Master Level Two
Master Level Two
This outline provided by Alacra
Argenta, and filled in with comments from myself and others
This all happens in the Temple of Sobekite Eternal at 15.7 15.4
Boreal.
Running the Raid
Trials:
1 - Death from Shadow
2 - Stalking Terror
3 - Triton Hoards
4 - Rrionne's Reflection
5 - Chath's Test of Strategy
6 - Kanahkt Test of Tactics
7 - Pick Your Poison
8 - Stand Fast
9 - Battle Masters
10 - Immortal Imposter
11 - Killing for XP
Running the Raid
Maps of Sobekite Eternal, look at them
all, see which one gives you the information you wanted.
Map
of Temple Level - Svendig Rockbottom
Map
of Dungeon Entrance and Water/Tunnel Level - Svendig Rockbottom
Map of Temple
Level - Parma
Map of Tunnel
Level, Underwater Sobekite
Eternal -
Matipzieu
Entire Master Level 2 completed in ~3 hours if all goes well (3 groups)
- Nicholaa
The Stone Key from Trial 3 leads to Trial 9
The Cracked Key (aka Ampitheater key) from Trial 3 leads to Trial 6
The Cellar Kay from Trial 3 leads to Trial 7
The North Gate Key from Trial 4 leads to Trial 5
What You Need Done Before Coming on an ML Raid/Recommended Raid Order
ML2 is located in Sobekite Eternal, which has its entrance at 16k 16k Oceanus Boreal.
This raid is pretty self-contained, but still you can save time by
swimming into the dungeon and doing these steps beforehand solo or with
a small group:
2.8 Stand Fast (solo, no key required)
If you can find a north gate key somewhere, also wise to do:
2.5 Test of Strategy
How to get to 2.8 solo:
Enter the dungeon at 16k 16k. Swim in, and angle left after you
left tunnel. Swim northwestish and look up. You'll see a
hole in the ceiling. Go up. When up, angle east and look up
again. You'll see another hole. Go up this hole. It's
a LONG tunnel. You'll pass by some rocks that seem like they
block it, but you can squeeze by. Finally you'll reach the
surface. Go right and aside from some orange/red aggro at the
gate, you can go in, talk to the mob inside and do the solo trial.
A word of warning: stick to the WALLS -- otherwise you'll get nasty purple croc aggro through the floor.
If you and your group get 2.5 and 2.8 done ahead of time, this'll make
a raid leader doing these steps and ML2 have a much easier and faster
job:
2.3 Triton Hoards
2.1 Death from Shadow
2.2 Stalking Terror
2.4 Rrionne's Reflection
2.7 Pick Your Posion
2.9 Battle Masters
2.6 Kanahkt Test
2.5 Test of Strategy (optional, since some groups will have done it)
2.10 Immortal Imposter Jan 24
- Alcara Argenta
Trial 1 - Death from Shadow
1) Death stalks you from the shadows in the Temple of the
Sobekite Eternal! This is a battlegroup encounter.
Location: Go to Alcove at Loc 18k 19k in Sobekite Eternal.
You might try a few alcoves, see below.
Comments on Solo, Grouped, or Battlegrouped:
Don't know what the minimum number of people you want is. This
has worked for battlegroups.
Strategy:
Have one person disband from the group. He does not have to be
wearing the crown, some have said that it helps. He needs to go
sit in an alcove with his back to the wall, while everyone else waits
in
the main hallway. You can still see the guy that is ungrouped, so
you will see when the wall opens.
When the tunnel opens, have everyone run in. It is not easy to
get the door open again, so try to not leave anyone outside.
Sometimes it seems the door opens because you are there on the inside,
and sometimes it just doesn't open. Maybe it only opens when a
mob is there, whether you are inside or outside.
Our guy was sitting at 17.8k, 14.9k, when the wall opened, and a mob
was there. We ran into the tunnel, and killed the mob.
Another alcove that worked again later on was 31.0k, 19.6k. When
that tunnel opened, at first we didn't see a mob. After a few
moments, we saw Ata and killed him.
Kill him to complete Step 1.
Tips:
Kaa is in a random alcove, check
these /locs
30k 20k
31k 15k
26k 10k
22k 10k
18k 15k
18k 20k
took us about 1 hour of roaming to get the spawn
- Xetal
Our person with the crown SAT down, as if to med...
It spawned and tried to perf her.
We got 1.
- Alcara Argenta
Drops:
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Trial 2 - Stalking Terror
2) The imposter's assasins are slaying the keepers of the Temple
of the Sobekite Eternal! This is a battlegroup encounter.
Location: Go to Alcove at 29k 19k or 19k 20k in Sobekite
Eternal
Comments on Solo, Grouped, or Battlegrouped:
Don't know what the minimum number of people you want is. This
works for battlegroups.
Strategy:
You do the same with this one as you did for Trial 1.
Have one person disband from the group. He does not have to be
wearing the crown, some have said that it helps. He needs to go
sit in an alcove with his back to the wall, while everyone else waits
in
the main hallway. You can still see the guy that is ungrouped, so
you will see when the wall opens.
When the tunnel opens, have everyone run in. It is not easy to
get the door open again, so try to not leave anyone outside.
Sometimes it seems the door opens because you are there on the inside,
and sometimes it just doesn't open. Maybe it only opens when a
mob
is there, whether you are inside or outside.
Our guy was sitting at 17.8k, 14.9k, when the wall opened, and the Shadow Reaver was
there. (Screenshot from Donn)We
ran into the tunnel, and killed the mob. Another alcove that
worked again later on was 31.0k, 19.6k. When that tunnel opened,
at first we didn't see a mob. After a few moments, we saw Ata and
killed him. Then after a few more moments of us just running
around the tunnels, we saw Shadow Reaver again.
Kill him to complete Trial 2
Tips:
Named assassin opens
door, You can push door open by running into it. Run at edge of door
and hit "open" button (space by default) its a spinning door. Reaver in
one of the camps 3 camps behind the walls. Hib/Kay just did it,
and got 2.1, 2.2 credit easily.
- Megaera
The above tip doesn't seem to work every time, but it's worth a try.
That tunnel goes to locs 31, 19; 31, 15; and 26, 10. We found Ata
in the tunnels roaming around... well he actually found us.
