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    Community Member Sarisa's Avatar
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    Default Epic Quest Overview

    Current as of update 13. I do not have personal experience with either LoB or MA on Epic, so I'm only including second-hand information. For the Epic Challenges, just a brief overview of them is included.

    Basic equipment includes Heavy Fortification, +6 or better stat items in the appropriate stats, and a decent weapon to kill trash with (a LitII is excellent, but there are many other options).

    Basic Buffs include Deathward, Freedom of Movement, Magic Circle Against Evil/Protection from Evil, Greater Heroism, Blur/Displacement, Prayer, and Recitation.

    Phiarlan Carnival
    Overall, this is one of the best packs to pick up to get into epics. Aside from Small Problem, they're all easy to jump into with basic gear. A number of the items are good "stepping stones" up from basic raid or crafted loot.

    Snitch
    One of the easiest epics, and probably the best to learn first. There are a variety of monsters, all in small, low risk encounters so that even if something goes wrong, you can fairly easily recover. There are also a large number of shrines, so you don't need to really worry much about resource conservation.

    Crateos can be a long fight, but he's not too difficult. Whoever gets aggro should back him into a corner, with everyone else behind outside of Cleave range. For Garos, either back up into a corner or surround him. He's a caster, and uses a wide variety of spells. Flesh to Stone is one of the few that can't be easily mitigated.

    Difficulty: 1 of 5
    Token: 50-80 Fragments
    Equipment: Basic. A good construct beater is recommended for Crateos. Garos has DR/Good.
    Traps: All are avoidable with basic timing and jumps. A trapper is nice but not necessary.
    Buffs: Basic, Resistances (Fire, Electric, Acid), Holy Aura (for saves), Neutralize Poison.
    Popular Parts: Antique Greataxe seal.

    Partycrashers
    When you know all the various tricks, it's an easy epic. The only really tricky parts are the scorpion and the spike/force trap/air jet room. This requires a good bit of metagaming to know all what to do. 10 chests are easily possible in a 30-40 minute run. It's strongly recommended that you run this with someone who knows and explains the quest so you know what to do.

    Migris is not too dangerous, as long as you have Deathward on and can survive a Cometfall. Dariel can cast Hypnotic Pattern, Power Word: Stun, and Meteor Swarm so he's a bit more dangerous. The Scorpion hits hard but can be healed through without too much trouble. The Giant is a mountain of hit points but there are a few semi-safe spots you can jump up to and avoid most of his hits.

    Difficulty: 1.5 out of 5
    Token: 1 Dungeon
    Equipment: Basic. A good ranged weapon is helpful for some of the marks, but spell casts are just as effective. You will need someone in the party able to hit a 35 Intimidate and a 30-32 Diplomacy. A 32-35 Bluff will make the Private Rooms a bit easier if you decide to kill everything in there for an extra chest.
    Traps: Avoidable with metagame knowledge and timing. The Air jets are semi-random, and can be a bit difficult to time if you can't disable them. The spikes are high damage force traps that CANNOT be evaded, since they're will save based traps. A Cleric or Monk with over 40 will save will still regularly fail against them.
    Buffs: Basic, Resist Energy (Fire, Ice), Neutralize Poison, Grasp of the Earth Dragon (the tiefling brutes have Stunning Blow), Holy Aura, Jump, True Seeing.
    Popular Parts: Phiarlan Mirror Cloak seal.

    Small Problem
    The most difficult of the House Phiarlan epics, but still easily completed with a group that works together. The main threats in this quest are the Fire Elementals on the run back to the entrance, and the Hyena (Messenger of the Prairies). The Hyena has a chance to proc an Otto's Irresistible Dance when it hits a player, so this can cause party wipes if the CC'er or Healer is danced.

    Three of the Four dogs at the end fight are orange named, and can be Energy Drain'ed/Danced to speed up the kill and lower the risk. Be sure to kill the Hyena first. A Fire Elemental will spawn during the end fight after about 1 minute near the fire barrier, so be ready for him.

    Be sure to buff up Brawnpits, Death Ward is vital. The Messenger of Pits has a level drain proc on hit, and Death Ward makes you (and Brawnpits) immune.

    Difficulty: 3 out of 5
    Token: 1 Dungeon
    Equipment: Basic, though a good elemental beater is strongly recommended.
    Traps: None.
    Buffs: Basic, Resist Energy (Fire), Neutralize Poison, True Seeing, Jump, Holy Aura.
    Popular Parts: Kron'zek's Cruelty, Mask of Comedy, Ring of Elemental Essence, and Brawn's Spirits seals.

    Under the Big Top
    This quest was once the easiest and fastest token in the game. The "jump spots" are no longer present, until after the trapped wheels are set, so it's a bit more time consuming now. It's still not a difficult quest, as long as the casters are controlled quickly.

    Malicia is one of the highest AC monsters in the game, so a lot of newer players will be unable to effectively damage her.

    Diffuculty: 2 out of 5
    Token: 1 Dungeon
    Equipment: Basic, but having anything to boost up your to-hit is a good thing. Malicia's DR is broken by Good. Destruction or Improved Destruction, (Improved) Sunder, Evil Outsider Bane, Prayer/Recitation, and Bard Song or "Battle Skill" items are all good to have to improve your chances of hitting Malicia.
    Traps: Rune Wheels are protected by some extremely nasty traps. The boxes are close, but not too close to the wheels so you may need to do some searching if you don't know where they are. The rune wheels can be survived with a player with Improved Evasion or an extreme amount of HP, but it's usually best to disable them.
    Buffs: Basic, Resist Energy (Fire, Electric), Neutralize Poison, True Seeing (a lot of trash is displaced).
    Popular Parts: The shards to the above named items.

    Sentinels of Stormreach
    Another fairly easy pack of epics. The items here are a bit more specialized, and the drop rates of seals and shards are rather poor. Expect to do a good bit of grinding to complete items here unless you are lucky.

    Bargain of Blood
    The easiest of the Sentinels series, it's another good starting epic. This is a bit more difficult than House Phiarlan to CC, mostly due to the high Spell Resistance on Drow. The encounters are small enough so that they're not too threatening.

    To avoid the traps on the final approach to the boss, pull the lever off to the side of the first gate (don't shoot the ones above the gate) to avoid the first set. Shoot the lever above the crystal (not the other one) to avoid the second set.

