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I knew that I had made this post in a thread somewhere .. only took me 20 mins to find it LOL. And so I'm going to repost it as I know we have some up and coming Berserkers out there needing this.
Keep in mind this post was made when our max level was 70 so the difficulty and time may be cut drastically depending on the make up of your group!
Lastly this was shamelessly stolen from another post in 2006 so I've long forgotten where that was ...
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Tipt, the Treacherous Crags (found in Barindu, the Hanging Gardens)
On the Barindu map you will find a dead end valley marked as "a blocked mountain pass." There is a small passage through the barrier. This is the entry, and the GY, for this trial.The end of the valley is a safe area where you may sit and med without danger.
Difficulty: Moderate
Timer: Six hours is the maximum allowed. Average time to completion seems to be around 2-3 hours.
Classes Required: Warrior, Cleric and Enchanter/bard. Round out remaining group with a BALANCE of casters and melee. This trial confronts the group with many different styles of encounters where some mobs mitigate spells and others mitigate melee. Be sure to bring people who can provide DPS such that both areas are covered.
NOTE: While this trial appears to be harsh on class selection, I suspect that time will show that every class brings something to the table. This trial favors clever strategy and there is more than one way to win the encounters. Play around with the abilities of each class and you will probably find a workable approach.
Resists: Magic resist required for the puller. A minimum of 150 MR is a good start. Some mobs will snare the puller and can wreak havoc with pulls. Do what you can to resist these. Aside from that, there are no real AEs or other resists to worry about.
Recovery: Low. The only way to recover from a wipe is to get a rezzer camped out. If the rezzing classes are killed, there is no way to get back to the bodies, short of waiting on a GY pop. On a wipe, leave the Expedition (ALT Z) and the instance will spit the bodies out within 10 minutes. You are permitted to start a new instance again immediately.
Pulling and Crowd Control: Pulling is relatively easy here and doesn't require anyone special. While someone with harmony/pacification helps, its not really needed. You *will* need some sort of crowd control that is not based on root parking. Kiting may work, but there is often no room to work in on account of being in narrow passages. Frankly, pulling here is a factor of experience and good judgement rather than class ability.
Respawn Timer: The respawn is exactly 15 minutes. This is just enough time to clear and move. If you stay in one area too long, you will get repops. Keep moving.
Walkthrough:
Tipt is one long pathway, broken up into four clearings. The pathway is just a standard pull and kill affair of trash mobs. The clearings are trial areas where you must defeat some special encounters to progress. Each clearing requires a unique strategy. As far as trials go, the variety in this one makes it somewhat entertaining.
NOTE: Buff the puller with SoW, Levitate, and Magic Resistance. Switching to some better MR gear is recommended. Be sure that your SoW and MR is protected way down your buff list because you will be debuffed. Be sure to have at least 2-3 open buff slots to deal with heal over time spells and mob DoTs and Tash. If you can afford it, rune the puller too.
You begin in a large open area, with steps and a pathway to the north. This starting area is safe and you may med and buff without danger.
Trash mobs are spaced out along the path. In general, they are spaced far enough apart that single pulls are easy. About ninty percent are static mobs, with ten percent being roamers that follow a predictable path up and down the pass.
NOTES ON TRASH: Most of the trash are straightforward melee fights. There are a few exceptions worthy of note.
Stonemites are small bugs that are hard to spot. I like pulling with levitate so I can stand above the path and see them lying on the ground. Its easy to accidently wander over top of one otherwise.
Coerced Stoneworkers mitigate archery damage by a small percentage. Blunt weapons appear to work best on them, although I think slashers work well too. I have no data on piercing weapons.
The Mastruqs (red shaman-types with long pony tails) go defensive at 10% health. Finish these off with a nuking class before they gate.
Kyv Archers have huge archery mitigation. Be sure to melee these ones.
Large purple dudes with cleavers (can't recall their names), will flurry, but have no innate resists to weapons.
