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  1. #1
    Community Member
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    Default Taming the Flames

    Any tips for this instance? My group of friends (Fighter 7/Paladin 2, Rogue 9, Cleric 9, Wizard 9) are getting TPK'd repeatedly doing this dungeon on Hard (level 6+1).

    The Wizard's Ice Lance does great damage, but he runs out of mana soon, and with a Rogue, Fighter there, we just keep tripping over each other as Fireballs blast us. There aren't really any Rest Shrines that we can see in that dungeon as well.

    The repops of course, don't help with the mana issue.

    Any tips on what we can do to make this dungeon less frustrating? I'm sure I'm missing something, but this quest is rapidly falling into the "not fun" category.

  2. #2
    The Hatchery Drekisen's Avatar
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    Learn it on normal and then just go thru it as fast as u can, unless u want the optionals in which case u will be needing fire resist 20 at least, which they sell in potions at the twelve potion vendor or which a caster will get at level 7.
    You will also need resist electricity 20, air mephits in there have shocking grasp.....no save on that spell.

    I would suggest bringing protection from fire and electricity potions as well.

    Freedom of Movement will be nice, lots of Earth Eles and on hard thier earthgrab will be harder to resist.

    Lastly I would really suggest everyone gets either frost weapons or elemental bane weapons, elemetals have inherent DR, which means it cannot be bypassed, so u will only get the damage from ur str mod for an amount minus thier DR.....say u roll a 12 on damage for ur attack and thier DR is 10 on hard....u will only hit them for 2 points of damage. If u use frost and bane weapons tho u will get all that extra splash damage.

    And bring lots of heal potions or wands, to conserve on the healers mana.

    Run at appropriate level, this quest is tough.

  3. #3
    Community Member Talon_Moonshadow's Avatar
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    Fire resist and protect.
    If you take a lvl 7 caster he will have better resists.

    Worst fight is actually the Air Mephits.

    Killing all the elementals is optional, and doesn't give much XP (might be more now though)

    Most elementals will not follow you.

    Stay together.

    Invisible evasion guy to get key.

    Don't start with Elite.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  4. #4
    Community Member Zenako's Avatar
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    Synergy is needed.

    Resists are about mandatory. From your casters, or even better from the House P source if you have enough favor to get them.

    Tips. Direct damage spells from casters is not cost effective in this quest. Someone should use a cursespewer on the mobs, while casters dismiss them.

    Elementals can be weakened with Wounding and with Weakening weapons, making them a alot easier to kill.

    Some mobs respawn, but many do not. Go slow anyway you can to control the numbers. There are really only a couple of spots where the battle can get out of control (with the sudden spawn of the mephits and elementals just before you get the key is the worst.) Set up some crowd control to slow them down. Freedom of Movement is essential. Concentrate attacks to elminate mobs quickly. Summon up help (or alternative targets for the Mobs with Monster summons. Use summoned mobs that have immunities like Hell Hounds do to fire.)

    It is among the most challenging quests to do at level in the game.
    Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more

  5. #5
    Community Member Shade's Avatar
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    Tell your wizards to stop wasting all his mana on ice lance like a noob.

    Get him to load up these spells and use them only:
    Haste, Protection from Energy, Heroism, Resist Energy, Jump, Perhaps fire shield cold versiion for himself.

    Get everyone extended fire and lightning resist and jump, heroism. Stay hasted the entire adventure. Have the wizard cast protection from fire on the main 2 melee often. The cleric can do thte same or cure, tho protection is more effecient often (120 pnts, sometimes more then a cure)

    Melee need to be using icy burst weapons and power attack. If you don't have any, well don't do hard.. Do normal, and use just regular ice weapons you can get off the AH very cheap. If the melee doesn't have power attack, he will have to reroll, because killing elementals, (DR10/-) without it, is a big waste of time.

    The key to the quest is to keep moving. Unless you have a truely elite party that knows the quest well, killing everything and going for the optionals is not a possibility, especially not on hard. At the first fork, hug right. You'll encounter some mephits, kill them.. Then fire protect the rogue or fighter, have them run all the way down the fire area huggign the wall around to the chest nearby, inside is a key.. Opening the chest can be hard to time, so the rogues evasion may help, tho its doable without. Get the key and regroup.

    Head to the otherside of the circular ledge up top, don't fall down. Pull the lever, and head thru the next area.. Youll be forced to fight at a few occasons, but you need only kill the mephits, not the fire elementals unless there causing trouble. At the end talk to the guy.. He opens the way to the end.

    Go back to teh start, DDoor would be a good idea if your wizard has it. Go straight, jumping off the ledge this time, the door is open.. All the way straight to the end.. Kill the boss, get the note.. Ddoor again and go back to talk to the guy you found earlier in the west passaage.

    There is 1 shrine in the quest.

  6. #6
    Community Member Starshaper22's Avatar
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    Man this quest kicked my butt, but it's doable. I did it on solo and died 6 times, the 6th was because I fell and took 8 damage with only 8 health left. But yeah, fire resist 20, haste, all good things here. Fire Elementals don't follow you, the weak ones, the large might but those you can take down fast then get out of the way. You just have to know the dungeon, and then you can make a plan and survive it. When I attempt it on normal sometime later on, I bet I won't die as much. Simply because in normal I could probably just tank all the damage with a fire resist, but I am level 11 so that's not so hard at that point!

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