Scirocco
07-31-2001, 12:53 PM
Once again, thanks to several sources (eqmaps for the comments / some locations, mapfiend for the polygonal data I used to create the maps, folks on the raid with me for information).
Here are some things we learned from our first trip to the Dragon Necropolis. I'll split the info into sections below, but I'll list the maps first for those of you who are just looking for those.
Dragon Necropolis Upper Level
http://doccus.dragon.cx/Necropolis.gif
Dragon Necropolis Lower Level
http://doccus.dragon.cx/NecropolisLower.gif
GETTING THERE
-=-=-=-=-=-=-
Dragon Necropolis is entered from the Western Wastes. The only known path to the Western Wastes at this point is: Cobalt Scars -> Sirens Grotto -> Western Wastes. When you enter Siren's Grotto, hug the wall to your left IMMEDIATELY, and you will not aggro the high-level Bulthars guarding the zone line. Have your friendly druid cast Succor to get you to the other zone line. Turn 90 degrees right immediately and run. You'll zone out into the Western Wastes in about 5 seconds.
Stay at the SG zone end of the Western Wastes tunnel for safety. Nothing roams down the tunnel. LEVITATE (this is important) and see invis / invis everyone. Do not stop to combat anything that attacks a group member on the way there. There are HUGE chain-aggro problems in WW. You will wipe out your party by attracting the attention of named dragons, ice wurms, and velium hounds by the dozens.
Exit the tunnel (invis, levitating) and head slightly left. You will quickly encounter a ridge / dropoff to the ocean. Follow the ridge until you see a sort of circular area with a black rock in the center. This is your landmark to head at a 45 degree angle inland (away from the ocean). You will quickly encounter a huge gorge, with four black towers on your side of it. Float quickly to the towers and click on them. You'll zone into Dragon Nec.
If anyone dies on the way, do NOT stop. Form a minimal recovery party INSIDE Dragon Nec, and zone out to recover. That way, the rest of your raid parties are safe. The zone area in DN is safe, with no wanderers. The zone is two-way, meaning you can also zone out. If you zone out un-invis, be prepared to aggro everything around the gorge lip, which is usually too much to handle for 5-6 full groups. IMHO, the aggro in WW is broken ... the aggro areas for each MOB are too large.
We're In ... Now What?
-=-=-=-=-=-=-=-=-=-=
There are only two main factions in Dragon Nec. Paebala and Chetari. We picked the Chetari (micemen). All cute flully mice must die :) Consult the maps, so you know which direction you want to head toward. I'm not sure if both of the races are generally KOS, but the Chetari sure hated me upon first sight. Alternately, you may be here to kill Zlandicar. If this is the case, good luck, and have fun :) I haven't done this yet.
Traps
-=-=-
You brought a rogue, right? You better have. This zone is literally FILLED with traps. And these aren't "you take 15 damage, ow" traps. These are "ha ha, I just spawned 10 2000HP biting beetles on your ass" traps. They also spawn Dragon Constructs ... which are fairly nasty monstrosities. They are worth a ton of XP, though, and drop some nice items. All of the piles of bones scattered around the level are traps. There are also many traps that are undetectable except by the Sense Traps skill of rogues and bards. This is usually followed by the Disarm Traps skill, and a quick run through by the party. Disarm Traps does not last very long (less than 30 seconds).
Upper Floor MOBs
-=-=-=-=-=-=-=-
Aside from the constructs you may trigger, you will see a ton of Phase Spiders on the upper floor. These are levels 49-52, and randomly teleport your group members a short distance away. This is bad if they land on traps. We dispatched 'em fairly quickly, though. They sometimes drop a Phase Spider Carapace (very nice piece of armor), or more frequenly, Phase Spider Blood (one charge of Improved Invisibility).
Also on the top floor is the Shade of Jaled'Dar. He's behind a locked door that our two rogues couldn't pick. He takes GREAT exception to anyone nearby with a werewolf illusion, we found out. Like Cazic Thule, he calls your name, points his finger, and you die. Ouch. The good thing is, he stops after he kills the offending party member, and doesn't just clean the zone. I believe the shade is the quest giver for the key to sleeper's tomb. I read that somewhere, not sure if it's true or not, or if my memory is accurate.
