Tipt, Treacherous Crags

Quick Facts

Type:
Outdoor

Expansion:
Gates

Instanced:
Yes

Keyed:
No

Level Range:
65 - 75

Send a correction
This is the instanced zone involving the group expedition "Tipt, Treacherous Crags". For details about this expedition, see this quest entry.

Here, you'll encounter a vengeful cragbeast; amushing undead; a sneaky Riddler; and a group of Muramites led by a very crafty Kyv Heartstriker.


Level 60 is required to enter the zone.
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Post Comment
400k damage after Open Door at Rikabi
# Jan 14 2012 at 9:32 AM Rating: Decent
Scholar
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326 posts
Strange effect:

Tested the area and at Rikabi after giving the item for the riddle, the door opened and a ridiculous amount of Pooka swarmed out. Was only exploring with Rog 83, Bst 84, Enc 85 and Tank/Healer/Melee DPS. That means, nothing to fear inside that expedition. But was instant death with once 380k and twice 400k damage when the door openend. All Mercs fighted the Pookas and after that they rezzed the 3 mains and we could progress further.
85'd in
# Feb 13 2007 at 9:36 AM Rating: Decent
Was wondering if you can get 85% into KT/Yxtta?( I think most GoD zones you can) I like some peeps need a Ground spawn in yxtta for zerker 1.5.
Tipt
# Dec 07 2006 at 10:35 AM Rating: Decent
I absolutely hate the Tipt trial.

Ready for SOE to make KT a purely level restricted zone and throw this mission on the scrap heap.

One of the main reasons is that few are doing these zones anymore, and its just a waste of time with greater rewards by skipping GoD entirely, just like PoP.

But that's just me.
Sweet!
# Dec 02 2006 at 9:59 AM Rating: Default
just won this in 45 mins me 4 boxing Tank style and an Uber Monk i lucked out on, joined me. Thx Sath. Made this look easy.
Trick is consentrate, focus.
As of today, 11/11/2006...
# Nov 11 2006 at 10:26 PM Rating: Decent
...not one mob in the entire zone was charmable.

Thanks, SOE. First you nerf chanter charm in the later zones, then you take away the zone that was the original cause for the nerf.
Some Help on Tipt/Vexed
# May 09 2006 at 6:25 PM Rating: Excellent
Was posted on the forums, and I found it useful. I added some things..

There are 3 ways to do Vxed and Tipt:

1: Straight tank & Kill

2: Tank & Kill with Enchanter charm pet

3: Let the Enchanter pet tank.


Just so we understand: These mobs almost universially double for 1k+ and many have up to a 700 DD proc. Many mitigate slow. Some run at Selo's speed. About 30% summon. (It goes without saying you should get a full suite of summoned weapons to equip pets with--bring extras, odds are you'll loose a few pets till you're used to it)


A quick rundown of mobs you'll encounter:

Stonemites: ******* to see. (Small and low slung, easy to get these by accident if you're not careful) Proc an annoying but not terribly lethal long duration dot. They summon but are mezable & charmable. NOT recomended for pets.

Hynids: Low magic resist, have an innate DD proc, dont summon, snareable & rootable, relativly low HP. These make good pets for raw dps but are somewhat lacking in the HP department. Immune to Harmony/pacify and See invis.

Cragbeasts higher magic resist, more HP & AC, proc a stun, make decent pets particularly for tanking. Snare & rootable. Mitigate slow. Don't summon.

Pooka: very low magic resist. Snare & rootable, dont summon. Relativly fragile though. (they dont tank so well) Fully slowable, can be harmonied. Some enchanters first choice for a pet.

Kyv: Quite frankly Kyv suck. Selos's speed runners, summon, they're actually rogues so like to backstab your puller. All but named are snareable. See invis, run at low health, and very high damge output. I dont even fight them if I can help it. Wouldn't even think of trying to pet one.

Noc: Selo's speed runner, they single-target rampage (standard 1st on hate list) proc a ~600 DD/dot. Snareable, Harmonyable, generally see invis. They ARE petable but the rampage makes a broken pet an ugly thing.

Pacify/harmonyable. If you can't find anything else, this works. Sometimes hard to see as the're very dark.

Ukun innate cast of Ukun chains--short duration snare that overwrites your pets snare so be warned. easily resisted proc. 600 DD proc, run a selos speed. Generally they do summon. Rarely they'll throw Whorl of Claws (AE Dot/DD) as they die. See invis, but are harmonyable. Might be charmable but high MR and summoning makes them a bad choice.

