Defeat Zeixshi-Kar  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:100
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Loot
  • Money
Time Limit:06:00:00
Success Lockout Timer: 06:00:00
Related Zones:
Related Creatures:
Related Quests:
Era:Rain of Fear
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Wed Nov 28 18:06:46 2012
Modified: Tue Dec 5 05:21:04 2023
Rain of Fear Information & Guides: An Overview | Group Progression & Task List | Raid Progression | Visible Armor



This group mission begins with Dirgen (map) in Zeixshi-Kar's Awakening. He is in the extreme northwestern part of the zone at about 230, 4900, 400.

Pre-Requisites:
- Level 85
- Completed "Scaring Up Some Information"
- Completed "Indoctrination"
- Completed "The Sacrifice"
- Completed "The Sweet Taste of Revenge"
- Completed "Confronting Your Fears" (group mission)

You say, 'Hail, Dirgen'

Dirgen says 'Zeixshi-Kar has fallen into a state of depression, or at least it appears that way to me. He stirs little within is protective dome. Now is the time to strike a final blow. Your [confrontation] with the great dragon earlier has affected him. He was not [prepared] for your efforts, nor the disruption you caused by helping to [save] Jorga. But now is the time for you to attempt a final blow, to try to [destroy] the great fear drake while he is weak and distracted.'

You say, 'How can we destroy him?'

Dirgen says 'I can send into the dome, but leaving might be impossible. Defeating the dragon will be up to you. Are you [willing] to risk everything?'

You say, 'We are willing'

Dirgen says 'Good then. You continue to prove your bravery. Let me know when you wish me to [send] you into the dome.'

You have been assigned the task 'Defeat Zeixshi-Kar'.

Now is your chance to defeat the tyrannical Zeixshi-Kar and reduce the effect of the shard of fear.

You say, 'Send me there'

LOADING, PLEASE WAIT...
You have entered Zeixshi-Kar's Shard.

NOTE: You cannot campfire into this instanced zone.



Kill Zeixshi-Kar 0/1 (Zeixshi-Kar's Awakening)

Bring your group together, then open the chest to gather your rewards 0/1 (Zeixshi-Kar's Awakening)



Note: This event is triggered through dialogue (not aggro until trigger - keyword "death").

You say, 'Hail, Zeixshi-Kar'

Zeixshi-Kar shouts 'What? How did mortals get in here to disturb me? Ah, you defeated those fools that I trusted with my [power]. And now you've used it to get in here to bother me.'

You say, 'What power?'

Zeixshi-Kar shouts 'A mortal like you would never fully understand what I have learned, the power that I have been able to drag from this... this shard of Fear. Its power has become mine. You should consider this. I was strong before, but now, now you should run. You should fear me. But then, you're not bright enough for that, are you. There is one thing I understand clearly now; the truly [stupid] can't be frightened.'

You say, 'Stupid?!'

Zeixshi-Kar shouts 'Most like to call it bravery, but I know differently. Willingness to die for something is only a misunderstanding of facts. Dying for something is meaningless and stupid. So I will give you one chance to [leave]. The other option for you is [death].'

You say, 'It shall be your death!'

Zeixshi-Kar shouts 'This is what I expected of you.'

Zeixshi-Kar wakes up and starts flying around the zone (he is still non-aggro at this point, but casts a "Lava Breath" AE/dispell, avoidable by staying away from him).

Here, you will have adds to contend with:

- First Wave: 4x "a feartattered drake" (spawn shortly after event trigger)
- Second Wave: Mix of several Coldain/Giants (spawns 10:00 after trigger, or after drakes die - whichever occurs first)
- Third Wave: Mix of several Coldain/Giants (spawns 11:30 after trigger, or after previous wave dies - whichever occurs first)
- Fourth Wave: Two captains? One Coldain / One Giant (spawns 13:00 after trigger, or after previous wave dies, whichever occurs first))
- Fifth Wave: Zeixshi-Kar (spawns 20:00 after trigger, or after previous wave dies, whichever occurs first)

Note: all adds in this mission summon from 100% health and have very large aggro ranges.

The drakes die fast and easily, hitting for a max ~10,000 (immune to mez/root/stun).

