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Author Topic: TSO Raid Mob Progression  (Read 428 times)
Uged
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« on: March 28, 2010, 01:03:54 PM »

Red indicates mob has been killed at least once.

Tomb of the Mad Crusader
    Captain Ikalus
    Senior Loyalist Tilas
    Thet-em-aua (Da snake)
    Xebnok the Wretched
    Gynok Moltor


Palace of the Ancient One
    Xythus Davian/Xythus Aransta
    Switchmaster Zaxlyz
    Absatalius
    Tythus Tinzok

    Pentaclypse & Ultaclypse
    Mynzak
    Anashti Sul

Zarrakon's Abyssal Chamber
   Zarrakon

Ykesha's Inner Stronghold
    Strange Stalker
    Kultak the Cruel

    Tyrannus the Dark
    Field General Uktap
    Ykesha

Munzok's Material Bastion
    Rwznak/Iztak/Omzuk
    Yzlak
    Ozyk
    Umzok
    Gozak
    Munzok

Miragul's Planar Shard
   Kervis Pendlier
    Haladan Moonrunner (Easy)

    Haladan Moonrunner (Enraged / Hard)
   Glaciactus
    Xaxia Viralus
    Qxectus Qxectus
    Miragul's Menagerie (Easy)
    Miragul (Hard)

The generally accepted order of difficulty is (copied from EQ2Flames)
1. Senior Loyalist Tilas
2. Captain Ikalus
3. Absatalius
4. Xythus Davian/Aransta
5. Thet-Em-Aua
6. The Strange Stalker
7. Switchmaster Zaxlyz
8. Kultak the Cruel
9. Tythus Tinzok
10. Mynzak
11. Xebnok the Wretched
12. Pentaclypse/Ultaclypse
13. Zarrakon
14. Gynok Moltor
15. Tyrannus the Dark
16. Anashti Sul
17. Field General Uktap
18. Ykesha
« Last Edit: April 10, 2010, 01:41:21 PM by Uged » Logged

Degu - 90 berserker
Uged - 83 fury / 90 sage / 90 transmuter/adorner
Napp - 80 carpenter
doughboy
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« Reply #1 on: March 29, 2010, 12:19:57 PM »

Great list Uged !  It's nice to see what we have done and what we have in front of us.

Quick question .......
Knowing little about the instances in the new expansion (see DB's post in the alliance section) I am assuming that the gear from the above instances give more "bang-for-the-buck" for casual(er) raiders.  Is this true?  In other words, are the drops from Strange Stalker, Kultak, Xebnok, Tythus, etc. better than those from group or x2 mobs in SF?  And how much will that help progression in SF?

Let me ask that in a different way .....
The average alliance raider has a bare minumum of full T2 shard gear (all slots) with a smattering of WoE gear and stuff from VP and ToMC.
The upper-geared raiders have all Fabled gear from mobs such as the ones listed in Red on your list.... with a minumum of VP Fabled from our many runs through Veeshan's.
Where should a raid force like this spend it's time to grow strong enough to have a reasonable chance at success with SF mobs?

Doughboy
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Mytra
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« Reply #2 on: March 29, 2010, 01:56:23 PM »

Dough,

SF has a progression much like TSO had.  I suspect there are a few encounters you could do with the gear you have (presuming everyone is 90).  There is also new shard stuff, though I have no idea how good it is (skipped it pretty much).  I would guess right now you have a 100% chance at succeding in the first encounter in the Dragon Lair Wink without needing to farm somewhere else.

The raids I've been on, DPS seemed fine and Degu seems fine.  There are not a lot of dual tanking things at the start of SF.  Squishie survivability may be the biggest issue in SF - theres a ton of AOE damage.  Alot of the mobs heal when someone dies.  Getting folks crit mit (dont think T2 is going to cut it) and hit points probably a good thing.  Getting off group healers healing equipment probably a good idea also.  Last thing would be power issues, so that getting items to offset power problems would work also.

With that said, I am not sure you can get a lot of crit mit in instances in SF.  And I have no idea how good the new shard armor is, but without the chance to grey out zones you cant farm shards like you could previously.  So TSO stuff and the new encounters (When you can) are probably your best path forward.

I talked with Badsputen once (Ages ago) about this.  He's fairly clever you know.  Run the raids that give the most people a chance to upgrade stuff!  That's one reason you push progression.  Make it simple, and just watch the rolls on the raids you are running.  If people are rolling alot then you're doing it right.
« Last Edit: March 29, 2010, 01:58:19 PM by Mytra » Logged

Caerus
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« Reply #3 on: April 07, 2010, 05:26:15 AM »

My two cents,

SOE greatly increased how relevant resists and crit mit are with this Xpac as I'm sure many have noticed.  I've seen most of the instance drops from SF by now and while its definitely good gear, its only average on resist in general (4-600) and low to none on crit mit. Unless its the very best stuff (Vigilant zones, ERH) your better bet for visible pieces is ToMC, T4 is still very viable due to its high resists and high crit mit numbers (generally equal to the first tier of red slot drops from SF), and now that the mobs are blue is the best time to go in and clean up. And don't forget adornments. I know they are very pricey but SOE has made them a LOT better and as such their relevance has gone up a good bit. You can adorn on crit mit, cast speed, haste, double attack, physical skill (crush/pierce/slash), magical skill (all of em), crit chance, crit bonus, potency and on and on. Advice to all: look into it if you haven't yet.

Good jewelry is a bit harder but once you get enough gear to survive and do the fights there, Vigilant x2 is the place. One run I did I think we got around 15-20 Exquisites, all but one of which had amazing jewelry or weapons in it. It is a pretty hard zone though, might take a while to get it down but it would be worth it. Otherwise theres pretty decent gear from the Mark of Manaar merchants in Moonfield Hamlet, so instance runs for Marks are worthwhile as well.

Also getting practice in on Zarrakon would be beneficial to the guilds. Having a mob you can kill twice a week for shoulders would be awesome.
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Uged
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« Reply #4 on: April 10, 2010, 01:40:49 PM »

Gynok Moltor killed 4/9/2010
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Degu - 90 berserker
Uged - 83 fury / 90 sage / 90 transmuter/adorner
Napp - 80 carpenter
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