Mastruq: Some cast pets, most dont. Proc that same 600 DD, some summon some dont, generally see invis, but they're also generally pretty rare. Uncharmable. Snareable, rootable, some are shaman and have been known to gate and haste those around them.

Ra'tuk: Flurry and enrage but only extremely rarely. Snareable, harmonyable, one of the lower threats if you ask me. Not charmable.

Ikaav: Ikaav are the wild card often. They're universally spell casters, and will throw a 30 second Ukun pet. (hits for about 700) Despawns after 30 seconds. Can FD it off or mez till it despawns. They summon and often have protective spells on them that mitigate all incoming damage 50%. (dispell it) --Frequently they gate so stun or fight near spawn point. They'll dispel so best not let a pet tank. if your pet is DPS'ing, mob wont have a chance to gate. Not charmable.

Anuek: Some are clerics some are enchanters. All have an innate snare thats hard to resist and an innate mez thats easy to resist. they've been known to cast dispel and gate. Low Hp, can be harmonied. See invis. Wouldnt dream of charming one. Lowest DPS output of anything here pretty much.

Bealadu: Nihil ghosts. See through all invis. Dont summon. You only see these in one place in Tipt and I'll cover them there.

Stoneworkers: Shaman mostly. They summon, dont see invis but mitigate slow. Usually harmonyable but I wouldn't bother. Relativly high damage output and the summoning can make them fairly lethal especially since they mitigate most damage 20% meaning you'll be fighting them longer.


1. The Tank & Kill method will be slow, tedious and you're goign to spend a LOT of time meding. No way around it --mobs chew through your mana. I dont recomend this method.

2 & 3: This is the preferred method, with 2 being slightly safer than 3 but more mana intensive.

Recomended party makeup:

You must have the following skills in your party, however you get there:

Someone who can Harmony/Pacify OR FD pull

Enchanter

Someone who can cast Ensnare (14 minute snare) (Druid or ranger)

Healer

Highly recomended is a stunner (pally or cleric or 2nd enchanter) or short term mezer (bard or Enchanter)

Tank is nice to have a backup.


The NUMBER ONE RULE:

NEVER TRY TO TANK THE ENCHANTERS PET IF IT BREAKS.

You're taking a mob that doubles for 1k, hasting it 70%. Giving it another 10% haste mask. Handing it 1h weapons with a delay ~20. It will MOW through just about anyone. Dont risk it. Remember, you didn't get a summoning pet so root it, stun it, snare it.



The NUMBER TWO RULE:

Enchanters have this tendancy to stand their ground and try to get a tash/mez or tash/charm or tash/stun combo off. Dont ask them to. If a pet breaks with no mob in camp, everyone shoudl Immediatly try to get agro on the pet and then RUN with it. run in circles and up the walls (SOE is a huge help here) Use the bad wall pathing to your advantage but keep the mobs attention so the enchanter can get back charm. Pallys & clerics stun, rangers chain snare--whatever you have to do. Root isnt the first choice but its better than the alternative.


If a pet breaks WITH a summoning mob in camp (particularly if pet is tanking) you have a real problem. Get the summoner under control first. Get a tank on it or mez it. no other choices. everyone else should be trying to get back the pet. If you dont have a summoner, everyone just go into CC mode. Root the non-summoner and get the other mob under control.


RULE NUMBER 3:

Pet tanking rules work like this: Mobs hate list MUST be capped at 4. No more than 4 total on the hate list or a pet CANNOT tank. (Mob ignores a pet if hate list is > 4) This means you need your Snarer (often the puller), The Enchanter, and the Healer (healing the pet) and the pet. Everyone else: No buffs, no nukes, no snares, you sit on your ***. you can cast when you have no mobs with any agro. Dont even get too close to the mob. Boring as hell but effective. The only time this is really bad is if you have a summoning mob in camp and the pet breaks. Be ready to have someone hop in and tank the summoner.


Quote:

TIPT
It starts out much like Vxed but with only one path to choose. Just start making your way through the zone (Ignore the side rooms) using the tactics you used in Vxed.


For this zone I *HIGHLY* recomend a ranger in your group in addition to the enchanter. (Rangers have a longer duration weaponshield than other classes with reposte/parry/block/dodge disciplines) You'll see why when I get to the boss.


After you make your way across the large bridge (you'll know it when you see it) the path starts to go up a large hill. At the top of the hill is a clearing with no mobs. This is the first 'trap' room.


