TDS Progression #13: Burden of the Past  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:105
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Money
Time Limit:06:00:00
Success Lockout Timer: 06:00:00
Related Zones:
Related Creatures:
Related Quests:
Era:The Darkened Sea
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Sun Oct 26 02:56:47 2014
Modified: Tue Dec 5 05:21:04 2023


The Darkened Sea Info & Guides: Overview | Progression & Task List | Raiding | Visible Armor



This group mission begins with Thubr Axebringer (click for map image) in the western wing of Degmar. As this takes place in an instanced zone, it is timed (six hours).

Pre-Requisites for Requesting:
- Completion of "A Rising Storm" (Tempest Temple)
- Completion of "Gathering Clouds" (Tempest Temple)
- Completion of "Clearer Skies" (Tempest Temple)
- Completion of "The Edge of Balance" (Katta Castrum: Deluge)
- Completion of "The Abscent Scholar" (Katta Castrum: Deluge)
- Completion of "Just Recompense" (Brother Island)
- Completion of "The Cover of Night" (Brother Island)
- Completion of "Loyal is the Heart" (Caverns of Endless Song)
- Completion of "Leave No Brother Behind" (Caverns of Endless Song)
- Completion of "Two Sides of the Shield" (Caverns of Endless Song)
- Completion of "The Sacred Profaned" (Degmar, the Lost Castle)
- Completion of "Crying for the Dead" (Degmar, the Lost Castle)

Say "memorial" to request the task and "go" to zone in.

At the end of the previous task, you saw:

NPC behaviour update (2015):
an antendee - mez: yes, root: no
a disgusted attendee: mez: yes, root: no
a dolorous attendee: mez: no, root: yes
an angry attendee: mez: yes, root: yes

Thubr Axebringer says 'You'll see... now they'll come... We'll show 'em all at the [memorial]. We'll make 'em see. Ya can't forgive unless ya see...'

You say, 'Hail, Thubr Axebringer'

Thubr Axebringer turns restlessly on the stone pedestal. 'Ya cannot rest without forgiveness... ya can't forgive unless ya see... the [memorial]... we can rest...'

You say, 'A memorial?'

Thubr Axebringer says '[Go]! You come too, priestess! You must see!'

You have been assigned the task 'Burden of the Past'.

The time has come for Thubr to perform his ceremony. Will the dwarves of Degmar listen and understand?

You say, 'Let's go...'

Thubr Axebringer says 'Yes...'

LOADING, PLEASE WAIT...



Speak with Thubr in the Sanctuary 0/1 (Degmar, the Lost Castle)

You say, 'Hail, Thubr Axebringer'

Thubr Axebringer is breathing heavily, hands on his knees. 'They come. It's time for us all ta see... take 'em. You'll know when it's time ta lay down our sins.'



Speak with Thubr and hear the commencement of the memorial 0/7 (Degmar, the Lost Castle)

Hail him until the task updates. You can be sure the dwarves in attendance will love it.

Thubr Axebringer raises his raw voice. 'Come! The blood runs down our hands! Lay 'em before Brell! Let our tears wash 'em clean!

Thubr Axebringer waves the The Sacred Rites of Forge and Forest. 'It be a great sin above our heads! In the book... dwarves and elves together, as it should be!'

Thubr Axebringer opens the book but doesn't look at it. 'See what it says?! Brothers and sisters! But where are they?! Where are yer brothers and sisters?!'

Thubr Axebringer shouts 'The pews... too empty... too many missing. Why're you here?! Because they're not!'

Thubr Axebringer breathes heavily again, his words sticking in his mouth as he tries to read from the book. 'Brell and Tunare, hand-in-hand... walk the caves and copses...'

Thubr Axebringer shouts 'QUIET!' Thubr slams shut the book as he hears a dwarf fidget in a pew. 'This is for you, for us! SHOW RESPECT!'

Thubr Axebringer shouts 'Guilty, all o' you! Rage, weakness, unfaithfulness... You let go o' Tunare's hand! Then ya cut off her hand! And then her head!' Thubr throws the book to the ground. 'You are guilty of MURDER!'



Walk near Thubr to lay down the corpse of the elf 0/1 (Degmar, the Lost Castle)

Now you have a dead elf on hand.

Tell Thubr to continue 0/1 (Degmar, the Lost Castle)

You say, 'Hail, Thubr Axebringer'

Thubr Axebringer's cheeks glisten. His voice fades to reverence. 'See what we did... corpse o' the elves... corpse o' their memories... corpse of our dignity...'

an attendee shouts 'The long-ear deserved it!'

a disgusted attendee shouts 'What about my family?! They deserve an apology from the long-ears!'

Four of the dwarves in attendance attack Thubr Axebringer.



