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Nerate_Mireth
09-29-2007, 11:04 AM
Does anyone know how many golems you have to kill to get the optional end chest in the pit at the end of Fleshmaker's Lab?

I was in a group last night and we killed for nearly 20 minutes and they just kept coming. We finally ran out of wands/sp/pots and had to Ddoor out. Is there a magic number or a timer or what? Anyone? Anyone? Beuller? Ferris Beuller?

slumbering_dragon
09-29-2007, 11:40 AM
on risia i think it was like 200.

Slayer918
09-30-2007, 09:28 AM
I only ran it once but I want to say it was like 5-10 waves of 10-15 golems... but I wasn't counting anything... We definately weren't down there for 20 min... not for 15... maybe 10...

might be random...

axemurderer
09-30-2007, 10:28 AM
I only ran it once but I want to say it was like 5-10 waves of 10-15 golems... but I wasn't counting anything... We definately weren't down there for 20 min... not for 15... maybe 10...

might be random...
was about the same for me,10 waves of 8ish golems it seemed. a great strategy is the get in the corner against the door and the lever and firewall them all, also a 50+ AC really helps( on normal ) so the tanks can basically create a wall in front of the casters aand have them not be hit

ice33b
10-01-2007, 02:53 AM
6 waves of 6-8 golems each. so 36-48 golems to get the optional.

stack the entire group on the door, cast solid fogs, acid fogs, bladebarriers, firewalls, and let the melees swing for the fences. clerics with mass heal mod scrolls should have no problem keeping everyone at near full hp.

shane1122
10-01-2007, 05:33 AM
We slugged this one out the other night with no special technique. I do not know the golem count, but your hand/wrist will be sore as heck by the end. We had two Fighters, a Rogue, and a Ranger with Smiters and back up from a caster and cleric.
-Shane

Harncw
10-01-2007, 06:34 AM
anyone else have trouble casting in the water?

I moved ppl over to the little concrete lip of the closed door to elevate us, and so that I could cast.

Lord_Legolas
10-01-2007, 07:33 AM
Well, I ran it last night and cant be sure but there seemed to be at least 20; probably more like 40 or so as noted. But the thing I noticed was that in our group... The golems went down very fast! We went through that part in about 3 min. However... The next part was a different story lol

oronisi
10-01-2007, 03:31 PM
Well, I ran it last night and cant be sure but there seemed to be at least 20; probably more like 40 or so as noted. But the thing I noticed was that in our group... The golems went down very fast! We went through that part in about 3 min. However... The next part was a different story lol

There is no 'next part' to what this thread is talking about. After you've completed the quest, you can go back and talk to mentau and he will open a door in the floor. When you drop down you fight about 6-10 waves of 6-8 flesh golems, then you get a chest. End of the dungeon.

Graz
10-01-2007, 10:06 PM
Anyone ever get a 3rd chest out of this quest? The errant door that you can't seem to open?

We got the boss chest, and the one in the pit, but there is a door at the end of a hallway near the begining that you cannot open. There is a room behind it, but we can't figure out how to get it open.

Any help please...

Thanks,
Graz

Shade
10-02-2007, 02:41 AM
Easiest way to is to take a rogue to disable the 4 lightning traps while the gorup fights.

Wall of fire takes forever because it does **** dmg against golems, not recommended unless you are looking for a 20+ minuit resource intensive fight.

Easier way is some strong and well equiped barbarians and a decent cleric. Cleric can safely run around and heal once traps are disable, and good tanks shouldnt take much dmg at all while killing them.

Takes my barbarian about 2-10 seconds to kill one,, usualy under 5, but longer if they run around really crazy making them hard to kill. In taht time, a wall of fight might of done 1% dmg to them.

Rogues not required but does make it pretty easy. Have beat it on elite without a rogue without much issues.

Zorlinta
10-04-2007, 08:33 PM
well with a party yesterday i count around like 5 or 6 waves of 10 golems, currently, im was currently sleeping the golems while party kill them, so since we werent so fast just had enough time to kill up to 5-6 before them respawn, so seems them does in a timed event (like 3-5 mins after spawn) replacing all dead ones to keep stacked 10, so im was running and re-sleeping, so my general guess is that a total like 50 golems needed to kill. And yeah we had a rogue disabling the trap, that help us a lot. And by the way the chest there no worths the effort, just garbage, not a decent item as should be for that massacre.

jaitee
10-04-2007, 09:46 PM
shield pieces ;)

Catica
10-04-2007, 10:08 PM
2 clerics, both with blade barrier. Does more damage than 2 sorcs could deal with firewalls :)

Cheg again, **** different computers!

jaitee
10-04-2007, 10:26 PM
2 clerics, both with blade barrier. Does more damage than 2 sorcs could deal with firewalls :)

unless your GODLY like me, and can solo it :rolleyes:

:)

Natalae
10-04-2007, 11:17 PM
Unfortunately if u ever want ot complete the shield frame ull need this quest. 2 of the 8 peices drop in the optional chest. The old saying of "optionals arent worth it" can be and will be worth it to some.

Snike
10-04-2007, 11:47 PM
Easiest way to is to take a rogue to disable the 4 lightning traps while the gorup fights.

Even better I sneak down and disable them before the group even jumps down. Small chance I could roll a 1 against the lightning trap but only need to make 4-5 saves before I can get all 4 trap boxes disabled.

Blade Barriers are great, but the cleric will be busy healing, cast the ton of fire walls perpendicular to and right up against the door.

