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Veeshan's Peak info requested

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Jeremiah Kristal

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Dec 23, 2001, 10:48:52 AM12/23/01
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Thanks to the daily patches and Trak respawns, my guild is finally
reaching critical mass on VP keys (and it's about damn time, I've been
ready for a couple months). We're probably going to have 24-30 ready
to hit it this week, and another 20 in the two weeks after that, and
we've got tons of experience in big raid mobs and ToV. (We have done
entire ToV nights with only one or two puller deaths, can handle two
wurms at once, and have several DB wizards.)
I'm hoping that some of the uberest here can give me some advice about
this zone. I've read stuff I've found on the spoiler sites about
this, but I'm looking for all the info I can get. How tough are the
two guardian wurms at the ent, especially compared to ToV guardians?
Do they drop enough to make them worth farming? Does the respawn
timer start when the first one dies or when they're both dead? Is
that little alcove above the first bridge a good camp spot? Are there
mobs in the lava tunnel, or is FR and lev useful for moving around?
Any other advice you can give. (Oh, and yeah, should probably skip it
and go straight to ST, but really want a couple epic warriors, so
we're trying for scales this way.)

Arolpin
bard ready to die for new thrills

hughes

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Dec 23, 2001, 2:09:57 PM12/23/01
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"Jeremiah Kristal" <jere...@NOSPAM.bbi.com> wrote in message
news:80ub2uonkmbdkul9u...@4ax.com...

veeshans peak is significantly easier than tov north wing is. If you can
handle multiple wurm pulls in tov you should have no problems. make sure you
have a couple of necros with an essence emerald or camped out
cleric/pallies.


Sang K. Choe

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Dec 23, 2001, 6:50:11 PM12/23/01
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On Sun, 23 Dec 2001 10:48:52 -0500, Jeremiah Kristal
<jere...@NOSPAM.bbi.com> wrote:

>Thanks to the daily patches and Trak respawns, my guild is finally
>reaching critical mass on VP keys (and it's about damn time, I've been
>ready for a couple months). We're probably going to have 24-30 ready
>to hit it this week, and another 20 in the two weeks after that, and
>we've got tons of experience in big raid mobs and ToV. (We have done
>entire ToV nights with only one or two puller deaths, can handle two
>wurms at once, and have several DB wizards.)

DB wizards aren't needed in VP as nothing there is DB-able.
If you're able to do ToV, stay there. Seriously, VP is a stupid waste
of time. Yes, Phara Dar's rare and fuck drops are semi-decent. But
for the time invested it's crap.

With 24 to 30 on the first VP trip, you should be able to drop
Silverwing (aka, Silvergimp). But Hoshkar will be your daddy unless
out of 30, there's 15 wizards.

Silverwing and Hoshkars are roamers, you usually have to clear these
two to get to the other four (as pulling the other four becomes
somewhat tricky with roaming see invis, quarter of the zone aggro
range dragons).

>I'm hoping that some of the uberest here can give me some advice about
>this zone. I've read stuff I've found on the spoiler sites about
>this, but I'm looking for all the info I can get. How tough are the
>two guardian wurms at the ent, especially compared to ToV guardians?

The guardian wurms in VP come in three flavors (you decide how tough
they are):

1. 550ers. These are the "normal" wurms. They double for 550, have
Naggy (or Vox) AoE which is either fire or cold based and will strip a
buff. These are the easy ones.

2. Splitters. These are annoying as fuck wurms. Once you kill them,
they split into two wurms immediately. So you get three wurms for the
price of one.

3. 1550ers. These are the worst of the bunch (especially if it comes
with a dragon). They double for 1550 per pop generally don't have any
AoEs (thank god) but can drop a caster in a single round. That means
one complete heal on a tank without some warrior occupying it would
mean Cleric DT.

And you have no idea which is which until you pull it.

(Hmmm, why do I think I missed one type of wurm...)

>Do they drop enough to make them worth farming?

Wurms only load high level Kunark spells, nothing else. And they
kinda suck for exp grinds.

All mobs in VP except for the dragons are on a 2 minute spawn timer
(yes, that's not a typo, that's 120 seconds).

All drakes see invis.
Some wurms see invis.
No raptors see invis.
All dragons see invis (but rogue hide/sneak might work).

>...(Oh, and yeah, should probably skip it


>and go straight to ST, but really want a couple epic warriors, so
>we're trying for scales this way.)

If you can do ToV, you don't need warrior epics, it would be a down
grade.