Defeat the angry dwarves 0/4 (Degmar, the Lost Castle)

Kill the four dwarves for the update. Thubr Axebringer will tank them, so you can pull them one by one if needed instead of taking all four on at once. They are of average difficulty for Degmar, are mezzable and rootable/snareable. A few of them may have a lot of hitpoints.

NOTE: These mobs (and all mobs in this task) are leashed to the Sanctuary.



Defeat the next group of angry dwarves 0/5 (Degmar, the Lost Castle)

Same as above, only five this time.



Tell Thubr to continue 0/2 (Degmar, the Lost Castle)

Hail him until the task updates.

Thubr Axebringer shouts 'See what ya bring without forgiveness?! More death!'

Thubr Axebringer pounds the floor. 'Yer all hollow as an empty mug! Who will make amends?! Remember when we was once full...'

an angry attendee shouts 'Remember when me father was alive?! Remember how his screams turned ta gurgles when the long-ears slit his throat?! I'm proud o' the number I killed!'



Defeat another group of angry dwarves 0/4 (Degmar, the Lost Castle)

Repeat as above.



Tell Thubr to continue 0/3 (Degmar, the Lost Castle)

Hail him until the task updates.

Thubr Axebringer shouts 'Brothers, stop! Don't throw yer lives away! Just confess!' Thubr covers his mouth as through holding something back. 'Just... confess...'

Priestess Glihelin yells at Thubr, the concern visible on her face. 'End this madness before everyone is killed! What is done cannot be changed! There are some things for which you cannot atone!'

Thubr Axebringer coughs as though trying to dislodge something from the back of his throat. 'Why won't they listen? Why won't they confess? Let Tunare see the truth...'



Walk in front of Thubr to place the statue of Tunare 0/1 (Degmar, the Lost Castle)

Tell Thubr to continue 0/15 (Degmar, the Lost Castle)

Hail him until the task updates.

Thubr Axebringer shouts 'You broke the statue and the covenant! Now look again! Look at Tunare's face!' Thubr points with his whole hand at the statue of Tunare. 'Who will confess?! Who will REPENT?!''

Thubr Axebringer does not say a word. The temple is silent except for Thubr's anxious breathing.

Thubr Axebringer opens his eyes. 'No one?' he says to the floor.

Priestess Glihelin calls out gently but with a quaver in her voice. 'Thubr, what do you want to confess? What do you want to tell Tunare?'

Thubr Axebringer's breaths begin to sound more like sobs. 'I told 'er, though she weren't there... we said goodbye ta Firiona... I touched 'er gravestone and made a promise: I'll protect her people.'

Thubr Axebringer shouts 'But I was a LIAR! Drunk that night, and the next, and the next! Nobody needed me axe; nobody needed me protection! Nobody needed a drunk!'

Thubr Axebringer shouts 'The name was 'Alebringer' in Kaladim! Oh, there's Alebringer begging for coppers in the streets, how sad! Spare another pint for pity! 'Twas always pity or laughter!'

Thubr Axebringer's eyes swell as the tears roll. 'They laughed; I drank -- drank 'til the laughter was faraway thunder. The night was so dark. Not enough lamps. I stumbled.'

Thubr Axebringer finally looks upon the face of the dead elf. 'Couldn't see his face; couldn't see his hands. Just a shadow of a cloud caught in the streetlamp... then a glint... a flash of lightning ta strike me down?

Thubr Axebringer sobs. 'I used ta be Axebringer... and I brought it. The cloud vanished. The silver pieces rained on the cobblestones.'

Thubr Axebringer touches the chest of the skeleton. 'That elf... no one else ever tried ta give me silver.'

Thubr Axebringer says 'Thubr traces a line down the elf's skull from forehead to jaw. 'A valley full of dark rain... Nobody saw. Not enough lamps. He rests under the North Kaladim road, with his pack and silvers. Tunare never saw. Firiona never saw...''

Thubr Axebringer cries as he strokes the dead elf's face. 'I'm sorry... now ya know... Tunare knows... Firiona, I'm sorry... I didn't know. I didn't know... forgive me...'

Thubr Axebringer leans over suddenly and retches. Breathing heavily, he lies down and closes his eyes.

Priestess Glihelin looks nervously at the door of the room. 'Thubr, Tunare hears you... but we need to leave. The residents of Degmar do not share your heart. They do not feel the guilt you do. Let us leave before they add my blood to that which has already been spilled!'

Captain Gurshock and five guards appear (non-aggro at this time).



Speak with Captain Gurshock 0/1 (Degmar, the Lost Castle)

TASK LOCKS HERE

Upon hailing, the guards rush off to attack Priestess Glihelin while Captain Gurshock stays and fights. (The guards may attack you, instead, due to assist range if the Captain aggros you right away.)

You say, 'Hail, Captain Gurshock'

Captain Gurshock Still alive and incitin' a riot, Priestess?! I'll do to ya what we shoulda done a long time ago, even before yer kind went crazy! You tried ta kill us! Ya even got Degmar, but ya can't get all of us! We'll get ya first!



