Solteris Access #4: Counter-Attack!  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:75
Maximum Level:125
Monster Mission:No
Repeatable:No
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Faction
Factions Raised:
Factions Lowered:
    Quest Items:
    Related Zones:
    Related Creatures:
    Related Quests:
    Era:The Buried Sea
    Recommended:
    Group Size:Group
    Min. # of Players:3
    Max. # of Players:6
    Appropriate Classes:
    • All
    Appropriate Races:
    • All
    Entered: Thu Feb 15 22:28:42 2007
    Modified: Tue Dec 5 05:21:04 2023
    This task is the fourth group mission in a series for Solteris access. It follows the mission 'The Snakes are Hiding Something!'

    Tactician Sodut is located in Katta Castrum at about -560 +100 (south courtyard area from the temple zone in).

    Upon completion of the previous task:

    Tactician Sodut says 'Grave news indeed, friend! These golems would be frightening indeed and the plans for this pyramid hint at even darker and deeper plans. You have earned a rest friend, but return when you feel prepared for a [challenge] and I think together we can blunt this threat once and for all.'

    Or, after hailing:

    You say, 'Hail, Tactician Sodut'

    Tactician Sodut says, 'Prime Researcher Elnot sent you? Im sure that we can discover what you need to learn, in time, but first we need to clear the way. You and I already know the perils that await in Zhisza but I think you are up to the [challenge] that awaits you.'

    You say, 'What challenge?'

    Tactician Sodut says 'I've found with any band of cowards the most effective strategy is to simply eliminate the leaders and the followers scatter. If you think you are [strong enough] I have a plan to do just that to the shissar before they have a chance to strike.'

    You say, 'I am strong enough'

    Tactician Sodut says 'Excellent! I knew I could count on you! When you are [finished] preparing let me know and I will teleport you into the Habitat again. The future of this city may well rest on what you do today _____ so take great care!'

    You have been assigned the task 'Counter-Attack!'.

    Let Tactician Sodut know when you are "finished" preparations to enter Zhisza. He will teleport you to a location that should be safe.

    Tactician Sodut believes that with a good number of the Shissar leadership dead, it will throw the plotters into confusion and buy the city enough time to determine what the Shissar's plans are. Also this is a rare opportunity to collect potent venom sacs from the Shissar that may prove the key to reviving the beloved Tsaph Katta.

    Throw the Shissar into Confusion! Kill - Commander Klim

    Find Commander Klim outside the temple and deal with him.

    Throw the Shissar into Confusion! Kill - Quarrymaster Aszhe

    Find Quartermaster Aszhe in the quarry and slay him.

    Throw the Shissar into Confusion! Kill - Rhag'Zorin

    Enter the Shissar temple and kill Rhag'Zorin.

    Loot a Shissar Poison Sac from each of the 3 shissar you were sent to kill!

    Loot 3 shissar Poison Sacs that Head Attendant Haestus needs for his Antidote.

    Return to Tactician Sodut and report your victory!

    You say, 'Hail, Tactician Sodut'

    Tactician Sodut says 'Haha, that's fantastic news! This blow should leave them confused for weeks, giving us more time to learn more about their plans. Now please hand me the poison sacs.'

    Deliver the Poison Sacs to Tactician Sodut

    Upon completion, you receive positive faction with Combine Empire Merchants, a number of Onux.

    The next task in the series is 'Confront Emperor Zaarisz'
    Rewards:
    Send a Correction
    « Previous 1 2
    Post Comment
    Faction
    # Apr 14 2015 at 1:58 PM Rating: Good
    Scholar
    17 posts
    This mission awards +35 Combine Empire Merchants for completion
    Closing Quest Dialogue
    # Sep 04 2009 at 6:20 AM Rating: Decent

    (after hail)

    Tactician Sodut says ‘Haha, that’s fantastic news! This blow should leave them confused for weeks, giving us more time to learn more about their plans. Now please hand me the poison sacs.’

