EverQuest 2 Wiki
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===Entering===
 
===Entering===
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Annoying scripts, mobs with lots of hit points that hit hard like a freight train, and crappy loot await you in here! The drops all appear to be 160 stat armor pieces that I'm sure that nobody needs by this time! This zone has gorgeous artwork, but is a huge letdown otherwise.
   
 
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.
 
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.

Revision as of 19:54, 3 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

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Entering

Annoying scripts, mobs with lots of hit points that hit hard like a freight train, and crappy loot await you in here! The drops all appear to be 160 stat armor pieces that I'm sure that nobody needs by this time! This zone has gorgeous artwork, but is a huge letdown otherwise.

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. There's an odd sculpture in the middle of the room surrounded by Tavalans. Kill them.

Mindscorcher Shellik

From the Hall of Summoning, two paths lead west, but the upper one is gated. There's an elevator due west, but it's sealed. Head down the lower path, clearing Tavalans. Again, the cocerced Combine soldiers can be ignored unless you want the experience points.

The path goes through the Temple Stones. Mindscorcher Shellik is on a raised platform to the south. Shellik summons soulscorchers. He will periodically emote "You are no match for my brilliance". About 5 seconds later he'll cast Mindmelt for automatically lethal damage. Joust to avoid. The trick to this fight is either having enough DPS to burn down Mindscorcher, or enough AOE DPS to handle the soulscorchers.

Shellik can be temporarily bypassed.

Baritum, Cartis, Deklani & Farinu

At the end of the path, Baritum, Cartis, Deklani and Farinu attack as a group.

One of the four is a healer - it seems that the one that heals is randomly selected from the four. Unless you happen to pick the healer as your first target, once you get one of them below 80% health, that one will ask the healer to heal him and the healer will say he will. Once you know who the healer is, kill him, he doesn't heal himself.

Once the healer is down, it doesn't matter much what order you take them out in.