Cooper #2: Excavating an Answer  

Quest Started By:Description:
Where:
Who:
Rating:
*****
(Average from 2 ratings)
Information:
Level:75
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Adventure
Quest Goal:
  • Advancement
  • Experience
  • Loot
  • Money
Time Limit:06:00:00
Success Lockout Timer: 03:00:00
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Call of the Forsaken
Recommended:
Group Size:Solo
Min. # of Players:1
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Tue Oct 8 06:20:07 2013
Modified: Tue Dec 5 05:21:04 2023


Call of the Forsaken Info & Guides: Overview | Progression & Task List | Raiding | Visible Armor

About Heroic Adventures

- Heroic adventures in Call of the Forsaken scale in level: As low as Level 75 and up to current maximum level.
- Scale is based on the highest level player present in the zone and affects difficulty, loot quality, and mob levels.
- There is some variation/randomization in the task steps you'll be assigned as you progress through the task.
- Time of completion will vary by your group's makeup (anywhere from 30-90+ minutes).
- Collection items appear as ground spawns midway through tasks (you'll see an emote indicating their appearance).
- Named mobs (or their PHs) spawn midway through tasks (usually, but always, at the same time collection items appear).
- These tasks have individual 3-hour lockout timers (timer gained upon completion).

Experience in Heroic Adventures

- Mobs in these instances grant some experience, but the bulk of experience is earned upon task completion.
- As of a patch in November 2014, less difficult tasks were tuned to reward less experience and more difficult ones were tuned to reward more.
- For an added experience bonus, check out Guard Hamarn's "Daily Tasks".



This is a heroic adventure (1-6 players) that begins with Captain Russell Cooper (click for map) in the Dead Hills. He is located at about -845, -345, 65 (in the clearing north of the zone-in/dock area).

Pre-Requisites for Requesting:
- Level 75
- Completed "Clearing a Path" (heroic adventure)



TASK SUMMARY

- Say "help" to request the task.

- Head northwest to Scout Gatius Lienweathar and click the ladder to zone into the instance.

Step #1:
- Recover an artifact from each of the first two main excavation sites 0/2
--- These can be found in excavation chests (trapped, locked).
- Pillage a symbol of station from two excavation captains 0/2
--- Kill the two captains and loot these from their corpses.
- Recover several excavation mining picks 0/5
--- Kill "an excavating _____" undead mobs until you've looted five picks.

Step #2:
- Break through the barrier that blocks your progress 0/1
--- Target the barrier, right-click the items you just looted, then DPS the wall to its destruction. (Adds spawn upon its 'death'.)
- Break through the barrier that blocks your progress 0/1
--- DPS the wall to its destruction (health-based adds here).
Note : if you get the 2 Captain’s Symbols of Station, hand one each into Guard Captain Tyler Whitson and Guard Captain Milo Hutchins. On turn in, both reply with: '_____ looks over the symbol of station handed to him and nods, ‘This appears to be in order, sir.’ He turns to the wall and waves his hand and vanishes into nothingness. Then after turning in the second Captain’s Symbol of Station the screen rumbles and the wall vanishes with the same 2x "an awakened reaver" attacking you.

Step #3:
- Recover samples of Deadstone from the elite guards 0/4
--- Kill "an elite _____" undead mobs until you've looted four samples.
- Recover samples of Deadstone from the undead commanders 0/4
--- Kill the four named commanders (health-based adds), and loot the samples from their corpses.
- Recover samples of Deadstone from excavation supply chests 0/4
--- Loot items from "deadstone supply chest" (locked; trapped; disarmable; DPSable - will spawn adds if you DPS them, however).

- At this point in the task, collectibles spawn in the zone (ground spawns) and a named (or its PH) has a chance to spawn.

Step #4:
- Destroy the supports holding up the excavation towers 0/12
--- Kill 12x "scaffolding support".
- Dispose of any hostile guardians that get in your way 0/14
--- Kill mobs on the opposite side of the barrier you broke through.
- Defend the Archaeologist as he inspects the remaining excavation sites 0/10
--- Kill the undead mobs that spawn (two at a time) and attack the Archaeologist.

