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City Of Mist 101

By Konarg with special thanks to Wolfkin of Spirit of the Sword Guild

Welcome to the city of Mist. It's a challenging zone but very doable with the right group(s) and a guide like this one. What makes it challenging? It's a mix of high-level Undead and Live creatures. Traveling though it safely can only be someone sneaking. For the rest of us who have only Invis or Invis to undead something is going to see you then it's train central.

City of Mist is more or less a 30+ dungeon. A group of mid 30's can do very well at the front of the zone (the Bridge) but should expect the occasional train and be prepared to run for zone if you hear "Train to zone" in ooc or shout. Level 40+ groups will find hunting near the castle very easy IF you have a ranger or druid to pull with Harmony. This spell is a dream come true here. Let me say that again, Harmony is incredible here at managing pulls. It very nearly works on everything and makes breaking the spawns and establishing an easy repop cycle a cinch. I recommend a ranger of course since any pulling is gonna get the puller whipped a bit and though some druids a.k.a. Spirewolf, most prefer not to loose health at the speed it will drop on a bad pull, or even a good one for that matter. Once the spawns are broken anyone can pull, though I still recommend tank types.

Now. There are 2 reasons to come here. Raids and Exp/Loot.

NOTES:

Throughout this dungeon you will see mobs that seem to fall from the roof or you will see them sticking through the walls (goos do this a lot). They're not there...it's a pathing thing. Do not mess with these guys or you will catch a train from the 2nd floor.

Area 5 on the map is completely clear of mobs. Only mobs are inside the houses. So avoid the houses and you will be fine. Thus once through the courtyard (area 2) you have a clear run to the Camp spot of area 6.

NEVER use an AE in this zone. It's seems obvious but you wanna be sure everyone knows.

When on a "RAID" be sure that the Leader speaks in Shout while everyone else only uses OOC for questions/comments. This makes it a lot easier to stay organized.

Don't listen to anyone but raid leader or group leader unless specifically told to do so by raid leader. Also the Group Leader communicates for your group. So remind him/her to do so if they aren't doing it. And you group leaders do your job and save the Raid Leader a lot of headache

Raid Leaders make sure everyone knows who is the Puller, Main Assist and Backup Assist (backup is used if Main dies or goes LD) Once those Assist names are given make damn sure everyone "hotkeys" the names...Make 2 Hotkeys. /assist Themaindude and /assist Theotherdude (of course you should use their real names). You are making named assist keys so that you never ever have to target anything manually. Something comes...you press your assist key. Never select a mob on you own.

NEVER attack anything until the Main or Secondary Assist call it. They will have a Hotkey when they are targeting a mob (something like /shout Assist me in killing this Target!!). Pet classes especially need to listen up and USE YOUR ASSIST HOTKEY! Because if you goof and send your pet on the wrong mob the chanter can't mez it, and you are wasting valuable mana and a good chance of getting people killed. Thus use the hotkey and wait for the assist to call the mob.

Remember the #1 Rule when raiding with Enchanters. "You break it, you bought it" Pay attention to what they have mezzed and don't screw with it. You get them killed and likely many more to follow. Plus chanters will remember you. No mo clarity for Joo! :P

Also it is the norm on big raids where random great loot is dropped that the Group Leader ONLY loots mobs and immediately calls the contents. Use quick phrases and OOC what you looted. MT=Empty, Gems= Gems and Jewelry, Words=all those pages and things casters use, and of course any and every nice random drop. It's the Raid Leader's Job to find out who can use and get the appropriate people into the random. Of course the Raid Leader SHOULD specify whether they want you to do this.

Casters, Druids, Shamans and Clerics please stay out of the way of tanks. It becomes VERY difficult for tanks to move around to actually hit the targeted Mob. Don't make their job more difficult by standing or sitting in the thick of the battle. Plus it's usually a lot safer to stay back and MOST casters learn early if they don't have high-end machines that during raid with all those people on the screen, facing a close wall reduces video lag big time. This makes casting a lot more dependable. Besides...it also reduces the risk of mistargeting. Face a wall and use your named assist key. Yeah it's boring but people lives could be saved including your own.

Above all. LISTEN. And listen to the right people. Raid Leader. Main Assist. And Group Leader. Don't go Lone Ranger and if you feel you are wasting your time and don't wanna be there. Leave. The odds are a lot of people will die if you get impatient and do something dumb. Save everyone the hassle and just go.

Bridge spawn- 2 static spawns, respawn time 31 minutes; keep an eye on those clocks or you might get caught low on health/mana.

Temple to right of bridge- only come here with a very strong group (level 40's). There is an army behemoth that will be very displeased if he's disturbed.

Oh, and did I mention no area effect spells? :)

The Raid

· Raiding the first black reaver: (Blue circle in area 6 indicates where he spawns.)

First you gotta get there. So you'll be grouping and buffing up at zone. If you are lucky people are camping the bridge (area 1) and the courtyard (area 2) and that makes getting to the Exp Camp section of the castle (area 6) a cinch. If those areas aren't camp be prepared to take the time to pull and kill. Now if you are going in for a reaver you better have 3 groups of 45+ with ALOT of tanks and healers because Black Reavers are pretty much 100% magic resistant. So pulling areas 1 and 2 will be quick and unless someone is really silly, quite painless. Remember that great loot drops randomly so don't rush off without checking corpses.