Clear the path to the trap room then cast invisibility on 3 of your party members. Have them run up to the center of this room, (3 people are required to trigger the trap here) and the room will suddenly be filled with baby cragbeasts. Unlike all other cragbeasts they summon. They are immune to harmony/pacify but if you >proximity< agro them (Going CLOCKWISE around the room --counterclockwise you'll get adds) anyone can pull them single. They only hit for about 600. They are not root or snareable. Once they are all dead, the Enraged Maternal Cragbeast spawns. She hits for about 1200 but has low hp. Just get the pet on her and she dies fast. She drops some nice augments (FT2/regen 2, 30 hp/mana/end, +10 atk/2 regen all/all all slots)


This room is now safe and will not respawn again.


Use this as your camp as you clear up to the next area.


Now, this next part is a little tricky:


If you already have the no-rent key from this zone on hand you do NOT need to do the next few sections. I'm going to assume you do not have it.


As you move up the next hill area you'll come to a room with 2 buildings in it. just shy of this room there is a dead tree. Don't pass the tree yet. Set up about halfway up the hill and send 3 people to the tree. When 3 people get to the tree the room will spawn full of the Bealadnu.


These can be proximity agroed (with the exception of the mobs inside the buildings) for single pulls. These are snare & rootable but when they die a second one spawns where the first died. They have low HP, dont summon, and dont hit over 700. The mobs inside the buildings are nearly impossible to get single without a FD puller. just be ready to mez one.


When they are all dead, a named NON AGRO mob spawns in the middle. Dont attack him--just ignore him. This room is now safe.

Resume pulls to the next room.

The pulls in this next room are tricky particularly without a FD puller. It is possible for a class with harmony/pacify to pull this room but you have to be smart. About half the mobs are going to be harmonyable, but they are not necessarily the close or the far ones. you need to select your pull target carefully. harmony what you can, sometimes this means you're pulling from the back past mobs in the front. Once you have one side of the room clear, (I nearly always choose left) go left into the room and finish pulls. Remember that some of the mobs gate so if you can avoid pulling them out of the room, do so.

Check all the corpses--one of the corpses has the key for the final room. Make sure your puller has this key.

(This area doesnt spawn if you dont kill the ghosts in the belandu area. if you dont put more than 1 person through that area at a time you can save a good bit of time clearing these two areas but you'd get no key)

Once this room is clear it too is safe and does not respawn.

Beging clearing up the hill and you'll very shortly come to Ridbiki the Riddler.

Tell him you're ready and he'll drop about 15 bags on the ground. (Candle, Catfish, Coffin, Cork, Feather, Fire, Firework, Glove, Gold, Right Hand, Rose, Sand, Wine is dropped) Each bag contains a differnt item. He asks you a single riddle. Give him the item that is the answer to the riddle. Get the answer right and the door unlocks behind him. Get it wrong and he drops a bunch of pookas on your head. Here are some of the questions and answers..

I build up castles.
I tear down mountains.
I make some men blind,
I help others to see.
What am I?
-Sand

When I am filled
I can point the way,
When I am empty
Nothing moves me,
I have two skins
One without and one within.
-Glove

Lovely and round,
I shine with pale light,
grown in the darkness,
A lady's delight.
-Pearl

I drive men mad
For love of me,
Easily beaten,
Never free.
-Gold

I help to mature your spirts.
When moisten I fullfill my purpose.
Should I dry out, my task will fail
and my qurry may be worthless.
-Cork

Who makes has no need of it
Who buys has no use of it
Who uses it can nither see nor feel it
-Coffen

I'm always hungry,
I must always be fed,
The finger I lick will soon turn red.
-Fire

What can be held in the left hand,
but not in the right hand.
-Right hand

It floats on water, light as can be. A thousand men can't lift it free.
-Bubble

I scribbed forms of the finest letter
Repel elements of the harshest weather
I am an Arrow-Aimer and a dust breaker
-Feather

When young, I am sweet in the sun.
When middle-aged, I make you happy. When old, I am valued more than ever.
-Wine

The room beyond the riddler is safe. rest up and reprep--you're 90% of the way there--this is where it usually falls apart.

Now you're going to pull the last little bit to the final room. The door to the final room is the key you got prior to the Riddler. Generally I like to have the key on the puller but it can be a problem keeping the door open as you select your targets.

