Umbral Plains

Quick Facts

Type:
Outdoor

Expansion:
Luclin

Instanced:
No

Keyed:
No

Level Range:
50 - 65

Send a correction
Like the Maiden's Eye, the Umbral Plains make for one of the most treacherous outdoor areas on Luclin. These wide open plains are home to dark assassin shades, many wandering undead Elysian remains, gorangas, netherbians, and giant zelniaks. In the South is the entrance to Vex Thal, which is surrounded by a hoarde of elemental guardians along with Rumblecrush.
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To Maiden's EyeThe Umbral PlainsAged RuinsSteps to Vex ThalNetherbian CavesGarden of Vah KerrathRumblecrush Guards the Entrance to Vex ThalRadir Fireshower
Zone Guide by Thorwald
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RE: Umbral
# Jun 18 2002 at 4:34 PM Rating: Excellent
This is what my guild does when we raid Umbral Plains, and it works very well. We get 2-3 groups of guildies and friends together. Make sure you have a 60 shaman for slows, and we usually come with 2 60 chanters, and 2 60 clerics. I've heard several different thoughts on what class MA should be. Personally we use a warrior. Once everyones present and buffed at zone in, we invis up, and run to tunnel where Radir Fireshower is. We pull through caves, moving up through it until we kill Radir and his spirit. After that we succor back to zone, IU up, and go to tunnel where swarmcaller is. It's the same deal here, we work our way through the caves, and kill him. He's a Ring of Fire mob, so after you kill him, waves of 4-6 mobs will start coming every 3 minutes. You need 1 very very good chanter, though we usually use 2. In the final wave, the Swarmlord comes. He's unslowable. After he's dead, we work our way to Tawro Icequake, who's like two caves away. Once we've killed him and his spirit, we succor to zone, and pull whatever named are up on track that we can kill. We do UP quite frequently, and this is the best method we've found. All the named I mention always have at least one drop, usually 2 or 3, and with a decent 2 or 3 groups you can kill Radir, Swarmlord, Tawro, and named (including zelk) within two hours. Hope this helps.
Free Uber Druid Armor!
# Apr 28 2002 at 5:35 PM Rating: Good
A few thoughts on how best to obtain a set of Elysian Armor from a Lvl 60 druid without epic. First, find 300 Disturbed Elysian Remains (preferably one at a time) and kill them. Snare, root, debuff with Ro's, Winged Death, Breath of Ro, Drones of Doom (courtesy of ES Vams), repeat as needed. At 60, they hold root pretty well, and it takes about seven series of the three dots to kill em. Easy kills, taking about 10 minutes each. About one in eight drops armor, I figure it took around 300 kills to complete my armor set. I agree with those who say that the tunic is the rarest drop, with arms, legs and crown not too far behind. Boots, gloves and bracelets are pretty common. About one in five drop gems, about a third of which have meaningful vendor resale prices. Spell drops were very rare (4-5 in all those kills) with the 52 Druid spell Foliage Shield being the most noteworthy. Now that I've got my armor completed, I'm never going back to those godforsaken nasties, or that laggy, begging for an LD zone again. I've heard that Elyssian armor dosen't stand up to the Kael/Thurg sets and would have to agree, but it beats the hell out of what I had, and cost me ZIPPO. By the way, twice now I've seen a standard Elyssian Remains that had a gold "glow" around it. I was unable to snare either, but this may be an indicator similar to the "glowing wurms" in GD. Anyone else seen one?
RE: Free Uber Druid Armor!
# Jul 19 2002 at 11:38 AM Rating: Excellent
All of the glowing mobs in the zone are carrying a gem called an "emberstone". Not worth a huge sum but decent vendor bait.
Doing the zone area
# Mar 12 2002 at 9:48 PM Rating: Decent
Hiya all,

Just a few tips on doing the umbral zone btw. Here is what i do with my 52 Paladin, who is the MT for all my organized pickup RAIDS or zone groups. Since most mobs summon...i pull with Force (stun+dd)...move to tunnel...cast stun...move into room with pulled mob on the way.

ODD PATHING at zone will make the mob wander down and back out of the tunnel to get into the zone pull area. Since mobs are aggro'd on PALLY MT due to stuns...

/ooc aggro has been established now debuff and slow him...
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Believe it or not...you can have your pull TASH'd, MALO, slow, dotted...while in the tunnel on his first RUN down and back out of the tunnel due to pathing.