Noc Bloodfiends make decent charm pets. Their DPS is rediculous, such that your group will kill mobs twice as fast. Its the most efficient killing machine I have ever seen an enchanter control. Its risky though because if charm breaks at a bad time, you can easily wipe.
Pookas arguably make the best charmed pets. Pookas do not summon but still put out extremely high dps. I recommend using pookas for pets over any other mob type.
Section One: Waterfall
Pull the pathway and begin to move your group. The first section is a series of steps and landings. By each landing there is a side cave. Ignore the caves. They are not needed and they won't agro if you stay on the main path. Pull each landing (2-3 mobs total) to the group. Once clear, move the group up to the landing. Repeat for the next set of stairs and landings. Always keep moving to avoid repops.
You will come to a bridge that crosses a large river and waterfall. As you approach the bridge, your speakers will be overwhelmed by a huge white noise that you cannot turn off with sound controls. This is not a problem with your speakers. Its supposed to be the "flavor" sound of the waterfall. Its very loud and very annoying.
On each side of the bridge, there are two stoneworkers. There is one roamer that goes back and forth across the bridge. So you have five mobs in total. Each is far enough apart that you may pull them single. You have a choice. They do not see invis, so you can simply invis across the bridge if you prefer. You will have to clear the far side in order to make your way up the far path, but this avoids at least 2-3 stoneworkers. Personally, its easier to just clear them all. They aren't hard and it avoids complications.
Section Two: Cragbeast Trap
Now that you have passed the waterfall (and its horrendous sound), you now proceed up a narrow winding dirt trail. Clear the trash as per normal.
You will shortly come to what looks like an empty clearing with a path at the far end. This is the first trap. You will see a "flavor" emote that warns of potential danger. It does look harmless. In fact, the puller can cross the clearing in total safety. However, when the THIRD person crosses into the clearing, six cragbeast hatchlings will spawn and agro.
To spawn the trap without wiping your party, have three group members go invis and inch their way into the clearing. When they get in far enough, the cragbeasts spawn but do not see invis and will not agro. Go back out to the path, away from the clearing. Pull the mobs, one at a time, to the party.
Two things to note:
1) The hatchlings have a very large agro radius but a very low assist radius. This means the puller just needs to carefully inch their way close to a hatchling and it will agro on its own. But it shouldn't bring anything else with it. At most, you might get two mobs if you are a bit sloppy.
2) Keep in mind that the repop time on the trash is 15 minutes. Pull fast to avoid getting repops while fighting the hatchlings on the path.
Pull five of the hatchlings and kill them. Then move in and to a corner of the clearing. This will avoid any repops and give you time and room to kill the last part of this trap. Upon the death of the last hatchling an Enraged Maternal Cragbeast will spawn in the middle and immediately agro. Get your tank to use some sort of discipline to survive the initial blows while you get it slowed. Once slowed, its not hard and becomes a standard melee fight.
The boss will drop one type 7 augment every time. Possible drops are: 30hp/30 mana, Aura of Battle, or FT2/Regen2.
NOTE: Since this is a triggered encounter, its not a bad farming spot for these augs. If you do not care about passing the trial, just take an hour to kill this boss and then leave the instance. Get another mission right away, and go back for another augment.
Section Three: Ghost Trap
Once again, go up the winding path, clearing the trash along the way.
Eventually you will come to a deserted clearing, full of ruined buildings on either side. Like the first trap, it appears empty. You will note a tree at the end of the path to the clearing. If you pass this tree, you get a flavor emote and eight ghosts spawn in the clearing.
The goal here is to kill all eight ghosts and spawn a quest NPC, whom every party member must hail once.
Things to Note:
1) The agro radius of these ghosts is LINE OF SIGHT. Remember early Umbral Plains where if you could see the mob, it was already coming for you? This is very much like that. Make sure that no one approaches the entry to this clearing except the puller. Be sure to avoid pushing the mob anywhere near the entrance.