    (No further text after handing in Shissar Poison Sacs)
    ____________________________
    Egat the Dedicated Artisan
    Imperator of <Phoenix Ascending>, Erollisi Marr
    Orux
    # Jan 04 2008 at 11:37 PM Rating: Decent
    Scholar
    *
    91 posts
    181 Orux on Xegony tonight.
    ____________________________
    ~~Fenthen Jus'taceio
    60th Cleric, Xegony
    Not Hard
    # Aug 01 2007 at 11:36 PM Rating: Decent
    Cakewalk: Mnk War Shm Zerk Rog Wiz

    Worst part is needing to clear all the trash. If puller has any skill this should be a walk in the park for demi+ geared and very doable for less geared. Only death we had was an anxious young berserker lol on a tough split/tag. Be patient. Worst fight is the first with adds, rest are gimp with decent dps.
    Quarrymater Adds
    # Jul 24 2007 at 8:03 PM Rating: Decent
    Quarrymater's adds now have maybe 1200 hp, could drop them in 2 swings with pall 2.0 so can just ae the fight.
    Quarrymater Adds
    # Sep 08 2007 at 3:03 AM Rating: Decent
    49 posts
    hm, my log files tell me 4600-5000HP per mob, depends on how to distribute the damage shield damage...

    So doing AE damage for 5000k could be a solution.

    And keep your resists up, the real danger is the Powerful Golem Strike, a DD for ~2k. So if all adds cast this and it lands you go down fast, if not: the don't hit hard.

    good luck

    evil Coerl
    LISTEN TO THIS
    # Jul 08 2007 at 5:38 PM Rating: Decent
    After trying posters various ways on how to kill the named and after suffering a few wipes, My group and I have figured it out and after 5 hours in mission you can TRUST THIS GUIDE!!

    IMPORTANT TO NOTE --> kill every snake and golem on the way to name mobs.

    Named in Quarry. *Do not try to pull it away or run it to zi or anything else just Bum Rush it and kill it. The adds that spawn, which are a lot, do not have much HP's if you have a cleric and another healer class have cleric AE STUN adds while the other healer heals. Have everyone else just focus on named untill its dead.

    Named outside temple. Pull and kill every possible mob add. *Dont try to pull named its leashed* once again Bum Rush it the adds. It will spawn 2 adds at a time they have low hp's and are easily killed by an off tank. I even was able to mezz a few with my lev 75 bard. Rest of party stay on naed till it drops then clean up the adds.

    Named inside temple. Clear all mobs in the way to second floor. Clear second floor roamers and roamers that pathe the ramp area to the 3rd floor. Rush named and start killing him. Everytime he summons an add have everyone kill the add then get abck to killing the named repete this process untill named is dead. Grats on success!!!

    We hae done this with much success. GL to all of you who are doing it next.
    No Chanter needed (Quarrymaster Aszhe)
    # Jul 03 2007 at 10:46 PM Rating: Decent
    *
    69 posts
    Quarrymaster Aszhe
    Did this without CC as such:
    Tacvi/Anguish/demi geared toons
    Shm
    Clr
    Pal
    SK
    Mnk
    Rng

    The only person to die DURING the fight, was the Clr

    monk flopped named to the big round area just west of where he spawns. His adds spawn at HIS spawn point...NOT where he is pulled to. If he is too far away from his adds when he spawns them, he leashes.

    We DPS'd the named 100% at the start(obviously)...burning all DPS AAs/abilities from the beginning..DPS AAs/abilities such as HT, shm pet AAs.

    he does not seem to have a lot of HPs...
    upon the arrival of the first 2 waves of adds, SHM AE slow...by the time the 3rd wave hit, shm was too busy healing, nuking named, etc to try to slow. burned shm instant heal AA on clr ...
    Had Vet Heal pet up. Had Lassitude on everyone in the group. once named died, monk FD'd ...adds killed the rest of the group..they were summoning due to being below 97% HP from the damage shields...once all were dead or FD, the adds depop. Cleric took campfire back to zone (yes, campfire works here) to rez the group. Sting of the queen and second life, ftw

    Afterthoughts: should have used silent casting AA. Just shy of 200k HPs were parsed for this fight

    Azgoth
    75 Shm, Drinal

    Edited, Jul 4th 2007 2:50am by exsplicit

    Edited, Jul 4th 2007 2:54am by exsplicit
    No Chanter needed (Quarrymaster Aszhe)
    # Jul 25 2008 at 5:08 PM Rating: Decent
    *
    69 posts
    Group:
    80 pally
    80 cleric bot
    80 warr (anguish)
    79 ranger
    80 bard
    80 SHM

    AE slows, pets, vet heal pets, pally tanking, silent casting ...1 second group heal, instant heal on cleric...no deaths. 100% DPS on named until he is dead, then take down adds.

