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  • 8th shawl walk

    Hello all, I have lurked here many times and must say this is the best site for TS's. Without this site I would have never made it to the 8th shawl =) It has been a struggle but I am now ready to do the walk. Have the approved kit and orders in my possesion. Had a couple of questions though if anyone can help me.

    1. How many peeps and what classes are needed? I have : me a 62 wizard, a 65 pally, 65 Sk, 65 cleric, 65 monk, 62 Bst, 58 mage, and a 63 enchanter. Plus whoever else I can drag up to come lol. None are kos to coldain.

    2. What tactics are best when spawns occur? Should we have monk aggro General keep him busy and chanter mem blur after spawns are dead to prevent his death? Is this necessary on all spawns? Really confused here since I've never done the walk before.

    I think thats it, for now lol, I have already mapped the walk in Iceclad. If I have to collect those furs again I think I'll scream lol. Thanks in advance to any replies!
    Eindyina, struggling Wizard of 70 seasons

  • #2
    You should have enough with that crew, but get as many more as you can convince to come (IMHO).

    When I did my walk, we had 15 players (most level 65), and they just went after all the mobs at the same time, with most fights/waves lasting about one minute.

    At the end of the fight the general would always aggro on one of the players that was on kael faction, and the chanter would have to mem blur him, but if you go in with the crew you have there, you may want to consider moving the general away from harm till you finish the mobs.

    My walk was a bit of overkill with that many players, but I don't mind the easy victory

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    • #3
      Move the General

      Its been months since I did the walk but easily the best strategy for it is to move the General out of harm's way. Any FD class will work and he isnt a heavy hitter but make sure if your FDer needs a heal to get it done while the Dwarf is not agroed or your healer will get agro. My guild had a pair of necros taking turns on agro and we had no problems at all after I saved the cleric's butt from a mistimed heal with a memblur. When the quest write-up says 'waves' it is simultaneous spawns and the little guy immediately jumps onto the first mob he sees. Even after he is pulled away from the fight, if he is in his agro range of anything KOS to him, he starts fighting again. Good Luck on your walk!

      Reolin
      Last edited by reolin spellbynder; 11-08-2003, 09:35 AM.

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      • #4
        Hello there,

        I've done the 8th shawl war for my cleric and enchanter (my enchanter who has 0 skill in smithing~), a friend's necromancer, and my boyfriend's shadow knight. Got pretty easy, could eventually do the war in under 30 minutes from the moment we gathered til the turn in.

        There are a few things that help.

        1) The FD babysitter. Someone with speed, FD, and the ability to agro without doing damage. If you don't have a FDer, someone who can agro without damage, take a few hits, along with a memblurring enchanter will also do the trick. Having a babysitter allows your raid (or group, with the right classes) med times between waves.

        2) There are five waves. Two with mezzable dogs, which should be absolutely no problem for an enchanter. Three with giants. For the doggies, ask everyone to stay put until the enchanter mezzes. They spawn in a line and if no one moves, all the enchanter has to do is AE mez once and everything would be under control. Then, the enchanter would move on to individual mezzes per wolf (which overrides AE mez), but as long as everyone stays still for the first few seconds, it only takes one spell to have control of the situation. Of course, there shouldn't be a need for the Main Tank to wait on the enchanter... just choose one and the enchanter doesn't mez it (adding that just so I'm covering everything).

        3) The giants are simple if you have a snarer (druid~). I'm sure this would work for many classes, but a druid has both the innate speed as well as the agro ability to have control quickly. Have one (or two, if you can spare it) druid agro every giant but the one your group/raid is on. As they go down, pick off the giants from the druid's party. Of course, this tactic is only efficient if you have a good agro tank, but this shouldn't be a problem at higher levels. Just need patience, this is most likely the safest way to do it. Once the giants are slowed, they're quite easy, even all at once

        4) Finally, there are in-game maps available that have the spawn points for each wave labelled. I got mine from eqatlas.com.

        These tactics have worked very well for me. I believe that this is also a one groupable fight, with the right characters. I play with a group of 65s, enchanter, cleric, shadowknight and rogue. I know that if we had a druid and a necro/monk/sk (I prefer SKs because of their agro abilities. Or maybe because my boyfriend plays one.) we could get through the war in no time, since the less people you have, the easier it can be to organize.

        Hope this is helpful, and good luck!

        Xorithra L`Amante
        65 Cleric of the Nameless
        Grandmaster Jeweller
        Master Brewer

        Zeryl Stolhit
        65 Enchantress of the Nameless
        Grandmaster Potter
        RNG isn't prejudice. It hates all of us equally~

        Comment


        • #5
          I did this quest myself years ago. But I helped a friend do it for himself last week. We had about 10 people, of whom only 2 were level 65 (my wizard and my bard) and the rest were high 50s to low 60s. We won easily. We didn't aggro the general, we just let him fight alongside us but made sure we were always tanking. But dragging him away would certainly be safer if you have the manpower to dedicate someone to that task completely.

