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  1. #1
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    Default How to maximize your Crystal Cove runs

    With a nod to Natean's post: Crystal Cove 200 Crystals [General Guide/Tips] (http://forums.ddo.com/showthread.php...t=crystal+cove), which I will try to avoid duplicating, I have some more specific suggestions on how to maximize your Crystal Cove runs.

    I'm revisiting this since I note that it hasn't received major updates since before Epic Crystal Cove was added

    First... background assumptions (some unproven or unprovable):

    I. Updated based on other ppls info: there are 2 colors of crystals, green and purple. Green are worth 1, Purple 10. GO FOR THE PURPLE.

    Epic CC adds a 'Colossal Crystal' in one of the furthest parts of the map, which is worth 100. Most epic runs are thus all about reaching this crystal, for obvious reasons.

    II. The areas nearest the Entry tend to have fewest purple crystals. Farming short runs is less productive.

    This has proven to be untrue. Purple crystals are pretty randomly distributed, though there ARE some locations that seem more or less likely to have them.

    III. Crystal Cove contains 2 shrines. DDOwiki indicates that there is always 1 shrine at the Entry, but that there will be another, whose location will vary among 5 or so possibilities (mostly in the 4 corners of the map).

    IV. LOS (Line Of Sight) seems to matter. The bigger and flatter the area, the more leeway you have in torch placement. When things get tight or uneven, you need more care.

    V. Healing torches are NOT path torches (Kobolds may follow a path with them in it, but will probably do so because they see the next incense torch). If you place 2 healing torches in a row, Kobolds will almost always turn around or stall. Healing torches are mostly a waste of time and resources. In the path, they just slow Kobolds down. I believe Kobolds can be healed. If you have a radiant burst cleric, have him heal them in groups at the harvest site.

    Healing torches sometimes work, and if you get'em free for killing a redname, by all means use'em. Even so, try to never put two in a row and try to use'em in straighter spots if possible to reduce risks. Kobolds can be healed and buffed and anything else you want. Hasting them is particularly helpful.


    VI. Kobolds are stupid AND they pause at every torch.

    VII. Kobold AI.. best I can determine it: A Kobold has only a few imperatives.
    a) Kobolds will tend to head in a given direction down a torch line (Go Newton!). Attacks can stop them and even make them temporarily reverse, but AFAIK, they will eventually return to that direction. Sometimes, they will simply stop moving and Stall. (Occasionally they may be chased completely out of sight of your torches, never to be seen alive again).
    b) Stalled Kobolds will start moving again if you click (double-click?) them.
    c) Empty handed Kobolds (also Kobolds who still have some empty barrels) will head for the nearest crystal outcrop. If no crystal outcrop, they will head for the next path torch. If an empty-handed kobold hits the last torch in a row and cannot see another torch or a crystal outcrop, it will turn around and head back.
    d) Kobolds with full barrels (loaded Kobolds) will head for a teleporter if one is in sight. If no teleporter, they will head for the nearest torch on a path back to the Entry.
    e) Kobolds who cannot see any torches or teleporters are lost. If they are empty-handed and see crystals, they will load up, but if they still cannot see torches or a teleporter, they will simply stand in place forever (best I can tell). These I'll call Stranded Kobolds. More observation of Stranded Kobolds may give additional insight, but AFAIK, all you can do is put a teleporter near them or build a line of torches to lead them back to the live path. Clicking on them as if they were simply Stalled will not get them going with no clear destination, IME.
    Often Stranded Kobolds will simply return to the Foreman. NOTE: If you have the screen resolution to keep your map open, you can see where all the kobolds are at all times. More on this later.
    f) Stupid tho they are, Kobolds will follow a torch run that drops off the side of the ramp successfully by traveling to the bottom of the ramp and then to the first torch at ground level. In contrast, if you run a set of torches to the bottom of the ramp and then East alongside it, each torch will connect not only to the torch ahead, but also to the ones on the ramp, confusing the Kobolds, who WILL MAKE A CHOICE OF PATH AT EVERY INTERSECTION.. frequently returning up the line to the foreman empty-handed in this particular case.
    g) Empty-handed Kobolds will only use a teleporter if they can't see any torches or crystals. I'm told they will use DDoors; I assume the AI is the same.
    Kobolds will indeed use a Dimension Door just like a teleporter.

