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        > Chardok - Overking
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DefectiveClown
Registered User
Posts: 13
(4/24/04 2:22 pm)
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Chardok - Overking
Anyone know of a way for rogues to pull overking to zone solo?

been attempting and screwing around with it for a day now... im guessing it has to do with indirect agro through one of his guards while casting above through the fake floor.

any help appreciated.

erenion

araxas
Registered User
Posts: 89
(4/24/04 4:40 pm)
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..
Even with high faction his guards (and a whole lot of other stuff en route to zone) will add. I'd say your best bet is pulling him with a big dispell clicky, run him up to the point where mobs dont add on pull (past captain room basically) and escape around a corner. With a bit of luck he'll stand there rebuffing while friends go back.

DefectiveClown
Registered User
Posts: 14
(4/24/04 7:33 pm)
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Re: ..
good idea acctually

was also thinking maybe dot it with Snakefingers or something and escape and hope he keeps coming

jocke98
Posts: 61
(4/24/04 7:34 pm)
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Re: ..
I belive that a indirectly aggroed mob will not cause a train in Chardok if you are not kos, it's only the "primary" aggroed mob thats a trainmaker.

So, in this case, get a non-kos caster down to ROOT a guard next to overking then run toward your force (have a rogue opening the doors of cource). Overking will follow but as he's not directly aggroed he won't bring a train.

The root will break eventually but the Overking should arrive first to your force. Get someone to tag King and the rooter can zone out, port, get coth or die to loose aggro and the train will go back.

I have never tested this as I don't have the root spell. I did spend a couple of months down there camping the Halfling mask a year ago and this was a behaviour I noticed.

Derrict
Posts: 2580
(4/24/04 8:13 pm)
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Re: ..
The problem is due to the casting, which will cause the Overking to stagger behind and constantly cast on you, breaking sneak/hide. If you're not quick, the surrounding mobs will aggro on you. When you have both melee mobs chasing you and the Overking hanging back casting, you will eventually move out of aggro range of the Overking since you're running from the melee mobs.

I've messed around there a bit on nights I was bored testing pull techniques and it's too much of a pain to do, even at ally. I'll let the necro pull it to zone in.

AznDailow
Posts: 20
(4/28/04 9:34 pm)
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Re:
I've been messing around with it, and the root method does indeed work. The biggest problem I've found though, is that the roamers running in and out of his room will aggro as well causing a big train so you either have to get really lucky or be patient waiting for the right opportunity. Pacify helps a lot, but as a paladin I can only pacify so many mobs before it wears off.


FWIW, you can pull one of the mobs closest to the entrance to his room and he'll come running after you. There are 3 mobs on each side of the room (and 2 in his pit), and I can pacify 5 of the 6 side mobs. Leaving one unpacified and rooting it (or otherwise aggroing) has the King come solo (2 mobs in his pit won't add), but when I did this the roamers were already dead. I guess I could try rooting it and then pacifying it after so roamers won't add...


One question though - if Overking gets secondary aggro by assisting the mob you root, when he nukes you for damage, does his aggro become the primary type at that point (in which case other mobs will assist him chasing you down)?

Quchang
Registered User
Posts: 9
(5/3/04 4:00 am)
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Pulling the King
I had my 65 enchanter down there last night with my 65 rogue friend, both non KOS. Took a few tries to get it right but it's very easy with the right classes.

I had 2 pacifies up, 2 shots of group pacify and hit one of the guards in the pit with a single shot. Next root the other guard and start running.

The king stops to cast every so often, so have your rogue friend watching for this. When he does you should get around a corner on your way to the zone and wait. He casts, can't see you for LOS to cast again so comes running. None of his attacks will cause an assist, just don't try to buff yourself, that will cause aggro. :)


Make sure there are no other groups on your way to the zone fighting or he will jump them. I had my self rune (1500) and another rune (850) up and got to the zone at about 75 percent life. He is a wizard so resists help alot. He will also dispell so keep your importand buffs at the end.

Mobs in chardok seem to have that same aggro range that most do in Kunark. You get out of range and they forget about following you. So you have to keep the king close, but that guard you rooted never makes it to the zone with the train because you are too far out of range.

We had the king gate once, no worries, he doesn't summon, clear aggro and try again. Stuns did land on him, so the second time we tried him it was easy. Did him with 4 people, cleric, rogue, chanter, warrior. Worst parts are the blindness and the debuffs.

I hope this helps.

Quchang 65 monk
Senzard 65 chanter:rolleyes

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