Jessup #3: Bigger Fish  

Quest Started By:Description:
Maximum Level:115
Monster Mission:No
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Experience
  • Money
Time Limit:06:00:00
Success Lockout Timer: 06:00:00
Quest Items:
Related Creatures:
Related Quests:
Era:The Darkened Sea
Group Size:Group
Min. # of Players:1
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Sun Oct 26 03:21:29 2014
Modified: Sat Feb 8 15:50:13 2020

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

This shared task (1-6 players) is the third in a series of three. It begins with Jessup Stormwind (click for map image) in Tempest Temple. He is located at -340, -280, -156 (on the elevated island in the southeastern part of the zone).

Pre-Requisites for Requesting:
- Completed "Coral Crushers"
- Completed "So Many Serpents"

Say "monstrosity" to request the task.

At the end of the previous task, you saw:

Jessup Stormwind carefully peers through the green liquid as he taps lightly on the side of the glass vial. 'A potent growth enchantment has been cast on this coral for certain, _____. They seem to have extracted all the nutrients of the coral into this liquid.' He pauses from his study of the vial to look at you before continuing, 'You say the serpents came to aid the nagas when you attacked them? This must be the reason for this new 'alliance' of sorts. This can't be the end game though. The serpents, though larger still do not pose a significant threat to the rest of the islands' inhabitants. Unless of course there's some kind of even bigger [monstrosity] that they've been feeding?'

You say, 'What monstrosity?'

Jessup Stormwind says 'The vials of infused coral essence must serve some higher purpose. Here, take this collection of vials and place them on the ring of druidic runes on the beach near the giant nautilus shell. The runes will amplify the scent of the coral and draw out whatever creatures the nagas are controlling with it. Obviously you should be ready for anything. If there's something out there in deeper water that they've been cajoling with it's likely to be large.'

You receive "Coral Extract Vial Bundle".

You have been assigned the task 'Bigger Fish'.

Jessup Stormwind believes that the nagas have been growing a much larger sea serpent off in the depths beyond the island. Use the infused coral vials to tempt it towards the island and survive the assault.

Place the infused vials on the druid circle 0/1 (Tempest Temple)


An object called "a druid circle" (click for map image) is found on the southwestern part of the island.

Here, you'll need to kill off 40-50 serpents that approach the druid circle two at a time (waves are separated in intervals beginning slowly, then building up more frequently). You'll need a fair amount of DPS to deal with this - likely a full group of active players. A mezzer helps.

When ready, turn in the "Coral Extract Vial Bundle" to the druid circle.

a druid circle begins to glow softly as you set the vials down in the circle. It isn't long before you begin to hear muffled hissing creeping towards you over the droning sounds of the wind and waves.

Survive the serpent assault 0/1 (Tempest Temple)

Shortly after the event is started, your first two mobs arrive: 2x "an enraged serpent". Then another two follow. And then more. And more. And a lot more.

Two known mob types:

- "an enraged serpent" (lower-than-average health & max hit; mezzable/stunnable)
- "a hungry serpent" (normal health & max hit for the base zone population; mezzable/stunnable)

At some point, you'll get a named (Falindar), which is tougher. Once Falindar appears, focus your DPS on it because the serpent adds keep spawning. Everything despawns once Falindar dies.

Emotes you'll see signaling the spawn of more mobs:

The waves hitting the beach swell as several larger serpents approach.

A louder cacophony of shrieks rumbles across the water.

If any mobs are left idle for any longer than about 60 seconds, the event despawns and you have to start over.

If you fail it, you can get a new vial bundle by speaking with Jessup Stormwind again.

Jessup Stormwind says 'Be more careful this time, _____. There aren't many vials left.'

Speak with Jessup Stormwind 0/1 (Tempest Temple)

75 platinum

This task is repeatable with a 6-hour lockout timer from the time of request.
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Burn Event
# Sep 10 2016 at 6:20 PM Rating: Decent
70 posts
If you let any serpent stay in the druid ring too long, the named won't spawn at the end.

