Just did this fight on Aradune TLP in OoW era. I'll summarize what I have experienced. This fight was done with a raid geared, partially buffed level 70 SK, ~14k hp, 1060 AC, 400 AA and 32% Shielding; a 68 Beastlord group/raid geared with 112 AA; and a naked 60 druid with no AA for backup heals.
Girplan Spiritleech Zone: Dranik's Scar
Level: 72 Spawn Location: +264, +152, -99 on top of a rock. The location listed on Brewall's map is accurate. Hit Points: 100k Min Hit: 178 Max Hit: 938 Attack Delay: ~18 unslowed Normal Attacks Per Round: 4 Bashes: Yes Flurry: Yes Rampage: No Enrage: No (Don't think this mechanic exists anymore??) Slowable: Possibly. Wasn't immune, but I couldn't get BL slow to land. Has very high MR, was resisting some SK lifetaps. Special Info: Spawns 10+ "A girplan spiritminion" that must be dealt with before engaging Spiritleech. Special Attacks: None Special Spells: None
A Girplan Spiritminion Zone: Dranik's Scar
Level: 65 Hit Points: ~36k Min Hit: 89 Max Hit: 469 Attack Delay: Nothing crazy, ~20 unslowed Normal Attacks Per Round: 3 Bashes: Yes Flurry: No Rampage: No Enrage: No Slowable: Your spell was mostly successful Special Info: Warps back to spawn location if pulled too far away Special Attacks: None Special Spells: None
Before you can kill the Spiritleech, you must kill all of his minions. I have read reports of between 6 and 10 spawning, but for me the lucky number was 13. It's not impossible to "single" pull them but it is very troublesome. Aggroing any one of the spiritminions (or literally anything in the area) will cause the Spiritleech to insta aggro. The minions themselves didn't seem to be social with one another, or maybe they just have very small social aggro ranges. The Spiritleech and his minions will warp back to their spawn point if pulled too far away; however there is a fine line between the point at which the Spiritleech will warp back and the point at which his minion will warp back. In this area, the Spiritleech will constantly warp back to his spawnpoint and re-aggro you. You can fight the spiritminions inside this "warp zone" while only taking a few occasional hits from the Spiritleech. The amazing exception to this is if you can somehow get the spiritminion out of sight of the Spiritleech as he warps back to his spawnpoint. In that case, he won't re-aggro you and you've effectively single pulled the minion(s). I used some of the terrain geometry to achieve this. I don't know if the trees in the area will work. It's possible.
This is how I took him down with 70 SK, 68 BL, Naked 60 Druid. Whittled away his minions using the above method, then fought him. His minions will respawn if he is not engaged soon enough. I had two repop in the same location while I was medding after clearing them all. None repopped during the actual fight. The Spiritleech himself was a fairly straight forward tank and spank. Tossed HT with SK, popped Unholy Aura and did lifetap spam. Due to his high MR, some of the lifetaps with a -200 MR check will be resisted. I'd recommend using the level 65 Touch of Innoruuk with -500 MR check. Didn't even need heals from the backup druid. Overall, this took < 1 hr.
he has about 6-10 spiritminions around him. first attempt my 85 bard pulled he came with 1 add took out add and he seemed to have a ton of hp. eventually he was back at his start point full health so I took out all his minions while a merc tank of my druid was on him. once all his minions were down his hp fell quick. either he lifetaps off his minions or they heal him
I just took this guy out as a 73 beastlord. I had a merc cleric with me. I am baz geared, with gnollish armor, about 440aa. I used the leash to get the spiritminions solo or double pulled. I did this till all the minions were dead and then pulled Spiritleech. As I agroed Spiritleech for the kill, another minion spawned, not sure if Spiritleech would have taken damage with the repoped minion or not, but I killed it and then reengaged Spiritleech. An 85 enchanter that was passing through the zone did come by and slow him for me. I am not sure that I could have taken him without the slow. The lvl 65 beast-slow wouldn't land and I didn't have the higher one memmed. A chest spawned after I looted the essence and it had an Ethereal Silver Steel Band: https://everquest.allakhazam.com/db/item.html?item=31952
Some notes I think other Beastlords will find helpful with this fight...yes, these might be repeats, but I didn't catch them the first time I read through.
After handing in to Yeri, Girp and his friends spawn northish in kind of a graveyard area. This really is a simple, straightforward fight as long as you kill all his friends first. They give him power, and he will fully heal and warp to them. As mentioned, they're leashed, low hp and don't hit hard. The named goes down just as fast as his friends once they're dead, and he doesn't hit very hard at all.
The main problem we had was not knowing where he spawned after the hand-in, so posting here.
I just 3 boxed him with a 80 necro, 78 paladin (17K hp, 2.8K ac), and a 75 enc. I would snare an add, and run out of range to where the unsnared would pop back, and the pally could aggro the add. The necro would then come back in and dps it until it died, I was able to heal myself with the pally and repeat that 11 times lol. took forever but it worked. Named died easily at the end. the beast could have done more but I was busy with the necromancer and the pally.
