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  1. #1
    The Hatchery sirgog's Avatar
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    Default Inferno of the Damned - A zerger's guide

    Inferno is getting a huge buff to XP in U20.

    Like Shadow Crypt and Sane Asylum, it can be done extremely quickly, or it can be brutal. This guide shows how to do it fast while being fairly easy to remember. I've used this strategy to do six minute completions before, and eleven minute completions in groups where I was the only person that knew the quest.

    Required buffs:
    - Deathward
    - Fire Resist
    - Cold Resist
    - Haste
    - True Seeing (on one person only, speeds up a must-open secret door)
    All others are optional. Rage is almost worth the time it takes to cast, Grease is always fun, and there is enough electric damage that electric resist is worth throwing on squishies

    Required consumables:
    - Some way to cast Fireball and Ice Storm or Cone of Cold. Wands work, or scrolls for Cone. Even wizards should carry these, as the Blitz method skips both shrines to save time.

    On killing mobs:
    - Other than Mephits, everything you kill in the 'light' side will spawn a ghost version of itself in the 'inferno' side of the maze. As such, long duration incapacitation of mobs is often better than killing them on the light side. That said, killing mobs isn't a terrible thing.
    - Mephits should be slaughtered on sight where doing so is efficient, to keep dungeon alert under control. The spell Banishment is the mephit swatter of choice and works acceptably even on divines that aren't DC casting specialists.
    - Mass Suggestion works wonders in long-term mob incapacitation.

    On the maze:
    - Think of the maze as a bicycle wheel with four spokes. The outside is roughly circular. I will refer to locations on the outside by clock points (e.g. due west is 9 o'clock, due north is 12).
    - The portals transport you from the 'light' side to the 'inferno'. The game just treats these as 'top' and 'bottom' floors in a two level dungeon.

    On traps:
    - Traps will two-shot you on Elite and are harmless on lower settings. Generally, if you hug tightly to the side of the wall further from the centre of the maze, you will seldom suffer hits.
    - Obviously, if you are self-healing, get out of the trap first, then heal later. If you are capable of throwing big bursts of healing, watch people as they run through traps and be ready for a quickened Heal.
    - Deaths happen. When they do, Deathward and cold resist are required before the person engages a Cinderspawn.


    The Blitz approach:
    Requirements: You need three people that know Inferno backwards and have practiced this guide, and that understand spellpoint management (in a good run, you WILL NOT SHRINE AT ALL). One caster with D-Door is mandatory. Ideally everyone in the group can solo a Cinderspawn or Fire Elemental.

    Split into three groups:
    - A: D-Door caster. Must have (from SP or UMD) Fireball and Icestorm. This person should know the quest very well.
    - B: Someone that can solo a Cinderspawn. Again requires Fireball and Icestorm.
    - C: People with some form of run speed boost ideally. One of these must have True Seeing and one must be able to cast Fireball and Icestorm.
    - Extra people go wherever they are needed.

    Upon entry, throw critical buffs (Deathward, fire/cold to anyone without either a ship buff or 20+ resist on gear, Haste). Everyone travels west (veering south) until you reach a portal at Light 8 o'clock. Destroy it and split up.

    A travels south to a portal at Inferno 7 o'clock, destroys the portal there (now at Light 7 o'clock) and continues to Light 6 o'clock. Kill or better yet fascinate or charm everything, then set off a Fireball on the very middle of the four torches. With practice you will light them all with one scroll. Kill the South Flame Guardian, then D-Door out, run west to the portal at Light 8 o'clock, and use it. Retrace the footsteps of group C until you get to Inferno 12 o'clock.

    B and C travel north to the site of the West Cinderspawn (not yet active) at Inferno 10 o'clock (dropping down to it), and use the portal located a little to the north. Here they split up. B goes slightly to the south, and engages the West Flame Guardian at Light 10 o'clock. C goes east instead, and will quickly reach a portal at Light 11 o'clock.

    B kills the West Flame Guardian, then returns to the nearby portal, uses it, and then goes back south and kills the West Cinderspawn. By this time, A will likely have caught up and can assist in the fight. If A is lagging a bit behind, that's not a problem. Once this is done, A follows in the footsteps of C but stops at the North Cinderspawn room and kills the fire elemental and cinderspawn, then D-doors, and retraces steps to Inferno 12 o'clock. B will do something different.

    C use their portal at Light 11 o'clock, and leave the room they are in to the south-east. (Northeast leads to a shrine you are intentionally skipping and that can only be accessed from the light side anyway). They will quickly reach a fork in the road at Inferno 12 o'clock, and head northeast, dropping into the North Cinderspawn's room. Via True Seeing, they uncover the secret door in the room, but they ignore it and push ahead. (A will kill this fire elemental and cinderspawn soon). C leaves the room to the east (there's a little precision jumping required, nothing difficult) and follows the left wall until they reach a portal at Inferno 3 o'clock. (Skip the portal and side path at Inferno 2 o'clock, it's an optional chest that you don't have the prerequisite key for).