    VIII. You can either Drop items (drag them out of inventory) or Set them (double-click them). Settable items include Torches, Teleporters and Barrels. These do not disappear when dropped; they simply sit on the ground. Trading items takes longer than simply dropping them and having the other person pick them up.

    IX. Torches attract mobs. Can't prove it, but I think they are attracted to the light. To maximize spawns, maximize torch paths

    Given these assumptions, here are my suggestions for how to have the best possible runs:

    1. Assign tasks. There are a few approaches, but not many. Here are the ones I know of, along with my suggestions:
    a) Torch Layer. This is the key task and for best results, only 1 person should have this job. If other ppl collect torches from mobs, they should bring them to the Torch Layer and drop them at his feet (and let him know so he notices). A good torch layer is the difference between failure and 300 crystals.. literally.. very little else actually matters for success (with the possible exception of proper teleporter management). Torch Layer needs to learn exactly how far apart one can place torches and have them connect, and maximize that every time. Count seconds or paces or whatever works, but put them as far apart as possible. This minimizes torch use and maximizes kobold travel speed. (It has been pointed out that connect is not always necessary, depending on LOS, but it's still the ideal).
    b) Designate an initial Buyer. Probably best to pick this person based on what requisition forms they have, but many people have the Torch Layer act as Buyer as well. Only 1 person at a time can talk to the Kobold Foreman; deciding who this will be in advance gets you started quicker. If it's the Torch Layer, it avoids the necessity to hand off items. If the Torch Layer is the initial Buyer, it is likely at least one set of additional purchases will have to be done by someone else after a few crystals are collected. Possibly the Torch Layer will have time to return to the Foreman while Defenders (see below) are scouting. If not, someone else will have to do this.
    c) Optionally, have a Goalie. Goalie will stay at or near the (base of the) entry ramp to let you know if an attack is endangering the foreman and to buy additional equipment as needed or possible.
    Nobody seems to have picked up on this terminology. Most commonly this person is known as a 'Guard' or says they will 'Guard the Center'.

    d) Optionally designate a Teleporter Manager to move the teleporter(s) as required (see below). If not a separate task, this usually falls to the Torch Layer.
    Ongoing experience suggests that the Scouts/Line runners are a better choice for moving the teleporter down the line, since they're likelier to be near it, and the Torch Layer is likely intersections ahead extending the line.
    e) Everyone else is in the Defenders. Their job is initially to scout out the direction suggested by the Torch layer and kill any mobs along the path, possibly also letting him know where the best resources are. After the initial scout, their job is to defend the Kobolds, hurry them along, and heal them if possible. Defenders will spend a lot of time running up and down the torch line.
    And thus now generally are told to 'Run the Line'. Again, the terminology I picked didn't catch on.

    Note: Anyone not in the Defenders group should be fairly self-sufficient as they may lack backup at any given moment.
    Best choice to guard center is often a healer. If there's only 1, that's the place for them.

    2. Initial Purchase: Buy (in order of priority) a dozen torches, a teleporter, and as many barrels as possible. Depending on who does this, drop the items you don't intend to use yourself on the ground for others to pick up. Let the group know what you bought. (By observation, within about 30sec of quest entry, kobolds will have turned in close to 20 crystals. At a minimum, that should allow purchase of 10-12 torches and a teleporter. Even better, tho, turning in a teleporter requisition puts one in your inventory for free).

    3. Followup Purchase: You should only have to do this one time after the initial purchase. There is never a good reason to buy something later; the sooner you own it, the sooner (and longer) you get the benefit. Buy a 2nd teleporter (and a 1st if the initial purchase didn't include one), as many barrels as the instance will allow based on your requisitions, however many healing torches you intend to use (up to 2, IMO) and any additional incense torches and Kobold workers you plan on using. Deliver them to whoever will be using them. (But if you bought any healing torches, Set 1 near the Foreman, and Set all the barrels at the beginning of the torch line for empty-handed Kobolds to pick up.)
    Never buy a healing torch. They cost more and aren't worth it. But if you must, buy only 1 and use it to replace the torch closest to the Foreman at the top of the ramp. They'll be near it longer than at any other point along the line and it's a safe place for them to hang out that tiny bit longer that they seem to at a healing torch.