The final room does NOT respawn except for a single Kyv that runs back and forth through the middle of the room. Again you have to selectivly pull. Harmony/Pacify or FD is required to pull here and if you can't FD you have to use a lot of care with which mobs you take from where (the nearest mob is not aways the best pull) The PATH to the final room from the safe room does respawn on the same timer as everything else. Dont blow it and err on the side of caution.

You should concentrate on pulling the right side of the zone. Ignore the left side, you're not even going to deal with it.

There are 2 mobs inside the building on the right (an Ikaav and a Ukun) This is the hardest pull, rangers may need bind sight to harmony the Ukun or just put your faith in your enchanter.

Once you've cleared all the mobs on the right side (Including the wandering Kyv), get everyone inside the room and positioned like this.

Kyv Heartstriker Jhiru is the boss of Tipt and is fairly badass. He hits for 1700+, has a short range AE rampage, procs the standard DD and will shred most tanks.

Here's the kicker: If you try to tank him using a warrior with Defensive or Stonewall the warrior drops off the hatelist and KHJ will simply slaughter your healers-- Reposte/Dodge/Avoidance/nimble etc disciplines DO work.

The mobs around him cast haste on him, and if he's pulled out of his room he doubles his power. You MUST fight him in his room.


The other part of this fight is timing and discipline and positioning. I have always done this with a ranger tank. Make SURE your pet is recently charmed, has full haste buffs and 2 1h weapons. if your fight goes much over 18 seconds you're done.


Set the ranger (or warrior) with the building's pillar about 5 steps to his 2 o'clock. Set the pet on the pillar or just past it. Everyone else starts behind the ranger. Ranger will load up Tangling Weeds, Flame Lick, their best Dispell (Annul magic and/or Nature's Balance if you have it)Ranger pretargets KHJ and hits their MELEE button (so you're attacking but OOR) Ranger will take a Heal over Time spell. (DI wouldn't hurt either) and as soon as the Heal over time spell lands the Ranger will cast Annul Magic and then Tangling weeds THEN hit weaponshield. The Enchanter should also cast Pilliage Enchantment at this same time. Once the Heartsriker is activly engaged on the ranger get the pet in the fight--make sure the pet is BEHIND KHJ or the parry/block/reposte and AE rampagge will cut your DPS too far to win.


This is all a matter of timing. You have to be right on the nose. As soon as the ranger is engaged (ranger should be chain casting Tangling Weeds/Flame lick to maintain agro) get KHJ tashed, slowed etc. Everyone goes full burn nuking and disciplining (Remeber get BEHIND him.)

He should die before 20 seconds are up. Loot up, and clear the rest of the way. (Just to the bridge and across)


Once you're across the bridge you will cut immediatly LEFT. Behind the rock there is your hail mob. Hail him, get a temp flag, and zone out.

Quote:
'Tis better to have loved and lost than never to have loved at all.
RE: Some Help on Tipt/Vexed
# Oct 30 2006 at 6:36 AM Rating: Decent
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1,087 posts
nice post for reference.
Couple things though.

Didn't mention popping the crag mother or the spirits.

3 people invis and walk up hill together until mobs in room pop. Then go back to group and pull.
Once crag mother pops from killing the babies, the room is safe to sit and med in.

The group makeup "requirements" are just a suggestion.
Snare and mez are nice, anything else is fine.
Tanking method is the best so you don't have to deal with enchanter pet.
But it also depends on the tank. At 70 with 3k ac, nothing hit for more than 700.
Even Jihru was a piece of cake then. Didn't need much healing.


____________________________
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Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
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Some Help on Tipt/Vexed
# Oct 30 2006 at 1:45 AM Rating: Default
Good post but would have been nice if you included the Beludu see invis - run up to the tree and boom - $#$%$^ wipe. What a waste of time.
RE: Some Help on Tipt/Vexed
# Jun 16 2006 at 5:09 AM Rating: Decent
I'm almost positive that the text that mention sit is a temporary flag is false. This should completely flag you for Kod'Taz, even though it says otherwise.
RE: Some Help on Tipt/Vexed
# Jul 08 2006 at 9:37 AM Rating: Decent
its temp until you zone into KT, then its the perma flag, its wording is all
Charm days are over.
# Feb 17 2006 at 2:08 PM Rating: Decent
The legend holds that long ages ago Tipt was much harder then it is today. I suspect it was at least partially harder because everyone was weaker back then, and I can see that there are fewer mobs now then there were before. Back in those bygone days a group could hardly put out enough DPS to win this trial; but a loophole was found. SOE in their frenzy to balance classes had made the Enchanters too strong but weren’t aware of it yet, or if they were aware they didn’t know how to fix it. For the first time in history the Enchanters could step forward and be THE lead for at least one encounter, and the Tipt trial became theirs.