    Important: C must kill mephits here before using the portal, otherwise dungeon alert will become unmanageable. Banishment works wonders but so does double cleaving with Cloudburst and watching all the vorpal explosions.

    C will now be in sight of the East Flame Guardian room. Same deal here, but be aware the additional mobs are quite nasty and numerous. Worgs can and will trip you over and over - it's not a bad idea to swat all of them before engaging the Fire Elemental.

    At this point, B will be at Inferno 12 o'clock. B travels south to Inferno Centre, then south to Inferno 6 o'clock and engages the South Cinderspawn. After that, B engages the East Cinderspawn (return to Inferno Centre, then head east to Inferno 3 o'clock).

    Hopefully by now, A is back at Inferno 12 o'clock and comes south and helps B. C needs to get from Light 3 o'clock to Inferno Centre to assist, which is done by traveling to Light 5 o'clock, using the portal there, then dropping down to the South Cinderspawn room. (Ignore the far south part, it's just a shrine).


    By this point you are ready to engage Cinnis, with most of your group either there, or close by and on their way. Kill him, loot, and enjoy your XP.



    Timeline, perspective of A:

    0s: Load in
    10s: Buffing complete, group runs west
    25s: Portal at Light 8 destroyed
    50s: Portal at Inferno 7 down
    65s: South Flame Guardian engaged
    90s: South Flame Guardian destroyed, D-door cast and used
    105s: Portal at Light 8 down
    120s: In West Cinderspawn room, assist B killing it if needed
    160s: In North Flame Guardian room, engage fire ele
    190s: In North Cinderspawn room, kill it, D-Door
    240s: Back to Inferno 12 o'clock, head south, assist B


    Timeline, perspective of B:
    25s: Portal at Light 8 destroyed
    40s: Portal north of West Cinderspawn destroyed
    60s: West Flame Guardian engaged
    90s: West Cinderspawn engaged. If you are behind schedule or A is ahead, work together on killing this.
    120s: Destroy nearby portal, get to next portal at Light 11 o'clock (wait for A before destroying the portal if A is close)
    130s: Destroy portal at Light 11 o'clock. Head to Inferno Centre.
    160s: Engage South Cinderspawn
    190s: Engage East Cinderspawn if C are on time, otherwise, wait until they are ready. If Cinnis spawns, decide whether or not you can take him yourselves and either engage, or wait.


    Timeline, perspective of C:
    25s: Portal at Light 8 destroyed
    40s: Portal at Inferno 10 destroyed (just north of cinderspawn)
    55s: Portal at Light 11 destroyed
    70s: Enter North Cinderspawn room (Inferno 1 o'clock), uncover secret door, leave east
    90s: Massacre mephits at Inferno 4 o'clock portal, use it when you can
    110s: Engage East Flame Guardian
    130s: East Flame Guardian and all trash down. Leave south, use portal at Light 5 o'clock
    150s: Drop down to South Cinderspawn. Engage if B have not yet done so. Join up with B from here.


    There you go. A guide to five minute Inferno blitzing.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  2. #2
    The Hatchery psteen1's Avatar
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    This quest is just perfect for a druid. Quench and creeping cold on everything fire, firewalls and firestorm on everything ice.... Figure out the route and this quest is easy peazy. Good write up SirGog.

  3. #3
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    Interesting approach, if quite a bit complicated.

    Easier approach with less explaining, should be pretty fast as well:
    Split group to two straight away.
    Group 1 heads west to do the first half of the traditional route (ending at the secret door part).
    Group 2 heads north, turns northeast at the Y, and does the the second part of the traditional route. Group 2 gets the sigil chest.

  4. #4
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by era42 View Post
    Interesting approach, if quite a bit complicated.

    Easier approach with less explaining, should be pretty fast as well:
    Split group to two straight away.
    Group 1 heads west to do the first half of the traditional route (ending at the secret door part).
    Group 2 heads north, turns northeast at the Y, and does the the second part of the traditional route. Group 2 gets the sigil chest.
    This way is a bit simpler than it looks and a lot simpler than the Shadow Crypt paths many of us use regularly. But yeah yours would work too.

    If I could be bothered I'd turn mine into a diagram, it's easy to follow if you see it.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  5. #5
    Community Member hp1055cm's Avatar
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    The Blitz approach:
    Requirements: You need three people that know Inferno backwards and have practiced this guide, and that understand spellpoint management (in a good run, you WILL NOT SHRINE AT ALL). One caster with D-Door is mandatory. Ideally everyone in the group can solo a Cinderspawn or Fire Elemental.



    To each his own but I fail to see how you derive any enjoyment from the quest by Zerging through it?
    I have to grind my share of XP from time to time but sprinting through dungeons (not named Misery's Peak) does nothing for me.
    It appears that you spent more time creating this guide than you will spend in the "adventure" itself.

  6. #6
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    Quote Originally Posted by hp1055cm View Post
    The Blitz approach:
    Requirements: You need three people that know Inferno backwards and have practiced this guide, and that understand spellpoint management (in a good run, you WILL NOT SHRINE AT ALL). One caster with D-Door is mandatory. Ideally everyone in the group can solo a Cinderspawn or Fire Elemental.



