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The Spirit Realm • View topic - Deathknell Event 2:Vertigo

Deathknell Event 2:Vertigo

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Deathknell Event 2:Vertigo

Postby Sorkin » Tue May 20, 2008 12:34 am

I was wondering if anyone could help me out with a problem my guild is having in Deathknell. We keep failing on Vertigo even though we seem to be doing things correctly. We beat down the bats in the first phase easy, then send down a rogue team to the trap room as well as a group down to the third room just to be ready since the bats in room 1 are so easy. We get into phase 2 and the rogues do their thing. Occasionally someone will get swapped with a rogue and accidentally set off a trap or 2, but other than that everything is fine. All the bats die and the bat team sits around for a minute or so after that, and all the traps either get set off or get disarmed and the disarm team gets to sit around a few seconds too. We're all set to start slaughtering zombies, but then at the expiration of the second 5 minutes, we get the fail emote. We've gotten past this phase and started phase 3 several times before, and haven't changed one iota of the strategy we use. When we did get to phase 3, we did have a few people (4) waiting down in or just outside room 3 and it spawned fine...and we've always had a few traps get set off by people trying to run through the trap room. We just can't figure out why the event is failing. Any ideas?
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Re: Deathknell Event 2:Vertigo

Postby gnugnu » Tue May 20, 2008 6:25 am

If i remember right there is a set number of trap to be disarmed to win.

So maybe if too much are set off that make your fail.

Make the ones who get warped down cohed back to bats room, they musn't ever walk in trap room.
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Re: Deathknell Event 2:Vertigo

Postby Veril » Tue May 20, 2008 10:09 am

Only Rogues/Bards should ever be in the trap room. The priest in their group should be just outside to heal them. Setting off too many traps can cause you to fail, because it leaves too few traps to disarm.

Nobody should go into the trap room, you can bypass it by jumping down just outside. If you get punted to the lower part of the zone and need to get back up get CoH'ed
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Re: Deathknell Event 2:Vertigo

Postby Sowslow » Tue May 20, 2008 12:09 pm

That the one where missing a cure means you get drunk and sway around? Then with the random porting, you could be setting off more traps cause people might be getting lazy at the cures. Even if they get coh/rewind you might have hit the trap limit.
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Re: Deathknell Event 2:Vertigo

Postby utiluur » Sat May 24, 2008 5:42 pm

yup, post people outside the on the up ramp to the trap room if needed to stop them running through
If they get ported BELOW the room, they need to call for a coth (if required) or just join in with DPS wherever they land.

Can be a bit chaotic with the ports/drunk effect but its relativly easy :)
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Re: Deathknell Event 2:Vertigo

Postby chordling » Mon May 26, 2008 10:36 am

Setting off traps does not despawn them, they still need to be disarmed, there's a set number to disarm... All of them... If you are short on rogues use bards.
One trick we bards learned for the trap part is if you empty your top buff slot you can dispell yourself if you get trapped and rooted.
A bard amongst the rogues is also useful because he can cure the rogues of the drunk curse as well.
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