Wednesday, September 2, 2009

EXP Weekend

EQ will be having an EXP weekend starting Friday July 4th. Make sure you log in and level up!

Tuesday, August 18, 2009

Monk Pulling Techniques

So, I started playing my monk again (just a little bit) and I thought this might be useful:

There's lots of stuff to consider, which you'll get a feel for with experience aka trial and error. I'm going to assume you have either a range weapon or some clicky of sorts to pull with.

The simplest pull is where a mob is alone, or with no other mobs in assist range. Next there's 2 mobs next to each other, within each other's assist range, but not touching, and all that is required is to lull one and tag the other.

When dealing with more than 2 mobs in assist range without Echo of Misdirection line (echo), one course of action would be to lull 1, tag another, and use feign splitting to get a single. Alternatively, you can lull 1, tag another and drag all the extras away while somebody else goes in and tags the one you lulled, as it is now single. With Imitate Death AA (ID), you can ID and then go tag the lulled mob yourself.

Feign splitting involves dragging 2 or more mobs away from their home point, then FD and wait for, ideally, all but 1 to start pathing home, then when all but 1 are home, stand and tag the 1 that was left. Usually mobs aren't this cooperative, and either start going home at the same time, or soon after. At this point you have several more options available.

You can use pathing to your advantage if you find that when you stand, 1 or more mobs run away from you while the other mob(s) run toward you. With the distance between mobs much larger, you can let the farther group reset by returning home, and then stand and deal with the closer group. Ideally the closer group will consist of a single mob, but regardless, the purpose is to reduce the amount of mobs on you to 1, or at least to spread the distance between a single mob and 1 or more mobs out such that a group member can come and tag the single and bring it back to the group alone.

Another option if the mobs pathing home won't split as detailed above, would be to wait until the mob closest to its home gets in assist range of the formerly lulled mob, then stand. This seemingly does the opposite of a puller's intent of reducing mobs, but when the group of mobs is far enough away from home (out of assist range of home point), then FD again. All of the original mobs that were heading home will immediately turn and continue heading home, while the formerly lulled mob will stand around for a bit. Then you can either wait for the big group to all reset, stand and tag the single, or have a group member come and tag the single, formerly lulled mob and bring to camp while you wait for the others to reset. It's possible to use a combination of this and pathing waypoints (pathing waypoints are what mobs use to determine the 'shortest' distance to you, and is what makes some mobs run away and some run towards you as described above) for the desired result.

A third option for a group of mobs away from home, usually when others aren't working very well, is to FD, stand, and FD again, and continue doing that until all or some of the mobs forget about you, or mem wipe. The check for whether a mob will remember you after a successful FD occurs when you stand up. The point of this process is to have the mob closest to you remember you and come towards you, while other mobs forget you and continue walking home. This is ineffective without pathing waypoints to increase the distance between mobs unless there are corners or other objects to block line of sight (los), since assist is dependent on los. Due to this ineffectiveness, it is usually used as a last resort in the later stages of the pull.

Now, on to pulling 2 or more WITH echo. Echo is freaking awesome as a pulling tool. It is designed to allow clusters of mobs to be broken up easily. It can mez up to 5 mobs, which can include other 'things' like eggs in AG east wing and it can mez you. The ae range is 30 based off of your target and you must have los with each target for it to be mezzed. Both of these points are important and will be explained later.

Basic echo use is mezzing a group of mobs, then breaking mez (with range or melee, or some other low range ability like grappling strike AA) on one and bringing it to group.

Another way for echo use is echoing a mob or mob group with the intent to have a different mob assist the mob you echo'd and then bring that single. This is superior for a couple reasons, first it's faster because you don't have to break mez, and second because mobs that aggro from assisting other mobs don't then call for help from other mobs unless they get direct aggro on you. Direct aggro is from hitting you, casting on you, or you casting on it or hitting it. Assist aggro will allow you to drag a mob through other mobs, or allow the mob to path through other mobs, usually in preparing to warp, while maintaining a single mob on the pull.

You can also use echo to take a mob or group of mobs out of commission while you pull the mob you want, like a named, through the group of mezzed mobs. If you're quick you can use lull techniques to ensure a single through a group of mobs (if you would otherwise get an add from tagging the named). You can also use lull with the echo technique above to lull 1 mob, echo 1 to mez a group which would aggro 2 (without lull) but with lull only 1 mob comes.

Going back to mob assisting and los, you can use the knowledge that you must have los with your target for it to be mezzed to stand with a corner or other object blocking los with your intended target and then echo nearby mobs so that your intended mob will assist and come single without the danger of getting extra aggro as it paths around the corner to you. This is most effective in tight quarters with, obviously, corners or walls to block los like in Mech Guardian. Oh, ID will allow you to drop aggro and echo another group of mobs, and rather than spell it out (because it's late and I'm being lazy) I'll let you figure out how that can help with pulls, with and without echo.

That covers a fair amount of pulling technique, on paper, sorta. :P This is a guide to give ideas on how to tackle pulls, but first hand experience will help to perfect, of course. So, to continue with survival of dangerous pulls. This is fairly straight-forward. We have a few tools to aid our survival. One is Earthwalk/Impenetrable discipline, which you use if you get smacked and know you'll get hit a fair amount before you make it back to the group or if you know before you get hit that you're going to get hit.

A second survival tool is 1.5/2.0 being able to heal for more hp that it increases your max hp, but if you have it already then you should know that. It doesn't help a lot mid pull if you don't have space to stop and cast it without getting hit, but it's there. Then you've got HoT potions to help heal when you're away from the group working on a split, along with Mend (or crit mend with AA) for on demand health, for a top off or in conjunction with Impen and/or other tools. Finally, and more recently, there's Delay Death discipline to help... delay... death (because we all know we're gonna get stomped sometime). A HoT discipline that only works if we're low on hp. Most regard it useless, but sometimes it helps.

As to the timing and how to best survive hard pulls... that's easy. Timing: anything to stay alive, used before you die. How to survive: don't get hit (run faster or suck it up and deal with it).

Sunday, August 16, 2009

Tribute Items

Huge Bag of Platinum +77350
Primordial Driftwood Compound Bow +50000
Big Bag of Platinum +49300
Stonewood Compound Bow +47366
Featherwood Compound Bow +44255
Obsidianwood Compound Bow +42304
Farwater Plate Breastplate +38322
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Fright Imbued Battlestaff +36518
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Blackend Greatsword +35666
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Full Mithril Greaves +11532
Fine Heraldic Greaves +11517
Rigid Steelweave Greaves +11501
Piranha Scale Wristwrap +11470
Honorary Faceplate +11423
Stormreaper Boned Cloak +11376
Tunarean Soldier Cloak +11360
Bracelet of Rhythmic Blessings +11345
Stormreaper Chainwoven Leggings +11298
Tunarean Scout Leggings +11282
Primeval Leather Shawl +11266
Blackened Acrylia Blade +11250
Drape of the Proud +11250
Gomdurig +11250
Hammer Buckled Cordwound Belt +11250
Luminant Heraldic Breastplate +11250
Eye of Innoruuk +11249
Softbreeze's Circlet +11219
Stormweave Pantaloons +11204
Earring of Thunder +11175
Prophetic Writ of the Oracle +11157
Foul Cape +11110
Blessed Full Mithril Breastplate +11100
Underfoot Platemail Breastplate +11100
Iron Cog Earring +11094
Dark Prince Regent Cloak +11047
Underfoot Platemail Cloak +11032
Tactician's Bulwark +11025
Mischievous Platemail Cloak +11016
A Maturing Quickworm +11000
Luminant Heraldic Cloak +11000
Shield of Embers +11000
Tae Ew Spiritcallers Coif +10969
Zlandicar's Heart +10891
Enchanted Sash of Wonder +10844
Obulus Death Shroud +10750
Steel Wrapped Visor +10656
Steel Bracer of Law +10641
Delightful Orb of Forgotten Magic +10500
Elegant Silvery Ring +10500
Girdle of the Jaded +10500
Helanic Tundra Greaves +10500
Onyx Sphere +10500
Runebladed Dagger +10500
Ice Silk Robe +10484
Golem's Jawbone +10437
Etched Zraxthril Vambraces +10422
Fierce Heraldic Cloak +10375
Long Sword of Ethereal Energy +10359
Netherbian Scale Vambraces +10344
Earthweave Wristband +10312
Clockwork Shadowwalker Leggings +10297
Waterweave Wristband +10281
Boots of the Lava Beetle +10265
Disease Imbued Greatstaff +10237
Architect's Bejeweled Chestplate +10155
Reviviscent Combine Blade +10125
Night Terror Plate Greaves +10109
I just ran across this site

And I found some useful information for clerics and tank classes alike.

