View Full Version : Valdoon (EoF instance run 70^^^)
<DIV>Crypt of Valdoon observations</DIV> <DIV> </DIV> <DIV>Ran a Valdoon instance with what we had last nite in Loping Plains. First run for me so if you havent done it here are the basics.</DIV> <DIV> </DIV> <DIV>lots of 70^^^ single and 70^^ x 2 Vampire mobs.<BR>70^^^ spider looking golems. <BR>Skeles 71^^^, 70^^^<BR>Werewolves all 71^^^ and 70^^. Pathing and speed of movement made some of the body pulls a little hairy at times.<BR>Named all 71^^^ x <FONT color=#ff0000><STRIKE>2</STRIKE></FONT>3.</DIV> <DIV> </DIV> <DIV>Basically a big "T" Hall that has some side rooms to be cleared as you move, dont let anyone move ahead of the tank, skele traps pop<BR>and are close enough together that if you are moving to quickly you will get two, if laddering ( |_|-|_| -><img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />down hall you can get one even <BR>though two may pop.</DIV> <DIV> </DIV> <DIV>Fire DOT traps in halls prior to named encounters so be ready to move into the edge of named rooms to avoid them.Grand Master Ward potions<BR>helped alot. The DOTs usually hit twice for a truckload of damage each time (Im not sure if it was only twice because it was cured or not).</DIV> <DIV> </DIV> <DIV>Group was <BR>70 Beserk x 2<BR>70 Guard <BR>70 Temp<BR>70 Necro x 2</DIV> <DIV> </DIV> <DIV>My observations;</DIV> <DIV> </DIV> <DIV>1.) Seems like the DPs output for my chatacter is relativley close to what I usually put out. using Ironplate shielding and velium warhammer <BR> for mit debuff or just equiping a 2h (Sword of Pain). Based off of what I beleive was ACT mini parse being dropped in group chat by one of<BR> the beserkers [ I did read that parsing was skewed since the way it was written to the logs changed in EoF].</DIV> <DIV> </DIV> <DIV>2.) The 70^^^ hit harder than usual but not so hard as to present anything but a moderate challenge to the healing of the group. <BR> The 71^^^ now HIT HARD! </DIV> <DIV><BR> By comparision (PoA Emnity room, 71^^^) was fairly easy to cream through that content (pre EoF release) than compared to Valdoon. In fact <BR> to complete the Claymore shoulders it was largley done with myself and a temp.</DIV> <DIV> Not so in Valdoon. two 71^^^ werewolves was dicey, three cost the group a necro or zerk almost every time. If (and Im not ubber enough to <BR> lock aggro every time) aggro was lost to the temp (GASP!)or necro the time you had to get the mob off was almost halved to what it used to <BR> be imho.<BR> <BR> If I even considered trying to use a group or single target damage soak CA while being beat on by antother Mob I am almost positive<BR> it would have been a wipe.<BR> <BR> In all honesty I was more focused on executing a good Hate CA combo to get it back and dont think (at least I never<BR> succesfully got any damage soaking CA off in time to be of use anyways). </DIV> <DIV> </DIV> <DIV> For me (mostly Legendary Claymore and KoS instance stuff) I could not afford to tank with the buckler on anything 71^^^. <BR> Dropped to Tower shield, asked the group to let me build a little aggro and had to use ToS a few times to let the temp and Necro to catch up<BR> when I went orange. </DIV> <DIV> </DIV> <DIV> The wipes we had were usually because the DOTS combined with two 71^^^ mobs ate our face.</DIV> <DIV> </DIV> <DIV> My strat changed from outright Melee let me be hit to proc hate to become as defensive as I can, debuff what I can and then go for broke. Aggro<BR> maitenance seemed more problamatic to me that usual (M2, M1(95%) and Ad3). Reinforcment CA became my most used skill for the instance. </DIV> <DIV> </DIV> <DIV>I left the Valdoon run with the impression that your "A" game is required a little more than the mind numbing overcap or 80% of cap I had fallen into.<BR>I cannot stress enough how much more important it was for me to go defensive again (yay!) and make sure the group understood that I needed just a little<BR>more time on the pull to build some hate.</DIV> <DIV> </DIV> <DIV>The results 2 woodys and one legendary (of which was a race to get to before the time ran out). The woodys netted some leather pants and a resist ring<BR>(800ish x 2 categorys) and the legendary a fairly decent Monk arm piece (NO TRADE).</DIV> <DIV> </DIV> <DIV>Rahge<BR>70 Guardian</DIV> <P>Message Edited by Rahge on <SPAN class=date_text>11-17-2006</SPAN> <SPAN class=time_text>08:28 AM</SPAN></P><p>Message Edited by Rahge on <span class=date_text>11-17-2006</span> <span class=time_text>08:28 AM</span>