In time SOE discovered their mistakes or formulated plans to fix their errors. Tipt was partially depopulated, making the Trial much easier. The Enchanters charm was altered to bring balance back to the classes. Many Enchanters left the game after their class was “unfairly” nerfed.

Now after I have over 50 Tipt runs I can tell you, I’d prefer a standard group “puller, slower, tank, healing, and DPS” to a pet group any day. Every win so far has been a traditional group, and although the charmed pet hasn’t been the reason for every failure they do account for at least half.

To date I have never been in a group that won Tipt using a pet, and I have been in many class combinations. It floors me that people still think in Old School terms after the rules have changed enough to make thinking people reevaluate their strategy.
RE: Charm days are over.
# Apr 20 2006 at 1:50 AM Rating: Decent
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151 posts
The trial was much harder. I did it last night and it's gimp as hell now. Whining galore when on during GoD's release because you pretty much needed a tank for the boss. So they nerfed it and nerfed it then removed pooka's from the pet pool, then nerfed it somemore. Now it's gimp and pointless except for the flag. The exp is ***, the loot subpar at best. It's not even fun to do anymore.

As far as "SOE discovering their mistakes" ...um no. Was the trial doable without a pet yes, but it took forever due to the sheer number of mobs. Originally there were a LOT of mobs. It wasn't broken with pets, having a charmed, hasted pooka that doubled+ for 1400 was dangerous. Had a few wipes because charm broke at the wrong moment and he owned the cleric who was medding.

I've been on around 140 tipt runs and I can tell you I'd rather have a pet, even now with it gimped so badly they should just open KT up, then not.

About 100 of my 140 are wins. And most of the losses came from player stupidity. Normally because the enc didn't listen to my rules, tashed on inc and was assplowed. A few came from bad pet breaks but those number around 10.

Also the "strategy" you refer to wasn't a strategy. When you live in tipt night after night after night to flag people you want to finish it fast. Pets cut tipt runs down to about an hour per run. I'll still use a pet if I have an enc who knows wtf they are doing because this trial is *** now and all I want to do is finish it before I claw my eyes out.
Double post from Flinty
# Nov 08 2005 at 12:16 PM Rating: Decent
A flinty cragbeast makes the best pet (imho). Let the group take it down to about 5% life - then claim your pet. Tash/Malo and charmed with True Name, related AAs – Charm lasts average of 05:00 during the trial for me. This thing throws out massive dps. Throw a scarecrow on it if you or a groupie "needs" to see what is going on - it is rather large :) Send in pet when tank has good agro or calls for assist if you play that way.

Also at a minimum, do yourself and your group (yes you all belong to the Chanter in your group!) a favor and have a dedicated ranger/druid in group who's first priority is snaring this bad boy EVERYTIME charm drops. It will regenerate its hit points and eventually will come for you. You will get a feel for when charm will break and keep communication with group open. The last thing you need is to have charm drop on a pull when the group is focused on the pull. Squishy Chanter = wipe in most cases.

Stop pulls - break Charm - re Tash/Malo/Snare/Charm - rinse/repeat as necessary, take a few more hit points from it here and there to keep it subdued when charm breaks.

I saw a post suggesting using a Pally to stun the pet to re-charm it. Great idea in theory, but bad if Pally is MA and charm drops in a pinch. You need someone looking out for your lack of AC first and added dps second - this pet will do most of the damage.

It’s not a continual 30 minute run for most of us out there. You need to be patient! Non-DC charming of a pet is high maintenance and some, if not all of your group, needs to share that responsibility for the benefit of the group and the run. Groups come and go - never the same peeps twice. EVERY TIME I've done it this way, we have won. Take care of the dps and you’re in there like underwear.

Heres to the SICKEST dps in your group! /cough from a Chanter no less. Did I mention haste? No? Even SICKER dps! Hope this makes your Tipt run a gimp event!
Granite Worker
# Sep 20 2005 at 2:51 AM Rating: Decent
Why isn't this mob listed? Every time I went thru tipt there were several around where you hit the ra]tuk decimator wanderer.

They look like golems...

