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Old 12-10-2005, 05:07 PM   #1
Brael
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Default Things the uberguilds don't want you to know, by Byttorr Ebo

Originally posted by Byttorr Ebonknight (Originally posted 07-12-2002) The following is from a now-deleted post off the Safehouse (I guess someone didn't want these tactics made public knowledge!), regarding comp heal rotations, tank switching and other tactics handy to defeating high-end encounters. I found much of interest in this post, although I'm sure to many of you this is old hat.
Quote:
Setting Rampage: Every mob in EQ has an Aggro list, pretty much like a ranger or druid track list. On top of it is the one with highest aggro, the one the mob will pick and attack. A mob that rampages has another List, which we can call 'Rampage List'. It is basically a Copy of the Aggro list, when the mob does his first Rampage.


AGGRO LIST: - Tank1 - Tank2
RAMPAGE LIST: - - (no one is on it because the mob didn't rampage a single time yet)


Then we will send Tank1 and Tank2 in melee, and right at the moment the mob will rampage for the first time, the rampage list will be created. It should look like this if everyone pays attention and doesn't enter the aggro list (Bard AE song, random group buffs on Tank1 / Tank2, etc)


AGGRO LIST: - Tank1 - Tank2
Rampage List: - Storaz - Teradok


Once this is done, whatever you will do after, the two persons on top of rampage list will be Storaz and Teradok, untill the mob is blured again, or wipe the raid completely. Of course, as soon as we start fighting, more people will enter the mob aggro list (cleric first mostly when the first CH land), chanter Tashing, paladin curing or using lay hands. A common aggro list will look like this after 10 seconds of fight:


AGGRO LIST: - Warrior - Cleric - Cleric - Cleric - Paladin / druid / shaman (backup heals at the start) - Other melees


Each time the mob rampages again, he will add these new persons entering the aggro list, to his rampage list. In our exemple, versus Arch Lich, it would typically look like this:


AGGRO LIST after 10 seconds of fight with arch lich: - *Tank1* - Cleric1 - Cleric2 - Curse Remover1 - Curse Remover2 - Curse Remover3 - *Tank2* - Other melees who joined the fight and pressed auto-attack
Rampage list: - *Tank1* - *Tank2* - Cleric1 - Cleric2 - Curse Remover1 - Curse Remover2 - Curse Remover3 - Other melees


Contrary to the Aggro list, the order in rampage list is NOT modifiable, even if you zone, camp out, die, when you will come back in melee range and attack, you will be back at your spot in the rampage list, and be rampaged again if it's your turn. Rampage list is 2 Targets at the same time, getting a round of Attack each time the mob rampages. This means only the MT + 1 Warrior will be rampaged whole fight if we do well. And this is much better than before, cause we were thinking rampage was MT + 2 warriors , and it was monopolizing all clerics. Now it will only take 2 clerics to heal rampage actually.


FAQ:


Q: What happens if Tank2 dies, or gets out of melee range?
A: The mob will pick the next person on his rampage list (Cleric1 in this exemple)


Q: I am on rampage but not supposed to be, what do I do?
A: Run out of the mob's melee range


Q: But I am a cleric and I will be out of range for CH if I do that.
A: Run out of range anyway and ask someone to replace you asap. You will die if you don't run out of range. You will still be able to do long range heals, heal other people running to camp for a heal, etc


Q: Would it be possible to send in 3 or 4 warriors for the first rampage proc so a cleric isnt rampaged if one warr dies ?
A: Yes certainly, let's say you want Tank1, Tank2, Tank3, Tank4, Tank5 on rampage list, in this order. All you have to do is have them all shoot arrows before the first rampage. Make Tank1 shoot 100 arrows, Tank2 50, Tank3 25 , Tank4 10, Tank5 1 arrow. And you will have an aggro list in this order once the first rampage happens, and the rampage list will be the same order.


Q: Or would that make the mob rampage more than just 2 ppl ?
A: No, it would still be Two targets max.