Below are 4 seperate threads that they had for tanking classes.

Post subject: Tedahmeister's Guide to Tanking (1 of 4)Posted: Thu Apr 16, 2009
*** NOTE ***
Used to raid here and was chatting with Gaggrol cross server he requested that I post my four guides here for general knowledge on tanking. Much of the content that I have extracted comes from previous posts, mainly citing the extensive research that Hrendra did on damage mitigation. The following 4 guides are brought up to date and provide a good baseline for any warrior wanting to take on end game content in EQ.
**** ****

I’ve decided to go with 4 posts and stage the information so that I can cover it in an overview and then get in more depth with formulaic explanations about how damage mitigation works.

Overview:
In order to understand the specifics you need to understand - what are the components of being a true tank class in EQ. This includes the following:

a) Getting agro – understand all ways that agro can be generated – what disciplines are used, what are their timers, how do proc’ing weapons enter into the process.
b) Keeping agro, how does taunt work with the agro system
c) Taking a lot of damage – what’s the best path to accomplish this goal
d) Using disciplines to mitigate damage
e) Adding more DPS during fights by proper use of disciplines
f) Knowing your place in the tank order at all times
g) Having a full knowledge of the event you are in, what mobs are involved, and what your assignment is, if you don’t know --- ask
h) Knowing when to and when not to use aoe taunt, weapons , or damage
i) Knowing and understanding Armor Class (AC) and how it works with shielding and non shielding bandolier sets.
j) Knowing the relationship of AC – HP… there is a correlation.
k) How do heroic stats affect my overall effectiveness as a tank?
l) How does using 1h weapon vs 2h weapon affect how much Riposte damage I tank from mobs?
m) When is it more appropriate to use the Evasive Disciple vs the Defen/FS disc?
n) What is an AC Hard cap? What is an AC soft cap?
o) What is proximity agro? How does it work? Does it affect how I maintain agro?
p) What is the best process on using AAXP to build and enhance my warrior functionality?
q) What is “snap” agro. How is it used effectively?


This leaves us with some baseline of what to consider when tanking:

1)The basic formula for a tank is… don’t get hit… aka DODGE, AVOIDANCE, BLOCK, PARRY
2) and if you are gonna get hit… do what it takes to build your character to as much as possible to mitigate the damage you are taking. DAMAGE MITIGATION
3) Communicate with your group/raid/warrior channel on what tools are available to you. What buffs do you have/don’t have. … what’s the refresh timer on Divine Intervention?

Conclusion:

Let’s say that we have TANK X about to tank a mob in Y zone. What’s the first thing that he/she should consider before tanking anything?
1) What the damage output of the mob
2) What’s his AC relative to the level of the mob , and how much does his/her AC mitigate the damage.
3) What is the healing required to safely keep this warrior alive in the zone/raid event?

In the next guide (2 of 4) I will go further into these areas in more detail and start to provide more mathematical examples of how the tank class interacts with the damage output of mobs in relation to their damage, your AC and what is the most efficient way to tank each encounter.

(This is a work in progress and suggestions are appreciated in case I have left anything out)

Post subject: Tedahmeister's Guide to Tanking (2 of 4)

Aggro - Here are the following methods:

1 - increase swing hate (weapon ratio, agro mod [ spell or worn])
2 - increase number of swings per minute (worn Ferocity, AAs [flurry, ferocity, punishing blade, haste/overhaste])
3 - increase proc hate (Dexterity [if low], choice of proc, Combat Effects, Weapon Affinity, agro mod, proccing shield)
4 - increase spell hate (clicky agro spells [wish shoulders, PoR BP, etc], agro mod)
5 - "worn proc hate" (offensive: Panther, Time/VT clicky, Bard DoN proc song; defensive: Sloth, Lassitude, Skin of the Reptile)
6 - Miscellany (1st on agro list, chain/stack agro disciplines, taunting, bash, crippling hit)
Notes: Taunt is NOT used every time it becomes available – it is used when you are trying to “put” yourself at the top of the list taunt wise… if you follow it up with some other proc’ing mech such as Vish Shoulders, or Right click your group/raid BP to lock agro this is the most efficient use of Taunt.

HitPoints

HP are great and you need them but you also need to generate them in the most dynamic way possible. This means you want to look at the most balanced way you can increase your “Herioc” stats along with the Combat Effects (CE), Avoidance, Shielding. The first order of business in kinda backwards for a tank regarding completing your AAXP.

First you want to work on your defensive AA, then your offensive.

The must haves, such as AOE Taunt, etc should be factored in and if you are building a tank to just load up on AAXP level 71 is the sweet spot. In the later guides I will get into more detail on how a well rounded tank does three things, 1 – Avoids getting hit (Dodge/Parry/Riposte – you need to reduce it by using shield or 2h weapon), 2- Reduces getting hit for large damage (damage mitigation) AC plays a big part here , 3- Effectively use disciplines, epic weapons, and special discs to maximize the amount of HP

Armor Class – (AC)

Some people say that AC rules all.. it’s true … but you also need HP to allow yourself extreme damage spikes on any encounter. Early in the game there was a HARD cap… if you were at 3200 ac you were golden… anything over that was wasted.. now it’s a soft cap. The major breaks are 4200, 4500, 4900, 5200, 5550, and 5800 AC… 4200 being the entry point for coming in and semi-tanking the current raid content we have in Firestormers. 5800 on the high end with other factors allows Gwarf/Jans to almost one tank – Lord Bretcht. As you strengthen as a tank you will notice that damage becomes more mitigated in relation to the hardness of the mob. (I will go into detail how this occurs mathematically as I get deeper into the math of the exponential smoothing).

Communication:

Knowing where to be, having all of your clickies refreshed for a raid event, knowing the raid event, where you are on the tank list, logging into Ventrilo if that is an option for you. It takes good communication for a Warrior to function optimally in a raid environment. Don’t go AFK unless you state so in warrior channel, raid, or group. Due to the heavy damage output of the end game content there is need for major focus on quick tank switching, and crisp communication between the tank set/raid.

Mathematical Terms Used in Damage Formulas:

Here is the base formula of what happens when you get hit:

H = DB *(1.00-S) + (N*DI)

This means H = the HIT of a mob on you

DB = The damage base – the lowest possible value you can be hit by the mob

S – Your current shielding (max is 35%)

N= Damage Interval number (DI *N)

DI= Damage Interval – there are basically 20 values between the DB (damage base) and the HIGH value – NOTE: The max number for the N value is 20.

The “random computation” of the N number is factored against your AC and class mitigation (warriors have 5% Mit by default).

