View Full Version : Shard Hauls from Crystal Cove
Sebastrd
02-24-2011, 07:11 PM
I'm just curious about the success (or lack thereof) of other groups. How many shards do you end up pulling in from a Crystal Cove run after bonuses?
Geonis
02-24-2011, 07:13 PM
I just ran 2 runs, about 30 mins or so. Was on my 17 Wiz, with a short party. In 2 runs we got 75 green thingies. Considering it takes 1000+ to make anything, I am done with the event. Would rather have had a cake or something.
broolthebeast
02-24-2011, 07:15 PM
300 shards every run. 5-6 players on capped toons w/ quest difficulty set to 25.
Countless diamonds and emeralds as well.
nolaureltree000
02-24-2011, 07:16 PM
i wont run it on anything but level 25. anything else, and youre forcing yourself into more grinding than you need to be doing.
if you get all 200 for the optional, you get a share of 300 total. ive only gotten that once so far. mostly its ~150-250.
i have had one or two terrible groups where people dont work together, and everyone is buying stuff from the foreman and moving torches instead of leaving one person to do it and we either didnt meet the quota or only got a handful of shards.
EDIT: this is while PUGing. i havent gotten a chance to run it with guildies yet.
MartinusWyllt
02-24-2011, 07:17 PM
You each get whatever is collected past 100. In 3 runs on the cr 15 (w/max lvl 15) I got about 25, 100 and 60...this was with mistakes made so I believe the 200/run to be achievable.
(And from my experience...you people in your teens still running around with you hp bar at 10%...learn to drink. I don't always have sp available to nanny you nor do I have heals at your heels like to which you've apparently become accustomed from a hireling....you're a teenager now, drink like one.)
Sebastrd
02-24-2011, 07:24 PM
300 shards every run. 5-6 players on capped toons w/ quest difficulty set to 25.
Countless diamonds and emeralds as well.
I haven't been able to hit the 200 mark yet. What mining strategy does your group use?
In a good group where everyone does their job, I've been hitting 200+ after the 50% bonus (135ish shards collected).
broolthebeast
02-24-2011, 07:31 PM
zoned in, 1 person manned torches with a haster/dd person escorting them down the line.
1 arcane west to clear that half of the dungeon
1 arcane east to clear that half of the dungeon
2 people running around the spawn area down the line to make sure it stays clear of any respawns.
out of the 8 runs before I logged we got 300 shards *EVERY* run with most of the runs done with plenty of time spent to play around after.
I dont want to make it seem like you have to have a group full of only arcanes, because that's not the case it just happens to be what we were on at the time. Some runs were 4 arcanes 2 fvs. some runs were 2 arcanes 1 barb 1 bard 2 fvs. last couple runs were 4 arcanes 1 barb 1 fvs. Dont think that you have to have an exact group makeup to get the 300 shards. I think our quickest run had us complete with over 10 mins left on the timer.
No need to turn in any requisition forms, no need for more than 1 teleporter. You can put up a dimension door and the kobolds will take it, just make sure they are full before you put it up.
FrancisP.Fancypants
02-24-2011, 08:01 PM
I soloed my first run, just to see what was going on. I got.....1 shard!
BoolZ
02-24-2011, 08:16 PM
On my gimpy but capped and undergeared tempest:
I did two runs this afternoon. A level 23 where the Kobolds got stuck, I got stuck surfing on top of them, and had to DD out back to the beggining. They wouldn't. Then a level 22 and everything went super smooth. Ended up with like 360 shards total for the effort.
Lucked into a really good PUG or ended up as the 6th player to a working 5 player group though. One person did most of the torches, an arcane kept the kobolds moving, and the communication was top notch.
Lornman
02-24-2011, 09:14 PM
Failed my first run. Solo of course - was just checking things out. Came back in with a reasonable clue and managed 25 on a solo with my 4th lvl bard, then 46 on another. Did a few other runs with my 16th lvl ranger in a group (couple of arcanes, fighters, barbs) and averaged 75-150 per run while pugging. Haven't tried a Guild run yet.
donfilibuster
02-24-2011, 09:52 PM
Seems there's need of a good kobold manager, but the rest of the party can be PUGgers.
