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Message ID: 23077
Date: Fri Jan 12 16:10:12 GMT 2001
Author: Scott Malin
Subject: Re: [eqbards] Kedge


Oh! One more CRITICAL piece of information. When you get charm song, don't
do it in the zone-in entry way, this is sure death. For some reason when you
charm something it paths down to the 2nd level before entering guard mode,
you are almost certain to get several nasty fish coming back up. Other areas
don't seem affected, we've had a druid/enchanter charm fish in the 2nd level
south room (nothing spawns there and it's a great pull spot) without
concern.

----- Original Message -----
From: "Christopher Sanders" <christopher.sanders@...>
To: <eqbards@egroups.com>
Sent: Friday, January 12, 2001 10:54 AM
Subject: RE: [eqbards] Kedge


> Thanks! Great info!
>
> Atonal
>
> -----Original Message-----
> From: Scott Malin [mailto:Thanos0000@...]
> Sent: Friday, January 12, 2001 10:35 AM
> To: eqbards@egroups.com
> Subject: Re: [eqbards] Kedge
>
>
> From: "Christopher Sanders" <christopher.sanders@...>
> Subject: RE: [eqbards] Input on Recent digest Topics
>
>
> > I can't wait until I'm high enough...with my water song, the dungeon I'm
> > waiting I'm in range to do is Kedge Keep. Supposedly empty and good
> > xp...just sounds too perfect! Besides, I want sharkskin drums. :)
> > Everyone has MM drums...I wanna be different. Until I can get Selo's
> drums,
> > anyway...heh.
> >
> > Question, though...my group will most likely depend on me to keep
> breathing.
> > What should be the actions if I were to go LD? Should they just camp,
log
> > an alt, and wait until I show up? heh...just a thought.
>
> No, a bard's song should NEVER be the primary breath source. The range is
> much too small and while it lasts longer than most songs you can twist, I
> don't think it's wise to risk it. Keep it incase someone misses a timer
and
> starts to drown, you can get it going fast enough to save them since
there's
> little chance someone will be able to cast enduring breath on them fast
> enough.
>
> Stamina is a major problem in kedge since it goes down and doesn't come
back
> up unless you get hit with Invigor so the stamina song should be cycled in
> there during a battle for a few zaps. Lancers on the top level hit very
hard
> for their level, a decent group should be able to handle single pulls at
> 30th level. My ranger did lancers from 35-42 but I only risked them solo
at
> 38th level (it's possible at 35 but I didn't want to risk it.). My necro
> can't quite manage it at 30th level although a Mage can solo with their
29th
> level earth pet.
>
> Watching the spawns move about is key, it's not rough to single pull
there.
> There is a high level PH on the top level, it can be a Piercer (35ish),
> Impaler (40-42), or the Fierce Impaler (42-43, drops Gloomwater or
Darksea).
> Pulling around the high level fish isn't tough, lull shouldn't be needed
> although it might help.
>
> As for the sharkskin drum ... only seen that mob once and it didn't have
the
> drum. It's kind of deep, very much a 45+ area of that zone. I love kedge
and
> can't wait till I'm going into Unrest to steal people from the basement
camp
> to go swimming with my bard.
>
>
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