Giants and Coldain also hit for a max ~10,000 and are immune to mez, root, and stun. Those with "soldier" in their name can be charmed, except the charm doesn't work as a regular charm - the mob doesn't become your pet, but will attack mobs of the opposing race.

Note: Prior to a patch on May 14, 2013, there was an anti-kite mechanic on the adds, where If you tried kiting them, you would spawn an additional add. This was removed in that patch.

When an add is killed, a short timer starts (10 seconds?), and then the corpse casts an AE: "Sweltering Carcass" (PBAE 20' range nuke for 42,000 damage).



Zeixshi-Kar goes live after all adds have been killed or after a certain amount of time has passed since the event was triggered (this timer appears to be 20 minutes from the time of trigger).

He has a lot of hitpoints; hits for a max ~28,000; and single-target rampages (does not flurry). NOTE: His melee damage and health were decreased in a patch on May 14, 2013. He may hit for less than 28,000 now.

He casts "Sweeping Tail", a rear AE and knockback, every 15 seconds:

Sweeping Tail: Directional 200', Unresistable (-800)
1: Decrease Hitpoints by 27000
2: Knockback (2) and Toss Up (4)

He casts the PBAE 400' range knockback "Wing Buffet" every 30 seconds:

Wing Buffet: PB AE 400', Chromatic (-825)
1: Decrease Hitpoints by 19000

He casts the PBAE 200' range "Lava Breath" every 25 seconds:

Lava Breath: PB AE 200', Fire (-800)
1: Decrease Hitpoints by 35000
2: Cancel Magic (9)

And every 45 seconds, he casts "Crystallized Fear" on a random player, encasing them in place:

Crystallizing Fear: Single Target, Magic (-10000)
1: Mesmerize (0) (5 minutes)
2: Invulnerability

The player inflicted with "Crystallized Fear" cannot cast or attack, and is invulnerable. The freeze lasts five minutes. To free the target, you need to DPS the crystal dead. It's a good idea to free them as soon as possible since the dragon will soon cast the crystal freeze again. (Due to the nature of this mechanic, it's beneficial to have at least two healers in the group).

Kill Zeixshi-Kar and open the chest to complete the task.

Zeixshi-Kar has been slain by _____!
The dome of fear protecting the shard fades away.


Rewards:
450 platinum
Experience

Possible Chest Loot (1 Item + 1 Dreadmote per task):

Algid Conjurer's Mantle
Blackwell's Loop
Bone Choker of the Frozen Priest
Frozen Lunatic's Hammer
Sable Band of the Wastes
Snowflake Sash of the Tundra
The Mad's Raving
Wool Sponge

Minor Dreadmote
Lesser Dreadmote
Median Dreadmote
Greater Dreadmote
Rewards:
Send a Correction
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Wave times are completely wrong
# Jan 06 2024 at 2:59 PM Rating: Excellent
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44 posts
The waves spawn every 1-2 minutes whether or not the previous wave is still up. Got the captains spawning about 3 minutes after trigger while still dealing with some mobs in the 2nd and 3rd waves.
Just Finished this today/
# Jan 13 2019 at 1:50 AM Rating: Decent
1 post
Just came back to game after quite a long break and have alot of back flagging to do.

Did this mission with the following

110 Mage ( Boxed )
106 Bard ( my main )
101 Necro ( Boxed )

friend played 92 Enchanter

2 Merc healers ( 110 and 106 )

Was a walk in the park, as you would assume.

the drakes and coldain and kromrif posed no challenges at all, died very fast.

When Zexshi came active, he was easily tanked by the mage pet while the bard was on break crystal duty and dps the dragon.
Necro added in swarm pets and fast dots.

Mage got crystalled twice.
Enchanter once

Then he died.
this is haaaard
# Oct 18 2013 at 10:10 PM Rating: Decent
You really need at least two healers for this. Full time cleric (not boxed) and a healer merc. If you don't have room for healer merc, drop one char from group and leave him sitting outside (but still in mission). If you're in a real bind, go three DPS, 2 healer mercs, and a dedicated cleric, or something along those lines. We wiped several times until we did cleric merc.

