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Message ID: 13673
Date: Tue Jan 25 18:52:07 GMT 2000
Author: Jeff Illian
Subject: Re: Deepwater Gobs


Nah! With a druid we NEVER pulled more then 2 and CHARM works AWESOME in
this situation. Who needs an enchanter! Not for Gobs :-). Also, if you
pull from Oasis, you need only to run to the inn. The caster will come up
far enough so that it can see you to nuke. When it does, have a tank engage
it, snare and fear it. Won't get another cast off the rest of the battle.
Also, the inn is a GREAT area for fear and snare since the MOBS will tend to
walk back and forth rather then run across the zone when feared here.

Are biggest problem was the newbies fighting DW Gob pets got pissed at us
for stealing their bread and butter. We just made sure that when we left,
all 6 were spawning pets. Man there were a lot of newbies crowding the lake
for them!

Taneran Dreamweaver
<Clan Jax>
Bard of the 40th Song
Prexus

----- Original Message -----
From: <kim@...>
To: EQ Bards <eqbards@onelist.com>
Sent: Tuesday, January 25, 2000 11:50 AM
Subject: Re: [eqbards] Deepwater Gobs


> From: <kim@...>
>
> On Tue, 25 Jan 2000, Daniel P. Sniderman wrote:
> >
> > I do recall (and have heard from others on the server)
> > that the problem of course is breaking the spawn; but I am
> > looking for advice on what levels the party needs to be
> > and other pulling techniques (does harmony or lament work,
> > etc)
>
> Ideally you'll want a mid-30s or higher group with an
> enchanter and someone who can cast harmony. I only counted 6
> goblins - four in each corner of the tower, two in the top.
> You can Lament them (which I did for the first few pulls), but
> it takes a lot of time to swim around getting the four
> corners, then swimming up so I could lull the two inside the
> tower. By the time I finished this, pulled, fought, and
> rested from the fight, the tower was fully spawned again and I
> had to repeat the entire process.
>
> So ideally you'll want someone to cast harmony to lull
> everything at once, then pull. If you overpull (which is
> pretty easy), you'll want the enchanter to mez the
> extras. This will save you enough time that the gobs won't
> respawn by the time you're ready for the next pull.
>
> The biggest problem are the casters. Not only do they like to
> stand back and nuke, they like to stand back and shoot arrows
> at you, so they're even less likely to run within melee range
> of your group. I think this is why most people pull to the
> zone - so they aren't nuked by a caster that's still at the
> water's edge out of sight. You'll want a full-time healer if
> your group is in the 30s. If the group is in the 40s you
> should be ok with just a paladin doing the healing, as you
> won't take as much damage from the nukes.
>
> The helms seem to drop pretty often. I'd say about 1 in 5
> goblins has one. We got 9 last night. 3 for bards, one for a
> paladin who thought it'd be neat to have a black helm, and we
> let 5 rot.
>
> Also, this being an open zone, be aware that once you break
> the spawn, people who are soloing will come down to pull
> goblins. Usually the spawn is fast enough that this isn't a
> problem. But if someone is being a jerk about it, just sit
> back for a few minutes and let the tower respawn. That'll
> remind them who's in control of the situation.
>
> --
> John H. Kim
> kim@...
>
>
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