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Sacred Water for Pottery step in Aid Grimel

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  • #46
    Megaman models are the larger ones. There are 2 models, smaller soldiers (like the ones sleeping around the fire in the middle of the camp - or Paralin Notion) and megaman models, with huge shoulders and visors over the bottom half of their face.

    When you zone in, right by the graveyard is a building. In the doorway of that building are 2 mobs. They are your initial targets. A bit further away is a rather large tent-camp, with a fence around it. In most of the buildings there are 1 or 2 megaman models (and a ton of normal ones).

    In one of those tents is 'Sergeant Johson Popoah' and a couple normal soldiers and a Razorfiend in a cage. You should be able to pull Johson solo (I mean really solo, without trying. I have never, once had anyone else assist him. very freaky). He is the right model you want to hunt. There are others (Captain Ryglot Cupperhide being one) that are harder to pull. Either have a FD class work on it (and people can 'hail' the mobs you want to keep them from leaving) or have one person agro and run for the zone, and everyone else hails to hold them.

    Gryfalia

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    • #47
      The bridge refers to the ramp from the castle on one side of the river to the other castle at the other side. the bridge has 2 guards on each end of it. you can kill those guards for sacared models. below them on the ground are also MegaMan models howeevr there are other mobs there that will help , so you need a bard probably to psplt them off.
      Scout Aavar Avrochet 70th Plainswalker
      Lady Ucchan Kuonji 70th Bedazzler

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      • #48
        Just a bit of a spin on the Water vs Saps bit, is there anyone here who wouldn't pay 20k apiece for the Water were they droppable? By the time you've raised Tailoring at least into the 220s you've got the income stream to drop 60k on water and 60k on saps.

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        • #49
          Sacred Waters:

          Druid and Enchanter... with Mage at times (65's). Enchanter tash frog, Druid Charm. Enchanter Pulls named from near Zone (Sargent, Liutenant, Captain, Grenic) with Tash and zones. Druid hails target, until the FD squad, and others move back to their camps. Send pet in, slow and heal.
          -a well buffed earth pet works fine, as well. I was able to do this duo very safely, though Grenic can be a pain with that much HP. Nearly always dropped water though, as did the Sargent.

          Saps:

          Druid and Enchanter... Between C1 and C2 (Zoo) pull spiders with druid, snare on walls and drag it back to the right side of the bridge. Adds are mezed and Memblurred. If too many, just Egress after snare, and repull. Root, debuff, nuke with root coming on opposite character, to keep in place. No pathers if you move up on wall next to bridge. Careful of the mob pathing under lava though. He will come out, just be patient.
          At zone in, track "spiders" and pull with eci', snare on wall... repeat above. I killed a round of trained spiders, which only caused a rare to pop.
          ~This proved to be especially easy after most of the spiders turned to elementals. Every other round of spawns, I would get a sap, but unsure of the randomness in this.

          ~kiry
          Kirynos Inuki
          65 Druid
          Druzzil Ro
          http://www.mythic-legion.com/

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          • #50
            I havent tried the waters yet so I dont have any input there, but getting sap doesnt seem especially hard. Snagged 2 in 90 minutes last night, and had guildees loot another 4-10 in the space of 4 hours(2 groups near the ZI). Im unsure of the final count as people were hanging on to them for the quest (I was just making guild gear)
            Faerwynd Corpserunner
            75 Wizard Tank of Dro

            300 Tailor
            294 Smith
            285 Brewer
            284 Fletcher
            299 Pottery
            299 Jewelry
            298 Baking

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            • #51
              I've done AG through twice now for my cleric. For my 6 waters I would say I averaged one every 2-3hours. IIRC spent about 5hours for my first three and 7hours on my second three, and camped for a guildie once and got one in 30min, then nothing for 4.5hours after that.

              I got at least three of my waters from the yellow con soldier in the building near the ZI/ZO. Did all my camping at the tents/building using the zone and hail method. With c3 on my cleric and chanterhaste on my warrior I could clear the two soldiers and three named in a cycle duo, so its not so bad.

              Jaqyl's Magelo / Faustis's Magelo
              Order of Draconis

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              • #52
                No way can I do that at this camp (summoning and aggro linkage)
                Actually, buffed with virt, sow and Blessing of Reverance you can solo these guys with a little downtime. It's rough but if you get the mujaki timing down it's doable. Took me FOREVER to get these, 5 hours for 3.
                I was just killing the 2 at the zoneline, not very quick spawn but 2 was ok with me, i didn't know where the rest were.

                And I definitely agree that saps are much harder to get, I generally get 1-2 aa per sap...

                Dromidas Marcalo
                "But what fun is it if no 'precious' lives are lost?"
                "In this world, there are many like me who have killed their emotions. Don't forget that."
                "Evil Shall Always Triumph Because Good is Dumb"

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                • #53
                  Don't forget that lone guy between ZI and outer cave camp. Only dropped him twice but he had water both times. Hits 695ish from memory.
                  Also I easily charm soloed the guys in the ZI ZO building for a couple waters. Just kill the mob near ZO till you get one who charms well. Stay near ZO cos when charm breaks early you gotta zone real fast. Pacify has changed since I did mine so i do not know if the lvl 67 ones can be split this way but when I did mine it did not work on all of them. Need to root to split and zone out. Come back ASAP and hope it held. Painfully done sometimes but I got a few aa points plus my waters for no deaths.

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                  • #54
                    Don't forget that lone guy between ZI and outer cave camp
                    Do you mean the "Wandering Spirit" by ZI?

                    cheers

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                    • #55
                      No, he means Grenic Drere, the guy on a ~1 week spawn time because he's for the HoH key quest. Needless to say, leave him alone.
                      Somnabulist Meisekimu
                      70 days of Coercive noctambulism (and 364 rude awakenings).

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                      • #56
                        Took me 2 hours to get six sacred waters. Here's how:

                        Got two people to help me at zone-in. Big white building, just inside the doorway, there's two mega-man mobs. (mob 1&2)

                        Moved cross-country to the castles connected by a bridge. Camped on the bridge - at this point the group was a full 6 btw.

                        Pulled from the doorway at the lower side of the bridge - again two mega-man mobs. (mob 3&4)

                        Then the monk pulled a train to the group, feigned, tank hailed the mega-man mob till the others returned to spawn, then tanked it. Two trains to be precise: for two mega-man mobs from the inside of the lower castle. (mob 5&6)

                        We moved up the bridge, then pulled the two mega-man mobs guarding the upper castle doorway. (mob 7&8)

                        Then proceeded to train twice again, for the two mega-man mobs inside the upper castle (mob 9&10).

                        Then repeated the process from the lower-castle, since the repop is quite fast.

                        All in all, it took about 2 hours to get six sacred water. Note that inside the castles are multiple named 'mega man' mobs, this might have influenced the droprate, or it might not - haven't checked what mobs the water dropped from, plus I've only tried mega-man models, so.

                        edit:

                        group make-up:
                        Shm (me)
                        monk
                        sk
                        rng
                        rng
                        war

                        All VT-geared and have multiple 100's AA each, so you will probably need to be more careful with group balance if you're unsure about your group's strength. It was tricky but very doable to do the immune-slow mob at zone-in with just shm (me), sk and monk.

                        Good luck getting yours
                        Last edited by Twiddlethumb; 09-08-2004, 09:07 AM.

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