    4. Defenders: As suggested by Natean, clear out the South area (I'll call it Room 1) right away. That gives your Kobolds something to do while you pick a direction (and there is almost always a Purple outcrop or two in there). After that, either the Torch Layer or the leader of the Defenders needs to pick a direction to scout for Purples and send/lead the Defenders that way. Since the map is essentially an orthagonal maze, simple directions like 'Purples at EESE' would be great. Make clear whether you are directing every turn or only intersections.

    This has worked out well enough to have become common practice. Even with voice, you'll hear things like 'incoming from WS'. Personal preference in non-epic CC is to scout the EN loop first and then down to the waterfall. In Epic CC, it's normal practice to simply clear a line to the Colossal Crystal. (Note: Clear 1 intersection off the line on both sides.. mobs sometimes spot kobolds on the line (or torches?) and move toward it, which can mess up your whole day).

    5. Torch Layer: Correct the instance's initial torch layout. You can steal the 2 torches from just inside the entry by the rest shrine (behind you when you appear in the instance). Run a straight line of torches to Room 1 in the South and if you have a teleporter already, place it just inside the entry to that room. Remember that it's OK to run the torch line off the side of the ramp, but not OK to have triangular or square torch connections.. only a line.

    6. Torch Layer: I can not say this loud enough or often enough: Only ONE live torch run at a time. Multiple runs simply split your resources in defending your kobolds and require the use of more torches and teleporters. So I repeat.. only ONE live run of torches. Your live run may pass multiple crystal outcrops, but the kobolds will farm the first one they encounter along the path. This is your Harvest Site. Watch carefully for triangular connections.. Kobolds will choose a direction every time they are presented with a choice and may turn around and head back empty-handed or travel in a circle if presented with such choices.

    No doubt there's more on this later, but it still stands up. Take the extra time at corners to make sure your torches don't connect in triangles. It'll save you a lot of grief later (kobolds turning around empty-handed).

    7. Defenders should stay together in groups while scouting to minimize damage while cleaning up initial mobs.

    This doesn't always happen.. but it should. Every major vertex on the map tends to start with skeletons, skeleton archers and zombies (5-ish is usual on epic runs). Clearing with 2 or 3 people goes MUCH faster and reduces damage taken considerably. The exception may be some arcanes and divines who may be able to take out a full set solo quickly and easily.

    8. Teleporter Manager: Get a teleporter. Get it early. Place it just North of Room 1 to start with, then move it as necessary to just on the entry-side of your current Harvest Site. When that crystal patch is empty, move the teleporter on to the near side of the next Harvest Site. A 2nd teleporter is a very useful option. If you get a 2nd, place it at the next Harvest Site before the first one is cleared, then go back and pick up the old one. This way no kobold ever misses the opportunity to teleport back. If no Teleport Manager, either the Torch Layer or any Defender can move the teleporter in this fashion.

    9. ALL: Kobolds don't die often IME. That being the case, most of the hat auras are a waste of resources. IMO, everyone should get Haste Aura. Note that the spell Haste appears to work on Kobolds as well. It has been recommended to me that the blur aura is also useful in that it reduces the likelihood of kobolds being hit by mobs, panicking, and running useless places (like back up the line, but I once found a Kobold soulstone in a corner of the map, on a solo run where I laid not a single torch.. clearly he fled there).

    Hats seem to be less ubiquitous these days, especially at higher levels and since the 'Invitations' that gave everyone a free hat only happened the first year. Kobolds DO die some, especially in epic runs. Usually that happens because the torch line is run to the far reaches of the map and it's impossible to be everywhere at once.
    NOTE: Although the only verbal warning you get of attackers comes from the Foreman when mobs enter the center room, if you have the screen resolution to keep your map open, kobolds being hit are visible as flashing red. This is very useful information to those running the line. If you can see and have voice, tell others (not everyone will have the resolution or think to keep their map open).

