Post by Lago Mortis on Aug 21, 2006 8:47:41 GMT
Yesterday we had a new UW clear out. For the first time we cleared every single l monsters in UW and did 8 out of 10 quests (did not finish the two hardest quests, 4 Horsemen and Grenth's Servants). We even got to do the bugged quest "Terrorweb Queen" for the first time. Normally you just get the rewards without having to do the quest. It might because we did not kill the monument-terrorwebs last this time, as we usually do. Not one single disconnect or person that had to leave, that is pretty extraordinary for a 6 hour trip!
The team was 2 monks (Rhea/Nin and TS Joy), 3 trappers (TS Kira, Anavrin, Aaron Wood (BG)), 1 tank (Grumdor (BG), 1 Shatter hex Mesmer (Lulu/TS Jane) amd me as support necro. A nice team, that worked well together.
For drops we got about 10 ectos, maybe a few more, 1 Sapphire, several keys but only two gold chest, so here we were a bit unlucky with the chests this time. Otherwise I think we got some other nice drops, my self got a decent eternal shield, that Grumdor now carries. No luck with the new items, though.
As for the 4 horsemen quest:
We got the quest before having assembled a tactic, but that was no great loss since we would have had a very hard to finish it any way. The quest consist of two groups of 2 dreamrider bosses and 6 terrorwebs coming from two directions. This is like guarding the gates at Thunderkeep on steroids. 12 terrorwebs is probably not a major probalem, but the 4 bosses are rather different from other dreamriders. They use only one spell, but they use that one a lot:
Diversion 10 energy, 1s cast, 10 s recharge: For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10...47 seconds to recharge.
With this they can actually lock down many of the key skills if not stopped in time. So diversion have to be dealt with to be succesful I guess. Waiting it out is doable but might seriously handicap many of the important spamspells like RoF, WoH, BiP. My BiP got a hit right at the start since I did expect disruption not diversion from the dreamriders.
Regards,
Lago Mortis
The team was 2 monks (Rhea/Nin and TS Joy), 3 trappers (TS Kira, Anavrin, Aaron Wood (BG)), 1 tank (Grumdor (BG), 1 Shatter hex Mesmer (Lulu/TS Jane) amd me as support necro. A nice team, that worked well together.
For drops we got about 10 ectos, maybe a few more, 1 Sapphire, several keys but only two gold chest, so here we were a bit unlucky with the chests this time. Otherwise I think we got some other nice drops, my self got a decent eternal shield, that Grumdor now carries. No luck with the new items, though.
As for the 4 horsemen quest:
We got the quest before having assembled a tactic, but that was no great loss since we would have had a very hard to finish it any way. The quest consist of two groups of 2 dreamrider bosses and 6 terrorwebs coming from two directions. This is like guarding the gates at Thunderkeep on steroids. 12 terrorwebs is probably not a major probalem, but the 4 bosses are rather different from other dreamriders. They use only one spell, but they use that one a lot:
Diversion 10 energy, 1s cast, 10 s recharge: For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10...47 seconds to recharge.
With this they can actually lock down many of the key skills if not stopped in time. So diversion have to be dealt with to be succesful I guess. Waiting it out is doable but might seriously handicap many of the important spamspells like RoF, WoH, BiP. My BiP got a hit right at the start since I did expect disruption not diversion from the dreamriders.
Regards,
Lago Mortis