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Master Level 7:
What You Need Done Before Coming on an ML Raid/Recommended Raid Order
ML7 is located in Deep Volcanus, a dungeon at the far eastern side of Ashen Isle.
Minimum ML requirement: ML3 to zone in
7.1-7.6 are group trials/faction farming.
Of the ML7.2-6 Best bet is to do apophians (Trial 3) last as it is the most likely the one you will die to. Feb 4
- Visili
Bring a group and do them beforehand.
Then an ML7 raid can quickly do:
7.7 Chamber of Flame
7.8 Katorii
7.9 Mysterious Force
7.10 Typhon Jan 24
- Alcara Argenta
Trial 1 -The Lava Bridge
7.1 You must acquire the gauntlet of fire! This is a group encounter.
Strategy:
Get a Salamandar Wool, Barracuda Needle, and Pristine Volurgorgon Hand, they auto-combine into a glove which you can wear to shut off the lava falls. Move through fast cause it turns back on pretty quickly. You don't need a glove for each person, once the whole group reaches the other side they should get credit. Dec 12
- Drayk
For this one only one person actually needs the gloves which you get by combining the Barricuda Needle, Salamander Wool, and Voulgarian (sp) Hand. Everyone else can get credit just by crossing the bridge when the person with the glove shuts of the lava stream. Dec 19
- Shandu
How to make a Volugorgan Glove:
Salamander Wool + Barracuda Spine Needle + Pristine Volugorgan Hand = Volugorgan Glove Nov 22
- Seijin
Salamander Wool comes from Salamander Hatchlings in Typhon's Reach, 13k, 32k.
- Glaun
Barracuda Spine Needle -
- I've gotten 2 of them so far. Barracudas drop them. No special barracudas, just "Barracuda". I found 1 camp of mixed barracudas east of the large harpy island and a camp of barracudas around the shipwreck in Anatole, approx loc 25K, 30K. - Schintok
- The Barraacuda Spine Needle dropped off an immature barracuda in ToT during ML 3 raid at 41.9k, 25.3k
- Seen the needle drop from the barricudas at the 3.6 encounter and the hand drops in deep volcanus itself from misc volgurons. Jan 4 - Youmiss TheShieldCollector
Pristine Volugorgan Hand -
You will get one killing Volurgorgon's in Deep Volcanus ( ML7 Dungeon ). You have to fight your way through them to get to the lava bridge and you will most likely get a couple of them along the way. If one doesn't drop, keep farming. Jan 26
- Armagnan
Tips:
The Vougorgon Hand is permanent item, so it is not a one-time use thing. Mar 2 2004
- Whistlingleaf
Trial 2 -Know your Opponents
7.2 You can learn all there is to know of your opponent through combat, but time multiplies when there are four. It is not for you to end the feud, but you can't move on until they have all seen you as a threat. This is a group encounter.
Strategy:
This just involves going around to each of the 4 "fueding" mobs and kill enough to mess up yer faction. Once you do to all four mob types you will get the step. When done with So-and-so mob you will get a /s text saying that you have learned all you can from So-and-so faction. Feb 4
- Visili
You don't have to get the faction for all 4 feuding mobs to move onto 7.3-7.6. Each feuding faction is tied to other ml steps. For instance, once you get the faction for Apophian's you can move onto ml 7.3. On the map of Heart of Volcanus, there are four red dots in rooms after the lava bridge. In these rooms are 4 sphinx creatures. They are labeled by the factions. Clicking on them will tell you if you have completed the faction test. If you have, it will teleport you to the corresponding ML step, i.e.- talking to the Apophian sphinx will take you to 7.3. A note on teleporting: it appears that it will only teleport your group only. If you are in bg, it doesn't appear to teleport the whole bg to the same room. I am not sure if this is true. This is what happened to us. We were in a bg with another group. One group was teleported while our group was still getting faction and when we went to try and help them we were teleported but to a room of our own. Feb 8
- Tazena
Trial 7.2, "Know Your Opponent", has had some changes made to how the faction gaining system works. Now each member in the group will share in an equal amount of faction gain. This should help ensure that support classes will not be left behind in a group.