Keep in mind: Once you zone into VP, you are either zoning out
through Druushk's zone out pad (to E Freeport) or Phara Dar's zone out
pad (Plane of Air). You can't gate, TL or port out. Only other way
out is to die.

As a side note: All critters in VP are level 60 except for the
dragons and ONE raptor. I have no idea what that raptor is about, but
he's level 61/62--has anyone bothered to kill this one?

-- Sang.

Jeremiah Kristal

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Dec 27, 2001, 10:21:25 AM12/27/01
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Sang K. Choe <sa...@choenet.com.remove.this.com> wrote:
> On Sun, 23 Dec 2001 10:48:52 -0500, Jeremiah Kristal
> <jere...@NOSPAM.bbi.com> wrote:


> DB wizards aren't needed in VP as nothing there is DB-able.
> If you're able to do ToV, stay there. Seriously, VP is a stupid waste
> of time. Yes, Phara Dar's rare and fuck drops are semi-decent. But
> for the time invested it's crap.

Oh, I guess I should have checked that. I guess that EQmaps is my friend.

> With 24 to 30 on the first VP trip, you should be able to drop
> Silverwing (aka, Silvergimp). But Hoshkar will be your daddy unless
> out of 30, there's 15 wizards.

Well, we ended up doing the first battles with 12, and a camped out
cleric. We had wurm-farming going pretty well, but kept getting aggro
from wanderers, which didn't make sense.

> Silverwing and Hoshkars are roamers, you usually have to clear these
> two to get to the other four (as pulling the other four becomes
> somewhat tricky with roaming see invis, quarter of the zone aggro
> range dragons).

OK, we noticed this. We were camped in the little alcove above and to the
left of the A on the http://www.eqmaps.com/m2/vpeak2.jpg map. We had been
told that this is a no-aggro spot, but I think we learned a couple things
about this spot: It's only no-aggro if you're sitting WAY back in the
corner; fighting anywhere other than way back in the corner is a bad idea;
and the pulling monk should stay feigned during the battle. We had two
wipeouts caused by the monk standing up and then Silverwing and Hoshkar
rushing in to join the party.
I guess I should ask if this is a safe spot, and if so, how far from the
very back can we be and still not aggro the wanderers. Or maybe this is
just a bad camp spot.

> The guardian wurms in VP come in three flavors (you decide how tough
> they are):

> 1. 550ers. These are the "normal" wurms. They double for 550, have
> Naggy (or Vox) AoE which is either fire or cold based and will strip a
> buff. These are the easy ones.

Yeah, these we could chain-pull with 2 groups and only a single cleric.

> 2. Splitters. These are annoying as fuck wurms. Once you kill them,
> they split into two wurms immediately. So you get three wurms for the
> price of one.

We didn't run into these ones, how common are they? We'll need two tanks
and two clerics I guess for these ones, but we were pulling 3 wurms
between med breaks, so I think these will be easy, especially when we get
a full raid force inserted.

> 3. 1550ers. These are the worst of the bunch (especially if it comes
> with a dragon). They double for 1550 per pop generally don't have any
> AoEs (thank god) but can drop a caster in a single round. That means
> one complete heal on a tank without some warrior occupying it would
> mean Cleric DT.

Yeah, this was the first one we pulled. Once we knew what to expect these
guys were dropping pretty easily, though I was very suprised when I ended
up the only tankish sort standing on this guy. Cleric died early, and
Pally died after LOH.

> And you have no idea which is which until you pull it.

> (Hmmm, why do I think I missed one type of wurm...)

>>Do they drop enough to make them worth farming?

> Wurms only load high level Kunark spells, nothing else. And they
> kinda suck for exp grinds.

Actually, I ended up only about 1/4 blue down for the night, which I
consider a hell of a good first night in any tough zone. Especially a
bard (aggromonkey).

> All mobs in VP except for the dragons are on a 2 minute spawn timer
> (yes, that's not a typo, that's 120 seconds).

> All drakes see invis.
> Some wurms see invis.
> No raptors see invis.
> All dragons see invis (but rogue hide/sneak might work).

>>...(Oh, and yeah, should probably skip it
>>and go straight to ST, but really want a couple epic warriors, so
>>we're trying for scales this way.)

> If you can do ToV, you don't need warrior epics, it would be a down
> grade.