Defeat Captain Gurshock and her guards 0/6 (Degmar, the Lost Castle)

Some of them AE rampage. Captain Gurshock hits for a max ~19,000 and casts "Double Axe" (proc for 32,500 dmg mitigated). If any guards are still alive while she's under attack, she summons them to her aid:

Captain Gurshock says 'Defend your captain!'

The Captain has line-of-sight aggro; the guards are of standard aggro. Guards are mezzable, but immune to root/snare. The Captain is immune to all crowd control. All of them see through all forms of invisibility and most have a lot of hitpoints. All of them 'corpse camp' (meaning they remain wherever they are pulled). Like all mobs in this task, they are leashed to the room in which they spawn (if a mob is leashed, it drops all aggro and warps back to its spawn point).

NOTE: Due to the Captain's line-of-sight aggro, if you fail the fight and have to zone back in, and she's within sight of the zone-in point, you will have her immediate attention upon zoning back in.



Speak with Priestess Glihelin 0/1 (Degmar, the Lost Castle)

You say, 'Hail, Priestess Glihelin'

Priestess Glihelin says 'Aventurers, we should leave. Let Thubr alone. He has caused enough trouble already...'



Speak with Thubr 0/8 (Degmar, the Lost Castle)

Hail him until the task completes. A chest with loot also spawns at this time. The task is repeatable with a 6-hour lockout timer from the time of request.

Thubr Axebringer sits up, holding his head in his hands. 'Fine job, Alebringer... Priestess, I'm sorry. I just want ta make things right...'

Priestess Glihelin sighs. 'Then stop heaping your mistakes on top of each other. You have told your truth, but we are not the ones who need to hear it. Go with Firiona; she needs you.'

Thubr Axebringer says, 'But what about you? What about the dwarves? And Neckchi wanted help with his dome... and...'

Priestess Glihelin says, 'I told you: The dwarves do not share your heart. Look at the dead! No, there will be no workers for Katta Castrum; there will be nothing left of Degmar after insanity runs its course.'

Priestess Glihelin says, 'But I will remain here. It was my home, and it will likely be my grave. As I said, there are some things for which you cannot atone. Some things cannot be undone or made right.'

Priestess Glihelin says, 'You are not without hope. You are not of this place. Go where you were meant to go, and say what you were meant to say. Your life is not over, even though you ended one. Go.'

Thubr Axebringer wipes his mouth and nose on his sleeve. 'I'll go with Firiona... after one more sleep. Adventurers, speak with Quigley on Brother Island, and find Lyirae and Galeth. They took the ghost ship from the island... Priestess, I will come back for you...'

Priestess Glihelin says, 'Don't forget the last time you made a promise to an elf.'

Priestess Glihelin is visibly shivering. 'I shouldn't be here... We should [leave]... The dwarves are numerous, and I'm defenseless. Thubr is still drunk. He dragged me out of the temple, saying I had to see this, that this was a memorial for my people. I do not want it to become my actual memorial...'


Rewards:
90 platinum
Experience

Possible Chest Loot (1 item + 0-1 armor templates + 0-1 Briny Essence + 0-1 Valiant ornament):

Guardian's Blade
Horthin's Curious Coral
Medal of the Commander
Miniature Pick of Destruction
Pretext of Revelry

Highwater Armguards
Highwater Boots
Highwater Bracer
Highwater Gloves
Highwater Helm
Highwater Leggings
Highwater Tunic

Median Briny Essence
Greater Briny Essence
Glowing Briny Essence
Rewards:
Send a Correction
« Previous 1 2
Post Comment
Got no chest
# Feb 20 2020 at 9:57 PM Rating: Good
Scholar
*
126 posts
Was a bit surprised, but on completion, we received only the 5 gold and 112 plat.
Got no chest
# Feb 22 2020 at 7:54 AM Rating: Excellent
BidenThyme wrote:
Was a bit surprised, but on completion, we received only the 5 gold and 112 plat.


What level was the character that got 112 plat, 5 gold?
____________________________
Allakhazam Developer and Admin

For real time update information on Allakhazam, follow me on Twitter!
https://twitter.com/gidono