Damage Mitigation:

Obviously you just have to get better AC and you will take less damage, but it's not the only possibility you have. You can purchase the mitigation line of AA (CS +10%, PE +2%, LI +5%, DI 2.5%) ~20% total dps reduction
This leads to the next mathematical computation which is the meat and potatoes for the warrior maximizing damage mitigation:

DM=DB+x*DI

DM= Damage max for the hit

DB=Damage Base

X =(same as N in the example above … it’s the Random number generated between 1 and 20)

DI = Damage interval
----
Here is the first tablature that will give you an idea of the AC

NOTE: 135 ac shield in all tests, ADI=Average DI #, Spike=Double DI17+ Round
1213 displayed ac (731 defense 22 avoidance 460 item) = 9.44 ADI/4.748 spike%, 1285 hits
1302 displayed ac (731 defense 22 avoidance 549 item) = 9.73 ADI/2.962 spike%, 4486 hits
1399 displayed ac (731 defense 39 avoidance 629 item) = 7.02 ADI/2.002 spike%, 1585 hits
1504 displayed ac (731 defense 22 avoidance 751 item) = 7.20 ADI/1.369 spike%, 1719 hits
1608 displayed ac (731 defense 22 avoidance 855 item) = 6.88 ADI/1.098 spike%, 2729 hits
1709 displayed ac (731 defense 22 avoidance 956 item) = 6.56 ADI/0.901 spike%, 3222 hits
1805 displayed ac (731 defense 33 avoidance 1041 item) = 6.61 ADI/0.835 spike%, 12300 hits
1903 displayed ac (731 defense 22 avoidance 1150 item) = 6.33 ADI/0.632 spike%, 4303 hits
2002 displayed ac (731 defense 28 avoidance 1243 item) = 6.36 ADI/0.676 spike%, 3712 hits
2102 displayed ac (731 defense 22 avoidance 1349 item) = 6.13 ADI/0.572 spike%, 9640 hits
2203 displayed ac (731 defense 22 avoidance 1450 item) = 5.82 ADI/0.437 spike%, 4569 hits
2304 displayed ac (731 defense 22 avoidance 1551 item) = 5.67 ADI/0.315 spike%, 3136 hits
2400 displayed ac (731 defense 22 avoidance 1647 item) = 5.73 ADI/0.392 spike%, 2429 hits
2501 displayed ac (731 defense 22 avoidance 1748 item) = 5.69 ADI/0.325 spike%, 1901 hits
2600 displayed ac (731 defense 22 avoidance 1847 item) = 5.44 ADI/0.320 spike%, 3061 hits
2703 displayed ac (731 defense 22 avoidance 1950 item) = 5.50 ADI/0.319 spike%, 2971 hits
2798 displayed ac (731 defense 28 avoidance 2039 item) = 4.63 ADI/0.246 spike%, 3403 hits
2900 displayed ac (731 defense 28 avoidance 2141 item) = 5.30 ADI/0.193 spike%, 2691 hits
3002 displayed ac (731 defense 39 avoidance 2232 item) = 5.11 ADI/0.157 spike%, 8997 hits
3101 displayed ac (731 defense 55 avoidance 2315 item) = 5.07 ADI/0.177 spike%, 3067 hits
3207 displayed ac (731 defense 50 avoidance 2426 item) = 5.08 ADI/0.117 spike%, 3111 hits
3309 displayed ac (731 defense 61 avoidance 2517 item) = 4.72 ADI/0.038 spike%, 2821 hits
3402 displayed ac (731 defense 72 avoidance 2599 item) = 4.91 ADI/0.072 spike%, 2778 hits
3499 displayed ac (731 defense 88 avoidance 2680 item) = 4.83 ADI/0.135 spike%, 2830 hits
3611 displayed ac (731 defense 105 avoidance 2775 item) = 4.73 ADI/0.096 spike%, 13784 hits
3698 displayed ac (731 defense 105 avoidance 2862 item) = 4.73 ADI/0.065 spike%, 4672 hits
3783 displayed ac (731 defense 105 avoidance 2947 item) = 4.69 ADI/0.056 spike%, 3324 hits

Notice the lowering of the ADI – which is the damage interval between a very long sequence of hits – I’ll continue to go deeper in the next 3 of 4. (Also notice the drop in ADI at 3200 as mentioned above.

Post subject: Tedahmeister's Guide to Tanking (3 of 4)

Hamstermeister (Sensai) say.... Dodge - The ability to avoid taking damage altogether is a skill (MOD) that is needed by any high level tank. Let's look at what goes into Dodge... let's cover AGILITY - The goal is to max this stat out... especially Herioc Agility. The higher this value, coupled with Herioc, Dexterity, Ambidex, etc significanly increases your chance of getting hit.

And as we covered on the last part of (2 of 4) the ADI (when calculated with the miss of the hit)... provides a welcome boost to Damage mitigation, specifically reducing the extreme values that occur within the DI*N computation. Let's look at the math

You attack MOB X.

It hits you for a round

I will use basic math for the formula.

DB=400, N=20, Damage Interval (DI)=100

So let's plug it in:

But first lets look at the full damage spread

DB 400
DI-1 500
DI-2 600
DI-3 700
DI-4 800
DI-5 900
DI-6 1000
DI-7 1100
DI-8 1200
DI-9 1300
DI-10 1400
DI-11 1500
DI-12 1600
DI-13 1700
DI-14 1800
DI-15 1900
DI-16 2000
DI-17 2100
DI-18 2200
DI-19 2300
DI-20 2400

If you have LOW AC you get a "WIDER" distribution of damage anywhere from 500(DB+DI-1) to 2400 (DI-20).

So over 6 rounds you could get the following with LOW AC (This weights to high values in the DI range do to the extra check to the AC in the HIT (H) formula)

1600,2200,2400,1100 You can look it up on the table.... which totals... 7300 or an average of 1825 per hit which is in the DI-14---DI-15 range.

Now lets throw a dodge in there on the next round:

2100,1300, Dodge,1600 - 5000 damage in that round... 1250 average hit which fits nicely in the DI-8-9 range. Very tankable (at least for that round).

So to recap, the higher you increase your dodge mod, Parry, Avoidance, Lessen Riposte, etc the less damage you take on a series of hits... thus increasing your Damage Mitigation (lessen the amount of damage that you take). --- NOTE: This is where exponential smoothing occurs...if you track the population distribution of damage (parse it) over a long period of time you will see a correlation between the amount of AC you have and where you "FIT" into the DI banding.

This is a nice transition point to cover Shielding. There are AAXP that you need to max to fully benefit from using a shield. What you need to know is that there is an EXTRA check against the AC that is on the SHIELD

SHIELDING .

At this point I need to introduce a new formula that explains how shielding works and interacts with the amount of damage that you take when tanking with a shield:

Shielding does not have a singular universal value. Some mobs have more of their damage coming from DB and some have more coming from DI. On a mob with DB 1 and DI 400 (which doesn't seem to exist; this is only illustrative) shielding will do absolutely nothing. On a mob with DB 1,000 and DI 10, shielding is invaluable. In general, your meanest mobs have more damage coming from DB, because this results in the minimum hit being higher. This means that in the roughest situations--such as tanking boss mobs--shielding is going to do the most good.

Here is the formula:

H = DB *(1.00-S) + (N*DI)

S represents the amount of shielding you have, up to a maximum/cap of 35% shielding. This is where a lot of confusion comes in, because people have an improper understanding of the value of shielding.

As the equation shows, shielding only modifies the DB portion of damage. It shaves off a fixed % of the bonus damage before it gets added to the DI result.

So you get hit for say 1000 well DI-1 is 1100 ... (100 being the DI counter value). If you have max shielding you take 1000- (35 percent of that amount) or 350... so you are taking 650 damage... THEN the DI range gets added to your value do if you had no shielding with a DI-10 hit (2000) you would take DB-1000 + the DI-10 of 1000 which gives you 2000 damage for that hit... with shielding you take 650 + 1000 which is 1650...

Removing shielding for a second for clarity, there are thus 20 discrete values for damage that may result, ranging from: (there is the adding benefit that you get 5% damage mit out of the gate which also lowers the DB computation formula.

Minimum Damage = DB + 1*DI
Maximum Damage = DB + 20*DI

N, which is the random 1-20 number, is affected by your AC and class mitigation.
You can determine all of these numbers simply by watching your logs and damage intake. Let the mob hit you, and collect data, and you can find a range of hits, and extrapolate from there using the formula above.

Let's go sideways a second and talk about Evasive... using this disc increases your dodge modifcation and allows you to miss more. So, depending on the mob you are fighting (raid target) you need to watch for the values of what you are getting hit by and see if the ADI (average DI) provides you with a safe fluctuation of damage so that healers can adjust and keep you alive with the heal chain.

In 4 of 4 I will show an example of the DB, DI, hits that Gwarf/Jans, etc and other are taking on the Lord Bretcht fight ... right now i have 1000 and 15620 (Per my hit's as Tedahmeister which is detailed in 4 of 4) as the DI-1 and D1-20 respectively from him... thats a wide variance. But using what we already know you are starting to get an idea of why Jans and Gwarf live so long... they reduce the number of high DI values during each round -- Greatly increasing their ability to stay alive during the fight.

