EverQuest 2 Wiki
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(→‎Progression: Coercer no longer needed to charm.)
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*There are root looking traps in this dungeon. Disarm them from maximum range or they punt you upwards and often pull additional groups.
 
*There are root looking traps in this dungeon. Disarm them from maximum range or they punt you upwards and often pull additional groups.
   
In order to make a run in this zone easier, you need 2 healers (preferably), a good tank, 2 hardcore DPS (or 1 hardcore DPS and one bard), and a Coercer for a charmed Ghoul Knight. You want them to charm a Knight because Knights use Cloud of Flies, which deals extensive damage to the nameds (and everything else).
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In order to make a run in this zone easier, you need 2 healers (preferably), a good tank, 3 hardcore DPS (or 2 hardcore DPS and one bard/chanter).
   
 
Named #1: Zol Lord
 
Named #1: Zol Lord

Revision as of 22:39, 7 April 2009

other resources
LootDB · EQ2LL · ZAM
EverQuest II Instanced Zone Information
Introduced The Shadow Odyssey
Level Range 82+
Zone in from Moors of Ykesha
Parent Zone None
Difficulty Group
Persistence 18 Hours - 3 Days
Quests
Collections
NPCs Monsters Names
Drops   POIs Discos

What does this information mean?

Progression

We were only able to get to the named Minotaur, so this information is limited. See talk page for more info and report on our run.

  • The Knights are the only significant threat from the froglok trash mobs purely due to his DOTs, one of which takes 10%+ of your health in disease damage every 4 seconds. The Minotaurs and Gargoyles hit hard, but are tank and spank.
  • Past the first name, almost all mobs have EXTREME knockback constantly and scouts will not get hardly any opportunities, if any, for rear and side positioning without high risk of being punted into another room.
    • You will get punted the diretion your back is facing. Place your back to a wall. Have the tank pull mobs away from healers.
  • There are root looking traps in this dungeon. Disarm them from maximum range or they punt you upwards and often pull additional groups.

In order to make a run in this zone easier, you need 2 healers (preferably), a good tank, 3 hardcore DPS (or 2 hardcore DPS and one bard/chanter).

Named #1: Zol Lord

Tank and spank. He hits somewhat hard, but nothing particularly fancy. Burn him down.

Named #2: Crappy semi-named Gargoyle

Right before named #3. He usually drops a rare harvestable.

Named #3: Minotaur

He hits harder than #1, and has a mean AOE. Burn him down hard, and heal through the AOE. He also stifles, and uses some unresistable, uncurable stifle. Easy, overall.

Named #4: Ykeshan Overlord

Fight him in the room, in a corner near the ramp. Clump group on top of the tank. Pull with Sanctuary up -- the named likes to Fear the tank, and then switch herself onto a healer. The named Memwipes itself, and stifles others. The named can be rescued off of the healers, but usually switches right back. Heal through the named, and burn the named down as hard as you possibly can.

Named #5: Reanimated Hand

Fight him in the room with the ramp. Send the tank up into the pool to pull him downstairs. The named will usually charm 1 - 2 people. The Charm is cureable, and is Arcane. Make a Macro which announces when you are charmed. The named also spawns ^^83 or 84 adds called 'Helping Hands'. Grab them with an AE taunt, but focus on the named. Burn him down as rapidly as possible, and his adds will die when he does. Nothing fancy; if you don't have the DPS, you will fail on nameds 5+.

Named #6: Furdip, Frenzied Ghoul

Furdip warps around the room at random, and aggroes people randomly during the fight. You need to have one person (usually the tank) running around the blood fountain in the center of the area, attempting to harvest something from within. When Furdip 'takes a break' and emotes, you nail him with the clickable harvested item. You then proceed to lay the smack-down on him with everything in the book, and should be able to burn him down to nothing before he starts warping again.

Named #7: King

The King is another DPS-oriented fight. Have the Coercer charm one of his Royal Guards, and pull the King into the room. He has a number of vicious, disease-based attacks, and is extremely harsh to tank (I have had Putred Gash ticking for 9,000+ damage, on 10,000+ Disease Resistance. Ouch.). Crusaders are fantastic here (Shadowknights, especially), as they can pop Divine Aura for invulnerability, and Death March to keep him from AE Stifle'ing the group. Again, the named here is DPS-based. You have to blow him up, or you will be overwhelmed by waves of adds. The adds are solo Level 85, and cannot be taunted. They aggro a random person in the group, and nothing can be done to keep them from attacking them. The King must be focused on, instead; you should aim to have him dead within 30 seconds or less.