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Stratagy for Sol RoFollow

#1 Jul 21 2005 at 1:04 PM Rating: Good
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Could someone please point me to a discussion on Sol Ro. Got the easy flag into it, went in and said "whoa". It's a little intimadating for us non guilded guys, and then maybe we should just forget about going there.

Anyway, I would like to know a little about the mobs, how hard they hit and where to hunt. Not necessarily evrything, but more than you see at the zone-in.

Thanks guys.

EagleFlight/Dyciere

Edited, Thu Jul 21 14:11:28 2005 by EagleFlight
#2 Jul 21 2005 at 2:37 PM Rating: Decent
Quote:
Could someone please point me to a discussion on Sol Ro. Got the easy flag into it, went in and said "whoa". It's a little intimadating for us non guilded guys, and then maybe we should just forget about going there.


I tend to agree.....

I went in one night and I was alone in zone. All of the wandering Guards were up and left me very little room to kite. in a nutshell...dead.

As far as Mob info though: Tower of Sol Ro
#3 Jul 21 2005 at 3:13 PM Rating: Excellent
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I'm detecting a trend Smiley: laugh

Took my 65 bard there, pulled a mob and learned the hard way that they summon and that there's no zone out. Got smacked around for ~400-500 points a hit though I have crappy armor plus crappy bard mitigation so it might be different for a tank clas sin decent armor and with Defensive AA's. Since they see invis and it was tight quarters, I couldn't Fade without being respotted immediately and my adventure ended with me at the guild hall altar.

The guild is currently Efreeti flagging folks thought to give it a real shot just to mess with yard trash. The zero player population in the zone makes it attractive for us to give it a shot in and not look too stupid when we wipe Smiley: wink2
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#4 Jul 21 2005 at 3:14 PM Rating: Good
Will The Frak be able to get a flag tonight?
#5 Jul 21 2005 at 3:17 PM Rating: Good
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Well Frakkor intends to get flagged tonight, so maybe Aude will be able to post some viable strategies in a few days. We must be getting close to having enough flags for a well balanced group
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#6 Jul 21 2005 at 3:19 PM Rating: Good
Oh...and my epic. Can we get that tonight too?
#7 Jul 21 2005 at 3:30 PM Rating: Decent
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As far as experience groups, it's best to have a slower/healer and a tank. A warrior and shaman can duo easily, for example, or an enchanter/paladin. But the experience is good enough for a full group to share.

If you fight your way up either stairway, you can camp in the big area at the top of the stairs, against the wall.

Most of the mobs are very fire resistant (duh), so use magic and cold. Some are charmable, and there is at least one little mephit up on the right(?) side (might be the middle, it's been a while) that an enchanter can dire charm.

Most drops are ornate armor patterns, tradeskill items, and sellables. One component for the melee gate necklace drops very frequently as well. - Fiery power source, I think.

How much else do you want to know?
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#8 Jul 21 2005 at 3:39 PM Rating: Excellent
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The Frak will have to talk to The Dot, but The Rah is not adverse to killing The 'Freet for The Flag.

Samira wrote:
As far as experience groups, it's best to have a slower/healer and a tank.
No ****? You figure out a tactic like that all by yourself?

Ah, Samira.. you know I kid 'cause I love Smiley: laugh

Seriously though, the mobs I saw (and had on track) were predominately lvl 65 though the bestiary seems to imply they actually get closer to 62-65 as you move in. We largely range from 55ish to 62 with my bard leading the pack at 65 so it may be more of a mini-raid type event if we do it soon.
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#9 Jul 21 2005 at 4:15 PM Rating: Good
you basically have to deal with two mobs on 95% of pulls.

#10 Jul 21 2005 at 4:36 PM Rating: Decent
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The mobs agro range is approx casting range. Unless you have an extended range range foci it's hard to single pull. I recomend a CC and since you need a slower go with a chanter. They can mezz and slow the main target. Root, snares don't work because they are immune to movement spells. They are groupable with the right players.

The nicest thing about the zone is very few if any peeps in it at all.
#11 Jul 21 2005 at 4:39 PM Rating: Decent
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Quote:
and there is at least one little mephit up on the right(?) side (might be the middle, it's been a while) that an enchanter can dire charm.


He is on the right side.

Quote:
you basically have to deal with two mobs on 95% of pulls.


usually

No snare and they summon.

The stairs and even the zone in are usually pretty good camps. Raids can get pretty tough. I have been in a few raid wipes trying to farm part 3 of the key.

My druids GL usually brings his Pally and Chanter and we used to trio the ZL without much of a problem.
#12 Jul 21 2005 at 5:45 PM Rating: Decent
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Quote:
No sh*t? You figure out a tactic like that all by yourself?

Ah, Samira.. you know I kid 'cause I love


I was trying to be tactful. Of my friends, any two could easily duo, and most of us could solo, but for lower level and lesser geared people it's safer to have at least two, with one being a tank and another being a slower and/or healer.

