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South Karana MMFollow

#1 Nov 17 2005 at 12:11 AM Rating: Good
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208 posts
KK, so I dragged my guildies to South Karana to try the new mm. Its pretty neat. You're lvl70 Gnolls, can be War, Clr, Enc and Mage. Apparently the first part is find the jail area and then release some prisoners using the levers. It appears the timer is 1 hour, not the 5+ hours it shows.

Has anyone been able to complete it? I'm looking for info that may help us all out. We went with 2 clerics, 2 wars, 1 enc and 1 mage. It was slow going think we may need to use 1 war, clr and enc and the rest mages for dps but not sure. Another thought was to have 1 person suicide to jail and release the prisoners but since we got booted as we got to the prisoners, I dont know what the next steps are so not sure if that would work.

Anyways, any help or ideas are welcome.
Dartanicusx
70 Paladin
Pover
#2 Nov 17 2005 at 9:33 AM Rating: Good
We tried the suicide run for the jail and didnt even get close...not sure if that's a viable strat.

If the Mages could coth it would rock!
#3 Nov 17 2005 at 10:48 AM Rating: Default
Take 3 brutes Conviction them and HoT them and those 3 run for the council chamber. Right behind that, 2 brutes and a cleric run for th jail cell for the 3 levers. If the jail cell team is good enough, Farsoth will spawn right when you enter the council chamber. Those 3 brutes zerg Farsoth and die in hte council chamber. When all are revived, make a last suicide run for the chest with the looter in tow... zone out.

Do keep in mind that you are actually completing all the steps set forth in the MM from launch, just maybe a tad faster than dev's may have expected. So bug? No. Hastily put together MM? Yes.

Edited, Thu Nov 17 11:04:22 2005 by ThexNecroxofxSaryrn
#4 Nov 17 2005 at 11:14 AM Rating: Good
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2,015 posts
Had time to try this once last night. Not knowing anything we went in haphazardly with Chanter, Cleric, Cleric, Tank, Mage, Mage.

We got as far as the Jail in the time allowed.

Is it possible that the devs made this so you would actually have to devise a strategy (as stated above) rather than try to grind it out? In which case it is not a bug or exploit if you figure out a way to do it. Time to completion makes no difference since you are locked out a certain amount of time anyway.

My thoughts from playing the enchanter...

Don't bother with extended enhancement, mission can only last a tad longer than your buffs anyway, plus you will be re-buffing a lot.

Why do you get charm? You cannot charm any of the mobs, not that they resist, you get the message '<<mob name>> cannot be charmed'.

I bought all 5 levels of Subtlety, didn't seem to matter, mobs made a bee-line for me after a slow or mez. Slow was either partially successful or sometimes 'mostly' successful.

Again this points to a strat where you run past the mobs, mezzing everything to accomplish your goals. It probably was ment to take 10 minutes, but they give you an hour to try again and again if you wipe.




#5 Nov 17 2005 at 11:16 AM Rating: Good
I know where the jail cells are but where is the council chamber ?

Thanks. Koswold 67 Pally Luclin
#6 Nov 17 2005 at 11:33 AM Rating: Default
ok, when leaving the Jail, stay to the left and take the next door.(go out jail door, left to next door) In this next area run to the T and take a sharp left hand turn. After this turn, take a sharp right nearly right after the left and you will enter a giant chamber where Farsoth spawns.
#7 Nov 17 2005 at 12:15 PM Rating: Good
Thanks so where the Gnoll Judges, Executioner and Kurrpok Splitpaw used to spawn in the old split paw :)

Koswold 67 Pally Luclin
#8 Nov 17 2005 at 12:46 PM Rating: Default
Quote:
Thanks so where the Gnoll Judges, Executioner and Kurrpok Splitpaw used to spawn in the old split paw :)


Bingo! I had to think about it for a second, my thought was "its either council chamber or where the old Ishva Mal spawned." The latter seemed better cuase it was closer :D
#9 Nov 18 2005 at 4:11 PM Rating: Decent
Where is the zone in to the instance?

My group zoned into Paw and did not transform into monsters.
#10 Nov 18 2005 at 4:12 PM Rating: Decent
From the gnol by the Bridge in SK you have to say venture to him and u port to instanced.
#11 Nov 18 2005 at 4:15 PM Rating: Decent
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2,015 posts
You talk to the gnoll by the bridge to North Karana. You accept the mission, pick the monster you want to play and tell the NPC some phrase (which escapes me at the moment) to get sent to the instanced Infected Paw.
#12 Nov 29 2005 at 5:11 AM Rating: Decent
A guild group was playing with this mm today, and we couldnt get the prisoners free. Is there a way you have to operate the levers? Is it just the lever to open cell door and 2 on inside wall next to each other? Seemed like we ewre misisng something thanks

#13 Nov 29 2005 at 6:35 AM Rating: Good
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1,907 posts
Did it get added to SuiG's awesome post? For some reason, my Allakhazam is broken, I can't see polls or often the first post for some reason. Anyone else having this?
#14 Nov 29 2005 at 6:56 AM Rating: Decent
Best group makeup I've used to win is: Cleric, Cleric, Warrior, Warrior, Enchanter, Mage.