Monk
Rogue
Cleric
Healer Merc
SK
Bard

Before it was boxed shaman instead of healer merc.
way too difficult
# Oct 04 2013 at 11:16 PM Rating: Good
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This mission is difficult and i would say near impossible if you're running merc tank/healers. One of the huge problems i was having was that merc tank would run out and try to tank mobs as soon as they spawned. Also, at first i setup next to the wall/bubble near the exit NPC, and i had a huge problem where the spawned mobs would be spawning inside the walls and would kill my caster as soon as they spawned. Merc healers couldn't keep him up my merc tank, and this was with a 3 box of lvl 100 toons. I gave up after a few wipes. It's missions like this in EQ that frustrate me beyond belief. My setup was : 100 bard, 100 rogue, 100 mage with 2 healer mercs and 1 tank merc.
way too difficult
# Dec 06 2013 at 9:41 PM Rating: Decent
I like how this mission is difficult with mercs. It actually takes "real players" to win. I hate how this game has been shrunk down to boxing with mercs and when they cant do everything with mercs they ***** and complain.
Mission Guide
# Sep 26 2013 at 11:25 AM Rating: Decent
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Trying to correlate the info from prior posts with a bit of our gleaned info. Credit for most of the info posted below belongs to former posters.

Parts of this are quite tough considering it is tier 1. We completed this mission after three partial wipes on the Dragon.

1. Put your campfire at Dirgen so it is easy to zone in. You cannot put one inside the instance.

2. Do not EVAC. Evac is insta-death to all toons. We decided to see where Evac would go. Curiously enough that was the guild lobby...

3. The instance is a small zone. There is a hilltop, you can set up over the edge of the hill and not be picked up for agro by more adds as you whittle the adds down.

4. Adds will be of multiple mob types but of two basic toughness types, captains and regulars. Regular mobs are quite flimsy. We run 3 mages and would put a pet on each pull (as many as 3). Each pet had shining bastion (cleric 8-min "vie" type shield that procs 5K+ heals) and no healing was necessary with the regular adds. The captains are roughly the equal of the normal EW zone trash (mostly a hot stayed up with them).

5. The soldiers can be charmed, our enchanter charmed 4, all poofed, none attacked the other mobs (probably a random chance). Wouldn't have matter much either way with or w/o charm. Those few soldiers would have been barely noticeable to our group, may mean something to other groups.

6. As posted by Kuray, have the puller (I pulled as a mage), put on invis, pick out your best guess of singles or doubles and drop invis. Do not cast lest you get caught in the summoning conveyor belt. Pull the adds to your kill spot. In my case, bro would pick off the first one in camp, we'd split the rest, sic an RS (mage swarm pet) on our targets and I'd turn to fetch more. We finished well before 20 minutes with no problems. Kuray's post was excellent.

7. I'm not exactly sure what to do when the dragon goes live, in retrospect I think I should have immediately sic'd pets on him before he auto-agro'd in. There is almost always a 5 second delay between "going live" and "agro'ing in". We cleverly squandered those seconds scratching our heads until the dragon made a decision for us.

[When the dragon went live, he landed atop of our all live toons (2 peeps running 3 boxes each group) and bro lost all 3 of his guys in seconds. I got one pet sic'd on the dragon, got ice blocked, grabbed the 2nd mage to break the ice and was ice blocked before he could target the 1st mage's iceblock. We were no more than 20 seconds into the fight with only one working toon... the cleric. Needless to say, we were struggling. After three wipes, we reset outside in the regular zone, gave it a no-sh... attempt and went in guns blazing, our enchanter and our PL'ee wizzie were booted from the group and replaced with two J5 healers on reactive. The healers made the difference. They gave us boxers time to wrap our heads around the fight and bring this guy down.]

8. Ice blocks, perhaps 200K HPs and named "Crystallizing Fear" should be taken down as soon as practical. There was one post, "just leave them, the toon holds the dragon's agro". That comment was true, immediately after the party wipes, the ice blocked toons will hold agro.

[Our pets, EM14 focused, stood up well to the dragon but took constant attention, much easier with the mercs but they went OOM with the dragon at about 10%. Despite the OOM mercs, we had 6 or 7 swarm pets up and the dragon' epitaph was as good as written. My live cleric was glad for the help while I boxed those mages to drop ice crystals and try to keep DPS headed at the dragon. A mage will definetly want the pet buff "Rathe's Breath" as opposed to "Arcane Distillect" up, AD is far too short range to be of use.]

