Category:Gear In Outland Proper

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Revision as of 03:09, 14 January 2012 by Atris (talk | contribs) (Added a note on mystical barrier)
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Outland
Airscape (Gear)
Arcadia (Gear)
Astral (Gear)
Firerealm (Gear)
Karnath (Gear)
Kzinti Homeworld (Gear)
Midgaardia (Gear)
Noctopia (Gear)
Nowhere (Gear)
Outland (Gear)
Tarterus (Gear)
Thorngate (Gear)
Water (Gear)
World Of Stone (Gear)
Hell (Gear)
Horavacui (Gear)
Areas in Outland
Githzerai Keep (Gear)
Outland Proper (Gear)


Outland Proper is usually just run for small group exp, but it has another side to it: the infamous "commander" run.

Suggested group size: Probably 15-20. Definitely bring at least 1 bzk and 1 prs. Area casters will love this run. A wizard/druid with wall of thorns will also be immensely helpful in case of bad luck with repops.

From shift, go 3s2w2d to the Githyanki Spy. This mob can detonate, but seems to do so very infrequently. Still, best to have all your groupmates remove their gear and kill him before re-wearing your gear. 1d from the spy is a fully safe room (no mobs will wander there) at which you can regen if you need to.

From 1d from the spy, you will need to head 1d 4w. On scan should be a set of 4 mobs, including two Githyanki Knights. The knights hurt quite a lot (hit 12 times for ERAD), so you may want to surge a little higher in this room. One of the knights has two keys, which you will need to loot. After the room is clear, head 2n, unl n, n. The third key you need is on one of these mobs. Before the locked north is a room 1w that is filled with longshotting, lightning-arrow equipped archers. Supposedly, a t1 arc helm is found here, but I was unable to verify this.

With the third key in hand, go all south until you hit another locked door. If you have the great misfortune of having the room with the Githyanki Knights respawning on you, you may want to create a safe room to regen using wall of thorns. Once you are all south, unlock it and clear the room for the fourth key. Go 3n to get back to the room with the Githyanki knights and unlock west. You will need to head a few west until the Githyanki Lieutenant Commander appears on scan.

The Githyanki Lieutenant Commander's room has 3 fairly large mobs and is det. The room 1w from this room is the gear room. 1s from this room is a fairly safe place to regen (only one mob respawns). Thus, there are two choices to prepare yourself for the gear room.

  • 1) Create a safe room in the room before the Lieutenant Commander by using walls to regen. Once the room your are regenning in repops on you, clear both the det room and the gear room in one go.
  • 2) Clear the det room, go one south to regen. If it doesn't repop before you're full, great. If it does, you'll need to clear the det room again.

Whichever method you choose, the gear room awaits.

This is a very risky room. It's no-exit, so if/when you clear it you need to portal to a mob in Outland Proper (such as Githyanki Brute) to get out. The gear room has two slaves; one eats corpses and the other stomps gear. So if you die before they do, you can kiss all your hard-earned gear good-bye. From what I have heard from immortals, the gear room itself is no longer det, and the det mob does not spawn on the death of the Githyanki Warlock (see notes from old run). The gear room itself is not that bad either, as long as you are geared/using bzk. Whether or not you choose to target the slaves first depends on your group composition. With a lot of area casters, they will probably die from just the area spells, even without targetting.

Surprisingly, the run itself is rather short, and the hardest part of this run is likely not going to be the gear room, but the sheer number of mobs that are in your way. Each room containing a key has 4 mobs, and it is not uncommon to find 5+ githyanki in any room. It is probably best to send a tank to area nearly every room before taking the rest if your group with you, as the sheer amount of mobs is ridiculous. In any room that you don't need to head into, it may be wise to wall the exit to prevent those mobs from escaping for as long as possible. None of the mobs have pass door, allowing you to create effective blocks.

Almost every mob on this run casts. Casters, keep mystical barrier up at all times.


This section is for the old commander run.

Suggested Group Size: 20+

After shift, take group 3s2w2d to the Githyanki Spy. From here on mobs detonate! (including the spy AND the gear room!)

Go 2d2s from the spy to find the room where you can regen. This path can be very swarmy, so it's a good idea for any wizards/druids in the group to use wall of thorns to keep unnecessary mobs away. From the regen room it's another 1s to the Githyanki Leader, who holds the Silver Chestplate and the Silver Sword.

Watch out: this is a very risky room. It's no-exit, so if/when you clear it you need to portal to a mob in Outland Proper (such as Githyanki Brute) to get out. The gear room has two slaves; one eats corpses and the other stomps gear. So if you die before they do, you can kiss all your hard-earned gear good-bye. Also note that when you kill the Githyanki Warlock a detonating mob spawns. Because of this huge risk, you should wait outside of the commander's room until the Githyanki Spy repops. The last thing you want is for this gear room to repop on you!

Also in this room are a couple Silver Helms.

Note that the Githyanki Leader does not repop normally, so you can't really camp this run.