seconds. the xp at 56 is barely noticeable for a solo kill on these, i only kill them when they aggro me, never go looking to kill an animal when there are endless amounts of undeads roaming for me to slaughter.
RE: Pebble Proc
# Dec 31 2002 at 12:44 PM Rating: Decent
23 posts
They are easy to kill if you have a fear spell.
*insert evil cackle here*
I could solo them from when I first tried at 51. Fear, envenomed bolt, and the pet.

The pebbles can be as annoying as hell, but they are not hard to outrun. The worst I get us losing a bubble of health pulling them (which I do if I run out of mobs to kill). A determined necro could probobly tap them to death, or bond of death and tap like a mad thing.. dead wormy.
pain in the ass
# Dec 10 2001 at 2:39 AM Rating: Decent
These things are a major pain in the ***!!! Today i was soloing the front 4 golem spawns at the temple with my druid, and every so often one of these would come up and burry its self into the ground where I was root/dotting the golems. I tried to work around it, but eventually I would trigger the trap and it would start wailing on me. They hit for 100+ and spit rocks at you, atleast thats what the message says, 50 dmg every time they do that, no more, no less. I would always have to run to the zone if I aggroed one of these mofos, not much a druid can do to it if it cant be snared or rooted.

Tilluen Vineweaver 54 druid
Xegony
RE: pain in the ass
# Dec 15 2002 at 2:05 AM Rating: Decent
"I would always have to run to the zone if I aggroed one of these mofos, not much a druid can do to it if it cant be snared or rooted."
Silly druid. Charm them or fear them. I would use call of karanas, savage spirit and thorns. Then set them loose on the golem.

58 druid Solosek RO
51 druid The Rathe

Edited, Sun Dec 15 01:41:39 2002
RE: pain in the ass
# Dec 10 2001 at 2:40 AM Rating: Good
P.S. The trap looks like a little white ball of mist on the ground....when you see those, you know its a worm.

Tilluen Vineweaver 54 druid
Xegony
#Anonymous, Posted: Dec 08 2001 at 2:54 PM, Rating: Sub-Default, (Expand Post) Anyone seen the movie "Tremors" I smell a
#Anonymous, Posted: Dec 08 2001 at 8:16 PM, Rating: Sub-Default, (Expand Post) LOL, and Tremors was a rip off of Frank Herbert's Dune. If you're gonna call 'rip off' at least know who the original is.
#Anonymous, Posted: Dec 09 2001 at 10:27 AM, Rating: Sub-Default, (Expand Post) Dune was the best movie ever :)
can't slow it's run speed
# Dec 07 2001 at 8:02 AM Rating: Decent
this pops out of the sand when u step on it - trap or maybe it's hiding there.
Anyway, u can't snare or root it - heck trying to root it gets a "you can't slow it's run speed" message even! Never seen that before.
Yes, much in this game is derivative. Cripes, there's even OWLBEARS now - like THE LAMEST thing from D&D ever. Owlbears. How exciting. And they have a magic hoot that they hoot at you! Oh, run away! Run away! Dam - mpathg - that's not even original.
15 foot magnetic catfish with bat wings and cow udders which run around on gigantic crab legs - now that would be original! They could have a proc that squirts radioactive milk at you! DD from the splash and DoT effect from the radiation! Woot. Man, why didn't they use that!
RE: can't slow it's run speed
# Jan 22 2002 at 9:44 PM Rating: Default
hey that catfishy thing, its on the map!
RE: can't slow it's run speed
# Dec 07 2001 at 10:27 AM Rating: Good
33 posts
I concur. You cannot slow/snare this creature. It hits in the 80s for what I saw of it, and has few hitpoints. Our 50+ group was treating it like a speedbumb. No faction hits, trivial loot.

One accidental pull netted one of the worms and loot consisted of "vaccuum worm eye" or something similar to that. Guildie said it had no stats and was stackable. It was not Lore (obviously) or No Drop. Perhaps a reagent of some sort, or vendor trash. I will post more as we learn it.

I don't know how rare this is, since we only pulled these by accident after the first two or three.
#Anonymous, Posted: Dec 06 2001 at 3:52 PM, Rating: Sub-Default, (Expand Post) *cough* sandworm *cough*
RE: Dune anyone?
# Dec 07 2001 at 3:24 AM Rating: Decent
Actually, looking at the concept artwork for Luclin on Illia's site this looks even more like a sandworm.

And.... so? Hell, crysknives gotta come from _somewhere_.

And, what about dragons and umber hulks and orcs and gobs and....

Ultimately it all draws upon D&D, which in turn was influenced by Tolkien (who in turn was influenced by Norse mythology {which in turn...}).

Still looks like a mutha, 'tho.
RE: Dune anyone?
# Dec 07 2001 at 4:36 AM Rating: Decent
I agree Bopper - all Fantasy by its nature is derivative too some extent, and the family tree is a long and convoluted one ! Maybe thats the point - seeing things that can be related to some 'realworld' fantasy archetype helps to ease you into the world?

It still dosent stop me from seeing this, and then running VERY quickly in the opposite direction.

Hehe.
#REDACTED, Posted: Dec 06 2001 at 5:36 PM, Rating: Sub-Default, (Expand Post) What about leeches, geeze go to kunark and there will be leeches that look exactly like this one...
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