Likewise, if you don't kill enough of them (I've clocked it at about 40-50 snakes) with the right speed, he also won't spawn.

Bring all the DPS you can.
I Live to Serve
Minasu Nami, a Fennin Ro original :-D
# Dec 04 2015 at 11:39 AM Rating: Good
104 posts
After trying this numerous times and failing, this setup was the best for me. Did this today with 2 necros and a mage all 105 and over 12k + AAs on each one. I used 2 healer mercs and 1 DPS caster set on burn, not AE burn. I was able to keep up with the adds as they came in and when Falindar came in, just burned the heck out of him. Having pets NOT set on hold and using Necro Call Skeleton mobs and mage remorseless servant to help control the adds was critical. I may have gotten a lucky run because I did not lose any pets or mercs. Don't care how I did it, it's done :) GL, this task is a PITA.
# Nov 29 2015 at 2:10 PM Rating: Decent
64 posts
After trying to molo this with my rogue / healer and many failures I tried this again with my shaman / tank / rogue / healer two box after my rogue got max TBM aa. Tank died about half way through and I ended up tanking with my rogue. Rogue has 13.5k AC buffed up and around 175k HP with growth + PS + tribute etc. Healer merc died while fighting named. Knifeplay popped just as I needed it for last named and even then it was slow going. Kept myself up with the shaman and ended up duoing the last boss with mobs spawning all around. All despawned when final boss died. I'd been wanting to beat that mission molo or two box molo for a long time.
Pops are Really Fast
# Oct 31 2015 at 7:14 PM Rating: Good
37 posts
Tried this tonight with 2 groups. Just had 1 healer merc in the group that got the quest and after 3 attempts we had to give up. Had lots of serpents mezzed and the healer merc ran out of mana. I tried to help healing with my Druid but couldn't keep up after the merc ran out of mana. I think we'd have been ok if the healer merc hadn't run out of mana but as stated previously, they pop insanely fast and we just couldn't kill them fast enough even with 2 groups.
Won tri-boxed
# Sep 22 2015 at 9:45 AM Rating: Good
92 posts
105 BST/MAG/NEC with 2 WIZ mercs on burn and 1 CLR merc.

BST main Pulled when necessary and was set to main assist so that WIZ mercs would focus on dark blue mobs (only pulled in the beginning really as the mobs speed up and agro while you're killing off the last batch) and pet tanked dark blue-con mobs.

MAG bot assist BST and used beam/AE spells, pet tanked dark blue-con mobs.

NEC bot used DoT Aura and assisted BST, fast DoT's on blue-con mobs that are much harder to kill than the very easy light-blue conned mobs, pet tanked anything that attacked the NEC due to Aura DoT.

Had up to 6 or 7 mobs in camp at most, until the named finally spawned and turned all DPS focus on it. Group took quite a beating but survived while the named was in camp, typical HP average for any other named mob in zone.

Definitely a challenging mission. It did seem that they came more than just 2 at a time as the rounds progressed, however.
Difficult but doable!
# Aug 31 2015 at 12:03 PM Rating: Decent
4 posts
Completed with 105 Rogue, Monk and Shaman using 2 healer Mercs and 1 tank Merc. Hardest single group quest I've encountered to date. Rogue and Tank Merc stayed on light blues, Monk / Shaman broke off to deal with the dark blues when they came in. It seemed to keep us afloat. Tank went down on named but we were able to power through it.. but we barely made it. Barely. Be sure to clear the 2 nagas and 1 shaman mob in the water south of camp before you start this!!