Wilin
11-17-2006, 08:26 PM
It's a decent little zone. I did it a couple of nights ago with a full group(Guard,Defiler,Assassin,Warlock,Conjuror,Pala din) and we learned the tricks which you've outlined. I thought we had more than 3 named though. Did you kill the final vampire boss in the coffin chamber with the 4 gargoyles?<p>Message Edited by Wilin on <span class=date_text>11-17-2006</span> <span class=time_text>10:30 AM</span>
<P>Yes.</P> <P>The room before turned into a DOT trap. The Gargoyles had to be fought 2 at a time (2 by door). The other two we pulled and singled. That made the named Vampire (71^^^ Necro with juggernaut pet) targetable. It appeared that once the vampire hit 75% of hp that caused 6 71^^^ skeles to pop (I should mention that those skeles had an aggro range of 6billion meters). That was one of our wipes and what led us charm on per necro and shuffle through the mobs to get the to legendary the named drop.</P> <P>Rahge</P> <P>70 Guardian</P>
Rienlos
11-17-2006, 09:43 PM
Aye, multiple encounters seem rough. When you can single pull the harder ones they almost seem trivial but as soon as you have encounters the group is not actively engaging they can whomp you. Debuffs maybe?Either way the usefulness of group intervenes, sentry watch etc is definately much greater than it was before as people seem to get dropped in here fast. I did the whole zone with buckler did you notice a significant improvement with the tower shield? Also did you notice certain mobs that simply didn't seem to care about your taunt? There were a few fights where initially I couldn't seem to get aggro to save my life and hit reinforcement.<div></div>
notyou
11-17-2006, 09:59 PM
<div></div><div></div><div></div>I've gone through fighting in the top right corner and the bottom left corner. The top right didn't work out as we got tons of adds. If you have everyone stack up in the bottom left corner you can fight one garg at a time when they activate. And when the named activates just stick very close to the corner there. We only had 2 skeleton adds attack us and one more once the named was dead, and even then I think it was because someone moved around.Also if you stack up in the left front corner past the first firewall, the garg will come at first but the named has a very slightly smaller aggro range. So as long as no one moves you can take em one at a time.Taunt resists and all resists are up big time, you really have to go all out at the start of fights if you want to gain and maintain aggro. Went through last night with a dirge and swashy in my group and it was a walk in the park.<div></div><p>Message Edited by notyou on <span class=date_text>11-17-2006</span> <span class=time_text>09:04 AM</span>
Keavea
11-18-2006, 01:46 AM
<P>i had a run in valdoon also 2 days ago .. we came across a litle bug ... the Second named ( that open the 2 last Doors Wolf, and vampire ) Turned from yellow to orange when pulling , we wiped .. Targeted him and send a pet to pull it from hif Friend and stayed yellow . i had a lot of problems on getting myzelf up and i am one piece of fully fabled (on armor not juwels) stil using a buclker but like you said Raghe Having more then 3 mobs = Grp wipe So hope the new zones are dropping Good stuff to enhance and try at least to get something we lost pre EOF , or meebee Soe need to nerf the mobs .. but didnt i hear when beta was stil on that they dropped the difficulty of yellow orange con mobs and increased the Green and Blue one or did they change it back .</P> <P> </P>
Original Cinadien
11-18-2006, 03:31 AM
<DIV>Honestly, I found the instance very easy. I use buckler line and have no problems at all, even on multiple encounters. As for the mob turning orange after the pull, thats a debuff that lowers your level by 3, a good healer will fix you right up.</DIV>
Keavea
11-18-2006, 03:33 AM
<DIV>thx for the info =D</DIV>
notyou
11-18-2006, 04:37 AM
It was by 5 levels every time I saw it go off and I use the buckler line also and had no trouble tanking that place with one healer even.<div></div>
TuinalOfTheNexus
11-18-2006, 10:27 AM
By 3rd run-through today this was firmly added to the list of mindless grind instances. Did it with one healer and no chanter, didn't break a sweat even on the occasional bad pull (3x ^^^ 71s). I'd rank it about as hard as Nek3 on the difficulty scale. Only problem is the last named seems to keep spawning adds even after he dies so looted + evacced every time.