          Make sure you do have at least one class that can aggro the general and then feign/fade though. He can be buggy at times, and if he starts running in the wrong direction or warps back to spawn, you'll want someone in your group who can go back and drag him to where he's supossed to be. Monk/SK/bard or even an enc/cleric membluring would do the trick.

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          • #6
            I did this quest myself years ago.
            I find that hard to belief...
            Dark Elf Sage. Celestial Rising . Xev

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            • #7
              Hehe, I didn't mean I did it solo.

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              • #8
                Two with mezzable dogs
                I believe the wolves are not mezzable.

                We did the crawl last week with 3 groups, everyone on CoV faction, letting the General attack as he wants, and we didn't once need to blur him.

                Just be carefull not to use any pets you cannot control (enchanters), and no AE spells.


                Comment


                • #9
                  They are mezzable. I've been the enchanter three out of four times I've attended the war. Unless it was changed some time late this summer... and I saw nothing in any patches about a change. The last time I did the war was in June.

                  Xorithra L`Amante
                  65 Cleric of the Nameless

                  Zeryl Stohlit
                  65 Enchantress of the Nameless
                  Last edited by Xorithra L`Amante; 11-12-2003, 08:43 PM.
                  RNG isn't prejudice. It hates all of us equally~

                  Comment


                  • #10
                    the first two waves I believe can have their movenment changed. Ie rootable/snarable the rest are not snarable or rootable. I've done it easily gracing double digits time - 10x maybe.. (<3 velious)


                    I did my shawl in Feb. And as I recall they weren't mezzable then either. Only basic differerenes I've seen is words drop and he swims now instead of warping through the water.


                    Also I've seen him double spawn when you spawn him(ie 2 copies travel the route) and spawn the war twice or at the same time( ouch).

                    Last 5 -6 times He wraps at the beginning of his walk after the turn in ..directly through the hill.
                    Scaevola Minderaser -Coercer of the 65th Season

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                    • #11
                      We did the walk last week for a friend and I can say for certain that some of the dogs are mezable. We thought the doggies were unmezable too, but on the second wave of dogs, one of the enchies was able to mez a couple of them.

                      The way we usually deal with the General (have done this 3 or four times in the last couple of months) is to get an enchie with the Arcane Rune (level 61) to agro and kite him around away from the battle while it is going on. The General doesn't usually do enough damage to get through the rune and the Enchie can get agro rather easily without acutally damaging the poor fragile dwarf. You have to watch when the mobs that you are fighting get low on life cause he will agro them. I can't remember off the top of my head, if the giants rage, but I seem to remember that they do so dorf + rage would not be a good thing. When each wave is done he can be brought back to his path and memblured and he wanders on blithely ignorant. <grin>

                      Last note...and I haven't had this happen, but I have heard that if people block his path, that he can either warp back to his spawn point, or despawn. So just make sure to give him a clear path and you should be good.
                      Caittune Bugstomper
                      Druidess of Karana
                      Stomper of Bugs
                      Protector of.....oOOoo Shiny!
                      Cait's Shiny Things

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                      • #12
                        I'm walking the General this Sunday, 11/30/2003 @ 8:30 pm (20:30)-CentralUS. Bertoxx server. Anyone wanting to come along and see how it works, have some fun, gain a little more +CoV & Coldain faction is welcome to attend.

                        Piikaa Fishweed
                        Proudly wearing the 8th Shawl
                        Ancient Dragon Slayers - Bertoxxulous Server

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                        • #13
                          When I did my shawl, we didn't memblur the general at all. We had only one real tank, so he would grab the meanest mob out every pop, while I'd watch the general and grab aggro on whatever was beating on him. Slow + chain tash outaggroes the lil guy pretty easily, and arcane rune lets me tank a slowed 50-ish mob pretty near indefinitely. General never dropped below 96% health.

                          We actually had an epic wizard playing offtank as well, and just about everyone there was from a low-key family type guild (no VT gear, much less elemental). While we lacked plate tanks, we were a very DPS-heavy group, so that definitely helped.
                          Vihanna
                          Xegony

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                          • #14
                            There's 1 dog in the first set that can't be mezzed. He's named like the others, so it's basically impossible to tell which is him without a mezz attempt. Rest of the dogs in both waves are mezzable.

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                            • #15
                              I've done the run a few times as enchanter and I didn't come across any unmezzable dogs. Might have been that the one the tank picked happened to be that dog and therefore I had no need to attempt to mez, or the unmezzable one is just rare.

                              Xorithra L`Amante
                              RNG isn't prejudice. It hates all of us equally~

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