- Splinter
Always found Shadow Reaver at the alcove at 29k, 12k.
- Ixa
Drops:
arcanium Hissing Runed Hauberk Dec 10
-
Danog McEbon
cool
glowy sword - don't know the name
- Aenslands IsSlipperyWhenWet
Not sure which assasin dropped this one:
Arcanium legs of the enlightened serpent
off a guy that spawns from the alcove near the crack in sobekite.
102af chain 98%qual.
All magic 3
piety 18
6% power pool
8% thrust
+12 piety cap
56 str/con debuff reactive Nov 16
- Shadarlogoth
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Trial 3 - Triton Hoards
3) The triton chiefs and their followers in the flooded depths of
the Temple of the Sobekite Eternal hoard stolen goods! This is a
battlegroup encounter.
Location: Chieftans: Antron is at 13k 32k, Speos is at 26k
34k in Sobekite Eternal
Comments on Solo, Grouped, or Battlegrouped:
You want at least a full group.
Strategy:
Enter the temple of the Sobekite Eternal in Oceanus Boreal.
Entrance is located at 15.7 x 15.4, underwater.
After you zone in, go to loc 19.2k, 33.4k and swim straight up that
hole. Then go east to the Speos room. The Antron room is to
the west. You are going to do a few things here in these two
areas. Mostly farm.
1) You are going to farm for the items that are needed for trial 9
(Kaletor's Staff, Buliss's Sheild, Dimitri's sword, Thao's
Staff).
2) You are going to be farming for keys to the gates. From these
two areas, Speos and Antron, you need the Cracked Key (aka Ampitheater
Key), Stone Key, and Cellar Key. The assasins from Trial 1 and 2
also drop keys, so don't despair if you can't find all of them here.
3) You are going to kill a Chieftan to get credit for Trial 3.
You will do this here for a while, and swim over to the west to get the
Antron section. You can farm both areas for drops and keys.
Either chief will work to get credit for Trial 3. You do not have
to kill both to get the credit.
Someone asked if you have to kill both Antron and Speos
chieftains. PiaoSB said
they killed the Antron, he was easier than Speos.
Tips:
Do it first, its easy, kill a chief, Antron is at 13k 32k, Speos is at
26k 34k. Also kill any named mob such as Arch Mage, Treasure Hunter,
etc
as they drop the relics needed for #9. Once you kill a chief you get
credit for the trial. You also get a crown and normally a key.
- AceLevens
Where is Antron?
Antron chief is at the top..
If you clear the entrance to the room, our bard was able to swim all
the way to the roof and pull him with a shout.
He came with about 12 adds. It;s much easier to pull the chief and the
adds into the hallway leading into the room than fight inside the
room...you have more space to mez the adds.
- PiaoSB
Able to kill Speos at 26K 32K but he didn't drop any keys.
Well we killed Speos. He didn't drop any keys but a crown. We used
the crown at one of the alcoves and named mob Bisseum appeared. Bisseum
dropped a stone key. We were able to speak to Onuris and he speaks
about
the Imposter for ML2.2
- Eirene
Killed Speos chief, dropped ampitheater key, crown, 2 rog
items.
- Ritorix
Killed Speos with 1 fg...
We had 2 sorcs, 1 cab, 1 cleric, 1 arms, 1 merc, 1 reaver, 1
infiltrator
Got Rusted Crown and Cellar Key.
So confirm that this is where Cellar Key drops.
Note: You have to pick up the loot by hand before you die to the rest
of the adds. Loot does not automatically go into your inventory like
some of the important items in ML1 did (e.g. Desmona's Crown, Rubies).
Note 2: Everyone in your group must be alive when Chieftain does or
else the dead don't get the advance.
- Alcara Argenta
I'm pretty sure you have to kill Speos for the stone door
key and to get Trial 2.
The way I see it:
Antron (3) unlocks -> 6, 1 unlocks 8
Speos (3) unlocks -> 7, 2 unlocks 9
- Alcara Argenta
Drops:
Kaletor's Staff
Buliss's Sheild
Dimitri's sword
Thao's Staff
Rusted Crown (some have said this is handy for getting the assasins to
come out for Trials 1 and 2)
Cellar Key
Stone Key
Cracked Key (Ampitheater Key)
Drops off of some of the Antron horde:
Mystic Seashell Helm
duskwood Black Pearl Flute
- Mura
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Trial 4 - Rrionne's Reflection
4) Rrionnes' reflection holds the key to her
invulerability! This is a battlegroup encounter.
Location: Rrionnes' reflection was spawned at 29k 19k out of the
water in Sobekite Eternal
Comments on Solo, Grouped, or Battlegrouped:
Easily doable with one group. This works for battlegroups.
Strategy:
Rrionnes' reflection was spawned at 29k 19k out of the water in a nook
is Rrionne and Rrionne's Reflection. Rrionne is
impervious to attacks until her reflection is killed. Pretty straight
forward, easily doable with one group. Rrionne pbaes, so keep your
healers back.
Kill the Reflection first. Then kill Rrionne.
When you are wandering the halls looking for Rrionne, be careful of Armsmaster Chenzira. You can
kill
him, but he is dangerous.
Rrionne drops the Key to the North Gate.
Tips:
Rrionne, the mob for step 4 tends to roam around the whole level.
We've found her lots of times in the area around the cracked gate,
however (loc 25.4k, 20.1k). She is good for item farming too, btw.
- PiaoSB
Rrionnes' reflection was spawned at 29k 19k out of the water. It
was grape, but it died easy. Being a savage I held aggro like a champ
and everyone else beat on it.
- AceLevens
we had Rrionon pop on us 3 times.
/loc 30k 20k each time we were standing in the crack in the wall, one
person was bored and soloing the wizards, while we were all in the cave.
She spawned behind the south gate and we had to open it to attack her.
The reflection actually ran into the alligator pit.
- Xetal
Just another word of advice, when about to Rrianne, you must
be quick about it, there is a purple name mob, Armsmaster Chenzira, that roams
and has
4-5 orange mobs with it. My grp wipe to him+Rrianne.
- Ravage
Rrrione likes to wander INTO walls and disappear in there.
If you don't see her, she may be hiding in a wall.
Waiting for her to decide to wander out of the wall so we can kill her
right now...