Step #5:
- Deliver the samples of Deadstone to Scout Daniel Willman 0/4
--- Hand in the Deadstone samples to the Scout at the end of the path.

- As soon as the objective for Step #5 is done, the task completes.



NAMED MOBS

Three named mobs ("Jattius Rattican", "Marcelyn Sjobern", and "Spirit of the Hills"; or their respective PHs) have chances to spawn after you complete the third step in the task. They drop the same stat items (can also drop Tier 1 armor templates and Rank II spells):

Armor of Dark Rage
Berserker King's Pauldrons
Blood Drinker's Coating

Their PHs are a vilefang scavenger, a lingering templar, and a tireless crusader, respectively.







TASK IN DETAIL

========================================================================
TRIGGERING THE TASK
========================================================================

You say, 'Hail, Captain Russell Cooper'

Captain Russell Cooper nods, 'So ya survived yer first excursion, not bad. We're poised to move a scouting party forward once the second leg of the road is clear. Ya did such a fine job the first time, I'd be a fool not to ask for yer [help] again.'

You say, 'I'll help you'

Captain Russell Cooper says 'Just head that way 'til ya meet up with Scout Lienweathar. He'll be standing by the makeshift ladder.'

You have been assigned the task 'Excavating an Answer'.

Thanks to your efforts we have been able to send a few scouts in your wake to secure the roads you have cleared. With the information Scout Leader Zatkin provided us, we have a better idea of what lies between us and the Qeynosian expedition party. Work with Scout Leader Zatkin to clear a path towards the ruins and see what you can find along the way.

LOADING, PLEASE WAIT...
You have entered The Dead Hills.

Scout Leader Ryan Zatkin says 'Back again, _____? Well, glad to see you. The road to the tower isn't getting any easier as we progress forward. If you could keep an eye out for anything of interest as we tread through the ruins, I'm sure our scholars would appreciate it. Speaking of which, I think Don is interested in following along and studying the remains of anything you don't break. If you need to return to camp for provisions, just use this teleport stone.'

Archaeologist Don Laborm says 'Don't mind me. I'll just be following along to study the remains of the expedition party. I shall do my best to stay out of your way.'

========================================================================
STEP #1
========================================================================

Recover an artifact from each of the first two main excavation sites 0/2 (Dead Hills)

Task Window Says: ?

If You Get This Step: You may want someone that can disarm and pick lock to open "an excavation crate". Kill the trash mobs to get to the chests, and then open them and loot. (You may be able to just DPS these, but get adds in the process.)

=====================

Pillage a symbol of station from two excavation captains 0/2 (Dead Hills)

Task Window Says: ?

If You Get This Step: Loot "Captain's Symbol of Station" from Captain Kurt Morrison and Captain Seth Liebeskind. Note: Each Captain spawns health-based skeleton adds (one at a time; adds are rootable): 90%, 70%, 50%, 30%, and 10%.

=====================

Recover several excavation mining picks 0/5 (Dead Hills)

Task Window Says: It seems the excavation party set up a number of barricades to prevent outsiders from interfering with their work in building the tower. A strange wall blocks our progress. We believe it will be easier to break through the wall using ancient excavation tools.

If You Get This Step: Kill "an excavating _____" mobs until you've looted five picks.

========================================================================
STEP #2
========================================================================

Break through the barrier that blocks your progress 0/1 (Dead Hills)

Task Window Says: Find a way to break through the wall that impedes our path.

If You Get This Step: There are three variants of this step. If in the first step you obtained "Glowing Qeynosian Artifact" or "Excavator's Mining Pick", then you need to walk up to the targetable wall and, while close, right-click all items you just looted. This should destroy the wall (or bring it close enough to zero so that you can finish it off). if you get the 2 Captain’s Symbols of Station is to hand one each into Guard Captain Tyler Whitson and Guard Captain Milo Hutchins. On turn in, both reply with:

XXXXX looks over the symbol of station handed to him and nods, ‘This appears to be in order, sir.’ He turns to the wall and waves his hand and vanishes into nothingness.