In fact, solo players may band together for the cove, you get more kills and drops even with the random handout.
The max turnout is 200 shards (300 -100 union quota) at lv 25.
MalakRevan
02-24-2011, 09:54 PM
Foecleaver is running it on Khyber and getting all 300 you can get on level 25. Usually hitting the mark with about 7 minutes to spare on the timer.
MalakRevan
02-24-2011, 09:55 PM
Seems there's need of a good kobold manager, but the rest of the party can be PUGgers.
In fact, solo players may band together for the cove, you get more kills and drops even with the random handout.
The max turnout is 200 shards (300 -100 union quota) at lv 25.
With the 50% bonus at lvl 25 you get 300 not 200.
TheDearLeader
02-24-2011, 10:51 PM
300 shards every run. 5-6 players on capped toons w/ quest difficulty set to 25.
Countless diamonds and emeralds as well.
Same here.
Best time we completed the first 100 - 16:30 Remaining.
The 300 completion normally takes us down to 7:00~4:00 remaining.
Kourier
02-24-2011, 11:05 PM
Ran a full group at level 23 and almost hit maximum crystals, then duo'd at level 19 with a fellow pally and just made quota. I'm not a very good crystal manager.
Same here.
Best time we completed the first 100 - 16:30 Remaining.
The 300 completion normally takes us down to 7:00~4:00 remaining.
Pretty insane to hit 100 under 4 mins.
TheDearLeader
02-25-2011, 12:06 AM
Pretty insane to hit 100 under 4 mins.
Lucky haul. Our 300 mark was still within our average time, so the rest of the collection took longer.
Talcyndl
02-25-2011, 12:12 AM
300 shards every run. 5-6 players on capped toons w/ quest difficulty set to 25.
Countless diamonds and emeralds as well.
Other than a few runs with some new folks who needed to learn the quest, and one quest with a HORRIBLE map with almost no purple crystals, same here.
bradleyforrest
02-25-2011, 12:28 AM
I'm a little puzzled why they put a cap on what we can earn. If a group is able to get 500 of the things in 20 minutes, why shouldn't they be rewarded for it?
NinjaNeed
02-25-2011, 12:35 AM
I was running as a 19 pure barb with a 19 pure monk, a 20 2monk 18wiz, all well geared, and 2 healer hirelings.
We started at level 20 to check out the instance and failed first time round, fair enough we learnt!
We carried on at level 20 and completed 100% of the time averaging about 150 per run.
So we upped it to 23, dps was a problem on the orange and especially the red names, so we just got their agro and ignored them. They do very little damage and the hirelings were easily able to heal through it. We completed every run with about 150 gems +30%.
Basically, after running CC a total of about 12 times I have my hat maxed out (+6 cha, +15 intim), a stalwart trinket upgraded twice and the mithral full plate upgraded once. I need about a further 600 dragonshard fragments and it will be fully upgraded.
locus
02-25-2011, 12:44 AM
where the Kobolds got stuck
This happened a couple of times to me as well. They tend to get enamored with certain torches and huddle around them. Usually replacing or moving it fixes it, but then they usually get stuck further down the line, so certain instances bug out like this.
Pretty insane to hit 100 under 4 mins.
Naw, not really. Well, it's easy if you don't buy anything, but then the rest of your run slows way down. I duo'd all of the cove and we'd hit around 45-60 crystals, with about 30ish spent a couple of minutes in. If you're not hitting this you generally have started off with a fairly poor central chamber and it might be a good idea to exit/re-enter to roll a better one. We were averaging 120-160ish on difficulty 20-22 - the higher difficulty bosses really take time away from clearing and laying tracks with small groups. Net haul was about 1700ish gems for today and the preview. Not really terrible, but it would be if the items didn't bind to account.
