Fungus Grove first impressions

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sarthek
Posts: 11

Fungus Grove first impressions

Post#1 » Wed Aug 12, 2009 8:49 pm

Explored the entire zone with a 70 warr/shm 2box comb with a monk bot.

Overall the zone seems close to Icewell Keep difficulty on the trash. Most mobs hit between 500-900 (everything I fought was slowable). Never saw a single named though. I thought Icewell was 70+ and Fungus Grove 60+, so perhaps the mobs are tuned a bit too high.

The Tarmok tribe camps seem pretty good. AA was about 5% a kill and I got 5 loot items in about 40 kills. Got a 60/33 2h blunt staff to drop 3x and some primitive leather gloves x2 (can see them on Alla Clone now). The staff is no trade (intended?) The 3 Callers (Caller ____) in one of the Tarmok camp haven't been retuned I don't think. They are lvl 70 and only hit in the low hundreds. They also don't have a new loot table (were dropping something like 8/24 no stat clubs).

Never saw any good loot on the mushrooms.

The Dregs or whatever near the lake didn't seem to be reitemized either. They only dropped grubs for me every time. Same with the Bandits (junk loot, no gear)

Shak'nar Royal Advisors and Shak'nar Royal Guards aggro each other when spawned. Maybe intentional because the room with all of them in there would be impossible to pull otherwise (like 10 mobs and all hit for 700+).

A Royal Guard dropped Brown Chitin Leggings once. Went to my monk bot, think they were also set as no trade (intended?)

uweyen
Posts: 120

Re: Fungus Grove first impressions

Post#2 » Wed Aug 12, 2009 11:18 pm

Without a slower... my wizard with a pally bot died in a hurry in FG... a deep cavern lotus at the entrance took out my pally bot in 3 rounds, and almost had me until my gate finally popped me back to forest.

I got quadded for 500+ each hit.. sometimes 700+ - are they supposed to be this tough?
Tiril Spellbender - 70 Wizard
Tigger Isbouncybouncy - 70 Warrior
Tikki Torch - 70 Shaman
Sweett Ridedude - Bard
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Tyler
Posts: 4365

Re: Fungus Grove first impressions

Post#3 » Thu Aug 13, 2009 8:52 am

Thanks for the feedback ;)

sarthek wrote:Explored the entire zone with a 70 warr/shm 2box comb with a monk bot.

Overall the zone seems close to Icewell Keep difficulty on the trash. Most mobs hit between 500-900 (everything I fought was slowable). Never saw a single named though. I thought Icewell was 70+ and Fungus Grove 60+, so perhaps the mobs are tuned a bit too high.

FG and Icewell are both zones for 60-70 really. 60 with full group, 70 soloish + bot or 2-3 boxed etc.

sarthek wrote:The Tarmok tribe camps seem pretty good. AA was about 5% a kill and I got 5 loot items in about 40 kills. Got a 60/33 2h blunt staff to drop 3x and some primitive leather gloves x2 (can see them on Alla Clone now). The staff is no trade (intended?) The 3 Callers (Caller ____) in one of the Tarmok camp haven't been retuned I don't think. They are lvl 70 and only hit in the low hundreds. They also don't have a new loot table (were dropping something like 8/24 no stat clubs).

The caller are quest guys - you don't kill them. You actually help to get them NOT killed :) That's why they are lev 70 but hit not much. The staff only really shines against those fierce plants. That's why it is not nodrop.

The named mobs are rare spawns in this zone. If you really are after loot - do the caller events (hopefully they work - check allakhazam.com for the quest "summoning beasties".

Generally - the Tarmoks are by far the easiest mobs in the zone. lev59-60 or something like this.

sarthek wrote:Never saw any good loot on the mushrooms.