2) Each ghost is a standard melee fight BUT they split and spawn a new ghost upon death. So in reality, you have to kill 16 ghosts in total. Having two ghosts in camp is manageable. Anything more and you quickly find yourself with twice as many mobs as you can handle.
3) Like the cragbeasts, the assist radius is low. At most, you will get two ghosts per pull.
4) The ghosts are notoriously hard to target with a click. F8 works better. If possible, pre-target a ghost for mez and have the chanter assist you.
To start, you will see four ghosts in the clearing. Two up front and two in the back. Pull the front left, front right, back right and back left, in that order. Carefully inch your way forward towards the closest ghost to get agro.
When the first four ghosts are dead, move in and to the left corner. Now pull the left building. There are two ghosts in here and you WILL get both of them without an FD splitter or bard. I am reluctant to suggest FD splitting because it would require some room. Due to the LOS agro, the monk/SK would probably agro the far right building while pulling the left ones outside.
Staying in the corner, pull the right building. If you stay on the far side, you can pre-target one for a mez, and then pre-target the other one for the main tank. Again, the agro range is HUGE, so all you need to do is to stand up on the far side of the clearing and wave at them 
Upon the death of the final ghost, an NPC ghost will spawn in the middle of the clearing. Do not attack this one. Walk up and make sure each group member hails him once. This is sort of like a pre-flag, although you will not see any indication of receiving credit for it.
Section Three: The Gate Key
As before, you will clear your way through the pass until you arrive at a gate. Beyond the gate you will see a clearing packed tight with mobs. It looks impossible to pull without a bard or harmony/pacification.
Your goal for this encounter is to collect ONE no drop/no rent key. This key will grant you access to the final boss of this trial. The key drops randomly from one of the mobs in this clearing.
Important Stuff:
1) Its actually easy to pull this section. The agro and assist radius is rediculously low. Unless they are standing on top of each other, or you run a mob over top of another, they will all come single without needing harmony. Just take a minute to size up the positions and plan your pulls.
2) The snake women are the worst danger. They gate. if they gate, you are dead. Don't let them gate. Normally you would just get the cleric or paladin to chain stun them. Unfortunately the snakes are a tad too clever for that. At around 20% health they cast Reflect on themselves. It seems to reflect about 80% of all stuns cast on them and causes no end of grief. The best strategy is to chain mez them, which they seem to have little defense against.
3) The snakes, and some shamans, cast a pet that looks like one of those spiked hounds found throughout GoD. Its just a pet (albeit a bit nastier than normal) but it looks like an add. This freaks out the puller who screams ADD on incoming Just mez the snake once and it poofs the pet.
4) When the key drops, get someone who ISN'T the puller or Main tank to loot it. The final encounter requires a team to open the gate and pull the boss. One person must be on gate duty to keep it open.
Once you obtain the key, you can skip any remaining mobs in the clearing. Agro radius is low so you should be able to slip around them.
Section Four: The Riddler
Move forward through the pass and you will come to a large closed gate with an npc standing in front of it. This is a unique encounter. You do not fight anything. In fact, the idea is to avoid fighting. The NPC will ask you one Riddle. You must correctly Answer the first time or "there might be dire consequences..." The dire consequences he speaks of are the 10 mountain pookas that charge through the gate and slaughter your party if you Answer wrong.
Notes:
1) Elect ONE person to do all the talking. If several people hail the Riddler and start trying to Answer, it screws up the quest. You will all die. be sure everyone understands to STFU unless they are the one who is going to Answer the Riddle. You only get one shot at this. Answer wrong and you have to start over from the very beginning.
2) Get everyone else to go invis. If the speaker Answers wrong, the mobs that attack will only kill the one person. You still lose the trial but at least you don't have to wait on the GY to pop corpses.
3) If you aren't the speaker for the group, STFU.