Upon the wall's destruction, 2x "an awakened reaver" spawn and auto-aggro everyone in the zone (each hits for a max ~17,000 and AE rampages). These mobs can be rooted, snared, and temporarily memblurred (they will remain blurred for up to about a minute but not that long some of the time).


=====================

Break through the barrier that blocks your progress 0/1 (Dead Hills)

Task Window Says: Find a way to break through the wall that impedes our path.

If You Get This Step: There are two variants of this step. If in the first step you obtained "Captain's Symbol of Station", then you need to walk up to the targetable wall and DPS it. In this case, the wall spawns health-based adds. You can expect them to be auto-aggro and each hit for a max ~17,000.

========================================================================
STEP #3
========================================================================

Recover samples of Deadstone from the elite guards 0/4 (Dead Hills)

Task Window Says: ?

If You Get This Step: Kill "an elite _____" undead mobs until you've looted four samples.

=====================

Recover samples of Deadstone from the undead commanders 0/4 (Dead Hills)

Task Window Says: The mineral structure of the hills seems to darken as we get closer to the tower. It would be helpful if you could collect several samples of this stone for later study. You should be able to find pristine samples from the elite soldiers that roam the area.

If You Get This Step: Kill the four named commanders and loot the samples from their corpses. Note that the commanders are harder mobs compared to other mobs in the zone, and that they each spawn health-based adds (reported at approximately 70%, 50%, 25%, and 5%).

=====================

Recover samples of Deadstone from excavation supply chests 0/4 (Dead Hills)

Task Window Says: The mineral structure of the hills seems to darken as we get closer to the tower. It would be helpful if you could collect several samples of this stone for later study. You should be able to find pristine samples from the supply chests scattered around the excavation sites. Beware of any traps that the Qeynosians may have set up to deter thieves.

If You Get This Step: Loot 4x "Unrefined Dreadstone shard" from "excavation supply crate". These chests are trapped and locked, so you can use disarm and unlock abilties to handle them. If you can't, you can just break them open, but this will spawn adds as you do DPS to them. Note that if you did not kill the two reavers spawned from destroying the wall in the previous step, they will re-aggro (regardless of where you are in the zone) once you complete this step.

========================================================================
STEP #4
========================================================================

Destroy the supports holding up the excavation towers 0/12 (Dead Hills)

Task Window Says: One of our scouts has a theory that the undead are returning to life in servitude toward the creation of the tower. While it may sound strange, we have a plan to put this theory to the test. Destroy the supports holding up the excavation scaffolding. If the spirits don't resume their attack, that means we can put them to rest by eliminating their ability to construct.

If You Get This Step: Kill 12x "scaffolding support". They look like stone brick columns on the wooden scaffolding and should be fairly noticeable. Nothing adds to these, so you can just send in pet or cast from afar.

=====================

Dispose of any hostile guardians that get in your way 0/14 (Dead Hills)

Task Window Says: The Qeynosian spirits exhibit strange behavior, even for the undead. We would like you to help determine what it is that keeps them bound to the land. Eliminate a number of them as you progress toward the tower. We will study the trail of the dead-undead that you leave in your wake.

If You Get This Step: This is a kill update of mobs on the other side of the barrier your broke through. Note that the mobs involved with this step are red-cons, see invisibility, are immune to mez/stun, can have high damage spikes in their DPS, and have a lot of hitpoints compared to other mobs (estimated around 2 million hitpoints each).

=====================

Defend the Archaeologist as he inspects the remaining excavation sites 0/10 (Dead Hills)

Task Window Says: ?

If You Get This Step: Archaeologist Don Laborm will move around to inspect different areas of the last scaffolding. As he does, undead mobs spawn in waves of two and attack him. He will move after being in a location for 1-2 minutes, so the spawns keep coming until you've killed 10.