    10. Dead Ends (the only complicated bit and open to alternative approaches... chose this as simplest of the best options):
    a) Torch Layer: When your torch run hits a dead end (as it eventually will), scout a new path to a new destination, decide from where on your existing path you intend to start a new run, and start laying torches along the new path. DO NOT CONNECT THIS LINE TO THE LIVE LINE. Leave at least 2 torches missing at the beginning of the run so kobolds will not see the new run until you are done with the old one.
    If you have a 2nd teleporter, you may optionally get it from the Teleport Manager and place it at the first Harvest Site along the new path. This only makes sense once you are harvesting the last or possibly second-last site along the old path.
    b) Torch Layer: Ask Teleport Manager to let you know when the last Harvest Site along the old path is almost cleared out. When he does, lay the 2 torches missing from the new path to connect it. Then remove the first 2 torches from the old path so new empty-handed Kobolds will only follow the new path.
    c) Torch Layer: Return along the old path, collecting torches as you go (you will undoubtedly be following Kobolds).
    d) Teleport Manager: When Torch Layer comes in sight picking up the old path, he will be herding Kobolds. These Kobolds will not use the teleporter until the last torch has been picked up. Wait for the last Kobold to use the teleporter, then grab it and run back down old path and up new path to place it ASAP.

    11. Just a note about aggro, suggested by my friend Kimberlyte on Orien. Pull combat off the torch line whenever possible and as much as possible, to avoid interfering with Kobold travel. Good use of intimidate can make a lot of difference here. A single hit on a mob that does damage works as well. This is the real value in bothering to have a Goalie: he can pull the mobs away from the ramp until the remaining Defenders can arrive, keeping the Kobolds moving uninterrupted.

    Final notes:
    Purple crystals are so much more valuable than greens that it may be worthwhile babysitting Kobolds carrying purples to see that no harm comes to them. NOPE.. just make sure they teleport.
    Economize. Buying everything just because you can wastes resources and makes it harder to hit 300. Keep in mind that named mobs drop torches, barrels and requisitions.. maybe even teleporters, but I can't prove that ATM. Never seen a teleporter drop from a redname.. only requisitions.
    Fewer Kobolds with multiple barrels is better than more Kobolds each with a single barrel. Sometimes groups of Kobolds get in each others' way and they mill around wasting time, and they can also get in the way of the Defenders either moving from place to place or targeting mobs on or near the line. Since the cost of 3 single-barrel Kobolds is identical to the cost of one 3-barrel Kobold and Kobolds seldom die, there is no good argument for more Kobolds with fewer barrels.

    Following this (not as simple as it sounded in my head) set of guidelines will maximize your crystal-gathering efficiency. I am eagerly anticipating feedback on anything I overlooked or additional information to fine-tune this.
    Last edited by Zistra; 06-30-2014 at 05:22 PM.

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    Quote Originally Posted by Zistra View Post
    I. Different colored crystals have different values. My best guess is that green is least valuable and white is most. Probably linked to the gems' colors in Smugglers Rest, but I have not tried to verify that. Post more info if you have it and I'll update this.
    Green crystals are worth 1, purples are worth 10. There are no other colors. Just different-looking shades of green and purple.

  3. #3
    Community Member Rumbaar's Avatar
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    Thanks for the info, I guess the 'dungeons' scale for groups?

    As I've only done one of these, was on for like 10 minutes and had no clue what was going on. So ended up going in solo. Took a bit to work out what was going on. But I was able to get 70/100 buying no torches and having no clue.

    I would assume it would be massively easy for at least 2+ people with half a clue to get 100/100 within the allotted time.
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    The best crystals are not necessarily at the corners of the map, they seem to be somewhat random, though certain locations seem to have large amounts everytime, but color still varies

    Healing torches are in fact path torches as well. I only buy them if I'm out of torches and need 1 more torch to hit a cache. Usually though someone will get torches when you kill a named

    I have not seen a empty kobold use a dd or a teleporter. A kobold who has no torches around heads back to the start as far as I've seen

    My guild groups have usually put me in charge of kobolds. I do all of the buying and most all of the laying out. Torches and teleporters. Occasionally I'll ask others to help by laying down torches they've picked up, cutting off a line of torches near the start (especially when switching between east and west) or cleaning up a cut off route by picking up torches and teleporters.