Post subject: Tedahmeister's Guide to Tanking (4 of 4) - Iterative Data

Ok here is the final installment of the numerical analysis.

As a caveat... I will add some additional numbers from Gwarf and Jans next time we do Lord B. and from some other tanks as well to get a good comparison of data.

The following numbers reflect itterative data

730.85 - This is the N number and I obtained this number by subtracting my lowest hit (1003) from my highest hit (15620) = 14617.

Now I take the 14617 (15620-1003) and then divide in by 20 (remember the maximum number of DI values is 20) ---

This gives you the MAGICAL VALUE of 730.85 (a VERY HIGH N value) ... well he is the BOSS MOB.

DAMAGE TABLE -----!!!!

DB 1003 DB
DI-1 1734 DI-1
DI-2 2465 DI-2
DI-3 3196 DI-3
DI-4 3927 DI-4
DI-5 4658 DI-5
DI-6 5389 DI-6
DI-7 6120 DI-7
DI-8 6851 DI-8
DI-9 7582 DI-9
DI-10 8313 DI-10
DI-11 9044 DI-11
DI-12 9775 DI-12
DI-13 10506 DI-13
DI-14 11237 DI-14
DI-15 11968 DI-15
DI-16 12699 DI-16
DI-17 13430 DI-17
DI-18 14161 DI-18
DI-19 14892 DI-19
DI-20 15623 DI-20

1003 Minimal Damage
15620 Maximum Damage
4245 DI-4-DI-5-DI-6

Explanation:

1) I was using Fortitude and then Final Stand (this means that there was 35 percent damage taken off the original DB number giving me 65 percent of that number (1003) from 1500 (the RAW DB without any mitigation applied)).

2) I didnt add the additional damage from casting, rocks and the like to get a better distribution of the DI random damage hits

3) My AC was 5324 and my HP were 45517 fully raid buffed. Due to the very limited time of getting damage I had a very low DI (the average damage I recieved was in the DI-4-DI-5-DI-6 range per hit) and was healed easily during the remaining 6 percent of the fight on Lord Bretcht.

I need to explain here that the higher the AC the lower the number of extreme values... (HIGH DI-15-20)... AC pretty much lowers your AVERAGE DI value (thus exponential smoothing of a large distribution of damage).

A long set of numbers is needed to show a true picture, but this is what happened to me during the last 6 percent of the life of Bretcht. Anyway without further ado... the numbers dont lie..


DI-4 Brekt, hits 4245
DI-8 Brekt, hits 6945
DI-3 Brekt, hits 3345
DI-4 Brekt, hits 4020
DI-8 Brekt, hits 7170
DI-5 Brekt, hits 5145
DI-19 Brekt, hits 15620
DI-3 Brekt, hits 3745
DI-4 Brekt, hits 4245
DI-4 Brekt, hits 4020
DI-9 Brekt, hits 7620
DI-4 Brekt, hits 4245
DI-3 Brekt, hits 3345
DI-3 Brekt, hits 3345
DI-8 Brekt, hits 7395
DI-3 Brekt, hits 3345
DI-7 Brekt, hits 6270
DI-7 Brekt, hits 6495
DI-5 Brekt, hits 5145
DI-4 Brekt, hits 4245
DI-3 Brekt, hits 3345
DI-7 Brekt, hits 6245
DI-9 Brekt, hits 8120
DI-8 Brekt, hits 6870
DI-8 Brekt, hits 7170
DI-3 Brekt, hits 3345
DI-5 Brekt, hits 5145
DI-3 Brekt, hits 3345
DI-6 Brekt, hits 5595
DI-4 Brekt, hits 4470
DI-3 Brekt, hits 3345
DI-8 Brekt, hits 6945
DI-3 Brekt, hits 3345
DI-9 Brekt, hits 7620
DI-3 Brekt, hits 3795
DI-9 Brekt, hits 7620
DI-7 Brekt, hits 6270
DI-7 Brekt, hits 6245
DI-19 Brekt, hits 15620
DI-8 Brekt, hits 6870
DI-7 Brekt, hits 6245
DI-3 Brekt, hits 3345
DI-3 Brekt, hits 3345
DI-7 Brekt, hits 6270
DI-3 Brekt, hits 3345
DI-8 Brekt, hits 7170
DI-3 Brekt, hits 3570
DI-8 Brekt, hits 6945
DI-3 Brekt, hits 3345
DI-3 Brekt, hits 3345
DI-5 Brekt, hits 5145

More info to come.


Best regards,

Tedahmeister

Saturday, August 15, 2009

Mana Augs Revamped

I had some of these in my previous mana/hp post. But, I haven't had the time to make sure I have all of them in here. /anyway Hopefully this post is a little easier to work with. =) Enjoy!~ This took alot longer then I thought it would...If you know of any good onese (70 and above) please comment or send me a message so I can add it on here for everyone else to see! More coming soon.

Wanderlust Guild Loadstone (charm aug)
AC: 12 STR: +18 DEX: +18 STA: +18 CHA: +18 WIS: +18 INT: +18
AGI: +18 HP: +75 MANA: +75 ENDUR: +75
SV FIRE: +12 SV DISEASE: +12 SV COLD: +12 SV MAGIC: +12 SV POISON: +12
Quest Wanderlust Guild: On Guard (#1)

Model XLII Spatial Temporal Oculus
Slot: FACE
AC: 25STR: +3 DEX: +9 STA: +4 WIS: -4 INT: +7+3
AGI: +6 HP: +155 MANA: +155 ENDUR: +155
Avoidance: +5 Accuracy: +5 HP Regen +3 Endurance Regeneration +1

Dark Soul Crystal
Slot: HEAD FACE NECK CHEST
AC: 25 HP: +155 MANA: +155 ENDUR: +155
SV CORRUPTION: +5
Combat Effects: +5 Spell Damage: +5 Endurance Regeneration +1

Gold Plated Contact Spring Model XX
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST HANDS FINGER CHEST LEGS FEET WAIST
AC: 30 WIS: 0+4 INT: 0+4 HP: +100 MANA: +200 ENDUR: +100
Spell Shield: +2% DoT Shielding: +2% Mana Regeneration: +4 Clairvoyance: +8
Spell Damage: +4 Heal Amount: +4


The Chalice of Life
Slot: HEAD ARMS WRIST HANDS CHEST LEGS FEET
AC: 15 HP: +110 MANA: +110
Spell Shield: +2% DoT Shielding: +2%

Cursed Obsdian Faycite
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
AC: 20STA: 0+5 HP: +72 MANA: +72
SV DISEASE: +16 SV POISON: +16

Bronze Slant Thread Pinion Gear Model XX
Slot: HEAD ARMS WRIST HANDS CHEST LEGS FEET
AC: 30 STR: 0+3 HP: +154 ENDUR: +154
Strikethrough: +3% Damage Shield Mitigation: +3

Fragment of Heavy Steamwork Plating
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
AC: 30 HP: +75 MANA: +75 SV FIRE: +5

Frozen Diamond of Purification
Slot: HEAD ARMS WRIST HANDS FEET
HP: +100 MANA: +100 SV CORRUPTION: +15 DoT Shielding: +6%

Gem of Unnatural Regrowth
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +90 MANA: +90 ENDUR: +90
DoT Shielding: +3% HP Regen +5 Mana Regeneration: +5

Raknos' Lost Fang
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
MANA: +110 ENDUR: +110 SV POISON: -25
Spell Shield: +1% DoT Shielding: +1% Attack: +15

Emblem of Scale
Slot: CHEST
AC: 40 DEX: 0+5 AGI: 0+5 HP: +350 MANA: +350 ENDUR: +350 SV MAGIC: +60
Mana Regeneration: +6 Spell Damage: +3 Damage Shield Mitigation: +3 Heal Amount: +3

Cursed Obsidian Faycite
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
AC: 20 STA: 0+5 HP: +72 MANA: +72
SV DISEASE: +16 SV POISON: +16

Tainted Moonstone Shard
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
AC: 25 HP: +120 MANA: +120 ENDUR: +120

Magma Lacquer
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
AC: 20 HP: +140 MANA: +120 ENDUR: +120


Frost-Etched Ruby of Vitality
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +210 MANA: +190 ENDUR: +190