Chetari Area
-=-=-=-=-=
You'll descend a steep hole into the ground to get to the Chetari (area 1), or navigate the Paebala section and drop down (area 2 on the map). You will encounter your first Chetari on the ramp down, in addition to Carrion Bats, and any sprung traps your puller (ROGUE) trips. We got stuck here, and only figured out the problem right before the raid ended (this was our first time down). I'll explain what happened at the end, under Recurring Vision.
Turn left at the T intersection. There are THREE back-to-back traps in this area. It is very very very hard for your rogues to catch and disarm them all. We got beetles (2 sets) and a Dragon Construct outta this. Oh yeah, and a very dead rogue, which the construct then camped until we could arrange the (10 minute) CR with our other rogue. Couldn't do the CR with anyone else ... or we would have re-sprung the traps.
I've been told that the micemen have a fairly large city past the T intersection. Like I said, we got stuck. We did, however, manage to get an Aged Velium Claidhmore (30/37 2HS) off a Chetari Dominator, and a Recurved Velium Bow (30/39/110) off a Chetari Hunter. In addition, we scored a flawless diamond (Velious BP quest armor gem), several lesser gems, and a ton of (junk! risk v. reward my butt) regular velium weapons. We also got several spells. IF ANYONE FROM VERANT IS READING THIS ... TAKE THE SPELLS THAT ARE NOW AVAILABLE FOR PURCHASE (teleports, etc) OFF THE MOBs. It's disgusting to loot a spell you can buy for 17p. I'll be writing them a letter about this, as well. They need to re-do the spell loot tables :)
This ramp has been outlined as THE best place to have a single XP group in DN. The XP in this dungeon is FANTASTIC, easily blowing away Howling Stones. Your single XP group must consist of 6 very good folks, 55+, with both an enchanter and a rogue. Anything else will get you dead quick. Have your cleric hang back a bit on the ramp, and camp out (for CR / rez) if things go bad. You know the drill :)
Recurring Vision
-=-=-=-=-=-=-
I promised you a section about "The Vision". One of the things that Verant has pushed for ages (and never got right) is the "Dungeon Crawl". This is where teams of mighty adventurers constantly push forward in a dungeon. Well, they got it right in Dragon Necropolis. There are so many patrolling Chetari, and the ever-present danger of hitting traps, that you MUST keep your groups moving. Once you slow down / stop, you will most likely be stuck wherever you are for a time, while you laboriously re-clear the wanderers and traps. We didn't know ... and never got past the intersection. One rez, and everything had respawned. Twice, and we just decided to sit there and make the best out of it until the raid ended. We were almost at the end-time of the raid, and folks were starting to trickle out.
One of the reasons that crawls work in DN is that, 99% likely, you will be the only adventurers in the zone. The combination of teleport tooth requirements (CS), key requirement (CS also, from named drake in Skyshrine), distance from nearest bind city (Skyshrine, or Kael), and the chance of dying almost instantly on the trip through the Western Wastes dissuades many folks. I'm telling you, the trip is worth it :) Go now, before this place becomes Lower Guk :)
Raid Makeup Suggestions
-=-=-=-=-=-=-=-=-=-=-
If you're experienced, or Uber, feel free to disregard this section :) This is just my take on your party selection / chance of survival.
XP Group, Phase Spiders and Ramp
1 group 55+, enchanter, cleric, rogue required
2 groups 53+, cleric, enchanter, rogue required
3-4 groups 50+, heavy on warriors if caster levels low, enc, clr, rog required
(there's a pattern here :)
Loot Group, Deep Chetari Penetration
4 Groups, 53+, well balanced. One cleric per group. At least one ENC. Two rogues suggested.
Zlandicar
??? We didn't do it. Probably 5-6 good groups.
When moving, your rogue is the most important person in the raid. When stopped, the enchanter(s) are the most important asset in your raid. Use heals accordingly.
I hope this helps some folks. If you're trying to start your own raid, I suggest placing a raid notice on www.everquestraids.com at least 2 weeks in the future to get the best mixture / most number of folks signed up. Good hunting!
