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Coldain Ring War
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The War
Note: All mobs in the zone despawn when the war starts, and will all respawn 30 minutes after the war is won.
Once Seneschal Aldikar shouts for troops to take their positions, the battle begins. The war can be split up into three rounds. Each round consists of seven waves of giants attacking Thurgadin. Each round and wave get progressively harder. Once wave seven of round three is done Narandi the Wretched spawns. He is a fairly simple tank and spank boss. Kill him loot his head. Be absolutely certain to keep the dwarf army you have been controlling far away from Narandi. If they get aggro they will attack him and you will not be able to stop them. If they get the killing blow Narandi's corpse will poof and you get no ring 10 and no loot. The war is a timed event that is scripted. This means that if you kill the giants of a wave fast you will have more recovery time before the next wave. If you kill the giants slowly then you risk having the next wave spawning before having finished off the previous wave. This is good way to fail the war, so be sure to bring enough people. The whole event takes around 1 hour and 45 minutes.
You will want to be using some kind of voice chat to coordinate with one main person calling out instructions. Generally, it is best to have one person at Far East and West pops to scout for the location of where a wave spawns. The faster you know where a giant wave popped, the faster you can get to them and begin dps. You also want as much melee dps as possible.
Each wave happens every 3 minutes and 30 seconds. 5 minute delay between rounds.
Round 1
This is the easiest round and gives you plenty of time to organize and get used to the mechanics by the time you get to round 2. 6 spearmen will spawn on each side of the river and are rooted in place. You will begin this round by dpsing down the spearmen one at a time. They do summon, so focus dps on one spearman at a time. When a wave pops have tanks go to pickup the giants from the pop while the dps stays on the spearman to finish him off. Tanks should have the giants in this wave pop under control by now and dps can head to the wave to begin dps. There are two main focuses with this, one is to keep the giants as close together as possible so caster classes can cast AE spells to hit multiple giants, and two the melee dps should be focusing dps as much as possible while also making sure to push giants into one big group.
West, Sneaky West, and South Pops
1x Kromrif Captain
8x Kromrif Recruit
2x Cleric of Zek
East(Plug) and Far East Pops
6x Kromrif Recruit
2x Cleric of Zek
Round 2
West, Sneaky West, and South Pops
1x Kromrif General
8x Kromrif Warrior
2x Priest of Zek
East(Plug) and Far East Pops
6x Kromrif Warrior
2x Priest of Zek
Round 3
West, Sneaky West, and South Pops
1x Kromrif Warlord
8x Kromrif Veteran
2x High Priest of Zek
East(Plug) and Far East Pops
6x Kromrif Veteran
2x High Priest of Zek
Final Fight
Once Narandi is dead:
- Narandi the Wretched's corpse says 'Rallos! Please accept my soul... I pray that you may find me worthy.'
- Seneschal Aldikar shouts 'Outlander! You've done it! The Kromrif invasion has been frustrated! Bring me the head of Narandi and your Hero's ring.'