    Difficulty: 1 out of 5
    Token: 40-60 Fragments
    Equipment: Basic. Nothing in here requires anything special.
    Traps: There are traps present, but they are only activated if you choose the wrong target to shoot or lever to use.
    Buffs: Basic, Resist Energy (Cold, Sonic, Fire).
    Popular Parts: Jidz-tek'ta and Chimera's Fang seals.

    Black Loch
    A fun but fairly long quest to run. The low drop rates and the low number of token fragments you get, along with having to fight a large number of undead, makes this a fairly unpopular run.

    Karnathi Zombies and Zombie Pirates are considered intelligent undead, and do not have the typical DR/Slash that zombies typically do. Failed Experiments are standard zombies with DR/Slash, and are not intelligent so Halt Undead works.

    Note that this quest may not properly drop seals at the current time.

    Difficulty: 2.5 out of 5
    Token: 40-60 Fragments
    Equipment: Basic. An undead beater is strongly recommended.
    Traps: A few, all can be timed and avoided with careful jumps.
    Buffs: Basic, Resist Energy (Fire, Cold, Acid).
    Popular Parts: Jidz-tek'ta and Chimera's Fang seals.

    Spies in the House
    A very difficult epic, similar in style to "The Pit". A lot of jumping and platforming, along with a large number of traps and some dangerous monsters. Be very careful of the electrical floors. There are Air Elementals perched over top of one of the floors.

    While it's quite difficult, and time consuming, it does not grant a full dungeon token.

    Difficulty: 4.5 out of 5
    Token: 60-80 Fragments
    Equipment: Basic, along with elemental and undead beaters. Electrical absorption items are extremely useful for certain sections.
    Traps: Many, most can be avoided but it's strongly recommended to take a trapper along.
    Buffs: Basic, Jump, Resist Energy (all)
    Popular Parts: Jidz-tek'ta and Chimera's Fang seals.

    The Tide Turns
    A fairly long quest, but not terribly difficult. There is only one really dangerous spot, and that's after the lightning traps behind the door. Killing or disabling the casters fast is very important. Every third run will give you a raid like end reward list, including all three of the sigils and a large number of the base items from the quest. You can also get good BtA items for crafting blanks.

    The boss is a huge sack of HP, but not very dangerous if you avoid bringing the trash in with him. He'll usually vanish part way through, and heal completely. As long as your group has enough DPS, he will only vanish and heal once.

    Difficulty: 2 out of 5
    Token: 1 Dungeon
    Equipment: Basic. If the Manager rare shows up, he is an undead Kobold and an undead beater is useful.
    Traps: Many, but all can be avoided with careful timing. A trapper is not necessary, but still very helpful.
    Buffs: Basic, Jump, Resist Energy (all)
    Popular Parts: Jidz-tek'ta and Chimera's Fang shards. Sentinels base items.

    The Red Fens
    Another fairly good introductory pack of epics. The only issue is that Into the Deep, which is the only source of shards, is a significant jump in difficulty so it's a lot harder for newer players to complete an item.

    Last Stand
    This is a wave based quest, and can be quite chaotic. Once you learn it, it's not terribly hard. Players need to be conscious of where their CC and Healing is at all times, to avoid getting separated. Uncontrolled casters can wipe a party in a hurry.

    Difficulty: 2 out of 5 (1 out of 5 in an all caster group)
    Token: 20-40 Fragments
    Equipment: Basic. An ooze beater if that rare shows up and you want to kill it (it's orange named so a few drains greatly reduces its HP).
    Traps: Nothing besides explosive barrels. The barrels are not "epic grade" traps, so they are little threat.
    Buffs: Basic, Resist Energy (Acid, Cold)
    Popular Parts: Bracers of the Claw, Souleater, and Twisted Talisman seals.

    Claw of Vulkoor
    A quest built for stealth. This is often run in that manner, but is also often run as a "slaughterfest" for more scroll chances. Web is the best CC for Scorpions, and you need to have enough DPS to out-damage the Healing Scorpion's Mass Heal.

    Healing Scorpions use Stunning Blow, and the Guardians use Improved Trip. They also regularly double hit.

    Be careful not to touch any of the items in the Giant's Burial Vault, or you will trigger that fight. This includes the Clam and the gold piles. The skeleton giant isn't too difficult, but it is a long and frustrating fight due to the knockback and his massive HP.

    Difficulty: 2 out of 5
    Token: 50-80 Fragments.
    Equipment: Basic.
    Traps: A few flame jets, but can be timed or avoided. Two are triggered by mobs, and if you kill or disable the giant before he triggers it, it never activates.
    Buffs: Basic, Jump, Resist Energy (Fire)
    Popular Parts: Gloves of the Claw seal

    Fathom the Depths
    Another good introductory epic. Rather easy, especially if you know when to DDoor to avoid a few difficult encounters.

    Difficulty: 1.5 out of 5
    Token: 20-40 Fragments
    Equipment: Basic, Elemental Bane is good for the final boss.
    Traps: A few that are usually never dealt with on epic due to DDoor.
    Buffs: Basic, Resist Energy (Cold, Acid, Electric)
    Popular Parts: No really universally popular items, everything is niche.

    Into the Deep
    This quest is a bit more difficult than the rest of the Fens, and it is required to complete any items since it's the only source of shards. This requires better CC than the rest of the chain, and the Demon of the Frenzied Blood fight can be tough to manage for inexperienced or undergeared players.

    Be warned that the quest completes when you kill the High Priestess, but you need to do the optional Hezrou in order to get the Epic Chest. You cannot switch characters out after completion, and if you wipe in the Hezrou fight, you are on timer for 16 hours and cannot retry until then.

    Difficulty: 3.5 out of 5
    Token: 1 Dungeon
    Equipment: The Demon tank needs to have fairly good HP, 500 minimum, and should not be lawful. Lawful players suffer much more in the final fight than non-lawful, due to the Hezrou's casting of Chaos Hammer (and its slow effect). The trolls and the Hezrou have fairly high AC, so having items to boost your to-hit or reduce mob's AC are very helpful. The Hezrou is also immune to lightning, so having a non-LitII weapon is useful.
    Traps: None, though the red named Water Elementals are often treated like mobile traps.
    Buffs: Basic, Resist Energy (Cold, Acid, Sonic)
    Popular Items: Shards to the above named items.

    Vault of Night

    Tharashk Arena (VoN1)
    This is another good entry level epic. It's often done via perching tricks, but can be done almost as easily by fighting in the arena. Deadheart the Unbeaten can proc an Otto's Irresistible Dance if he hits you.