Or join us via our Discord channel at https://discord.gg/zu9tTS7
Easy fix for isolating Capt
# Nov 19 2019 at 7:06 PM Rating: Decent
5 posts
This task is simple if you can isolate the Capt. The Capt is snareable/mezzable. Enchanter mez - Ranger blusterbolt and flusterbolt which is a knock back and blur. Knock it down to the pit next to the bridge, no longer Agro and no line of sight. For the guards and others, Ranger pulled using the same knock back spell by turning in the direction you want the mob to go. So to pull to group, turn with back toward npc and hit the spell it pulls toward the group away from others. Hope this helps others.
last dialogs for next step in progression
# Jun 21 2017 at 1:51 AM Rating: Decent
Scholar
23 posts
Priestess Glihelin says, 'Adventurers, we should leave. Let Thubr alone. He has caused enough trouble already...'
You say, 'Hail, Thubr Axebringer'
Thubr Axebringer sits up, holding his head in his hands. 'Fine job, Alebringer... Priestess, I'm sorry. I just want ta make things right...'
You say, 'Hail, Thubr Axebringer'
Priestess Glihelin sighs. 'Then stop heaping your mistakes on top of each other. You have told your truth, but we are not the ones who need to hear it. Go with Firiona; she needs you.'
You say, 'Hail, Thubr Axebringer'
Thubr Axebringer says, 'But what about you? What about the dwarves? And Neckchi wanted help with his dome... and...'
You say, 'Hail, Thubr Axebringer'
Priestess Glihelin says, 'I told you: The dwarves do not share your heart. Look at the dead! No, there will be no workers for Katta Castrum; there will be nothing left of Degmar after insanity runs its course.'
Priestess Glihelin says, 'But I will remain here. It was my home, and it will likely be my grave. As I said, there are some things for which you cannot atone. Some things cannot be undone or made right.'
You say, 'Hail, Thubr Axebringer'
Priestess Glihelin says, 'You are not without hope. You are not of this place. Go where you were meant to go, and say what you were meant to say. Your life is not over, even though you ended one. Go.'
]You say, 'Hail, Thubr Axebringer'
Thubr Axebringer wipes his mouth and nose on his sleeve. 'I'll go with Firiona... first a little more sleep. Adventurers, speak with Quigley on Brother Island, and find Lyirae and Galeth. They took the ghost ship from the island... Priestess, I will come back for you...'
mob resists changed
# Nov 08 2015 at 1:24 PM Rating: Excellent
Scholar
28 posts
The first few rounds of mobs are not leashed and will follow you into the other rooms. However, if you stand back you can usually pull only 1 or 2 out even though everything shows up on aggro. I think a recent patch made them a lot more controllable:

an antendee - mez: yes, root: no
a disgusted attendee: mez: yes, root: no
a dolorous attendee: mez: no, root: yes
an angry attendee: mez: yes, root: yes
mob resists changed
# Nov 11 2015 at 5:58 PM Rating: Excellent
Avatar
****
4,580 posts
tailpipe wrote:
The first few rounds of mobs are not leashed and will follow you into the other rooms. However, if you stand back you can usually pull only 1 or 2 out even though everything shows up on aggro. I think a recent patch made them a lot more controllable:

an antendee - mez: yes, root: no
a disgusted attendee: mez: yes, root: no
a dolorous attendee: mez: no, root: yes
an angry attendee: mez: yes, root: yes


Updated, thanks.

Grats on the scholar ding here on the Zam forums!
Having Fits Peeling-Off Angry Dwarfs
# Oct 31 2015 at 3:00 PM Rating: Decent
I'm having a terrible time pulling-off even the first set of angry dwarfs. It's easy to get get one solo, but my hate list is filled in the process.

Right now I pull with my SK across the bridge and into the hallway between the sanctuary and the armory. On the very first pull, I get a solo pull (that part isn't hard) -- but a full hate list. How to get a single without wrecking my hate list? Getting only one physical pull but a list full of hate seems like I'll just keep drawing dwarfs with healer hate that subsequently accumulates.

The angry dwarfs appear immune to any modifications in movement speed. So the snare / reset / stand trick doesn't seem to work. Is there any way to get them hung-up under the bridge? Will they just warp back?

What about pet tricks? Can you send-in a pet with a healer merc and turn it into a ranged fight?

What about enchanter tricks? Can an enchanter chain-cast AoE mez to deal with the dwarfs that would add as healer hate builds? How quickly do they add if you just run with a full hate list anyway?

Thanks in advance.

Having Fits Peeling-Off Angry Dwarfs
# Oct 31 2015 at 3:24 PM Rating: Decent
P.S. How much time are people giving Thubr to build-up hate? Obviously he needs some time. Are we talking 30 seconds, 3 minutes, or more like 6-8 minutes before peeling-off the first one?
Mission solo'd / molo'd
# Oct 23 2015 at 9:23 AM Rating: Decent
7 posts
Just solo'd this on my necro today. Last wave with the captain was a bit of a pain but I used disposable pets (suspended my buffed one) with relocate companion to posiotion her behind the middle pillare on the right and then afer dropping her agro there i scatered the adds around kinda chaoticly with snares on what I could and just FDing around the room a bit. Picked them off one by one and then took the captain out. In the process of fighting her i figured i would test out snare just for kicks and I'll be damed! She is rootable / snareable lol. Could have saved myself a lot of trouble
Mission solo'd / molo'd
# Oct 23 2015 at 5:41 PM Rating: Excellent
Avatar
****
4,580 posts
Spydur85 wrote:
Just solo'd this on my necro today. Last wave with the captain was a bit of a pain but I used disposable pets (suspended my buffed one) with relocate companion to posiotion her behind the middle pillare on the right and then afer dropping her agro there i scatered the adds around kinda chaoticly with snares on what I could and just FDing around the room a bit. Picked them off one by one and then took the captain out. In the process of fighting her i figured i would test out snare just for kicks and I'll be damed! She is rootable / snareable lol. Could have saved myself a lot of trouble