We can do west wing ToV, and can sort of do NToV, but we can't move with
any real speed yet. The guild set VP as a goal when it formed, and has
been working towards it for a long time. We're not really looking for
drops there as much as just saying that we've done it, though getting a
couple of green scales would be nice.

> Keep in mind: Once you zone into VP, you are either zoning out
> through Druushk's zone out pad (to E Freeport) or Phara Dar's zone out
> pad (Plane of Air). You can't gate, TL or port out. Only other way
> out is to die.

Yeah, we're well aware of this. We've got the double-rez down, though a
couple of folks messed it up and dueled before the rezzing cleric was
ready.


> As a side note: All critters in VP are level 60 except for the
> dragons and ONE raptor. I have no idea what that raptor is about, but
> he's level 61/62--has anyone bothered to kill this one?

Not yet, but I'll keep a look-out for him. If he's 62 I'll see him on
track easily, if he's 61 I'll have to ding 60 before I know who he is.

Arolpin
bard, explorer, corpse

jaZZmanian Devil

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Dec 27, 2001, 11:53:08 AM12/27/01
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Jeremiah Kristal wrote:
> Yeah, we're well aware of this. We've got the double-rez down, though a
> couple of folks messed it up and dueled before the rezzing cleric was
> ready.

I've ready several references to this, but not really sure I understand
it. The way I thought it worked was that people dueled to the death
before going in, and left a corpse and a cleric outside. Then, when the
raid was over, whether you needed more rezzing inside or not, the
outside cleric rezzes all the raiders back out to their first corpses.
Is that it? Because if so, doesn't that limit you to three hours of
raiding? How much can you get done in ToV in three hours?

--
jaZZ md
- - - -
"We love peace, but not peace at any price. There is a peace more
destructive of the manhood of living man, than war is destructive to his
body. Chains are worse than bayonets."
- - Douglas William Jerrold

Jeremiah Kristal

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Dec 27, 2001, 1:21:45 PM12/27/01
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jaZZmanian Devil <js...@stny.rr.com> wrote:
> Jeremiah Kristal wrote:
>> Yeah, we're well aware of this. We've got the double-rez down, though a
>> couple of folks messed it up and dueled before the rezzing cleric was
>> ready.

> I've ready several references to this, but not really sure I understand
> it. The way I thought it worked was that people dueled to the death
> before going in, and left a corpse and a cleric outside. Then, when the
> raid was over, whether you needed more rezzing inside or not, the
> outside cleric rezzes all the raiders back out to their first corpses.
> Is that it? Because if so, doesn't that limit you to three hours of
> raiding? How much can you get done in ToV in three hours?


Well, the rez limit on duels is 5 minutes, so you can't leave a dueled
corpse for any length of time, but with planning you can use duels to do
this.
What you do is have all melee bind in one spot (GFay wiz spires for us)
and all casters bind right at ent to zone (could have everyone bind with
melee, but want casters to be able to get in quickly). You need a
revive capable person at the bind point, and a fast-kill dueler if you
want to try to use not lose any exp. Since we're exploring VP for the
first time, and dying regularly, we just rotated people out after a
wipeout. Basically if you were dead and ready to call it a night, you
told the rezzing cleric to hold off, had the pally duel and kill you, the
cleric rez, then loot fast, and have pally revive.
It's not perfect, but better than staying in VP for 3 weeks.

Arolpin
exploring bard


jaZZmanian Devil

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Dec 27, 2001, 1:44:53 PM12/27/01
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I am so TOTALLY not understanding what you just said. Could you bring
that down to "rezzing for dummies" level please? So, do you die at the
bind point? (GFey spires) Or do you only bind there. And if the corpse
only lasts five minutes after a duel, what good does that do for getting
you out of VP? You're already doing it, so I know you're doing something
that works, but I'm just not following the explanation of exactly how
you're doing it.

Faned

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Dec 27, 2001, 2:12:14 PM12/27/01
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Bind point: bind
VP: die
Bind point: duel, die
VP: rez, loot
Bindpoint: revive

Now you are at your bind point with all your equipment.