-Doccus
Here are some things we learned from our first trip to the Dragon Necropolis. I'll split the info into sections below, but I'll list the maps first for those of you who are just looking for those.
Dragon Necropolis Upper Level
http://doccus.dragon.cx/Necropolis.gif
Dragon Necropolis Lower Level
http://doccus.dragon.cx/NecropolisLower.gif
GETTING THERE
-=-=-=-=-=-=-
Dragon Necropolis is entered from the Western Wastes. The only known path to the Western Wastes at this point is: Cobalt Scars -> Sirens Grotto -> Western Wastes. When you enter Siren's Grotto, hug the wall to your left IMMEDIATELY, and you will not aggro the high-level Bulthars guarding the zone line. Have your friendly druid cast Succor to get you to the other zone line. Turn 90 degrees right immediately and run. You'll zone out into the Western Wastes in about 5 seconds.
Stay at the SG zone end of the Western Wastes tunnel for safety. Nothing roams down the tunnel. LEVITATE (this is important) and see invis / invis everyone. Do not stop to combat anything that attacks a group member on the way there. There are HUGE chain-aggro problems in WW. You will wipe out your party by attracting the attention of named dragons, ice wurms, and velium hounds by the dozens.
Exit the tunnel (invis, levitating) and head slightly left. You will quickly encounter a ridge / dropoff to the ocean. Follow the ridge until you see a sort of circular area with a black rock in the center. This is your landmark to head at a 45 degree angle inland (away from the ocean). You will quickly encounter a huge gorge, with four black towers on your side of it. Float quickly to the towers and click on them. You'll zone into Dragon Nec.
If anyone dies on the way, do NOT stop. Form a minimal recovery party INSIDE Dragon Nec, and zone out to recover. That way, the rest of your raid parties are safe. The zone area in DN is safe, with no wanderers. The zone is two-way, meaning you can also zone out. If you zone out un-invis, be prepared to aggro everything around the gorge lip, which is usually too much to handle for 5-6 full groups. IMHO, the aggro in WW is broken ... the aggro areas for each MOB are too large.
We're In ... Now What?
-=-=-=-=-=-=-=-=-=-=
There are only two main factions in Dragon Nec. Paebala and Chetari. We picked the Chetari (micemen). All cute flully mice must die :) Consult the maps, so you know which direction you want to head toward. I'm not sure if both of the races are generally KOS, but the Chetari sure hated me upon first sight. Alternately, you may be here to kill Zlandicar. If this is the case, good luck, and have fun :) I haven't done this yet.
Traps
-=-=-
You brought a rogue, right? You better have. This zone is literally FILLED with traps. And these aren't "you take 15 damage, ow" traps. These are "ha ha, I just spawned 10 2000HP biting beetles on your ass" traps. They also spawn Dragon Constructs ... which are fairly nasty monstrosities. They are worth a ton of XP, though, and drop some nice items. All of the piles of bones scattered around the level are traps. There are also many traps that are undetectable except by the Sense Traps skill of rogues and bards. This is usually followed by the Disarm Traps skill, and a quick run through by the party. Disarm Traps does not last very long (less than 30 seconds).
Upper Floor MOBs
-=-=-=-=-=-=-=-
Aside from the constructs you may trigger, you will see a ton of Phase Spiders on the upper floor. These are levels 49-52, and randomly teleport your group members a short distance away. This is bad if they land on traps. We dispatched 'em fairly quickly, though. They sometimes drop a Phase Spider Carapace (very nice piece of armor), or more frequenly, Phase Spider Blood (one charge of Improved Invisibility).
Also on the top floor is the Shade of Jaled'Dar. He's behind a locked door that our two rogues couldn't pick. He takes GREAT exception to anyone nearby with a werewolf illusion, we found out. Like Cazic Thule, he calls your name, points his finger, and you die. Ouch. The good thing is, he stops after he kills the offending party member, and doesn't just clean the zone. I believe the shade is the quest giver for the key to sleeper's tomb. I read that somewhere, not sure if it's true or not, or if my memory is accurate.
