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Talula Bloodroses 
Unkempt Shawoman
Posts: 411
(2/20/01 8:06 pm)
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Guide to CoM
Guide to City of Mist (Work In Progress)

The following is a work in progress guide to the City of Mist. This was created by
taking the knowledge that Zsrog, Maus and I have been able to accumalate over
the past 6 raids or so on this place. Any additions or comments or corrections are
welcome. If you learn anything more, PLEASE PLEASE add it to the thread so that
we can create a comprehensive guide to this place.

It is recommended not to take any players under level 45 into the castle. Last full
raid, we were able to clear all the Reavers with everyone above level 45
successfully without over-agro'ing the castle. Pets will often have a VERY negative
effect as they get near the castle and have been known to agro the entire first
floor of the castle as well as the 3 elevator room Reavers. Players under 45 tend to
have the same effect on castle agro as pets do. Since they will tend to agro the
entire castle and it is recommended that pets only be used in one special
circumstance.

Reavers:

Reavers are the "Darth Vaders" of City of Mist. They seem to be from level 49 to
level 53 and are 100% resistant to all magic except maybe the Lure line of spells
(although I've never been in here with a lure capable wizard so I don't know for
sure). Reavers will proc blindness and have the ability to summon. When one Reaver
is killed, there is a random chance that another will immediately spawn in place and
agro. If another Reaver doesn't spawn, then either a Lord, a phantom or a wraith
will spawn. Spawn time on the Reavers seems to be about an hour and a half. A
single party of Maus, Landyr, Zsrog, Selestial, Hsur and Everan has successfully
proven that a Reaver with 3 respawns and Lord Ghiosk can be handled by a single
group. Ideal raid size is 2 or 3 groups depending on the group make up. An
enchanter, a monk, a warrior, 2 clerics and a rogue are musts in order for the raid to
be successful. 2 enchanters is prefered if the raid is going to enter the castle.

All other City of Mist mobs are about 26 to 27 minutes.

There are 6 Reavers in all in City Of Mist. The first one is located in the throne room.

Setup:
It is recommended that the first setup point be the right corner next to the castle.
There are 4 spawns in the corner that will have to be cleared occasionally. This is
far enough away from the castle to avoid the "weird" agro problems while being
close enough to be able to reasonably pull most of the castle. The front door of the
castle is locked and will require a rogue with 200 lockpick skill to open it.

Throne Room:
There are 6 mobs in the throne room with the Reaver. The 6 mobs can easily be
seperated from the Reaver using standard monk chain pull tactics. Once these 6
mobs are cleared, the Reaver will be easy to pull solo. The throne room Reaver will
randomly respawn as Reavers until Lord Ghiosk pops. Lord Ghiosk is basically just a
slightly bigger Reaver. He will proc blindness and summon the same as any other
Reaver. His rare is Thornblade of Ykesha which we have never seen yet and his
common is the Mace of the Shadowed Soul. He also drops 3 books that are for the
Shaman epic quest.

Elevator:
In the hall behind the throne room is an elevator. The elevator can only be used by
a rogue by using lockpick. The elevator leads up to a room with 4 regular mobs and
3 Reavers. The pull tactic that has worked very well is to have the monk FD on the
elevator and then have a rogue send it up. The rogue then moves to the front door
while the monk waits for the elevator to go down. When down, the monk agros the
room and drops down the shaft and proceeds to run outside where he then feigns
again. From there the mobs can be chain pulled by another monk or warrior. So far it
has been very easy to split up the Reavers so that one at a time can be pulled.

All three Reavers in the elevator room do not spawn Lords. When each of them is
killed a Phantom will spawn. The loot on these Reavers seems to be random. So far
we've seen a level 56 shaman spell, a Shimmering Partisan, a 55 wizard spell, a 51
mage spell and a cleric spell drop off these Reavers. It is HIGHLY recommended that
these 3 Reavers be cleared before entering the castle. If not, they tend to agro on
the raid part usually resulting in death.

In the next room beyond the Elevator room is another Reaver which tends to be
solo. This Reaver can be pulled after the other 3 have been cleared. After the
random number of Reaver spawns, this Reaver will pop Lord Rak'Ashiir. Lord Rak'Ashiir
is NON-AGRO when he spawns and DEFINATELY should not be attack. He has a
HUGE fire based DOT that will kill practically any player much faster then even
dragon breath could. Attacking him when he spawns will likely result in the entire
raid being wiped out to the last man. Since he is non-agro, it allows the raid the
time to move back away from the corner to the Gate and set up to fight this Lord. If
there are no mages raiding, it is possible for this Reaver to be skipped.