(1.68 patch, Feb 19, 2004)
Tips:
Basically you farm the 4 feuding species. Eventually it will say something to the nature of "You have learned all you can about [Named] of the [Race] and the feud." At that point you can do 3-6. Dec 12
- Drayk
Its about 30 mins per faction for a non optimal group. Its slow, but you make some decent gold and several good scrolls can drop. 2 hours for 4 steps isn't all that out of line from other steps, its just a lil boring. Feb 7
- Megaera
I haven't completed this one yet, as I've only farmed to factions. Once you've killed enough of a faction though you get a message in your chat window (where /say /gu /g, etc.) would show up. That says something to the effect that you've learned all you can about the faction. Each player needs to get the message. Healers and other players not involved in the combat seem to get the message last. Dec 19
- Shandu
Trial 3 - Apophian's Challenge
7.3 The Apophians wish to test your endurance. This is a group encounter.
Comments on Solo, Grouped, or Battlegrouped: This was done by 6 people.
Players who find themselves dead at the end of any of the four Mediator Challenge encounters will have their corpses ported back to the Mediator that they spoke with to begin the encounter. This will allow players a chance to be resurrected rather than having to /release to bindpoint.
(1.68 patch, Feb 19, 2004)
Strategy:
Basic strategy: There's one mob in the room and he levels up over time. You are not to kill the mob, just keep him engaged for 10 minutes. If healers get agro, kite around the outside. Start off by having a tank get the mob to about 10%, then just keep your distance and wait out the 10 minutes. Mar 8 2004
Well I didnt see that we needed to engage him so i nuked him 2 times when he was at about 30% health and he died. He didnt respawn so we just sat there for 9 minutes till the encounter was over and we get credit. was done with 2 cleric 3 pallies a merc and a necro. Feb 10
Have a Tank engage this mob, no one else attack him, fore if you do he will spawn into two mobs and so on, about every 30 seconds he lvls up. Best strat we had was have the tank engage and then mez the apop, continue this until the mob cons grape(about lvl 60-65) then he will spawn into two Oj con mobs again, repeat the engage and mezzing, and then again when they get to be grape con kill and repeat. The only problem we came across was that at the end we had about 6 diff apop's lvling and had turned grape and they killed 2 of our group members and then the encounter ended, porting all but the dead back, which really sucks cause you cannot rez them and they have to release and come back. And CSR's wont help even though next patch will port dead bodies back. Feb 4
- Visili
Engage the mob in the center, he will grow bigger and bigger. DO NOT KILL HIM! If you do he will spilt and the get bigger. Just get 2 shield tanks and guard one, and have him engage the mob. You can beat on it to regain argo if needed. Jan 8
- Muppet
Tips:
Trials 3-6 - Talk to each Mediator, he will teleport your group to the encounter. You will only get credit for 3-6 if you have credit for the part of 2 for that race (I think, you may need full credit for 2). Note: MAKE SURE YOU HAVE AN EMPTY SPOT IN YOUR INVENTORY. The mediator gives everyone a token, and if it auto-drops due to a full inventory you are teleported back near the dungeon enterance. This happened to 7 of our group so I don't know what happens for the trial exactly. Dec 12
- Drayk
Trial 4 - Volurgon's Challenge
7.4 The Volurgons wish to test your endurance. This is a group encounter.
Strategy:
Basic strategy, mobs are going to pop one after the other, with pauses in between. Here each mob that spawns comes with a little fileball that will move around the room. When you kill the volugon, the fireball dies. If the fireball gets all the way around the room, boom! huge pbae. Mar 8 2004
This one is not all that hard, all you need to do is kill Mandra and do it fast, each Mandra that pops also brings a grape flame looking thing like Tine from Galla and will circle around the area till it get to here and does a wicked 759 AoE damage, the mob will despawn when you kill Mandra, so just kill her fast and repeat, eventually however you get about 2 breaths of Mandra and the first time we ended up being Pbaoe'd to death. Feb 4
- Visili
Tips:
Kill the the Volurgon Mandra as fast as you can, the rage of Volurgons will circle you and PBAE you if you dont kill Mandra fast enough, you have her over and over and over for 10 mins. Drop power wards and PBAE her. Jan 8
- Muppet
Trials 3-6 - Talk to each Mediator, he will teleport your group to the encounter. You will only get credit for 3-6 if you have credit for the part of 2 for that race (I think, you may need full credit for 2). Note: MAKE SURE YOU HAVE AN EMPTY SPOT IN YOUR INVENTORY. The mediator gives everyone a token, and if it auto-drops due to a full inventory you are teleported back near the dungeon enterance. This happened to 7 of our group so I don't know what happens for the trial exactly. Dec 12
