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Message ID: 12176
Date: Mon Dec 27 18:27:41 GMT 1999
Author: kim@xxxxxxxxxx.xxxx
Subject: RE: Re: Re: Grrrrrrrr!


On Mon, 27 Dec 1999, James Schuldes wrote:
>
> [ Pulling GIBs ]
> We did this 3 times. The 3rd time I went to lament the first one and lament
> was resisted, he agro'd and the whole room pulled. That was not good. I

Last week, lamenting the GIBs yielded the first critical
failure (mob resists and goes aggro) I've had with Lament
since I started re-using it at about L35. Maybe they are more
resistant to lulls than other mobs?

Fortunately, for a L35-46 party, they are not much trouble.
I would try only one at a time at around L30, unless you have
a competent enchanter with you (one that will conserve mana to
keep the others mesmerized while your party recuperates).
I've had pretty good luck playing Elemental Rhythms with a
drum against them. Their DDs are not too bad since they're
usually directed against the tanks or bard (who have a decent
number of hp). But their AE can panic a group, especially if
several of them cast them in rapid succession.

> Could you have taken them? I would have to say no - maybe you could handle
> a single - but you don't get singles easily. And then if you get a room
> spawn, you have real trouble. They are nasty casters and can burn you down
> very very fast. Especially if you get more than one. If you get the whole
> room - it's a disaster - even for a mid to upper 30's group.

Hrmph. We've done all 5 at once with a L35-40 group, no
enchanter. I played Lullaby and ER (with a lute or drum
depending on how many GIBs were left - I have a lot of paladin
friends with ghoulbane so once we get it down to about 3, I
switch to ER and CoB with a drum to get those ghoulbanes
proc'ing). We tried all 5 at once a couple times in our low
30s, and needed the help of another group both times. But it
wasn't instant death (well, the one time it was instant death
was when we were recuperating from another fight and I didn't
have time to get our resists up).

But for a low-30s group, I'd recommend following the right
wall from the bedroom to fight the spiders and bats (vampire
bats, not sonic - sonic bats are in Sol B and are very bad
news). The loot sucks, but the experience is good and the
mobs are more easily controlled (esp. with charm - they seem
to resist much less than frogs). Just past the spider room,
the hall continues through a few turns, and opens up into a
room with a door on the right wall, just before the bridge
leading to the Assassin spot and other wonders. (Incidently,
the GIBs route also connects to here, and the door leads to
the live side.) The gargoyles spawn here, so you can usually
pull them while you're keeping the spider room clear. The
best part of the spider room is that trains rarely go through
there.

> p.s. Yes! I dinged 40 in that camp! Woo hoo!

I've spent 2 months in 40, and have finally entered that last
bubble. Welcome to Hell. :-)

--
John H. Kim
kim@...