To begin, the group speaker hails the Riddler. Standard text appears and you say something like, "I am ready" in response to his bracketed query. The Riddler presents you with a question that is describing a thing. He wants you to hand him an object that matches what he is talking about.
Within a few seconds, many bags will spawn around the trail. The speaker goes through and picks them all up. NO ONE else should be picking them up. One of the bags contains an object that correctly describes the object asked for in the Riddle.
You have no time limit so think carefully.
When ready, hand the Riddler the object that you think is the Answer. If you guessed correctly, the gate unlocks and you may safely pass to the next section. If you are wrong, the gate opens and ten mountain pookas come in and kill anyone who isn't invisible.
The Riddles are random but limited in number. I'll post Answers here as I come across them.
A) When filled, I can point the way. When empty, I am unmoveable. I have two skins; one within and one without. ANSWER: A Glove
Section Five: Kyv Heartstriker Jhirj
Woot! You've made it past the bulk of the trial and one last encounter stands before you!
You should now be in the courtyard just inside the Riddler's gate. This is a SAFE spot. Nothing spawns here and you may rest and recover without any danger. You are going to finish off this trial by pulling everything to this safe spot.
There is a ramp that leads upwards in a zigzag. It ends in a locked gate. The No Drop Key that you obtained from section three is used to open this gate. Past the gate is a very large clearing with many mobs along the sides and in the center. At the back is a single bridge. You must cross this bridge to win. However, there is a very nasty archer boss, Kyv Heartstriker Jhirj, who is standing in front of it 
NOTE: The key holder CANNOT die inside the gate! If you die inside with the key, and your corpse is outside of dragging range, you cannot recover. There is no way to open the gate again. This is why the puller never loots the key. The keyholder always remains safely outside the gate and only opens it for other group members. If someone dies inside, the keyholder can still open the gate and allow the corpse to be CR'd.
Alrighty, this section requires some strategy and timing. Your goal is to clear the ramp, pull the clearing, and get the boss. All of this is going to be killed down in the safe spot, just past the Riddler gate. It is far too dangerous to fight anywhere else. The ramp will repop on you and the gate has too many mobs (which also might repop).
Get everyone prepared and buffed. The puller clears the ramp. There will be either THREE or FIVE mobs on the ramp. They alternate spawns, so you might start with 3 and then get 5 on next repop and then 3 on the subsequent one, etc etc.
Take special note of when the first ramp mob dies. You now have 15 minutes to finish the ramp and begin pulling the gate mobs. Because you want to maximize the window where you can pull the gate mobs, it is essential to kill the entire ramp as quickly as possible and as close together as you can. i.e. no AFKs or pauses when clearing the ramp. If you get interupted and space out the ramp kills, it is better to go take a break and wait for a fresh repop.
It should take you about 5 minutes to clear the ramp. Now, making sure the puller and the keyholder both have fresh SoWs and magic resist buffs, go to the gate.
There are four mobs on the left side. There are three mobs on the right side. There are four mobs in the center, including the boss. Two of the center mobs are archers. One of them roams back and forth. Nothing in this area will re-spawn EXCEPT the archers who guard the boss. The archers are on the same 15 minute timer as everything else.
You want to clear the entire left side first. You might have to pull the left-most archer (center) in order to safely get the left side all the way to the back.
The keyholder opens the gate and keeps it open. The puller runs in and gets a mob. It is essential to understand that these mobs ALL run at SoW speeds (or better). The puller doesn't have time to look back and see what he's got. Stopping to look around will cause the mob to catch up and stun them for an easy kill. The puller's primary concern is making it OUT of the gate before it closes or the mobs catch him. The keyholder will act as the eyes and call out of its a large pull. If it must be aborted, then get out of the gate and die on the ramp for an easy CR.
NOTE: A few of the mobs, notably the hounds, will cast an almost insta-snare. If it lands, you are dead. If it lands before you get out of the gate, it can be disasterous. Which is why the person with the key never actually goes inside the gate, as a guarantee that the party can still enter to do CR. Get those magic resists up!