- Alcara Argenta
Drop:
Key to the North Gate.
tempered Vest
of Murky Water
got this nice piece of armor while clearing the halls where Step4 is.
Came off the armsmater that had like 15 oranges off him. Not a ROG drop.
- Latino
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Trial 5 - Chath's Test of Strategy
5) You have not beaten Chaths' Test of Strategy! This is a
group encounter.
Location: The North Gate door is at about 24k 9k in
Sobekite Eternal
Comments on Solo, Grouped, or Battlegrouped:
This is soloable. The most people that can do it at once is 8.
Strategy:
This is Random, you may
have to try it a few different times or ways. The commands listed
here have worked for people, several times, but might not work for you
the first time.
Anywhere from 1 to 8 people can do this. Just make sure each
chess piece gets set, and that each person playing the game has
associated him/herself to a piece.
Each person right clicks on a
different
piece of the chess team and sets it to a specific setting.
Once they're set, someone goes and talks to Chaths and clicks
ready. Do not /whisper the commands to the chess pieces!
Even if the piece says it will do what you say, if you whisper, he
won't actually do it.
These commands seem to work pretty often. But the end result is a
bit random. You may have to do this a few times.
Set the KING to COMMAND, set the QUEEN to DRAIN, set the ROOK to
DEFEND, set the BISHOP to HEAL, set the KNIGHT to WEAKEN, set the PAWNS
to STUN.
- AceLevens
Other settings might work too, feel free to play around with the
settings. The above setting works often.
After the pieces have all been set, you need to go talk to Chaths at the end of the hall
to start
the encounter.
Then the chess pieces will fight Chaths' chess pieces. You do not
have to do anything, you were done once you set your pieces. Sit
back and watch the fight.
Another setting to try:
King-Heavy
Queen-Drain
Bishop-heal
Rook-Defend
Pawn-Stun
Watched it work x2 that way
Dec 21
- Sabrewulf
Have King go Defense, everyone else goes Offense. Keep Queen alive, or at least kill their Queen first.
...done with one person before. It's a cinch. Dec 22
- Asakura Yoh
Chath's Test of Tactics - Reduced the respawn timer on the encounter
when players fail/succeed from 10-minutes. It should now take less than
one minute for the chess encounter to reset itself. (from Jan 6 hot
fix)
How to do this solo:
This is an option to do it easily with any number of people including
solo.
One person goes to a piece and associates himself. Then sets the
tactic, then, removes the association to that piece. It will tell you, that your command will remain unless
someone changes it. Then you move on to the next piece and do the same.
Once all the pieces are set to a tactic (i used the ones already
posted) you can have any other players go
and associate with a piece without changing any settings. Then go talk
to guy to start the game. You win every time.
I set this up and forgot to associate and my buddy (there was only 2 of
us) started it... I didnt get credit because i wasnt associated, he
logged, I waited,and had to do it again, and did it completely solo.
Proving it can be done, and in fact did it
twice. Nov 18
- Jaxom
Tips:
No items given, just trial completion and 25 gold, 1,568,669,696
experience at lvl 50
- Grachus
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Trial 6 - Kanakht Test of Tactics
6) Kanahkt's test seems to be too difficult for you! This
is a battlegroup encounter.
Location: The cracked ampitheater door at loc 25.4k, 20.1k in the
temple above the water tunnels in Sobekite Eternal
Comments on Solo, Grouped, or Battlegrouped:
Possible with one full group. Others have said you need 2 - 3
full groups.
Kanakht's Test of Tactics should now award credit to battlegroups correctly. (from Jan 21 hot fix)
Strategy:
The cracked key dropped by the chief in trial 3 opens the cracked
ampitheater door in the temple above the water tunnels. Have one group
member speak to the NPC, Kanakht.
There are 4 statues around the
room that
will come to life one by one. After you kill one, Kanakht will give
you about 20 secs to regen power before he brings the next one.
It is doable with one *good* group. Have one tank engage the statue
with taunts. There will be 5-10
smaller flying orbs that explode and deliver PBAE damage.
(Screenshot from Piaos)They
are gray con at first and grow in power to purple. The rest of the
group
should focus on killing these before they turn purple. After the
floating orbs are dead, have the rest of the group focus on the statue.
Repeat the above steps for the next 3 statues and you are finished!
- Piaos
Tips:
It looks like you need 2-3fg
to attempt these because there are some purple gaurds roaming around.
We
got wiped both times we tried
- Durrinia
Just did this one about 30 seconds ago.
Its through the Rusty Amphitheater Gate.
You fight 4 statues with increasing difficulty. When each Statue
spawned, little things called sobekite eidolons spawned and flew about
the room. KILL THESE FIRST. They will gradually gain levels from
Grey->Blue->Orange->Purple. They cast AOE spells and make
things pretty hairy. Once all these guys are down, take out the statue.
Not a tough ML at all, just make sure you kill the floaters.
Note: All doors (Mossy, Rusted, Encrusted, etc) all lead to this
portion, so I don't think you need to get every single key to do this
step.
- Thumos
Drops:
Statuesque Heart
hits 48
str 18
con 18
quick 18
hit cap 48
10 charges / 10 min duration
shield value 75
Jan 25
- Senastar
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Trial 7 - Pick Your Poison
7) You mush face fear, terror, or horror! This is a
battlegroup encounter.
Location: Its in the cellar and requires the Cellar Key. From the
temple level, at loc 30.0k, 15.0k, go down several flights of stairs to
get there in Sobekite Eternal.
Comments on Solo, Grouped, or Battlegrouped:
This trial has 3 versions.
Fear, you do solo.
Terror is
described as being for a single group,
Terror has been done with 7 people.
Horror is for a
battlegroup.
Strategy:
You do not have to do all 3. You choose the appropriate version
depending on how many people are with you. We did this as a
battlegroup, so we chose Horror.
Inside the cellar is Djedkare, who
will
offer you three 'versions' of his test. Fear, Terror, and Horror.
Fear is for solo players only. Terror for a single group. Horror is for
a battlegroup. You do not have to do all 3. You
choose
the appropriate version depending on how many people are with
you.
We did this as a battlegroup, so we chose Horror.
After we started the trial by talking to Djedkare, the mob for Horror spawned, and we killed her.
