Chardok Mobs and See-SoS

Problem with pathing,spawns etc - post here
Koeril
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Chardok Mobs and See-SoS

Post#1 » Sat Aug 29, 2009 9:31 am

Spun off this thread.

May take awhile for me to get through all of them because a lot of this has to do with luck of the spawn so that I can get around. If a mob blocks my way which can see-SoS that is pretty much the end of my journey for that attemple unless it is a caster. Would love the help from any other SoS rogues if you are so inclined.

Mobs seeing SoS in Chardok:

Chokidai Growler
Last edited by Koeril on Sun Aug 30, 2009 4:37 pm, edited 1 time in total.
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Shin Noir
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Re: Chardok Mobs and See-SoS

Post#2 » Sun Aug 30, 2009 1:25 am

going to take this post over for all SoS seeing mobs that I find.
In Ssra 3rd floor, "An Imperial Golem" sees through SoS.
"an imperial guard" sees through SoS.
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Shin Noir
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Re: Chardok Mobs and See-SoS

Post#3 » Sun Aug 30, 2009 4:29 pm

Irontoe in icewell keep.
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Koeril
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Re: Chardok Mobs and See-SoS

Post#4 » Sun Aug 30, 2009 4:32 pm

Don't worry about Irontoe ... he's not for killing (related to 2.0). Probably flagged unattackable anyways. All of us who have 2.0's have stood right next to him and never got attacked. However, we may want to just think about changing his faction from the regular Icewell faction?
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Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
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Koeril
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Re: Chardok Mobs and See-SoS

Post#5 » Mon Aug 31, 2009 8:06 pm

Chardok: A Reanimated Conscript

I'm willing to bet all the "reanimated" skeletons in Chardok see SoS ... so far 2/2 out of 5. Still having a hard time getting down pas the entrace to do more testing :(
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Tyler
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Re: Chardok Mobs and See-SoS

Post#6 » Tue Sep 01, 2009 10:24 am

The chardok bet was won ;) All saw, i fixed. The others you mentioned are fixed, too.

About Irontoe - yes he's flagged as not agro. I changed his faction, tho.

The Imperial Guards in Ssra 3rd floor are wanted to see IH to not allow anything remotely suspicious along EMP room (unless im mistaken and they spawn somewhere else).
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Shin Noir
Posts: 380

Re: Chardok Mobs and See-SoS

Post#7 » Tue Sep 01, 2009 5:30 pm

My only complaint to that is that the imperial guards are red to 70, and when you go up to emp room there's a 2 spawn at the door, which resist lull a lot. If lull resisted, or failed afterwords (it happens esp on higher mobs, I had to cast lull about 8 times i think for it to land) it would be guarantee wipe since I can't CC with bard vs that level, and they hit too hard to handle with even a full group of when you farm ssra keys. Fortunately when I went to farm my Insignia the lull pull worked, but that's only reason I thought it would be handy for SoS to be turned off. If I did wipe on that part, I would have an option of runing up with rogue and drag the corpses past the 2 spawn and rez my chars past it, was why I asked about it. A backup plan of sorts.
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Koeril
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Re: Chardok Mobs and See-SoS

Post#8 » Fri Sep 04, 2009 2:06 pm

FYI, made it down alive to Niblek. Will run through the rest of the zone to see if anything spots and tries to eat me.

*Edit* a Alchemisht's Alcolyte still sees SoS (but I was able to sneak around him) and I think an offduty slavemaster also saw me too ... something did behind where the alcolyte stands and the slavemaster was the first to hit me.
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Tyler
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Re: Chardok Mobs and See-SoS

Post#9 » Fri Sep 04, 2009 4:00 pm

yep - both fixed.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Koeril
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Re: Chardok Mobs and See-SoS

Post#10 » Mon Sep 07, 2009 11:00 pm

Battle Master Ska`tu (named)
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