    Difficulty: 2 out of 5
    Token: 50-80 Fragments
    Equipment: Basic, Just be sure to have enough DPS to out-damage several self healers. It's also a good idea to have over 400HP, as the kobolds toss high damage Disintregrates along with other dangerous spells.
    Traps: None. One door with a chest inside has an Open Lock DC of around 90, but the key is available by killing a named boss at completion.
    Buffs: Basic, Resist Energy (Acid, Cold, Fire, Electric)
    Popular Items: Sword of Shadows and Belt of the Mroranon seal, others at lower rates.

    Prisoner of the Mind (VoN2)
    Once you know the tricks, this can be a fairly easy run. The giant fight, beholders, and end fight can be difficult if you don't know what to expect.

    If you fall, you will have to fight a Quori Spider or DDoor out in order to get back to the group.

    Note that when you activate the giant fight, you do NOT want anyone standing on the ramp. A wall of dragon fire will pop up that will instantly kill anyone on the ramp.

    Difficulty: 2 out of 5
    Token: 50-80 Fragments
    Equipment: Basic. Make sure to have enough DPS to out-damage several red named self healers. Beholder protection is useful, but not completely necessary.
    Traps: Many. The maze traps can be disabled. The air jets must be avoided. The wall of dragon fire can be avoided.
    Buffs: Basic, Resist Energy (Fire, Electric, Acid), Holy Aura (for saves)
    Popular Items: Dragon's Eye seal, other seals at lower rates.

    Jungle of Khyber (VoN3)
    This can be fairly difficult, mostly due to the Drow being harder to CC. Web is usually the best arcane CC. The Beholder fights can also get pretty rough, as their eyebeam DC is extremely high. A Bard is very useful here, especially one experienced and skilled enough to prepare the battlefield ahead of the group. There are a large number of chests in this quest.

    Difficulty: 4 out of 5 in an average group, 3.5 out of 5 with an experienced Bard.
    Token: 1 Dungeon
    Equipment: Basic, plus an Anarchic, True Chaos, or Aligned DR breaker for the Marut.
    Traps: Many. Several of them can be avoided or dodged. Several chests are trapped. Most can be disabled. Get into one of the two corners by Veil before triggering the end fight, since there is a massive Electrical trap that triggers. Being in the corners near Veil's circle lets you only get hit once. The circle no longer appears to be a "safe" spot.
    Buffs: Basic, Resist Energy (all)
    Popular Items: Helm of the Mroranon, Cloak of the Silver Concord, and Ring of the Silver Concord seals, others at lower rates.

    Haywire Foundry (VoN4)
    This is one of the more difficult epics in a group, but fairly easy to solo via stealth. It's strongly recommended that you bring a trapper. Note that you do not get a full token from this quest.

    Difficulty: 3.5 out of 5 in a group, 2.5 out of 5 solo/stealth.
    Token: 50-80 Fragments
    Equipment: Basic, plus an Adamantine construct beater for the bosses and the trash Warforged. An ooze beater is useful if you choose to fight while the puzzle solver is working, rather than just kite them.
    Traps: Many, some of which cannot be disabled. A big note is during the escape, there is a massive fire blast trap that triggers when the bridge comes down, so make sure to stand far to the left side (left when facing Haywire's room).
    Buffs: Basic, Jump, Resist Energy (Fire, Electric, Sonic, Acid), Holy Aura, Grasp of the Earth Dragon (Warforged casters use a lot of sonic stun spells)
    Popular Items: Seals at low rates.

    Vault of Night (VoN5)
    This is an extremely fun but fairly long 12-person quest. The main difficulty is getting 12 people off timer and able to do this. See sirgog's excellent guide for more details.

    Halt Undead and Undead to Death are very good spells to carry and use against the zombie trash. A good Bard is very useful for the non-undead trash.

    Also note that the end chest is difficult to target because it is partially covered by the gate to VoN6.

    Difficulty: 3.5 out of 5 (Harder to get a group together than to actually run it)
    Token: 2 Dungeon
    Equipment: In addition to the basic equipment everyone should have, Adamantine construct beaters are strongly recommended for the trash and the end boss. Spare weapons to use on the Rust Emperor are strongly recommended. A spare Heavy Fort item (or taking yours off) is necessary when fighting the Rust Emperor.
    Traps: Many. A trapper is almost essential. Note also that the locked chest in the north has an Open Lock DC of 90.
    Buffs: Basic, Jump, Resist Energy (Cold, Acid, Electric, Fire), Holy Aura
    Popular Items: Rarer seals, 2 Epic Dungeon Tokens at the end.

    Plane of Night (VoN6)
    One of the better entry level raids. This is one that requires players to pay attention and listen to the party leader. Timing is important, and NOT breaking Fascinate or Arcane CC is also very important.

    Note that most party leaders will require that you take off your guards. This is due to the way the game handles queue'ed up actions. If a mob is in the process of attacking, and gets fascinated before the attack lands, the attack will still continue and happen before the fascinate takes effect. If that attack triggers a guard, it will then break the fascinate.

    In update 11, Velah got massive fortification and HP increases. In update 12, she retains her fortification, but her HP decreased a good bit, and at around 20% health, she will spawn Fire Elemental eggs after each Inferno. These eggs need to be broken very quickly or you will wipe when they hatch. As the eggs are hit, they will restore spell points to anyone standing around them. The duration between Inferno's is longer during the egg phases.

    Note that while Calomel weapons are excellent damage against the dragon, there is currently a bug with them in that their small DoT effect will temporarily block an Arcane's Niac's Biting Cold DoT spell. It is not currently recommended to use those.

    Difficulty: 3 out of 5 (pre-u11 was 2.5 out of 5, u11 was 3.5 out of 5), 4 out of 5 without a Bard.
    Token: 1 Raid
    Equipment: It's strongly recommended that all melee have 500 or more HP. Melees have to survive for long enough between Mass Heal's to avoid draining the healer's SP too quickly. Any good DPS weapon is fine, with Triple Water or Calomel's being some of the best. The Bard and Pullers, and other low reflex save players, are strongly recommended to have electric and fire absorption items.
    Traps: None. Low Reflex Save players will still suffer more than others due to the sheer amount of spell based damage the trash and Djinni use.
    Buffs: Basic, Resist Energy (Fire, Electric, Cold), Holy Aura, True Seeing (Djinni have Blur).
    Popular Items: Sword of Shadows shard, Helm of the Red Dragon, Flawless Red Dragon Scales, Shard of the Red Dragon. Other shards and seals.