Chetari Area
-=-=-=-=-=
You'll descend a steep hole into the ground to get to the Chetari (area 1), or navigate the Paebala section and drop down (area 2 on the map). You will encounter your first Chetari on the ramp down, in addition to Carrion Bats, and any sprung traps your puller (ROGUE) trips. We got stuck here, and only figured out the problem right before the raid ended (this was our first time down). I'll explain what happened at the end, under Recurring Vision.
Turn left at the T intersection. There are THREE back-to-back traps in this area. It is very very very hard for your rogues to catch and disarm them all. We got beetles (2 sets) and a Dragon Construct outta this. Oh yeah, and a very dead rogue, which the construct then camped until we could arrange the (10 minute) CR with our other rogue. Couldn't do the CR with anyone else ... or we would have re-sprung the traps.
I've been told that the micemen have a fairly large city past the T intersection. Like I said, we got stuck. We did, however, manage to get an Aged Velium Claidhmore (30/37 2HS) off a Chetari Dominator, and a Recurved Velium Bow (30/39/110) off a Chetari Hunter. In addition, we scored a flawless diamond (Velious BP quest armor gem), several lesser gems, and a ton of (junk! risk v. reward my butt) regular velium weapons. We also got several spells. IF ANYONE FROM VERANT IS READING THIS ... TAKE THE SPELLS THAT ARE NOW AVAILABLE FOR PURCHASE (teleports, etc) OFF THE MOBs. It's disgusting to loot a spell you can buy for 17p. I'll be writing them a letter about this, as well. They need to re-do the spell loot tables :)
This ramp has been outlined as THE best place to have a single XP group in DN. The XP in this dungeon is FANTASTIC, easily blowing away Howling Stones. Your single XP group must consist of 6 very good folks, 55+, with both an enchanter and a rogue. Anything else will get you dead quick. Have your cleric hang back a bit on the ramp, and camp out (for CR / rez) if things go bad. You know the drill :)
Recurring Vision
-=-=-=-=-=-=-
I promised you a section about "The Vision". One of the things that Verant has pushed for ages (and never got right) is the "Dungeon Crawl". This is where teams of mighty adventurers constantly push forward in a dungeon. Well, they got it right in Dragon Necropolis. There are so many patrolling Chetari, and the ever-present danger of hitting traps, that you MUST keep your groups moving. Once you slow down / stop, you will most likely be stuck wherever you are for a time, while you laboriously re-clear the wanderers and traps. We didn't know ... and never got past the intersection. One rez, and everything had respawned. Twice, and we just decided to sit there and make the best out of it until the raid ended. We were almost at the end-time of the raid, and folks were starting to trickle out.
One of the reasons that crawls work in DN is that, 99% likely, you will be the only adventurers in the zone. The combination of teleport tooth requirements (CS), key requirement (CS also, from named drake in Skyshrine), distance from nearest bind city (Skyshrine, or Kael), and the chance of dying almost instantly on the trip through the Western Wastes dissuades many folks. I'm telling you, the trip is worth it :) Go now, before this place becomes Lower Guk :)
Raid Makeup Suggestions
-=-=-=-=-=-=-=-=-=-=-
If you're experienced, or Uber, feel free to disregard this section :) This is just my take on your party selection / chance of survival.
XP Group, Phase Spiders and Ramp
1 group 55+, enchanter, cleric, rogue required
2 groups 53+, cleric, enchanter, rogue required
3-4 groups 50+, heavy on warriors if caster levels low, enc, clr, rog required
(there's a pattern here :)
Loot Group, Deep Chetari Penetration
4 Groups, 53+, well balanced. One cleric per group. At least one ENC. Two rogues suggested.
Zlandicar
??? We didn't do it. Probably 5-6 good groups.
When moving, your rogue is the most important person in the raid. When stopped, the enchanter(s) are the most important asset in your raid. Use heals accordingly.
I hope this helps some folks. If you're trying to start your own raid, I suggest placing a raid notice on www.everquestraids.com at least 2 weeks in the future to get the best mixture / most number of folks signed up. Good hunting!
-Doccus