    If you really want to maximize collections, buy as many workers as you can as soon as you can. Buy barrels early too (IMO 10-20 barrels is plenty). I usually buy 10 normal torches. If I end up with more from names I use them, but I generally don't go farther than 12 or so torches from the beginning. I've never needed to go farther and it's a longer run for the kobolds. If I need to I just switch from east to west or vice versa depending on which way I started.
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    Default More Crystal Cove info

    Just a couple of things that didn't really fit in the OP.

    I. The ddowiki entry on Smugglers Rest/Crystal Cove is at http://ddowiki.com/page/Treasure_of_Crystal_Cove (I stole some of the following info from there).

    II. Crystal Cove often says you received 0XP on completion, even if you did get XP. (appears fixed now)

    III. Entering a quest difficulty below yours will penalize the green dragonshards you get as well as your XP. If quest difficulty is at or above highest level person, you get 1 green dragonshard for every crystal you earn above the 100 needed for completion.

    IV. Completing the CR25 difficulty gives bonus of 50% green dragonshards. No longer true.. CC scales up to CR30 now and there's no specific bonus aside from the level variance bonus/penalty.

    V. Run with people 5 levels above you and you will receive NO green dragonshards.

    VI. Bring Kobold soulstones to the Foreman. (OK, OK, I know.. Kobolds almost never die, but JIC...) IIRC, they cost 2 crystals for the Forman to rez.. worth it if they have multiple barrels...

    VII. Failure to complete (gather 100 crystals) does not use up your compass. If you are going to succeed but not gather enough crystals to earn you green dragonshards, you can always abandon ship (as it were) by exiting the quest and thereby keep your compass to try again.
    This was modified. Every entry now uses a compass. If you click the door and then don't enter immediately, your compass goes anyway, and you get a limited time to enter without using another (I think it's 6 min.)

    VIII. If you want an alternative way to earn gems/dubloons, enter a Crystal Cove quest and simply kill mobs. No completion means you can do this over and over to collect gems and either use the gems for items and item upgrades or turn them in for dubloons. Note that to collect gems that spawn on difficulties 5 levels below your toon you will need to run on a lower level alt.. no gems drop if you are 5 levels over quest difficulty. Clearing just the existing undead mobs and doing nothing with the kobolds at all will earn you 40-50 gems split between whichever 2 colors are in the level range you are running (this quantity might be level-specific). With haste or some other speed boost I can cover the entire map and do this in less than 10min., which allows at least 4 runs per Cove opening of 40min. To maximize the effect, on the last run (when you couldn't get back in anyway so time is no constraint) you can have the kobolds do some collecting and run a torch line to one side to draw/spawn more mobs to kill. Be careful not to hit 100 collected tho, if you want to keep your compass. And put a heal torch near the foreman to heal the Kobolds from the spawn attacks. In fact, in this instance, buy all the heal torches you can.. reduces your risk of hitting quota.
    This can still be done, but it DOES now use a compass each time. Still worth it if you have the compasses and need the gems. (And you can turn gems in for dubloons, and dubloons for more compasses.. bootstrap levitation, anyone?)

    IX. YOU CAN BUY HATS. Some people don't seem to realize that if you created a toon after the event opened and got no invitation, you can still buy a hat from the hatbox.

    X. You don't need to buy the L4 version of an item and upgrade it. In fact, it is MUCH cheaper to buy the basic L16 version of something than to buy the L4 version and upgrade it thru L8 & L12 to L16.

    XI. Best auras for hats, IMO are haste first, then blur. Haste for obvious reasons, but blur not so much to avoid Kobold damage, but to avoid the panic and milling around that comes with being hit.

    XII. You may find some Pirate's Port in your inventory. It acts as a 1-person DDoor back to the foreman at the entry. Dunno where it drops, but I believe you can trade for it if you need/want it (particularly useful if you want to try running solo). Seems to be one of the possible drops from redname kills. There doesn't seem to be an announcement; it just appears in your inventory.