Other stuff that helps: slapping a dimension door near kobolds that are heading back with loads of crystals (DDs actually work way better than teleporters, oddly), buying a teleporter and max kobolds asap and then barrels a bit later, slapping invis on them when a big group heads back down a long line to gather again, having a haste hat on everyone, or at least people working the line, dragging bosses off the line immediately (kite+DD away if you can, especially if you're shortmanning), only having one linear line (the kobolds get confused), buffing the kobolds with blur and not buying any healing torches, and crossing your fingers that any bosses you kill drop a ton of torches and barrels. Oh, and park a hireling with summons at the bottom of the central chamber's stairs - there's one with a hezrou that can tank everything off the kobolds.
FrancisP.Fancypants
02-25-2011, 06:42 AM
I'm a little puzzled why they put a cap on what we can earn. If a group is able to get 500 of the things in 20 minutes, why shouldn't they be rewarded for it?
To slow down all the power gamers so the cove opens regularly for at least a couple of days. That's my guess.
Eladiun
02-25-2011, 06:45 AM
300 shards every run. 5-6 players on capped toons w/ quest difficulty set to 25.
Countless diamonds and emeralds as well.
Same here.
PNellesen
02-25-2011, 07:47 AM
Joined up with EatSmart's Orien group (http://forums.ddo.com/showthread.php?t=303456) last night on my capped Cleric/Fighter. Did 4 runs with them (Her cleric, me, 2 arcanes, a fighter, and a rogue) at level 25. First run we ended up with I think 189 shards, then the next 3 were all over 200 (we got close to 300 total collected, but never hit it).
I also ended with well over 100 each of diamonds and emeralds - which translates to some ridiculous number of doubloons if you turn them all in.
As a result of those 4 runs, I was able to fully trick out my Heavy Fort hat (with +10 Balance skill) for my level 9 cleric, and I have plenty left to start something else for one or more of my other characters next time I can get on.
While not exactly on-topic, I have a question for any Epic vets out there: do the mobs at level 25 in this event compare at all to Epic mobs in general? I've been hesitating to do Epics, but if the difficulty level is similar I'll probably start running them (the easier ones, at least).
Shamurai
02-25-2011, 07:48 AM
I ran this about 12 times last night with varying levels of success since I'm a pure PuG'er. A couple of tips that I think may be of help:
1) Be careful with torches.. if the "sight line" goes through a wall or object.. the kobolds seem to "stick" more.
2) Don't forget those two free torches near the zone in point.. (you acutally have to run back past the shrine) but hey they are free.
3) MINE The south cave quickly but don't linger there too long.
4) The East - South Spire seems to be the most consistent place for purles but quite a long haul so Teleporters, DDoor is a must.
5) If you have the Aggro of the Red/ Orange names.. Please kite them away from the Torchline... Those badboys eat kobolds for snacks and you don't want that.
6) BYOH - Time is an issue, and the group splits up, so don't expect to be healed as often or efficiently as you did in waterworks.. Never Forget Waterworks...
7) Purple Crystals are King, the green ones.. ore more like Counts. or possibly Barons.. so Get the King first.
8) COMMUNICATION. This is definitely a place where Voice chat can help, but even without it.. communication is critical.
Good ways to fill a role:
1) SCOUT: If you have invisibilty (clickies or otherwise i.e. Nyoko's necklace) Inform the leader that you can be the scout.. a haste pot or 3 and invis can really be critical in finding the purple.
2) MONSTER KILLER: If you have firewall .. FW the ranged units... The bladebarrier peeps can kite the rest.
3) TORCH BEARER: If you've done this a few times ... Be the torch person. You already know to do the South right away... and you probably know where the SCOUT is referring to when he says "East - East - North for purple"
4) SUPPORT: Drop the teleporters in the big crsytal piles.... Keep the Torchlines free of bad guys (even if that means just intim/ kite them into big piles for the firewallers or bladebarriers) Heal where ya can, the players or the kobolds.