Bayle's Heraldic Crest
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK SECONDARY CHEST
AC: 32 CHA: +15+5 HP: +75 MANA: +75 ENDUR: +75
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Clairvoyance: +5

Shaped Turquoise Fragment
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
AC: 20 HP: +130 MANA: +130 ENDUR: +130

Gold Plated Spiked Gear Model V
Slot: CHARM
AC: 15 DEX: 0+1 CHA: 0+1 AGI: 0+1 HP: +150 MANA: +150 ENDUR: +150
SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4

Dark Heart of Vishimtar
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +175 MANA: +150 ENDUR: +150

Fragment of Corrupted Ice
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +130 MANA: +130 ENDUR: +130
Attack: +30 HP Regen +3 Mana Regeneration: +3


Rune of Futile Resolutions
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +150 MANA: +125 ENDUR: +125

Black Gemstone of Torture
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
AC: 16 DEX: +20 STA: +20 WIS: +20 AGI: +20 HP: +150 MANA: +200
SV FIRE: +18 SV DISEASE: +18 SV COLD: +18 SV MAGIC: +18 SV POISON: +18
HP Regen +4 Mana Regeneration: +4

Rune Etched Granite Fragment
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +120 MANA: +140 ENDUR: +140
DoT Shielding: +5%

Shard of Nargilor Magic
Slot: CHARM HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +125 MANA: +150 ENDUR: +150

Stone of Horride Transformation
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +125 MANA: +150 ENDUR: +150

Molded Agate Trinket
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +130 MANA: +130
Required level of 75.
Focus: Reagent Conservation VI

Arcane Actuator
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +140 MANA: +120 ENDUR: +120
Combat Effects: +10

Glittering Monofaceted Eye
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
AC: 5 AGI: 0+2 HP: +90 MANA: +90 ENDUR: +90

Stone of Mind Control
Slot: NECK SHOULDERS BACK WAIST
MANA: +65 ENDUR: +65

Warpower Stone
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
MANA: +100 ENDUR: +100

Mindshear Tooth
Slot: HEAD EAR ARMS WRIST HANDS CHEST LEGS FEET
WIS: 0+1 INT: 0+1 HP: +90 MANA: +90
Clairvoyance: +2 Spell Damage: +2 Heal Amount: +2

Imperial Shell
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
AC: 20 STR: 0+2 HP: +65 MANA: +65 ENDUR: +65


Shard of Phenomenal Power
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
HP: +65 MANA: +75 ENDUR: +75

Fragment of Heavy Steamwork Plating
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
AC: 30 HP: +75 MANA: +75 SV FIRE: +5


Chunk of Feructe
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
HP: +60 MANA: +60

Orb of Delvers' Overzeal
Slot: HEAD FACE ARMS WRIST HANDS CHEST LEGS FEET
STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +70 MANA: +70

Roughcut Ragestone
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
AC: 15 HP: +105 MANA: +115
Shielding: +1% Avoidance: +15 Damage Shield: +5

Blessed Celestine Faycite
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
AC: 18 CHA: 0+5 HP: +72 MANA: +72 SV MAGIC: +36
Clairvoyance: +5 Damage Shield Mitigation: +1

Duskstone of the Mountains
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +190 MANA: +165 ENDUR: +165

Prism of Captured Energy
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +190 MANA: +210 ENDUR: +210

Blood-fueled Ragestone
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +150 MANA: +175 ENDUR: +175

Fang of the Third Vampire
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +110 MANA: +110 ENDUR: +110

Slipgear's Gem
Slot: CHARM
AC: 10 STR: +15 DEX: +15 STA: +15 CHA: +15
WIS: +15 INT: +15 AGI: +15 HP: +50 MANA: +50 ENDUR: +50
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10

Black Orb of Scrykin - Raid drops needed!
slot 8 AC: 10 STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5
AGI: +5 HP: +90 MANA: +90 ENDUR: +90
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Black Orb of the Scrykin Quest

Runed Diamond
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +50 MANA: +50 ENDUR: +50
Focus: Mana Preservation VI
Ancient Tomes Quest

Shield of the Otherworld
AC: 10 HP: +100 MANA: +100 ENDUR: +100
Shielding: +1% Spell Shield: +3% Avoidance: +5 Accuracy: +5 Damage Shield: +3
Shield of the Otherworld Quest

Valthon's Memory Shard
slot 7/8 AC: 15 HP: +90 MANA: +90 ENDUR: +90
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15 (CHARM only)
The Invasion of Defilers Quest

Lava-Sealed Marble of Mana
slot 7/8 Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
MANA: +80 ENDUR: +80
Flowers for Veldyn Quest

Preserved Shiliskin Brain
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
MANA: +80 ENDUR: +80
Last of the Legion Hard

Model XLII Spatial Temporal Oculus
AC: 25 STR: +2 DEX: +10 STA: +3 WIS: -4 INT: +7 AGI: +5
HP: +155 MANA: +155 ENDUR: +155 Avoidance: +5 Accuracy: +5 Regeneration: +3
List of Tasks Involved

Jonas Dagmire's Skeletal Hand- Hand Only
AC: 15 STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +135 MANA: +135 ENDUR: +135 SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 Regeneration: +4
Jonas Dagmire's Skeletal Hand Quest

Ak'Anon Strike Force V Black Badge
AC: 5 CHA: +5 HP: +135 MANA: +135 ENDUR: +135
SV CORRUPTION: +5 Avoidance: +5
Spy Reports

Blood of the Fallen
Slot: NECK ARMS WRIST HANDS LEGS FEET
AC: 20 AGI: +3+3 HP: +135 MANA: +135 ENDUR: +135
SV DISEASE: +25 Heal Amount: +3
SOD Quested Kithikor Theme 80

Dark Soul Crystal
Slot: HEAD FACE NECK CHEST
AC: 25 HP: +155 MANA: +155 ENDUR: +155 SV CORRUPTION: +5
Combat Effects: +5 Spell Damage: +5 Endurance Regeneration +1
SOD Quested Kuua/Discord Theme 80

Failed Experiment Geza MCXLIV
STR: +5 STA: -5 CHA: -10 WIS: +5+1 INT: +5
AGI: +5 HP: +80 MANA: +80 Clairvoyance: +5
S.H.I.P Instance- zone wide drop

Blood-fueled Ragestone
Trash drop in Razorthorn- Tower of Sullon Zek (Instance)
HP: +150 MANA: +175 ENDUR: +175

Frostflake of the All-Enduring
Trash drop in FC (Rare)
slot 7/8 HP: +120 MANA: +120 ENDUR: +120

Kraszen's Azure Eye
Blademaster Kraszen in Kaesora
slot 7/8 HP: +75 MANA: +115

Bonegrinder's Bauble
Ancient Bonegrinder in Field of Scale
slot 7/8 HP: +100 MANA: +100 AC: 25

Neskuisa's Augmentation
Researcher Neskuisa in Kurn's Stronghold
slot 7/8 HP: +100 MANA: +100 WIS: 0+3 INT: 0+3

Gem of the Thaumatox Shard
Trash in Toskirrak and Rathe Council
slot 7/8 HP: +100 MANA: +100 ENDUR: +100 STR: 0+1 WIS: 0+1 INT: 0+1

Hardened Coalstone of Purity
Trash drop in Ashengate
slot 7/8 HP: +100 MANA: +100 SV CORRUPTION: +20
Spell Shield: +6% (CHEST/LEGS Only)

Frozen Diamond of Purification
FrostCrypt (Random Very Rare Drop)
slot 7/8 HP: +100 MANA: +100 SV CORRUPTION: +15
DoT Shielding: +6%

Precisely Weighted Timing Gear
Trash Drop In Mech Guardian
slot 7/8 HP: +96 MANA: +96

Etched Pearl of Ever-Ice
FrostCrpyt (Krag the Icelord)-Event
Slot: CHEST LEGS HP: +90 MANA: +90 SV CORRUPTION: +20 (CHEST/LEGS Only)

Clergyman's Stone of Purity
Ashengate (Galvanized Guardian) and Event 1 and 2 in Frost Crypt
HP: +90 MANA: +90 SV CORRUPTION: +15 (NONLORE)

