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Difference between revisions of "Charasis Basemement"
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Shaman should take care when facing [[An undead oblation]]. These wizard mobs root, nuke and dispel a Shaman's buffs, and since they can't (like an Enchanter or Necromancer) charm them a Shaman's only recourse is to root the oblation, then move around a corner to where the oblation can't see (and thus can't cast on) the Shaman. | Shaman should take care when facing [[An undead oblation]]. These wizard mobs root, nuke and dispel a Shaman's buffs, and since they can't (like an Enchanter or Necromancer) charm them a Shaman's only recourse is to root the oblation, then move around a corner to where the oblation can't see (and thus can't cast on) the Shaman. | ||
| − | All classes should be careful when dealing with [[a sepulcher skeleton]], which can harmtouch | + | All classes should be careful when dealing with [[a sepulcher skeleton]], which can harmtouch. One option: send a pet in first to take the harmtouch for you. |
Revision as of 23:40, 25 March 2017
Contents |
Charasis/Howling Stones Basement
To get to the basement simply drop down from the entry platform, ideally off the north end. A high-level character (55+ at least) should be able to survive the fall, but of course Levitate or Dead Man Floating will save you HP.
Entry/Middle Room
Unless someone has cleared the room there will be 4-5 mobs up and wandering about, but there is a safe spot where you can land (and pull from): the raised ledge on the North end (where the above picture was taken from). Almost all of the mobs in this room are melee, with one exception: An undead oblation. You should also be aware of the Sepulchre Skeleton, as it is a Shadow Knight that will harmtouch.
If you pull carefully you should be able to kill all of the mobs in the room one at a time. After you're done there are two side rooms, which connect to further corridors. None of these have especially great loot, but it's a great area to gain XP in, especially if you're a soloing Enchanter/Necromancer/Shaman, or a group when the wings above have already been taken.
Right Room
To the right (when sitting against the safe wall, as in the picture above) is a room with two mobs and a third that roams through. The two mobs are around a corner so you have to move close to the corner opposite to even see them. Once these two and the roamer are cleared there are further tunnels behind this room leading to more mobs.
Left Room
This room is harder to break than the right room as it has four mobs at all times. Like the right room it has tunnels with more mobs behind it.
Dangerous Mobs
Necromancers should take care when facing A Bile Golem, A Pyre Golem, or a A Bottomless Devourer, as none of these mobs are undead and so can pose a greater threat.
Shaman should take care when facing An undead oblation. These wizard mobs root, nuke and dispel a Shaman's buffs, and since they can't (like an Enchanter or Necromancer) charm them a Shaman's only recourse is to root the oblation, then move around a corner to where the oblation can't see (and thus can't cast on) the Shaman.
All classes should be careful when dealing with a sepulcher skeleton, which can harmtouch. One option: send a pet in first to take the harmtouch for you.