Need that info so i can Pass it on to My Guilds Raid leader. so we knwo the best way to kill it and the fastest too so there is less deaths when we go to Kill This. There are some out there that are a raid force all to them selves. but i am not one of them and neather are some of the ppl in my guild. That is not to say i dont have the confidence in each and every member of my guild. it is to say that there are people out there that like me want this info so they too can get to this point and pass that info on to the younger beastlords and thier guildys so please....
Killed last night by 75 cleric 75 pally 75 ranger and 66 bstthe max it hit me was 1000, i'm lvl 66 with 1300ish ac... cast no spells during our fight flurrys and rampages spawns 12 girplan spiritminions lvl 65 that hit a lil more than 600.... fight was about 30 minutes 10 of that was figuring the leash of the adds and main mob... the spiritminions leash is just a bit longer than the spiritleech...my slows never landed(sha's revenge lvl 65 bst slow) and only parial landed on the adds... we had 75 2.0 pally tank was hit prolly 10 time by main mob when killing the adds and had 2.0 ranger and myself for dps ranger ranger... so all sumed up easy fight once you get the leash down can be comepleted with 3 people.. i was pretty much useless One last note... can't be harmed until all adds are killed
Khurrv Bawl 66 Feral Lord <Disiples of the Rising Fire>
Truth is, this guy is groupable. We figured out a strat and got down to named with just 5 people.
A lot of people are bugged by the leash thing, but it can work to your advantage. We had a ranger stand outside leash range and agro (ranger with Endless Quiver aa is a must) Kept agro just autofired throughout the fight. Have a chanter charm one, send it to attack others, they all pile on and kill the charmed girplan minion.
They basically kill themselves this way. Charming and letting them kill each other was great and they die pretty fast. Once we got to named, was fairly easy. Had the ranger tank him.
Group consisted of 75 ranger, 72 cleric (boxed by ranger), 70 chanter, 70 shaman and 70 beast (me) and named went down easy after we took the adds.
None of us are uber really, baz level gear mostly, ranger and cleric had dodh cursor gear thats about it.
We realized this after 2 failed attempts of offtanking named while others kill adds :P Hope this helps some other beasts out there
Just to clarify, because this isn't absolutely clear: the Girplan Spiritleecher is also on a leash. In fact, his leash is ever so slightly shorter than his minions. Which means you if you have your tank stand in exactly the right place, he can tank the little guys and the Spiritleecher will keep running up to him, maybe hit him once, then pop straight back to the middle again.
We completed this with 9 people, and the biggest problem we had was DPS getting aggro from the tank. In that case, the mobs will run towards the DPS who are invariably outside leash range, causing them to pop back at their spawn. As long as people don't out-aggro the tank, however, it's a relatively simple fight.
We follow Hippypunk advise and turns out it was an easy kill. Chanter got close enough to charm (1 out of 2/3) would hit. Secret is to send the charm mob at the other mobs not the name, then all the mobs jump it, if u send it after just the name there is a chance the charm would break before hand. Once mob were down, tank went in for the kill. Thanks alot for the post Hippypunk
does anyone know how many ill need to kill this mob ? if i can get a good group with ten , dire , etc ? because to tell you the truth im getting a bit confused now . can i get a good bard to train adds away then beat mob for drop or is it a peel mobs off one by one while tank holds aggri cleric heals etc , and if i fail can i get a new letter ?
Lets be honest there is no way a Beastlord and Cleric could duo this. I struggled with 4boxing this and i was using my 2.0 war / 2.0 monk tacvi beastie and cleric ( cleric is the weak link with 9k unbuffed mana ) The strat is simple
Hand in peice and raid spawns - 10 - 12 adds and 1 named you MUST kill ever add in order to drop the Named below 98% pulling the adds isnt hard the adds are beastie slowable the named isnt
Pull adds 1 by 1 and kill them which isnt hard just time consuming ... at 1 point you will get 2 adds toward the end ... while you are droping the adds the MT is on the named ... keep everyone alive and once the adds all die the named drops quite fast.
I hope this helps: Chars i used are as follows 2.0 war 18khp 2.0 monk 13khp gates geared beast 12.6khp Cleric 9kmana
There were a total of 15 people. Four tanks, two clerics, an enchanter, a bard, and the rest dps.
We had a monk pull the Girplan and an add. Main tank engaged the Girplan while the rest of us focused on the add. This worked until we had a situation where three adds couldn't be split. At this point, the enchanter charmed one of them and had it attack the others. She did this for two mobs. Then, we resumed the previous strat, as it's much faster
We pulled from the south end of the camp. The tether range is pretty small, so you really have to keep it in a tight little circle relatively close to camp. An important thing is to chain pull. Your clerics are gonna go OOM healing the tank who's on the Girplan, so drop the adds as fast as possible.
Basically, it was a simple fight. With 15 people, the mobs died quickly.
ok this guy is gimp, i took way more people then needed for this guy, had 9 in raid. 2 bsts tanking, i was main tank for it.
first of all when you tag one of his adds they dont all come, you will get the one you tagged plus the named.
so just tag one and have a healer, the adds dont have many hp at all and named is gimp, i bet this could be duoed by a good bst and cleric.
but if you let the mob you were killing reset it goes to full health, this fight was lame and overly easy. over kill for the 9 peeps we took, and im not talkin uber anguish type peeps either.