Once he's coming back to you to enter the room...Paladin *sk works great here* stuns him for more aggro and to establish aggro management. Sure a Paladin doesn't have the HPS of a true TANK. But we can HOLD and RIP aggro better than most others...just like our SK brothers.
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I have watched other groups in umbral use the WAR MT approach. It's easy to spot...cuz you see the casters ping pong summoned to the Summoning MOB. Not a pretty sight from a casters perspective.
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My Paladin only finds problems with the NAMED gantru...*radu and drak*. Holding aggro on them is a beast and a half. A beast cuz they hit hard and stun you more often than not...which means you aren't taunting or stunning to hold their attention as well.
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A good friend of mine questioned my MT approach with pally vs war aggro control. I said fine...we'll test this out.

I held pulled with stun and did my approach to hold aggro and proved my pt by not having one caster summoned, while they debuffed/dotted/slowed/nuked at the first part of the pull...within in seconds of me tanking the mob and no deaths. Mob went down easily with no confusion or worries whatsoever.

The 55+ war in haste gear with two lammies and haste buff pulled next....he called his aggro control well later than mine. He had over 6 summons of the casters summoned to the mob vs My ZERO summons of casters to mob. Chanter nearly died tashing and slowing. Druid and Cleric almost died. It was a hard kill once the ping pong set in.
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Ping pong summons can be solved easily...just have a good pally to MT for you. Leave the dmg dealers behind the mobs to wail away with sweet dmg...while the pally takes the pounding...lol ^_^

Edited, Tue Mar 12 21:51:30 2002
RE: Doing the zone area
# Oct 09 2002 at 6:46 AM Rating: Decent
you are absolutly correct sir in saying that wars cant taunt for crap. but if your casters are getting summoned from nukes and heals, well they not doing their job properly. only casters that should be summoned are chanters/shamans. if your cleric and druids are getting summoned, woa, start CHing a bit earlier. really helps if you start your CH around 40 health. if your cleric starts to run oom on the moktars well, your not slowing your mobs, or your MT has some problem in gear. my level 44 cleric will be main healer in group, and will never drop below 60 mana during a fight. even from a lesser equiped MT thats 55+ i dont CH more than twice, and remed right after w/o getting summoned. trick is to CH after every fight and let your puller and tank fight at full health. now on the chanting side. if your not getting summoned then your not doing your job. as soon as a mob is pulled, you should slow asap. dont worry about dying cuz a slowed mob will hardy kill you b4 you get healed, unless your cleric is lazy or afk or something. i dont reccoment chanting in this zone unless your 55+ as you will need to tash in order to stick your slows, and tash=major aggro. even at 58 i have trouble sometimes sticking slows. watch for other groups as well, if another groups pull senses your low on health, you WILL get summoned and beat down by your mob and theirs. this is one reason why i hate camping zi now. up to 4-5 groups will pull here sometimes, lag = crazy bad, and if you ever go low on health your dead. anyhow back to aggro thing here, i get summoned a lot in this zone, regardless if my MT is war,pally, or SK. problems with the SK and pally is its really mana intesive to build such a hate list, and if your stunning ect all through the fight and pulling you will need a med break, which is aggrovating during XP grinds. also, like mentioned b4, if you have a 55 war dual wielding lammys, you might want to chip in to get him a frostbringer at least. that will help a lot in him holding aggro. if you can offord it as a guild, frostbringer, and snowchippers work great as they proc. the snowchipper procs better, and the other stat boost will help to keep him alive if his armour is not that great. on saryrn, snowchippers run from 15k-20k, and a FB runs someting like a ridiculous 2-3k. if you really want your MT to hold aggro, get him a sceptor of destruction (no longer drops). the proc on that badboy is a chanter nuke that hits for 288+ stun. that usually means HUGE aggro, and tough for other classes to peal away aggro. thats why pallys, chanters aggro so well, cuz of our stuns. hope this helps you guys in gear.

Aflack Dukky
59 Chanter

Vitality
44 Cleric
RE: Doing the zone area
# Sep 08 2002 at 12:54 PM Rating: Decent
Sigh any class can pull aggro and hold aggro better than a warrior. This is no secret and any warrior who begs to defer is just being stupid. Now no class can tank better than a warrior period. With defensive disc you cant touch our tanking, with out it pallies can come close only because they stun and heal them selves. I've tanked some of the lesser nameds in umbral, gantru draklner/raldukan and some other ones. the wizzie threw in over 14k dmg and he got summoned at the end but didnt get touched. Now if your guild is raiding the zone in mobs(moktors) than i doubt you have a lot of expeirence in raiding simply cause most people xp off those mobs. Same goes to go guy in tenebrous mountains.(not trying to diss you guys just saying if thats where you are at then you havent done tov or whatever.) Now a lvl 55+ warrior that is using duel lammies cant expect to keep aggro. A frostbinger is very nice for aggro. if you dont mind losing a few AC then a snare whip isnt bad(i only use it when parntering witha cleric). Right now i weild a 10/18 +stats 1hs and a frosty. I usually always keep aggro in fights if i happent to call in assists then i never lose aggro, in most situations i dont bother calling people in i just say go in when you want. if someone gets aggro its their own fault. Now in some situations debuff classes to get aggro right away only because the mob hits so hard it needs to be slowed asap. Any mob that needs that is gonna own a pally/SK very quickly. Im not saying a pally/SK cant tank, they can but im saying that a warrior can hold aggro just fine if he isnt equipped in crap. Its everyone elses respionsibility to keep aggro on the MT.