    To each his own but I fail to see how you derive any enjoyment from the quest by Zerging through it?
    I have to grind my share of XP from time to time but sprinting through dungeons (not named Misery's Peak) does nothing for me.
    It appears that you spent more time creating this guide than you will spend in the "adventure" itself.
    Honestly for some people the zerg'ing IS the fun part. I honestly enjoy that style of play quite a bit.

    As for the time creating the guide I definitely appreciate it...it's nice when people take the time to give back to the community!
    Tajawuka 9 monk/8 ranger/3 arti AA (3 ranger/monk/fighter pl's) - Toolbots working on Morninglord Cleric life #2 (3 wizard/sorc/druid pl) - Evisra 28 rogue

  7. #7
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by hp1055cm View Post
    The Blitz approach:
    Requirements: You need three people that know Inferno backwards and have practiced this guide, and that understand spellpoint management (in a good run, you WILL NOT SHRINE AT ALL). One caster with D-Door is mandatory. Ideally everyone in the group can solo a Cinderspawn or Fire Elemental.



    To each his own but I fail to see how you derive any enjoyment from the quest by Zerging through it?
    I have to grind my share of XP from time to time but sprinting through dungeons (not named Misery's Peak) does nothing for me.
    It appears that you spent more time creating this guide than you will spend in the "adventure" itself.
    There is a reason I call this 'A Zerger's Guide'. It's so that people that are not zergers and have no interest in becoming one don't waste their time reading it.

    Besides due to some bizarre design decisions in DDO's past TRing has almost killed alts off, and so if you TR, you can't play with your friends until you get the requisite amount of XP. The less time that takes, the quicker you can enjoy the game again.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  8. #8
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    Isnt zerging the reason they're taking XP down off of so many quests, and the reason they tried to do it to Temple of Vol?

    Not saying that everyone has to spend an hour on each quest doing all optionals and smashing every breakable...just saying that if enough people figure out how to zerg Inferno in 5 minutes, they're just going to nerf the XP back to what it was before (we know they're monitoring average runtimes), which only serves to bone those who don't zerg

  9. #9
    Community Member Garix's Avatar
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    Is Cone of Cold working again? Ran this a few days ago and it wasn't functioning (at least from the spell, unsure if the scroll works ok) and had to use the mephits until I could get to a shrine to swap in Ice Storm.
    Leader of Shrodingers Cat Support Group a Husband and Wife guild on Orien.
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  10. #10
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    Quote Originally Posted by sirgog View Post
    There is a reason I call this 'A Zerger's Guide'. It's so that people that are not zergers and have no interest in becoming one don't waste their time reading it.

    Besides due to some bizarre design decisions in DDO's past TRing has almost killed alts off, and so if you TR, you can't play with your friends until you get the requisite amount of XP. The less time that takes, the quicker you can enjoy the game again.
    ^^This.

    If you don't enjoy zergng hp1055, why did you click on this post to begin with? You are probably the guy who joins the zerg LFM, dies from DA, then complains about how you run your group too. It pays to read before you click.

    Thanks sirgog, I have oft split and zerged this quest, but your way does seem a bit faster. I agree a diagram might help.

  11. #11
    Founder Kylstrem's Avatar
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    And seriously, who the heck enjoys inferno?!?!? Going slow through this quest is not any fun at all... that just means more more mephits spawn and you are constantly fighting, and trying to corral people next to the portals or the acolytes when you kill them.

    It's not like it's the Pit or the Crucible where you can derive some enjoyment of accomplishment... this one is just a "Damn... glad we were able to finish it... oh look, only 1 person got the Right (Or left... I forget which one off the top of my head) Frame... let's do it again... arrgghhhh!"

  12. #12
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    Quote Originally Posted by Kylstrem View Post
    And seriously, who the heck enjoys inferno?!?!? Going slow through this quest is not any fun at all... that just means more more mephits spawn and you are constantly fighting, and trying to corral people next to the portals or the acolytes when you kill them.

    It's not like it's the Pit or the Crucible where you can derive some enjoyment of accomplishment... this one is just a "Damn... glad we were able to finish it... oh look, only 1 person got the Right (Or left... I forget which one off the top of my head) Frame... let's do it again... arrgghhhh!"
    *puts his hand up*

    i enjoyed it, grabbed a map of teh interwebz and soloed it to learn it. quite enjoyed following my little map and working out what was where and how the quest worked. then i was able to lead a few guild groups and even pugs through.

    love this guide though, but we need pictures!!!
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    I'm glad this can't be zerged like this without the proper builds. It means that it will never get nowhere near the difficulty of Vol. Sure, people will try to zerg it and some already did. They are much less than Vol. Reason is "I sent you to solo an elemental and you died. We will now spend more time than the time we'd need if we didn't split."

    I remember a time when our leader didn't seem to want to go to the locked chest. He didn't ask us though (why would he assume the group didn't want a chest that drops sigils and tomes and shields?) so we all went to the locked chest and he died shortly after. Then he released and quit (I had to go to his location and pick up the key he got). Good times
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