Zaushiz's Bauble
Silyssar (Defiler Zaushiz)
slot 7/8 STR: +10 INT: +10 HP: +90 MANA: +90

Grimy Worm Gear Model IV
Zeka instance Trash
slot 7/8 HP: +90 MANA: +90 ENDUR: +90

Glittering Monofaceted Eye
slot 7/8 HP: +90 MANA: +90 ENDUR: +90 AC: 5 AGI: 0+2
Terrorvenom in Bitter Victuals Mission

Mindshear ToothTrash in Korafax/Old Bloodfields
slot 7/8 HP: +90 MANA: +90 WIS: 0+1 INT: 0+1

Deadeye Javrik K'thank in Safe Passage mission
slot 7/8 HP: +50 MANA: +90 AC: 5

-- The 9 Anguish Augs that are +90 HP/MANA/END --
slot 8 - can drop off any Anguish Mini

Rune of Living Lightning
Petrified Girplan Heart
Orb Of Forbidden Laughter
Rune of Grim portents
Abhorrent Brimstone of Charring
Rune of Astral Celerity
Stone of Planar Protection
Gem of Unnatural Regrowth
Kyv Eye of Marksmanship

-- Each Anguish aug has its own distanct mod2's --

Stone of horrid transformation - Anguish Aug Droppers
slot 8 HP: +125 MANA: +150 ENDUR: +150

Rune of Futile Resolutions - Anguish Aug Dropper
slot 8 HP: +150 MANA: +125 ENDUR: +125

Rallosian Casterix - Trash in Korascian Warrens and Toskirakk
slot 7/8 HP: +97 MANA: +89 ENDUR: +83 AC: 17 SV FIRE: +11 SV DISEASE: +5 SV COLD: +7 SV MAGIC: +13 SV POISON: +3

Flawless Pearl of Tranquility Razorthorn Instance Trash
slot7/8 HP: +85 MANA: +85 ENDUR: +85

Kotiz's Empowering Essence
slot 7 HP: +75 MANA: +85
SV DISEASE: +7 SV MAGIC: +7 SV POISON: +7
Zebuxoruk's Pact Monster mission quest

Anti-Impact Helical Spring IIZeka instance trash
slot 7/8 AC: 15 AGI: +5 HP: +80 MANA: +80
Shielding: +1% Avoidance: +5

Timeworn Bone ShardLibrary Director in Kaesora Library
slot 7/8 HP: +70 MANA: +70 AC: 30 STR: 0+1

Sliver of KorascianTrash in Warrens / Toskirrak / Rathe / Old Bloodfields
slot 7/8 HP: +70 MANA: +70 SV FIRE: +20 SV DISEASE: +20 SV COLD: +20 SV MAGIC: +20 SV POISON: +20

Imperial Shell Eazack the Cruel in Kaesora Hatchery
slot 7/8 HP: +65 MANA: +65 ENDUR: +65 AC: 20 STR: 0+2

Raknos'Lost Fang Trash in BMK Instances
slot 7/8 +110 Mana + 110 End -25 Poison

Warpower StoneRoyal Guard Helgar in Valdeholm
slot 7/8 +100 Mana +100 End

Sea Tear Teragadon in Buried Sea
slot 7/8 + 100 Mana spell shield 2%

Right Eye of Ateleka Rockcrusher in Attikia
slot 7/8 +90 Mana wis +10 int +10
cold +15 magic +15 mana regen +3

Deathcalm Stone Trash drop in Direwind
slot 7 +90 Mana +90 End

Elemental ice FragmentBrine of Prexus in Katta
slot 7/8 + 90 Mana mana regen + 3

Brownie Cut Gemstone Lerosma in Beza
slot 7/8 +80 Mana +80 End

Oily Crystal Shard Head Engineer in S.H.I.P
slot 7/8 +80 Mana

Hotsprings Pumice Trash drop in Sunderrock
slot 7 +80 Mana

Mechanical Spider Drone Core Mechano Sendaii Dronequeen in Mech Guardian
slot 7/8 +80 Mana

XII Repair Core Engineer LXII in Zeka
slot 7/8 +80 Mana

Shadowspine Essence Undershore 70.4 Hard Drop - (NONLORE)
slot 7/8 +75 Mana +75 End

Shiny SapphireGrumblebum in DSK - (NONLORE)
slot 7/8 +75 Mana +75 End

Phantom SoulRevenant in DSK - (NONLORE)
slot 7/8 +75 Mana +75 End

Curator's TreasureTrash in OB / Korafax / City of Dranik
slot 7/8 MANA: +70 ENDUR: +70 DEX: 0+2 AGI: 0+2 AC: 35

Worldslayer Blessed Crystal
Slot: HEAD ARMS WRIST HANDS FINGER CHEST LEGS FEET
STR: 0+2 WIS: 0+2 INT: 0+2 HP: +100 MANA: +100 ENDUR: +100
Clairvoyance: +3 Spell Damage: +3 Damage Shield Mitigation: +5 Heal Amount: +3 Multiple Zones 85

Gem of the Thaumatox Shard
Slot: HEAD NECK ARMS WRIST HANDS CHEST LEGS FEET
STR: 0+1 WIS: 0+1 INT: 0+1 HP: +100 MANA: +100 ENDUR: +100
Multiple Zones 85

Neskuisa's Augmentation
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
WIS: 0+3 INT: 0+3 HP: +100 MANA: +100
Kurn's Stronghold 80

Eye of the Lightninglord
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST RANGE
HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +60 MANA: +60 ENDUR: +60
MPG Trial of Destruction

Heatstone of Memory
Slot: EAR FINGER
MANA: +70 ENDUR: +70
Pyrilen Summoner in Riftseekers

Gem of Scrykin Magus
Slot: HEAD ARMS WRIST HANDS CHEST LEGS FEET
AC: 10 HP: +60 MANA: +60 ENDUR: +60
Attack: +20 HP Regen +2 Mana Regeneration: +2
Tallongast the Discarded - Skylance Laboratory

Festerclaw's Molar
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK
WRIST HANDS FINGER CHEST LEGS FEET WAIST
HP: +75 MANA: +75 ENDUR: +75
Festerclaw - Crypt of Shade, Hills of Shade

Foundation Stone Chip
Slot: HEAD ARMS WRIST HANDS CHEST LEGS
HP: +65 MANA: +70 ENDUR: +70
Named Drogmar, Restrained Cereton Stronghold of Rage

Runed Stone of Wrath
Slot: FACE EAR NECK SHOULDERS BACK RANGE FINGER WAIST
HP: +70 MANA: +70 ENDUR: +70
Attack: +30 HP Regen +3
Random Drop, Razorthorn instances

Agate of Transfusion
Slot: HEAD FACE EAR NECK SHOULDERS ARMS BACK WRIST
RANGE HANDS PRIMARY SECONDARY FINGER CHEST LEGS FEET WAIST
HP: +190 MANA: +165 ENDUR: +165
Porteo the Second Born

Wednesday, August 12, 2009

Cleric Epic 2.0 - Aegis of Superior Divinity

Find Natvil
In the Ruined City of Dranik, you can find Natvil at +990, -305. Give him the Harmony of the Soul.

Natvil examines your craftsmanship. 'Impressive, but I'm afraid that the temper was not sufficient to unlock the full potential of the shield. For now you may use it in its current state. I suspect to fully realize the latent potential of the shield you will require a soulstone from the person who it was bound to originally as well as a Globe of Discordant Energy. Return to me when you have that, I will assist you in completing its enhancement.'

Head back to Tavon
You get the Harmony of the Soul back. Head back to Tavon Vastsea.

You say, 'Hail, Tavon Vastsea'

Tavon Vastsea says 'I hear you were able to put that shield to some use. That is good to hear. I was able to find some news on the leader, someone matching his description has been seen on the other side of the Wayfarer's portal in the Realm of Discord. Please visit my friend Cryssa, at the camp in Discord. She has been working on tracking the Disciple's movement in Discord.'