- Drayk
Trial 5 - Shaitan's Challenge
7.5 The Shaitan wish to test your endurance. This is a group encounter.
Comments on Solo, Grouped, or Battlegrouped: This was done by 6 people.
Strategy:
This one is cake if you have 2-3 tanks and one cold caster, dont think we healed more then twice. What happends is a large Jinni pops at some place in the room and you just go kill her before a second one pops, and walla, you win not hard at all. Feb 4
- Visili
Tips:
Big jinni pops in the room, can pop other places other then the center. Get heat resists up she likes to PBAE for a lot. Just keep killing her, shes not hard. Kill her fast though, if you don't you get more than 1. Jan 8
- Muppet
Trials 3-6 - Talk to each Mediator, he will teleport your group to the encounter. You will only get credit for 3-6 if you have credit for the part of 2 for that race (I think, you may need full credit for 2). Note: MAKE SURE YOU HAVE AN EMPTY SPOT IN YOUR INVENTORY. The mediator gives everyone a token, and if it auto-drops due to a full inventory you are teleported back near the dungeon enterance. This happened to 7 of our group so I don't know what happens for the trial exactly. Dec 12
- Drayk
Trial 6 - Hephaestian's Challenge
7.6 The Hephaestians wish to test your endurance. This is a group encounter.
Comments on Solo, Grouped, or Battlegrouped: This was done by 6 people.
Strategy:
This one similair to 5 cept youll get a new Fire guy every 20 seconds or so, not bad with pbaoe and they hit for less then 100(me being a hero) and only other damage is a wussy DS that hit me for maybe 15 damage. If it comes down to it, you can always use crowd control. Feb 4
- Visili
Tips:
Encountered a bug on the latest raid, in both NE and NW challenge rooms. Killing the Volugron did not extinguish the orb, it actually popped 2 more that caused massive AOE and numerous group wipeouts. SE and SW challenge rooms behaved normally. Jun 14 2004
- Chansterfan
This trial is same as 5, but its a fire statue instead. Bring lots of cold dmg weps or casters. Jan 8
- Muppet
This encounter was fairly easy. A grape con Hephaestian spawn about every 15-20 seconds or so. A group with any decent offense can kill the grape con by the time the next one gets to them. Dec 19
- Shandu
Trials 3-6 - Talk to each Mediator, he will teleport your group to the encounter. You will only get credit for 3-6 if you have credit for the part of 2 for that race (I think, you may need full credit for 2). Note: MAKE SURE YOU HAVE AN EMPTY SPOT IN YOUR INVENTORY. The mediator gives everyone a token, and if it auto-drops due to a full inventory you are teleported back near the dungeon enterance. This happened to 7 of our group so I don't know what happens for the trial exactly. Dec 12
- Drayk
Trial 7 - Crossing the Chamber
7.7 You must face a challeng in the Chamber of flame! This is a battlegroup encounter.
Comments on Solo, Grouped, or Battlegrouped: This was done by 4 people.
Strategy:
Kill the Flame of Volcanus. Not a very hard fight, we beat with 5 using power spheres, but it took 30 minutes or so. Just concentrate on the Flame of Volcanus, the little fire balls aggro is messed up and if they start nuking you they give up after a minute or so. Plus for reds they don't hurt much at all. Dec 12
- Drayk
Tips:
Just killed Flame of Volcanus with 4 people,took about 15mins but was easy with power/heal field. 1 healer/savage/shaman/war(me). Had the savage tank and me guard him. Mar 30 2004
- Kolkor Kegogut
Trial 8 -Pillars
7.8 Katorii's gaze destroys all life it falls upon, yes she must be destroyed! This is a battlegroup encounter.
Strategy:
Once you go north from the Flame of Volcanus (ML7.7) the path will bend right and open up into a maze (really just sort of a grid). Leave your groups at that spot, pressed up against the western wall.