Special Info: Must kill his 10 griplan spiritminon friends before killing him, and they hit for 500, are slowable, all are teathered to spawn point.
Special Attacks: n/a
Strat: Bring 1 MT to beat on the Girplan Spiritleecher until all 10 of his friends are dead (friends can be tanked fairly well by pets/non-tank classes given a healer since they only hit for 500). Recommend a cleric in each group, a dedicated healer for MT (3 healers total), to group HoT offtanks/pets. Most of our guild pet classes have pet affinity so group heals will hit them too. Unknown if friends are mezzable since I did not have an ench for my kill in mid-Dec 05.
This is a negative hit on Dranik Loyalist faction for those seeking to do OoW Tier 1/2 armor! To help get around this issue, suggest bringing an enchanter to mem-blur mobs near death and let those that wish to avoid the faction hit back off. This could overly complicate the encounter, and would not be a guarantee of no faction hits.
We have just done this kill for a guildie. There were 8 of us, but this can easily be done by one group if you have a good tank, cleric, enc, and good dps. The mini girplans have to die first otherwise the girplan has mega HP and is hard to kill.
First, to the north of the Girplan spawning point, there is a rock near the wall. Sit your grp there. The Enc then charms a girplan and then sends it to attack the girplan camp. Kite around the camp untill the charmed pet has agro. When it dies, run to the rock where the grp is sat. It may take a few seconds but the mobs will finally reset.
Rinse and Repeat this tactic until all are dead. It will get slower the less mobs are left. When they are all dead, charge the big named.
You may find the named appears to dissapear while you are charm killing, but he doesn't. Once agro is cleared, he just hides and as soon as you agro one of the little girplans he charges you at the same time.
If the Enc runs out of the camp range (ie where the mobs then warp back) the charm may break. Sometimes it happened and sometimes it didn't. It only seemed to happen when the charmed pet was not getting hit, but we didn't test to clariy it.
It may also be possible with a bard. Hope this has helped.. Good Luck.
After reviewing your post we went and tried it we consisted of 70 war (15k hp), 70 necro, 70 clr, 70 ranger, 70 enc (9k mana he used ancient spell from anguish for charm) Following your directions we cleared camp and wiped named we had them repop a little bit but enc just charmed 1st one and sicked it on named for more dps any more that spawned were kited
Just want to add my experiences with your strat. Our group consisted of a 70 War, 70 Clr, 70 Enc, 70 Dru, and 70 Brd. After explaining your strat we decided the bard should try it first. Bard said that his charm didnt work on the adds (not sure what charm he was using) enc charmed them with compel and immediately hit guard. pet got aggro and was killed. most of the time charm broke and enc ran past teather range. we stayed until enc was oom with 3 dead, but left because it was very late. Was our first try and im sure it will work on mext one
For myself, and all the other beastlords coming to this part...I have read all the posts, and have done what research i can find...but still, with all the latest patches and such...some info is outdated....What info can you give?
Summon? Aprox HP? his and his buddies mele output? Pulling Strats? Any AE's or special attacks? slowable? Length of Tether..if still there? any other usefull advice?
My guild will not go fr it unless I/We know what to expect...Thanks :)
Your guild will not go after a mob unless they know exactly what to expect??? That kinda defeats the purpose of the game doesn't it? I've been on 2 fights with this mob and it was fun not knowing what was coming. Now it's a cakewalk because we can guess what's going to happen.
Now, if you want an EXACT walkthrough...here goes.
Just south of the spawn point, there's a beat down patch of grass (best way to describe it). Form your 2 groups (depending on level and makeup of group) there. Don't pull any minions that far, they'll return. Pull the first set of minions with the Girplan. Put tank on Girplan and start beating down the minions one or two at a time. There's nothing major about them, except they CH and mem blur on tether back. That's all there is to it. REAL EASY FIGHT.
The Strat for this has changed. Girplan Spiritleacher is unkillable until ALL of his adds are dead. You can accomplish this a few ways, but I will only tell you the one we used.
we pet pulled GS out from his buddies and stuck a tank on him to hold his attention. Then we single pulled all the adds (it did not look like they were all linked) and killed them before we all hopped on the GS to kill him
Just did this mob a few days ago non of them hit for a ton and none of them have large amount of hp. heres the kicker at least when i did it when you kill the adds they pop back to spawn spot so what we did was essentially kite the adds all 11 up and down the hill as you run them out of the leash go back and get them while one grp beats the crap out of the named.. was not pretty but it worked went intending overkill and got it only a few deaths would bring at least 2 groups though...
If you pull one of the adds along hte edge you tend to get named plus like 2 adds.
So what I do is pull one guard, watch which ones add, and pull them past teather to warp them back. Then paci the non named guards that added last time and pull the same one again. That way you get named + 1 guard.
I find it best to kill the named with 1 guard in camp also that way he dont flee, once the named is dead you can just pull the add past his teather or try and kill him too.