========================================================================
STEP #5
========================================================================

Deliver the samples of Deadstone to Scout Daniel Willman 0/4 (Dead Hills)

Task Window Says: One of our sneakier scouts will be waiting for you at the end of this path. He is surprisingly adept at sneaking past hoards of undead, so he has proven useful in our endeavors to study the tower. Deliver the samples of Deadstone that you have collected to him and we will discuss our plans for a journey into the ruined tower.

If You Get This Step: Hand in the items to complete the task.

Archaeologist Don Laborm bows his head in thanks, 'Thank you most kindly for your help. You can go ahead now. I won't be bothering you anymore.'

Scout Daniel Willman says 'You made it. Slower than I would have expected given the amount of fanfare surrounding your name, but no matter. Don tells me that your party has collected some samples of the stone that the expedition party was mining before they fell into ruin. If you could deliver those stones to me, I will ensure that they reach our scholars for study.'

Upon turn-in:

Scout Daniel Willman looks over the stones and nods, 'These will do nicely, I'm sure our scholars will learn much from their study. Thank you, _____. You can use this teleport stone to return to camp. I'm sure our officers will have more work for you soon.'

Songs of your triumphs will grace the campfires of all scouts in the hills for days to come. You have secured a road into the heart of the ruins and our scouting party shall reconvene with you shortly to make a final push toward the tower.



TASK REWARDS

- a varying amount of platinum
- a varying amount of experience
- a varying number of Marks of Valor (currency used to buy group gear)
Rewards:
Send a Correction
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level scaling is way off
# Dec 18 2020 at 1:11 AM Rating: Decent
9 posts
the Excavation Captains are level 95 for a group of lvl 91 players. Wouldn't be an issue if he didn't also spawn 4+ level 91 adds before I got him down to half health. Every other HA I've played so far scales mobs to within a level or two of the players, not counting the rare spawns, which these mobs are not.

Had to quit as we couldn't keep the tank up with the adds. *Note* I pulled away from the spawn, so I'm not talking about the Loyal Guardian skeleton adds. He spawns additional ghoul adds every 10-20 seconds. It's just inconsistently difficult compared to other HAs, the adds and the high mob lvl.

Edited, Dec 18th 2020 2:16am by Bereph
Pull um! ;-)
# Jun 15 2020 at 5:31 PM Rating: Good
Scholar
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137 posts

For the Commander mobs that Spawn Adds? Know that the adds spawn at the original location. as a 105 Mage I just pull them to the zone-in & if you are far enough away the adds will not be able to find/assist when called 😉

*Might only work for the Commanders as they are far away on the other side of the wall. Also be sure to kill off the weak adds each time as they will assist the next mob as you try to pull to the zone.
____________________________
Munchkin of Test,
No boxing/illegal plat/cheating since 2000 & Proud of it.
Solo :-)
# Jun 15 2020 at 5:21 PM Rating: Good
Scholar
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137 posts

Group Size should be listed as Solo. All three HA's can be Requested & Entered Solo 😎
____________________________
Munchkin of Test,
No boxing/illegal plat/cheating since 2000 & Proud of it.
No joke
# Jun 09 2020 at 6:15 PM Rating: Decent
Scholar
**
274 posts
Did this HA solo as a 106 necro. Lost my merc once and pet twice...some of the Guardians can have spikey DPS. Took me about 2.5 hours or so...this HA would be tough without tons of AA and good gear/high hps and a well-focused pet.
defending the Archaeologist
# Aug 13 2018 at 8:19 PM Rating: Decent
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244 posts
it is nice that you can heal and buff him. I did the mission with just my ranger and after each wave i healed him alittle and gave him some buffs
____________________________
Mulila Forestwarden
110th season RANGER

aaror-95th lvl cleric
tahnorma-110th lvl shammy
kutekittie 93rd lvl beastlord
darkmulila 81st lvl necromancer
and a few other classes like druid, enchanter, magician, and rogue
Torvonnilous forever =)