Please let us know the level of your necromancer and what mercenary (you say molo'd in the post title) as this helps others know if they can try and replicate your success. Thanks.
Captain...even easier
# Jul 26 2015 at 5:36 PM Rating: Decent
5 posts
The strat I used, combined from below notes and my experience. I box 105 sk, 105 druid, 102 wiz, 1 healer merc, 2 dps caster mercs:

NE corner did not work for me. Was difficult to pull just one mob off of Thubr.
Placed campfire in hall between armory and jail, for safety.
Did most fights in hall between armory and church.
Kept group in the armory until I was sure I had singles (or had discs to handle 2 or more). Pulled with SK's agro spells. If more than one came, ran back to armory and the mobs would reset to their pews, making for simple single pulls.

Not mentioned below, but the church room has a false ceiling (anybody know the term for this architectural structure?). You can get to the top of this ceiling by climbing the statue and pillar in the front of the church (may need lev). I put my wizzy dead center on top of the false ceiling and did the captain hail with him (no line of sight, so had to use /assist). Guards attacked Thubr, Captain killed wizzy on top of false ceiling and stayed there. It was easy to pull the guards one at a time without any interference from Captain. Wizzy campfired back and joined fight. Even after summoning wizzy's corpse and rezzing, Captain stayed on top of ceiling. SK had to start climbing the statue to pull captain, but he agro'd without having to cast anything.

This eliminated the need to actually pull the captain anywhere and his line of sight was completely blocked.
Moloable
# Jul 16 2015 at 6:19 PM Rating: Decent
5 posts
Molo'd this in 2 hours with a 105 mage, max aa and mix of CoTF-tds group-tds rare gear. Was really hard to do by myself, but doable. Found it much easier after following the advise in these posts and just eating a death below the bridge with capt. Was cake after splitting and downing the guards.
DDoS problems
# Jul 10 2015 at 3:33 PM Rating: Decent
So far, I have started this mission 3 times, get past the first two waves and then DDoS attacks and the server becomes unplayable.

Anyway, I have been AE mezzing and then AE mem blur. First try, I took too long because of all the crap that's happening and didn't get credit for a kill, so the mission became unfinishable. So I started mem blurring every pull. Before, if I didn't wait long enough for Thubr to gain agro, even when I pull a single, if the rest of them are on my agro list, eventually they run over. Mem blur them and they stay away.
DDoS problems
# Jul 13 2015 at 12:30 AM Rating: Decent
Think I'm gonna farm this, at least till I make my warrior a more capable tank. It's not listed as such, but can probably drop any item from all the nameds in Degmar, as well any slot highwater armor. I got the BP and Medal of the Commander aug on the first go and a Guardian Blade (total bust) on the second.

Second go took me just over 1 hour 30 minutes. I've spent more time killing PH to get a named to spawn than that and pretty sure I can get this mission down to @1 hour, probably even under once I improve DPS. Not to mention I don't think I can handle the nameds in Degmar. I beat Horthin Blackbook, but my warrior was close to dead through the whole fight. This mission would seem to be easier and a guaranteed chest within 2 hours easily.

DDoS problems
# Jul 24 2015 at 1:59 PM Rating: Decent
Don't bother farming this mission for armor. I did this mission 5 times now. First time, I got a highwater breastplate, a nice aug for my boxes and the earring. So I thought it'd be a nice mission to gear up on.

The next 4 times, I got either the Paly/SK sword and a trash ornament OR just the paly/SK sword. Total waste of time, even though I am under an hour now.
DDoS problems
# Jul 10 2015 at 8:41 PM Rating: Decent
OK, took 3 hours because of waiting for lag to stop, but got it done.

Followed most of what was already written.

I set up on the bridge in the hallway leading to the armory. You can actually fight the mobs in the hallway.

I go through the hails. First wave goes after Thubr. I AE mezz them all, pull one dwarf and mem blur the rest. The dwarfs will sometimes go back to their seats and sometimes just stand where they are at after the mezz wears off, so your next pull will be a little easier. Rinse/repeat for waves 2 and 3. For the wave with the Captain, I did as recommended and pulled her under the bridge and ate a death on my warrior and left the corpse there till done with mission. Captain stayed. Then I just AE mezz, pull single dwarf and mem blurred the rest as before. The Captain wasn't much harder than the guards.