Mythic shortened the respawn timers for these events. Djedkare
told me it would be another 45 minutes before Horror could be tried
again.
- Mura
Tips:
Fear sends you east of the NPC, down a water filled hole in the ground
and along a tunnel, which is empty normally, but reportedly filled with
agro mobs for the person doing the trial. Think of this like Yoda's
cave
test for Luke. I didn't get to do this one myself, but it's
reported to be not hard, and the instructions are quire clear. Reward
is
26G, and 1.5Billion XP.
Terror summons up a single purple mob to the east of the NPC. She's
tough, and hits hard, plus casts mez, and has a few other less amazing
tricks. A well balanced group shouldn't have any problems with her, but
it's likely to be a long fight. Note, that the schpiel the NPC gives
about this version of the test doesn’t really jive with the nature of
the test itself, but oh well.
- Baelax
I dont have the /loc for it, but its in the cellar and requires the
cellar key. You'll go down several flights of stairs to get there. Fear
does a solo trial, just have someone go with you and help you kill the
aggro or take the aggro and you swim to the finish. Right click on the
treasure chest and you're done.
Step 7 solo (fear) does not let you use quick cast or MoC,
kinda tough for casters.
- Xetal
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Trial 8 - Stand Fast
8) To prove victorious, you must face yourself! This is a
group encounter.
(This is what it says in the /master window, but you have to do this encounter solo.)
Location: The door to it is the South Gate at 19k 22k in
Sobekite Eternal to enter the South Hall.
Comments on Solo, Grouped, or Battlegrouped:
This has to be done solo.
Strategy:
Stand Fast - The gate leading to the South Hall is no
longer locked and no longer requires a key. The key will no longer
drop. (from Jan 6 hot fix)
After entering the South Gate, you will come upon a pool with a large
staircase and an NPC named Amenemhat.
This step requires each person to complete individually, much like Step
1 of the first ML. It takes each person about 3 minutes to do
this.
Stay away from the pool, as there are 3 very purple crocodiles in
it. Hug the wall to get to the stairs.
Have one person disband and speak
to
Amenemhat. After the conversation, Amenemhat disappears and then
that person will need to run up the stair by them selves and fight him at the top. No outside
assistance can be given.
Amenemhat is yellow to 50 and an easy kill.
After defeating him, the platform will fall from beneath you and you
will fall into the water with the crocodiles, which will
aggro. Or you will get to leave and as you run down the
stairs, you will get booted off the stairs. After you fall, if
you
sprint out of the water toward the edge of the pool, you will most
likely avoid the crocs.
The next person does not have to wait until the last person is down at
the bottom again. The next person can go talk to Amenemhat the
minute he shows up at his spot again.
This quest is going to be an even bigger bottleneck than the ML1S1 was,
as if there are many groups at one time, each person has to do this
individually, and you have to deal with croc aggro following.
Reward is completion of step 8 and 21 gold.
- PiaoSB and Mura
Tips:
This was next as we had gotten the key we needed, can't remember which
one it was for sure, but its one of them. The door to it is at 19k 22k.
One person talk to the NPC, then run up and kill him. If you're a
weaker
attacking class such as a healer, you can back off the pad up there and
he wont follow you. Heal up and then go finish him. Once he's dead,
fall
off the ledge, try not to die to the purple crocs, and you're done with
that one.
- AceLevens
please ne1 know how to reset the ml2 step 8 encounter?
- cutyy
Have a class with pets, such as Cabalist, Theurge,
Enchanter, Druid, Bonedancer, or Spiritmaster run up somewhat near him,
and have their pets kill him. Once he dies, it will reset it.
- AceLevens
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Trial 9 - Battle Masters
9) Defeat the Battle Masters who once defeated the trial of the
Sobekite Eternal! This is a group encounter.
Location: Enter the Stone Gate at 25.3, 21.7 using the Stone Key.
Comments on Solo, Grouped, or Battlegrouped:
I do not know the minimum number of people you want. Someone said
it was incredibly easy for 2 groups. As of Nov 16, this worked
for
battlegroups, but the people who were dead at the end of it did not get
credit.
Strategy:
There are four items required for this trial.
Kaletor's Staff
Buliss's Sheild
Dimitri's sword
Thao's Staff
You should have gotten these when farming the Speos and Antron areas
from Trial 3.
After you talk to Onuris and give him the relics to start the trial, four mobs spawn, kill them and
you are
done with Trial 9.
On the second mob, he roots, don't waste purge, he spams root.
If you wipe out and have to do the trial over
again, the person who activated it the first time could have just
activated it again. You did not have to farm for the items
over. Nov 21
- Torme
Tips:
Conversation with Onuris
after you are done with Trial 9 11/9
beginning of
conversation
end of
conversation
- Megaera
We just completed it on the first try. It was incredibly easy
for our 2g BG.
Take to the NPC, give him the 4 relics, you do not get them back after
the fight.
4 mobs spawn, 1 purple con heavy tank, 1 yellow con light tank, 1 red
pbaoer, and 1 red rooter.
We killed the PBAoEr f: italawns near chief and wanders between
villages.
Good luck getting him to spawn though, we killed him once and then sat
around for, uh, 1.5 hours? and nada
- Decadence
And in the water underneath in the tunnels, Specos Treasure
Hunter dropped a Thao's Staff. 11/11
We got a shield off a normal Speos.... not a Arch Mage...
So they do drop off of normals.
- Alcara Argenta
The sword came from an Antron Arch Mage this morning and the
staff from some Speos that I don't recall the name of.
- Valheru
I've gotten the shield off of a wandering Diplomat twice. One of
the staffs off a Treasure Hunter.
- Danog McEbon
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Trial 10 -Immortal Imposter
10) An imposter has
stolen the Ankh of Life, granting him immortality as long as he resides
in the Temple of the Sobekite Eternal! This is a battlegroup
encounter.
Comments on Solo, Grouped, or Battlegrouped:
This has been done with 6 people (Nov 9). - Garhardt This does
work
with battlegroups.
Strategy
You need to be in the temple when Runihara dies to get credit. 3 methods are listed here to kill
the
guy.
Method 1 | Method 2 | Method 3 | Go to Drops section
You have to zone out of the temple to get to the site of Trial 10. When
you are zoning out, it would be wise to not do it at a full run.