    Devil's Assault

    Devil's Assault
    This was, until recently, the best token source in the game. This is a quest where CC is important in most groups. Either high DC's or effective use of debuffs are necessary.

    Due to a glitchy monster script, the horned devil boss Baktor at the end of the fourth wave is very frustrating to fight. He will teleport every few seconds. A trick to help with that is to gather everyone, stop attacking, and cast Mass Invisibility. Intimidate and DoT spells can also "calm" him down.

    The final boss Turigulon has very high AC.

    Difficulty: 4 out of 5
    Token: 2 Dungeon
    Equipment: Solid HP and high DPS weapons are required. Trash killing weapons need to break DR/Good. The Horned Devil requires Good+Silver. The final boss is a pit fiend and requires both Good+Silver. He also has very high AC, so anything to reduce his AC and boost your to-hit is good.
    Traps: None.
    Buffs: Basic, Resist Energy (Sonic, Fire, Cold). Be sure to carry Lesser Restoration potions or spells, as Exhaustion is spammed in later rounds.
    Popular Items: 2 Dungeon Tokens, Devil's Ruin and Demon's Ruin red augments, DR breaking Handwraps, Metal type crafting blanks, Large Shroud ingredients, Boot ingredients.

    Chronoscope
    A fairly popular raid, and one of the better designed epic raids. Tanking the final boss requires either high evasion or skill evading the special attacks.

    When outside, be very careful of Abishai. They can wipe a party in a hurry.
    Also note that the final boss in Black Dragon form casts both Greater Dispel and Energy Drain, so the tank will need to keep watch on Death Ward.
    Note that in update 13, Barbazu devil trash gained the ability to sneak attack players and bypass some fortification. Exceptional Fortification items can be helpful.

    Difficulty: 3.5 out of 5
    Token: 1 Raid
    Equipment: Solid HP, high DPS weapons. All mobs with DR have it broken by /Good. One person in the group should try to keep AC debuffs on Razor Arm and the Combined Abishai Devastator due to their high AC.
    Traps: None.
    Buffs: Basic, Resist Energy (Fire, Acid, Electric, Cold)
    Popular Items: Abishai set, Robe/Docent of the Diabolist, and Timeblade parts.

    Sands of Menechterun
    Considered the most difficult epic pack. This one also has a number of drop rate issues, making it one of the most "grindy" epic series.

    The drop system is varied in here.
    For quest specific items, the seals only drop in that quest. The shard can drop in that quest or in the raid.
    For explorer area items, the seals can drop in the side chests of OOB, Chains, Wiz King, ATDQ1, and sometimes in the end chest of ATDQ1. Shards drop in the end chest of ATDQ1 and the raid.
    For raid items, the seals can drop in the side chests of OOB, Chains, Wiz King, and ATDQ1. Shards drop in the end chest of the raid only.
    For scrolls, raid item scrolls are explicitly set to MUCH lower drop rates than anything else. After update 12, however, you can trade three of any Sands scroll for any other scroll, so raid items are much easier to make than they used to be.

    Offering of Blood
    This is a zerg. There is a fairly hefty DPS requirement to clear out the trash you need to keep the dungeon alert down, and keep moving, or else you will get overrun. Dungeon alert is the biggest enemy in this quest. A good bard can really help disabling and skipping some trash. Without many Wizard and FvS past lives, a caster will typically have to depend on Web and coordination with the melees to block chokepoints. You WILL get Dispel'ed heavily here. While quite manageable, this quest does not handle mistakes well.

    Note that when you pass some of the bridges, you can raise them behind you to keep some of the respawns at bay.

    Difficulty: 4 out of 5
    Token: 1 Dungeon
    Equipment: Solid HP and DPS. Kundarak Delving Boots or an Epic Timeblade are a good item to have to avoid getting constantly stuck in webs or held by casters.
    Traps: Fire traps on the first bridge, can be avoided by sticking left and jumping around them. Lightning traps when trying to open the final bridge.
    Buffs: Basic, with a special note that Freedom of Movement should be kept on the healers and casters at all times. Resist Energy (Fire, Sonic, Electric), Holy Aura for getting past the traps.
    Popular Items: Spectral Gloves and Vulkoorim Fighting Leathers base item, seal, and shard.

    Chains of Flame
    Considered one of the most difficult 6-person epics in the game. This requires excellent resource management and a group that works together extremely well. A trapper is also highly recommended. Be very careful with the buffed up Air Elementals in the forge optional, and on the bridge right after.

    Difficulty: 4.5 out of 5.
    Token: 1 Dungeon
    Equipment: Solid DPS. Hruvayah has extremely high AC.
    Traps: Many, all of which can be disabled (usually past or in the trap). There are traps on epic that don't exist in lower difficulties.
    Buffs: Basic, Resit Energy (Electric, Fire, Sonic)
    Popular Items: Staff of Inner Sight, Cape of the Roc, and Unkor's Cleaver parts.

    Chamber of Raiyum (Wizard King)
    This is the easiest of the desert epic quests, and a good entry into more challenging content. It's undead heavy, so it's strongly recommended that you carry appropriate weaponry.

    Having curse potions is necessary for the final fight, since Raiyum's Wraiths will inflict an anti-healing curse if they hit you.

    Difficulty: 3.5 out of 5
    Token: 1 Dungeon
    Equipment: Basic, plus a solid set of Blunt undead beaters (Triple Positive Mauls or Warhammers, or Mabar wraps for Monks/Monk splashes are excellent). A permanent cold resistance item is also very useful, since Raiyum has Fire Shield (Cold) and spams Greater Dispel. Raiyum also has high AC, and you will often lose your to-hit boosting buffs to Dispel, so anything to lower his AC and boost your to-hit is great to have. A Disease Immunity item is strongly recommended for anyone who is not Warforged or a Paladin.
    Traps: Many, but most can be avoided. Some of the levers half-way up the towers are trapped, and you can send a hireling to commit suicide on it, pull them with improved evasion, disable them, or use Divine Intervention to stay alive.
    Buffs: Basic, Resist Energy (Fire, Acid, Electric for the Gnolls), Protection from Elements (when pulling the trap levers), Holy Aura.
    Popular Items: Sirroco and Spectacles of Spirit Sight parts. Raid seals due to the large number of chests. Note that the base items do not drop on epic.

    Against the Demon Queen (ATDQ1)
    This is the pre-raid, a 6-person instance. There is a large number of varied trash, and only one shrine. This quest requires careful resource management.

