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Tempest Spine Raid
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TEMPEST SPINE RAID

Quest Giver: Chamberlain Cyrese Embree above the Gardens of Respite in House Jorasco
Level: 10 Raid
Patron: House Jorasco (6/12/18)
Length: very long (1hr-2hrs depending on w/lvl the toons are)
Entry Point: through quest giver
Prereqs: none
Recommended Party: any, 1 int rune necessary, rogue and healer are nice.
Base Experience: 6,484

...additional information about Tempest Spine

Quest Info:
Creatures: drow, beholder, clay golem, scorrow, fire elemental, fire reaver, fire mephits, hell hounds, fire giants,
Traps: spikes, poison, fire

Walkthrough:

There is a pre-quest area where you have to travel a short distance "outside" to the actual quest/cave entrance. This is the pathing for that short run:

Map for Pre-run to entrance



Step 1 -Clearing to Intel Rune
Everyone buff up the group right inside the cave entrance, as of yet, don't let anyone wonder up the cave path very far yet. Up the way are several drow fighters and some casters. You'll need death ward, death block and fire resists, poison if availible. (You might want to just buff the fighters with all that and others with just a fire buff if you need to conserve on mana.

Work your way up the hallway fighting the mobs along the way until you meet a fork in the road with two Fire Champion Giants. At this point, to your right is a jump in the path way which I will lable, "The Backup Path." I'll explain it later. Everyone in the team needs to go to the left however. Shortly to the left is a drow cleric. On the wall is an intelligence rune (18 INT req) that opens the gate.



There is a iron golem in the hall, after your group destroys it, a wall will fall down and you will see a fire render then a ice render, after you kill them a red teleport ward will open; have the team enter the teleport.

Step 2 -Fire & Ice

A little down this path and your group will be at a circular room with two other exits and a force wall with 2 chests and the 1st of three rune stones. These stones will be used in the end boss battle so it is very important to assign someone the duty of picking them all up.

If you are standing w/the chests to your back, in front of you is the hall way to ICE, and to the left of you is the hallway to FIRE. Fire and Ice (F/I) are a fire rever and an ice flenzer. You need to kill them within about 30secs of each other or they respawn. There are giants and mephites in each of their hallways. ICE has a set of shrines about 200 ft up that can be accessed in sneak, by hugging the left wall up to the shrine without agro to the mobs. If you kill them together the barrier to the rune stone goes down.

FIRE & ICE Pull Ice is set deeper into its hallways than fire, but both involve going through center paths of their hallways until you get to them. In your way will be giants and mephites. Just run past them all, get attention of the rever or flenzer and then kill there through coordination with the other group or kite the monster back to the group which ever strategy you use.

FIRE & ICE Strategy 1) Pull the rever and flenzer to the center and take them both down there with the whole team. Make sure your pullers have buffs, haste, and jump is helpful. 2) Split the team, pull fire to center and then send another part up to ice near the shrine, use voice chat to coordinate the take down. (If you don't have an experienced and strong team, I suggest the first.)

Step 2 -Outside path

Once everyone has picked up their loot, someone has the rune stone, and everyone has shrined; head back up to the teleport ward. Go through it and then exit that room to the right. You'll pass a room with lava and a few elementals/mephites. Then take the cave exit to the outside path. Be careful, there is an immediate drop off just outside the door. (NO GREASE, you joke monsters!)

Once you have exited to the outside, turn to your left and follow the path around to another door that re-enters the cave. BEFORE you enter, there are two fire elements just as you go in and a giant to your left. Clear what mobs you need to and take the path to the right of where you entered.

You'll pass a collection of fire/lave vents. Everyone will need fire resist/prot (Prot if you are on elite). DO NOT disable the trap here, it will spawn a not so nice mob. At the top of that path you will encounter a few drow and some casters guarding a vault type door. Have the group wait at the door for buffing and coordination. There is a medium battle just past the door of drows, casters, etc.

Step 2 -The Seige

Lay some crowd control at the door and put your fighters up front. Open the door and fight the first mob set, there will be another show up as you move towards the shrine set in the back of the room. Depending on how many "named" enemies sprout you can get up to two chests in this area. There is another short battle down the steps and another possible chest. Loot, rest up and then go down the steps to the teleport ward. (You will actually loop back to this room eventually, so you can use the shrine then also.)

Step 2 -Flooded Halls

When your team passes through the teleport ward they will encounter a room with a couple of drow clerics and a clay golem deeper in the rooms to the left. Also you will notice a lot of stones set up like a staircase. Up those steps is another clay golem and an optional chest behind the pillar. Kill the mobs, loot the chest and jump down into the flooded pool area. You'll be swimming a ways so everyone will need a UA.

Navigating the flooded halls: 1) Swim to the T-hallway. 2) Take a left and follow the holes up, left, up, left. Pop out into an optional area to kill yet another clay golem and retreive your loot. 3) Jump back into the water and swim back, after going through the second level change swim straight instead of taking a turn to the left and follow that up, left, and up. At this point you should be up in a cave on dry stone...lol.

Step 2 -Dreaded Beholder













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  • Last Modified: 5/21/2008 8:36pm
    Contributors: Mellodise
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