View Full Forums : GoD Flagging Process so far


Nimchip
02-27-2004, 09:31 AM
For those of you confused on GoD flagging process here's a short guide.

SPOILERS SPOILERS, IF YOU WANT TO FIGURE THIS OUT ON YOURSELF DON'T HIT THE BUTTON.


I. Flag #1
Where to start?
You can start either in Barindu or Ferubi (or furbie as i like to call it). You have TWO ways of getting a single flag.

1- Sewers for Casual Gamers:
If you're a grouper, casual gamer, etc. I suggest you do the 4 sewer trials in Barindu. I don't have many details, as I chose the other way and haven't done these but they are 4 instanced zone missions which you complete and when done you are sent to the High Priest or the Apprentice in Barundi.

2- Smith Rondo for raiders:
If you're a raider, and your guild raids a lot (however i do suggest elem equipment for this encounter) then you should head over to Ferubi. What you do in this event is clear out trash mobs and get 4 named.... Pxet Elite Hammermaster, Pxet Elite Spearmaster, Pxet Elite Brawler AND Pxet Elite Blademaster. They are kinda scattered across the zone so you will have to clear a bunch of trash (in the process you can get other named to spawn and can drop some nice stuff). You will notice when you kill these four that they drop Broken Sword Blade, Chipped Hammer head, Spear piece and Brawler piece. Make sure someone loots these as they will hand them in for event.
Now you need to head to Smith Rondo's room. He is marked on eq-toolbox's map, he doesn't appear on track so i suggest getting a map.
Ok what you do in this fight is hand in the 4 items to smith rondo (make sure you clear room first), then you will have to battle some MEAN mobs. The big guy/horse/girl whatever named Weapon Master Vtiink Vzaan and the Kyv named Master's Apprentice which are btw red as well. Pull weap master to corner make sure healers avoid the 4 dots that she AEs which lower heal efficiency by hiding behind a pillar (the AE is LoS). Put off-tanks on the apprentices and try not to agro more than you can handle. Weapon master also REFLECTS spells and (i dont know if its true) can also deflect melee attacks.
After Weapon's Master is dead... Smith Rondo will agro. Oh yea he doubles for 3k and you want him tanked AND dead asap or he will mow down your healers, etc. Have him cornered and lay all out DPS on him.
Once you're done you can hail the Smith's ghost for the flag.

II. Flag #2 - Vexd and Tipt
Ah vexd and tipt. Torture to some, farm heaven to others. Well in any case this is where you will get your second flag for KOD`TAZ access. You can do these any time even if you don't have Smith Rondo or Sewer's 1st flag. Then you can fix flags with the Scribe. You get these by talking to Apprentice Udranda (sp?) in Barindu. Be careful, a mob wanders around her. She's in the water near the Mountain pass zone in (which is in fact Vexd and Tipt's zone in)
A note about these trials. You can switch people in and out of the expedition whenever you like. Say a person has to go? Succor to zone, make him zone out. Then he can leave group AND expedition (both) and you can invite another person to finish up with you.
You have SIX hours exactly to complete these expeditions.


1- Vexd
The goal in Vexd is to kill approximately 90-100 mobs in 6 hours. Once you kill these, an NPC will spawn to the north. I suggest killing about 70 mobs near zone in then heading up to the path on the right and follow right killing away, by the time you get close to her spawn... you will have spawned her already. You clear her room, then everyone in group talk to her and click the stone behind her and you're done. Not as easy at it sounds though. Mobs hit 1k, you have to time repops or you will die, make sure you have a good puller that brings just what you can handle with your group make up. Named are nasty as hell too. I suggest going in with both a druid and a cleric and with at least a 9k hp tank that can hold agro well.
SNARE SNARE SNARE Kyvs (archers) and Ukuns (humanoid dogs), snare them or you will die. They run at Selos speed and will give you nightmares if you dont snare. Also druids, use Hand of Ro... helps a ton on lowering dps.

2- Tipt
Well the goal here is to beat 3 trials then answer some riddles and then another trial involving a named. You will need to clear until you get to each trial room.

A) First trial: Lizard room
Looks like an empty room as first sight. What you do here is send 3 people invis in and make them run separate ways (do not exit room or agro mobs outside the room). Eventually they will trigger trap and lots of little lizards will pop. Clear them out, after you're done prepare for named. Has low HP but nasty DPS of course so be prepared.

B) Second trial: Ghosts
Again use the 3 people invis method to spawn ghosts.. BUT make them walk slowly so they dont agro them (they see invis, i think). You then pull 1 by 1 the ghosts outside of the houses. Then clear left house and then right house and finally you talk to the NPC. He tells you to find a key. BTW you may use this room as a saferoom after you're done. No repops here.