    This quest makes heavy use of Disjunction, which combines Dispel with temporarily disabling some of your worn items. This can cause some extreme client/server lag when an item or buff that impacts your Use Magical Device skill gets affected.

    Difficulty: 4 out of 5 in a typical group, 3 out of 5 in an experienced group of casters.
    Token: 1 Dungeon
    Equipment: Basic, plus enough HP to survive a few hits to conserve healing/reconstructing resources. If you plan to melee Lailat, a weapon that breaks Good+Cold Iron is necessary. Kundarak Delving Boots or an Epic Timeblade are good to have for the final fight in order to avoid the Queen's Slow spell. Just note that they may get disabled by the Disjunction balls.
    Traps: Many. The middle trap in Octopus can be disabled by the box on top. The corner traps in Octopus have to be avoided. The sonic traps in Bat are avoided by going around the sides of the room. The air jets in Monkey can be disabled, or avoided by hugging the side walls when hitting the lever. The disjunction traps in the middle of the arena, when pulling the lever in Monkey, and in the final fight have to be avoided or just lived with. Also note that when you trigger the second queen fight, there is a large fire blast that cannot be disabled.
    Buffs: Basic, Resist Energy (Fire, Cold and Electric for Monkey)
    Popular Items: Raid seals, Explorer area shards (especially Bloodstone, Thornlord, Chainmail Coif, and Ring of Spell Storing). The drop rates are rather poor.

    Zawabi's Revenge (ATDQ2)
    The raid. In update 12, the mechanics of the Lailat fight changed a bit. She now has controllable aggro, and responds to Intimidate and hate. She can thus be turned to help players flank and avoid some of her melee damage. Her new trick is that occasionally she will stop swinging and point her swords. After this, she will drop Cometfalls (usually 3) on whoever has her aggro. It's usually good if one healer remains outside of the melee "ball" to be sure that someone can heal if everyone gets knocked down. The other healers can Torc up in the melee "ball".

    It is not recommended to be near the middle of the circle when she goes into her rage mode ("I am war, I am destruction..."), as several blade traps spawn there.

    The side chest does not drop any epic parts, only dropping one piece of low level gear per player.

    Difficulty: 3.5 out of 5
    Token: 1 Raid
    Equipment: Solid HP (450 is about the bare minimum without any DR, more is good if you're Lawful and/or Good due to the added damage those alignments take), Good+Cold Iron DR breaker.
    Traps: Blade Barriers, which can be avoided, but can be risky to do so. Lailat can cast Telekinesis as well, which can send you flying into the lava. You will not be able to rejoin the fight if this happens to you, and you will most likely die to the trash down in the lava. After completion, someone can come down to the lava and pick up your stone, and take a portal in the northeast.
    Buffs: Basic, Resist Energy (Fire, Electric, Acid, Sonic), Protection from Elements if you get hit by Burning Blood, Holy Aura
    Popular Items: Raid shards and raid items. You can also rarely get explorer area or quest shards.

    Secrets of the Artificers
    Note that both of these raids have very stiff death penalties. You will not be able to be raised for 2 minutes on Epic difficulty.

    Master Artificer
    The encounter against Toven. The reward structure of this raid is not much different from the other difficulties, so it's not one that would be run often. Mark III, the purple one, is immune to all spells level 6 and under, and has a very annoying anti-magic aura suppressing all buffs from spells level 6 and below for anyone in melee range. This can cause some intense UMD hitching, as the Titan does move, and you will move in and out of its aura. Solid ranged or caster DPS is also useful.

    Difficulty: 4.5 out of 5
    Token: 1 Raid
    Equipment: Solid HP, Adamantine DR breaker. Lightning Absorption items are strongly recommended. Balance items are also strongly recommended.
    Traps: Electric floor, which cannot be evaded. Which areas are electrified are indicated by Toven, but they can also be healed through with absorption items. The electric floors follow certain patterns, which are described in pjstechie's guide.
    Buffs: Resist Energy (Electric), Freedom of Movement (mentioning it again as it's that important). In order to prevent a lot of UMD or graphical hitching, it's wise to keep the number of buffs to a minimum.
    Popular Items: Alchemical Handwraps base, Toven's Hammer and upgrade parts.

    Lord of Blades
    This raid is necessary to run to complete an Alchemical tier 3 weapon. It's one that requires everybody to pay attention and contribute, as one mistake can cause huge resource drains or a wipe. There is no shrine before the boss encounter, so most groups will have the casters and healers Torc up for long periods of time in front of an assassin. If anyone is caught in the dogs goo, Break Enchantment will free them.

    Difficulty: 5 out of 5
    Token: 1 Raid
    Equipment: Solid HP, Adamantine+Good DR breaker.
    Traps: None. The main dangers are the Lord of Blades specials, and the dogs.
    Buffs: Resist Energy (Electric).
    Popular Items: Exquisite Spirits.

    Web of Chaos
    The first set of F2P Epics. Lord of Dust gives seals, Servants of the Overlord gives shards, and Spinner of Shadows gives both.
    Note that while Servants of the Overlord is supposed to give shards, Flamefang's optional chest and the Fire Reaver's optional chest give seals instead.

    Lords of Dust
    A two phase quest, with a very easy pass through the cultist's base, and a bit more challenging run through the temple. The final boss hits extremely hard, harder than the Hezrou in Epic Into the Deep.

    Purifying the altars gives you an additional chest with seal chances. Anyone with Religious Lore (Cleric, Paladin, FvS) can use that option.

    Difficulty: 1.5 out of 5
    Token: 1 Dungeon
    Equipment: Basic. Rakshasa DR is Good+Piercing, but their DR is low enough that it's not necessary to bypass.
    Traps: Several. All can be avoided or timed if a trapper is not available.
    Buffs: Resist Energy (Fire, Sonic, Acid).
    Popular Items: Seals to u13 items.

    Servants of the Overlord
    A rather difficult run through a series of caves, with a very intense end fight. Update 13 patch 1 reduced the difficulty of the end fight, but it's still fairly difficult to an average group. Bard's Fascinate is strongly recommended for the end fight waves, and the areas with large numbers of Drow casters.

    Casters will require very good spell penetration to deal with the non-Drow trash. The Drow trash is difficult to deal with even with a complete set of past lives and maxed out spell pen equipment.

    The first room's chest requires a modified roll of 60 Open Lock to pick/knock.

    Difficulty: 3 out of 5
    Token: 1 Dungeon
    Equipment: Basic. Rakshasa DR is Good+Piercing, but their DR is low enough that it's not necessary to bypass. Hezrou DR is Good, and Jarilith DR is Cold Iron OR Good.
    Traps: None.
    Buffs: Resist Energy (Fire, Acid).
    Popular Items: Shards to u13 items.

