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Old Nov 27, 2007, 02:41 AM // 02:41   #21
Wilds Pathfinder
 
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Join Date: Sep 2005
Location: Indiana
Guild: Gui1d War스 P01ic트 [Pr으]
Profession: Mo/
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Choosing not to do Ursanway...

3-5 essence of celerity, grail of might and armor of salvation. Definitely not necessary, but it makes it go faster.
1 bonder with: vital blessing, life bond, life barrier, balthazar's spirit, protective spirit, blessed signet, mantra of inscriptions, rebirth.
1 healer with: orison of healing, word of healing, dwayna's kiss, heal other, a hex removal, a condition removal, rebirth.
4 nukers, preferably searing flames. We usually take 2 with arcane echo, 1 with a rebirth, and 1 as a /p with song of power and signet of return. Most of the rest of their skills are just a matter of preference... minus obvious badness like firestorm and the like.
1 ss necro, preferably echo ss. Blood ritual is nice, but not necessary.
1 obsidian flesh tank.

We do clear the chamber, then we run out to Forgotten Vale and clear out the grasping and the coldfires around where the spawns are for Wrathful Spirits.

We then run back and clear Twin Serpent Mountains in the direction of Chaos Planes. At the point where the path splits off to take you to where you do the Demon Assassin quest, go clear that. After you clear out back there, run back and continue on to Chaos Planes.

In Chaos Planes, always remember that the spawns go 3, 6 then 9. Unless your monks are good, it can go really bad here if people aren't paying attention. The most important thing really is to just watch your minimap and watch where they spawn and just back up. If the tank is any good, it shouldn't be a problem. After you've cleared all of the mindblades (or while you're killing the last of them), have someone run back to Labyrinth and take the quest.

For Four Horsemen, we split 2/5. The bonder stays in the middle and puts life barrier on everybody, plus life bond, balth's spirit and vital on the tank and will throw out a prot spirit or two if needed. The ss goes to the side with the tank. Everybody else goes to the east. The ss takes care of the terrorwebs long enough for the eles to nuke the crap out of the terrorwebs on their side. If the ss is good, it can take out the terrorwebs itself. If not, once the eles are done with their side they can come help out. Then just take out the bosses.

After Four Horsemen, we go to Spawning Pools to do Terrorweb Queen. I shouldn't have to say that the tank needs to try to pull the queen out some so she's not in ward against harm, but I guess some people don't understand that.

Then we go to Bone Pits to do Imprisoned Spirits. When it comes time to take the quest, everybody goes to where the terrorwebs spawn except one ele who stays behind to take it and take care of the spirits.

Then we head to Forgotten Vale and do Wrathful Spirits. After that, back to Labyrinth to take Escort of Souls. Transport back to Forgotten Vale and then kill back up to Labyrinth to pick up the souls.

Back to Labyrinth for Unwanted Guests. If people aren't careful here, this quest can go really bad. The tank needs to make sure they're far enough ahead that if something goes wrong, the aataxe will not run back to the reaper. The tank needs to try not to aggro them at all, but it happens sometimes. If they do, they need to try and hold it while the eles run forward to kill the Keeper. The main point here is that no matter who is under attack from the aataxe, do not, UNDER ANY CIRCUMSTANCES, run back toward to reaper. Run toward the Keeper. It's best to keep someone back at the reaper incase you need a quick teleport, then immediately teleport back to Labyrinth just to make sure the aataxe aren't on the reaper.

After that we head to Ice Wastes, which is pretty self explanatory. Just remember that once you take the quest, there's 3 spawns of terrorwebs. Just remember to pay attention so things don't go bad.

Then it's back to Twin Serpent Mountains to do Demon Assassin. Be careful not to take the quest until the tank is down at the BOTTOM of the hill to block it. After that, REMEMBER, you still have 3 Keepers to kill before you can transport back to get your rewards.

Remember before you ever start to make sure everybody has the time to clear. Also make sure that everybody knows not to take quests until told. Designate one person to take them, and have that person then tell everybody else when it's okay to take a quest. You also have to make sure everybody understands the tank is there for a reason. They need to stay back until the tank has aggro.

That all being said, my guildies and I clear quite frequently. We almost never have enough people on that want to do it so we almost always have 1-3 pugs. If there's any of you that want to come along for the ride, feel free to message me in game and ask me about it. We usually need nukers or SS, we usually have the tank and monks covered but I know the tank would enjoy a reprieve if we could find another good tanker.
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