"never turn down a good fight and always help friends in need =)"
Highsun
# Oct 18 2015 at 6:08 PM Rating: Good
If you get wiped with a bunch left in the last step "Defend the Archaeologist" Song of Highsun works well. Just pull the whole ball all the way near the beginning and start sending individuals back to the end. They wont pursue if you Fade right after you send them. Of course you must have a Bard to do this.
notes
# Sep 03 2015 at 6:47 AM Rating: Good
Sage
***
3,008 posts
Level 105 group, with Lesson running at final turn-in, earned 41 AA's each!
Did it again, a month and a half later, earned 20 AA's with LotD running. Strange.

Trilobytes, skittering pests and stoneshell pests see thru all invis. Be forewarned!

When you do this mission, try to get to the wall area before killing any mobs you need for drops. You'll need to clear around the wall to do the step involving breaking it down so might as well use those mobs to get your drops, saves time.

The supports are easy to destroy at range but bear in mind if they support planks with mobs on them the mobs fall to the ground. In my case they did this and aggro'd on my group since without the distance of the z-axis they were now in agro range!

Clicking to a campfire drops you at the zone entrance. Dunno why. You have to run to the campfire or wait the 15 mins recycle time to click again. This can be a pain if you've set a campfire deep inside the zone, with see-invis mobs en route to it.

Animal mobs don't assist humanoid mobs and vice versa.

Quest drops can be annoyingly slow, especially the last one. Resign yourself to killing every one of the mob type that provides the drop and avoid aggravation.


Edited, Sep 3rd 2015 10:11am by Sippin

Edited, Oct 25th 2015 10:33am by Sippin
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
Protect Archaeologist
# Jun 08 2015 at 1:39 PM Rating: Decent
7 posts
If you get the step to protect the archaeologist, it really helps to have an enchanter. I two-boxed it with my mage/enc combo using one healer merc and one wiz merc. It would have been easy except for the scaffolding. The mobs run up the scaffolding and ignore your attempts to pull them unless you really grab aggro. I ended up standing next to the archaeologist and doing PBAE mez followed by single target mez while my mage sent the pet and the wiz merc nuked. Couldn't get line of sight on the mage, so I'd punt down the one I was fighting so the team could engage fully. It's a little bit of a PITA, but with crowd control, it's not too bad.
Reebos Greater Line instead of Rogue Pick Lock
# Mar 15 2015 at 5:42 PM Rating: Decent
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326 posts
To open the crates is really a stupid thing. We had a rogue. He sensed, disarmed but could not open any crate. But Druid with Reebos Greater Cleansing did the trick after then, then with "open" it was possible to get the stuff out of the crate. Nice to forget one of the nicest classes in game for picking locks... which by the way works NOT. If you do it pure with casters then you need the Greater Scrying Stones.

The Wall spawns a mob every 5%. At 10% the last mob pops but it is small. Pets will do it easy, Ogres should use shrink or pull the mob out of the garbage.


Seems a bit tough if you defend archeologist
# Jan 24 2015 at 8:17 AM Rating: Decent
Scholar
38 posts
Defend the Archaeologist as he inspects the remaining excavation sites 0/10 (Dead Hills)......

Yeah, right. Like that's easy.
Hailed Don and waited on the script. First two popped. Looked like they were digging.

Could not split, they just stood there, never left their spot. Waded in with tank and all assisted.

Within 25 seconds, two more popped. Tank didn't last long.
Evacced and by the time I had repopped at ZL, another 2 had spawned, plus two more as I ran back. Could not get anywhere near Tank corpse before they all chained agroed.

Regrouped in Lobby and went back. All ten on track. Unable to split as cannot even get close enough to calm/pacify/snare without all chaining agro on me

Not sure if enchanter could mez all 10.

Shall not be trying this one again soon.

Unless anyone has some tips...............................
Update
# Jan 18 2015 at 9:32 PM Rating: Decent
Scholar
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2,600 posts
Perhaps changes a bit with over 100 group? (3 105 and 2 102)

This is what we noticed:


Pillage a symbol of station from two excavation captains 0/2 (Dead Hills)

Task Window Says: ?