On the
other side is a ledge , quite a few people in my raid lagged and fell
off the ledge. Nov 17
- Mogar
Method 1:
-= How to Utterly Destroy Runihara, Without Mercy or Regret =-
a ML2.10 Guide by Abriella (of Gaheris)
So, you want to utterly destroy Runihara, without mercy or
regret do ya? Well, let the pain an suffering of those who have gone
before you light your path. This is not the only strategy, but it is
one that will get people thru this horrible piece of punative game
design, with minimal pain.
-------------------------------------------------
Part 1: What to bring
(Like all good camping trips, pack light)
- Two full groups. No more, no less. It can be done with 1 group, or
3 groups or more...that doesn't mean it's a good idea. If you have too
many, do it twice. The raid-force will complain, but like a good
parent, you need to make a decision that's in their best interest.
-
4 healer-types. Preferably one with a Heal-Over-Time spell (Mana
Mentalists, Heal-spec Shammies...any others?). Also, 3 of them should
have cure poison.
- Mana regen of some form.
- End-regen for the main group
- Pulsing blade turn for the main group (6s pbt if possible)
-
Majestic Will caster for main group (optional, but helps). Most servers
don't have Majestic Will due to its high cost, but with the sorry state
of resists on epic mobs in DAoC, they're a real bonus to have around.
- 2 High shield tanks (40+ shield with item bonuses maxed and MoBlocking 3+, if possible)
- 2 other melees
- A few ranged casters/archers
These people should be allocated into two groups:
Group 1 is the tanking group:
1. Paladin (if possible) shield tank running healchant. Get a damage shield on this tank to help secure aggro.
2. Other shield tank (the wingman) /guarding the main tank
3. MW caster (optional, can be non-MW caster-type).
4. Healer type with cure poison
5. Healer type with cure poison
6. Pulsing Blade Turn type (warden, thuergy, runie)
spots 7-8 can be whomever
Group 2 is the support group:
1. Some sort of melee type
2. Healer type with cure poison
3. Healer tyoe with Heal Over Time (if possible) otherwise any old healer will do.
4. A ranged mage or archer
spots 5-8 can be whomever
-----------------------------------
Part 2: Poor zone-in design and you
how to drown to win
Before getting the pleasure of being ripped apart by snakes or spikes you have to get to the top of the temple.
When zoning out of the temple, make sure not to auto-run or /stick
someone. If you do, you're likely to go flying off the temple rock into
the water below. Mythic really should have designed the zone-out point
to be less lag-error-prone, like putting some twists in the tunnel
after the zone-in but before you stand the possibility of flying off
into the water. Get right on that guys (to mythic art dept).
It inevitably happens that someone will fly off the cliff and take the plunge. Here's what to do if that happens.
1. Get them to swim within healing range (rezzing range), as close as they can.
2. Have a rezzer up top target them.
3.
Tell the unfortunate lagger (now swimmer) to drown. Cancel any water
breathing potion and dive just barely below the surface.
4. Then have the rezzer re-target them post-drowning and rez them up.
5.
Send feedback to Mythic that this problem needs to be fixed so it
doesn't happen in the first place. We shouldn't have to drown to win.
*6.
If for some unlucky reason the drowner wasn't close enough when they
did themselves in, have a rezzer dive down and rez them, move to the
right location, then both people now repeat from step 2 on. Send Mythic
2x the feedback if this happens.
--------------------------------------------
Part 3: Fly the not-so-friendly skies
Thank your for flying Harpy Airlines
Then you have to climb up to the top of the temple mountain. Those
with laggy machines, take it slow and don't /stick anyone. Don't pet
the snakes.
There are harpies flying around in a circuit who's job is to annoy
players (who pay $13 a month for the priviledge) by picking them up and
carry them back down to the zone-in point. The drop off takes half your
life away, so lead a healer-type down here (one with speed of some sort
if possible) to go up last.
One way to avoid a ride on Harpy Airlines is to follow a harpy up, but not too close.
--------------------------------------------
Part 4: You gotta get your foot in the door,
but don't get bit by a snake!
Getting past the snakes is the hardest part. Runihara's temple is
patrolled by snakes. Don't #$!@ with them. Have everyone wait for a gap
in the snake patrol to run-in. Those with laggy machines should
shake-down the lag before attempting anything.
There's a trick to this though. As if the snake patrol wasn't bad
enough, some clever designer decided that it would be even cooler if
the snakes doubled-back once in a while.
**The Double-Back**
Every time I've seen someone aggro a snake, it was due to the
double-back. The snake goes past the door, then behind the pillar, then
it turns around comes back towards the door then turns around again
resuming its original course.
This double-back tricks the player (who is paying $13 a month for
the priviledge) into running in just as the snake has doubled-back into
aggro range. Snake spits. People die. Frustration kicks in.
SO! Make sure everyone on the raid watches the pattern before even
attempting to go in. Make sure they see the double-back happen a few
times before trying to go in. They must understand what it is and how
it affects their run-in, in order to minimize snake aggro.
A couple of rules for this section:
- Do not follow someone else in. Make your own decision. If you
follow someone else in, you will aggro a snake. Snake spits. People
die. Frustration kicks in.
- Have someone in the group running a speed song/spell. Have this person run in last (for that group).
-
Do not run in if snakes are aggroed. Just don't. You'll make things
worse. More snakes will spit. More people will die. More frustration
kicks in.
- Once you get inside the temple, log out, log in an
alternate character, and rejoin the battlegroup. Wait for the
raidleader's signal to relog your main.
- The raidleader goes in
last (so the /battlegroup stays active for people to rejoin when the
log in alts). Once the raidleader is in, they'll signal everyone else
to relog mains.
Someone usually will aggro a snake, even I have and I'm goooood.
So here's what to do if a snake aggroes:
- STOP EVERYTHING.
- Don't move.
- Don't fight.
- Don't heal.
- Don't rez.
- Put a paper bag over your head and lay down and die.
- Everyone inside the temple log out (you should be logged out already if you followed the above instructions).
Disobeying any of the above instructions only makes a horrible piece
of game design worse. Don't panic, just go into a zen-trance and die.
Then we wait, about 7 minutes, for the snakes to despawn (the ones
that are running around killing people, not the patrollers).