This mission was actually pretty easy.
Captain Gurshock and guards
# Jun 01 2015 at 5:48 AM Rating: Decent
Just wanted to chime in on how we completed this today. Did the "pull under the bridge" method when neither Gurshock nor the guards were attacking. All went after our snackrifice and when he died, the guards stayed at the bottom and Gurshock reset back up top. We were able to kill the captain without any of the guards assisting, then picked the guards off one at a time.
Captain Gurshock and guards
# Jun 14 2015 at 4:45 AM Rating: Decent
7 posts
I tried that today. At like 70% all 5 guards rushed in to join the captain...duh.

At the next try, I had all the guards in the other room and the captain at his spawnpoint. Didnt work either, at some point the all ran back to the captain.
This certainly is the most tough (for me) mission ever.
no way
# May 24 2015 at 10:44 PM Rating: Decent
7 posts
Ok, boxing a necro, mage and enchanter. The first three waves are easy enough, pulling and finish them off one by one.
Problem starts with the captain.
I camp in the NE corner, and after hailing the captain his guards rush off to the princess. So I just need to pull them off like before....which doesn't work. After enough dots the one guard aggro's but will run straight back after FD, pet following him.
So I send in the other 2 pets as well but by the time the 2nd guard is about to die the other guards have enough healer aggro: wipe.
I've found no way to kill them one by one so I gave up.
This is definately the most stupid and annoying quest in the game. I can only hope daybreak is going to make this mission a little easier in the near future. Would be nice to see the other zones as well....
no way
# May 30 2015 at 11:20 AM Rating: Decent
I box a war, wiz, and bard.... it took me a few turns to figure this mission out but I finally got it. the first 3 waves are fairly straight forward. When it comes to the last 6 guards/captain I got everyone out of the room and parked them in the stairwell that leads to the jails. I aggroed the captain with my bard and ran him directly under the bridge then let the captain kill him. I summoned his corpse and rezzed up, keeping the group in that hallway. After the princess got enough aggro on the guards i picked them off 1 by 1 with my wiz. If you wipe and die all of the guards end up in the middle of the room, in that case I snare/faded the group into the armory room until i got them split up.
It may take a few tries and patience (and a proper puller) but i can 3 box this in about an hr and a half now. Good luck!
Under the Bridge Addon
# Apr 04 2015 at 6:45 PM Rating: Decent
Scholar
**
326 posts
Heya, thanks for that tippo with the under the bridge, but...

Better to say if you go under the bridge on the floor then the stupid captain warps back. If you go to the side (took the complete opposite SW corner) slightly down then the captain follows and does the corpse camping. Used our Tank with Fortitude to have enough time to bring him down. Then he got back with fellowship (we did it like our post in the NE corner in the line-of-sight-shadow of the starting point of the captain), rebuffed him, took on the 5 guards at once (with crowd control AE-Mezz) and killed them one by one. After that we pulled the captain and it was easy like "a feather" ;)

So this quest is as fast as you can kill about 20+ mobs with one complete rebuff with that strat.

Have fun...
Made easy
# Mar 15 2015 at 11:04 AM Rating: Decent
Finished in 2 hours and a bit....was rather easy

Cleric, necro, and chanter 3 merc tank healer caster. Set up in stair well looking out onto the bridge. But cle was set up in armory in NE corner. Can heal and buff thur wall.

Had necro cast non agro snare and a dot .. it would split and we would kill it..do to all till done with all the waves.

On capt stage I set up in the NE corner of the chapel. No line of sight...started to pull guards same was with out a prob, but was low on mana so I sat down. Though the guards where on the agro list they didn't atk till I sat down to med...they all atk, and killed us. (SO DONT SIT DOWN)(u can sit on mount)Thought we had to start over. But left corpses In zone and popped out, and camp fired back to quest givers room, and buffed up..but before zoning back In I casted invulnerability on the chanter and had him zone in...when the capt agroed he took him under the bridge and died. Chanter stayed in zone dead to be corpse camped by capt.

Then cle and necro zone in and ran to the NW corner of the chapel. The 3 guards camping the corpses in NE corner. Necro pulled, and all 3 came ... FD'ed and healer merc..rezed are corpse..now back in NE corner we rezed the chanter corpse in the corner, leaving the one to be camped by capt....now all buffed and meded up we killed the remaining gaurds.

For capt we all ran in the armory. Necro pull capt of from under bridge and into hallway to reset him on bridge ... then came back, and killed capt where he stood..he is very easy.

Hope it's help for no death run.

Everk, mommra, gnomemez .......CT/FR....DSA
Challenging, tiring but fun
# Feb 27 2015 at 1:10 PM Rating: Good
Sage
***
3,008 posts
This took 4 of the 6 hours allowed, and that's a lot these days for progression missions. Learning curve involved, though, so could be repeated faster. Like maybe 3 hours 55 minutes. LOL. However I have no desire to ever do this mission again.

