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View Full Version : Part IV Armor Quest: The rumble in Edgewater...


SilentFu
12-07-2004, 12:35 AM
<DIV>So uh, my part 4 armor quest is in Edgewater Drains. A zone I didn't even know existed until....well....I got the part 4 armor quest. So what's the deal? Is the population 0 on everyone elses server as well? Do other priests/melees/scouts have to be in this zone for their Medium/Heavy armor quests? I can't solo the yellow spawns and the response I normally get in Commonlands when LFG @ ED is "You're looking for a group for erectile dysfunction? Call Bob Dole!"</DIV> <DIV> </DIV> <DIV>Is there light at the end of this tunnel?</DIV>

Tanatus
12-07-2004, 12:59 AM
<DIV>No there is no light .... I been where done that quest and there is no price on Norath that will lure me again inside that death trap...</DIV> <DIV>Look Edge Water generate insane group debt exp because of weaked agro here. Exp do rocks here but so is debt. This place drop lvl 26-31 spell books for good races (nothing for evil btw). EWD groups is BYOG (bring your own group) and part 4 of armor quest is by far margine hard part of whole quest (well save part 6 with fairy and wisps those also painfull). Then you get group you WILL get debt a lot of it </DIV>

Valdaya
12-07-2004, 10:35 AM
<DIV>I did fine in Edgewater for my armour.  Every evil class will need to go there to get their armour pieces, so just group up with others.  I have regular groups, so I didn't have to do any LFG silliness.  The zone wasn't very populated, but that just meant we had no competition for our targets.  The experience and spell drops are very good, and it's not a terribly hard zone as long as you're cautious and don't run headlong into areas without looking.  And for when you do get adds?  That should be the stuff an enchanter/coercer lives for. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV>

Tanatus
12-07-2004, 09:42 PM
<DIV>Vald its not adds that cause all trouble not at all...</DIV> <DIV>a) respawn rate somethat wierd - in other worlds there are points there mobs respawn every 60s or so - untill you learn those place - you will die several times</DIV> <DIV>b) none-agro mob suddenly agro (no ae, nothing, just out of blue attack) healer</DIV> <DIV>P.S. yes indeed there are few places where 1 group can set camp that fairly safe</DIV> <DIV>For rats  - just upon zone it stay at ladder dont move or you will die to jet respawn point</DIV> <DIV>For sludge - again use second entrance and stay at zone<BR>For henchmens - one of 2 halls before main room where they spawn</DIV> <DIV>P.P.S - problem not in zone itself but rather in fact that before you learn how walk, talk eat **mods 4 teh win!!1!** here - you will have like 30-40% debt</DIV>