If You Get This Step: Loot "Captain's Symbol of Station" from Captain Kurt Morrison and Captain Seth Liebeskind. Note: Captain Kurt Morrison spawns a skeleton add (rootable) at 90%, 70%, 50%, 30%, and 10% health (Captain Seth Liebeskind's abilities are unknown).

COMMENT: They both spawn the adds

Break through the barrier that blocks your progress 0/1 (Dead Hills)

Task Window Says: Find a way to break through the wall that impedes our path.

COMMENT: If You Get This Step: Walk up to the targetable wall and, while close, right-click all items you just looted. This should destroy the wall (or bring it close enough to zero so that you can finish it off). Upon the wall's destruction, 2x "an awakened reaver" spawn and auto-aggro everyone in the zone (each hits for a max ~17,000 and AE rampages). These mobs can be rooted, snared, and temporarily memblurred (they will remain blurred for up to about a minute but not that long some of the time).

We had two Captains by the wall and the 2 items would not click on the wall. Killing the wall spawned adds as it died... and as it reach 30-40%, the Captains joined the fray. The Captains called for help (just as the previous Captains) as they died also (adds).


Recover samples of Deadstone from the undead commanders 0/4 (Dead Hills)

Task Window Says: The mineral structure of the hills seems to darken as we get closer to the tower. It would be helpful if you could collect several samples of this stone for later study. You should be able to find pristine samples from the elite soldiers that roam the area.

If You Get This Step: Kill the four named commanders and loot the samples from their corpses. Note that the commanders are harder mobs compared to other mobs in the zone, and that they each spawn an add.

COMMENT: The Commanders spawn adds as well -- 70, 50, 25, 5-ish.

____________________________

Update
# Jan 27 2015 at 3:09 AM Rating: Decent
**
301 posts
Nest time try giving the 2 captains at the wall the insignia you looted in the first step. They then run off and the wall falls down. (then 2 awakened defilers will agro from the other side of the wall)
tank needed
# Sep 25 2014 at 5:18 AM Rating: Default
MERC TANK CANNOT STAY UP AGAINST A FALLEN DISCIPLINE EVEN WHEN SLOWED FROM THE OUTSET

WITH REAL CLR AND MERC CLR IT IS EASY EVEN 2 MERC CLR NOT EASY (
hard
# Feb 16 2014 at 8:49 PM Rating: Decent
38 posts
This HA kicked my group of level 99s rear end... on wipe #4, 2-3 hours, and have TEN(10) chained mobs to deal with. Time to drop this HA and hope for an easier version. After redoing this HA, it was indeed relatively easy. The part that makes this HA insanely hard is Defend the Archaeologist as he inspects the remaining excavation sites 0/10.

Edited, Feb 16th 2014 10:02pm by dllrock

Edited, Feb 16th 2014 10:02pm by dllrock

Edited, Feb 17th 2014 11:33am by dllrock
Defending
# Feb 10 2014 at 5:55 AM Rating: Decent
On the 2nd to last step, the defending part, we had the last 6 pop on us at once.

They are all aggro linked, and have a massive aggro range... Mission undo-able now =(
Adds
# Jan 24 2014 at 2:53 AM Rating: Good
It takes more time but the most effective way I have found to deal with all the mobs that add at X life no matter what is to slow burn and off tank each add as it comes burning the add down.

Once I employed the more methodical raid type scenario to these it was very easy. I was previously burning as hot and hard as I could and winding up with too many adds to effectively control despite the main one being down. I would evac and they would agro from too far away on everyone in group which resisted my most careful splitting. I dealt with it a few times but kept hitting time limit issues and it really was more of a panic clustergrope.

I 3 box and not well, 100 necro, 100 pally, 100 druid and 3 cleric mercs. Other then buffs the druid rarely does anything. The pally due to summon/push ( the mobs weren't pulling him back in and instead agroing whoever was on hate list at all and closest) issues was becoming less ideal as a main tank for my group vs the necro pet. With the slow burn I put necro pet on the main mob and offtank the adds on pally so you may find different arangements more ideal, of course if you are running an enchanter then it is all different anyway.