SQUEGY WINDOHWASHAH
58 warrior
Veeshan
RE: Doing the zone area
# Aug 29 2002 at 3:17 PM Rating: Decent
How about giving the war some procing weapons? Procs = taunt usually.
RE: Doing the zone area
# May 05 2002 at 10:12 AM Rating: Excellent
*
52 posts
Your method may work well, but a group that works well together will not ping pong regardless if it's a pally/sk or War. I use my warrior as MT for our groups in Umbral the majority of the time, and ping pongs only occur when people don't listen (rarely happens anymore).

-U

RE: Doing the zone area
# Aug 17 2002 at 6:16 PM Rating: Decent
I would have to agree with the idea of having a paladin as MT. I was on a raid in Ten Mnts recently and as the MT I was able to hold agro much better than any of the other "tanks" there. This was due to the stun spells I cast, and the stun proc on my sword of morning. Even when I wasnt trying to pull agro I seemed to do it anyway because stun is such an amazing agro grabber. Besides, with a full raid assembled there are enuff buffs and heals there that a paladin can stay toe to toe with any mob as well as any other melee class out there. As any melee should have learned way back in LOIO at level 25, have your damage dealers behind the mob and keep agro on the paladin.
RE: Doing the zone area
# Aug 21 2002 at 1:19 PM Rating: Decent
You are probably correct, and the real sad thing about it is that it is one more reason Warriors are in need of help from Verant. Up to now the only real reason to be a Warrior is MT because of taunt and healing efficiency. Paladins do that better because of their spells, in addition to their other advantages.
some thought
# Mar 11 2002 at 12:23 PM Rating: Decent
Well, I have only been here twice but have a few thoughts.

1. This is not a low 50's zone. If you are here with a single group, be warned that the mobs are at least lvl 51+ and have a tonne of hps. Many were even to me at lvl 56, a few yellow, and obviously a few named red ones. Many are not mezzable either, and those that can require a 55+ chanter to be reliable.

2. Loot is RARE. Last time I was there, we brought 2 groups and spent 8 hours killing. In the end, we had 7 items drop.

3. Loot is VERY GOOD. The loot that did drop was sweet to say the least. All this loot though, dropped in the tunnels, 4 of the items dropping off of 2 named spirits.

4. High agro radius. Fighting in the plains is very dangerous. We constantly kept group SoW up and more than once had long distances to run to zone as a result of too many adds. 3 or 4 unmezzable adds can really rain on a parade.

In conclusion, this is a very high risk zone, but the rewards are worth it.

#REDACTED, Posted: Feb 06 2002 at 2:48 PM, Rating: Sub-Default, (Expand Post) Although some have reported on different threads that some of the uber guilds in the game have solved the Vex Thal key quest, it remains a puzzle to the remainder of us that are trying to solve the riddle. After reading as much as I can, some of the other zone drops with gems are included in the completion of upgraded armor types. While it may be presumptive for me to assume what is going to occur in Vex Thal, if you follow the VI mentality thus far in the game, I think the following will probably be the case.
Umbral
# Feb 04 2002 at 12:17 PM Rating: Excellent
The DA pops every 25 min at the zone. Timed it this weekend. Hope this helps out a little.
Single group
# Jan 25 2002 at 4:56 AM Rating: Default
You dont need more then one group here if work together well. Easy to pull to zone if no evac but only room for one group. Can go into zone but often 6 pulled at a time so hard on mana for chanter but did with success with 60war 60cle 60dru and me 59enc. There is spots where you can pull single or very few at a time.
--
lvl60 chanter
Triad Continuum
Luclin
Nice zone, not much loot
# Jan 14 2002 at 11:08 AM Rating: Decent
43 posts
My guild arranged a mini-raid here last night to check out the zone, we started with 3 full groups (all 50 plus) and ended up with a fourth group of strangers who wandered into zone and pulled one train, then we decided it was better to control their actions by having them with us, than letting them get us all killed.

Anyways, we were there for about 2 hours and had very few deaths (3 or 4 at most I think).