    Azgoth, 80SHM of Halo Guardians of Drinal
    No Chanter needed
    # Jul 03 2007 at 10:49 PM Rating: Decent
    *
    69 posts
    Just shy of 200k HPs were parsed
    135 HP?
    # Jun 01 2007 at 6:57 AM Rating: Decent
    Scholar
    22 posts
    I have done the first 4 missions and have 120 hp on the ring. A buddy has also only done 4 missions but he says he has 135 hp on the ring, and it is un auged. Any ideas?
    135 HP?
    # Jun 13 2007 at 10:01 PM Rating: Decent
    only possible thing i can think would be that you're different levels? i still need to complete missions 4 & 8, yet the ring on my L75 cleric shows 195hps. hth!
    Quick walkthrough
    # Apr 05 2007 at 4:33 PM Rating: Decent
    16 posts
    Quick and easy:
    Kill all the golems and snakes on your way even if they see invis. Makes running back easier.

    First Named at Quarry spawns like 10 mobs every 20 seconds. We just sacrificed a wipe on him by killing him then the adds owned us. Think of Queen Sendaii - some adds are succeptible to stuns, the others are mezzable, but its pretty hard to kill them off.

    Second and Third Nameds: Have 2 tanks. Put your main tank on the named, make your second tank (Can be ANY melee...monk, bard, whatever) the Main Assist, and when the adds come, have your group assist the MA on the adds and burn them down. This worked especially well on the final mob, where the adds come one at a time after first 2.

    Also, we cleared the second floor of the temple and got no temple adds.

    For the second named adds, we noted the Shissar Soldiers were mezzable, while the Shissar Shadows were not.

    Finally, any Shissar that sees invis is probably undead, just FYI for pallys and undead DDs.
    Quick walkthrough
    # Apr 09 2007 at 5:23 PM Rating: Decent
    Adds ate us. Clear temple or risk certain wipe. Adds hit my 75 Rog with 1100AA up to 2300 a hit... 7 or 8 adds was a quick death.
    Quarrymaster
    # Mar 07 2007 at 2:10 AM Rating: Decent
    Plain and simple, if you dont have a chanter on 1st named... burn your defensive and dps aa's and burn through him fast!!


    Edited, Mar 7th 2007 5:11am by Barolumsas
    Tethered
    # Mar 03 2007 at 9:57 PM Rating: Decent
    quarrymaster is tethered now, was up to 30 adds or so during second life invulnerable.
    The Rhag
    # Feb 23 2007 at 6:11 PM Rating: Decent
    This one spawns one add at a time, and while unmezzable they have pretty low HP - offtanked by monk while Warrior stayed with boss.


    In all cases, the adds DO depop after a while, so if you can, evac as soon as the named dies, you can come back and loot the item.
    Not safe
    # Feb 22 2007 at 7:09 PM Rating: Decent
    Quote:
    He will teleport you to a location that should be safe.


    There are a few pathers at the zone in of Zhisza so it CAN be safe but you can and will eventually draw agro, depending on where the pathers are at that point in time.
    Adds have no hps.
    # Feb 22 2007 at 8:42 AM Rating: Default
    I've noticed the adds have no hps. I am going back to do this again tonight... Last night had no enchanter used to cleric DS and just group healed when the adds spawned... Killed 4 of them, but 6 of the adds agroed the druid/shammy that were spam healing.

    Anyways I hope that helps people without an enchanter. Adds from the quarry master have aprox 6k hps +/- 800. My plan tonight is to reptile the cleric and add his DS and more group heals. While rest of group takes care of the named that FD's(quary master)

