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Rikam
09-06-2004, 03:02 AM
Was wondering if anyone had a good write up for the GoD sewers trials mainly 3/4.

nethyia
09-06-2004, 07:15 AM
GoD progression guide (http://home.cwru.edu/~srp5/Gate_Tiers.htm)

This is what I've been using for reference. Might be something better out there. Sometimes it can be slightly vague (the Crematorium it did not give the name of the named, just that you do a turn in to a named). But overall, a quick rundown.

My group got stuck trying to figure out second sewer. We've tried 3 times, and now that we've read up on it, we haven't had the time to go back and try again. So no first-hand knowledge on how good it is for the 3rd or 4th sewer trials.

I tried a google search, and looking on allakhazam's, but there is a lot of guess work in what people say. One person says a timer starts when 1st mob dies here, nother says when last mob dies, timer is 15 minutes, others 30 minutes. So be ready to keep track of a lot of conflicting information, and try to sort out the truth.

Good luck!

Persephonae
09-06-2004, 03:13 PM
There are a number of posts/links in

My Guild's Library Forum (http://p083.ezboard.com/fskylarkschallengefrm9.showMessage?topicID=60.topi c)

Here are some of my experiences with sewers. To put this in perspective: My guild is non-elemental, tho with significant high risk & purchased with points LDoN gear and hard core/serious players that know the ins & outs of their class, tho we only raid twice a week. People in Elemental/Time guilds would probably have an easier time, so bear that in mind when you read on.

Most of us have at least 150 AA, some as many as 400+. Our tanks range from an SK that's has less HPs than my DPoC focused pet with Virtue on him to a 10.5K warrior. Our clerics range from 3800ish mana to 5500ish mana. We have no druid mains and at the time we were doing sewers very few shammies and mages. A necro in the group was a serious help for us. A back up rezzer with FD, a Pet that might be able to OT in a pinch (with full buffs), good DPS and Mind Wrack to help out the clerics with additional mana brought a lot to the table

Trial 1. I find this one the most annoying of all of them. Don't even try to fight the final stonemites & the Ancient in the water. Get up on the ledge on the left side of the room (if you're facing the back wall) & pull to the ledge. The stonemites in the room AE rampage so keeping the casters out of rampage range is a bit help. We found that we really needed 2 healers in the group for the Ancient, tho we've succeeded with a pally tanking.

On sewer trial 2. We've had success with leaving someone (a shaman, tho I suspect a necro could work as well) in the room with the 4 mobs you kill for the essences to spawn to slowly kill the mobs as the group works its way to the final room. But the most painless way to do the trial is to XP in 2 till you get a rogue or a bard with all 4 remains, then have the rogue/bard stealth down to do the turn in.

Trial 3. A skilled enchanter/bard (or better yet 2) seems to help here, since there are a couple of spots where a lot of groups seemed to die from inability to CC the mobs. The chanter's charmed pets also seem to help for the DPS needed after you get to the NPC. There have been too many heartbreaking runs where we just barely lost on time getting back to the NPC with the 3 pieces. If anyone needs an AFK, I'd strongly suggest clearing the turn in room, getting AFKs over with and then doing the turn in

The zone will partially repop (I think) after you do the turn into the NPC. This includes the turn in room so be prepared for a fight. Just invis past what you can and kill the see invis mobs until you get to the 3 rooms needed. Some people say that you need to kill the even con mobs to get the emote that you've gotten the piece in each room. Our experience is that that is not the case.

Trial 4. I think 4 is the easiest over all. Most of our guild had the 4th flag before any of the others. I can't think of any specific issues we had on this one.

Feel free to PM me or cross server tell me (I'm on Quellious) if you have any more questions. Always happy to help!

nethyia
09-06-2004, 05:56 PM
Trial 1. I find this one the most annoying of all of them. Don't even try to fight the final stonemites & the Ancient in the water. Get up on the ledge on the left side of the room (if you're facing the back wall) & pull to the ledge.

Aye, but to be more specific, get on the western most wall. The Ancient spawns as soon as the 9th aged dies, and seems to have a set wandering path. If you are on the west wall, it seems to be out of agro range of this set path. Did a couple CRs right there with no problem.

Persephonae
09-06-2004, 08:44 PM
There is a spot on the back wall (west maybe, don't remember exactly atm) that you can safely do CR in, since the Ancient doesn't path there) but we had a lot of problems with spells not landing because of the water and we finally decided that the ledge was a much more reliable place to fight.