At this point mages should summon fire pets. If there are no mages on the raid then
this Reaver can be skipped and not pulled. Why fire pets? Because they are immune
to the fire based DOT. The pets should get full cleric, shaman, and druid buffs
before sending it after the Lord. We have successfully killed Lord Rak'Ashiir with a
single fire pet and a single cleric healing the pet. To initiate the battle, a raid
member will need to volunteer to sacrifice themselves and pull the Lord to the
bottom of the walkway. It is there that the fire pets will be sent into attack Lord
Rak'Ashiir. After about 10 to 15 minutes, he will be dead. Any player that does
anything to agro the Lord will likely find themselves summon and quickly dead. If you
want to know how quickly this thing can kill you and how little you have to do to
agro it, ask Maus, Hsur, Terrag or Cilob. So far we've seen Lord Rak'Ashiir drop an
awesome shadow knight shield and a rune ornate blade.

After Lord Rak'Ashiir it will likely be about the exact spawn time for the Lord Ghiosk
Reaver inside the throne room. This Reaver should be pulled first and the lower level
of the castle cleared of wanderers. Likely this will result in the raids second shadow
mace.

After the elevator room has been cleared and the throne room has been re-cleared,
the raid will move into the castle. From the throne room, the raid should move
through the right door down to the corner room. This room is a good place to set up
for pulling many wanderers from the castle and begin pulling the room at the end of
the hallway. Once this room is pulled the raid party can move up the hallway almost
to the door. Enchanters should be ready since there will be almost a constant
barrage of wanderers and pulls from this point forward.

Once the room at the end of the hallway is pulled, the room at the top of the sky
bridge will need to be pulled. Once the room on top of the sky bridge is pulled it will
be time to move the raid party forward. The sky bridge is located through a secret
door to the right directly before the door at the end of the hallway. It is
recommended that all players turn on walk as they walk on the see through sky
bridge up to the next room. Every player should walk slowly and take their time
walking up the sky bridge. It is possible to fall off this sky bridge and if the player
does and survives they will be effectively out of the raid unless there is a mage with
CotH who made it to the first building.

The room at the end of the sky bridge is the first room of the sky level of CoM. This
building contains about 10 regular COM mobs. Once this building is cleared, the raid
party can move forward to the walkway. Again it is possible to fall off the walkway
so players should take care when fighting here. The walkway is much wider then the
building so it is fairly easy to set up the raid in the walk way and pull building 2
there.

Building 2 has a locked door that will need to be picked by a rogue. This building is
nice and spacious on the inside and is the perfect place to set up for pulls of the
last building. There are about 10 mobs in this building as well, all of them regular
golems, skeletons, wraiths, phantoms, etc. Once this building is cleared, the raid
party should move forward into the Building 2.

At this point the monk and rogue should be given levitation since the walkway
doesn't actually connect to the last building. Building 3 contains a few regular mobs
(3 I think), a Reaver and the Wraith of Jaxion and is also locked and will need to be
picked. First the regular mobs should be chain pulled and then the Wraith of Jaxion
should be pulled. The Wraith will need to be charmed by an enchanter for the
enchanters to do their portion of their quest. After all enchanters are done getting
their epic item, the Wraith can be killed and is no harder then any other level 52 or
53 mob. The Wraith did not seem to drop anything.

The last Reaver will eventually pop Lord Neh'Ashiir. It is VERY IMPORTANT not to
attack Lord Neh'Ashiir as he is non-agro also. At this point any epic questors that
need to hand in anything or converse with this Lord may. After the dead is done,
the Lord can be attacked and fought. The one time we fought him he was level 55
and had a REALLY nasty damage shield. Once the damage shield was dispelled he
was about as difficult to kill as any Reaver would be. It is very important not to
forget to dispel the damage shield as quickly as possible. The one time we killed this
Lord he dropped a ranger only staff, 2hb damage 31, delay 35. He is also rumored to
drop a caster shield and a torch that is needed for the mages epic quests. When we
killed him he only dropped a NO RENT key and the staff.

At this point mob up of any wanderers should be done and then the raid party can
evac. I chose to safe fall from building 2 for about 570 damage and then run to
zone. Alternatively tanks may want to lev down and then move to zone from there.

From the moment that the castle is entered, everyone should be expected to be
under constant attack. There will be very little time for rest because of the high
number of wandering mobs that will constantly be attacking the raid so mana
conservation is very important. 2 enchanters can also be EXTREMELY helpful in
controlling all of the wanderers.


Sometimes you're nothing but meat...

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