Send a spotter to find where Katorii is wandering. A speed class is good for this. You don't want Katorii aggro, because if you get it, she will instakill. Your only aim right now is to get your raid from the western wall to the eastern wall. ** She can and will wipe your raid if you aggro her. She does not give up and aggros anything nearby while chasing. She is not killable until she is traveling with her 4-5 small yellow/orange pets. You need to kill her big snake pets (Touch, Breath, Blood) to get her into a killable state.
Once the spotter says Katorii (or any of her pet snakes Breath Touch Blood etc) is not near the south hallway then move your raid to the eastern wall (all the way down the south hallway). Then go a bit north and down the stairs. Go all the way down the stairs, then east and set up spheres -- err your sphere (alas for the nerf) there. That is where your puller will bring Katorii's pet snakes. Make sure your puller is someone who can hit Katorii's pets from good range. A nearsighter or scout is ideal.
Find Katorii's Breath, Touch or Blood (which one is up is a bit buggy right now -- order should be Breath Touch Blood but I've seen all three up at once <shrug>). Pull it and then run back down the stairs and east to the raid.
Kill it. It will drop a metal plate. Set bg lootlevel to 0 to get it in your inventory, as it is not level 50. Run south from where the raid is (leave the raid there, have your puller go to the top of the stairs) and go down to Typhon's gate. WARNING: Plate poofs when you log [katorii aggroed so we had ressers logged]. Logged back in and it was gone. Jan 17 - Mevi
At the gate, right click the little box in front of the gate -- this will drop the plate in, make Katorii scream and spawn another pet.
Pull the next pet, kill, get plate, drop in door.
Keep doing this until no more pets spawn. Then kill Katorii. If the doors still haven't opened, kill whatever other pets are up and keep dropping in plates. Eventually the doors will open. We've had to do Breath Touch Blood Katorii Touch Blood Blood Touch Blood before getting the gates open once, so don't worry if it doesn't seem to be working at first. The encounter is slightly buggy.
Note, you get 7.8 credit when Katorii dies. Jan 8
- Alcara Argenta
Tips:
Oohh, she's nasty. Do it wrong, she insta-kills you (your HP +1 insta-nuke, generally). Gotta kill her breath, touch, and blood. When you kill her breath, it drops a Runed Metal Plate. Run the plate past her area down to typhon's gate and plunk it in. Repeat these steps , killing breath/touch, then kill Katorii herself. She'll be killable when she's roaming w/ 4-5 orange/yellow con snakes. Dec 19
- Bert
" We have tried her twice so far with about 3 groups. We pull the breath to the side room and then Katorii ends up popping on us and killing the whole raid...
Just bad luck or are we doing something wrong?"
Sounds like bad luck.
Try having your group(s) set up in the room just beyond the bottom of the steps.
Pull the breath and the other two snakes afterwards to that room - no way you can get Katorii aggro there.
However, if you set up at the foot of the steps, Katorii *will* aggro thru the floor if it passes by.
Once the breath and the other two snakes are dead, head up and fight Katori in the maze. Dec 23
- PiaoSB
Trial 9 -Facing Typhon
7.9 A mysterious force blocks your path! This is a battlegroup encounter.
Strategy:
You'll see two alcoves to the north and south. Kill both mobs (which instarespawn) and you get 7.9 credit. These mobs control the twirling blue things and shut them off for like 5 seconds before they are back off.
Theoretically you could set up groups to chain kill these mobs to keep the twirly blue things down (which port you back, btw) but since you can just jump over the twirly blue things, it is over kill. Jan 8
- Alcara Argenta
Tips:
Use the Plate you were given by Katorii on the pedestal, it'll unlock Typhon's Gate. Dec 26
- Asakura Yoh
Enter Typhon's lair, and head into one of the two caves on the left or right side. Kill one gorgon or snake dude to get credit. Dec 19
- Bert
We had a bug today before we attempted Typhon with Katorii. We killed Katorii and the plate spawned a Katorii's Touch...