All in all we killed at least 36 Gantru Moktor's, 14 Dark Assassin's, 3 Gantru Shojen, 2 Gantru Radukan, 3 Netherbian Ravagers and a Gargantuan Zelniak.

They dropped a fair amount of pp and some odly named gems,but for nice loot we got little.

One pair of melee Boots, one pair of Bard / Rogue Gloves, and one pair of INT caster Gloves.

Not bad, not great, but enought to wet our appetites and keep us coming back.

Our strategy was to have SK FD pull to entrance to Maidens eye. We then had a 60 Bard charm / pull the mobs to us.

Most times we were able to single pull, however the pathing is a little screwed and mobs would often run back outside before coming to us at the zone, invariably agroing more mobs.

Dark Assassins seem to be immune to all spells except Slow it seems, which causes HUGE agro. They are also immune to the stun portion of pally spells, but can still take some damage. These spells seem to cause less agro then they do elsewhere.

A fun new zone and a great place for the 50plus crowd.

RE: Umbral
# Dec 29 2001 at 1:47 AM Rating: Default
We recently pulled to the maiden zone in Umbral just had 2 groups, killed alot of Moktors. Got one very decent drop.. a BP.. was well worth it. Experience here isn't bad either. The DA's seem like they are completely magic resistant. Can slow though and even cripple if your into that. Unmezzable so far, so kill those first :D.

Zane on VZ
Overview
# Dec 21 2001 at 12:10 PM Rating: Excellent
28 posts
Overview:
(NOTE: Everything is zone is LOS - Line of Sight)
Zone Size is approx. same as Maiden

Spent quite a bit of time at the zoneline the following npc's can be pulled from the entrance area:

PULL STRATEGY ONE: Have a full group with either chanter or bard invis, have the puller head to opening of the tunnel. Puller will immediately get the guardian Dark Assasin to agro at the zone entrance and may agro another gantru or two). The puller then zones to Maiden and the invis group waits for the spawns to wander back, thus back picking the remaining mob(s) (not having agro).

PULL STRATEGY TWO: Just have a high level enchanter that can group mez the mobs and have the puller agro pull (dont shoot with arrow for pull).

Entrance:

After pulling the initial Dark Assasin and the gantru camp which is near you can usually pull a few more mobs before the DA pops again.

Dark Assasin
Gantru Moktor
Gantru Shojen
Netherbian Ravager
Gargantuan Zelniak

Not at entrance:

Seth Dathor (alien looking named)
Gantru Raldukan
A Guardian Spirit (these are in a circle guarding the remains of some mob, cant remember the name, and it is green - AND this spot is near the back of the zone.)
Eylsian (see through invis)
Dark Master (boss DA)
Gantru Shojilen

Pyramid Area (take right at zone bout 800 ft down the wall). Rumblecrush (named that guards door to Vex Thal (locked) with two other Stoneguardians on each side guarding the door).

Burnt out House Frame in the middle of the zone. Dark Master is the boss mob of this area and is hard to pull.

Elysian Remains area - between the Pryamid ramp and the Dark Master area the forest contains two concrete slabs with house framing. When you approach this area Elysian will attack you and see through invis.

****

Graphics in the zone are nice with the different colors on the trees and whatnot. Once this zone gets camped by about 8 groups it will be banal wall to wall pulling action. This is like Dreadlands on some major steriods. There are some areas in the zone that are better than others to setup camp and I'll let you figure them out. There is also a tunnel in this zone that I have not located yet.

Hope this helps,

with kind regards,

Tedahmeister
Level 57 Warrior
ECI
RE: Overview
# Jan 19 2002 at 9:41 AM Rating: Decent
i m an ench 57, with 2 group i was able to quickly mez like 5 gantru, the max i did, without anyone dying. during a 4 hours raid only the puller did.
#Drakang, Posted: Dec 07 2001 at 11:26 AM, Rating: Sub-Default, (Expand Post) Nobody wake me up I am enjoying my dream that maybe a designer in a sleep deprived caffine laced state decided to be nice to SK's and thought hmm a place named Umbral. Maybe I should make Umbral armor drop there...LOL Yeah right. Well guess I will have to go kill things and find out.
RE: Umbral
# Dec 09 2001 at 12:36 PM Rating: Decent
We went in to what i presume is the entrance to Vex Thal last night, killed MANY mobs, including about 10 massive stone guardians and a named guardian; Rumblecrush. No loot, only one goranga raku-something dropped some nice guants (ac17 5str and other stats). Stone guardians were near a locked door, assume you need a special key to get into Vex. Aggro range is unlike any ive seen, almost line of sight. Ive heard they havent installed an itemized loot table in there yet...umm arent they supposed to do that before they release the game?
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