The Dregs or whatever near the lake didn't seem to be reitemized either. They only dropped grubs for me every time. Same with the Bandits (junk loot, no gear)

They all have new loot, it only has a small chance to drop like 3-5%. But it drops.

sarthek wrote:Shak'nar Royal Advisors and Shak'nar Royal Guards aggro each other when spawned. Maybe intentional because the room with all of them in there would be impossible to pull otherwise (like 10 mobs and all hit for 700+).
A Royal Guard dropped Brown Chitin Leggings once. Went to my monk bot, think they were also set as no trade (intended?)

Faction is not intended, will check out whats going on here. The Chitin legs are intended to be not notrade. As i said - Fungus is good for twinking if you are ToV flagged or well geared in general.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Tyler
Posts: 4365

Re: Fungus Grove first impressions

Post#4 » Thu Aug 13, 2009 8:57 am

uweyen wrote:Without a slower... my wizard with a pally bot died in a hurry in FG... a deep cavern lotus at the entrance took out my pally bot in 3 rounds, and almost had me until my gate finally popped me back to forest.

I got quadded for 500+ each hit.. sometimes 700+ - are they supposed to be this tough?

Yes - working as intended. As you maybe remember back in the day - those plants were only there to be avoided ;)

They drop some ts junk tho, as well as 2 semi nice items. Since all trash is fully slowable here, they need to be somewhat of a threat when unslowed. I mean, if they are easy without slow - they could as well just hand out exp and loot upon hailing :lol:
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

uweyen
Posts: 120

Re: Fungus Grove first impressions

Post#5 » Thu Aug 13, 2009 11:32 am

So what you're saying are, the plants are the hardest mobs in zone? Or everything is equal to one another, just I got scared off by the one mob? lol
Tiril Spellbender - 70 Wizard
Tigger Isbouncybouncy - 70 Warrior
Tikki Torch - 70 Shaman
Sweett Ridedude - Bard
Kerafyrm Thesleepingbeauty - Cleric


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Tyler
Posts: 4365

Re: Fungus Grove first impressions

Post#6 » Thu Aug 13, 2009 12:21 pm

No, just saying if possible - try to avoid the plants. They don't see invis for example.

Also, a Wizard and Paladin is not the optimal group setting :)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

uweyen
Posts: 120

Re: Fungus Grove first impressions

Post#7 » Thu Aug 13, 2009 1:59 pm

Tyler wrote:No, just saying if possible - try to avoid the plants. They don't see invis for example.

Also, a Wizard and Paladin is not the optimal group setting :)


That's why im leveling up my warrior/shaman combo :D
Tiril Spellbender - 70 Wizard
Tigger Isbouncybouncy - 70 Warrior
Tikki Torch - 70 Shaman
Sweett Ridedude - Bard
Kerafyrm Thesleepingbeauty - Cleric


Guild Leader of Relentless Visions

sarthek
Posts: 11

Re: Fungus Grove first impressions

Post#8 » Thu Aug 13, 2009 6:02 pm

Tyler, I think we are misunderstanding each other on the no drop.

The staff and leggings are no drop. As in, can't trade them once looted. Your reply seems to indicate that you thought I said NOT no drop, and that is how you want it to be (ie tradeable).

As for the faction aggro (perhaps it isn't faction but rather an ae damaging self buff?) in the hive: The advisors and royal guard will fight each other to the death. I sat there and watched 4 or 5 advisors kill the royal guard, then kill each other until there was just one mob left. Rinse/repeat next spawn cycle.

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Shin Noir
Posts: 380

Re: Fungus Grove first impressions

Post#9 » Tue Aug 25, 2009 5:31 pm

Priest Kak`thak in Fungus Grove is on another faction and likes to attack his guards. The guards also seem to respawn really fast, so he more or less dies from his guards the moment he pops.

Edit: Seems priest spawns at one point, and roams to a point that he aggros and beats down guards at.. may want to peek at his faction.
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Tyler
Posts: 4365

Re: Fungus Grove first impressions

Post#10 » Tue Aug 25, 2009 8:18 pm

Thanks - fixed agro issue.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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