And good points in the following posts. They don't snare, but they don't run so that's okay. They can be mezzed, and they can be mostly slowed, which is good because they hit pretty fast. Their AC is decent but can be lowered with E'Ci's, glacier breath and similar spells.
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#13 Jul 21 2005 at 7:48 PM Rating: Decent
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Sol Ro is basicly a group only zone though its possable for a shaman to solo there.

Mobs are immune to snare have a agro range of 200 (need extended range item to pull with spells). Once slowed they are easy kills They all seem to summon as well.

Seems all mobs have a chance to drop Ornate Armor peaces except for BP. The place reminds me of HoT in many ways but one groupable instead of needing a raid as was case when you first got to HoT.

There are five minis in Sol Ro that are on averge about same toughness as BoT tower bosses.

Exp seemed slightly better then BoT though less then elementals.
#15 Jul 21 2005 at 9:25 PM Rating: Good
Sol Ro mobs see invis, summon, come in pairs, there are patrolers in most spots, there is no zone out.

That said, it is not a bad place for a decent group.

The zone in is popular as both sides of the actual ZI are "safe spots", dont kite there though spre a thought for the people zoning in.

Too the left, the extreme left corridor leads to some caves, there are a couple of safe spots to camp there and is quite popular.

To the right you can fight up the stairs, and there is a safe spot on the left side of the pathway, sort of opposite the the junction in the pathway that has a right turn leading up to more stairs. Its a sort of "T" intersection with a clear space on the left and buildings on the right, either side of the pathway. Lots of guards here and patrillers, but you are out of aggro range against the left hand wall.
#16 Jul 22 2005 at 9:23 AM Rating: Good
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Thanks folks, that's about what I needed to know. I hate to find out what not to do by dieing multiple times.

out group consists of a 65 Ranger (me), a 65 Druid (me), another 65 Druid (wife), a 65 Cleric (wife), a 64 Enchanter (sis-in-law), and a 64 Mage (friend). It sounds like this group should be able to handle the zone. I'm sure we'll have some deaths along the way, but, that's part of the game, I just didn't want to delevel back to 60 figuring it out.

The Ranger wwasn't created quite right far a ranger - but it has worked out OK as he makes a pretty good tank and is an excellant puller. I do have a 60 level warrior, but I guess I ahven't quite figured out how to plaay him. Just can't hold aggro with him, and the Ranger has allmost as many HP and a ton of AA's, so he makes a "fair" tank. Of course, it helps that the healer is sitting at the computer next to me in real life and is a very good Cleric.

EagleFlight/Dyciere
#17 Jul 25 2005 at 1:34 PM Rating: Good
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Well guys and gals. I carefully studied all the good advice I got from this thread. I talked my wife, sis-in-law, and in game friend into venturing into this great zone where we were going to be able to loot the gear and spell parchments that we all needed.

Within 30 seconds of pulling a patrolling guard - yes I was able to single pull with an arrow - my astute and, I thought, tank buffed Ranger was dead. He had 5K+ in HP and he didn't last long enough for the cleric to get off a heal or for the chanter to land a slow. In other words - thanks Sony for giving us the 100% heal in the veterans rewards, we all needed it.

Guess we'll just keep on checking the bazaar for the stuff we HAVE to have and hope we can manage to save up the plat for it. In the mean time we'll keep playing the game and having a great time every night from around 7:30 to 10:30 to
It's not rally about the stuff - it's about the game and the good times to be had.

EagleFlight/Dyciere

PS: I'm now beginning to level Dyciere up to 65 or so - then we'll try it again. I'm afraid that Trackyr has reached his limit as a tank. But he's still the character that I enjoy playing the most.
#18 Jul 25 2005 at 1:37 PM Rating: Decent
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Yeah, a monk would probably be a better tank there, just for the mitigation + mend.

If you can grab a plate tank, though, your ranger can still do mad damage.

Forgot to mention, many of the mobs there have a fire DS, so get the cleric to MoK or MoR them where possible.
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#19 Jul 26 2005 at 9:00 AM Rating: Decent
Your typical Sol Ro mob summons, sees invis, and hits for 450-700ish

Your safest bet is the zone in or right staircase(either at the stairs bootom or right at the top).....if you feel daring a PB group works well at cinder gargs.

There is no zone out in Sol Ro so have gate pots or a porter.

The alt access keying quest DOES NOT REFLECT THE DIFFICULTY OF THIS ZONE(which is one of those things about SOE that upsets me.....I mean I am happy they opened the zone up to everyone...especially this zone it hardly ever had anyone in it =/ but they should have at least made it a bit harder to reflect the dangers you'll encounter once you go to this zone).

