EverQuest 2 Wiki
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Any time the Coldain stop fighting, they all return to their center point and all live Coldain will fully heal to 100% health. If you burn the mobs fast enough, it will give small pauses between mob spawns in the middle of the waves which will allow the Coldain to fully heal and in turn increase the Coldain's chances at survivability significantly.
 
Any time the Coldain stop fighting, they all return to their center point and all live Coldain will fully heal to 100% health. If you burn the mobs fast enough, it will give small pauses between mob spawns in the middle of the waves which will allow the Coldain to fully heal and in turn increase the Coldain's chances at survivability significantly.
   
'''During the first 3 waves''':
+
'''During the first 2 waves''':
 
If you have the Heals present to take the full brunt of the waves damage, it would be wise to pull as many mobs off of the Siege Marshal as possible. Each time a player must take a Triage Heal-O-Matic to heal the Siege Marshal is one less time they can apply a Frosty Mug of Might or Slice-O-Matic. (Be aware that the Siege Marshal is a berzerker and he very frequently uses his AOE snap aggros.) The first 3 waves do very little AOE damage which will trivialize the chance that the Siege Marshal or any of his minions will die if you tank the mobs during these waves.
 
If you have the Heals present to take the full brunt of the waves damage, it would be wise to pull as many mobs off of the Siege Marshal as possible. Each time a player must take a Triage Heal-O-Matic to heal the Siege Marshal is one less time they can apply a Frosty Mug of Might or Slice-O-Matic. (Be aware that the Siege Marshal is a berzerker and he very frequently uses his AOE snap aggros.) The first 3 waves do very little AOE damage which will trivialize the chance that the Siege Marshal or any of his minions will die if you tank the mobs during these waves.
   

Revision as of 21:22, 13 June 2011

other resources
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EverQuest 2 Quest Information
Journal Category Public
Introduced Destiny of Velious
Journal Level 90 (Tier 10)
Journal Difficulty Solo
Starting Zone Great Divide more
How to Start Enter the area around Storm Gorge (525, -380, 1138) in the Great Divide
NOTE: User_comment.png A discussion page exists which may contain more information

What does this information mean?

Notes

This is a Public Quest that is automatically inserted into your quest journal upon entering the designated area.

The quest consists of fighting waves of Order of Rime soldiers within a designated time period. The Order of Rime soldiers that are spawned as part of this public quest will not affect your faction with The Order of Rime (Faction).

The quest begins at the top of the hour, every other hour, on the even-numbered hours, US Pacific Time. Once you are in the area, a timer will appear under the quest in your quest journal, giving you a countdown until the start time.

There are five difficulty modes, depending on the number of people in the area at the time the quest starts:

  • Difficulty 1 - Solo
  • Difficulty 2 - Small group
  • Difficulty 3 - Full group
  • Difficulty 4 - Small raid
  • Difficulty 5 - Raid

The Thurgadin Siege Marshall (NPC) must remain alive throughout the fight. If there are minion Coldain's present when the Siege Marshal dies, the minion will die in the Siege Marshal's place and will fully heal the Siege Marshal. If the Siege Marshal dies and there are no minions to save him, all the Icemaul's Siege Coldain NPCs will turn into mob corpses and the difficulty decreases. After less than a minute, another Siege Marshal and set of Coldain will arrive and the battle will start from the begining of the wave you were previously on but at the decreased difficulty.

Periodically a Thurgadin Supply Runner (NPC) will run into the group and offer anyone who hails him an item. The items he offers are as follows:

  • Triage Heal-O-Matic - It will fully heal any Icemaul's Siege Coldain NPC at Storm Gorge that you have directly targeted when it finishes casting. A charge is consumed to no effect if you lose target or are targeting through a player or mob when it finishes casting. Can NOT be used on fallen Icemaul's Siege Coldain NPCs. They must be revived or alive in order to be healed. 6 charges. (Recast is 0 seconds, takes 3 seconds to cast, seems to have unlimited or extremely large range.)
  • Frosty Mug of Might - Can be used on any Icemaul's Siege Coldain NPC at Storm Gorge (ideally you want these to be stacked very heavily on the siege marshal as he will benefit the most from it). It increases the size of the NPC by 20% as well as increasing overall prowess. 1 charge. (Recast is 25 seconds, takes 3 seconds to cast, seems to have unlimited or extremely large range.)
  • Slice-O-Matic - Can be used on any Icemaul's Siege Coldain NPC at Storm Gorge (also very preferable it be used on the siege marshal since he will be the main target almost exclusively). It is effectively a damage shield. 1 charge. (Recast is 25 seconds, takes 3 seconds to cast, seems to have unlimited or extremely large range.)
  • Overclocked Unstable Defibrillator - Revives any Icemaul's Siege Coldain NPC at Storm Gorge that you have directly targeted when it finishes casting. Does NOT heal any of the target's life; simply revives them. A charge is consumed to no effect if you lose target or are targeting through a player or mob when it finishes casting. 1 charge. (Recast is 0 seconds, takes 3 seconds to cast, seems to have unlimited or extremely large range)

Be aware that the item you use applies to your target when you finish casting it. If you target the supply runner, get a Frosty Mug of Might, start using it on the Siege Marshal, but switch your target back to the supply runner before it finishes casting, you will buff the supply runner and effectively waste the Mug of Might.

Steps

  1. Defeat the first wave
    • Difficulty 5
      • Defeat 30 rime stormtroopers
  2. Defeat the second wave
    • Difficulty 4
      • Defeat 12 sleetsaber howlers
      • Defeat 12 shardhammer stampeders
      • Defeat 12 flurryburst stormbringers
    • Difficulty 5
      • Defeat 20 sleetsaber howlers
      • Defeat 20 shardhammer stampeders
      • Defeat 20 flurryburst stormbringers
  3. Defeat the third wave
    • Difficulty 3
      • Defeat 4 Elite Rime Death Squads
      • Defeat the Rider of Rime
    • Difficulty 4
      • Defeat 8 Elite Rime Death Squads
      • Defeat 4 Riders of Rime
    • Difficulty 5
      • Defeat 8 Elite Rime Death Squads
      • Defeat 4 Riders of Rime
        • Lord Favonius (Epic x3)
        • Lord Vulturnus (Epic x3)
        • Lord Auster (Epic x3)
        • Lord Aquilon (Epic x3)
      • Defeat Goredeth Maulhammer (Epic x4)
        • Spawning Goredeth Maulhammer requires a minimum of 19 players present, the first and second waves completed within established time limits, and the survival of the Siege Marshal.

Rewards

Upon completion of the quest, you can open the treasure chest usually located at ( 549, -381, 1124 ) Copy. Each individual participating in the quest will need to click on the treasure chest to claim their loot. The rewards will vary by individual and difficulty, but may contain any of the following:

  • Cloudy Velium Jewel - A faction item that is added to your currency, only drops once per person per day.