Jeremiah Kristal

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Dec 27, 2001, 2:18:00 PM12/27/01
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jaZZmanian Devil <js...@stny.rr.com> wrote:
> Jeremiah Kristal wrote:
>>
>> Well, the rez limit on duels is 5 minutes, so you can't leave a dueled
>> corpse for any length of time, but with planning you can use duels to do
>> this.
>> What you do is have all melee bind in one spot (GFay wiz spires for us)
>> and all casters bind right at ent to zone (could have everyone bind with
>> melee, but want casters to be able to get in quickly). You need a
>> revive capable person at the bind point, and a fast-kill dueler if you
>> want to try to use not lose any exp. Since we're exploring VP for the
>> first time, and dying regularly, we just rotated people out after a
>> wipeout. Basically if you were dead and ready to call it a night, you
>> told the rezzing cleric to hold off, had the pally duel and kill you, the
>> cleric rez, then loot fast, and have pally revive.
>> It's not perfect, but better than staying in VP for 3 weeks.

> I am so TOTALLY not understanding what you just said. Could you bring
> that down to "rezzing for dummies" level please? So, do you die at the
> bind point? (GFey spires) Or do you only bind there. And if the corpse
> only lasts five minutes after a duel, what good does that do for getting
> you out of VP? You're already doing it, so I know you're doing something
> that works, but I'm just not following the explanation of exactly how
> you're doing it.


My bad, I'm doing this in between tech support calls for a piece of crap,
non-standard, DHCP/DNS GUI software that is requiring me to renew my lease
and killing my SSH sessions, so I'm not really spending enough time on
this. Hopefully this is a bit clearer.

For melee type:
Bind in a convenient spot, where there is a REVIVE capable person camped.
Fight normally.
When you are ready to leave, have the revive person log on at your bind
point.
Die to a mob, either go up and whack a mob, or wait until after you get
wiped out naturally (happens often enough as a bard). You have 3 hours on
this corpse, so it's not critical to move quickly yet.
Tell cleric you're ready to call it a night, and to hold off your rez
until you give the OK.
Tell cleric to be ready, and duel pally or other person at your bind
point.
Die, repop right there, on top of your nekkid corpse.
Tell cleric to rez you NOW!
As soon as you load, loot your cleric-rezzed corpse ASAP.
This should take about 60-90 seconds depending on how fast you zone and
loot.
Tell Pally to REVIVE you NOW!
You will now pop up over your naked, no-exp loss corpse.

Hopefully this clarifies the issue, if not, I'll try again.

Arolpin

wolfie

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Dec 27, 2001, 2:17:40 PM12/27/01
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"jaZZmanian Devil" wrote

> I am so TOTALLY not understanding what you just said. Could you bring
> that down to "rezzing for dummies" level please?

You're naked at your bind point (a common one for all melees)
because you died in VP (and you have a corpse in VP, obviously.)

You decide to call it a night.

You have pally parked at bind spot duel and kill you.

You're naked at your bind point with a corpse (dressed) in VP and
another naked one at your bind point for which you didn't take an
XP loss.

Cleric in VP gives you an XP rez. You zone to VP.

You loot body in VP so you're now dressed.

Pally at bind spot gives you a revive (must happen within 5 minutes
of killing you.) You zone to bind location.

You loot body and you're now at bind point dressed.

Clear enough?


Orlun

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Dec 27, 2001, 2:42:15 PM12/27/01
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A few months ago in Eastern Waste, I was at the Ry'Gorr fort when I saw our
servers most-uber guild leader duel and kill at least 20 players in about a
minute total. I suspect this was for the same reasons as posted above. Is
Sleepers Tomb a no port area too? or where they doing Kael or something?

Orlun, 3rd level Rake, Xev

PS, the guild leader was nenja (60 rogue) and I swear I saw a death message
at least every 3 seconds. Was awesome to see but now I realize it was
probably naked casters he was dueling.


jaZZmanian Devil

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Dec 27, 2001, 4:04:48 PM12/27/01
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Jeremiah Kristal wrote:
> this. Hopefully this is a bit clearer.

Thanks to you and Wolfie, I get it now. Thanks. I missed the part about
having to die in VP *first* then have a guy waiting to kill you at the
bind point. My bad. Now that I see that, it makes perfect sense. And
with my 10 to 13 second zones, I think it would work great, assuming we
still have lower levels in the guild to log in at the bind point.

Jakugg
(Not nearly ready for VP yet, but looking forward to it before oh too
long.)
--
jaZZ md
*******
"Communism doesn't work because people like to own stuff."
- - Frank Zappa

Sang K. Choe

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Dec 28, 2001, 6:17:51 PM12/28/01
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On 27 Dec 2001 10:21:25 -0500, Jeremiah Kristal
<jere...@shell.inch.com> wrote:

>OK, we noticed this. We were camped in the little alcove above and to the
>left of the A on the http://www.eqmaps.com/m2/vpeak2.jpg map. We had been
>told that this is a no-aggro spot, but I think we learned a couple things
>about this spot: It's only no-aggro if you're sitting WAY back in the
>corner;

I can't see the map since EQMaps isn't responding right now. However,
I'll assume it's the infamous "Safe Hall" in VP.

