Post by nonrev on May 17, 2006 18:31:17 GMT -5
As some other threads have noted, with the help of several other TC members I was finally pulled and pushed through the third part of Tnrenal East. It took three tries, though, but here's what we learned last night.
1) Always be sure to bind in the tent before doing anything in Threnal.
2) Anyone with the ability to call up a "pet" should be sure and have that spell available before entering the Library. Set it up while you're in the tent.
3) Fighters need a variety of weapons, including a muckbane or wooden club for rust monsters (which apparently can do damage even to adamantine weapons -- just ask J'fist), and as powerful a melee weapon as you have. There doesn't seem to be must use for range weapons, however, as everyone needs to crowd around Coyle as he wanders about so as to shield him from the attackers.
4) The mephits are the worst as they spray fire and cold forward onto Coyle. Try to kill them as early as possible while staying between them and Coyle. That costs you hit points, but you should bring a cleric along to take care of that. There is also a shrine, but gaving a fighter go there leaves Coyle dangerously undefended. Hopefully the cleric can stay on top of hit-point deficits.
5) Have as many pets in play as possible at all times. Jupiterfish recognized the value of that after a first failure last night, and bringing out the extra entities really helped. I pulled out a L9 earth elemental and Luthien called up a Hell Hound. They helped move the attackers around and shared the "aggro" with the fighters. I believe the pets were key to the final success.
6) Keep close to Coyle as much as possible. It is bad strategy to have all of the fighters run afar to kill an attacker. Coyle is the key. Also, when the fighters run off it leaves the cleric to defend Coyle, and we're notorously bad fighters. (;-)
7) If Coyle dies before the time is up do a "Leave party" immediately to avoid being killed. Head back to the tent and recover. That's not being chicken -- it's good strategy to save negative XP. Just be sure the party leader then reinvites you to re-form the party. Send a /tell to remind him or her if necessary.
8) Don't forget to repair your weapons and armor in the tent before your party tries it again.
9) It is a level-10 quest, so you need four fighters of as high a level as you can get.
Lastly, please feel free to invite me or any of the other higher-level TC members to help you get through the quest. It only takes 15 minutes if you do it right.
Hope this helps...
Nonrev
1) Always be sure to bind in the tent before doing anything in Threnal.
2) Anyone with the ability to call up a "pet" should be sure and have that spell available before entering the Library. Set it up while you're in the tent.
3) Fighters need a variety of weapons, including a muckbane or wooden club for rust monsters (which apparently can do damage even to adamantine weapons -- just ask J'fist), and as powerful a melee weapon as you have. There doesn't seem to be must use for range weapons, however, as everyone needs to crowd around Coyle as he wanders about so as to shield him from the attackers.
4) The mephits are the worst as they spray fire and cold forward onto Coyle. Try to kill them as early as possible while staying between them and Coyle. That costs you hit points, but you should bring a cleric along to take care of that. There is also a shrine, but gaving a fighter go there leaves Coyle dangerously undefended. Hopefully the cleric can stay on top of hit-point deficits.
5) Have as many pets in play as possible at all times. Jupiterfish recognized the value of that after a first failure last night, and bringing out the extra entities really helped. I pulled out a L9 earth elemental and Luthien called up a Hell Hound. They helped move the attackers around and shared the "aggro" with the fighters. I believe the pets were key to the final success.
6) Keep close to Coyle as much as possible. It is bad strategy to have all of the fighters run afar to kill an attacker. Coyle is the key. Also, when the fighters run off it leaves the cleric to defend Coyle, and we're notorously bad fighters. (;-)
7) If Coyle dies before the time is up do a "Leave party" immediately to avoid being killed. Head back to the tent and recover. That's not being chicken -- it's good strategy to save negative XP. Just be sure the party leader then reinvites you to re-form the party. Send a /tell to remind him or her if necessary.
8) Don't forget to repair your weapons and armor in the tent before your party tries it again.
9) It is a level-10 quest, so you need four fighters of as high a level as you can get.
Lastly, please feel free to invite me or any of the other higher-level TC members to help you get through the quest. It only takes 15 minutes if you do it right.
Hope this helps...
Nonrev