Don't get mad at the person who aggroes a snake! We need to fight
together people, if you're going to get mad, save it for your feedback
form.
Once these snakes despawn, make sure they really did despawn, then
have one (1) rezzer inside the temple relog their main to rez the sorry
sap who aggroed the snake. then both of them log back out. Only then
may people resume trying to get inside the temple.
Repeat this process, cursing snakes and harpies to the high
heavens, until everyone short of the raidleader is inside the temple.
Then the raidleader goes in. If the raidleader aggroes a snake, laugh
at him/her, then have one (1) rezzer log in after snakes despawn, rez
raidleader.
Once everyone is inside the temple, the leader gives the signal for
everyone to relog their mains. Regroup, rebuff and don't forget to have
every character (bots too, if any) rejoin the battlegroup; or no credit
will be given.
------------------------------
Part 5: You mean there's more?
We're not done yet?!?
Once inside the temple the worst part is over, but the second worst part is just beginning.
- Nobody attack/click-on/interact in any way with Runihara.
- Nobody stand too close to the walls (or you will aggro a snake from the outside).
-
Spread out. I mean that spread out. Like gas molicules in a balloon
(/waxing science on y'all) everyone be equadistant from the next
person.
Once the raid-leader is satisfied with everyone's positions, then we
begin the following sequence. But everyone must know their general
role.
HEALERS: Cure poison, small heals.
Keep the main tank alive at
all costs. If the main tank drops, the secondary tank must catch aggro
or all hell breaks loose. Best to just not let that happen.
HoT HEALERS: Cast Heal Over Time on the tank(s). Particularly at the beginning when aggro isn't firmly established.
REZZERS: Use smallest rez. Ghetto rez. unless you're being spiked. Move away from your rezzer as soon as you are rezzed.
MAGES/ARCHERS: Kill the blue-con snake adds at range.
EVERYBODY: Don't move. For no reason should you move. At all.
Never. Don't. Stop. Stop now! <ahem> Only move from your spot if
the raidleader says to.
EVERYBODY: No unnecessary pets (ie necro pets only). No animist
pets, no Thuergy petspam, nothing. Nada. Also, stay away from bomber
pets (animists), I don't trust them. Keep the necro pet on a short
leash.
EVERYBODY: Nothing fancy. No heal fields (ML ability). If you think
to yourself "gee, whouldn't it be clever to use X?", then you know it's
not a good idea. Don't use X. If your job is to stand around and watch,
then spend your time formulating the feedback you will be sending
Mythic about this encounter.
EVERYBODY BUT THE MAIN TANK: You do not want aggro. Do not do anything that would get aggro.
Ok, here's the Sequence:
1. Buff up the main tank. Select 3 other melee's. One of them will be the maintank's /guard wingman. Buff them all up.
2. Get a damage shield on the maintank, highest one available, it will help secure aggro.
3. Maintank guards the secondary tank, protect on the main healer intercept on the mage.
4. Secondary tank (wingman) /guards the main tank, protect the 2nd main healer, intercept on the mage.
5.
Only the main tank approaches Runihara. The secondary tank should stand
as far back from Runihara (while still facing him) as he/she can and
still be within melee (/guard) range.
--- the fight begins ---
6. Then the maintank begins the fight. Attack with taunts, run
healchant (if Paladin), and really try to make Runi mad *at you*.
7.
At this time, only the main healer (who has the maintank's protect)
should heal the maintank, the other healers should take care of cure
poison on the main tank.
8. Also have the HoT Healer (if any)
casting HoT's on the maintank, especially in the early stages, since
HoT's generate zero aggro.
9. Continue like this for a few
minutes. Any blue con snake adds that go for melee's, let the melee's
kill them (while standing still). Any that go for
mages/healers/archers, the other mages and archers should nuke them at
range.
10. When the maintank gets low on HP, punch Ignore Pain,
Faith Heal or any other *I want aggro* button you have in your arsenal.
--- the wingman joins the fray ---
11. Since shield tanks aren't great at damage-dealing, do this for a few minutes, then call in your wingman to help.
12. The wingman should move carefully to the right or left side of runihara.
13. The wingman should then begin combat, detaunting only.
14.
Healers should now be healing and cure poison-ing on both tanks. make
sure the maintank stays alive at all costs. the other melee's are
disposible if need be, the maintank must not die.
--- the 3rd and 4th melee's join in ---
15. The raidleader will call in the 3rd melee at some point.
16. 3rd melee should be a high damage melee class if possible.
17. 3rd melee should move to be on the opposite side of Runihara from the wingman.
18. 3rd melee will detaunt only.
19. Then repeat for 4th melee after a minute or so. 4th melee gets runi's rear arc. Detaunts only. (high damage tank preferred)
20. Healers will now be healing/cure poison-ing on all four melee's. The main tank remains top priority, still.
--- Now we widdle (wittle? whittle? something like that) ---
21. Stay in this pattern until Runi is dead.
--- (optional) Punch the Majestic Will ---
21a. If you are lucky enough (<cough> Gaheris <cough>)
to have a Majestic Will mage or similar artifact (Cloudsong, Trogdor's
Oracle), then you can speed up step 21.
21b. If point blank AOE
spec, have the MW caster replace one of the tanks (not the wingman)
right next to runi. Have the tank move back, and the mage move in,
swapping positions.
21c. If a range MW caster, don't bother getting closer =P
21d.
Have the maintank /guard the pbaoe mage, then if you have a cleric,
have them punch Bunker of Faith right as the mage hits MW.
21e. Nuke Runi into next week.
--- Finale ---
22. /spit on Runi's crumpled form, then collect your prizes.
23. Lotto the keys off immediately.
24. Use the keys on the chests. NOBODY should suicide out until the keys are used.
25. Take care of the rest of the loot in Stygia Haven.
26.
Send mythic feedback about what a pearl of game design this is, and how
dying horribly and repeatedly is just what you hoped to get from ToA.
/sarcasm off
Follow this strategy, and you are nearly guaranteed a Flawless
Victory. Unless Mythic Stealth-'fixes' it with even more little nuggets
of goodness this strategy works splendidly.
Best wishes. ML4.2 and ML6.9 (there is no cow level) are a blast, so
don't let Runihara stop you. Utterly destroy him without mercy or
regret.