Killed Touch and its plate spawned Blood, then that plate spawned Touch, which spawned Blood. The plate from that Blood spawned another Blood which led to another Blood which finally dropped the plate that opened the gate x.x
And no I'm not joking. Dec 26
- Gilean
We had to kill like 4 snakes after Katorii... <gate> finally opened Dec 30
- Alcara Argenta
Trial 10 - Typhon's Rage
7.10 Typhon lies in the lava pool in the center of Volcanus deep! This is a battlegroup encounter.
Comments on Solo, Grouped, or Battlegrouped:
Some say you will need 5-6 full groups. This has been done with 15 people, see tips.
Strategy:
When you enter Typhon's chamber you have to first complete 7.9 by killing one of the mobs that spawn in the corners of the room as you enter. Once you have done that, you can face off against Typhon himself.
Typhon's chamber is a large circular room filled with lava. from where you enter, there is a center path that leads to a hill in the middle of the room. If you stand at the hill, you will find that there are 4 spots that Typhon will port to during the battle. After being hit for about a min or less, he will often teleport to one of the other locations. Once he is brought down to about 40% health left, he will remain in one location.
The 4 pop locations face North, South, East, and West if viewed from the hill. But it is not that easy to get to Typhon. From the hill, you have immediate acess to both the north and the east locations. But to get to the hill from where you enter the chamber and to also get close to both the western and the southern pop locations, you have to pass by these barriers that block the pathways. If you so much as touch the barriers while they are up, you will get ported back to the entrance to the chamber. To get around them, you have to sprint, run near the barriers, and jump in the lava on purpose, spamm your jump button and hop back up on the other side. For some people that is easier said than done. I can normally do it without taking more than a couple hundered damage. You can be rezzed from the lava.
Because Typhon ports so much and so often, it is not practical to try and jump past the barriers every time he ports to the west or the south, unless you can spare a FG to keep the barriers down during the entire fight by killing the mobs that spawns in the corners of the room So we set up a few casters on the top of the hill to continually hit Typhon's essence, with a pf near them. If you do not continually keep Typhon's essence in combat, Typhon will become impossible to damage. DoT's are good for this and I recommend more than one person to attack the essence, perhaps 3-4 peeps at a min. Then you need to set up your long range bow casters in the entrance area, from that point, they can hit Typhon in both the south and the west. Then, have all of your tanks attack Typhon, when he ports from the north location, sprint and immedately head towards the south. By the time you reach the hill you can normally see where he has ported to. If he ports to the west, you can reach him from the bottom of the hill on the north side with short bows, less than 1000 wu I believe. If he ports to the east, you can reach him directly. Keep a HF at both the east and north locations. You only want to do major damage to him at these two locations. When he ports to the south and west, have your long range bows and or short range if you don't have any others, hit him and keep him in combat.
On our first attempt to kill Typhon, he was at about 49% when he healed to full health because either the essence wasn't being hit enough, or not enough people were keeping Typhon engaged in the south. After we made sure we had a few people on him in the south, we were able to bring him down easily. Once he stops porting, he was easy to take down. He does hit pretty hard though.
Typhon is completely resistant to heat damage, but is terribly weak to cold damage and cold leg weapons did decent damage to him as well.
We did this with one animist bot, post nerf. May 16 2004
- Verda
Tips:
Yes Typhon moves between "camps". However you may notice that your raid can get him from, say, 100% to 30% before he shifts to the next camp. Assume this to be your damage output per "camp". In this example, odds are you will KILL him on the "camp" he ports to. You need to make sure that everyone that needs credit will be close to him when he dies, and not parked in a "camp" far away from his deathspot. 7.10 credit is at risk for those not close enough. Jun 14 2004
- Chansterfan
We did 7.10 with 15 people couple weeks ago couple thuergists and FOP for the cleric to spam res on tanks. Jun 5 2004
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