This is not a great place to Pike.. everyone can and should find a way to be useful. There is really only need for One Scout and One Torch Bearer.. the rest make great support and monster mashers.
But most of all, have fun!
hdogan
02-25-2011, 07:54 AM
Level 14 instance with Level 11 Monk without optional (200 more crystals): ~110 dragon shards.
thwart
02-25-2011, 08:02 AM
I have solo'ed it three times with an 8th level fighter at level. Once just to learn the quest and I did not make quota (but still got a lot of other gems). The other two times I have received a 49 and 40 shards. Not too shabby for a lowly 8th level character.
somenewnoob
02-25-2011, 08:03 AM
Has anybody done a low level solo run? (I'm only level 5)?
Shard #? Was it possible to solo?
Bloodhaven
02-25-2011, 08:05 AM
I piked 4 runs last night, got 1200 dragon shards for my lack of effort :)
I also did all of my homework during this time and my haste hat kept the Kobalds running fast!
The group knew I was going to pike and they were OK with it.
Zirun
02-25-2011, 08:13 AM
Running solo on my mid-level monk (level 8-10 throughout the various cove runs) through at-level or one-above runs mostly, I pulled the max once, ~150 a couple times, 60-100 a couple times, and a measly 1 on my first run.
Got enough to make a T3 trinket, max out the adventure bonus on my hat, bring the skill bonus to 10, and get the level 12 ring and gloves, which is basically everything I wanted.
I think I'll run it one or two more times before the event ends to get my hat's skill up to 13, now that I meet the ML for it.
My first couple runs I tried going west first after the little south cave, and those were most of the lower runs. Then I started going southeast, and that led to the max and 150 runs. Well, except the one time there were almost no purple at all in the southeast, and I was like wat.
Carpone
02-25-2011, 08:20 AM
300 shards every run. 5-6 players on capped toons w/ quest difficulty set to 25.
Countless diamonds and emeralds as well.
This.
Seems there's need of a good kobold manager, but the rest of the party can be PUGgers.
In fact, solo players may band together for the cove, you get more kills and drops even with the random handout.
The max turnout is 200 shards (300 -100 union quota) at lv 25.
Obviously you have never reached the 300 mark....you get +50% so its 300 not 200.
Most critical is good scputing since it appears crystal distrobution is somewhat random.
That and good teamwork and communication.
andbr22
02-25-2011, 08:32 AM
Yesterday done few runs.
Most were 300 (with one that we had mre than 6 minutes to deadline).
Person managing torches is important (! F#$% monsters you have torches to manage! (the worse runs was when manager didn't done his job, by "helping" kill rednamed in center while kobold already gathered all availble crystals)).
Casters are important - nothing kill rednamed specter better than FW.
Healers are not nessesary (the best team i was in was without healers) -> but then you have to work on your resources / cliekies (10 minutes of dispalacment and seal of earth and mineral II for dmg mitigation + healing potion (silver flame if you can use them in effective manner)).
Also being Self suffiecent don't mean you should Solo it (ok Wiz/sorc can effectivly kill monsters solo) but for fighters it is usaly better duoing (make killing smother).
Dont forget summons. Unlike TRUE EPICS monsters here don't deal nasty dmg so this Densestone elemental is realy tankish (even if enemies have better saves than in TRUE EPIC), and can get som agro and mitigate some dmg.
Try to have only 1 active line. More lines usually make kobolds confused (it is realy imortant in S cave when you start exploating E or W patches kobolds thends to completly ignore S cavern(or got lost there).
Check for Puprures (if EN don't have any purpures then there is no use to go there).
PNellesen
02-25-2011, 08:35 AM
Has anybody done a low level solo run? (I'm only level 5)?
Shard #? Was it possible to solo?
