Ssraeshza Temple

Quick Facts

Type:
Indoor

Expansion:
Luclin

Instanced:
No

Keyed:
No

Level Range:
50 - 60

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Ssraeszha Temple is the Luclin stronghold of the Shissar. Originally from Kunark and driven away by the Greenmist, the Shissar were once thought to be extinct. Instead, they used their magic to relocate to Luclin. Found in the Grey, it is the last remaining temple of the Shissar.

Fellowship campfires do not work in this zone.


Level 55 is required to enter the zone and the Emperor's chamber without a key on the live servers.
Everyone can enter the zone and the Emperor's chamber with a key.
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Welcome to Ssraeshza TempleGoing Up?The High PriestSoriz MinesEmperor of the ShissarShissar AltarThe BasementXerkizh the CreatorThe Emperor's MinionsThe Warden Patrols the BasementThe Portal
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Pulling
# Jan 23 2002 at 3:59 PM Rating: Good
as a 55 monk i found this one of the easiest..and hardest zones to pull.

The agro radius is incredibly small. So most of it you can get solo pulled without any trouble. Even the rooms w/ 8 spawns are fairly easy to solo pull using LoS tactics and watching where the mobs path and smacking some of em from behind.

2nd floor was single pullable if you pulled the correct one. If not, you were hurting.

It's also the hardest because the mobs hit VERY hard and VERY fast, not to mention that they have super speed when they chase you. Amazingly i didn't die once when pulling, but i DID get down from 3300hp to under 100hp several times.

OH and elites hit for 330's, some of the mob's HT. I had one on a grp CR that nuked me w/ sunstrike. (1615 dmg when naked. Umm, ouch.)

I also found that it's fairly easy to sneak through MOST rooms, although the room w/ 8 spawn got me when i was right in the middle of the room. Good learning experience :)

Baron Chingwon Furyfist
55 Master of the Court of Pain
Innoruuk
Stuff
# Jan 12 2002 at 12:32 AM Rating: Default
I hope that the planned loots for this zone are implemented soon. The difficulty of the zone is way out of proportion with the loots dropped. Maybe we were just unlucky, but in about 4 hours in zone with three groups travelling on first floor and basement, we got jack and **** for loot. We did get one lvl 60 ranger spell and a trinket. Other than that, we got some of the ubiquitous claw/fang things and a bunch of scales and poison sacks...as far as i'm concerned it was a waste of time.
Went with 2 groups..
# Jan 10 2002 at 5:22 PM Rating: Decent
And pulled all of 1st floor and all of basement for around 6 hours with only 1 tank death. Guess it depends on who you go with.
aggro control here ???
# Dec 17 2001 at 4:36 AM Rating: Decent
A tank is not a tank in this place unless he has a lvl 60 taunt period, it is the same with ToV if your tank cant keep the mob glued on his *** all the time it smells trouble and bad CR in a place like this.

My question though is when do they aggro.. does it happen when clerics fire CHs off, or is it just as aggro when the toss off DOT heals? normally DOT heals avoid the cleric aggro but if that is different in this zone it would be nice to know.
RE: aggro control here ???
# Apr 01 2003 at 1:22 AM Rating: Default
you need to group with paladins and sks more if you want to know much about AGRO tanks, taunt has tiny affects as far as agro goes as any paladin can keep agro off anyone without ever using taunt just as an sk can. Unless the mobs are hitting over 1000hp or so, your better off with level 60+ agro tanks here as they can INSTANTLY gain agro
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RE: aggro control here ???
# Jun 10 2003 at 5:55 AM Rating: Excellent
Being an SK myself I can tell you this much. Taunt works on the basis of a successful taunt getting the taunter on top of the mob's hatelist, no matter what his/her initial position was.

If you want really good aggro control while having the only real tank in the game (i.e. a warrior) tank, you should get a pally or SK in your group to build initial aggro for the Warrior. Ideal is a pally because with stuns (if the mob is stunnable) he will also prevent any damage to himself. I'm no pally, but I'd guess 5-7 stuns should have built extremely nice aggro for the warrior (enough to beats 2x slow I'd think). If it's an SK building aggro, Darkness + Terror of Death x2-3 while hitting the mob should do it.

The Warrior now taunts. When the mob turns to War on successful taunt, pally/sk steps back a little, wait for the War to get a couple more hits in there to have better aggro than you. Move back in (you want to stay near the top of mobs hatelist in case War loses aggro or dies, i.e. do not FD).

The advantage is that slowers can slow immediately, debuffers can debuff immediately without risking aggro. Tank does not have to chase after a running mob since the SK/Pally are right next to him. And finally, face it: WAR >>>> SK or Pally when it comes to Tanking (= taking damage), so instead of whining about their lousy aggro, help them get it and keep it!! Your cleric spends less mana healing and you have less chance of running 00m.

Warriors are underrated in groups because other classes do not understand how they can use them and assist them. But make no mistake, there is no other class that can do a Warrior's job, none. Most other jobs can be done by at least 2 classes. I'll shut-up now.

Moghedred 58 Revenant
Basement
# Dec 11 2001 at 11:55 PM Rating: Default
Basement is awesome! Need a raid sized group of 55 to 60 to handle it well. We had 35 or so with us. Also need a Rogue with a good Lockpick skill to get to the drop spot, 205 or so skill will do it. Also need to get lev on everyone to go down, like a 10k fall. Once you are there though, it is worth it.
S temple
# Dec 11 2001 at 10:24 AM Rating: Default
i strongly recommend 2 groups all 55+ for first floor. 2 chanters needed to even attempt 2nd floor. You have to go up the tube, and there are 6 snakes waiting up top that all argo. You need one main tank to go up there and use riposte disc and hold argo for about 10secs (AE taunt best) then send in the chanters. Have one chain stunning while the other mezzing. Make sure to have the chanter give the MA the argo buff and chanters get low argo buff before engaging. If the main tank dies or the chanters die, have a fun CR )
Great Zone
# Dec 07 2001 at 8:44 AM Rating: Decent
Yeah It's a great Zone, Pretty tough for 1 group.
Mobs are not very magic resistant, though they hit pretty hard and can be dangerous to Clerics Shaman Enchanters. If you get an early resist these cretures will agro on you and beat on you a bit. There are a few very stong mobs deep inside too.
Temple MOBs
# Dec 06 2001 at 2:59 PM Rating: Decent
We found that the Temple MOBs hit HARD (high 100s, low 200s) but did not seem to have a lot of HP for as hard as they hit.

Note: The aggro onto the healers seemed extreme with multiple cleric deaths. This was with three groups of around lvl 55 experenced peeps. Tanks could not keep the MOBs off the clerics.

You need to be set up for almost a planes raid to do well here. A single group of high lvl peeps up to lvl 60 near the zone in suffered multiple cleric deaths also.
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