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=={{Named|Boss Riggledub|}}==
 
=={{Named|Boss Riggledub|}}==
 
The main trick is NOT to AoE the epic x 2 "massive golem". Once the room is clear apart from Boss & Golem, construct your own "not-as-massive golem" out of the parts to keep the epic occupied while you kill Boss Riggledub.
 
The main trick is NOT to AoE the epic x 2 "massive golem". Once the room is clear apart from Boss & Golem, construct your own "not-as-massive golem" out of the parts to keep the epic occupied while you kill Boss Riggledub.
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The parts are located on various tables in the room. Move all of these parts in the correct order of Leg, Leg, Chest and then head over to the small grey circle on the ground near room entrance. Once the golem becomes active the Massive golem will charge over and they will fight.
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Pull off Boss Riggledub and kill him. You may leave the room while the golems continue fighting for a few minutes.
   
 
=={{Named|Cribblekeep|}}==
 
=={{Named|Cribblekeep|}}==

Revision as of 16:26, 25 March 2009

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EverQuest II Instanced Zone Information
Introduced The Shadow Odyssey
Level Range 80+
Zone in from Fens of Nathsar
Parent Zone None
Difficulty Group
Persistence 18 hours - 1 day 11hours
Quests
Collections
NPCs Monsters Names
Drops   POIs Discos

What does this information mean?

General

Zone in from underwater in the Fens - same location as Veksar. It starts with the same layout as Veksar, but continues on further passed what was the back of the last named room.

Progression

As per the original Veksar, there are mobs that are hidden until you approach them, generally in pools. Two new ones "a hunting shade" (which may respawn) are at -31, -3, -112 and -78, -2, -86. The chest for an extra shard is at -110, -2, -122. The key is a mob drop. There are 4 staffs that appear to have 2 uses, firstly to open the door at -11, -3, -138, then to perform a light show in the final named's room. Other clickables open doors. Book at 24, 6, -201 and orb at -129, -2, -112 for example.

Ul'lugh the Divine

Cold and slashing damage, no real tricks. To get to him you must move the statue in the first room on the left to the left.

Gruerg the Ravager

Spawns 4 adds which then put an uncureable poison DOT on the group. After killing Ul'lugh the Divine, go back to the statue and move it to the right to access the rest of the zone, including this boss.

Boss Riggledub

The main trick is NOT to AoE the epic x 2 "massive golem". Once the room is clear apart from Boss & Golem, construct your own "not-as-massive golem" out of the parts to keep the epic occupied while you kill Boss Riggledub.

The parts are located on various tables in the room. Move all of these parts in the correct order of Leg, Leg, Chest and then head over to the small grey circle on the ground near room entrance. Once the golem becomes active the Massive golem will charge over and they will fight.

Pull off Boss Riggledub and kill him. You may leave the room while the golems continue fighting for a few minutes.

Cribblekeep

Cribblekeep spawns 6 an aqueous protector. At least half of the protectors need to be killed in order to allow Cribblekeep to take damage. The protectors spawn on the pillars in the room after you pull the boss. Mainly magic damage from Cribblekeep, the AoE Squall Surge especially, so a priest that can group cure arcane is handy. If you chain stun him, he will not cast his AE attacks as often.

Another strategy, while slow requires a chanter to mez the Cribblekeep when the orbs pop, while the rest of the group kills the orbs, sometimes you will get him down a couple percentage between orb pops, sometimes more. Makes for a long fight but worked. His small throwback can cause havoc.


Had an illusionist and a coercer in group, and chain stunned him the whole fight, he didn't summon any adds and we just burned him down. 1/23/09

Lord Sasil

Activated by clicking on his coffing. During the fight there are 4 attackable coffins behind him, kill each and the body part it spawns in order to make Sasil vulnerable. Order may be important - Front right, back right, back left, front left, named worked.

Garudon

Tricky boss. His fight has 3 stages, each looks to have an AoE stifle and power drain, so priests stay ranged.

  • Solo heroic
  • Group of adds including heroic
  • Single heroic. This last one is a dragon, and as such is fiesty - tail lash especially. magic AoE also