EverQuest 2 Wiki
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==Progression==
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===Entering===
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Siren's Grotto: Tavalan Abyss has an intrinsic debuff that lowers your crit chance by 100%. In addition, monsters found within the zone have an intrinsic buff that raises their crit avoidance by 100%. You '''must''' have a crit chance of ''over 200%'' to have any hope of completing this zone.
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All the Tavalan squidmen found in the zone also have a nasty trauma debuff. Either have a quick finger on the cure button, a big stock of trauma cure potions, or both.
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Make your way up the entrance tunnel. The coerced Combine soldiers can be ignored, it's safer to kill the Tavalans. The tunnel lets out in a big central room called the {{POI|Hall of Summoning}}.
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===[[Baritum]], [[Cartis]], [[Deklani]], [[Farinu]]===
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From the Hall of Summoning, three paths lead west, but the upper and middle ones are respectively gated and sealed. Head down the lower path, clearing Tavalans. Again, the cocerced Combine soldiers can be ignored unless you want the experience points.
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At the end of the path, Baritum, Cartis, Deklani and Farinu attack as a group. Baritum heals the others and must be killed first. Each one has a unique ability, but aside from killing Baritum first it doesn't seem to matter which order you kill them in.

Revision as of 23:29, 1 May 2013

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EverQuest II Instanced Zone Information
Introduced LU66
Level Range 95
Zone in from Cobalt Scar
Parent Zone None
Difficulty Solo
Persistence 90 minutes - 3 days
Quests
Collections
NPCs Monsters Names
Drops   POIs Discos

What does this information mean?

Progression

Entering

Siren's Grotto: Tavalan Abyss has an intrinsic debuff that lowers your crit chance by 100%. In addition, monsters found within the zone have an intrinsic buff that raises their crit avoidance by 100%. You must have a crit chance of over 200% to have any hope of completing this zone.

All the Tavalan squidmen found in the zone also have a nasty trauma debuff. Either have a quick finger on the cure button, a big stock of trauma cure potions, or both.

Make your way up the entrance tunnel. The coerced Combine soldiers can be ignored, it's safer to kill the Tavalans. The tunnel lets out in a big central room called the Hall of Summoning.

Baritum, Cartis, Deklani, Farinu

From the Hall of Summoning, three paths lead west, but the upper and middle ones are respectively gated and sealed. Head down the lower path, clearing Tavalans. Again, the cocerced Combine soldiers can be ignored unless you want the experience points.

At the end of the path, Baritum, Cartis, Deklani and Farinu attack as a group. Baritum heals the others and must be killed first. Each one has a unique ability, but aside from killing Baritum first it doesn't seem to matter which order you kill them in.