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Picklaw's RevengeFollow

#1 Jan 23 2006 at 1:29 PM Rating: Decent
Can anyone tell me the locations of the hostages and what the best strategy is to free them? Have been in groups that people clear them out so quick and others that take forever. I would like to be able to do this part of mission when others have no idea. Thanks.
#2 Jan 23 2006 at 2:23 PM Rating: Decent
in the hallway at the top of the stairs, there is 1 prisoner in the first room on the right and 2 prisoners in the second room on the right....

further down the hall is a hall leading left and a set of stairs going up beyond that....follow the hallway left and at the T is another door to the right..in there is prisoner #4.

now go back to the stairs going up another floor, go up and follow all the rights until you get to a door at a deadend..behind that door is the last prisoner.
#3 Jan 23 2006 at 2:26 PM Rating: Decent
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8,619 posts
Ok basic stratergy is 5 warriors 1 cleric, all weapons/shields removed.

Take out Wizards first and make sure to rotate aggro since using Temp as a group heal works far better than normal heals, for this reason clerics should take mana pres and mana regen over improved heal.

there are three basic ways to do the mission that work well.

the first two are reltivly similar with only a minor difference.

1.

Move as a group to the basement killing as you go untill above WR/RR area, cleric should go and hial captain in RR room as the warriors fight mobs in that area.

return to staircase leading to second floor.

Move into Bard room where first prisoner is, kill mobs and hail, slip next door to kitchen hugging right wall.

Next two prisoners are there, first behind "cupboard" second in side room. Kill mobs and hail.

move into center casino room and kill any Wizzie mobs making sure that the duty "lemming" stays in the Kitchen and gets no aggro.

remaining players pull warriors back to enterance, while lemming goes to top left room and hails the prisoner around the "wall" and then legs it upstairs to the far right corner room as you go up the stairs and gets prisoner No5.

by the time the Lemming has died the last warriors should have dropped making spookyly enough 40 goblins killed, named will spawn, kill them loot leave and gasp at daft amount of XP gained.

2. as above but pulling rooms to base of stairs

3. talented puller pulls all mobs to enterance while folling basic outline above.
#4 Jan 23 2006 at 4:45 PM Rating: Default
Hmmm did a 6 warrior group yesterday...no cleric P.

Was the fastest MM I ever did ...only a few deaths untill we got to the upper lvl then we killed first right room and went for the captives...went very fast and I would do it again but most peeps wont belive me when I tell them no cleric P..
#5 Jan 23 2006 at 5:00 PM Rating: Decent
Scholar
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1,156 posts
Yeah! Why even heal? What's a minute downtime?

It's like an autoheal, really..
#6 Jan 23 2006 at 5:10 PM Rating: Decent
Warriors: Buy all AA's.
Clerics: Max in Mana Regen and Mana Pres. Put two in Spell Haste. Last can go into Regen.

Warriors: Destroy Sword. Keep the Shield if you're the Death Runner, but dequip it. Destroy Shield elsewise.
Cleric: Destroy Hammer. Equip the second Bracer; it'll be in your first backback.

Warriors: Use Kick and ..forgot its name, the Bleed AA. Autoattack, of course.
Cleric: Use Temp exclusively.. disregard all other abilities. You can melee if you'd like, but I'd suggest sitting for the extra 5mana/tick.

Warriors: Target Wizards first. Try to use Taunt and Provoke to spread damage to save the Cleric's sanity.
Clerics: I'd suggest casting Temp when FM, even if group damage is light. Go right back to medding. Try to keep 80m+ until upstairs.

Death Runner: Bug normally causes Death Runner to not be able to loot Overlord if he's killed while Death Runner is zoning (upon his death). Zone out and /target Creq, /say set. He'll be lootable once you're back in. This, rarely, occurs for others, too. Do the same. When you're trying to die, click off Temp, remove Shield, and keep hitting Sit every time their hits force you to Stand. Allowing yourself to live until Overlord is dead may save the trouble of having to zone to fix bug if the group refuses to save his death until you zone back.

Edited, Mon Jan 23 17:18:29 2006 by ReofblMobile
#7 Jan 23 2006 at 5:50 PM Rating: Good
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1,907 posts
I have done a bunch of these and always take off sword and shield, but I have never actually destroyed them, just curious about benefit of destroying.

Now my main question(besides why I always get lost in the basement)is why, when I do prisoners (or suicide) upstairs does my group seem to get a bunch of mobs even if I died. I have been in groups where they person doing prisoners didn't have them all come to the group when they died. What am I doing wrong, or was I just unlucky a couple of times (or was there a group member I didn't see behind me).
#8 Jan 23 2006 at 11:49 PM Rating: Decent
Kill everything down to the basement, hail the injured captain then run up to the second floor. Enter and clear bard room (first room on right). Hail the first prisoner while fighting. Enter kitchen (2nd room on right) and clear it, hail 2nd and 3rd prisioners while fighting. Then go straight across to casino room and clear it. DO not go out the back of the room) When the casino room is cleared, you should have 40 gobbies killed.

After you kill the casino room, everyone but the suicider goes back to CY. Make sure the entire casino room is killed before the suicider runs to the 4th and 5th prisoner (see 2nd post for directions). After hailing the 5th prisoner, the goblin overlord will spawn. If you've done the mission quickly, you will respawn in the entrance hallway to a dead overlord which you then loot and run out. If not the CY will respawn but its no biggie, you can still loot and scoot as youre being hit.

Some other hints:

type /face -its kinda funny

Warriors can use /shield (player) to help out the healer

Do not let the cleric zone in last- thats a pain in the ***

Ive also heard that casting Celestial remedy on the suicider will keep him from being rooted while active

Cleric can pull- just drag mobs across your aggro magnet, they will aggro him rather than you
#9 Jan 24 2006 at 9:56 AM Rating: Decent
Everytime I do this mission, I always remove the sword and shield. I was told to do this the first time I did this MM. Anyone know why? Does H2H give better damage than the sword and shirld?
#10 Jan 24 2006 at 10:24 AM Rating: Excellent
Liberal Conspiracy
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H2H is considerably better damage. I had the same mini-debate with guildies my first time in but they told me to try is and.. yup.. avg hit with the sword is ~15pts vs ~40pts with your fists.

Shield might help to bash-stun casters but if everyone dogpiles the wizards, they shouldn't last long anyway.
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#11 Jan 24 2006 at 11:39 AM Rating: Decent
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2,015 posts
I have hot-bar keys with secondary and inventory slots. If I am fighting a wizard I can drop my shield in secondary for a bash then remove it to keep dual H2H going. Otherwise leave shield in inventory slot.
#12 Jan 25 2006 at 11:46 AM Rating: Decent
17 posts
I too did a 6 war mission and found the same thing..went very fast...im thinkin that the instance adjusts to this somehow, or maybe with the extra pair of hands it was easier. in any case, it certainly bears examination...anyone else care to try it?
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#13 Jan 25 2006 at 12:03 PM Rating: Decent
If you have a cleric make sure they know DO NOT DO A GROUP HEAL WHEN YOU ARE IN COURTYARD AND SOMEONE IS UPSTAIRS. This will pull all the mobs that are on that person to you in the courtyard and you wont be able to get rid of them. One advantage to no cleric is this does not happen. I have been in several that pulled the entire upper floors this way.
#14 Jan 25 2006 at 1:11 PM Rating: Decent
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239 posts
I also use the cleric for CC. If someone screws up and pulls a giant train to the zone, throw a superior heal on the aggro magnet then run as far upstairs as you can get and die. Often, this loses all aggro.
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