Difference between revisions of "Category:Gear In Silent Sphinx"
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Recommended group size: about 20<br> | Recommended group size: about 20<br> | ||
This is a run with many hard hitting powerful mobs, you need a very well balanced group with several healers, 6-10 large tanks, and at least 5 damage casters. As you gain more damage casters fewer tanks are needed. Psi's and Rog's can be very helpful in quickly navigating to the respell room. You should easily be able to get there with 20 ticks on spells in a well balanced group. In the respell room you can use a Prs but it may be less riskly to have people spell themselves as you won't have a time when the whole group is without spells, uses walls for protection if you're going to respell with a Prs. If you've made it to the regen room quickly with minimal death (sor's don't count) you should be in good shape to make it to Fluent and clear it. Once you do clear the room quickly move to a regen room, catching 3 more pops is easily done and you can spend time socializing with your fellow groupies. | This is a run with many hard hitting powerful mobs, you need a very well balanced group with several healers, 6-10 large tanks, and at least 5 damage casters. As you gain more damage casters fewer tanks are needed. Psi's and Rog's can be very helpful in quickly navigating to the respell room. You should easily be able to get there with 20 ticks on spells in a well balanced group. In the respell room you can use a Prs but it may be less riskly to have people spell themselves as you won't have a time when the whole group is without spells, uses walls for protection if you're going to respell with a Prs. If you've made it to the regen room quickly with minimal death (sor's don't count) you should be in good shape to make it to Fluent and clear it. Once you do clear the room quickly move to a regen room, catching 3 more pops is easily done and you can spend time socializing with your fellow groupies. |
Revision as of 04:50, 18 April 2007
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Recommended group size: about 20
This is a run with many hard hitting powerful mobs, you need a very well balanced group with several healers, 6-10 large tanks, and at least 5 damage casters. As you gain more damage casters fewer tanks are needed. Psi's and Rog's can be very helpful in quickly navigating to the respell room. You should easily be able to get there with 20 ticks on spells in a well balanced group. In the respell room you can use a Prs but it may be less riskly to have people spell themselves as you won't have a time when the whole group is without spells, uses walls for protection if you're going to respell with a Prs. If you've made it to the regen room quickly with minimal death (sor's don't count) you should be in good shape to make it to Fluent and clear it. Once you do clear the room quickly move to a regen room, catching 3 more pops is easily done and you can spend time socializing with your fellow groupies.
Shift to Karnath and make your way to the ocean of blood. From shift it is w4s. This isn't a strict path, so if you want you can go 2sw2s to avoid mobs. Ocean can be very swarmy. Many of the mobs there wield. Do a quick check on your group's health before entering.
From the entrance to the ocean go s 5w u to enter the Silent Sphinx. Like before, this isn't a strict path, so move as you please to dodge mobs.
Once inside the Silent Sphinx go 6n 3e 2s w 2s e 2s u n to reach the "Belly of the Beast". This is the best place to regen and respell, but if you have a buff group you can attempt the impressive "one spellup shackles" run.
Once you're healthy enough go n s 2e d u from the regen room. Note that this is a maze, so if groupies sleep in this section they are liable to get left behind. Once you go up you'll be in the Head of the Sphinx, and unable to return to the belly.
The head of the sphinx is a small portion of the area, only 5 rooms, and it is PACKED with powerful mobs. 2s from the entrace to the head is Fluent's room. It is in this room that you'll find the Broken Shackles Of Tyranny, Show Of Loyalty, Ring Of The Wise, and Staff Of Karnath.
If you clear Fluent's room successfully you can go east or west for (relatively) safe camping rooms, or you can go down to reach a Homeshiftable room in the Accursed Lands.
Pages in category "Gear In Silent Sphinx"
The following 4 pages are in this category, out of 4 total.