Had this pop on me while I was just killing for a quest. Very easy fight, as previously posted he more or less chain casts. Solo'd him as a 78 Ranger (500aa) with a tier 2 merc cleric. Dropped haste belt. popped a couple of discs, protection of the spirit wolf and outriders accuarcy, falcon strike off epic 2.0 and he died fairly quickly. Actually the vortex of the deep mobs take longer to kill.
Pretty easy fight. 81sk (24k/3700ac)75 ranger and J2 merc. fight was over in about 20 seconds, dropped the aug and coin. Cast challenge, HT.....dead. Good luck:)
Had this guy spawn back to back on me. I had a 75 merc warr..75 cleric and 71 SK.Both times i pulled him i got an add.Only lost the merc. Aug dropped both times. SK is only 15khps fully buffed and 2500 ac....Cleric has 11k mana and geared from baz. Wasn't too bad....ran out of mana
The mobs in this camp were gimped in last weeks patch to be melee solo mobs they hit for 600 max and dont summon they can be snared as well. Respawn is about 8 minutes. Named is level 80 summons plus immune to snare but likes to chain cast so he isnt that hard to kill. Spawn rate on named is paifully slow with aug being his rare drop dont bother with this aug unless your willing to spend days and days camping it.
After looking all over for Spiritflame of the Drowned I found him. The location of his camp is negative -2340 -1393. This is camp is in the SE conner of the inner circle right as you enter through the doors you'll see a gazebo. That is the camp. Take time and comittment to get him to spawn.
site provides some location info for TBS mobs whose locations not shown here.
Regarding this camp, the "good news" is that the mobs here spawn very fast making this a very lucrative XP camp. The repop timer seems to be under a minute and I swear sometimes it seemed almost instant. Maybe it's currently buggy, I don't know, but basically over the course of three hours there was never longer than a minute without a mob to pull. Note that the pathing here is very erratic. The mobs will sometimes run a reverse circular path to get to you. Fortunately there is almost nothing to add to the pull once you've cleared all the spawns.
The "bad news" is that in three hours I never saw this boss spawn even once. That's a wee bit too slow for me for a chance at a decent---but not incredible---augment. However if you're looking for a very fast-paced XP camp with at least the potential for a nice augment drop, this camp might be for you.
Keep in mind that the mud mobs root and the wind mobs can stun-spin. They all summon. Pull with a long-range spell or arrow and be prepared to deal with a mob in camp attacking the healer and the casters while the tank is rooted out of melee range, or temporarily out of action due to being stunned.