Dragon kill group. 4-live 100 toons + 2 mercs: 3 mages running EM14 pets, 4-5K AA's. 4K AA cleric, 2-J5 Healers.

Good luck all, the key is those ice crystals IMO. Tear this guy up. Like Cipheron in WoS... (a mob I kill every time I go in there and STILL owe about 200 deaths) this guy NEEDS killin'.







Timing
# Aug 09 2013 at 8:04 PM Rating: Decent
14 posts
The timing is definitely wrong on this write up. 16 minutes after saying 'willing' to get the task I had the dragon and 3 adds from a previous wave wiping my group.
Dragon stage
# Mar 25 2013 at 1:25 PM Rating: Decent
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Wow this is crazy for a T1 event. Gave up after about 2hrs of wiping on dragon phase.
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dragon-fighting stage
# Mar 25 2013 at 2:26 AM Rating: Decent
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After wiping several times to this event, we came back another night with an enchanter in the group: enc, nec, mnk, shm, tank/healer mercs. We ate through the drakes and then began picking up small groups of adds in the next phase. The enchanter charmed any soldiers, but only one ever attacked opposing mobs; the rest just vanished instantly. Still, that helped a lot, and we were actually on the last add when our 20 minutes ran out and ZK came down to fight.

We finished off the last add, then made several tries at ZK but kept wiping and finally gave up. Along the way, we frequently reached a state where the only player left alive was frozen in crystal, and the dragon would keep pounding futilely on the invulnerable player. At one point it seemed the timing was such that he kept refreezing the same player each time the mez ended, which was fine and gave the rest of us some time to regroup. But of course there were also times when everyone in the zone was dead. When that happened, those in the zone saw ZK emoting every 5 seconds (sometimes 4 or 6, but usually 5):

Zeisxshi-Kar shouts 'I grow bored of waiting for you to act. You have failed, remember that as the fear grows deep in your heart.'


I don't know what the emote indicates, but I wouldn't be surprised if it means ZK gets stronger if you leave him unengaged. It certainly felt like he was hitting harder after a while, but maybe that was just my head spinning from him having smacked me silly so many times!
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Sukrasisx (105 monk) / Terrwini (67 druid) / Teviron (59 shadowknight) / Wizbeau (36 wizard)
-- Mystic Coercion, EMarr
Understanding the Adds
# Feb 20 2013 at 5:17 PM Rating: Good
42 posts
So seems to be a lot of confusion about how the adds work, how to pull them, etceteras. So am going to lay out a few facts about them and what I have found to be the best pulling strategy.

1. They CAN summon at 100 %, but this is actually distance based, not what way you are turned or anything like that. I would say about 1/3rd of max spell cast range on detrimental spells and further out will get you summoned.

2. They have a monstrous agro assist range, it is very possible to accidentally pull all the adds in the zone from trying to get 1 mob. From part 1, this can easily turn into instant ping pong death. It is wise to not melee, shoot any arrows, or cast any detrimental spells of any kind on them while pulling, this will greatly reduce the agro linking.

3. They agro from a far distance away, in fact this distance is further away than their min range to summon. This would make them pretty impossible to pull, except for part 4...

4. They do NOT see invisible.

So as you can see they are complicated little boogers, but there is a way to pull them that should only get you 1-3 mobs a pull. I'll outline it in a step by step process here:

1. INVIS, you will get agro far too soon without.

2. Find 1 or 2 off by themselves away from the main herd of them.

3. Get to about maybe 1/4 spell cast range, being sure they are still aloneish.

4. Break invis, but do not attack them in any way, simply let them auto agro.

5. Run back to camp w/ your 1-3 mobs, rinse repeat as necessary.
Campfires
# Dec 31 2012 at 9:35 AM Rating: Decent
Note dont try and set your campfire behind the hilltop or anywhere in task it is a no teleport zone and u will waste ur mission attempt
ridiculous
# Dec 21 2012 at 9:25 PM Rating: Decent
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234 posts
ridiculous task, dragon hit for a max of 28k on 9k AC. after he blew apart a group of 98 wizard, shaman, monk, 2 sks, and a cleric merc about 10 times we gave up for the night. this should've been a t2 quest or dubbed down to tier 1 level
Tips and tricks
# Dec 18 2012 at 3:44 PM Rating: Good
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223 posts
Very annoying fight but not actually that hard with a few tricks... beat it with three of us.