Special thanks to all of the people of Gaheris who endured the
pain of Runihara while I figured out this strategy. May your sacrifice
not go to waste and many more may benefit from it. Extra special
thanks to Gwydain upon whose strategy this one was built. Dec 27
- Abriella
Method 2:
Step 10 is recommended to keep
2 clerics in the Chamber for emergency REZ. The bottom line, the
Snakes are on a 3 minute timer. If you aggro them in, Do not REZ,
do not move, Die if you get hit. Wait 3 minutes to log back
on. the Snakes will dissapear. Than get the people in the
chamber again. Stealth does not work to go in. The snakes
have true sight. And lastly, UNGROUP so you dont wipe out your
entire party as you enter the chamber.
To fight the Boss, in each corner of the room have a mins, cleric,
scout, tank, wizzy grouped. Their job is to take out the ADDS adn
to target one tank in the tank party to spam heals.
Heals must be the small heals, not the power FuLL heals or you will aggro.
The Tank Group is the tank Group, Primary tank takes aggro, uses FH, spams tuant, and does the best to keep the aggro.
All personnel in the Chamber do not move. If you sit down, use
the key board C command to stand up, not the arrows. You wll
cause traps to go off if you dont do it this way.
If somone one is lagging a lot, even when standing, have them permentantly sit down for the BG Encounter.
No one stands near the walls, or the snakes will aggro outside. Jan 20
- Jingler
Method 3:
Having performed this step several times (learning something new each
time), it now seems to be very easy.
Popular misconceptions about 2.10:
1. Runihura spikes when aggro changes. Not true. It
seems that Runi spikes when you have people gathered too close together.
2. You can easily dispatch the spitting snakes inside of the
temple with your tanks. True and False. True in that you can
dispatch the snakes without a total party wipeout, however, it seems
that runi aggros whenever one of the snakes initiates an attack on
someone in the temple.
3. Runihura's level "scales up" to the number of attackers.
Unsure. At first I thought this was true, however, lately, I
think that his level is simply random within a specific set of
levels. When we did this with 4.5 groups (though half died within
the first 30 secs), he seemed to be just as easy/hard as most of the
other encounters with 2-2.5 groups.
The most important rules that MUST be followed are:
1. Once everybody is inside, spread out throughout the room, do
not have anyone standing very near or on top of each other. If
people stand on top of each other, Runihura will spike that area, and
though you may survive, it can be a major pain in the neck.
2. Once everyone is spread out, stay where you are.
Especially if you have more than 1-1.5 groups in the room (most we've
done this successfully with was 3fgs), the chance of someone moving and
lagging out into the spitting snakes is not worth the risk. The
only people who should move are the people who are in melee with
Runihura.
3. Stay away from the walls. Once again, don't aggro the
snakes from outside the room.
4. Do not use large heals. All healers should use the
smallest heals possible. HoT is your friend. Use it.
5. No Pets!!
6. If things look bad, log a rezzer, do NOT run out of the
temple. If you run away, you are inviting the spitting vipers to
come in and wipe out any other possibility of surviving.
Group Makeup: I generally prefer to have 2fgs of people, however, have
usually done this with about 2-2.5fgs. The heavy tank group is
obviously the most important.
For this group, I try to get at least 2 wardens for synch pbt, 1 warden
for dmg add/healing, 1 bard (end song), 1 druid (regrowth spec) and 3
tanks.
One tank (at least) should be s/s, and one a dual wielder.
The dual wielder will always be the main tanks with the s/s with guard
on him. The third tank can be either LW/2H, CD/DW or s/s.
If there are any rangers there, they go into the 2nd group, ensuring
they have a bard for end song. Usually, the bard in this group is
designated to cure poison on the main tank.
Using the main group forming method of keeping the main tank alive
without having to actually cast aggro generating heals seems to work
the best. Having verdant spec animist with AF/Ablative buffs and
castable bt, combined with pbt (either single or synched) and a
mentalist HoT worked wonders.
Rangers seem to cause the most damage using the immolated bow (even
more than LW),however, I've never seen a ranger pull aggro from
the main tank due to the taunts.
Steps.
1. Get everyone safely inside of the temple. To do this,
you should have two or three assassin types set a distract GT just to
the NW of the temple. One assassin can do distract, however, the
snakes easily "resist" the distract and get away within 10-20
secs. With two or three assassins, it is much easier to get both
of the snakes that patrol the north side to "stick" far away from the
door.
Once the assassins have the snakes distracted, move the rest of the
party up to about halfway up the mountain to just below where the
harpies start to pick people up. When the assassins confirm that
the snakes are clear, move everyone up to the North entrance and then
move everyone to inside the temple.
If a snake gets free, have your tanks kill it. We have been able
to safely enter Runi's room the last 6 times with only getting snake
aggro one time.
Once everyone is inside the room, have the assassins move into the room
while continuing to distract the snakes.
An alternative to this would be to have your heavy tanks aggro the
snakes outside and kill them.
2. Spread everyone out. The largest amount of people we
have gotten inside of Runi's temple without having spikes appear was
about 2.5 groups of people. We tried this last night with about
4.5 groups of people, and about half of us (all the casters and lower
level peeps) died in the first 30 secs. However, our tanks and
most of our healers survived, and proceeded to kill Runi. Easy
way to get credit for a ton of peeps at one time Dead
bodies do NOT count towards the spread out theory
The best way to spread out is to get an even number of healers into
each corner, have casters/rangers stand a little bit nearer to the
middle of the room, but outside of range of Runi's AE Dot. Place
your heavy tanks on all four sides of runi (Have tried max of four
tanks).
Once everyone is spread out. Don't Move!!! Accidentally
moving on top of someone else and causing spikes or lagging
outside of the temple and aggroing the snakes will surely not please
the rest of the people who are with you.
3. Initiate the Attack. If you have a main attack tank with
an anytime stun style, this should be the one to open up the
battle. When this tank attacks, all other peeps who will engage
Runi in combat should commence as well. The objective of the tank
group is simple, hold aggro on the people actually attacking
Runi. The aggro can switch between the tanks, however, if a
healer gains aggro on Runi, your survival chances drop significantly.
