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::Hmm, interesting. I'll test that to see if it is indeed the problem, thanks. [[User:Mechasoupx|Mechasoupx]] 10:40, 10 April 2007 (CDT)
 
::Hmm, interesting. I'll test that to see if it is indeed the problem, thanks. [[User:Mechasoupx|Mechasoupx]] 10:40, 10 April 2007 (CDT)
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:::It was my impression that this happens if they die due to degeneration (from bleeding) and not from actual damage from the traps and I think that's actually a feature, not a bug (although I agree that it's annoying). --[[User:Eightyfour-onesevenfive|<font color="midnightblue">'''84-175'''</font>]] <small>([[User talk:Eightyfour-onesevenfive|talk]])</small> 10:55, 10 April 2007 (CDT)

Revision as of 15:55, April 10, 2007

Am I the only one surprised of the quest name in combination to the graphics of the place? If Jack Thompson ever sees a screenshot, fur will probably fly ^_^ Caths 09:21, 2 December 2006 (CST)

Hmmm... not sure I agree with the 7 waves, 3 groups of 6 of the same in each. When soloing, I take one group at a time. The group that spawns from the south seems to be Hungers, another group of Hungers, then Fiends. The group from the North is Hungers, then Brutes, then Golems. At least on my current run... If I kill them all this time will mark down all progressions. Zdain 03:19, 3 December 2006 (CST)

Beware the Golems. They're Dervishes with Harrier's Haste, and don't loose agro quickly. Ouch. Zdain 03:22, 3 December 2006 (CST)
You are half right. They're not the same during each wave. But if you count all 7 waves together, they're the same. Lightblade 04:19, 3 December 2006 (CST)
Last few mobs are mixed groups with all of the above in 'em. So much for my wave by wave changes in tactics ;) Zdain 03:25, 8 December 2006 (CST)

Working Method

I found a working exploit to this quest. Notice that the quest doesn't have a losing condition and the enemy's position is always a semicircle after they reach you. 1) After you get the quest, move east to the place with no mobs; 2) After all enemies finish spawning and stop moving; have one guy charge in and die near the enemies position; 3) Have a necromancer to use Well of Suffering and the corpse; 4) Have monk use resurrection; and let him die again; 5) repeat from #2 | You'll notice wells don't cause aggro, and you can repeatedly do this until all enemies die. Lightblade 01:38, 3 December 2006 (CST)

Neat trick! Tested, is effective. They *do* get awfully pissed if you putrid the poor guy though ;) I solo'd several of the mobs using degen/run tactics, although it got pretty dull pretty fast. The fiends were awful though - you take the 50 damage for missed attacks from the regional effect just for running out of range of their attacks. Zdain 02:33, 3 December 2006 (CST)


Good idea with the EoE, however since the 90% EoE nerf, you'd have to get the Stygian undead below 90% for it to work. Crimson Butcher 08:00, 7 December 2006 (CST)

I have another trick need to be tested. I noticed these Stygians have same appearance with Necromancer's summons. So I suspect they're undeads. If that's the case, then Necromancer's summon's death will trigger Edge of Extinction and cause massive damage. Lightblade 04:22, 3 December 2006 (CST)
Haven't tried this yet, but I have tried Verata's Gaze and Verata's Aura on them. At which point they laughed and ate me (message on Verata's Gaze was something to the effect of target not being a minion). Zdain 17:00, 3 December 2006 (CST)

Repeatable

Is this quest repeatable? Jebus 06:47, 11 March 2007 (CDT)

Yes. -- Gordon Ecker 07:01, 11 March 2007 (CDT)

Bug/Glitch

I've been running into a weird glitch with this quest when farming LB and skill points with a ranger trap build... occasionally when I kill a group I get no xp, not LB points, and no drops. The next group comes running out just fine and the game continues as normal, and I can still get xp from other groups. I was wondering if anyone else had experienced this or knew what caused it- my best guess is just that 18 things dying at the same time is too much, but that doesn't make sense since usually I can kill them without a hitch. Mechasoupx 17:38, 9 April 2007 (CDT)

Maybe you were out of range, there was a major discussion on experience and kill credit here back in November. -- Gordon Ecker 20:57, 9 April 2007 (CDT)
Hmm, interesting. I'll test that to see if it is indeed the problem, thanks. Mechasoupx 10:40, 10 April 2007 (CDT)
It was my impression that this happens if they die due to degeneration (from bleeding) and not from actual damage from the traps and I think that's actually a feature, not a bug (although I agree that it's annoying). --84-175 (talk) 10:55, 10 April 2007 (CDT)
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