Assign each cleric to a tank or just rotate them when mana gets low. This way you can keep moving without having to stop to med at all.

To save a tiny bit of time, we had one of the tanks suicide run the jail instead of fight the ones in there.

We would finish with about 5 - 10 mins left on each run, if we fight the ones in the jail we just barely make it.

I haven't tried just flying through the whole thing yet. Might be an option.
#15 Dec 03 2005 at 9:30 PM Rating: Decent
We just finished it with warrior, 2 x mage, 2 x cleric, enchanter and we fought to jail and then to council.....got chest to pop before the warning.

So it's doable without training and fun to boot. :)

#16 Dec 06 2005 at 9:50 AM Rating: Decent
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404 posts
This MM is an example of why MMs will probably ruin the EQ experience for most people. I have a person in our lower level guild who has done this mission exclusively since she got out of the tutorial. She has gone from level 10 to level 67 in 4 weeks, by running in with full group, she does whatever it is that has to be done in less than 5 min, (I think, kill some dude) and zoning out. She AFKs and sits until the timer resets in 30 min, I think, then goes back and does another, 6-12 per day.

My level 60 went in with her as a cleric, had enough time to cast temp on group, and was still selecting AAs for the mission when she completed the mission. We zoned out and completed the task, with half a bar XP for me. Heck, I didn't even see any of the zone but the entryway.

And this is bad why.. you may ask? Well, as many will attest, one of the biggest complaints on this board is someone who is level 50 plus and doesnt know their character, either thru buying a char thru EBuy, or a char who is PowerLeveled up using freinds resources or purchased plat. Either way, you get a tune who does not know how to play their character. I personally cant imagine the char above will be in a real fight. She has never cast a spell without being a Splitpaw Gnoll. <Can you imagine the fizzle rate? (20 fizzles then a success, then 20 more?)> She has never swung a weapon except as a Splitpaw Brute. <Dang, I miss frequently, and I have been working on swinging a 1HS for two years and 60 levels.>

I have talked with my fellow officers, and we will never invite her into our upper level guild, primarily because, we dont want her carrying our guild name into a PoP zone or DoN instance when she gets bored playing where she is and someone seeing how badly skilled her tune is. God forbid she decided to try a raid in Fear or Hate, where we occasionally raid with a few other guilds. I guess, if getting to level 70 is all you care about, this MM is the way to go. But, after I completed the above, with the XP I received, I felt positively dirty. I have been debating getting a necro to make some Essence Emeralds to get rid of the XP.
#17 Dec 06 2005 at 11:15 AM Rating: Good
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3,128 posts
This MM is being corrected with tomorrows patch, it won't be doable in a couple minutes anymore.
#18 Dec 06 2005 at 11:18 AM Rating: Good
It's a tough mission if you don't just run thru and train everything. I like this one.
#19 Dec 07 2005 at 12:29 PM Rating: Default
I will be extremely unhappy if the changes to the named gnoll make it impossible to train thru this MM =/
#20 Dec 07 2005 at 12:52 PM Rating: Decent
Scholar
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318 posts
Jsteel wrote:
I will be extremely unhappy if the changes to the named gnoll make it impossible to train thru this MM =/


That's exactly what was fixed.
#21 Dec 08 2005 at 9:25 AM Rating: Decent
ya and with the rest of the MM's that they fixed there so caled flaws with, no one will be doing this MM anymore... not only did they make the named gnoll harder to kill they also only allows 10 deaths then you fail.

Thanks Sony way to support what your players really want once again.
#22 Dec 08 2005 at 9:54 AM Rating: Excellent
The mission was never intended to be trained and finished in 10 mins. Cry me a river that you actually have to fight and EARN your experience.

Monster missions SHOULD be harder and take MORE time than XP in the regular zones. There is no risk of loss of XP in a monster mission.

Get over it.
#23 Dec 08 2005 at 11:27 AM Rating: Good
12 posts
Here! Here! Frakkor <rate=5>
I agree completly. These are great alternatives and provide a way to play when getting a regular group together is just not happening. They provide a way for non-raid-guilded folks to get gear that is a tad worse than raid-guilded folks can- and much better than a non-elemental flagged player can get in a group otherwise. But the MMs should be significantly less efficient in exp generation, not more efficient. Especially as there is no down side at all. Do the pirates because its timed at 45 mins. Spend time, have fun, ecshew exploits.

Sartfest Truearrow
(~9 K hp raid buffed, lev 70 ranger, Casual Player for 5+ years--liking the gear and AAs from these that got me up from 7.5K HP a whole lot.)
#24 Dec 11 2005 at 12:03 AM Rating: Decent
I havent done this mission since the last patch. Are the drops/stats the same or did the patch alter them as well?
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