    XIII. Most of the intersections in the maze that is the Cove will be populated by undead (mostly skeletons) at the start. Probably 75% of the 'vertices' will start with undead mobs. Room 1 (S of entry) always does, IME.

    IX. Most of the mobs that spawn are humanoid monsters of similar varieties to those that populates Smuggler's Rest.

    X. Red-named bosses (3-6 spawn in every instance, IME) are split between humanoids and undead.
    Last edited by Zistra; 06-30-2014 at 05:32 PM. Reason: Updated with new & Epic CC info

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    Community Member The_Cataclysm's Avatar
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    Stranded kobolds (from my observations) will always return back to the start.

    Quote Originally Posted by Rumbaar View Post
    Thanks for the info, I guess the 'dungeons' scale for groups?

    As I've only done one of these, was on for like 10 minutes and had no clue what was going on. So ended up going in solo. Took a bit to work out what was going on. But I was able to get 70/100 buying no torches and having no clue.

    I would assume it would be massively easy for at least 2+ people with half a clue to get 100/100 within the allotted time.
    Well, the goal isn't to collect 100, but to collect 300. The first hundred go to the kobold union and any after that go towards the group. So if you collect the full 300 hundred, each player will get 200 (which is then modified by the bonus/penalty for your level). So a level 20 group can get 300 crystals per run if they fully complete it on level 25.

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    Default Healing torches

    Quote Originally Posted by pjstechie View Post
    Healing torches are in fact path torches as well. I only buy them if I'm out of torches and need 1 more torch to hit a cache. Usually though someone will get torches when you kill a named

    IME, healing torches kinda work as path torches.. but put 2 in a row and see what happens. In any event, since they cost 3x the cost of a path torch, only use them as path torches when and if you must.

    Also, injured Kobolds will hang out at a healing torch until.. well..healed. Having one at the beginning and/or end of the run and none in the middle reduces their exposure to mobs.
    Last edited by Zistra; 02-26-2011 at 09:58 PM.

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    Another tip to help is that if you use a teleporter requisition you will get a free teleporter put in your bag. I usually only use 1 teleporter since I do all the torches and buying. Everyone else on my team is either scouting areas for purples or guarding the center/path.

    Once we have gotten the full 300, we will gather up all torches so that all kobolds will return to the top so it is less likely that any will die with the time that remains.

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    Community Member Rumbaar's Avatar
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    Quote Originally Posted by The_Cataclysm View Post
    Well, the goal isn't to collect 100, but to collect 300. The first hundred go to the kobold union and any after that go towards the group. So if you collect the full 300 hundred, each player will get 200 (which is then modified by the bonus/penalty for your level). So a level 20 group can get 300 crystals per run if they fully complete it on level 25.
    Ah I see, one again the in game info is lacking.

    I thought it was too easy to be true.
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    Nice writeup, I've probably soloed this thing 150+ times since Tuesday, so I will share some of my observations.

    Torches - You do not need to always have the "line" between torches to get a kobold to move to one, as long as it's lit, and *fairly* close to another lit torch, the kobolds will move to it. An example would be.... I tend to hit West first, while the initial kobolds are finishing south, and I leave 1 torch near the bottom of the ramp, and B-Line west, there is a small hump there, I throw down a torch and continue west making a standard line... the kobolds will check it out.

    Does not work very well beyond the main room, I believe the main room is completely considered "lit up" in terms of where the kobolds will go with or without a torch line, and will go to any lit torch or crystal in the main room, nearby torch or not.

    When you first enter the instance, while your buffing and waiting on the initial crystals to come in for purchasing, grab the 2 extra torches near the entrance, they are free and do not serve any purpose as far as I can tell, other than giving you 2 free torches.

    The 4 Torches on the ramp, and the 5-6 more on the floor are overkill. Have your torch layer immediately start down the ramp, quickly and efficiently pick up and re-arrange the 2 on the ramp, and pick up 3-4 from the floor, leaving only enough to get to the south room easily, and maybe another to designate the area your going to start on.