  • Difficulty 1:
    • Modest Money Pouch - Contains gold, which upon looting, is instantly added to your currency. (Approximately 23g 9s 9c - 24g 13s 6c)
    • Thrumming Cache - A selection of rewards, including transmutables, favor, and instant AA.
    • Exquisite Thrumming Cache - A selection of rewards, including transmutables, favor, instant AA, and a selection of Legendary armor pieces.
  • Difficulty 2:
    • Money Pouch - Contains gold, which upon looting, is instantly added to your currency. (Approximately 40g 27s 25c - 44g 30s 35c)
    • Resonating Cache - A selection of rewards, including transmutables, favor, and instant AA.
    • Exquisite Resonating Cache - A selection of rewards, including transmutables, favor, instant AA, and a selection of Legendary armor pieces.
  • Difficulty 3:
    • Heavy Money Pouch - Contains gold, which upon looting, is instantly added to your currency. (Approximately 60g 45s 54c - 65g 47s 51c)
    • Reverberating Cache - A selection of rewards, including transmutables, favor, and instant AA.
    • Exquisite Reverberating Cache - A selection of rewards, including transmutables, favor, instant AA, and a selection of Legendary armor pieces.
  • Difficulty 4:
    • Massive Money Pouch - Contains gold, which upon looting, is instantly added to your currency. (Approximately 80g 65s 68c - 85g 74s 73c)
    • Pulsating Cache - A selection of rewards, including transmutables, favor, instant AA, and a selection of Legendary armor pieces.
    • Exquisite Pulsating Cache - A selection of rewards, including transmutables, favor, instant AA, and a selection of Legendary armor pieces with a Yellow adornment slot.
  • Difficulty 5:
    • Shiny Money Pouch - Contains gold, which upon looting, is instantly added to your currency. (Approximately 1p 1g 12s 5c - 1p 15g 19s 3c)
    • Humming Cache - A selection of rewards, including transmutables, favor, instant AA, and a selection of Legendary armor pieces.
    • Exquisite Humming Cache - A selection of rewards, including transmutables, favor, instant AA, and a selection of Legendary armor pieces with a Yellow adornment slot.
    • a Dominant Chest Piece - A Fabled armor chest piece with a Yellow adornment slot.
    • a Dominant Weapon - A Fabled weapon with Yellow adornment slot.

Upon completing this quest for the first time, you will receive an achievement:

  • Battle of Storm Gorge

Strategy

Any time the Coldain stop fighting, they all return to their center point and all live Coldain will fully heal to 100% health. If you burn the mobs fast enough, it will give small pauses between mob spawns in the middle of the waves which will allow the Coldain to fully heal and in turn increase the Coldain's chances at survivability significantly.

During the first 2 waves: If you have the Heals present to take the full brunt of the waves damage, it would be wise to pull as many mobs off of the Siege Marshal as possible. Each time a player must take a Triage Heal-O-Matic to heal the Siege Marshal is one less time they can apply a Frosty Mug of Might or Slice-O-Matic. (Be aware that the Siege Marshal is a berzerker and he very frequently uses his AOE snap aggros.) The first 3 waves do very little AOE damage which will trivialize the chance that the Siege Marshal or any of his minions will die if you tank the mobs during these waves.

If you have the DPS present to burn down the mobs faster than they can kill the Siege Marshal or if you don't have the survivability to withstand pulling the wave onto your tank, you should focus fire through the Siege Marshal.

During the Epic stage: Goredeth Maulhammer has a massive elemental based AOE that will severely and quickly demolish all players (regardless of gear quality) within his range unless you have heals. This AOE can be blocked with AOE blockers such as the Druid's Tortoise Shell, Templar's Sanctuary, personal AOE block procs, etc. When a player is hit by the AOE, it has a 50% chance to proc a heal on Maulhammer.

Periodically Maulhammer will get very large during which time he deals more damage, but also receives 50% more damage. Face him away from the raid for best results. Ideally you will want at least 3 rows of the Frosty Mugs of Might applied to the Siege Marshal and have at least 2 players with heals when the fight with Goredeth Maulhammer starts. That will be just enough to make it from when the supply runner leaves to the next time she shows up.

After Maulhammer and the Siege Marshal have engaged in battle, have a tank get aggro on Maulhammer and drag him away from the center area of Storm Gorge (closer to the hills with the entrance to Pools/Ascent) so that you can engage the riders and hail the supply runner without getting hit by Maulhammer's AOE.

Maulhammer alone will not bring the Siege Marshal down very quickly, but the combination of the Riders along with Maulhammer will make very short work of the Siege Marshal. As long as you keep the Riders off of the Siege Marshal, get and use 2 or more sets of Triage Heal-O-Matics each time the supply runner visits, and maintain as many (at least 2 rows worth) Mugs of Might on the Siege Marshal, the battle becomes very manageable by nearly any raid.

Credits

Soe logo white EQ2i credits the SOE/DBG Forums for some of the information in this article.