Anyway hope that saves someone a bit of time it really works on all of these missions when the mobs summon adds.
Mobs on Devend the archeologist
# Nov 17 2013 at 1:35 AM Rating: Decent
Defend the archeologist, I got 5 mobs at once, they popped 2 at a time for 3 pops, then 5 seemed to pop at once. They are agro linked, you cannot split them, not sure if mezzable, didn't have a mezzer with me.
____________________________
Graeme Faelban, 115 Barbarian Shaman, Erollisi Marr
<Phoenix Ascending>
Commanders
# Nov 07 2013 at 10:21 PM Rating: Decent
The commanders are no problem just stop dpsing the commanders when an add spawns than kill add and back to commander. I have boxed this twice with my main 100 cleric healing and a 96 bard and 96 rogue. 100 tank merc and 2 DPS caster mercs. I set my rogue to MA so the mercs assist correctly on adds and stop DPS on the commanders when they call an add as long as you do not dps the commander he wont call another add.
Captain Kurt Morrison and Captain Seth Liebeskind are hard
# Nov 07 2013 at 2:32 PM Rating: Decent
Scholar
30 posts
I don't know if they got retuned by accident with the name retune, but I needed two cleric mercs + real cleric to keep tank merc alive. They triple for nearly 20k, then with the adds on top you have got serious healing required

If you don't have a PC tank, expect trouble from Captain Kurt Morrison and Captain Seth Liebeskind

Edited, Nov 7th 2013 3:37pm by Melodion
social
# Oct 30 2013 at 1:23 AM Rating: Good
Sage
Avatar
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689 posts
rats and spiders, etc are not social with the undead (and vice versa)
____________________________
Silfh V'Ester - Holy Defender of Koada'Vie
Mahlah Tohsis - Spiritwalker
Povar
"recover samples of Deadstone from the elite guards"
# Oct 30 2013 at 12:46 AM Rating: Good
Sage
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689 posts
"recover samples of Deadstone from the elite guards" ... not from "named" .. just random drops

"Dispose of any hostile guardiants that get in your way" ... not all give credit.
____________________________
Silfh V'Ester - Holy Defender of Koada'Vie
Mahlah Tohsis - Spiritwalker
Povar
hostile guardians
# Oct 26 2013 at 2:01 PM Rating: Good
*
211 posts
These zombies and skels can land 45K - 50K in a single round on a RoF T1 raid geared bot warrior with max defensives and while running Stalwart. They appear to have at least 2 million hit points. Roughly adding up my three toons I get numbers like that. My DPS caster merc undoubtedly did a fair share, too, but I don't capture that info.
Step 3
# Oct 26 2013 at 12:04 PM Rating: Good
*
211 posts
Recover samples of Deadstone from the undead commanders 0/4 (Dead Hills)

Task Window Says: The mineral structure of the hills seems to darken as we get closer to the tower. It would be helpful i fyou could collect several samples of this stone for later study. You should be able to find pristine samples from the elite soldiers that roam the area.
Step 4
# Oct 26 2013 at 12:02 PM Rating: Good
*
211 posts
Dispose of any hostile guardians that get in your way 0/20 (Dead Hills)

Task Window Says: The Qeynosian spirits exhibit strange behavior, even for the undead. We would like you to help determine what it is that keeps them bound to the land. Eliminate a number of them as you progress toward the tower. We will study the trail of the dead-undead that you leave in your wake.
an awakened reaver
# Oct 26 2013 at 11:57 AM Rating: Good
*
211 posts
Upon the wall's destruction, 2x "an awakened reaver" spawn and auto-aggro everyone in the zone (each hits for a max ~17,000 and AE rampages

These can be rooted, snared, and temporarily blurred. They will remain blurred for up to about a minute but not that long some of the time.
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