    Spinner of Shadows
    A puzzle like boss fight. The Silver Flame weakens and damages the Spinner. The throwing weapons the Silver Flame gives you will temporarily stun and debuff her, making her more vulnerable to attack. These help to knock her HP down to pre-set marks in order to spawn the spiders. The blue spiders drop the 36 necessary quest items to relight the seals.

    The Spinner herself has some very nasty attacks. She has a knockdown web effect (similar to Binding Chains) that is not affected by Freedom of Movement. She (and the spiders) have a nasty poison effect that Neutralize Poison and poison immunity does not protect against. Run through the Silver Flame in the center to cure it. She does additional poison damage, which looks like sneak attack damage (no damage type icon). She also uses Greater Dispel, so it may be necessary to reapply FoM and Deathward throughout the fight. She will also periodically flee in fear of the Silver Flame.

    The quest does not grant a full token.

    Difficulty: 3 out of 5
    Token: 20-40 Fragments
    Equipment: Basic. Hezrou DR is Good, Jarilith DR is Good or Cold Iron. Permanent FoM items are helpful.
    Traps: None.
    Buffs: Necessary to reapply buffs that are dispelled.
    Popular Items: Seals and Shards to u13 items.

    Vaults of the Artificers (Challenges)
    This is a series of four different dungeons, and each different challenge in a particular dungeon has a different set of goals to meet. The challenges are all time based quests, set up very much like Crystal Cove in their reward systems. Two of the four dungeons are "Kobold Union" themed dungeons, and have the same torch mechanics as Crystal Cove. Note that you cannot set a torch if you are under the Madstone Rage effect.

    The quests and monster structures differ a bit from "normal" epic dungeons.
    • The mobs have the old pre-u9 type of Epic Ward, and are immune to almost all instant kill effects. Void Strike 4 and Trap the Soul weapons are about the only effects that work.
    • The mobs and traps scale according to the number of players in the party.
    • Killing named mobs gives you a chest item in your inventory, which can be opened at a later time. There are no traditional chests in the dungeons themselves. The chests currently cannot give renown.
    • You do not get epic tokens from these quests. You can, however, trade some of your ingredients you do get into dungeon token fragments.
    • There is no 16 hour timer for these dungeons, and no ransack mechanic. They can be repeated as many times as you want.
    • In general, self sufficient players (especially casters) are much more powerful and useful here due to the amount of splitting up that needs to be done.
    Last edited by Sarisa; 05-09-2012 at 01:03 PM. Reason: Another round of updates.

  2. #2
    Community Member Bakarne's Avatar
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    A solid primer for comparing epics, though I think you understated the value of the Adherent's Pendant seal in eWizzyKing.

    For eOoB, like anything with Drow, Web and/or a Bard is the best option for crowd control, and this quest requires a coordinated group that can web and bodyblock doors and various bottlenecks.

    eATDQ1 is much easier with arcanes/divines/evasion and as many DoT spells that you can stack. With only one shrine, it would be a healer's nightmare to take the traditional balanced party makeup and handle all the mobs casting delayed blast fireball directly. Fighting the Rakshasa Lords is also unnecessary with Dimension Door.

    Also, triggering the second demon queen encounter activates an enormous fire trap akin to the final eVoN3 encounter. As if that wasn't bad enough, prepare to dodge several lag-inducing moving disjunction orbs (these can take your Minos/Heavy Fort out of commission) and camouflaged blade barriers all while kiting an enraged Marilith with random aggro that can knock you prone both at a distance or via proximity.
    Last edited by Bakarne; 10-06-2011 at 02:50 PM.
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  3. #3
    Community Member ferd's Avatar
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    Nice thread.

    + 1


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  4. #4
    The Hatchery sirgog's Avatar
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    Great thread. Should be stickied.

    I'd add a general comment along the lines of
    "Giving monsters negative levels when they are at full HP dramatically reduces their HP. A monster that's at 8800/9000hp that suffers 6 neg levels from an Energy Drain will fall to 6300/6300hp (5% reduction in max HP per neg), and when the neg levels go away, will remain at 6300/9000hp. That one Drain did 2500 'damage'".


    For The Tide Turns, the boss can phase out more than once, but it's on quite a long cooldown like all ogre magi and a few other foes like Kron'zek in Big Top. This means there is an absolute minimum DPS requirement to kill him, but it's pretty reasonable.

    For Claw of Vulkoor, I'd warn people about the nasty optional skeleton prince, and that he is triggered by looting the clam in his room. (He's not too tough, but it's easy to start the fight with only two or three party members in the room, and you don't want to do that).

    For Into the Deep, the Hezrou has significant AC, 63 or so IIRC, and is immune to electricity. (He also has DR 20/good IIRC). Many players use Lit 2s on everything in Epics - if that's you, I'd consider trying to get a Holy Improved Destruction weapon to use instead in this specific fight, or better yet, a decent Holy Greater Bane for either Evil Outsiders or Chaotic Outsiders. And for heaven's sake, don't put a Lawful tank on him.

    VON3 has a brutal electric trap in the last room. Stand inside Veil's circle when starting the last fight, and you'll only be hit once. You might still want an electric absorb item. I'd also possibly up the difficulty rating of this.

    Chronoscope has two very high AC bosses (Razor Arm and CAD). Someone in the raid should carry either a Cannith +5 Holy Improved Destruction weapon, or Epic Kron'zeks Cruelty with a Good augment.

    Wiz-King: Raiyum has 'special friends' that will wipe any and all first-time groups. Bring curse removal potions, and don't assume that you won't need them when fighting a Lich that doesn't have any mummies with him.
    Last edited by sirgog; 10-06-2011 at 05:43 PM.

  5. #5
    Community Member Sarisa's Avatar
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    Updated based on comments.

    Quote Originally Posted by sirgog View Post
    VON3 has a brutal electric trap in the last room. Stand inside Veil's circle when starting the last fight, and you'll only be hit once. You might still want an electric absorb item. I'd also possibly up the difficulty rating of this.
    I knew about the two corners, I did not know about Veil's circle. I will have to try this the next time I run it.

  6. #6
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Sarisa View Post
    Updated based on comments.



    I knew about the two corners, I did not know about Veil's circle. I will have to try this the next time I run it.
    Corners are fine too. The circle was just an easier place to describe.