Will add more to the FAQ if anyone has more questions. Hope it helps, that way we will be quicker at setting rampage if everyone is careful with aggro.


_____________________________________________



Seru bane weapons:


In order to make the Silver temper with which to smith with we need 4 ingredients. Also required is a brewer to brew it (skill required unknown at this time)


Fungoid sap - Drops from the rooted flower things in FG
Meteor dust - Sun Revenants in the Grey
Shissar Blood - Yep, don't destroy it pls
Shiknar ichor - Either Fungus grove or Mons Letalis


_____________________________________________



CH-lines



CH Line basics:



Type 1: a bunch of 6 or 8 Clerics, 3(4)main, 3(4)backup all 6 or 8 Clerics heal down the MT line: MT1, MT2, MT3 etc. (i.e. Cleric1(Cleric4), Cleric2(Cleric5), Cleric3(Cleric6))



Type 2: a bunch of 6 or 8 Clerics, 3(4)main, 3(4)main each 3(4) Clerics heal 1 MT. (i.e. Cleric1, Cleric2, Cleric3 - grouped with MT1 and MT2 Cleric4, Cleric5, Cleric6 - grouped with MT2 and MT4)



Type 3: all Clerics involved except 1/ 2 backups ~7 Clerics form one big CH line and heal down the MT list. Make hotkeys like this for pause. Hotkey Name - CH-Line Line1- ## CH INC to - %t ## Line2- /cast 1 (or whatever your CH spell is) Line3- /pause ## (use pause for MOB and status below) Line4- ## NEXT CLERIC - Cleric2 ## Cast your hotkey when NEXT CLERIC has your name. This way you retain a rotation of heals on a set pause.



Temple of Veeshan ................Pause*......Resists

Ikatiar the Venom........T1..........35.............none

Eashen of the Sky........T1..........35.............Fire & Cold

Aaryonar.....................T1..........35/ 85........Magic Lord

Feshlak................T1..........35/ 80........Fire & Cold

Dagarn the Destroyer...T1..........35/ 75........Fire

Lord Kreizenn...............T1..........35............. Fire

Lord Koi'Doken.............T1..........35/ nuke....Cold

Lady Mirenilla...............T1..........35/ 75.......Magic

Zlexak.........................T1..........35/ 85.......Disease

Cekenar.......................T1..........35/ 70.......Magic

Sevelak........................T1..........35/ 70.......Magic

Jorlleag........................T1...........35/ 70......Cold/ Dispel

Lady Nevederia.............T1...........35/ 80......Magic

Lord Vyemm.................T1...........DivineL.....Mag ic

Vulak'Aerr....................T1...........35/ 75......Magic



Sleepers Tomb...................... Pause.......Resists

Master of the Guard.......T1.........35............none

Final Arbiter..................T1.........35............ none

Nanzata the Warder.......T1.........70............Magic

Hraashna the Warder.....T1.........70............Magic

Tukaraak the Warder.....T1.........70............Fire

Ventani the Warder........T3.........30/ 45......Magic/ Cold



Kael Drakkal.........................Pause........Resis ts

Derakor the Vindicator....T1........30.............-

Statue of Rallos Zek........T1........75.............-

King Tormax...................T2........35............ -

Avatar of War.................T2........20.............-

Skyshrine..............................Pause...... .Resists

Lord Yelinak...................T2........30............ Magic/ Cold



Griegs..................................Pause..... ...Resists

Grieg...........................T1.........80..... ........Magic



Ssraetha Temple...................Pause........Resists

Creator......................T1...........35/ 70.......cure curse

Arch Lich....................T1...........17/30.............Disease

High Priest..................T3...........25/ 35.......Magic (*HP needs update with CH line*)

Basement

Glyphed.....................T1...........35....... ......Magic

Exciled.......................T1...........25..... ........?