Edited, Aug 31st 2015 2:05pm by Simera
34 and counting...
# Jun 25 2015 at 2:52 PM Rating: Good
2,871 posts
Kinda committed to wanting to 6-box this without outside assistance or splitting into two groups and adding mercs. Failed 3x so far. Third try got to 34 serpents killed, no named, and lost the wizard. Since this put a big hurt on the group's dps, I evac'd the group and decided to try again later. Poster is right that it gets to the point where snakes are spawning every 10 seconds. I'm starting to worry that there are too many for my enchanter's PBAOE stun/mez to land on all of them. The LB snakes die quick but the DB seem to have a lot more HPs. I'm thinking next try I'll focus on just killing LBs since I suspect there's a magic "kill count" number you need to reach to spawn the named. It would be a real pleasure to be able to leave all the DB snakes behind after killing the named.

More to come...
Sippin 115 DRU **** Firiona Vie
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
My crew: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
34 and counting...
# Jun 26 2015 at 1:51 PM Rating: Good
2,871 posts
42 kills, still no named. Chanter ran out of mana. Going to stop her casting a self-rune every "round" since this burns too much mana.
Sippin 115 DRU **** Firiona Vie
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
My crew: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
34 and counting...
# Jun 26 2015 at 6:24 PM Rating: Good
2,871 posts
Magic number appears to be 45. After 45 kills Falindar spawned. He showed up when we had about 15 snakes in camp and we didn't even know he had spawned. The Extended Target window was full with the trash snakes. We were lucky because he aggro'd onto our cleric, hitting up to 16.7k, and the cleric survived due to his invulnerability proc. But this told us we had royal company in camp! He's much bigger than the trash snakes and the other way to tell was when his big body started blocking players' screen view. Yes, the key then is to burn him since when he dies all the mezzed/stunned snakes despawned.

The trick to this event is definitely crowd control. An enchanter chain-casting PBAOE's is the key. I just had mine casting Color Concourse and Perilous Bafflement. Nuker mana became an issue as well so we passed out mod rods, popped every aura possible and they also used their mana-free AA nukes and the mage used his summoned nuke items. Even still the mage ran OOM and the wiz was down to 20% at the end.

A fun and challenging event, which must have been brutal when the xpac first came out and level 100-101 toons were trying to do it. Of all the mercenary events in this xpac, IMO this is in the Top 5 hardest, which says a lot when you consider it comes in the first zone. Saving grace is that you don't HAVE to do it with one group, and as others have stated, for two groups, this would be close to trivial.

Edited, Jun 26th 2015 8:27pm by Sippin
Sippin 115 DRU **** Firiona Vie
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
My crew: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Definitely for two groups
# Mar 09 2015 at 2:31 PM Rating: Decent
71 posts
Just finished this a couple weeks back. We wiped three times until we brought a friend with dps bot group. Still hectic but waaaaaay easier. Good luck!
Burn named
# Nov 20 2014 at 11:21 PM Rating: Decent
2 posts
when the named spawns BURN IT. They will continue to spawn pretty quickly after named comes, first time i did it i wasn't concentrating on the named and racked up adds that killed me. Second time ijust burned the named and when it dies they all poof. Had three 105 wiz mercs on burn, they killed stuff pretty fast.
# Nov 04 2014 at 5:55 PM Rating: Good
770 posts
This is doable with a single high-dps group. That said, to simplify it drag along friends and make two groups, then its trivial. Spend a half hour, do the event twice, and get everyone credit without the hassle or the headaches. Let the snakes come in ... don't pull them from distance or you will very likely agro normal zone trash.
Useless task meant to slow progress
# Oct 29 2014 at 3:38 PM Rating: Decent
89 posts
This is the most messed up, screwed up single group task I've ever encountered.
Be warned,, After you get a few pairs of serpents they'll start popping like crazy,
and before you know it there will be 15 then 20, then WIPE. Oh happy day.

The above information is wrong. They do not come in pairs every 30-secs.
Try every 10-secs after you've killed a few. I've also killed over 30
and never got the named to finish the task. It's not bugged, it's
just an ugly task to begin with.

Update. This may be intended for Two groups consisting of three player
and three Mercs in each group as a shared task.

Edited, Nov 3rd 2014 12:24pm by Zolmazz
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