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  8. #8
    Community Member Sarisa's Avatar
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    Updated for u13. Since I have only run the chain once so far, I may have to adjust things (ratings, might have missed a resist) in the future.

    Added MA and LoB, but since I still have not run either of them on Epic, I'm going by secondhand but trustworthy information.

    Added token rewards. A few fragment ones may be slightly off.

  9. #9
    Community Member Arshan's Avatar
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    I'd personnaly reduce the difficulty of Epic Chains of Flame. Pre-U9 this quest was insane, insta-kill made it quite easy compared to what it used to be imo. Maybe 4/5 ? Ok you need a skilled rogue
    I mean i dont think eLOB and eCOF should be at the same ranking.

    VoN3 can be tuff i admit it, but with a bard willing to fascinate or a good caster that bypasses drows SR, it's not really a big deal and the Marut is a real piece of cake with some strategy. More 3 or 3.5/5 to me.

    OH well that's really personnal +1 for the new-to-epics guide overall
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    Community Member balancetraveller's Avatar
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    A very solid analysis, congratz!

    3.5/5 for EADQ1 however seems a bit off - perhaps in a veteran, all-caster group? In my own experience, the success rate for an average group is only around 30% - only 1 out of every 3 I participate could actually finish it.

  11. #11
    Community Member Sarisa's Avatar
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    Quote Originally Posted by Arshan View Post
    I'd personnaly reduce the difficulty of Epic Chains of Flame. Pre-U9 this quest was insane, insta-kill made it quite easy compared to what it used to be imo. Maybe 4/5 ? Ok you need a skilled rogue
    I mean i dont think eLOB and eCOF should be at the same ranking.
    I personally would put it at about 4/5. I kept having people message me saying the number was off, so I raised it up a little. I usually run eChains in a static and experienced group, and that skews my perspective a bit. I've actually had more success with eChains pugs than eOOB pugs (static group succeeds in either without issue).

    Quote Originally Posted by Arshan View Post
    VoN3 can be tuff i admit it, but with a bard willing to fascinate or a good caster that bypasses drows SR, it's not really a big deal and the Marut is a real piece of cake with some strategy. More 3 or 3.5/5 to me.
    I originally listed it at 3.5/5. I was told to raise it. I may put a note that it's about 3.5/5 with a Bard, and 4/5 without.

    Quote Originally Posted by balancetraveller View Post
    3.5/5 for EADQ1 however seems a bit off - perhaps in a veteran, all-caster group? In my own experience, the success rate for an average group is only around 30% - only 1 out of every 3 I participate could actually finish it.
    Probably true. I've run both all/mostly caster runs and melee heavy runs, and the caster runs are definitely much easier. May note that as such.

  12. #12
    Community Member voodoogroves's Avatar
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    You know what would be cool?

    If they used their levels 21 ...22 ...23 ... etc. to describe the challenge. That way you could look at it and say "aha ... there we go" and give new players an idea of what to expect.

    No real gear and no real idea what to expect? Start epics with the 21s. Got some decent gear or know the quest well, possibly a TR or two? Higher is doable.


    One of my capped toons is sitting with essentially zero epic gear on him - everything is basically greensteel, ML 13 ish raid loot and other ML 13/14/whatever BTA or BTC (like DT) from previous lives. That said, I know can absolutely take him into a bunch of epics because though the gear is a bit sub par, it's pretty synergistic with his build and pretty twinked for what it is ... and I know the quests I run him in well.

    A new player doesn't have that advantage - love to see something like this called out.




    Also

    I'd probably drop OOB down a bit - 3 maybe. Also eDQ is pretty manageable.
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  13. #13
    Community Member Sarisa's Avatar
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    Quote Originally Posted by voodoogroves View Post
    Also

    I'd probably drop OOB down a bit - 3 maybe. Also eDQ is pretty manageable.
    OOB, while definitely manageable and easy to run in an experienced group, is not something that any group is capable of jumping into and succeed, even if they are capable of doing things like eDeeps or WizKing or even Chains.

    Due to the respawn rate, you really need to be able to clear up at bottleneck points in order to avoid being overrun. That requires enough trash-DPS to take them out in a reasonable time, and be able to keep moving. Fascinate helps, but not every group will have a Bard.

    In my experience, Chains and ADQ1 are only difficult due to the resource management. ADQ1 also has the wicked bat hallway. Both, however, are fairly forgiving of a mistake, and can be recovered from without that much trouble. OOB is not one that can really be recovered from quite as easily. Personal experience is about 15 eChains, 45 OOB's, and over 80 ADQ1's.

  14. #14
    Community Member Sirgleno's Avatar
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    +1 and 5 stars!

    Much thanks,
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  15. #15
    Community Member bhgiant's Avatar
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    Very nice! I would personally put Lord of Dust at a 1. Either that or put eVoN1 at a 2. Lord of Dust is amazingly easy and eVoN1 can be difficult at the end.
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    Community Member FranOhmsford's Avatar
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    Sentinels - Where's Storm the Beaches?

    Sands - Are the Walk Ups Epicable at all?

    I've personally only done a few epics so far - Either on my Battle Cleric or my Rogue Mech {My Pally failed a Partycrashers before I TRd him}.

    Last Stand - Felt much easier on epic than on Elite at Level.
    Snitch - I would say this is maybe slightly harder than Last Stand.
    Partycrashers - Surprisingly easy all things considering - Still harder than the previous two but not by much
    Bargain of Blood - Again was surprised at just how easy this was considering I've always found it to be a dog at level.

    The Tide Turns - Joined an amazing group for this on my Battle Cleric - Had very little to do.
    Big Top - Run a few times - Had more problems on my Cleric than on my Rogue.
    Tharashk Arena - Run once - Hard to define true difficulty but would say around the same as Big Top

    The Black Loch - Incredibly Hard - Cannot believe this doesn't give a full token. {We knew what we were facing btw - done it plenty of times on other difficulties and weren't using Bludgeoning weapons - These Zombies have a lot more going for them than the usual}.

    Chronoscope - Maybe I've been unlucky but haven't been in a group capable of completing this as yet.

  17. #17
    Community Member Sarisa's Avatar
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    Quote Originally Posted by bhgiant View Post
    Very nice! I would personally put Lord of Dust at a 1. Either that or put eVoN1 at a 2. Lord of Dust is amazingly easy and eVoN1 can be difficult at the end.
    Only reason I bumped up Lord of Dust a bit higher than a 1 is because of the drow at the end. He hits harder than the demon in eDeeps, and is only really easy if the casters DoT and kite. The rest of the quest, yes, I agree with you.