The Deep..............................Pause........Res ists

Burrower Parasite.........T3..........20/ 35......- *Pause is always listed with: #1 non slowed, #2 slowed(with disc off) or disc on(not slowable)



______________________________________________



Manaregen - from a wizards point of view



Q: What spells help my mana regen, and by how much?

A: The following list illustrate the benefit of each spell. Spells that are in seperate groups stack, although bard stacking is more complex (if someone provides an explanation I'll add it in). Note that these spells add the same mana regen irrespective of whether you are standing, sitting or meditating.



Group 1 -------

Breeze ........................... +2 per tick (ENC L16)

Clarity .......................... +4..7 per tick (ENC L29..40)

Boon of the Clear Mind (grp) ..... +7..8 per tick (ENC L52..60)

Clarity II ....................... +11 per tick (ENC L54)

Gift of Pure Thought (grp) ....... +11 per tick (ENC L59)

Kodiac's Endless Intellect (grp).. +14 per tick (ENC L60) *Does not stack with Group 2*



Group 2 -------

Gift of Insight .................. +1 per tick (ENC L55)

Gift of Brilliance ............... +2 per tick (ENC L60)



Group 3 -------

Protection of the Glades ......... +6 per tick (DRU L60)

Spiritual Purity ................. +7 per tick (BSTL L59) <^^ is this really +7 per tick??>



Group 4 -------
Manaskin ......................... +1 per tick (WIZ L52)

Barrier of Force ................. +3 per tick (WIZ epic right-click effect)



Group 5 -------

Lesser Familiar .................. +1 per tick (WIZ L49)

Familiar ......................... +2 per tick (WIZ L54)

Greater Familiar ................. +4 per tick (WIZ L60)



Bardsong Injectors (Stack with everything, including themselves)-----------------------------------------------------------------
Cassindra's Chant of Clarity ..... +2 per tick (L20)

Cassindra's Chorus of Clarity .... +5..7 per tick (L32..4 * The level 30 bard song 'amplify' can increase the mana regen on injectors, as does wielding their epic *



Bardsong Standard Mana Regen (Do not stack) -------------------------------------------

Cantata of Soothing .............. +5 per tick (L34)

Cantata of Replenishment ......... +12..13 per tick (L55..60)

Chorus of Replenishment .......... +12..13 per tick (L60 AoE)



Instantaneous Spells --------------------

Harvest .......................... +171..301 (WIZ L34..60), or ~ +(L/20) per tick

Rapacious Subversion ............. +60 (NEC L24, costs 200)

Covetous Subversion .............. +100 (NEC L44, costs 300)
Sedulous Subversion .............. +150 (NEC L56, costs 400)



Item Procs ----------

Modulation (Modulating Rod) ...... +150 for 225 hp (MAG L44 summon, costs 200)

Mystical Transvergence (Modrod 2). +220 for 300 hp (MAG L56 summon, costs 400, 3 charges)

Mana Conversion (Mana Robe) ...... +20 for 60 hp

ManaConvert (Manastone) .......... +20 for 60 hp


___________________________________________



Snare Glands Aggro Trick-



Snare Glands are available form the Caller Quest in FG. All you need is 2 minimum. This is the fastest way to gain quick aggro on an MT switch or such w/o AE Taunt. Burn as many charges as you want untill you get solid aggro. once its empty you can RECHARGE it. Goto a vendor with 1 empty gland and 1 full one. Sell the Empty one to vendor (make sure he has space). Then sell him the full one. You can then buy both back with full charges. You should farm 10-20 of them and use for big fights if aggro control on MT switch is a problem.


___________________________________________



Shammy Torpor + Mages chain summoning rods/using them = endless mana for Clerics + Wizards. Sure its known, but just a fact.



