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Escape from Durnholde  (Dungeon)
#1
Big Grin 

Starting the quest
burn the houses, pretty simple its a four pack just kill them watch out for pats. once you have bombed all 5 houses a boss will will spawn near the stairs to go back up. easy fight tank it and spank it. hes got a whirlwind that does quite a bit of damage so back up when he starts that only have tank attack.

after that there is a four pack a pat (that usually comes with the four pack) then a final four pack once u have cleared all of that you can go DOWN (dont go up the stairs) into the cellar. have every1 accept the quest (dont worry he wont start going until you say something like 'lets go, we're ready'

buff up
make sure every1 will not have to leave for the next 1-2.5 hours this is a very intense quest and you cannot have breaks except inbetween parts.
make sure every1 has the BEST water/food even if you dont have a mage get the 7.5k mana/health stuff everyone should have at least 10 of each (unless warrior then 20 food) hand out healthstones if you have a lock as well as a soulstone make sure every1 has some pots also.

During the fights:
if person with soulstone dies USE IT RIGHT AWAY
if thrall dies you have to start the whole escort over again so make sure he is ALWAYS above 70% health
eat/drink RIGHT AFTER each mob he RUNS to the next so you must keep full mana/health even if u have 90% of each DRINK AND EAT!!


Special abilities:
Wardens-NEED to be killed/sheeped first they will heal about 50+% of any1's health while they are up have a rogue/something that can make sure they dont finish that heal if they heal that can be the difference between clearing and wiping
Mages- they will sheep you, hit pretty hard
Veterans-hit pretty hard, not as much need to take down first
range guys- (im not sure their name but it will have range i think in the name) hit 900-1.5k with their gun be carefull



Part one:
this is walking him out of the castle and just out of durndholde.
there is a 4 pack right outside the building
after that he will run to another 4 pack down the hill
after that another four pack right before the bridge
and finally a four pack on the other side of the bridge.

once u have killed all four you meet your second boss. once again not sure his name i did this a few days ago. but he comes with 1 healer and 1-2 other guys..
this guy also heals himself/his buddies
so put the tank on him keep heals on tank and kill adds
i as a warlock just feared the healer around and doted him till he was dead while the other 2 were killed by my group.
once they are dead make sure u have a rogue/mage/priest or some1 stopping his heals. pretty easy fight.

after you kill him you get a little break take this time to rebuff pass out more food/water/pots/healthstones/soulstones whatever you need
once you are ready time for part 2...

Part 2

once you are ready talk to him and he will get on the mount of the boss u just killed and you'll be off this part is quite easy just 2 mobs while ur on the road riding to tarren mill. if u can try and pull the first mob off the road a little and you will skip the second mob. these mobs are yellow twords us but Thrall will attack them.. after a little bit of riding you will stop at tarren mill to get to part 3...

part 3
pretty much like part 1 a few mobs. just be always drinking/eating in between mobs you will only have to kill 3 mobs, one in the stable one in the church and one in the house. after the house Thrall finds this girl and you have to save her by killing the final boss.. buff up and get ready for the final boss. no need for water but make sure EVERY1 one has bandages/pots

part 4
The final boss. once again dont know his name damn that would be helpfull i'm going to finish this quest again so i'll edit it with bosses names.

okay this guy has 3 or 4 waves of mobs you must kill.. cannot be sheeped but can be feared. these mobs put a weird Debuff on you it gives u +50% you get healed but also +50% damage u take. its a curse so mages should be looking to decurse it. if you dont have a mage just avoid damage while you have it its about a 1 min buff. while you have it and your not being attacked bandage they will heal you +50% which is nice. after these mobs he will come. make sure to conserve your mana/health during these mobs cuz the boss comes DIRECTLY after.

[b]boss..

pretty simple tank it and spank it
has a debuff he puts on people as far as i know it just decreases your speed by like 90% or something he hits pretty hard so be careful

Happen to read this post hope it could provide little information for our next run. cheers
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#2
Yesterday night we went to old hills twice, with 2 groups. The first group we didn't manage to complete. The 2nd group we completed.

First grp:
1) Alcaine (Leader) - L68 mage
2) Yach - our druid tank L70
3) Kio - Warlock L70
4) Ang - Warlock L70
5) Aris (myself) - Healer Pally L70

We nearly die at mobs (before 1st boss) and died several times at mobs during the escort part. We missed at the 2nd boss (escort died and/or tank die) and we missed our last chance at the last boss.

This is my 2nd time doing the instance (didn't remember it is so tough at our last try). Basically, I think the reason why we fail is due to the following reasons:-

1)we didn't pull enough during mobs fight and unexpect mobs hit the casters (resulting in more heals than necessary).
2) Tank has to hit the same guy as the NPC escort so as to reduce aggro from him (and thus result in less heal at NPC than necessary).
3) Not enough crowd control. Ang does seduce (which does not work everytime) and alc does sheep. However, due to communication not done properly esp in the beginning, we didn't crowd control the correct mob. Several times someone just aggro extra mobs. Maybe more explaination is needed and we need to pull more.
4) Not enough protection for casters. Several times our warlocks are found tanking several mobs and I have to heal more than necessary (which result in less mana for tank and NPC escort). At certain times, mobs came after me and i wasn't able to heal well. Also in the beginning, not able to see the NPC well as he fight among the mobs (only later we mark him with a star) thus not able to heal well.
5) My 1st experience as a healer at old hills (1st time i am Main tank) so wasn't able to judge how to juggle btw the heals for players and NPC.