    Other funny thing is this mission is up to 97 orux on my server, so you can tell it's rarly done.
    ____________________________
    http://i126.photobucket.com/albums/p87/Dstealth_92/Hueydeweylouie.jpg
    Adds
    # Feb 21 2007 at 1:04 PM Rating: Decent
    Each of the 3 named spawns a ridiculous amount of adds, around 10 every 20 seconds. As enchanter, I was able to easily keep these adds locked down using AoE tash and multiple other AoE spells (Mezzes, stuns), as well as self Ward that will proc mez. This is very easily doable but the only problem that my group ran into to was the DPS. We lacked enough DPS on the named itself (the two dps classes we did have were alts) so the adds just kept coming. Gonna get a couple hefty dps classes and try this again.
    Adds
    # Feb 22 2007 at 1:48 PM Rating: Decent
    Quarrymaster named adds are mezzable, however, Commander Klim's adds were NOT mezzable. He did not spawn nearly as much as the Quarrymaster did, and AE stun did work on them. Just bring some serious dps, we've killed the 2nd named, and are clearing up to the third as I type this, will post the details of his fight when he dies.
    Task info
    # Feb 21 2007 at 1:46 AM Rating: Decent
    **
    301 posts
    Completing Elnot Waymun's task "A city in Peril - speak with Tactician Sodut" requires hailing Tactician Sodut after finishing "the snakes are hiding something!". in response to that hail you get the lead in to this quest:

    Tactacian Sodut says 'Prime researcher Elnot sent you? Im sure that we can discover what you need to learn, in time, but first we need to clear the way. You and I already know the perils that await in Zhisza but I think yo uare up to the [challenge] that awaits you.'
    You say, 'challenge'
    Tactician Sodut says 'I've found with any band of cowards the most effective strategy is to simply eliminate the leaders and the followers scatter. If you think you are [strong enough] I have a plan to do just that to the shissar before they have a chance to strike.'
    ou say, 'strong enough'
    Tactician Sodut says 'Excellent! I knew I could count on you! When you are [finished] preparing let me know and I will teleport you into the Habitat again. The future of this city may well rest on what you do today ___ so take great care!'
    You have been assigned the task 'Counter-Attack!'.


    1) Throw the shissar into confusion! Kill - Commander Klim Zhisza, the Shissar Sanctuary
    2) Throw the shissar into confusion! Kill - Quarrymater Aszhe Zhisza, the shissar Sanctuary
    3) Throw the shissar into confusion! Kill - Rhag'Zorin Zhisza, the Shissar Sanctuary
    4) Loot a Shissar Poison Sac from each of the three shissar you were sent to kill! 0/3 Zhisza, the Shissar Sanctuary
    ???
    ???


    Task box info:
    Let Tactician Sodut know when you are "finished" preparations to enter Zhisza. He will teleport you to a location that should be safe.

    Tactician Sodut believe that with a good number of the Shissar leadership dead, it will throw the plotters into confusion and buy the city enough time to determine what the Shissar's plans are. Also this is a rare opportunity to collect potent venom sacs from the Shissar that may prove the key to reviving the beloved Tsaph Katta.

    Find Commander Klim outside the temple and deal with him.
    Find Quartermaster Aszhe in the quarry and slay him.
    Enter the Shissar temple and kill Rhag'Zorin.
    Loot 3 shissar Poison Sacs that Head Attendant Haestus needs for his Antidote!


    You do not need to have done prior progression tasks to get this task, nor does faction seem to matter.

    Grizabelle
    75 SK of Only the Brave, Luclin

    Edited, Feb 21st 2007 5:17am by Grizabelle
    Give yourself distance
    # Feb 20 2007 at 7:38 PM Rating: Default
    It took us 5 hours the first time we did this, but we eventually figured out that you can pull the nameds well away from their spawn point and not have to deal with adds. They spawn where the named does and if he is far enough away, they will not come. This goes for all 3 names.
    Give yourself distance
    # Feb 21 2007 at 1:01 PM Rating: Decent
    Far from true, we pulled the named nearly to the zone in and the adds spawned right next to where he was being engaged.
    Named solo
    # Feb 20 2007 at 1:12 PM Rating: Decent
    Ok when our group pulled the named's a short distance away, the adds that spawned did so at the original location and pathed to group.

    So i pose the question: Can the necro 72 spell (the one that makes a ward that fears mobs that come near it) be cast in between the grp and the original spawn point? This would fear all the potential adds away and keep the grp with only the named (at least for awhile)... does this ward in fact work on the adds spawned by the named's?

    As I am a necro, i will try this out and if i find out the answer before another posts on it, i will do so.
    Solteris Access #4: Counter-Attack!
    # Feb 20 2007 at 12:32 AM Rating: Decent

    The Commander returns to his spawn spot after he losees aggro, the other two corpse camp and do not go back. Repeat, the Commander does NOT corpse camp he goes home.