Most of what you need to know to get this done with only a significant amount of frustration is discussed in other posts here and on eqresource.com. A few additional comments which might help:

* You got the whole empty zone so set a campfire deep inside. That eliminates most of the aggravation arising from the evac spot being too close to the mobs.

* Be willing to take deaths and don't bother to rez till after, if its helpful. It IS helpful if you're going to use the campfire to come back and for placement purposes of the mobs since they corpse-camp. Among 6 toons I think we had 10 unrezzed corpses at one point. Big deal, rez them all afterwards with Expedient Recovery.

* Pet-pulling is great here but it's not flawless. Not sure why. USUALLY the pet was able to single out a dorf but sometimes not. I don't know if this was a proximity problem or what. It's worth using but be careful.

* A better way to split, IMO, if you have a mezzer and a mage is to mez a mob and CoH the mezzer away. The mezzed mob stays put and the others run toward you and then they all stay where they are, essentially splitting themselves. This assumes you've messed up pet-pulling enough that you now have all the dorfs in a particular stage aggroing on pull attempts. If you don't get what I mean here, you will after you try it. A lot of this mission is "seeing is believed", "a picture is worth a thousand words", etc. The poster who said he used the enchanter 101 aoe-mez, I don't know how since it caps at 103 and every dorf is yellow or red to a 102 enchanter. Maybe the devs toughened up this mission at some point or maybe the mix of mob levels varies instance by instance. But aoe-mez is a death sentence on 5 yellows, IMO. Better to use single-target mez (The rank 2 of bewilder, level 102 mez, was never resisted.)

* OK, the final encounter. Blowing this is really going to ruin your day if you've spent 3 hours or more getting to this point. The Captain spawns away from the guards, who engage the poor high elf. What I did is pull the Captain under the bridge. I just let her kill the puller and left his corpse there so she camped the corpse. Under the bridge she has no line of sight on anything going on above. Then you can use techniques described above to split the guards. Evac actually isn't that bad for the guards since they don't have the Captain's line-of-sight agro and their agro range is small.

* Having a form of lev on at all times is essential too since if you do have to evac you will respawn high in the air, high enough so even if the mobs are right under you, you have enough time to run down the bridge and into the next room. All the mobs are leashed to the room, although I did have one group take a few steps into the next room to kill my toon. 3 warped back and 1 stayed there. (Incidentally, when we engaged the last one, it immediately warped to the bridge so the fact that they even entered this room is probably a bug.)

* The Captain is NOT a tough fight at all. It's actually a relief once you get to this stage. If you successfully maneuvered the Captain under the bridge when you're ready to fight her, get a LOS angle on her from above, plunk her with an arrow and she will eventually run or warp up to the first level where she can be slayed.

Good luck!




Edited, Feb 27th 2015 2:12pm 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
notes
# Feb 22 2015 at 6:14 AM Rating: Good
Sage
***
3,008 posts
This one's going to hurt, based on the posts I read here and on Sony's forums.

First, if Thurb kills even one of the angry dwarfs, you're screwed. No more spawn and you can't complete that step and move forward. Time to cancel the mission and start over. He's not likely to kill a dorf on his own but we had a situation where we had one dorf down to 5% and then got several adds we hadn't anticipated so we evacd. The evac worked but it re-set the dorfs onto Thurb and I guess by luck of the draw his primary target was the 5% dorf. Since we had evaced we got no credit for the 95% and even though we re-engaged quickly, when it died we got no xp message. We went on to slay the other 4 but then we got stuck at the 4/5 killed step. The dorfs on the benches will not count until they're triggered. They scowl but they can't be aggro'd and spells won't land on them until they're triggered.

BTW, one thing that makes reading these posts confusing is the location where you perform this mission. It's not the regular zone-in nor is it the upper round room where Thurb lies on the floor nexr to the Princess. It's the chapel, which a lot of people are unaware of. You can reach it from the armory, two different ways, one is thru a "secret door" blocked by stacks of boxes which can be clicked open. The zone entry spot from the quest-giver is indeed sadistically placed right at the evac spot so evacing from within this instance is a big problem, especially with the boss mob who has unlimited LoS agro. Not the end of the world, though. You have an entire empty zone in which to lay down a campfire. Rather than beat your head against the wall and die repeatedly trying to zone in, summon your corpse to the GL, rez and click your Fellowship Insignia.

more to come



Edited, Feb 22nd 2015 7:16am 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
Also Drops
# Jan 03 2015 at 12:03 PM Rating: Good
*
211 posts
Minature Pick of Destruction
Drop info
# Dec 28 2014 at 9:56 PM Rating: Excellent
Scholar
18 posts
Also drops Pretext of Revelry
Two boxable
# Dec 22 2014 at 7:52 AM Rating: Decent
*
66 posts
Finished this with my druid (103) and box mage (102). First three waves tried to single kill while the wave beat on the npc, eventually the two merc healers generated too much agro. Tethering the wave worked well however, single pull from the benches was then easy.