Two things you have to remember about the safe hall:

1. Stay the hell away from the north side of the wall. The pathing
of the two roamers takes them close enough to the north side that any
KOS person sitting there will potentially aggro.

2. No dueling. The roamers act just like guards when you duel.
We've even thought about using that as a way to pull some of the
dragons. :)

>fighting anywhere other than way back in the corner is a bad idea;

Generally fighting any of the wurms is a bad idea without the two
roamer dragons dead. Their aggro range is HUGE and when you engage a
wurm and they happen to come close to the hall, they will join in.
Remember, Hoshkar's lair is just a bit out of that hall and to the
left.

>I guess I should ask if this is a safe spot, and if so, how far from the
>very back can we be and still not aggro the wanderers. Or maybe this is
>just a bad camp spot.

It's a good spot to pull the two roamer dragons, but as I said, it's
very dangerous to try and kill wurms with those two dragons up.

Hoshkar, I actually recommend engaging inside his lair (there will
almost always be additional wurms that come with this). The reason
for this is that both SW and Hosh will gate. Hosh will be EXTREMELY
difficult to kill when it starts gating unless you have a bunch of
wizards who managed to survive long enough to drop the big nukes in a
timely fashion.

Silverwing's AoE is gimpy so most folks survive to kill it before it
gates. Hoshkar's AoE is DiseaseCloud which is a 1250 dd nuke + 70%
turgur. That usually means casters die real fast since that AoE has a
habit of punching through even 290+ DR. And of course with all the
meleers slowed, it makes it very hard for them to hold aggro.

>> 2. Splitters. These are annoying as fuck wurms. Once you kill them,
>> they split into two wurms immediately. So you get three wurms for the
>> price of one.
>
>We didn't run into these ones, how common are they?

In the hall you were, fairly uncommon. A bit further in (especially
near the pool room and zone out areas), a bit more common.

>> If you can do ToV, you don't need warrior epics, it would be a down
>> grade.
>
>We can do west wing ToV, and can sort of do NToV, but we can't move with
>any real speed yet.

West wing as in the three named in there or just the non-named?
Because if you can do Lendiniara, you're pretty close to attempting
Aaryonar (no, I'm not implying that they are similar in any shape or
form--they are two completely different types of battle).

>> As a side note: All critters in VP are level 60 except for the
>> dragons and ONE raptor. I have no idea what that raptor is about, but
>> he's level 61/62--has anyone bothered to kill this one?
>
>Not yet, but I'll keep a look-out for him. If he's 62 I'll see him on
>track easily, if he's 61 I'll have to ding 60 before I know who he is.

When you get to the "pool room" (trust me, can't miss it), hit
tracking, even as a druid I can pick him up on tracking. He is the
only non-white/red con on radar. We've speculated that he loads the
key to the locked room leading to Phara Dar's room.

-- Sang.

Sang K. Choe

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Dec 28, 2001, 6:27:34 PM12/28/01
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On Thu, 27 Dec 2001 13:44:53 -0500, jaZZmanian Devil
<js...@stny.rr.com> wrote:

>I am so TOTALLY not understanding what you just said. Could you bring
>that down to "rezzing for dummies" level please?

Here's how you get out of VP:

1. Two clerics and you are in VP, you want to leave the clerics stay.
2. All three are bound at the same place.
3. Cleric one dies, pops up naked at his/her bind point.
4. You die, pop up next to cleric one.
5. You make a second corpse and leave it there.
6. Cleric two rezzes your (dressed) corpse in VP.
7. You loot your stuff.
8. /tell Cleric_One Rez please.
9. You get rezzed out of VP.
10. Cleric_One tells Cleric_Two rez please.
11. Both clerics back in VP and you're at your bind point fully
dressed.

Of course, if everyone wants to leave, the process is similar just
scaled up. The tricky part of course is the last cleric to leave the
zone--they usually eat a real death and get a 96% exp rez back.

-- Sang.