2nd time we went with the following group:-

1) Aris (Leader) - L70 Healer Pally
2) Kio - L70 Warlock
3) Ylong - L70 Shadow Priest
4) Ang - L70 Warlock
5) Sid - L70 Tank Warrior

We did it because of the following factors:-

1) More experience on the 1st fight thus I am able to know when to drink and heal with smaller heals (thus resulting in able to endure).
2) Main Tank is able to catch enough aggro and help casters, thus result in less damage.
3) After discussion, I come up with the idea for our priest to mind control the Warden (who usu heals other mobs) so that he won't be able to heal others and can control him to hit other mobs. However, mind controlling the warden prove to be quite difficult and either it fail or break control. So, our priest done a macro to say raid warning "MC break control", and I told the rest to hit the warden once our priest type "MC break control". Thus we have more crowd control. However, do note that mind control will only works if tank pull mob first (i.e. attract aggro). Mind control cannot do first as mobs will hit priest (and thus higher chance of failing).
4) Our priest is able to off heal at certain times on the NPC (he can give heal over time) at boss fights, thus helps a lot.
5) Everyone is co-operative and we pulled for most mobs thus we died only once or twice during boss fight. We know which area to eat and drink so that we gain strength and mana. In addition, Ang and Kio make Healthstones for Tank. Healer and off healer thus help us a lot during boss fight.

I drank 3 super mana potions at 1st grp but only 1 minor mana potion at 2nd grp.

This is my 2nd time in marking and leading, went quite okay! Smile Thanks to frequent runs with Ross and Kry in L60s dungeons. Spend a lot of time explanining at each part but we went quite smooth on our 2nd run.
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#3
Here are the tactics learnt through 2 successful runs:-

grp combination:-

1) Tank - Not so hard on tank as long as he wear plate or has a high armor value (min 12K) and able to hold aggro (impt).

2) Crowd control - U need min 2 crowd control and effective ones.

3) Healer - If possible to have 2 healers so that can take care of NPC. If not, get someone who is able to give healing over time or has more mana (or he brings more potions).

1st part (before 1st boss at bombing area):
1) For mobs, usually there is 4-5 at one time. Crowd control the warden (either sheep or fear), Tank hold aggro on 1-2 mob, off tank (if there is) hold aggro with 1mob, Warlock/mage seduce/sheep the other mob. The warden will hide inside the house and run out when you pick on the guards at door step, so do tell everyone wat to do with the warden if you are not able to mark him.

2) Pull the mobs. Several parts there will be patrols and some unexpected mobs will appear. Thus pull at this area is the best.

3) Boss fight - should be easy as long as he come alone. Just tank and splank, dps will do.

2nd Part (before 2nd boss - rescue escort from prison):
1) Eat and bluff before you tok to NPC at prison. Once start, the NPC escort do run quite fast (especially down the hills part). Thus there will not be time for marking (unless you are v good at marking). The trick is for the leader to give instructions to everyone to fear / sheep the warden (each mob will have warden), crowd control another mob. And tank must hit the same guy as the NPC, at some times help on clearing mobs from casters.

2) Eat and drink in between fights. At 2-3 mob fights, there will not be time for eating / drinking. But at certain times will be able to do so. Catch hold of that time to eat/drink, esp for healers and casters (tank has to go help NPC who won't wait for us). One good way for healer is to run and drink nearer to the next mob area (dun drink right after one bunch of mob died but walk more then drink) so that healer has time to quickly stand up n heal if necessary (dun have to drink until full mana).

3) When NPC reach entrance of hold, it will be the boss fight. So dun wait until then to drink/eat. Try to do before that. Prepare food and drink (best to have mage along) and have some potions in hand.

4) Conserve mana. There won't be enuff time to drink for long even in btw fights so conserve mana.

5) Casters and healers stand at correct spot. After some experience, we knew where to stand to avoid less aggro.

6) At this boss fight, do not kill warden 1st. As the boss can heal, kill boss (all attack) and warlock/mage fear/sheep warden. NPC Hp will drop more during boss fight so have to heal him. HIs hp is a lot but armor low so he get hits quite fast. When he is abt to die or low hp, he will start to mumble some sad words etc.. so u have to heal him or watch out for him. HIs hp will reset after each mob fight / boss fight.

3rd part (before last boss - escort at Inn):
1) Npc take horse to stable, then church. Finally at Inn, there will be mobs at the inn upstairs. Kill them.

2) After that, dun tok to NPC while he stand inside the Inn. Heal and eat first as there will be 3 waves and boss fight later.

3) Healers and casters stand outside Inn (best spot is church steps) while tank or another guy start the NPC.

