First off:
I don't like the quest design that allows for last minute failures.
But, I don't see this one as that big of a deal either. I failed the first time, mainly because we didn't know there was a timer.
But since then I have 3 consecutive completions, normal, hard, elite.
I dunno... I still don't like the mechanic, but it's not backbreaking.
I think the HP on the two elite dragons is just a little overkill. Don't you think? I think it took our group 20 minutes of straight beating to kill them both. Also.. is it bugged that after a certain amount of time, the giants start respawning again?
It just didn't seem like it was on purpose... Especially because if they get the aggro of the dragon, you could leave it afk for 20 minutes or so and let the giants kill her and him.
I wouldnt want in your group either if your willing to put up with this ****.. and oh yes locking out one quest pretty much locks out the new mod as all the quests are intertwined... so yeah the mods no use... why in the bluest of blue hells would I stick around then? If you want to play a game that the devs dont listen to the players at all and constantly lie to them... more power to ya... more the fool you.
As stated above watch where you swing that stick lest you hit yourself... oh wait to late. buh bye
There is obviously an amount of luck involved. 1) you have to navigate the maze in time 2) each time the white dragon takes different amounts of damage so you could arrive to the chamber and find she has very little health. Assuming you reach the chamber in time, then yes strategy is needed. On 14 attempts, I've made it to the chamber twice with equipped competent players. And this is bypassing the shrine entirely. For about 7 of those attempts we had 3 barbarians in the party with sprint boost. I do like the quest, I just think we need a little more time on Normal setting for most groups. So I really don't need to hear from the people who got lucky and made it on the first or second try bragging how easy this is and what gimps the rest of us are. Take that @#$! and jog on somewhere else.
I like this quest. I have ran it numerous times, however still not have completed it. lol. im gimped.
However in my research (thats what it has to be since I have not completed it.) I have found several interesting things.
the walls come down different each time. I am going to look at a correlation between the walls and the maze, sometimes the wall that leads you to the barrier will come down with a fireball (2 times I have been in there, the wall would not come down at all till it just decided to break on its on 10-20 mins later.) The method that I like using, 1 tank (intimi or WoP) 3 casters and 2 clerics (the second cleric is optional and can be swapped out with any other class). FtS everything and run like hell. After the first boss fight, we run up till we see the four giants facing the wall. now this wall is finicky, sometimes it drops right away, other times it takes forever to take it out (i wonder if that one is kill count based, as we have tried killing the clerics, worked once, but not others). as soon as that wall drops you sprint, run, and don't stop. Why you ask, because while we were standing outside the room one time, far enough away from the door, that we never saw the message saying that the timer started, we failed. I believe that the timer for this starts as you are coming up the hall. When we sprint straight in without stopping, the dragon is at full health when approach the maze. Oh and I usually just have everyone else hang at the barrier with the aggro, while the tank runs and pulls the switch (good time to recall for mana).
Anyone else have some insight on the first run of the maze?
The maze part is the frustrating part, it is not the same everytime, and i only can find one of the possible ways out. but from what I have been told, there is only 2 different ways out post eggs. To get to the eggs there is two ways, one is center right and the other is going towards the shrine and hanging a sharp right (the left right for lack of a better way to explain it.)
Silly Rabbit, ADD is not just for kids
Kobolds are the goats of DDO!
Considering you will eventually hit areas where the giants can't follow you there isn't a real need to flesh to stone the giants on the run down to the dragon. Although, running like hell is the strategy that has worked for me.Originally Posted by Xorm
The wall will break when a particular one of those four giants facing the wall dies.Originally Posted by Xorm
Server - Thelanis
Silly Rabbit, ADD is not just for kids
Kobolds are the goats of DDO!
Can we change the name to "Pray for the Walls to Fall"?
Two runs earlier and both ended with giants not bashing down the wall, and killing them and everything else didn't help either. Maybe some sort of 20s and they fall anyways timer?
Casual DDOaholic
I wouldn't want anyone in my groups that cried like a baby because he's not getting his way.
Look, people are completing it. I think what you're truly mad at is that you're not good enough to complete it yourself which leaves you taking it out on others.
REALLY pathetic.
You say you canceled your accout YET you're still here on the forums. Hmmm...exactly why ARE you sticking around???
Go away. We don't want or need you.
Ok, so after all the confusion/controversy in this thread I decided to run the quest a bunch of times yesterday to get a much better handle on what is actually going on with that maze.
From our experiences yesterday, what we could see is that acutally while yes it is random ( i had previously stated i thought it was the same til the eggs.. i was wrong) that there are only actually 3 different paths.
If you break the maze up into two halfs, first half getting from the start to the eggs, second from the eggs to the up ramp to the next level, then it becomes a lot easier. Where patterns may vary slightly there are only 3 routes for each section.