Cryssa
Cryssa may be found in a safe alcove in the Bloodfields at -640, -1080.
You say, 'Hail, Cryssa'

Cryssa says 'Greetings, it is nice to finally meet you. I've heard a good bit about you. Nice work with the Plasmatic Priesthood. I have been able to find precious little information about the Disciples activities here, but I am certain that they have a presence here. I am also fairly certain they have been meeting with the Muramites here in Discord, trying to officially join the army of Mata Muram. We need to find where they are hiding, the Muramites must have some way of contacting them, probably some sort of magical medallion. See if you can. . . coerce some Muramites into relinquishing this information. Return to me with what you find.'

Kill random nocs in the Bloodfields until you have collected Top Section of an Engraved Signet (identifies as "The top third of a delicately engraved signet"), Center Section of an Engraved Signet (identifies as "The middle third of a delicately engraved signet"), and Bottom Section of an Engraved Signet (identifies as "The bottom third of a delicately engraved signet"). Give the three sections to Cryssa.

Cryssa says 'Interesting, this appears to be a charm of some sort. If I am correct you can use this to not only locate the camp, but to break whatever illusion they are using to hide it.'

Signet of the Disciples
You receive an Enchanted Signet of the Disciples, which identifies as "The charm glows with internal energy."

If you zone into Wall of Slaughter, the signet will begin to glow. Mobs will begin to aggro and, in the north part of the zone, a dark disciple will spawn (need exact name and fight info). Kill it to loot a Dark Red Robe, which identifies as "A robe... that is dark... and red..." The robe can drop from any of the dark disciples. Bring it back to Cryssa.

Cryssa says 'What is this? No. . . it can't be. Bring this to Omat as quickly as you can. He must see this.'

Return to Omat
You say, 'Hail, Omat Vastsea'

Omat Vastsea bows deeply. 'I have been expecting you, ______. The waters have foretold your arrival. I am High Priest Omat Vastsea of the Triumvirate missionaries. Please feel free to enjoy the quiet solitude of this inn.'

Give him the robe.

Omat Vastsea says 'What? You found this on a Disciple in Discord? This is a robe of the Plasmatic Priesthood, without question. Bring this to Cecilia quickly, hopefully she will be able to divine their intentions.'

You get a Robe of Plasmatic Priesthood.

Find Warder Cecilia
Find Warder Cecilia in the Skyfire Mountains at +3000, -3200.

You say, 'Hail, Warder Cecilia'

Warder Cecilia says 'You are not the one that I seek, return when you have news of Zordak.'

Give her the robe.

Warder Cecilia says 'Yes, Omat told me you were coming. Let me see what I can divine from the robe.' She holds the robe to her temple and closes her eyes. You notice a brief glow from behind her eyelids before her eyes shoot open. 'This is truly terrible news. The Plasmatic Priests are still fighting for the destruction of Norrath. Fennin Ro's voice is silent to them now. The remainder of their power faded with the Pantheon's interest in mortal affairs. In their mad pursuit of power, they have allied themselves with Mata Muram. They plan on trading their home-world for the promise of power. Even now their leader is within the Muramite Trials. Trying to earn a position of rank within the Legion. Stop him, once he completes the trials we may lose our opportunity to stop him. I am afraid you will have to visit the Labrynth's trials and stop him before he is able to complete them. Best of luck to you.'

MPG Trial
Complete any single group Muramite Proving Grounds trial and loot a Journal of the Prime Disciple, a 10-slot GIANT container which identifies as "There are No Pages in this book."

Journal Pages
You will now need to find two journal pages from the Muramite Proving Grounds. The first is a Torn Journal Page, dropped by random mobs in the Muramite Proving Grounds. The second is a Ripped Journal Page, found on the Girplan Scavenger, a raid encounter in the northern section of the Proving Grounds.

Combine the pages
Combine the two pages inside the container. This results in a Prime Disciple's Journal, which identifies as "It is magically sealed." Bring a raid force and take this journal to Omat Vastsea in Timorous Deep. This will in turn spawn Gefaari Drokaz. Upon damaging him, he will turn into a human Zordak Ragefire. After bringing his health down, the now-undead dragon Zordak Ragefire spawns with friends. Loot the soulshard from his corpse.

Gain access to CoA
Complete the six raid trials in the Muramite Proving Grounds to gain access to the Citadel of Anguish. Take a raid in there and kill Warden Hanvar to spawn an Orb of Discordant Energy. Loot the globe.

Return to Natvil
Bring the globe, the soulshard, and your Epic 1.5 to Natvil in the Ruined City of Dranik (location +990, -305 if you have forgotten).

Receive your Epic 2.0: Aegis of Superior Divinity, and your new title "High Priest" or "High Priestess."

Cleric Epic 1.5 Harmony of the Soul

Steps To Complete:
Begin the Quest Nedaria's Landing - Find Tavon Vastsea (next to Magus)

You say, 'Hail, Tavon Vastsea'

Tavon Vastsea says 'Greetings Impudent, I see you helped my brother in eradicating the Plasmatic Priests, stopping Zordak Ragefire, and saved Norrath from an eternity of flames. We need to [call] you to [duty] again.'

You say, 'call to duty?'

Tavon Vastsea says 'This time the crisis threatens not only Norrath, but all of existence as we know it. Invaders from the Realm of Discord have transversed time and space to conquer this realm. The invaders, these Muramites, are not where the true threat lies. All of Norrath has banded together to stop these invaders, we have managed to halt their incursion for the time being. There are, however, whispers of a [dark faction] within our own, Norrathians who see our fight as futile, and are looking to swear fealty to the forces of the Legion.'

You say, 'what dark faction?'

Tavon Vastsea says 'We don't know much more about them. As I said, they are just whispers, but whispers in unison are loud enough for deaf ears. We cannot afford to present anything short of a unified front, should the Legion push toward Norrath with its full force. We need your assistance to find and exterminate these traitors. I can give you what little [information] I have, hopefully you will be able to track these betrayers to their leader.'

You say, 'what information?'

Tavon Vastsea says 'Travel to Taelosia. There you will find a young native, named Jomaj who had some suspicious dealings with someone claiming they were with the wayfarer's brotherhood. This is the closest I have to direction, gather information from this Taelosian, and bring it to my friend Shav on the Thorn. Find proof as to whether or not these traitors actually exist and return it to me.'

Talk to Jomaj Barindu, The Hanging Gardens - Find Jomaj Kaiijin

(location approx. 135.44, -679.29, -114.06 in the "corn stalks" near Tipt/Vxed entrance, supposed 2hr spawn or respawns after last note is looted/poofed)

You say, 'Hail, Jomaj Kaiijin'

Jomaj Kaiijin says 'Please don't hurt me! Oh, you aren't one of them. Are you here to ask about the [Wayfarers] that I spoke with?'

You say, 'what Wayfarers?'

Jomaj Kaiijin says 'They came to me, asking about the Legion. They wanted to know information on the ranks, how to contact the leaders. They claimed they were looking for information to infiltrate the Legion, but they seemed a little off, even for the Brotherhood. They gave me this note to pass on to the Legion. The whole situation did not seem right to me, you may have the [note]. If they were honestly with the Brotherhood return it to me, and I'll do what they asked. Anything to be rid of these creatures.'

You say, 'what note?"

Jomaj Kaiijin reaches into his tattered robes. As he begins to pull out the note he is impaled in the chest with an arrow. A dark figure melts from the shadows and pulls the note from the hand of the body.

Encrypted Note Barindu, The Hanging Gardens - Kill Kyv Runner

At this point A Kyv Runner spawns and aggros.

When you kill the runner you receive the following text:

"As the runner falls to the ground it manages to wrap the note around an arrow and shoot it into the ground nearby, where it is quickly picked up by a Muramite."

Once the Kyv Runner is dead, slay random creatures in the area to get the Encrypted Note.

Talk to Shav Abysmal Sea - Find Shav the Cryptologist

Give Shav the Cryptologist the Encrypted Note.

Shav the Cryptologist says "Interesting, you say someone who claims to be part of the Brotherhood wrote this? This is one of the dialects used by the Legion. I am the only one able to read or write any of their languages, and this is the first I have seen of this note. From what I can tell, the author is trying to arrange a meeting with the Muramites. It sounds like the contact spot is pre-arranged, as it is only vaguely referred to here. I doubt this is the first note of this nature, perhaps if you could find earlier correspondence we can find the location of the camp."

