can you post advice? im running it tomro on my level 15 healer wanna be prepared
can you post advice? im running it tomro on my level 15 healer wanna be prepared
The quest is basically composed of 4 mini-bosses (Earth, Ice, Fire, Air) followed by an optional fight with Sorjek himself.
I haven't ran this in a while, so my info may be outdated.
Foyer: Apparently, they added this to prevent people from coming in for the last fight. I'm not sure when the portal that takes you to the Central Room disappears, so it's best to wait outside the quest until everyone is there. You only have 60 minutes from the time you enter the quest, or you fail.
Central Room: There are runes that enable you to access the different areas listed below. Sorjek is waiting for you here - don't worry about him now, you'll fight him later.
Part 1 (Earth): Run through a maze with falling spike traps and kill several elders to open the way to the Elemental Master. Acid and Electric resists, plus normal combat buffs.
Part 2 (Ice): Run up a series of ramps to fight the Elemental Master. Traps on the ramp will blow your party off, although you can turn gears below to shut them down for a short time. With Freedom of Movement, you should be able to time the gusts of air, although the presence of mobs on the ramps can make it a touch difficult. Cold resists + Freedom of Movement + normal combat buffs.
Part 3 (Fire): You will run through a lake of lava by jumping from island to island. There are 3 runes that need to be activated to open the way to the Elemental Master. Evasion is sweet here, as are Cloak of Ice (Fire Shield: Cold) and Firestorm Greaves. Final fight will include a Fire Giant and spawning efreeti. Fire Resist, Protection, Jump and Feather Fall are almost required.
Part 4 (Air): You will climb up a 3-dimensional series of ramps, turning off runes to allow access to higher areas. Cloud Giants and Air Elementals will try to stop you, but since the recent emasculation of the Air Ellies, this shouldn't be a problem.
Once you are fighting the Elemental Master, if anyone falls off (it's easy as he spams some kind of concealment cloud) they will end up in the Central Room. Make sure no one is in the Central Room when the Elemental Master dies, or you'll start the optional fight prematurely.
Optional Fight: The quest ends with the killing of the Cloud Giant in part 4 - however, if you want a Sovereign rune, you'll need to kill Sorjek. Buff with everything you got (all resists, GH and FoM at the very least) before you shrine at the end of part 4.
Once someone goes into the Central Room, Sorjek starts rambling on about something or other (I think he forgot his mom's birthday or something), then he starts the fight by casting some kind of wind spell that will make you slide across the ground if you don't have FoM. You'll need to kill him fast, as the longer the fight takes the faster he summons red-named mephits. While a mephit is alive, Sorjek will be surrounded by bands that match the mephit that are Guard damages of specific types (they hurt you when you hit him)
Last time I was in here, the bands to watch for were for the Ice mephits - if you melee him while he has these, you stand a good chance of dying very fast - kill the ice mephit first. The others should be dealt with, but you could just ignore those if he's almost dead.
Again, the longer you take to kill him the faster he'll summon mephits.
He no longer allows himself to be surrounded, so my recommendation is to have your highest DPS beat on him solo for a bit, then put the other melees on his back. Keep at least one person who can kill mephits ready to float around.
Be prepared to decide when you're going to call it quits. It's pretty easy to slam multiple pots and still not get a Sovereign rune. If you wipe, you're gonna have to reflag to come back in.
"I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674
Someone told me once that bludgeoning weapons bypass his dr so bring along some maces to beat on him with.
Resistance is futile. You will be assimilated.
Officer of The Silver Legion
Knight Templar of Guild Medieval
Mror Hold, 2nd in command - Thelanis
Why am I a disgruntled vet? I could care less about nerfs, if the rest of the update worked.
I hate epic, GSF !="generalist wizard", and my raid loot luck still *'in sucks.
Relic of the Last War
Scholar of Adventure
Founder
Relic of the Last War
Scholar of Adventure
Founder
Mror Hold, 2nd in command - Thelanis
Why am I a disgruntled vet? I could care less about nerfs, if the rest of the update worked.
I hate epic, GSF !="generalist wizard", and my raid loot luck still *'in sucks.
Nope, I've got a +5 flaming burst warhammer of greater undead bane that gets full red/orange numbers. Basically any bludgeon weapon in this game will break DR.
The guys you heard complaining were probably using mineral 2 khopeshes or the like, which used to break DR but don't anymore since the transmuting nerf.
Ascent, Argonnessen ~ Cleatus Yogurthawker | Isostatic Rebound | Mohorovicic Discontinuity | Angular Unconformity
Ghalanda ~ Feldspathic Greywacke
...all but part 3. in that one make sure you stop the group every so often and recast mass protection from elements for the fire prot. Have jump and jump item, haste and FF for vertically challenged Clerics. Stay together as much as possible except part 3 them evasion go firs raiser stick back. DO NOT ZERG. Agro managment is key in part 3. One at a time and remember it takes more time and mana to rebuff then it is to go one fire ele at a time.
If you can get a monk with holy, holy burst, gr undead bane for last part that is nice. Remember, the last guy is a undead so mass heals will hit him and maybe drag agro to you. be careful. After part 4 is over timer stops quest is over but if you fail the lich you dont get sovereign rune and your essenceses are spent.
you will want to keep FOM on every1, or have a ranger keep it up. (all parts)