Sylver
RE: Granite Worker
# Sep 20 2005 at 12:48 PM Rating: Good
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6,998 posts
What is the exact name and approximate level range in-game?
RE: Granite Worker
# Sep 29 2005 at 6:39 AM Rating: Decent
Exact name is a coerced granite worker, and i believe they are around same level range as rest of mobs.
summon
# Mar 27 2005 at 4:14 AM Rating: Decent
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2,496 posts
Can someone tell me which mobs summon and whick mobs do not or is it completly random.

Thanks in advance.
chanters
# Mar 14 2005 at 6:32 PM Rating: Decent
29 posts
all you need to keep a chanter running a charm pet in this trials ia good bard and chanter that knows how to charm. Chanter should know when charm is abt to break is let the bard know, since bard mezzing the pet will give the shaman enough time to malos/malo and the chanter time to recharm, then you have pet back almost right away as apposed to haveing to wait for the chanters mez to wear off. basically though, good chanter bard and cleric and you can pretty much trio this trial (maybe take a shaman along to buff the pet and use as a sacrafice on the boss)
easy
# Feb 25 2005 at 11:03 AM Rating: Decent
Got this done in 45 minutes, bard,sk(me),(shaman mines also)mage,enchanter,cleric. Me tanking all the way and only used the pet as dps. We did already have the key of course. With the chain pulling from the bard i would say maybe 30 minutes more without the key.

Edited, Fri Feb 25 11:15:16 2005
chanter warning
# Feb 16 2005 at 8:34 PM Rating: Default
make sure you chanter is NOT an idiot
Went to Tipt with decent group (very nice Tank, healers etc) + this idiot chanter
Here what he does: he charms a mob who naturaly hits for 1200, then hastes the mob, then sits NEXT TO A MOB to med....
..5 seconds later - Chanter dies in between 0 and 0.1 seconds that mob breakes charm and i get root off and we all run to zone.
Come back rez chanter, get a new pet, do a few fights - i feel ist about time charm is ABOUT to drop - what does our chnater friend does? RIGHT, he sits to his pet AGAIN while charm can break any second...
Let just say we didn't realy got any Xp that night
#Grigner, Posted: Feb 05 2005 at 1:26 PM, Rating: Sub-Default, (Expand Post) Using charm in Tipt is not a requirement but it can help speed things up. I've done Tipt 9 times and won it twice and both times I was 65 and had LDON armor and maybe 5k hitpoints buffed. Sure I died a few times but once you learn how to deal with the pet the only times we died was when we got aggro from a pop and it resisted mezz. Oh ya there was the one time that the tank switched targets and broke mezz but after I gave him a lecture he won't be doing that ever again.
summon
# Jan 22 2005 at 11:15 PM Rating: Decent
mobs summoning even when not taking any damage, anyone explain?

Summon, splat, rinse, repeat

Edited, Sat Jan 22 23:29:26 2005
Charm
# Dec 16 2004 at 8:23 PM Rating: Decent
Okay, honestly, unless you are an chanter that has 7k HPs unbuffed, it's not worth charming. In all the trials I have gone through, having a chanter charming a pet NEVER worked, we even had a trial with two enchanters, and everyone knows how HP challenged enchanters are, they both were dropping left and right, and I was the cleric, there was literally no time for a Pious Remedy on them, they were just dead in the blink of an eye, but I don't think they were even elemental flagged, that might make a bit of difference, hehe.
RE: Charm
# Jan 18 2005 at 8:19 AM Rating: Decent
This is completely untrue..... my chanter is 3k hit points unbuffed and we just finished a Tipt run last night (well actually just to the key because we needed to stop and start a guild raid). The key is having a group that knows what they are doing.... solid tank, healer that is paying attention, good puller/snarer. Simply beat the charmed pet down to 5%'ish and position it to attack the mob from behind every pull.... hasted pet will ginsu the mobs while the tank simply maintains aggro and 'survives'.... even if charm breaks the charmed mob is snared and at 5-15% and thus stands there attempting to run away (but snared can't). Every time the pet starts to creep up in life..... break charm, beat him down a bit..... retash,snare, charm and off we go again. Biggest pain of a Tipt group is finding the pet in my opinion, once that is done things tend to fly. Deaths ARE going to happen time to time.... be it the chanter or MT, but nothing that can't be overcome

Edited, Tue Jan 18 08:20:26 2005
RE: Charm
# Dec 31 2004 at 3:53 PM Rating: Default
I never found my hp to be an issue, as a high level chanter sure i have loads but a hasted pooka would even bash 10k in a couple of rounds, most important thing i found and worked for me everytime, is get a good pally, one that doesnt fall asleep or afk, they stun ur pet on every break, and keep it stunned, retash, resnare, recharm and go.