    Torch layout - When you have an area clear and you decide to change direction, have a fast character, with the cheapy kobold haste hat, or the haste spell, pick up the torch chain from farthest point and run with kobolds back to main room. If you start picking up torches from main room and then get to the end, the kobolds will whine, protest, get lost, take their sweet time, may not even come back, etc. Sadly, Kobolds require their scaley hands held... a lot.

    Someone mentioned never have 2 torch runs at the same time. I tend to partially agree and disagree with this. For instance, while south is being cleared, I like to get either West/East started, at least enough to keep the kobolds busy while I go back to south picking up torches. Same said for East/West, once it's getting close to empty and I know I'm changing directions, I DDoor back, and lay 2-5 torches to get the next wing started. Otherwise, yes, only 1 "main" path at a time.

    Agro and Monsters - While it helps to keep them dead, they agro on players very easily, 1 attack, offensive spell, a good poke in the eye, etc will get them on you and they will stay on you for a good ways, though, they can and will change targets if you get to far away. But it is not entirely necassary to kill every one as soon as you see them, if your laying out a torch path, and your kobolds are at a point where they need a new crystal spot, defer from killing the mobs until you have got at least enough of a chain laid out to get the kobolds working again.

    When at all possible, and this is especially true with the named, kill them away from your torch lines, as was stated before. The only time I let them come near the torch chains is if I'm picking up a chain and moving it, or if the kobolds are in waiting mode for a new torch line

    Purchasing - You can definitely buy to much, you really don't need 20 torches, or 4 teleporters, or 20 barrels or 10 extra kobolds. I found the sweet spot, for me at least, is 10-12 Torches, 5 workers, 7-8 barrels, 2 Teleporters. Of course, using anything you find on named is just gravy. I 100% agree that healing torches are just not worth it. They cost to much, and slow the kobolds down.

    Hirelings - If you use a cleric hireling, don't be afraid to spam Mass Heal, or Mass Cures while fighting the undead, helps out a ton.

    Zombies - they are apparently broken. Positive energy heals them, negative energy damages them.



    Some other things of note. Dimension Door (not just for the kobolds) but for a scout or even a person relaying torches and such, is awesome.

    Death Aura easily picks up the hobgobbies agro just by running by em and making sure it ticks.

    The named seem to hate Wall of Fire, they cast just about every Wall of Fire Cancelling spell there is, Cyclonic Blast, Ice Storm, etc etc.

    Everything seems to have reasonably high Fort saves, and every spell the enemies cast have really poor saves, I have yet to be danced, lol.
    Last edited by Ruphus; 02-27-2011 at 06:23 AM.

  11. #11
    Community Member donfilibuster's Avatar
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    Quote Originally Posted by Zistra View Post
    VII. You can either Drop items (drag them out of inventory) or Set them (double-click them). Settable items include Torches, Teleporters and Barrels. Torches do not disappear when dropped; they simply sit on the ground. Haven't checked if that is the case with teleporters or barrels. Trading items takes longer than simply dropping them and having the other person pick them up.
    Yes you can drop teleporters and barrels for someone else to pick up.

    So you can drop stuff near the line so the torch person finds them along the way, rather than stopping what u are doing to go deliver them.

    Also, if someone dies they drop these things on the spot so make sure u salvage them lest u forget where u left all the torches

  12. #12
    Community Member kaleid0star's Avatar
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    Another useful tip... Kobolds take DDoors when they are full and need to get back to the base ^_^
    Clashing (Healing Spellsinger Bard), Faerwynd (lvl 20 Caster Cleric), Cocus (lvl 20 Palemaster Wizard), Grougal (Wolf/Healing Druid)

    Member of Captain's Crew - Ghallanda

  13. #13
    Community Member PNellesen's Avatar
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    Quote Originally Posted by Zistra View Post
    Just a couple of things that didn't really fit in the OP.
    VIII. If you want an alternative way to earn gems/dubloons, enter a Crystal Cove quest and simply kill mobs. No completion means you can do this over and over to collect gems and either use the gems for items and item upgrades or turn them in for dubloons.
    I did this a couple of times in a dungeon set 2 levels below mine, and noticed that there appeared to be trigger points at which more mobs would spawn, based upon how many crystals had been collected. Even if I went in and cleared out all the initial skellies/zombies, I still needed to run a line either E or W to have the kobolds collect more crystals before any more mobs or named monsters appeared.
    Quote Originally Posted by Ertay View Post
    While they were at it though, the devs decided to go on an incredible nerfhammer rampage and left nothing in their wake standing...