I'd say this zone is between MPG and WoS/BoT in difficulty so be prepaired



#20 Jul 26 2005 at 9:35 AM Rating: Good
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I totally agree with the surprise at the difficulty. We got all 6 of our little group efreeti flaged with no deaths. Took 2 evenings to get all flagged since we usually play about 2 hours every evening.

One of the posters earlier in the thread had said that the xone in was a good place to start - so that's where we were. We have 2 Druids in our group, so transportation issn't a promblem. On retrospect, we might have hd a chance to survive if it was possible to move away from the zone-in sice bith of the druids have AA instant evac. But, as everything sees invis, there ws no way to do this.

As I said in my last post - I'm now leveling the Warrior up. I definitely need more HP's than the Ranger can get, as well as the mitagation that comes with the Warrior. I thought the Ranger could sort of hold his own because he has all of the melee AA's. But that does not make a Ranger into a warrior - if I just had another account and could 3 - box, then I could move the Ranger to other account and let him pling away with his Endless quiver and AA enhanced archery (lol). I allready have 3 accounts now, I really don't think a 4th account is going to happen.

Once more I thank all who contributed to helping me with strategy and such - I will be back when the Ranger is 70, or the Warrior is 65+.

EagleFligh/Dyciere
#21 Jul 26 2005 at 9:28 PM Rating: Good
Yep, you have hit the ranger tank wall for sure. From this point on it becomes very very difficult to progress with tanking.

You may be able to improve your HP and AC with some DoN gear, but tanking there is just as hard as Sol Ro.

You should be able to keep your ranger alive with a cleric and druid chain, you absolutely must get a slow on as soon as possible and if the mobs have the DS up you need to dispell it (do this on the pull), but it will be very slow going as the mana drain on the healers will be huge. (You will have to concetrate closely on holding aggro too).

You could try using the Mage pet to tank while slow lands, but you need to be able to grab aggro rapidly when the pet dies and/or the mob heads for the chanter.

The chanter could also tank with a charmed mob, again you (ranger) need to be ready to grab aggro on the break/death of the pet.

One thing about Sol Ro is that at least there is a bit of room to move around once you have cleared to a safe spot, so there is room to kite and recharm a snared mob.

5K HP is a bit low, but I suspect that the problem could be more the lack of AC, you need a good balance between HP and AC if you are going to try tanking at this level.
#22 Jul 27 2005 at 9:11 AM Rating: Good
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Thanks for the input Illiun. Trackyr - the Ranger - has 994 unbuffed AC, buffs up to about 1200 when playing. Guess I'll have to spend some more plat and scour the Bazaar for some AC upgrades. I really like playing him more thatn the Warrior. With the Warrior I feel a little frustrted as there is so little that I can actually controll. After positioning, all I have left are my Bellow, slam, and taunt. With the ranger, I have three .5 seconds, low mana usage nukes that keep the mob's attention totally focused on me. I know that I have a lot to learn about how to play the warrior in the game as it is now. I quit playing him allmost 3 years ago when I, by chance, found out that I had better aggro contoll with the Ranger. Oh, they both have basically the same weapons. The Ranger has a CHoS and the Bone Bladed Battlehammer - (compliments of a very nice Bard that kited the Broodmother in Nadox one night and couldn't pick it up)
The Warrior has a CHoS and A SoTBS. I know there are better - but I need to advance to planes to get them - and that's the promblem.

Anyway, I ramble on, thanks again, be safe and have fun!

EagleFlight/Dyciere
#23 Jul 27 2005 at 12:01 PM Rating: Good
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Just got very depressed - went into "My Character" and did a search for AC upgrades for my Ranger - and it came back with No Upgrades for every slot. Guess the wall is definitely here for himm as a tank.
#24 Jul 27 2005 at 2:31 PM Rating: Decent
Any HP upgrades that you could get?
#25 Jul 27 2005 at 2:59 PM Rating: Excellent
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elorianBLAH wrote:
The alt access keying quest DOES NOT REFLECT THE DIFFICULTY OF THIS ZONE(which is one of those things about SOE that upsets me.....I mean I am happy they opened the zone up to everyone...especially this zone it hardly ever had anyone in it =/ but they should have at least made it a bit harder to reflect the dangers you'll encounter once you go to this zone).
On the other hand, the worst thing that happens is you zone in, get smeared into the walls, summon your corpse at the altar, get rezzed and go on with life in an easier zone. It's not as if it's any real investment to take a chance and find out how you do.
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#26 Jul 27 2005 at 3:13 PM Rating: Good
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And that's exactly what happened with us. And, it fits into the "nothing venturd, nothing gained" catagory. We died, used veteran reward to get 100% rez and went to another zone. Considering how fast we died - we didn't even lose 30 minutes of play time to get to a zone we knew we could handle.

We will be back to that zone again when bigger or better equipped.

To Elorien

As to getting more HP - looked for that also and got no upgrades. I had turned off ""raid items" because I not in a position to raid and don't have, and WILL NOT buy, the plat to get it in the bazaar.
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