Ferubi, Forgotten Temple of Telosia - Collect Map Pieces
Ripped Quarter of a Map
Map Pieces - Lore, No Drop
Ripped Quarter of a Map - Lower Left - found at Riwwi and Barindu entrances

Ferubi, Forgotten Temple of Telosia - Collect Map Pieces
Shredded Quarter of a Map
Map Pieces - Lore, No Drop
Shredded Quarter of a Map - Upper Right - found in Smith Rondo event area

Ferubi, Forgotten Temple of Telosia - Collect Map Pieces
Tattered Quarter of a Map Ferubi, Forgotten Temple of Telosia - Collect Map Pieces
Map Pieces - Lore, No Drop
Tattered Quarter of a Map - Lower Right - found at Riwwi and Barindu entrances

Ferubi, Forgotten Temple of Telosia - Collect Map Pieces
Torn Quarter of a Map
Map Pieces - Lore, No Drop
Torn Quarter of a Map - Upper Left - found in Votal area

Turn in Map Pieces Abysmal Sea - Find Shav the Cryptologist
Give the 4 different map pieces to Shav the Cryptologist.

Shav the Cryptologist says "Ahh yes, this is exactly what we needed."

She scratches a few notes down on a piece of paper.

"Bring this to Tweister in Nedaria's Landing. She will tell you the location of the camp.''

Receive Assembled Map. Item Lore: Map Fully Assembled

Turn in the completed Map Nedaria's Landing - Find Cartographer Tweister
(located on the right dock, loc +1010, +2725)

Give Cartographer Tweister the Assembled Map.

Cartographer Tweister pulls out a map and a compass and beings triangulating the coordinates, 'This location is in the South Western corner of Lesser Faydark".

She keeps the map and does not give anything back to you.

Raid on Traitor Camp Lesser Faydark - Find Taskmaster Mirot
(located in southwest corner)

A Cleric must Hail Taskmaster Mirot to begin the event. (Other classes will get a message that the camp isn't ready).

After you hail Taskmaster Mirot, all six of the "a wayfarer" mobs agro. They all hit for around 600 and are mezzable. Kill the wayfarers that agroed.

The camp immediately respawns full of undead and are mezzable with Bliss or higher, slowable, snareable and hit for 600-800. A new version of Taskmaster Mirot (Level 75) also spawns. He casts AOE Feign Death with a 500pt DD, is immune to snare and rampages. When his skeletons get out of range of him, he summons them back to his side.

Kill the 6 skeletons and then kill Taskmaster Mirot. Loot a Magically Sealed Letter.

Note: No matter how many times you fail, the encounter instantly respawns

Return to Tavon Nedaria's Landing - Find Tavon Vastsea

Give Tavon Vastsea the Magically Sealed Letter and receive Dark Disciples Letter of Service. Item Lore: This marks your services to the disciples.

Aiding the Scouts Wakening Lands - Find Scout Leader Plavo

(half-elf warrior located in southwest area at -3085, +763)

Turn in the Dark Disciples Letter of Service to Scout Leader Plavo. He does not give anything back.

You say, "Hail, Scout Leader Plavo".

Scout Leader Plavo says ‘You are from the Faydwer camp are you? I’m not terribly familiar with the faces from there. Anyway, the scouts have been sent out, and are gathering the "parts" that we believe the Legion will need to prepare for the incursion into our realm. If we are to find their good graces, we must prove that we will stop at nothing to [aid] them.

You say, "aid them?"

Scout Leader Plavo says ‘They will research and learn about the greatest mortal beings in this realm. Learning about the creatures that may prove to be friend or foe, so they prepare for either. Our scouts have gathered most of the information that they need, but there are a few creatures that we still need to harvest brains from. Currently scouts are attempting to find the brain of the Shissar, a dragon, and an Akhevan. I am sure any of the scouts would welcome your assistance. I will send runners ahead to notify them you may be arriving.


Akhevan Brain Stem Collect Brains for Research

Akheva Ruins - Akhevan Brain Stem - Item Lore: A flawless sample of Akhevan Brain (from 4-arms where you spawn Spirit of Akelha`Ra)

Shissar Cerebral Cortex Collect Brains for Research

Ssra Temple - Shissar Cerebral Cortex - Item Lore: A flawless sample of Shissar Brain (from An Elite Temple Guard on 2nd level)

Dragon Cerebrum Collect Brains for Research

Western Wastes - Dragon Cerebrum - Item Lore: A flawless sample of Dragon Brain (from Scout Pirri loc +2302, -22)

(You cannot loot the WW brain unless the Lesser Faydark event has been done and items handed in.)

Dark Disciple Master Wakening Lands - Find Scout Leader Plavo

Raid Event(If you lose the fight you lose the brains)

Turn in brains to Scout Leader Plavo.

Plavo despawns and a Dark Disciple Master spawns (human in robe).
AE = Deady Chants (-1500 Mana Pool + 100DoT(Tick) = 18 Seconds Apart)
Max Hit 1-2k
Slowable : Yes (Very Resistant)
Messable : No
Rampage : Yes
Flurry : No

At 60% Spawns Plavo’s Remains (spectre)
Max Hit 1k
Slowable : Yes
Messable : No
Rampage : No
Flurry : Yes

At 30% Spawns Minion of the Master (skeleton)
6 Minions(can be up to 10)
Max Hit 700
Slowable : Yes
Messable : No
Snareable : Yes
Rampage : No
Flurry : No

At 10% Approximately Dark Disciple Master Despawns, Chest Spawns.

Can use /open or Rogue to Pick, or just attack and destroy. Loot a shield called Aegis of Chaotic Worship (no stats).

Return to Tavon Nedaria's Landing - Find Tavon Vastsea

Give the Aegis of Chaotic Worship to Tavon Vastsea and he returns it.

Tavon Vastsea says, 'Interesting, I heard about your fight with the leader of the Disciples. I've never seen anything like this. Take it to Borik Darkanvil in the Plane of Knowledge. Return to me when you are done with him, in the meantime I will try to find information on where he went after your fight.'

Show Borik the Shield Plane of Knowledge - Find Borik Darkanvil

Give the Aegis of Chaotic Worship to Borik Darkanvil and he returns it.

Borik Darkanvil says, 'This is truly amazing. I've never seen a metal like this it is almost alive. It appears similar to some of the alloys that we have seen from the Legion, but this is like nothing I have ever seen. It suggest that the leader has been through the portal. I am afraid it will not be of any use to you in its current state, the metal is attuned to a single person. I believe the resonance can be changed, so you may use it. Speak to Navtil he will tell you what you need to do, I believe he has traveled through the portal for some metallurgical research in Discord.'

Changing the Resonance Ruined City of Dranik - Find Natvil

Find Natvil in Ruined City of Dranik (almost straight from entrance, up that hill and to left once out the gate)

Natvil says, 'Greetings, well met, salutations, and good day! I hear you are trying to change the resonance on a shield from Discord. Well I believe that is something with which I can assist you. You will need to have a temper made from some of the native creatures of Discord, you'll need the plasma from one of the giants of Discord, one of those flying squids, and the blood from one of those fiery women. Brewing the temper should prove no trouble for you. Once you have the temper combine it with the shield in the forge with a flask of water, and it should become attuned to you. Once you are finished return to me, so I may evaluate your work.'

Bazu Plasma Collect Plasma to make a Temper
Bazu Plasma - Item Lore: Distilled Blood sample from a Bazu(from Walls of Slaughter)

Murkglider Plasma Collect Plasma to make a Temper
Murkglider Plasma - Item Lore: Distilled Blood sample from a Murkglider (from Noble's Causeway, murkglider cave in WoS)

Pyrilen Plasma Collect Plasma to make a Temper
Pyrilen Plasma - (from Walls of Slaughter off of Dragorn Assassin)

Make Soul Temper Tradeskill - Brewing Combine
Combine Bazu Plasma, Murkglider Plasma and Pyrilen Plasma in a Brew Barrel to create Soul Temper.

Attuning the Epic Shield Tradeskill - Smithing Combine
Combine the Aegis of Chaotic Worship with the Soul Temper and a Water Flask in a Forge to create Harmony of the Soul - cleric epic 1.5!