I did it in the preview a couple times with a level 9 cleric (as well as a level 12 Ranger), and it was definitely soloable, but I wasn't able to pull a whole lot of extra shards or gems out. (Between 5-15 shards, and a couple gems) Knowing what I know now, I think I could do much better, but I'm going to stick to my capped cleric in groups at level 25 - it's just too easy to rake in over 200 shards (and dozens of diamonds/emeralds) per run that way.
Try joining up with similar level parties (or start your own), and go in at least a couple levels above the highest level in the group to get the bonus shards, and you should do just fine.
Alleyna
02-25-2011, 09:16 AM
1) Be careful with torches.. if the "sight line" goes through a wall or object.. the kobolds seem to "stick" more.
2) Don't forget those two free torches near the zone in point.. (you acutally have to run back past the shrine) but hey they are free.
3) MINE The south cave quickly but don't linger there too long.
4) The East - South Spire seems to be the most consistent place for purles but quite a long haul so Teleporters, DDoor is a must.
5) If you have the Aggro of the Red/ Orange names.. Please kite them away from the Torchline... Those badboys eat kobolds for snacks and you don't want that.
6) BYOH - Time is an issue, and the group splits up, so don't expect to be healed as often or efficiently as you did in waterworks.. Never Forget Waterworks...
7) Purple Crystals are King, the green ones.. ore more like Counts. or possibly Barons.. so Get the King first.
8) COMMUNICATION. This is definitely a place where Voice chat can help, but even without it.. communication is critical.
A few things I'd like to add (I became practiced as the torch runner last night). I ran torches on my capped 20 bard (virtuoso) and it worked perfect. Gave them haste, sang the sustaining song for them, and could cast DDoor. Plus, Enthrall/Fascinate for hobgoblins (and OID for the orange name) and Music of the Dead for the undead and invis when I needed it allowed for me to help out the Kobolds while running the line.
Fix any torches that are connecting to 3 other torches (looks like a triangle) instead of 2 torches (a straight line). Even if the "triangle" looks like a line but you see the multiple lines going off of it, it can still confuse the Kobolds. They tend to go back and forth between the torches or minimum it adds extra time while they stop at the unnecessary torch.
If the Kobolds get stuck going forward and there are no monsters on the line, no obstructions (noteably going through rock or a tree root), and no "triangles" in the line, try picking up the torch they are stuck around (and don't place it back down). They should progress to the next torch. If they get stuck there, keep doing it until they get to the cash crop. You can then either relay the line or start a new one. Usually most of the Kobolds get stuck together when this happens, so they're more than enough to pull up the gems so you should be ready to move to the next area. If not, just start relaying the line.
Avoid using the healing torches. The Kobolds like to linger longer at healing torches longer than the incense ones, and they cost 3x more to buy from the foreman than the regular torches. Just cast a mass cure on them, or cleric aura, or virt song once in awhile and they'll be good.
Always haste the Kobolds. Unfortunately they like to spread out, but don't be afraid to cast multiple hastes. Time can be of the essence depending on that instance's gem distribution and path and frequency of spawning mobs on the line.
If you ever stop seeing Kobolds reaching the end of the line, go check the line for any hangups or spawned mobs. Be aware when the foreman calls out "Incoming."
Only have one person putting down torches. Sometimes someone means well and tries to help put torches down, but more often than not, it starts creating triangles or other effects that start confusing the Kobolds.
If the mobs are fascinated or danced, the Kobolds will usually go around them.
You don't have to make the initial torch path go all the way down the starting ramp. If the torch line "jumps down" off the ledge to the ground, the Kobolds know to go down the ramp and run over to the torch. This frees up torches and avoids confusing the Kobolds with "triangle" or "spiderweb" lines.
I like to start by using worker requisition form and teleporter requisition form (gets you 1 free teleporter). Then start off buying max workers (can purchase 10) and 10 barrels (max without barrel requisition form). I also like to buy 10 torches at the beginning to bridge the gap until some start dropping from mobs (plus the two from the very beginning like was mentioned). It's a bit of an investment off the bat (30 crystals right away), but in the long run it more than makes up for it.