Pull the mobs one at a time back down the ramp to the safe spot. You should be able to clear up to three mobs before the ramp respawns. Re-clear the ramp, start the 15 minute timer, and go back to the gate for more.
Once the left side is clear, work on the center guards. Ignore the right side, as you don't actually need to bother with them. With some timing and good judgement, you can single the guards away from the boss.
Ideally, you should have the ramp clear, 10 minutes before repop, and one archer guard and the boss left up (ignoring the right-side mobs). Pull the archer guard and then med to full as quick as you can. Don't be afraid to wait for the ramp to repop to ensure you get no adds. You might want the puller to be a plate tank since they will be set on the rampage list. The boss hits for 2000s, so a ranger or bard won't cut it.
The boss flurries and rampages and quads for 1500-2200 (to a chain class). Burn him down with whatever offensive discs you have. Since he is an archer, he will mitigate ranger's trueshot disc, but not enough to make it worthless.
Do not pull Jhiru from his room down to the Riddler room! If you do pull Jhiru from his room, he wil begin meleeing for 3400 a hit rather than his normal 2000. I recommend clearing the left side of Jhiru’s room, then moving into the cleared spot and fighting Jhiru there. The only mobs in Jhiru’s room that respawn are his two guards. Carefully time the guard pulls and respawn in the hall before Jhiru’s room so you can safely move into the left corner. Proper rampage setting and liberal use of melee invunerability discs like ranger weaponshield and warrrior furious are key to winning. Jhiru is almost always hasted by mobs in his room. Pulling Jhiru with dispel helps immensely. If your puller cannot cast dispel, buy them a pumice stone in the Plane of Knowledge. - Vic
This guide written by Sentinel Prongo Valewarder of Quellious
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Riddler Question/Answers Taken from Illia’s Beastiary
The Riddles and their Answers are as follows:
Riddle: Lovely and round, I shine with pale light, grown in darkness, a lady's delight.
Answer: Pearl
Riddle: I scribble forms of the finest letter, and repel elements of the harshest weather. I am an arrow-aimer and a dust-breaker.
Answer: Feather
Riddle: When young, I am sweet in the sun. When middle-aged, I make you happy. When old, I am valued more than ever.
Answer: Wine
Riddle: My mouth bears whiskers but no teeth. I have scales but I do not weigh. You can bait me with delicious food but please, no drink today.
Answer: Catfish
Riddle: My life is measured in hours. I serve by being devoured. Thin, I am quick, Fat I am slow. Wind is my foe.
Answer: Candle
Riddle: It floats on water, light as can be. A thousand men can't lift it free.
Answer: Bubble
Riddle: I'm offered to the loved, and also to the dead. I come in many varied hues, most notably red. My pricks are known to pierce the skin, often resulting in wounds that bled.
Answer: Rose
Riddle: What can be held in the left hand, but not in the right hand.
Answer: Right hand
Riddle: I'm always hungry, I must always be fed, The finger I lick will soon turn red.
Answer: Fire
Riddle: Who makes has no need of it, who buys has no use of it, who uses it can neither see nor feel it
Answer: Coffin
Riddle: I help to mature your spirits. When moistened I fulfill my purpose. Should I dry out, my task will fail and my quarry (is this really the word?) may be worthless.
Answer: Cork
Riddle: I build up castles. I tear down mountains. I make some men blind, I help others to see. What am I?
Answer: Sand
Riddle: When I am filled I can point the way, When I am empty Nothing moves me, I have two skins One without and one within.
Answer: Glove
Riddle: I drive men mad for love of me, Easily beaten, Never free.
Answer: Gold
Riddle: Searing 'cross the pitch-black skies, I scream in celebration, yet moments later, my outburst through, I am naught but imagination.
Answer: Firework
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