Rienlos
11-18-2006, 02:30 PM
You guys mind sharing the group setups for these runs? Did it with one healer tonight instead of two and it definately got dicey especially on a double pull or something. I would consider us decent players (not too amazing but we used to quite often single and single and half group labs trash so we have some idea of what we are doing) and it could just get over the top dmg wise. I would use my regular defensive tricks and still sometimes our very good defiler couldn't keep me up. Named don't seem to be too bad but some of them regular mobs are rough, seems odd to me I know but just noticed we plow through named and regular trash can hurt. I may be willing to just chalk it up to learning the zone but you guys are saying no problem with one healer. Lookin for any insight I can get.RienlosGuk<div></div>
Tyrion
11-18-2006, 04:30 PM
<DIV>Went in tonight with Bruiser, Defiler, Dirge, Brigand, Wizard and Warlock (my alt), and we absolutely trashed that place. Only time we wiped was on final named due to skelly adds, but it was our Bruiser's first time tanking, so we did fine. WIth this kind of group make up, things died so fast it was rediculous. We're raid equipped though, so going in with legendary would probably prove to be a bit more difficult.</DIV> <DIV> </DIV> <DIV>I agree with posters who have said multiple encounters are tough, but not just here. Multiple encounters almost anywhere that are even con or higher can really be challenging with one healer.</DIV>
LizzyB
11-19-2006, 04:59 AM
Did this zone today with Guard (me), Fury, Swash, Dirge and Illusionist. Was really easy. Died a few times on traps we wern't expecting but other than that quite an easy zone.
Belce
11-19-2006, 05:47 AM
For the 4 gargoyle and last named, if you set up on the side close to one of the one of the lower gargoyles you can do each one at a time. The height difference and space will keep the other 3 waiting for your attention.
<DIV>Thanks for the final room corner advice, works like a charm!</DIV> <DIV> </DIV> <DIV>Anyone notice that Valdoon only seems to drop forarm slots?</DIV> <DIV>Seems like OoB drops boots only</DIV> <DIV> </DIV> <DIV>anyone notice any other instances that are droping specific locs for the new armor?</DIV> <DIV> </DIV> <DIV>Rahge</DIV> <DIV>70 Guardian</DIV>
CrazyHandsMatt
11-20-2006, 07:23 PM
Valdoon dropped forearms and a plate chest both legendary for us, the plate chest was not a set item but had some very nice resists!
JeffBship
11-20-2006, 07:41 PM
<BR> <BLOCKQUOTE> <HR> notyou wrote:<BR> <BR>Taunt resists and all resists are up big time, you really have to go all out at the start of fights if you want to gain and maintain aggro. <P></P> <HR> </BLOCKQUOTE> <P><BR>Just take an inquisitor....~900 mental debuff and all the taunts stick <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Debuffs in generall are much more of a factor now, as well as dots.</P>
highlander
11-20-2006, 07:51 PM
<DIV>As both a Guardian a Templar and an EQ1 player.. Learning and mastering pacify pulling in this zone will make your job VERY VERY easy. This zone is cake if you can have your cleric cast soothe on anything you want to split pull.</DIV> <DIV> </DIV> <DIV>You see 3 unlinked heroic mobs in front of you. Target a mob, tell your cleric to soothe your target. Now you have 1 mob with a very small aggro radius and at worse you get 2 on incoming. But, given the choice between 2-3... I'm sure anyone will choose 2. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Get to know your cleric..!</DIV> <DIV> </DIV> <DIV>X</DIV>
Kleev
11-21-2006, 12:39 AM
<DIV>I think this zone was insanely fun the first time through not knowing the traps and whatnot, did it at lvl 67 or 68..forget which, with a fury, inquis, then a mix of melee and caster dps(don't remember what exactly). Cleared the zone even with dieing to the fire traps first time round and whatnot. Vampire's draining your level is deffinetly an interesting twist on things, but the zone isn't that hard especially once you figure out the traps and pulls.</DIV>
Sir_Halbarad
11-21-2006, 06:12 AM
You can single body pull everything in this zone.Trap skellies are sometimes targettable.2 Healers is safest so one can cure the debuffs, especially the 5 level debuff of 2nd named.Great and fast zone.<div></div>
Cykotik
11-21-2006, 07:00 AM
Really fun instance. Bravo dev's for somewhat of a new and unique layout.