During add phase, stand on hill area... you should be able to kill them off without getting swarmed here.
When he goes live, if you're going low on mana or going to wipe, just zone out, let the person that is trapped in the crystal tank it whilst you med/rez. It won't reset, he'll have aggro on the person in the crystal and you will have 5 minutes to recover. Tedious but simple enough in the end. Very poor design to be honest.

edit: Oh yeah, as someone stated earlier, the 'soldier' named mobs are charmable, which is a bit of a help - there aren't very many of them though.

Edited, Dec 18th 2012 4:47pm by YCHIR

Edited, Dec 18th 2012 4:49pm by YCHIR
Dragon info for bestiary
# Dec 17 2012 at 1:07 PM Rating: Excellent
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Enigma Halcyon beat this on 12/14/12 with WIZ, RNG, MNK, CLR, WAR, PAL. All 6000+ AA and VoA T4 group gear. It was a very challenging mission.

Zeixshi-Kar has a ton of hp, and single target rampages. Max hit on a 100 Paladin with all def AA, 8800 ac and no discs running was ~25k. Typical hits were 9-13k. Casts the following:

Sweeping Tail every 15s. Max damage 17550. Seemed to be avoidable by staying to the side/front.
Wing Buffet every 30s. Max damage 12350.
Crystallizing Fear every 45s.

There was a dispel effect as well, so junk buff clickies are useful. Also lava was periodically erupting, doing 22750 AE damage, but that was not cast by the dragon.

Screenshot

Edited, Dec 17th 2012 7:17pm by CandaraFR
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Holy Defender of Enigma Halcyon
bugged
# Dec 15 2012 at 6:25 PM Rating: Decent
7 posts
ya, this mob is hitting for well over 20k. at 9k ac.. bugged?
Some info
# Dec 13 2012 at 2:32 PM Rating: Good
- Adds can't be mezzed, rooted or stunned. Apparently some of the mobs is Charmable, but we were not able to find which one.
- Adds don't hit hard, max hit maybe 10k, but most hits a lot lower at lvl 97 / 7000 AC nad most def AA done.
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Hard Fight
# Dec 09 2012 at 4:12 PM Rating: Decent
First things first: forget to win this with Mercs on a regular basis. Full Player Group, preferably 2 Tanks, 2 Healers, and rest DPS. Levitation is a must for the Wind AE of the Dragon.

Can confirm that the Dragon is on a Timer, so it's very much recommended that ALL adds are to be dead before that happens. I didn't time it but i'd say 10-15 mins maximum from starting the Event until auto-aggro of the Dragon.

Best position is up on the highest hill with the tree, good overview there and pretty much nobody got summoned straight off the bat, only when puller tried to fetch mobs (which mostly came in groups of 3-4 at once). And once you got rid of the adds, make sure you have a hotkey for /groupsay when you're being encased in the Crystal. It's of absolute importance to get people out of those things ASAP.

We had a DPS Merc in there and once it was dead, 2 people literally destroyed their mercs so we could load new ones in until after about 20 minutes we had a near wipe with Dragon at 9%. 2X WAR, BRD and botted CLR buffed outside instanced, medded a bit for the duration of the 4 min that the Crystal lasts (SHM aka myself was inside it). At 30 sec left of Crystal timer they came back in and we won this piece o' crap of a mission. Still something i don't want to repeat on a daily basis.

Loot consisted of 1x Lesser Dreadmote and 1x Bone Choker of the Frozen Priest.

That'll be all.

No idea who beat this already on Tunare Server, but i bet not too many did so far. Add Grey Horizon to the list please :)

Edited, Dec 9th 2012 11:14pm by Kubaxxx
Fire effect and Coldain adds
# Dec 08 2012 at 6:03 PM Rating: Decent
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The fire effect spawns on the corpses.

There are two things that happen. The corpses burst into flames, causing damage. My shaman, who was coming out of totem form after a wipe, got this message:

'[name] has been awakened by a sweltering carcass'

and then

'[name]'s skin begins to boil'

The damage from the fire aura was 27k or so, but it spawns from the corpses. You can avoid it by running back and forth between two points, except for the second thing that happens (continued below).