Mr._Dna
10-06-2007, 01:31 PM
Heightened Web with a few choice disintegrations works pretty well if your melees have smiters, but the quest was only on normal, so I dunno about the higher difficulties. Yeah, Wall of Fire is not really worth it in my opinion...generally does less than 20 damage per tick.

cridus
10-08-2007, 07:34 AM
This optional is extremely hard on resources. Full Sp, team all buffed and I will still blow all my sp on healing, and the chew through a full wand of CSW and several heal scrolls.
Doing this Chest on elite was extremely hard, went through a full wand and about 25-30 heal scrolls, and still had a rogue and caster kissing dirt at least twice.

HorridForm
10-08-2007, 07:49 AM
I run this on elite with the following strategy. A rogue with good hide/move silent goes down into the chamber and removes all traps for the party. Let a Bard jump down and music of the makers all 8 golems. The remaining party except the cleric and or the bard can gather on the visible steps infront of the locked door.

Place down a glitterdust and a grease on the platform, displace all of your melee's, and then range 3-4 golems so that you only ever have to fight that many at once. The cleric/healers should standoutside the circle and heal aggro free. I reconmend that the cleric drops cometfall on the golem mob to further control them.

Renew the Fascinate on the golems every minute or so. No one will even die. :)

moorewr
10-08-2007, 08:14 AM
Two arcanes casting maximized wall of fire and a paladin with a smiter kept up the dps well enough. I faced the door when I cast to make sure the wall was on dry land... and then bunny hopped for dear life.

Seemed like about 40 of them.. lost count of the waves but it felt like 4-5 waves.

I've noticed elsewhere that two casters for the wall works well - you can get the mobs drifting between the casters and take very few swings.. and I was relatively safe up on top of the cogs beside the door (although I was still being hit occasionally).



Easiest way to is to take a rogue to disable the 4 lightning traps while the gorup fights.

Wall of fire takes forever because it does **** dmg against golems, not recommended unless you are looking for a 20+ minuit resource intensive fight.

Easier way is some strong and well equiped barbarians and a decent cleric. Cleric can safely run around and heal once traps are disable, and good tanks shouldnt take much dmg at all while killing them.

Takes my barbarian about 2-10 seconds to kill one,, usualy under 5, but longer if they run around really crazy making them hard to kill. In taht time, a wall of fight might of done 1% dmg to them.

Rogues not required but does make it pretty easy. Have beat it on elite without a rogue without much issues.

Slink
10-08-2007, 08:28 AM
In order to complete this optional effectively you must have the traps disabled for the typical group of adventurers. Most people seem to forget that electric tends to heal flesh golems. With the trap disabled it can be much more easily accomplished; for the typical group...

There is another note of importance pertaining to this quest. If you stand next to the pit on the side where the collectable is located and look straight down you will see 2 "lights" sticking out from the bottom corners of the shaft. think about it

Snike
10-08-2007, 08:54 AM
I like the fact that 2 of the new quests require rogues for optional chests because on Undead Beholder they are not as useful.

Right now, which class I play in the Necro quests is really determined by the optional chests:

Undead Beholder: Wiz for undead fear to give group time to kill adds
Inferno: Bard to facinate the Alcolytes
Lab: Rogue for the 4 end traps
Vol: Rogue for locked door

Aeneas
10-12-2007, 01:33 PM
The ideal party makeup is 2 clerics, a bard, a rogue, a sorc, and an intimitank (also helps if the rogue can intimitank, but there are very few of us). Blade barrier, firewall, disintegrate. Rogue disarms traps, bard buffs and fascinates, intimitank maintains aggro as often as possible. An intimirogue pairing allows for aggro to remain focused off the casters for the entire fight by exchanging intimidates. Easy peasy, lemon squeezy.

Aeneas
10-12-2007, 01:34 PM
There is another note of importance pertaining to this quest. If you stand next to the pit on the side where the collectable is located and look straight down you will see 2 "lights" sticking out from the bottom corners of the shaft. think about it

Huh?

Shade
10-12-2007, 01:40 PM
Did it on elite again on my caster. Didn't have a rogue and didn't cast a single wall of fire. Clerics didn't need to use any heal scrolls.

Wall of fire just wastes resources imo. Take a decent barbarian and he can slaughter them in no time with a couple webs here and there.

LeLoric
10-12-2007, 01:50 PM
On my rogue i disable traps then use haste rogue haste boost and uncanny dodge they rarely hit my and my smiting rapier does quick work. Firewall does help some if you are working on dps'ing them if smiting its worthless, id rather have web :)

maddmatt70
10-12-2007, 01:53 PM
I have used 4 different strategies without a rogue on elite and solved this quest. 1. High DPS tanks. 2. multiple clerics casting blade barrior with tank support. 3. High AC tanks who get healed and continuously hit with lighting protection. 4. multiple casters casting walls of fire with clerics keeping them up and some tank support. They all work end of story. Whatever is the strength of a particular party should dictate the strategy that you use.

Cannon
10-14-2007, 06:48 PM
Quick question about this quest. There is a tunnel that leads to a closed door (take a left before the poison sprayers rather than a right). Is there any way to open that closed door? On another note, each of the new quests has 3+ chests exept Fleshmakers, is there a chest that I am missing?

Cannon

Selinius
10-14-2007, 07:13 PM
Ya, those light posts rock.

DZX
10-15-2007, 10:13 AM
If you have a tank with a good taunt have them use it, it can really work wonders for the golem encounter. Also Trip + Improved trip is your friend.