Last few runs thru i never got hit, so chanter hp not an issue imo
Advice.
# Dec 15 2004 at 11:49 AM Rating: Decent
Tried this recently without chanter pet and group makeup was 70 bard,cleric,war,shammy, 69 Bst and 66 mage,had no problems getting to jihru at all but...[
I heard defensive CAN be used on jihru as long as ae taunt is used instantly after hitting it, anyone able to confirm this one way or the other?

Or, grp buffed im 8.4k and can make sure jihru picks me to play with next, if I roar of thunder (de-aggro aa) and warrior incite's will it go back to him or another group member.

And last question, before we pulled him (with slow,stuck 1st time) bard kited him and debuffed 5 times,then faded. Will this remove his haste or does he get re-hasted when resets to his spot?
Our Method
# Dec 09 2004 at 5:03 PM Rating: Decent
Scholar
20 posts
We did this over 20 times with a core group of Enchanter, Ranger, Druid, Cleric. Enchanter for charming pet and slows. Ranger was puller, mob snarer, and would use archery for added dps. Druid was in charge of snaring pet and backup healing. Cleric was healer and would use stuns to control pet until recharmed. (SoM and Tarn worked well) The last two can be any class. We have been able to find "something" to do for all classes. The only problem with this method is that if you get more than three people plus pet on mobs aggro list the pet cannot hold aggro. Thus the mob starts chasing after whichever player is highest on the list.

Recently we have been using a 10k+ tank class. The same "duties" as above are used. The difference being the tank class does their normal job, grabbing/holding aggro and keeping the pet on the mobs back. This removes ripostes and other abilities that will reduce the pets hits. With tank holding aggro on mob, you also only have to worry about pet when charm breaks.

There is many good ways to do this here. You just need to find out what works "best" for you. Smiley: smile
Easy farming
# Nov 15 2004 at 4:32 PM Rating: Default
Have done this many times, with a variety of peops in the grp. You'll need at least a tank, chanter, druid. Any others are just extra. The druid will snare a charmable pet which is then charmed and hastened. You then proceed to kill up to the Enraged Maternal Cragbeast spawn and farm her for the augs. As long as your careful to resnare and recharm every so often you can clean house on just about any mob in the zone. This is also a great help on the named at the end of the zone.
AE Dispell ?
# Oct 18 2004 at 4:59 AM Rating: Decent
Alright, was just doing tipt, bard died early and ranger didnt step up quick with WS on Kyv Heartstriker Jhiru. Cleric lived and rezzed us back in. We proceed to charm "an ukun deathfang" and when the first mob was pulled somehow an AE dispell went off, and we wiped.. kinda sad Smiley: disappointed
RE: AE Dispell ?
# Nov 13 2004 at 12:06 AM Rating: Default
if you had taken the time to do some research you would jave found that the ukun does < blance of the nameless> completely dispelling itself


haha
Question?
# Sep 26 2004 at 3:51 AM Rating: Default
Never done Tipt, only Vxed, Vxed needs to have 50 mobs killed to spawn Flag guy now, is the same with Tipt?...Ie if i can solo 50 mobs there, will Flag guy spawn?..or is flag quest here different from Vxed?

Blight Lord Bloohorror Dreadmidget
67 Necrognomer and all round bad guy
RE: Question?
# Nov 29 2004 at 12:47 AM Rating: Decent
**
497 posts
Completely different. Not including skipping steps via FD / corpse summoning / key reserving / whatever, you have to fight your way up all the way, watching for repops on your ***** stopping at a couple safe spots after clearing a small event type thing, then killing a boss that quads 1900 and memblurs anyone who uses a defensive disc or rough equivalent. Riposte / Parry discs are fine, though.

So not soloable, no.
mobs
# Aug 09 2004 at 11:27 PM Rating: Decent
Some Mobs missing...
a Mountain Pooka, a Noc Havocblade and Sprayblood, a Mastruq Decapitator, an Ikaav Fleshflare

basically you´ll see every Mob you saw in Vxed, L64-66 on all. I noticed the Pookas see invis in Tipt, they dont in Vxed.
Only the cragbeast mother and Jhiru have drops, farming cragbeast for augs is pretty good thou
RE: mobs
# Aug 31 2004 at 9:07 PM Rating: Decent
a weeping beludu mother

This is listed in vxed, not here.
i CAN confirm it is in tipt
i CANNOT confirm it being in vxed
timing
# Aug 08 2004 at 8:58 AM Rating: Decent
Having done this trial maybe 20 times i can say there is no way you can do it in 45 minutes, unless you cheat in some way. You should expect around 2 hours using a hasted charmed pet.
RE: timing
# Sep 08 2004 at 4:12 PM Rating: Decent
If one of your group member has the key from their previous adventure without logging off. It is possible to do this trial well in 30 minutes... As an Enchanter, I have helped a lot of my guildmates getting their Tipt flag.