4) Once started, waves of dragonkin will appear. There won't be much crowd control at this round so off tank will come in handy at this time. Tank aggro is v impt at this stage. NPC hp is quite okay at this round as long as u dun left it to him to hit alone.

5) After 3rd wave, the boss (dragon) will appear alone. Just hit him and healer heals everyone.

Remember as there is only 3 chances, try to conserve the 3 chances to the last boss as they can hit quite hard and no crowd control can result in casters die faster. Potions and Healthstones are recommended. Clear explanations have to be given at each stage for newcomers.



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#4
So currently Ylong, Ang and Sid has just finished old hills and can then proceed to black morass.

Next round:- Luc (L69), Ze (rogue), Mie (hunter), Alc (mage).

Plans for next round:-

1) Tank - dps tank as long as can hold aggro will be fine.
2) Crowd control - Luc (to fear warden at 2nd stage n 2nd boss fight, and to seduce)
3) Crowd control - Ze (to sap) or alc (to sheep). For effectiveness, sap has to be done before tank pulls.
4) Dps - Mie can get a pet that is better at tanking so pet can off tank.
5) Healer - healer with good mana or more potions.
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#5
Alc- PIG! NOT SHEEP! lol

Anyone wants to go ZG? then can help mages get TURTLE!
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#6
I tot i saw sheep instead of pig? Blur *_*
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#7
Understand Alc just finish with Lei on Oldhills.

Currently, left Luc, mie and Ze haven't complete.
On Mon, we failed due to poor luck. Ze was stuck in another instance when he log out to restart his pc. Some of us also faced lag. In addition, extra mobs appear at the place where it is not supposed to. Other than that, Ang and Luc are getting better at Crowd control.

We are going to have a re-try soon. Hopefully can get most of us complete.
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#8
The most reliable crowd control in Hillsbrad is still sheep.
Alc's group consist of:
1. Tanker (Didak)
2. Healer (Pally)
3. Lei and Myself
4. with a Hunter for instant CC if needed.

Ended up with frozen pork and mutton. Even Thrall's escort was a breeze. The problem was: pig first? or sheep first?

Rogues have extra problem with the escort quest because members are in combat all the time. Ze won;t be able to sap.

Suggested composition for next run: tank, heal, at least one mage, mie, and one other. We even try to have 2 mages then run ze, mie and luc one by one through the dungeon.

Thoughts?
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#9
We managed to run old hills yesterday with the following group composition:-

1) Sid (tank warrior)
2) Mie (Hunter)
3) Ang (warlock)
4) Luc (warlock)
5) Aris (Healer Pally)

We managed to finish in 1 try and no wipes and almost no deaths. It was very smooth. Our tactics are:-

1) Tank will follow thrall and attract aggro as possible
2) Hunter use freeze trap to freeze warden throughout and dps the target that thrall and tank is on.
3) Seduce / fear the other 2 targets
4) Healer use focus macro on Thrall. Thrall HP will normally turn critical at the last mob before the 2nd boss; and the 3rd wave at the Inn dragonkin attack. Thus will use the macro heal focus on him during this 2 attacks. Tank Hp drop is v low and keep aggro well thus mobs are not able to attack casters and healer. I was able to heal without disruption or having to heal myself (save myself) instead of helping on others. Basically everyone helps to keep the mobs away from healer.

The two crowd control that is more effective (besides sheep) is Freeze and MC (not as dependable as sheep though but v useful).

Besides crowd control, Tank ability to pull, keep aggro is critical for this instance. Group co-operation is also impt.
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#10
Alcaine Wrote:Suggested composition for next run: tank, heal, at least one mage, mie, and one other. We even try to have 2 mages then run ze, mie and luc one by one through the dungeon.

Thoughts?

I admit i was lazy to bring them one by one so was intending to get most people complete in one go. Which is how i get sid, ylong and ang to complete in their 1st time at the instance.

Nonetheless, we discussed and bring mie n luc yest to complete, however mie need to go again as he is unable to complete due to game bug.

At the same time i am learning to lead and do marking since this instance i have confidence. Actually I have no need for keeper of time reputation as there are no items useful for me. However, i feel that if there is no one to encourage and take initiative to involve more people in instances, some members may feel lost (and we will have the problem of members feel left out and want to leave). I was planning to bring people whom have not run much instances before, to gain more experience and able to mingle with us better.

However there was no intention to play old hills for so many rounds. In fact at a time when we play, there are quarrels bet players and i manage to pacify them.. some players feel demoralise.. some players are not willing to help or tired to go again and there are quarrels.. thus we change players in btw.. while some prefer to do other things and not able to accomodate for the time. Then some players persisted for so many rounds bec' they feel that we should quickly complete this with the same players so that it will not affect our morale. Thus explains the change in group comb (the grp comb change not bec' we prefer certain players or wat.. just happen bec' of availability etc).

It is hard to achieve the ideal grp comb as not everyone wants to help out or go old hills; or not everyone is available at that time.

Maybe the objective of leading this run is more to help to bring together the new 70s and give them more chances to run instances. Rather than getting the ideal combi. It help in guild spirit Smile
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