So, for the first part of the maze, if you need to send your cleric and caster to shrine thats fine, the others can take 1 of the 3 paths each and quickly determine which was the right one to the eggs, then again once everyone gets to the eggs, the 3 paths can be taken again and once again you can quickly determine which is the correct one. The patterns in these paths may vary slightly but there are 3 of them and one will lead to the correct place. Its easy to communicate whether its the left middle or right path.
We negociated the maze and made it up in time to save the dragon several times yesterday using this method, so try it too, let me know if it works for you as well. Hope it helps more people get through.
I really like the fact that this quest, at least for the maze part completely levels the playing field, no amount of great armour, weapons, green steel items, large ego, will help you navigate this maze any better than anyone else, its all about simple common sense and communication... with an element of luck sure. However once you get up the top, its all about tactics and speed. HEIGHTENED WEB is the business in there... as well as the other mentioned ones such as intimidate, flesh to stone etc. We went in last night with a guildie who hadn't been in yet, kept quiet and just let him run around in there and work out the quest... there were only 3 of us, sorc and 2 rangers, and we had no intention that we would finish because one of us didn't even pick up the **** quest lol... but we only went and finished it. It was pure luck that the new guy got through the maze first!!! So if you have rangers... send one to kite the dragon and giants round in circles while the other one and the caster kill the red named!! Worked a treat last night cos the giants can't hit the dragon if they are all running around. Most importantly of all.... kill the clerics first!!
Good luck if you try our maze method!
Last edited by Whippy; 11-01-2008 at 09:32 AM.
Misscarlet~Klya~Chelsey~Mvffin~Sporren~Heathers~Mi nimvffin~Lillmiss~Crumpet~EvannyGUILD LEADER: Southern Tenant Farmers Union SERVER: Ghallanda, RIP Fernia
I ran this quest 5 times with a PUG on the 1st day and didn't complete it once. I haven't been back since, but not for that reason. I choose to loot the subT area this weekend. I don't see the big deal about failure. It's a game and it wouldn't be fun if completion was guaranteed. This random component puts a little stress and excitement back into the game. So what if skill alone can't always get you through. It seems that there are strategies already in place (2right, 2center, 2left) that would allow for a fair chance of success. I know this isn't real life, but you can't always save the day. And if you don't like it there are a few other quests that you can run.
Oh and cancelling an account simply because you cannot complete a quest that is only a few days old should throw up red flags. I don't recall reading anything in the EULA about Turbine's responsibilities, but as a concerned member of the DDO community, I fear possible legal repercussion against Turbine of negligence and would advise Turbine to not allow these players back until they have psychological clearance.
Ska 14Bard/4Ftr/2Rog --Abscessed 20CLR --Skja 18Bard/2Rog--Mariachi 19 Bard -Quill 16 Rng-Zomatis 16Wiz/1Rog --Avinash 14Pal/2RogLegends of Twilight Server Khyber
Had interesting time in this quest tonight... after we killed the dragons, 2 of the party got thrown way back down to before the ice maze and up top the others struggled to stay alive as waves of giants kept spawning and spawning like mad even altho we were done! Anyone else had this?
Misscarlet~Klya~Chelsey~Mvffin~Sporren~Heathers~Mi nimvffin~Lillmiss~Crumpet~EvannyGUILD LEADER: Southern Tenant Farmers Union SERVER: Ghallanda, RIP Fernia
As to make Ice and Walls break there seem to be little tricks to it, from what I'v seen
the first one can break from weight or from a giant doing the hammer like attacks on the ice.
The first wall seems to have to have some part of a dead mob fall on or through it to break it.
the second ice seems to be the same as first.
the second wall might be killing the cleric but more likely like the first wall.
the first named area, seems if you have 2 or more ppl hit the ice kinda hard it will fall out and you dont have to fight the named, like take off ff then put it on right before you hit.
I realy like this quest my self, once you have run it alot and know what to do and how the maze can change, you almost always get up before she dies, though some times 5% life isnt enough to save here, but realy once you know how the maze can change you get up there alot of times by 20% hp if not more.
If you take the cleric and a melee type to the giant spawn point and have other 4 take down/cc giants around dragon then one person kite her around you can do this any time you make it up before she dies.
Heightend Web and Enervation and Flesh to Stone are great.
Buffs to have on for cleric and melee type fighting giants spawn point:
Spell Resist(Helps melee type not get greater commanded)
Death Ward(to stop named giants neg leveling)
Freedom of movement(gaints can cast Ice Storm)
Greater heroisim(for fear immunity, Can use item)
Garrum, Spellcom, Xhak, Gand, Yodel
Reaver's Refuge Crafting.
The stone walls are broken by mobs being killed. This is a terribly confusing design decision, given that there is dm text which indicates the walls need to be hit by giants to break, not to mention the absence of a logical connection between a wall the monsters are attempting to break down being broken by their death. The first stone wall is typically triggered by one of the wolves being killed, the second one is usually triggered by the death of a cleric. The floors can almost certainly be broken by a fireball to the jagged edges(I say almost certainly because I haven't eliminated other nonsensical factors that may come into play, but I have had a floor break absent mobs immediately following a fireball).
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