So far, the combination I have found to be best are as follows... Warrior (with 10k HP). Ranger. Enchanter (Very Important. but Tipt can be done without chanty). Cleric. The remaining 2 members in the group are free to any class. My recommendation would be a Shammy or a Bst as a secondary slower and healer.

I am sure a lot of people who have done Tipt may have similar tactics as I have done. Which I've no doubt they know the importance of the following class I have mentioned.

This is the rundown tactics for each member in the group.

Warrior - If charm breaks the warrior taunts the mobbed that has been pulled away from the chanty to give him/her time to recharm the pet... Also, WArrior should not bother tanking when the chanty has control of his/her pet. If warrior tanks while pet is under control, all it does is waste mana from healers. LET THE PET TANK!

Ranger - Main duty is to keep the pet snared before recharms.

AND... in the last encounter against the boss... ranger does the heroic act. charge in alone with WS. Chanty sends the pet straight away.

Enchanter - the core of Tipt trial. The puller, slower and the dps (charmed pet). With a good chanty, he/she can pull none stop (excluding the recharming of pet of course).

Cleric - Keep the chanty and the charmed pet ALIVE!

Remaining members - there for moral support. hehe... No seriously though... a Shammy or Bst can help with slowing mobs. Especially, when charm breaks while pulling. Shammy or Bst must immediately slow the pulled mob incase the chanty did not have the chance to when charm broke. It is also important that they do patch heals on Warrior and Chanty.. AND make sure that they have /target <cleric name> <chanty name> <warrior name>

Other class... best you can do is help as much as you can to keep your enchanter and cleric alive. Sacrifice yourself if you have to if things aren't going too well.

With this tactic... it is posible to do tipt trial in 30 minutes... well okay... maybe 32 minutes. Which is the fastest I have done.

Give it a try! :)

Edited, Thu Sep 9 15:47:53 2004
RE: timing
# Sep 26 2004 at 3:18 AM Rating: Decent
Berserkers are a charming chanters best friend in Tipt, Charm breaks berserker use instant cast snare or stun to agro and wait for the ENC to get it recharmed
RE: timing
# Oct 19 2004 at 3:37 PM Rating: Decent
I would have to agree.. but, zerker class are hard to come by.

But, I would still prefer rangers. VERY handy with their WS ability for the final encounter.
RE: timing
# Feb 14 2005 at 9:25 AM Rating: Default
Or if you do find a berserker, Reckless Disc, 12 seconds of 100% riposte + they can snap agro and take more of a beating than a ranger. Berserkers control charmed pets better than any other class. Nowadays if you can find a berserker around lvl 70, chances are he will have 9-12khp.

Edited, Mon Feb 14 09:27:01 2005
Few Notes
# Aug 01 2004 at 3:23 PM Rating: Decent
**
497 posts
Few things we've discovered the hard way...

1) Do not pull him out of the room. He emotes "gnashes his teeth in anger as he redoubles his efforts to slay you," and hits for 3240s or so.

2) From what guildies are saying, if you use any defensive/evade style discs on him, it makes you lose aggro. Weaponshield, Whirlwind, etc still work (verified this with Arynduil's post and my own attempt last night.)

edit: Bleh meant to put this in the boss' page, sorry.

Edited, Wed Aug 4 09:31:28 2004
RE: Few Notes
# Aug 02 2004 at 7:32 AM Rating: Decent
**
360 posts
Tanked him with Weaponshield last night (8/1/04). No aggro issues at all; this is the best way. Assuming you have a chanter to actually provide the DPS.

I used Anull Magic to pull (not that far of course), then popped WS just before he got to me. Turned on Attack and chain casted TAngling Weeds for aggro.

Worked like clockwork, MoB died about 1 second after WS faded and I lived.
Few Notes
# Aug 01 2004 at 3:56 PM Rating: Decent
**
497 posts
weird double post or something =\

Edited, Wed Aug 4 09:31:42 2004
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