    I'll probably bump VoN1 up a little, given the trouble I've seen PUGs recently have on the Kobolds.

    Quote Originally Posted by FranOhmsford View Post
    Sentinels - Where's Storm the Beaches?
    Not available on epic. A shame, as it could be QUITE fun.

    Quote Originally Posted by FranOhmsford View Post
    Sands - Are the Walk Ups Epicable at all?
    No, only the main storyline chain.

    Quote Originally Posted by FranOhmsford View Post
    Last Stand - Felt much easier on epic than on Elite at Level.
    Snitch - I would say this is maybe slightly harder than Last Stand.
    With Last Stand on epic, you don't have to take care of Viercha. He has such massive HP and self healing that you can basically ignore him.

    Last Stand has a bit higher of a learning curve. With an experienced group, it's definitely quite easy and fast. Without, it can get a bit tricky if a bunch of casters are free and flinging cometfalls and chain lightnings. This is one quest that got much easier with u9's changes. At the current point in the game, it's easiest to take 6 casters of any type and don't bother with CC, just instakill everything. I might have to re-examine the ratings a little, and forget all my pre-u9 experiences.

    For Black Loch, my old testing told me the zombies have at least 40 DR, which only is broken by Slashing. I'd need to redo that testing at some point with a character that has higher base damage than my Cleric. Most people's undead beaters are blunt, because of the Abbot, Raiyum, and that Skeletons are much more common than Zombies.

    They're also considered intelligent undead, so Halt Undead (the Wizard King "easy-button") does not work. They do fail to Undead to Death and to Web fairly well, just be careful of the casters burning the webs.

    The lack of a full token in Spinner of Shadows, Black Loch, VoN4, and Spies in the House really should be changed. Especially considering how easy it is to get huge numbers of tokens in less time from challenges.

  18. #18
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by Sarisa View Post
    For Black Loch, my old testing told me the zombies have at least 40 DR, which only is broken by Slashing. I'd need to redo that testing at some point with a character that has higher base damage than my Cleric. Most people's undead beaters are blunt, because of the Abbot, Raiyum, and that Skeletons are much more common than Zombies.

    They're also considered intelligent undead, so Halt Undead (the Wizard King "easy-button") does not work. They do fail to Undead to Death and to Web fairly well, just be careful of the casters burning the webs.

    The lack of a full token in Spinner of Shadows, Black Loch, VoN4, and Spies in the House really should be changed. Especially considering how easy it is to get huge numbers of tokens in less time from challenges.
    I'm wondering now why you marked Black Loch only 2 out of 5 as from what you're saying and my own experience it feels like an easy 3 out of 5.
    Now I have only run this once on epic and thanks to the lack of any scrolls whatsoever in that run, 0 Seals/Shards and not even a full token; have no intention of running it again.
    But it was run with the same party that had just completed E-Partycrashers and E-Small Problem - We had far more problems with this quest than the previous two {We did Complete of course otherwise I wouldn't know about the truly awful loot/rewards/Token fragments.

  19. #19
    Community Member Sarisa's Avatar
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    Default Black Loch testing

    Reran Black Loch today.

    The quest has changed a good bit since the last time I ran it in u11 (right before u12 came out).

    The treasure room at the end used to have 3 chests of vendor trash, along with the epic chest. Four chests were present since the first time I ran Black Loch in u7. Now it has 2 chests of vendor trash and the epic chest. Loss of 1 chest somewhere between u12 and current.

    The Failed Experiments are typical zombies, with DR that's broken by slashing, and are not considered intelligent so Halt Undead held them without breaking on damage. The DR is approximately 40, I couldn't tell exactly as they were Halt'ed (so I got the helpless mob damage boost).

    The Karnathi ones and Zombie Pirates lost their DR since the last time I ran it on u11. My Greensteel triple positive Quaraterstaff did full damage to them.


    It's fairly easy with Web, Implosion, and Undead to Death; but I can definitely see were people would have a bit more trouble. I'll bump it up to 2.5 or so.

    Also note that this quest was one that had a bugged end chest, that did not drop seals. It was fixed at one point, but the fix may have been reverted at some point as well. I would like confirmation if anyone has seen a seal drop from Black Loch since u12.

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    Nice quick reference guide sort of a post, just a few notes:

    eSmall Problem - proper tactics make it a piece of cake. Gather large groups of the wolves and other trash, BB if divine or symbol of death+wail / dance+firewall or cloudkill or something if arcane. Earth ellies are easily aggroed one at a time even in that group of 3, just have one person slowly approach them (in case of the party of 3, hug the rockwall to your left) and as soon as one gets up, back away quickly. Then an energy drain or three and they are squishy. Fire ellies are easily CCed as well, the crowd favorite is irresistible Otto of course, but anything works really, especially after a few lvl drains. After those do not talk to Brawn, but instead go directly to the air altar - you will still have to fight the one wave around the air elly, but none of the annoying quickly respawning shenanigans on your way there. When elly is pacified, have one person stay with him, rest gather at Brawnpits and do the talk that spawns the trash on him, immediately talk to the air elly and voila, just kill the trash at Brawn and its just the end fight (and the journey there of course). The 3 shrines in the quest are plenty. Also, Brawn just need a DW, other buffs are not really necessary. Like Viercha in eStand, he has heaps of HPs and self-healing.

    eBoB - I would just note the traps, you want to learn how to avoid them, which levers to hit etc.

    eClaw - Healing scorps also have a rather annoying stun proc on hit. They have rather high fort saves, but an energy drain or two should be sufficient to instakill them, which I would definitely recommend doing to prevent their healing effect. And there are also a few places where theres a couple of healing scorps piled up, its fairly easy to lure them out individually, making the fights easy.

    eDQ1 - I wouldnt give it over 3/5 provided theres someone that knows the tactics and the group is willing to listen (ok, when I put it like that, its 5/5 in a pug, right?). Almost all trash can be drawn and easily disposed of in the scorpion pit, saving ludicrous amounts of resources. As has been said, ddoor so you dont have to fight the Prince. Lailat is annoying for melees for sure, but has low-ish HPs and none of her new nasty tricks she got for the raid. Waves of fatigue and kite, clear the trash (in the first fight) and range/dot her and it really is not a tough fight.

    eVON - are you sure the seal for the Mroranon helm has the best droprate in VON4? According to Sirgogs old guide thats supposed to be VON3. I cant confirm either way myself.
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