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Post by Aaniadyen on Aug 7, 2008 17:19:24 GMT -5
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Post by MacBook on Aug 7, 2008 19:03:09 GMT -5
Very cool. Thank you!
I can't wait to take 'em down!
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lordbc
Junior Member
Posts: 67
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Post by lordbc on Oct 26, 2009 15:18:31 GMT -5
From the Kedge guide I got earlier.
PULLING PHINIGEL AUTROPOS
There are many differing opinions about how to pull this room. Instead of going into them all, I would simply like to address some of the problems encountered in this area, and will suggest one strategy for pulling this room. If you have made it this far, you should be sophisticated enough to devise your own strategies that will work for you. Just be sure to have someone with Evac memorized, because you will probably need it.
There are essentially three waves of opponent that must be dealt with here: Swilspines, Swirlspine Guardians, and Phinigel himself. To pull this area, I suggest a minimum of two strong groups, though three groups will make your task much easier. The key to fighting in this area is the pull. You must be able to pick off one or two seahorses at a time, until you get to Phinigel. Pulling more than two seahorses spells almost certain disaster, no matter how many people you have. Therefore, having a high level monk feign pulling is almost a necessity.
I recommend setting up your camp in the PATRIARCH ROOM. This gives your puller some room to work with, and allows her to sacrifice herself should the pull go badly, therefore not endangering the entire party. It is useful to think of the Swirlspines and the Swirlspine Guardians as forming two concentric rings around Phinigel. When luring the Swirlspines along the points of the star, you should swim directly out to the perimeter of the room, and then make your way along the ledge to the eastern exit of the room. This will avoid attracting attention from the other seahorses standing guard in the center of the room. When pulling, you should also be sure to avoid placing yourself in a position where a blast from a seahorse's spell will knock you into the aggro range of another seahorse.
The Swirlspine Seahorses and Swirlspine Guardians are casters, and have a tremendous amount of hit points. They will cast area of effect spells to wear down your party, so make sure you have your resistances buffed before you take them on. In addition, the SWIRLSPINE GUARDIANS (Common Drop - Swirlspine Belt: Magic, AC 4, Wt. 1.0, Effect of Haste, WAR PAL RNG SHD MNK BRD ROG, All Races) are able to summon you to their side during the fight, so be careful. This becomes particularly problematic when a Guardian teleports back to Phinigel's room in the middle of a fight. As everyone stands around asking, "Where did he go, did he suicide?", you will begin to notice players disappearing one by one as they are summoned to their death. If this happens, camp immediately and /petition the problem as soon as you relog, because corpse retrieval from a fully spawned Phinigel's Lair is next to impossible.
The Swirlspine Guardians have the ability to cast Complete Heal on themselves, or on their companions if you pull more than one. You should be prepared to have an enchanter mesmerize any extra seahorses that you pull, while your party focuses on one at a time. Enchanters work well down here, and some believe that the Swirlspine Guardians are easier to mesmerize than their generic Swirlspine cousins, though I have not confirmed this.
Phinigel Autropos is not too difficult to take down if he is pulled alone. He is not in the same class as the dragons, though his loot can be almost as good. The key is to get him alone so that everyone can concentrate on him. Remember, the respawn time on the Swirlspines in this area is eighteen minutes, so you must work fast to clear a path to him. Phinigel will summon players to his side and has a wide variety of spells at his command. He will also dispel your parties buffs en masse, just like the dragons do, so be prepared and watch your Enduring Breath. Phinigel is well worth the trouble, and presents a great opportunity for fun and advancement for a couple of well organized groups who want a few hours of interesting, challenging gaming. Good luck, and keep an eye on your air supply!
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