You should have at least one healer who starts out casting HoT on the
main tank from the beginning as HoT draws no aggro. This healer
should keep the highest level HoT on whichever tank currently has
aggro. In addition, dedicate one healer to casting cure poison on
the tanks as well.
Only ONE tank should /stick to Runi. If more than one person is
/stick to runi, if he moves, you automatically start stacking people up
and invite Runi to start spiking the room.
Once the tanks have established aggro (Runi about 95%), any archer
types should start to shoot runi.
4. Stay alive. One factor which we overlooked in my first
raid was the little bane vipers that runi spawns (damn blue/yellow
mobs). Though not dangerous by themselves, they do cause problems
in that their attacks on any of the main tanks breaks the blade turn
bubble on the tanks allowing Runi to hit.
All casters not otherwise engaged should immediately kill any bane
viper that spawns. Once runi has dropped below 90%, simply aoe
Runi to hit/kill these small snakes. That way if the VERY RARE
cast is not fully resisted, the caster won't draw aggro while also
doing major damage to the little snakes.
5. Do the lottery. Congratulations. You just spent 5
hours getting ready to do 10 mins of work. Nov 23
- FangtoothTips:
Use the keys to get loot right away after you have defeated the main
guy, When he respwans there will be NO chance of using keys again. In
our case he respwaned in less than 10 mins. more like
5. Nov 18
- Mogar
We pulled it off this evening
with only 9 and 2 bots out of group. Was pretty easy all in all. Had 3
tanks on him at all times (4 was
triggering the spikes) and was just a matter of playing it safe and
having the two tanks who weren't able to be beating on Runi to be
clearing the blue/yellow snakes he was popping. Nov 29
- Ubrik
Drops:
Runihara Trophy Feb 24
- Sadoh Evenstar
arcanium Snake-Lord's Runed Vest
Stealth 4
Longbow 4
Hits 60
Slash 6%
Bonus to archery speed: 5%
80pt Heal proc Nov 11
- Danog McEbon and Tissue
We got a skald vest.. think..
21 str/con/quick
18 charisma
bonus to charisma cap and bonus to af
80 point heal proc 11/11
- Bullhund
and a piety chain vest
21 peity, 21 dex, 7% of power pool, 18 con
7% bonus to casting speed
80 point heal proc
They had oceanus armor's 11/11
- Bullhund
His druid/warden/cleric breast plate:
arcanium Snake-Lord's Runic Hauberk
102af 100qu
21 emp (or piety)
21 dex
56 hits
+7% power pool
+6% casting speed
80pt ablative healing proc 11/11
- Zoph
Serpent Sword
4.1 spd 16.5 dps 100% q
4 blades
4 stealth
22 qui
40 hits
8% haste
Dec 2
- Kraji
Midgard Studded chest piece
Left Axe +4
All Weapons +4
Hits +60
Slash 6%
Haste 5%
80 pt heal proc
AF 102, 100qua Jan 24
- Halldis Doomhammer
I been on 2 kills of 2.10
Items that dropped
4 keys
1 Leg. Weapon Item - Cauldron of Vivifying Water
1 Axe
1 piece of Armor 11/11
- Dalaaji Reaver
arcanium Serpentine Coffin Hammer
16.5 dps/3.5 spd
21 pie
+3 all magic skills
56 hits
8% thrust
7% healing Jan 17
- Galyath
4 keys and 2 chestpieces fell. The chests need to be fixed to give mp
gear, I got a 98% qual gloves, someone else got 91%qual. Also, someone
who won a key but didnt get credit for Step 10 opened it and got
nothing. The chestpieces stats I'll try to get posted up later.
One was skald, other was Healer.
- Beryl
(Nov 6) When we beat him last night, he dropped 4 keys, 2 drops,
and a Legendary Weapon ingredient. When one of the people used the key,
it gave him NOTHING.
So there appears to be a bug here somewhere in loot after completing
ML2.10
- Raja
I am a little
upset that the key I won, opened a chest to 94% qual boots
- Oelta Doridan
95 quality ROG dagger wasnt great
- Ixa
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Trial 11 -Killing for XP
11) Try searching deep
in Darkness Falls, or kill some of the dragon's minions. Perhaps
the creatures of Atlantis could be useful as well.
Patch notes from version 1.66j, Nov 20
Experienced Trials players who help less-experienced friends complete
trials are now given Master Level Experience for providing this help.
The system works as follows:
- Experienced players who have attained at least Master Level 1 are
given Master Level experience if they are in a group with any other
player who is granted credit for completing a Trial Step.
- In order to get ML experience for the kill, the experienced player
must be grouped with at least one player receiving credit for
completing the Trial step.
- The experienced player helping out will recieve Master Level
experience for each less-experienced player that he helps per Trial
step. If one less-experienced player gets credit for completing the
encounter, Master Level experience is granted to the helper. If two get
credit, then twice the ML experience is granted to the helper, and so
forth.
- Master Level experience is given only on steps for which the
experienced player has already completed.
- Please note that Trials designed to be completed by solo players will
not grant ML experience for anyone helping out.
Not all previously completed Master Level encounters grant shepherd
experience. Sometimes it's not possible technically - for example, some
encounters require that the person on the quest activate an item. We
can't flag that step. In addition to the technical problems with some
steps, some encounters are much simpler than others, and can be soloed
- so there's no real reason to flag them for ML shepherd experience.
I am sorry that was not more clear. The vast majority of ML encounters
do grant shepherd experience, but the exceptions are not generally
speaking bugs.
- Sanya Thomas
- Master Level experience is given to the experienced player only
on steps for which the experienced player has already completed, and
when the experienced player has the previous Master Level completed.
For example, if an experienced player has killed the Shadow Reaver
(Trial 2, Encounter 2) and is Master Level 1, he can then bring a
friend or friends who require that step to kill that monster again and
receive
Master Level Experience. Should the experienced player kill the Shadow
Reaver, but not yet have Master Level 1 status, he would not receive
Master Level Experience by assisting others with this encounter.
There's a trick to it. You need to be grouped with someone who
needs the step, and you must have completed the entire master level
that step is involved in. Aka, if you want to help someone on ML2.3 and
get xp, you need to be working on ML3, NOT ML2.11.
Nov 20
- kildorn
Screenshot
of Ding ML2
- Alcara Argenta
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Last modified: Saturday February 28 2004