The last wave parked to the NE as suggested earlier, sent the pet in on one of the 5 dwarves attacking the npc. Easy kill, the other 4 did agro but didn't attack. Unfortunately when I cleared agro for the mercs the remaining 4 guards quit attacking the npc. Moved both of my characters to the south room (druid invuln quite handy here).

At this point the captain was reset to the bridge, the 4 remaining guards just north of the captain. By using the druid to tease the captain into charging south and then fading agro I was able to eventually get two of the guards in the small passage between the rooms. Pet attacked, two dead guards. The tether allows the guards to enter that passage and come as far as the steps down into the second room. Repeating the process eventually got each of the other guards solo, one time the captain was still in the passage but it seems her tether is just a little shorter than the guards, so pet on the guard caused captain to reset.

For captain alone just use eye of zomm to get a lock on the captain and sent pet around the corner.

A very long, very slow process, but doable.
Chest drop :
# Dec 13 2014 at 6:52 PM Rating: Good
Scholar
Avatar
**
380 posts
The chest dropped :


____________________________
Cookie, Antonius Bayles rangeress http://eqtoonx.free.fr/
Chest drops
# Dec 12 2014 at 11:43 AM Rating: Decent
Scholar
30 posts
Chest
# Dec 11 2014 at 7:31 PM Rating: Decent
Scholar
45 posts
chest popped at end dropped guardians blade to bad had no paly or sk
Yuk
# Dec 05 2014 at 12:21 PM Rating: Decent
Scholar
Avatar
35 posts
Just completed mission with SK/Nec/Mag 105 CoTF T2- TDS T2 gear...the initial dwarves can be reset to the benches by running them into the armory once they're back in the benches they can be single pulled....the guards and the captain on the other hand are not so simple.

First i pulled the captain to the corner of one of the sides out of LoS
Second I was able to single pull 2 of the guards with my SK by casting hate spells on them just enough to pull it off of the priestess.
I believe this would have kept working but my mercs were continuously building hate with the remaning dwarves and eventually 3 ran at me...sk and necro died at this point and my mage made it into the armory and they reset onto the bridge.
Buffed up and sent nec and mag pet on 2 seperate mobs while i pulled the 3rd guard with my SK and burned it down then went after one of the remaining then killed the final guard before encountering the captain.
The captain doesnt have a very long leash and if you're fighting on the bridge like I was you'll want to make sure she's out of LoS.
It took a lot of trial and error and severe hatred and dedication to finish this mission =p
Critical
# Dec 04 2014 at 8:18 PM Rating: Decent
Scholar
**
326 posts
Very good information. The North East spot was the best but to get the guys it was terrible enough.

Dru/Enc/Mag 105/104 + 2x Caster Merc + 1x Cleric Merc
- Mage Pet got aggro from all guards and got eaten, pulling one by one was not possible for our group after that. The whole guard crew came but luckily this time mezz sticked. AE-Mezz from enchanter with only RK.I (Deadening Wave) had so much failures that at first the mission was not possible. But with RK.II and Enchanter 200k Rune it was even possible to completely re-"pet" after 2 pets (with Suspended Minions) of Mage and Enchanter got eaten.

I seriously recommend GOOD crowd control. A slight move into the wrong direction and the Captain aggros from line of sight. Fellowship was exactly in his blind spot for safety.

A night before we wasted the night with 4 corpse runs and hours of tries from the small room.

BTW Exodus lead the first time on top of the head of Captain - very safe druid port here ... :(
Emergency
# Dec 03 2014 at 11:04 PM Rating: Decent
Scholar
**
326 posts
What a dumb quest - 4 group wipes and corpses littered around till we got that there is another room to set up fellowship and rebuff and recover corpses. In that area you loose aggro and dont have the problem with the captain and you can start fresh and kill one after one guard. But that quest is really dumb. Wasted a night for it :(

Set up camp in the small room.

Mage and Pet for Tanking
Bst/Enc with Pets (optional)
Healer Merc
Caster Damage Merc (optional 2x)

Target with Druid track one of the mobs, his Preincarnation went off (buffed him with runes up to the ears) and then he was able to run around and collect corpses and pull them to the edge of the small room. The captain gets ported to his point and the guards were standing at the entrance but sadly mezz didnt stick properly. It was completely unreliable. So only was able to kill one mob with that method. After that we gave up. The only method seems to begin on the left side behind the pillars out of line of sight of the captain :(



Edited, Dec 4th 2014 1:59am by Fayman
« Previous 1 2
Post Comment

Free account required to post

You must log in or create an account to post messages.