Difference between revisions of "Category:Gear In Sun Cabal"
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* Quaffing from the first and second room will area spell the room if you haven't cleared the room yet. Otherwise, it will transport you to the next room. There is nothing to quaff in the last room. | * Quaffing from the first and second room will area spell the room if you haven't cleared the room yet. Otherwise, it will transport you to the next room. There is nothing to quaff in the last room. | ||
* Hrjaa in the first and third rooms will animate any mob corpses, so it might be a good idea for any sor/mnd to target it. | * Hrjaa in the first and third rooms will animate any mob corpses, so it might be a good idea for any sor/mnd to target it. | ||
− | * The mobs in the last room can | + | * The mobs in the second room tail, and a mob in the last room can toss. It's a good idea to send a backup tank just after the first tank, and all tanks should be constantly vigilant as rescues may be needed outside of normal chain; chains break often and players may be too lagged to call for help. |
* Some of the mobs in [[:Category:Sun Cabal|Sun Cabal]] cast [[Flash]]. Make sure groupies are ready to cast [[Cure Blindness]] on themselves and/or others, or carry [[Pink Potion(lord)|pink potions]] from [[Rietta]]. | * Some of the mobs in [[:Category:Sun Cabal|Sun Cabal]] cast [[Flash]]. Make sure groupies are ready to cast [[Cure Blindness]] on themselves and/or others, or carry [[Pink Potion(lord)|pink potions]] from [[Rietta]]. | ||
[[Category:Sun Cabal]] | [[Category:Sun Cabal]] | ||
[[Category:Gear In Nowhere]] | [[Category:Gear In Nowhere]] |
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You will need the Platinum Scale from Memory Lane.
Recommended group size: 25+
Have everyone spellup on Thorngate, then shift to Midgaardia. You will be in shadow form only until you enter the vortex. Portal tys san and go 2sunus5u5e2nu to reach Ramahdon. The dragon (and mobs along the way) will aggie, but give Ramahdon the Platinum Scale before he dies to open the vortex. This portal only lasts a few ticks, so have the first tank, then the rest of the group enter quickly.
There are three rooms to clear, none of which repop before reboot; once a room is clear, you can regen/respell there as needed. Drinking will transport you to subsequent rooms. The Incomplete Shield Of Lords loads on Bahamut's Avatar in the last room. All other mobs load sigils (5 Sigils total). The shield and all the sigils must be given to Gilliad on Thorngate to form the shield. This is done by giving him the shield, don't give him one of the sigils first, because then you'll have to beg an imm to get it back for you.
- Quaffing from the first and second room will area spell the room if you haven't cleared the room yet. Otherwise, it will transport you to the next room. There is nothing to quaff in the last room.
- Hrjaa in the first and third rooms will animate any mob corpses, so it might be a good idea for any sor/mnd to target it.
- The mobs in the second room tail, and a mob in the last room can toss. It's a good idea to send a backup tank just after the first tank, and all tanks should be constantly vigilant as rescues may be needed outside of normal chain; chains break often and players may be too lagged to call for help.
- Some of the mobs in Sun Cabal cast Flash. Make sure groupies are ready to cast Cure Blindness on themselves and/or others, or carry pink potions from Rietta.
Pages in category "Gear In Sun Cabal"
This category contains only the following page.