Most important is to have at least one person guarding the center, one torch runner, possibly one person scouting the line for stuck Kobolds and spawning mobs (if it is a long torch run), and all the rest split up and be scouts. Look for areas and paths that are richest in purple crystals.
We were very successful after getting the technique down. Almost all runs maxed out with 200 above quota on Level 25. Our best run was 4 man and met the quota plus max 200 extra with 11 minutes remaining. (This was part luck as it was an awesome run that didn't have us going too far away - just down the east/south-east path.)
Also, 2 diamonds trade in for enough dubloons to buy 1 compass. And you get so many from the event (well at high level anyway, I don't know what it looks like at lower level instances, sorry :(), that I don't have to buy them from the store or kill mobs to get a compass.
Oh, and another thing. Try to avoid placing torches too close to purple crystals, at least the smoking ones. They can be ignited by the torch, hitting it, casting fw on it, etc... This leads to damaging you (if you're too close) or the Kobolds, or at the very least losing the valuable purple crystal.
Sometimes if a torch is too close, it won't light just as it won't when it is too far away. Just pick it up and reposition it if this happens.
Darkrok
02-25-2011, 10:29 AM
300 shards every run. 5-6 players on capped toons w/ quest difficulty set to 25.
Countless diamonds and emeralds as well.
Same experience here although we did have a single run where we only got 180'ish because of a snag along the line.
Our group was a cleric, two wizards, a fighter, a monk, and a ranger or something. One of the melees (the or something guy I think) ran torches and had some help from one of the other people (not sure which one as I was constantly in motion).
Our approach was to have a very well geared wizard stay in the center area. He kept various clouds at all entryways to the center while shield-blocking in a mass of clouds and firewalls when needed. Any large groups of enemies and/or the named were drug back to the center and left with him. He also cleared the tiny south alcove before he started.
The second wizard ran west and did a circuit simply agro'ing each group of enemies. Anyone with an aoe attack could have easily handled this job as long as they were decently self-sufficient. He continued to kite each hall to the west after bringing good groups to the middle. I was the monk (well geared dps-wise with high healing amp light monk) and I followed in the second wizard's wake as he cleared, killing the archers and any stragglers.
While the three of us did that the cleric went off by himself and did something (he killed groups of undead I think) as well as scouted the best spots to the west for crystals. The wizard and I eventually finished the western circuits (I often ran into the cleric toward the end of those as well and helped him). Meanwhile, the torch folks transitioned from the southern hall to the western hall. Around the time of the transition I would get back to start running the lines. I would keep them clear, killing any archers and dragging the non-archers back to the middle so I could head back out. Having a solid stunning dc is critical - my stunning fist dc of 37 simply didn't cut it (probably successful around 50% of the time) but Kukan Do (43dc) was highly effective at somewhere around 80%. I also tossed in Stunning Blows at a low dc (think it's 31) on the off-chance they rolled a 1. The non-undead have quite a bit of hp's so stunning really helps you keep it from getting too draggy.
Basically that's it. We continually extended the line to the west, moving the teleporter up as appropriate. We always used requisitions (plenty drop that you can have 1 each other than the teleporter every run) and dropped 45 barrels each run. We were often finishing with 2-4 minutes to spare. I came into the day with just barely enough to get the t1 gloves and left the run with a fully upgraded greater cunning trinket, t2 gloves (which I doubt I upgrade...yellow slot for the cost isn't worth it to my build), and t2 spyglass as well as enough green shards to *almost* take the cunning trinket and upgrade the spyglass to t3.
If I were making a checklist for what to bring for a great run it would be as follows:
1) One or two people comfortable running the lines for the torches. This is absolutely critical.
2) A great arcane that can cloud the entrances to the main hall and shieldblock things down.
3) Two self-sufficient toons with good mobility. One with aoe damage of some type to kite. One more melee oriented, self-sufficient without sp constraints and preferably with solid stun capabilities.