C) 3rd room:
Clear the mobs as usual then pull the snake lady (Ikaav whatever) and she will drop the key. To clear this room just start clearing a side first then move to that side and pull the remaining mobs. Be careful of repops again... cannot stress how important it is to time them. THE PERSON THAT LOOTS THE KEY will have to answer the Riddler.

D) The riddler:
Fight up to the Riddler. IF A PERSON OTHER THAN THE ONE WITH THEY KEY TALKS TO HIM HE WILL AGRO AND KILL YOU. So make sure the one talking to the riddler is the one with the key. Follow what he says, he then drops some items in the ground (exactly 14 items). You need to answer his riddles by handing him the item that is the answer to the riddle. I wont spoil these but... if you get a riddle in which the answer is FIRE, prepare yourself you will move on. If answer any riddle incorrectly, doors will open, 12 mobs will spawn and they will kill you. Well moving on...

E) The Boss:
Fight up to next Large room, this is where the named is. He is right in front of the Bridge. BE CAREFUL of aggroing him. Once he moves, he stands there, he doesn’t wander back to him spawn point. The only way to move him is to aggro him again. Pull the Right back of the room then move up into it. Clear out room. The guys with the bow and the arrows on their back, move at bard speed. And one of them re-spawns on a 10 min timer. So clear room, wait for re-spawn, med up, pull re-spawn, and then Named. I really don’t have a good way of killing him, other then FAST! He rampages A LOT. He hits for 3k. So you really don’t want any one in rampage range. Have bard pull with debuff (HOS), and Deftdance disc, and have MT taunt it off as it’s slowed. GL!


3- Some general tips:
a) SNARE
b) Hand of Ro
c) have your cursor on the exodus key
d) HEAL your MT, and your cleric
e) You have 6 hours, TAKE YOUR TIME
f) have and enchanter charm a Mountain Pooka and watch the mobs get killed in less than a second. Make sure the charmed pet is snared so re-charming can be easy.
g) make sure your tank has at LEAST 9k hp, in fact i wouldn't get lower than 10k.
h) time your repops (repops are in 15 minute-10 minute range)
i) in Vexd make sure someone's keeping count of the mobs killed.
j) Watch for WANDERERS


III. Flag #3
Congratulations!!! YOU HAVE KOD`TAZ ACCESS!! This is where i stop with the guide cause i dont have many information here and we are still trying to figure it out. This is a regular zone (not instanced) for raiding. Mobs hit hard here, and loot is actually slightly better than time loot. If you have any info dont hesitate to post (even though i know ubers hate to post info in public boards to stay ahead of first time kills and whatever, bleh!)

-Good Luck

Xitix
02-27-2004, 09:36 AM
If you leave an expedition you get ported out of the zone in about 2min or so. No need to succor or anything.

Tilien Venator
02-27-2004, 01:10 PM
If you have any info dont hesitate to post (even though i know ubers hate to post info in public boards to stay ahead of first time kills and whatever, bleh!)

-Good Luck

I tried to use a similar line of reasoning once when I got caught cheating off my neighbor's math test. I told my teacher I didn't have the time to properly finish my test by myself, that I had a life outside of math class, so I needed help to make sure I got through in the time allowed... She didn't buy it and I spent a week in detention.

If you want to play around in Kodtaz, you better be able to figure things out on your own. Sure we've gotten hints from other friend's mistakes, we've also given out hints to our friends. Other then the fact they keep nurfing the trials, it's not that hard of a zone to figure out anyways.

Sanre
02-27-2004, 01:12 PM
One observation about Vxed.

Maybe we got lucky, but we did not clear a single mob from the final room, we just invised (perhaps irrelevent) and took a careful path thru that "room" kinda like wakling through the second castle in PoFire to the tables without aggroing anything.

I never checked to see if the mobs in that room could see invis. The puller (a mage) just said follow me carefully and like a good herd of cattle we did.

Dropped invis, talked to the NPC, got our flags and clicked out.

Fayne Dethe
02-27-2004, 04:10 PM
The Kod'Taz trials were ridiculously easy the first week of release using an enchanter, but suprise suprise they were nerfed. Seems like Sony doesnt beta test anything properly - mobs didnt summon, mobs didnt respawn, and enchanters could charm 1200 quadding pets. Seems rather unfair to allow some people to get through them without much effort (a bard could solo one of the trial bosses ffs), while others have to work their but off cause Sony missed rather OBVIOUS mistakes. Personally, I was helping guildmates with the earlier trials so I didnt do anything in Kod'Taz the first week of the expansion ;p. I guess I wouldnt be as upset if the difficulty wasnt changed so drastically or that the loopholes people used were so obvious that Sony should never have let them in the first place. Originally, the trials could be done with a more non-traditional group, especially if you had an enchanter. Now, you pretty much need defensive warrior, 2 clerics, slower type group (although 2 clerics isnt absolutely necessary but helps alot).