  14. #14
    Community Member Malky's Avatar
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    Quote Originally Posted by Ruphus View Post
    Zombies - they are apparently broken. Positive energy heals them, negative energy damages them.
    They are also crit'able and sneak-attack'able, prolly a missing 'undead' flag that made it live
    On a long enough timeline, the survival rate for everyone drops to zero
    Yes, i'm french and i do eat frogs alive, so don't mess with me when i'm hungry
    Argonessen FTW : Leelith ~ Bagdad Cafe ~ Lipp Stick ~ Peroxy Acetone

  15. #15
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    1. Assign tasks. Here are my suggestions:
    a) Designate a Buyer. Probably best to pick this person based on what requisition forms they have. Whoever has the most is buyer for this round (lol). Have Buyer stay at or near the entry ramp to let you know if an attack is endangering the foreman and to buy additional equipment as needed or possible. Initially, have them buy torches and barrels and just drop the torches on the ground. Have them Set the barrels right at the start of the torch path for Kobolds to pick up.
    This is silly , the torch runner should be the buyer , whilst he is buying at the begining someone should run the two free torchs by the first shrine into the south .

    Buy all extra kobolds ,10-20 extra barrells and a teleporter(requistion this if possible) and the basic torchs as soon as you have the resources to do so .
    You should never be buying midquest . The items cost the same if you buy them and use them for 20 minutes , or if you buy them and use them for 10 minutes .

    Nobody needs to babysit the foreman .

    Just have someone running up and down the kobold line checking that kobolds arent stuck and arent getting attacked will be far more effective and useful than a guy sitting at the start with the kobold foreman .

  16. #16
    Community Member werk's Avatar
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    Buy barrels before kobolds. Once every kobold has 5 barrels, start buying workers ONE AT A TIME and load them up with barrels.

    Extra workers only block the path (they don't pass well) especially if you buy them all at once.



    Just had a run where the leader bough a bajillion workers and each had one barrel...we didn't get quota until we were almost out of time. Second worst run of the event so far.

  17. #17
    Community Member Bolo_Grubb's Avatar
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    thanks for the tips
    Kill'em all and let their favorite deity sort'em out
    Quote from a shroud run "I am an idiot, not a newb"

  18. #18
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    Quote Originally Posted by werk View Post
    Extra workers only block the path (they don't pass well) especially if you buy them all at once.


    I have never ever had this issue .

  19. #19
    Community Member clkpacker's Avatar
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    A note on Kobold health: IME, injured Kobolds run slower, so it's very easy to pick out the injured from the healthy. Have your divine pop a heal on any slow-running Kobolds.

    Make sure someone is running the line at all times--mobs do respawn on the line (both the hobgoblin and undead varieties), and while the Kobolds seem to have pretty decent hp they will slow down considerably when attacked. As noted before, hitting a mob once is sufficient to draw aggro. Kobolds will still work while mobs are around, but it's better to drag mobs away from the line because Kobolds occasionally seem to have issues pathing around them.

  20. #20
    Community Member Shade's Avatar
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    Quote Originally Posted by The_Cataclysm View Post
    Once we have gotten the full 300, we will gather up all torches so that all kobolds will return to the top so it is less likely that any will die with the time that remains.
    Once I get 300. I chat about random things and hope those bloody kobolds get killed for being so stupid.

    You know no one cares when a kobold dies. Much less one you no longer need to work for you =)

    A few runs I tried to get them all killed by gathering tons of mobs and using diplo, there too tough tho on cr25, they never die =/

    And yea as other said;
    Healing torchs work exactly the same as incense torchs.

    Only differences is the kobolds say different things as they run by them. Same movement speed also.

    The disadvantage to them is they cost 3x as much.

    Sometimes we put a big mix or both alternating to make prety colors.. It has no effect, we always get 300 crystals easily.

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