Sang K. Choe

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Dec 28, 2001, 6:34:18 PM12/28/01
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On Thu, 27 Dec 2001 13:42:15 -0600, "Orlun" <brin...@qwest.net>
wrote:

>A few months ago in Eastern Waste, I was at the Ry'Gorr fort when I saw our
>servers most-uber guild leader duel and kill at least 20 players in about a
>minute total. I suspect this was for the same reasons as posted above. Is
>Sleepers Tomb a no port area too? or where they doing Kael or something?

Sleepers is different.
It's the annoying bullshit key restriction that forces people to do
this.

The ST key is not soul bound. Which means if you die inside and are
unable to do a rez inside, you kiss your corpse goodbye.

The idea is to have your equipped self inside while having your key
outside (so you can at the very least zone in and get your corpse
summoned).

There's varying ways to do this but generally you don't need to make a
corpse outside:

1. Zone in.
2. Make corpse.
3. Get revived back.
4. Loot ST key.
5. Get TLed to bind point (or just die again)...NOTE: Bind near a
bank. Bank ST key.
6. Get revived back again.

Viola! You're in ST and your key is in your bank.

Making corpses outside isn't neccessary unless a bunch of them weren't
bound near a bank or they wanted to make corpses near the zone in with
their ST keys on them.

-- Sang.

Dream King

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Jan 2, 2002, 12:31:09 PM1/2/02
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sa...@choenet.com.remove.this.com (Sang K. Choe) wrote:


>The guardian wurms in VP come in three flavors (you decide how tough
>they are):
>
>1. 550ers. These are the "normal" wurms. They double for 550, have
>Naggy (or Vox) AoE which is either fire or cold based and will strip a
>buff. These are the easy ones.
>
>2. Splitters. These are annoying as fuck wurms. Once you kill them,
>they split into two wurms immediately. So you get three wurms for the
>price of one.
>
>3. 1550ers. These are the worst of the bunch (especially if it comes
>with a dragon). They double for 1550 per pop generally don't have any
>AoEs (thank god) but can drop a caster in a single round. That means
>one complete heal on a tank without some warrior occupying it would
>mean Cleric DT.
>
>And you have no idea which is which until you pull it.

I think type #3 is also the only type that sees invis, so you can tell
which one they are. And being that they see invis you usually have to
clear them before you pull any dragons.


>All mobs in VP except for the dragons are on a 2 minute spawn timer
>(yes, that's not a typo, that's 120 seconds).

Which is lame and makes a 'dungeon crawl' about near impossible in this
zone. I don't really see the point of 2 minute mobs.


Sang K. Choe

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Jan 2, 2002, 6:24:33 PM1/2/02
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On Wed, 02 Jan 2002 17:31:09 GMT, morp...@cent.com (Dream King)
wrote:

>>All mobs in VP except for the dragons are on a 2 minute spawn timer
>>(yes, that's not a typo, that's 120 seconds).
>
> Which is lame and makes a 'dungeon crawl' about near impossible in this
>zone. I don't really see the point of 2 minute mobs.

If the wurms weren't on a 2 min timer, that zone would be a total
joke. The challenge in that zone is two fold:

1. Getting a clean pull.
2. Keeping everyone awake while #1 is being done.

I just wish when you kill all the dragons, everything in the zone
would just depop so you can walk out instead of having to dodge wurms
to the zone out pad.

-- Sang.

Dream King

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Jan 3, 2002, 9:15:26 AM1/3/02
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sa...@choenet.com.remove.this.com (Sang K. Choe) wrote:

>On Wed, 02 Jan 2002 17:31:09 GMT, morp...@cent.com (Dream King)
>wrote:
>
>>>All mobs in VP except for the dragons are on a 2 minute spawn timer
>>>(yes, that's not a typo, that's 120 seconds).
>>
>> Which is lame and makes a 'dungeon crawl' about near impossible in this
>>zone. I don't really see the point of 2 minute mobs.
>
>If the wurms weren't on a 2 min timer, that zone would be a total
>joke. The challenge in that zone is two fold:

Mobs on a two minute timer don't make it that much harder. And really
it doesn't lead to clearing a dungeon like it should be done. Our normal
procedure is to clear the see invis worms then invis up and move. Which
basically diminishes the challenge. I'm guessing that's the opposite of
what Verant intended to have happen.

>I just wish when you kill all the dragons, everything in the zone
>would just depop so you can walk out instead of having to dodge wurms
>to the zone out pad.

That'd be nice. We stayed and did experience on raptors once in
zoneout. They're not very tough and the experience was fairly good.
Obviously with a two minute respawn time you don't run out of things to
kill.

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