Anything else is gravy. There's nothing in there that hurts badly enough that a great arcane can't shield-block it down in a cloud. Honestly, I would have full groups on my monk running only blur and a negligible ac and I was only low on hp's once in a single run. Most of the time fists of light alone kept me topped off (+2/+4 at the amp I was running at the time).
Looking forward to running with the same group tonight!
Thrudh
02-25-2011, 10:52 AM
So the kobolds can use ddoor? Do you have to do anything other than cast it? They just automatically use it?
Qezuzu
02-25-2011, 10:57 AM
So the kobolds can use ddoor? Do you have to do anything other than cast it? They just automatically use it?
They'll use it if they're near it and under certain circumstances. If there's no torches nearby (they've been pulled up), and if their barrels are full.
der_kluge
02-25-2011, 11:08 AM
Ran it at level 16 yesterday with a pug. We got the 200 optionals with time to spare to finish off a coupe of red named, and wait for the timer to run out.
How we did it:
When the quest starts, go back to the entrance and grab the two torches there.
Clear the trash.
When there are crystals mined, purchase all the extra kobold workers you can.
Move the lines east or west to start.
Get a few more torches to extend the line.
Buy a teleporter as soon as you can afford one.
Assign two people to kobold duty. The rest need to be scouting/kobold duty.
Buy more barrels. 10-15 is a good number of barrels to get.
I also got 5600 XP for finishing the 200 optionals. So, it's a worthy goal!
PUG before that one, got the 100, and then basically shut down. I died 3 times trying to clear the 7-8 guys attacking the kobolds on the ramp. The rogue died shortly after we got the 100 and then recalled out, I think. I think he must have been the one managing them, since after he left, the whole thing went to ****. So yea - you definitely can't sluff off in this quest if you want to get 200 extra.
Alleyna
02-25-2011, 11:14 AM
They'll use it if they're near it and under certain circumstances. If there's no torches nearby (they've been pulled up), and if their barrels are full.
Actually, they used the DDoor for me when I cast it right next to the torch line, but you are right they need to have full barrels, just like they need for them to use the Kobold Teleporters. In fact, some Kobolds went scurrying back to base along the line with their loads, I put a DDoor up a few seconds later near the crystals and the Kobolds came running back just to catch the DDoor. It is so awesome that they have the AI to do this :) Now if only they would be smart enough to not get stuck when there is no obvious problem with the torch line/mobs present..
Oh, just don't cast it where the DDoor is hanging in the air. It confuses the Kobolds :D
zebidos
02-25-2011, 11:41 AM
I'm just curious about the success (or lack thereof) of other groups. How many shards do you end up pulling in from a Crystal Cove run after bonuses?
Did it once, level 18-20 doing a level 20 instance.
Got 5 green dragon shards..looked at how much it costs to get anything shard wise. Stopped doing the event.
If people dont mind grinding that's cool. Just not for me. Better things to do this weekend then grind.
Darkrok
02-25-2011, 01:04 PM
Did it once, level 18-20 doing a level 20 instance.
Got 5 green dragon shards..looked at how much it costs to get anything shard wise. Stopped doing the event.
If people dont mind grinding that's cool. Just not for me. Better things to do this weekend then grind.
Not sure if you read the rest of the thread but you just had bad luck being in a group of people that weren't experienced with the quest. I think I got 68 extra crystals on my first try doing it at level (duo'ing with my 6-year-old who killed everything on his melee dps while dragging a healing hireling along) while I managed the torches and tried to toast anything he missed. It's pretty hard to only get 5...you have to have someone that doesn't understand the concept running the torches...but it's definitely possible. Try to catch on with a more experienced group and 200 is definitely doable at level.
donfilibuster
02-25-2011, 02:57 PM
Obviously you have never reached the 300 mark....you get +50% so its 300 not 200.
Yeah, that comes from the first tries, everyone was in the cove and not here in the forum confirming things.
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