Nimchip
02-27-2004, 08:49 PM
nah... we do tipt in 45 minutes using a chanter, a Druid, a cleric, a shaman, a 10k+ hp tank and a bard for pulls.

And yea i do agree people have to figure stuff out on their own, lord knows we took many deaths to do so... but, weeks have passed everyone has beaten these trials so i don't see the harm of releasing this info. It's not like im doing a cheat/exploit guide so i don't think your analogy fits in at all.

dalien
02-28-2004, 10:38 AM
D) The riddler:
Fight up to the Riddler. IF A PERSON OTHER THAN THE ONE WITH THEY KEY TALKS TO HIM HE WILL AGRO AND KILL YOU. So make sure the one talking to the riddler is the one with the key


Hmm, I've done the actual talking to him every time we've done this trial, and we normally have whoever's pulling loot the key. Never had a problem with him aggroing on me or anything (although I am usually group/instance leader, if that even matters).

Noliniel
02-28-2004, 11:36 AM
Fight up to the Riddler. IF A PERSON OTHER THAN THE ONE WITH THEY KEY TALKS TO HIM HE WILL AGRO AND KILL YOU. So make sure the one talking to the riddler is the one with the key

That is not true. Riddler wil not aggro.

Teaenea
02-29-2004, 03:28 AM
Got Access to Kod'Taz tongiht =) Tipt was fun as hell IMHO.

I did the trial with A Warrior, Shaman, Cleric, Bard, and an enchanter. Our bard pulled. The enchanter charmed a Mountain Pooka right before The Cragbeast ring and we used it for the duration of the trial. Nothing like a pet hitting for 1200 to make short work of every mob in the trial. Charmed mobs do not lose power in this zone

Total time in trial was 2 hours. We had no deaths, we got a plate bracer and a 30hp/mana aug. It was a guild group. We were all Elementally equiped and have no Time gear.

Xitix
02-29-2004, 11:14 AM
I tried to use a similar line of reasoning once when I got caught cheating off my neighbor's math test. I told my teacher I didn't have the time to properly finish my test by myself, that I had a life outside of math class, so I needed help to make sure I got through in the time allowed... She didn't buy it and I spent a week in detention.

I sure hope your not expecting to get some sort of diploma or degree from 'winning' EQ. Unless your auditing a course your there to learn and get credit for having a certain level of ability or knowledge at the end of it. The anti-cheating stuff is to make that diploma or degree mean something. In EQ your playing a game for a few hours to have some fun. Anti-cheating in EQ is to try and prevent others from ruining your fun. Getting strats and walkthroughs isn't cheating it just takes away one aspect of the game that some enjoy and others don't.

Nimchip
03-01-2004, 06:27 PM
Well ok ill add a spoiler button or something to the original post... so if you come and read it and dont want to be spoiled you won't have to!

Scirocco
03-01-2004, 07:41 PM
Tilien, chill. You don't want to read spoilers, don't read spoilers. But don't get in the way of those of us who DO read them, please. TDG has been about the free sharing of information, including detailed information that some would consider to be "spoiler" info, for several years now.

Sanre
03-08-2004, 07:22 AM
I think one aspect of GoD that some folks are leaving out, and I know I did, is learning curve. Now that we have gotten over the shock and awe of yard trash hitting for 1200, we can keep our wits about us and move forward.

The first time I did Tipt, we had War, Clr, Dru, Shm, Mnk, Enc. We killed the named at first trap but the only one left standing in the end was the monk.

Yesterday we decided to do farming of Tipt for Auguments and the group was War, Dru, Shm, Mnk, Rog*2. Note I was the main healer, we had no cleric. We put down the first trap named with ease twice in a row. Along the way everyone picked up AA, and we got 2 of the Balance 2 Auguments. Not bad for under 2 hours work, with a less than optimal group. I had no problems keeping ahead of the DPS of the boss with NI and SotW(1). And due to terminal brain fade early on I got killed on the first crawl up, and ended up doing the rest of events with no KEI.

I was the only one to die, and it was due to stupidity on my part, not the difficulty of the zone.

DemonMage
03-08-2004, 08:08 AM
Yep. After you get used to how the places work, it's not quite so bad. Just like Ikkinz, Chambers of Destruction. First go or two at it is pretty rough, but once you got things going, and you understand how it works, and what you're facing, you can figure out what you need to do and own it. It's not completely simple even then, but it's not too bad. Was a great amount of fun doing that tonight, and pulled in some decent loot for everyone.

Sanre
03-08-2004, 08:19 AM
In some ways I am reminded of the PoJ trials. Early on, folks were waiting in endless lines to beat their heads against a wall. After a while folks figured out how to do it and it ceased to be as bad. At least with GoD, much of the content is instanced.