Yeah. The Noc Deathlurch (or whatever they're called), are pretty nasty. They've got this thing that's like a dot and a proc (I was too busy trying to fight to pay too much attention). It was called something like claw <something>. It did show up as a dot on you, but the damage seemed more like a proc. You got messages randomly through the fight saying you took "X non-melee damage". They were not even like a dot would do (I went through whole fights without getting hit once, and on other fights had multiple go off in rapid succession).
Damage I saw ranged from 490 to 530. It looks to be poison based, so buffing PR on tanks might be a good idea.
We got quite a bit farther then that. Wandered around the hills a bit. I'm not sure yet where all the zoneouts are in the zone. I suspect that the various structures may have them. We only found one, but didn't explore to far (ok, our scout got whacked on those big stairs and we spent most of the rest of our time killing mobs and clearing the area).
Um... Casters go down *really* fast in here. The mobs are slightly more resistant then equivalent leveled PoP mobs. I was able to chain stun reasonably effectively, but roots didn't seem to hold for very long at all.
Also, many of the mobs seemed to riposte *alot*. I would take a good chunk of damage, even while keeping a mob perma stunned. Bring a good tank, and have good healing (which was our problem. We had a couple lower level druids, but no clerics or 58+ druid/shamans, which made things *really* yukky).
If you're going to go exploring with a guild, I would really suggest getting past the beach area and immediate surroundings as quickly as possible. If you can find a zone that works, go there and hunt there. What I saw in Namibi was a bunch of people kitting mobs around. Due to the color selection of the zone (mobs blend in), and the pretty decent agro ranges of mobs in this zone, there were lots of trains. Bring good CC if you can.
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King Nobby wrote:
More words please