Few Strategies:



Arch Lich - Get everyone in right side of room behind the pillar. Set CH line for MT, and group the RP (Rampage) tank with 2-3 clerics. Fully buff the tanks, and mem blur AL till he has no target. Set RP with the tactic above; have MT shoot 30-40 arrows, have RP tank shoot 10. Have both run in at once, until AL does a Rampage. Then back up out of range again. If a tank dies doing this, you have to mem blur and set RP again. Let MT shoot more arrows so that he is on top of AL agro list (just “/assist Arch” to check). Now where you position your clerics depends on who your better players are. You can keep clerics much safer BEHIND the pillar, out of RP range, and they can CH from there. However, AL knockbacks and CH will be OOR, and the tank will die. Which leads to a bit of chaos. This is best situation if you have good tanks. Tanks (MT and RP) should have DMF to help stop the knockbacks effect some. They should line up looking exactly straight at the other wall so their back is facing the alter. Then back into the alter and look almost directly up. This will prevent them from being knockbacked out of range of CH’s from the pillar. If your tanks suck and you can’t get this to work, just move the clerics to the wall next to the ramp. The downside to this is if RP tank dies, Cleric will be in RP range and be killed instantaneously. If RP tank dies have EVERYONE back out of range (down the ramp). Drag the RP tank, ress and rebuff him. Send him in and keep him alive a few seconds then send everyone else back in. If you don’t do this, you’ll lose half your melee’s to RP before you wipe. This can be done with 35-40. You shouldn’t have a single death if you follow this exactly.



High Priest - Start at jail room. Pull the next room clear of Golems and Chapel Guards. The HP’s room consists of 4 Bloodpirests, 4 Zels, Bunch of Disciples (number slips my mind, 8 I think). You want to pull the Bloodpriests and Zels INTO the Jail room. The HP fight becomes a 2 part raid now. 2 groups of agro controllers, and everyone else for the HP. Aggro Control Groups (2): -2 Chanters will keep the 4 Zels MESSED in the Jail room. -4 Tanks (hybrids work fine) will TANK the Priests in Jail room entire fight -Keep 2 clerics in Jail room to heal add tankers. -Keep 1 magi in Jail room to chain summon rods -Keep 1 Shammy in Jail room to slow snakes, and Torp Magi so they can chain summon rods. HP Force: -2-3 Necros/Clerics with NO other tasks will Banish Undead the Disciples the moment they pop, during the HP fight. -You can run your CH line 2 ways. First way involves getting an SK to build major agro on HP from range so he won’t attack anyone who comes in range. Move a magi on TOP of HP house and CoH the CH line clerics up here. AE will not hit them here. Can’t let RP tank die though, or Cleric will die immediately. Your other option is to find the 20 ft range between CH and HP’s AE. You can also run CH line from in the blood pools. AE won’t hit there. Shouldn’t be too difficult. Again, should be no deaths.



Cursed - You’ll want to pull cursed inside the bottom, right level of the Temple. All the way on the right is a space. To the left of it is an Alter, and another space, then another Alter. Park your clerics/casters in the far right corner. Pull Cursed between the 1st and 2nd Alter. Hold him against wall, with MT’s back facing the first alter and beyond that, your Clerics and Casters. Use your normal N ToV positioning here and stick him to wall between the 2 alters. If he gets pushed back to far, his AE will hit your Casters. If pushed to far forward, MT will be OOR or heals and be stuck up on an alter. This whole fight is positioning. Your MT must have a hotkey set up to CALL the AE charm. Its 24 seconds, so have a hotkey saying “AE IN 10 SECONDS” and one saying “AE DOWN.” When the first hotkey is called, have your melee’s (except MT and RP) run behind the 2nd alter (opposite one that casters are behind), and dodge the AE. Once 2nd hotkey down they can come back out. This next part is crucial to your fight. If AE Charm connects on the MT (DR resist) he will lose ALL agro. You can use AE Taunt, or Snare Gland trick (scroll up) to regain agro. Make sure the other melee’s know to back off if this happens to give ample time for MT to regain agro. Cursed is gimp if done right.