    All three bosses have a massive "call for help" radius when you aggro them, this makes the Rhag inside the temple particularly tough as he can aggro half the mobs in the temple (we had about 20 golems and snakes train us on one pull). However, if you pull him outside the temple and then lose aggro (die, FD, whatever) then all the extra trash mobs will wander back to their spawn spots leaving Rhag corpse-camping alone and out of range to call for trash mobs to help him when you re-aggro.

    All three bosses cast an extremely difficult to resist snare, which makes pulling them dangerous. However if you use a weak pet to pull and you start running as soon as pet goes in, then you have a good chance to survive (use a weak pet so that pet does not do enough damage to start summons).

    As the other poster said, all three bosses proc the FD effect. So your tank must be alert to jump back up immediately each time, before your healers/DPSers get squished. This is a "true" FD effect, we had our druid go FD during a partial wipe, the druid stayed down until mobs forget message and then was able to zero-rez the cleric back in. However, we also had some cases where the mobs kept beating on the FD victim, so be aware the FD effect can fail.

    When you win this mission your progression ring will be 120 HP/Mana
    Fun event
    # Feb 18 2007 at 12:42 PM Rating: Decent
    Quarrymaster his adds are on a timed timer so the faster you kill the less mobs you get.

    the end guy is not to bad just need to be ready to kill his adds as they come. The first wave is 2-3 adds low HP though the rest of the waves are single. He hits up to 2200 (19k 3400ac War). The last wave of adds at about 7% is 2 shissars. Just kill them as they come and burn named down as fast as can.

    The end event is awsome little tuff but fun. On the 1.5 Exp weekend the final mob with all the yellow adds gave us 1 AA and took less then 3 min to get him down.

    The comander has 4 waves of adds 2 each time just get off named and kill the adds then back on named.
    To get mission
    # Feb 18 2007 at 12:32 AM Rating: Decent
    Tell Tactician Sodut 'challenge' to get this mission.
    Quarrymaster
    # Feb 17 2007 at 11:51 PM Rating: Decent
    The trick to killing the quarrymaster is to pull him to the zone-in. The adds he spawns spawn at the quarry so you can kill him before they get to you. You may have to kill one wave of about 5-10 spawns but they only have about 10k hp each. No sure about the rest of the named group ended after the quarrymaster.
    Not terribly hard...
    # Feb 17 2007 at 11:19 PM Rating: Decent
    45 posts
    After reading some of the stuff here about this mission I really had my doubts about completing it... but, apparently having a warrior tank makes a big difference ;).

    Completed this mission with most of the group using ToB class specific armor, ikkinz, spell mission and other similar level gear. Warrior, cleric (she's awesome ;)), bard (me), wizard, druid, mage. No deaths, mission took about 2.5 hours, though.

    We made our way up the west side of the zone to the first named. I pulled all of the nameds away from their spawn points and split off any adds. I believe all three spawn adds near their spawn point, so move them far enough away so that they don't agro the adds. They didn't seem to be 'linked' any more than any other normal faction mobs. They all corpse camp, so be careful where you FD/FM. Wasn't terribly difficult to slow anything. I think I might have seen one rampage off of one of the nameds, and they like to cast the same FD/dd as some of the other snakes [ Precision Tail Strike ], and the same snare (which I can't recall off the top of my head). They all enraged. But, I really didn't think the fights were that hard.

    The next named was spawned east of the temple on the north side of the zone... same as before, pulled away from spawn, split off a few adds and pulled him to group solo.

    The last named is on the second level of the temple, in one of the middle rooms. From memory, I want to say you go up the ramp, follow the hall straight east. As soon as you get to the corner that goes south he's in the first room on the right (west). Same as before -- pulled him away from his spawn to engage.

    Overall, a decent challenge in our gear, but certainly not as impossible as I expected (especially since I was the CC/slower). And the mobs here seem to give decent experience (or it could just be that double exp weekend thing ;)).
    Crazy
    # Feb 17 2007 at 5:43 PM Rating: Decent
    These mobs are fairly insane, 3k hitters that ramp up faster and harder, 19k Hp 3700 ac SK with SHM and CLE healing and got smoked bad... Could have done better with a second go but didnt seem worth it cause we were lacking DPS and didnt seem to be able to get him down uch the first time around.
    To advance...
    # Feb 17 2007 at 6:29 AM Rating: Decent
    After completing this, speak with Elnot once again. You will get a "task" to talk to Sodut one more time and he gives you one more mission.
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