· Now once you are all at the Exp Camp in area 6 send out your ranger with harmony. You will notice I indicate which mob to pull first and from there go counterclockwise with each pull. This is because the mob pathing here (shown by the purdy pink line) takes a specific route and pulling any other mob will drag it by the others. Even with Harmony you wanna avoid this. So you pull these first four. Then pull the first 3 on the bridge (you gotta stand in the middle of the bridge opening to get harmony to stick on all three mobs). Once they are done you got a clear path to the castle door. You do not have to pull the mobs on the other side of the bridge. They won't agro during castle pulls. BUT, since you got all those groups there and the respawn times are so long (about 10 min for common spawns)...I'd pull them anyways. Once you have pulled all these mobs you can move your entire raid to the point indicated as the Raid Camp area. This way you avoid inconvenient repops from the first section. I'd still pull them but they won't agro, so you have a choice when to drop them.

· Ok so now you're at the castle doors. Did I mention you need a rogue with a Lock Pick skill of 200+? If you didn't bring one with you...well cancel raid and start hunting repops for exp and loot. Do NOT let anyone convince you that an AE cast by the door is Ok. BS!!!! I have seen this done twice and both times a train of 15 mobs came Including 3 Black Reavers. It was instant death for a raid of 35 people. It'll be instant death for you too.

· So you did bring a rogue and he wants to open the door. Coolness. Have him open the castle door while hiding. Your Harmony puller will then step up close to door and cast Harmony on at minimum of 2 mobs. One on each side. Again there's trick. You gotta watch for the pillars inside. Each of the 4 mobs on either side of room stands between pillars. Thus if not positioned right you will "not be able to see your target" and you waste the mana and recast time on your spell. So aim carefully and be patient. Ain't nothin gonna whoop ya till you step thru the door. So take your time...relax...breathe...and cast. Now...you cast harmony. After you've cast harmony shoot or cast on the big black guy at the end with something (I use flame lick or arrows). More than likely you will still get multiple mobs (probably about 4 total with Reaver) but at least it isn't 9. Now is the time for that Enchanter or two you brought to really work. No problem. They love that stuff.

· Ok you now have a Black Reaver and friends pounding on the group. Well chanters mez extras and keep them that way. Casters...you heal tanks...Do NOT waste mana casting on the reaver. It won't stick. Wizard....well...you save you mana for the clean up of the extra mobs. Meanwhile...O'Keals Radiation does help...some...a little bit :P. Great so your tanks are feeling their power...yea! A mob for them and them alone (of course they are all ignoring the pets there doing more damage than them ;p) and everyone can relish in the slow but sure death of this tough bugger. Woot!! He died! Hey...WTF...who's Lord Ghiosk?!?

· Oh did I forget to mention that The Black Reaver who spawns in that first room is the Placeholder for Lord Ghiosk and the Lord with spawn IMMEDIATELY upon the death of the reaver? Oh...and did I mention that Lord Ghiosk is also 100% MR? Sorry...my bad. Well he's here now and he's pissed. He's has more Hit points than the reaver too. I hope your healers still have mana and the pet classes are ready to cast new pets for the ones that will probably die. Anyways...keep pumping away at the Lord. He'll drop too. When he does somebody get that shaman over there to loot the diaries for their Epic. DO NOT Loot diaries unless you're a shaman. I don't care what is happening...could be a train...get the shaman there.

· Now what? Well clean up your mess. Remember that any mob can drop the "phat lewt" but Black reavers drop nice stuff quite often...be ready to random. Now you will be pulling the castle room and bridge for the next 60 minutes, cause that's how long the Black reaver spawn is. Don't get bored or greedy. DON'T attempt to pull reavers above the lift. (I say this only because if you're using this guide...you probably aren't ready for the guys above ;p) Unless you just HAVE too I recommend taking repops from here on. Enjoy your raid:)

Exp/Loot Camping:

This is pretty much the same as above. Just without pulling the castle. Trust me. You don't wanna go in there without 2 or 3 groups backing you up. And there better be a lot of tanks. Otherwise just use the map and find a spot you like. Personally I prefer the Exp Camp in area 6. Once your back there and the spawn is broken it's good safe exp with a chance at nice loot.

· The motto here is - try to pull singles but make sure group is ready for a multiple pull.

· Bridge is nice, area marked "camp for exp" is real nice as you avoid those nasty trains to zone.

· Area 3 is tough to break; an enchanter or harmony is a must.

· Area 4 is tough to break and enchanter is a bonus, just not enough room for harmony to be reliable.

· If a big Reaver raid is going on by another guild, make sure they know where you are and ask them to yell train if necessary. Nothing ruins a day like a level 47 Goo or a couple level 52 Reavers killing your group in 3-5 seconds flat.

· Said it once and it bears repeating. Unmemorize all area effect spells. The pathing in here is horrible and if you use an AE you run the risk of agroing a nasty from the second level of COM and pulling the entire zone onto your group. This will be no ordinary train. I'm talking 5-6 Reavers and a dozen other beasties and that's of the small train variety.

· Enjoy your raid