AoW - I’m not sure a strat is even needed anymore for this gimp encounter. Set up on either side of arena, pull whatever is needed (Vindi, Statue, Idol eventually; whatever). Make sure your Tanks are shrinked to minimum size b/c you’ll prolly lose at least a few if this is your 1st attempt. There is a crack in the wall on either side of the arena, that is where your MT will back into to fight him. Once AoW is Inc, have MT shoot an arrow or whatever, then puller FD. AoW is inc to your camp now. Once hes there, give 10-15 seconds for the MT to build agro, while slowly backing the AoW up into the corner. Disc should be used immediately obviously. CH line should begin before its even inc. MT should use AE taunt or Snare gland trick (see above) to make sure he doesn’t agro on the clerics. Once 10-15 seconds have past, have ALL melee’s hitting from back and push him into the corner. Make sure your aware when MT’s disc is down so you can adjust your healing pauses (see CH pause list above). If the MT dies, have the next tank get spammed with DL’s, Chloroblasts, Celest Blast, LoH, whatever. Let him use Def disc and get into corner and have ALL other melee’s stop attacking, until next tank has solid agro. Rinse and repeat until hes dead. This encounter is a joke.



Emp Info - Tormentors and Slayers ARE messable. Malignants are pretty much solo’able by a hybrid when slowed. There is a 10 minute timer between when Blood dies and when Emp spawns. Everything is for all intensive purposes insta-respawn. Just keep the 4 messed and the last 4 tanked IN one of the front halls (so not in Emperor LoS when he pops). Emperor is slowable with the SoL Shammy Disease-based slow (25%). Won’t give full spoiler. Just some basic infoz for 1st time.



Lucid Shards - Maidens Eye: Named Gorangas Dawnshroud Peaks: Random Rockhoppers in cave Ssrae: Named skeletons in mines (same place ore for bane weaps drop) Akheva: Random off Shade Rocks Deep: Random off Thought Leeches Seru: Random off Seru dudes when you take telelporter to top level Grey: Random off Sun Reverants Scarlet Desert: Random off Sun Reverents Acrylia: Random off Skullcrackers Fungus Grove: Random off Shik’Nars

Last edited by Xanathol; 04-16-2022 at 06:59 PM.
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Old 12-20-2005, 09:55 AM   #2
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For anyone that started playing after Luclin - note that some of these tricks no longer work. You can't recharge items anymore, etc.
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Old 12-20-2005, 10:46 AM   #3
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Yep, mainly copied this thread because of the rampage info
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Old 12-20-2005, 11:52 AM   #4
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If i'm not mistakens bards can actually get off the Rampage list and go back to the bottom by fading.
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Old 12-20-2005, 01:38 PM   #5
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The rampage info is good stuff! The rest is pretty old, but I don't think that Fungoid Sap drops from the Lotus mobs in Fungus Grove. I know for a fact that they drop from Ancient Shriekers, which are found just across the bridge in The Deep. Boleslav Forgehammer Paladin of Brell in his 70th Campaign Tuanre (E'ci) – Sacred Destiny
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Old 03-22-2022, 10:21 AM   #6
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I had to create a login to this forum after I finally had enough. The idiot that posted this had the largest number of run-on sentences that I have ever seen in my life.

Question: Why is it that none of you know how to write correctly?!?

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Old 04-16-2022, 06:42 PM   #7
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Quote:
Originally Posted by YOUR ALL IDIOTS View Post
I had to create a login to this forum after I finally had enough. The idiot that posted this had the largest number of run-on sentences that I have ever seen in my life.

Question: Why is it that none of you know how to write correctly?!?

YOUR ALL IDIOTS!
In the process of attempting to save the data from the original site that was set to expire with an owner that was AWOL, a lot of formatting was lost. It would take a ridiculous amount of time to hand correct all of it. If you wish to volunteer to correct all the lost formatting, by all means, please do so.


*Edit: just fixed this one for you. The data is severely outdated btw.

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Old 04-22-2022, 01:41 PM   #8
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So glad you joined, now phuck off. OH NO I spelled that wrong...
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