When the primary target of the adds "runs away" (not sure what this means yet, but it appears to be a mechanic intended to control summon tanking - it could be as simple as "anytime the primary target turns its back on the mobs on agro"), you see:

Zeixshi-Kar shouts, 'So, [name], trying to run? I accept your terror and deliver unto you a reward!"

This seems to increase the number of adds in the second wave - I think it's probably the number of teal-con (to 97) Coldain spawning which increases based on this emote. Biggest problem is that when one of the mobs auto-targets to a healer, it seems to trigger the emote and the spawn, so we ended up with 15+ Coldain running around, beating the hell out of things. They made short work of our tank. It seems like the second wave is supposed to be limited to four kromrif giants, but it's very difficult to avoid spawning Coldain.
Start the Quest
# Dec 16 2012 at 2:11 AM Rating: Decent
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Also, the quest is started by saying "Willing" to Dirgen, not by touching the Fear Shard. "Send" is the correct word to zone in.
Charming
# Dec 16 2012 at 1:06 AM Rating: Good
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Charming the adds *does* work, but there are some qualifiers.

1) Both Coldain and Kromrif are charmable, however...

2) ...Only the "soldier" version is charmable. a_kromrif_soldier and a_coldain_soldier. If you charm them, the mob does not become the enchanter's pet. Instead, you see "I haven't forgotten who my real enemy is, a_xxxx_yyyy where xxxx" is either coldain or kromrif (opposite of what you charmed) and yyyy is the ranking of whatever mob in your pack that the newly "freed" mob chooses to attack.

3) You can "free" more than one mob at a time. There's an achievement for freeing more than 3 or more.

Best Regards,
Bane

Edited, Dec 16th 2012 2:18am by Antibane
Wow, just wow
# Dec 07 2012 at 11:18 PM Rating: Decent
34 posts
The real pain is the rear is the summon at 100% we followed sligoths words and got smoked. We killed the first two but then somehow we agroed 4 dwafs from behind the dragon statue each summoning through the statue and instant death. We tried it a couple of times and noticed each time we got summoned and dead. Kind of a kick in the nuts after the hunter quest requires 5 freakin rare spawns, and this required 2 rare spawns to get to.
Wild event
# Dec 02 2012 at 7:54 PM Rating: Decent
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The earlier fights getting to this point may make one think that this is an easy zone. This event is in a different league.

You enter the zone by saying "Send" to dirgen (located in the far NW of zone). Once inside nothing starts until someone says "death" to the dragon laying on the central platform. Zei then wakes up and starts flying around the zone.

At this point Zei will start summoning adds, and a misty fire aura will start spawning around players. You will want to move out of the fire mist quickly.

The first wave of adds is about 4 drakes, light blue at 87. These die fast and easily, at this point one is apt to feel confident.

The next wave is reaaly a series of miniwaves, giants and coldain mixed. These mobs will summon from 100%, spawn around the edges and walk towards the center. We had a warrior, chanter, shaman, cleric, druid and necro all well raid geared. The second try we found that staying right in the center and going into burn on the wave worked, was close run at times but doable.

At this point the dragon goes live. He has a ton of hp but he didnt seem to hit all that hard. However, he does have a nasty rear tail swipe, wing attacks, and a truly nasty single target spell that encases a player in crystal, freezing them in place. The player cannot cast or attack, and is invulnerable. The freeze last 5 minutes but it can be attacked by the rest of the party to free the player. Its a good idea to free them asap, since the dragon will soon cast the crystal freeze again...and then again and again. Having multiple healers helps at this point since the healer WILL get frozen at times. We did have the tank die during this stage, get called back in and start tanking again.

We also "wiped" at 15%. It wasnt quite a complete whipe, since the cleric was frozen at the time. We thereby had 5 minutes to get back to dirgen, buff frantically, and zone back in. The warrior, shaman, druid and necro zoned back in while the chanter dropped from the party for a moment. This gave us room for a merc cleric which gave us the win, since the cleric died as we zoned in and the druid was frozen instantly on zone in.

There are probably some ways to work this event, but be prepared for a rough fight after the drakes die.

Sliggoth, the frozen druid
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