Belce
11-21-2006, 09:02 AM
It is true that all the set piece mobs can be pulled individually, but they are very close and demanding situations. Anyone that can single pull this place is outstanding at pulling. There are a few pulls that have very small exclusive areas to pull only them and not the adjacent as well. Even if you have found it easy to work here as pull and tank, its not easy. Bravo to you and your skill.
Belce
11-21-2006, 09:09 AM
Any of the encounters that have fire traps, and there are 2, you should normally move your outside of that anyways as part of the progression through the zone. If you should wipe and have to return through the trap it is best to equip for fire resist and have a HoT cast on you when you and your group travel through the fire. If lag or navigation trouble are an issue, set yourself to extremem performance and the flames will no longer render.
Excedium
11-21-2006, 07:48 PM
<DIV>Single pull everything? No way. For instance, the room right before the first room that catches on fire with the High elf Vamps, has 2 Werewolves and some chick behind them. I've tried my hardest to single pull through body pulling but it's impossible since both the werewolves are equal distance from the door. Besides that there is only one more pull that I didn't manage to single pull. The room with the 4 stone guys and the one gargoyle that gets a soul infused. After killing the named and the fire subdues you backtrack and find a room with like 5 werewolves on crack. I able to pull the frist 3. But the last 2 also seem equal distance.</DIV>
Godofthunder
11-21-2006, 08:25 PM
I body pull this room all the time.The werwolf to left has a longer agro range even tho he is further in so pull him first from left side of door he will come first then pull other werwolf next it works trust me.<p>Message Edited by Godofthunder on <span class=date_text>11-21-2006</span> <span class=time_text>07:27 AM</span>
If you can't body pull this whole instance clean, then you need practice. Toughest pull is the first named, the Beast Tamer. We've cleared this zone with a lvl 62 Mystic as only healer and my Paladin tanking.Seems Valdoon only drops set bracers, little annoying.
DynamicPerforman
11-23-2006, 02:06 AM
<DIV>Monk tank here, What I do is I run in, hit the mob i want, run out, have my MA tag that mob, FD. Stand up, I've got aggro on JUST that mob, the rest reset. Works every time ^_^</DIV>
toolman80
11-25-2006, 07:49 AM
<P>if you survail pull this and the Obelisk instances it is to easy .</P> <P> </P> <P> </P> <P>You can survail the first boss without any problem, we never touch one mob in that room .</P> <P> </P> <P>Also the 2 bosses after the trap rooms are cake as well , once you kill the two mobs outside the rooms get inside the from right corner and survail pull the rooms clean . </P> <P> </P> <P>The bosses in these instances are easier than the mobs .</P>
Cykotik
11-27-2006, 05:31 PM
<DIV>This zone is great practice for body pulling. Somethings may be tricky but is does good at teaching you about aggro radius and the difference of it mob to mob. Fun to do just to keep sharp.</DIV> <DIV> </DIV> <DIV>p.s. - Those 5 werewolves running around on crack can in fact be all single pulled without any problem. Carefully watch the pathing and use angles to catch an edge of one as it runs by and then hop back. I usually end up being to the right of them to catch them.</DIV>
Figfore
11-28-2006, 02:27 AM
Myself a level 70 guard and guild mate a level 70 temp soloed this last night up to second name. It was very slow but we managed to single pull everything and kill it. I found that i could ruin debuff and run back down the hall shooting arrows untill the extra mobs left and we would have just the one mob to kill. And like everyone else has said watch the movement patterns and make your body pulls at the right time. I do have all adept 3 to master on spells but just one piece of fable rest leg. The fights are a blast with just the two of us know if we get any lag or bad pull death will come. We died just one time in first room last night. Just proves small groups of two can have some fun. We will headed back in tonight to see how far we can go. <SPAN><IMG height=22 alt="Insert Smilies" src="http://eqiiforums.station.sony.com/i/global/post_emoticons.gif" width=22 border=0> </SPAN>
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