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Subject: Sethekk Halls? Ouch!
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Trefalgar User is Offline
Pie Paragon
Council Member
Elder


Total Posts: 4160
Location: Atlanta, GA

02/26/2007 4:47 PM  
I joined a PUG the other night that tried Sethekk Halls.  Ouch!  We wiped twice clearing the hall and getting to the first room.  That is where we beat our heads against the wall 2 or 3 more wipes before quitting and going to Mana Tombs.

Is there some trick to the first room?  It seemed like every pull brought 4 or 5 of those nasty birds (at least).  They sprouted totems and wierd, freaky gremlins that were interrupting my heals and mind controlling me.

I think it would have helped if the rogue had improved sap.  I'm guessing his sap and subsequent un-stealthing aggro'd more mobs.  Maybe that was all it was.

Woah! That place seemed rough.  Some of the warrior-type mobs were doing some outrageous AE shout or something that was brutal on the melee dps (we had a warrior and two rogues).

-Special Agent Trefal, CHU (Counter Horde Unit), Rogue Ops
-Lord Marshall of Forum Nonsense
seeker User is Offline
Swords are fun!
Council Member
Elder


Total Posts: 3237
Location: Indy, no NV, no Indy, no NV....

02/26/2007 4:57 PM  
It's a fun place, but bring 2-3 crowd control folks or you will get seriously hurt. Here's a handy hint: there's always at least 1 undead if there's 3+ mobs, so the priest is a crowd controller.

Totems are MC totems. The undead guys drop them, and even if the undead birdie dies, the player remains MC'd until the -- if you don't kill the totem, your groupmate will continue the beatings.

heading home: more when i get there.

Sabre (70 warrior)
Sceptre (70 warlock)
Thornkiss (70 priest)
Chibi (62 rogue)
and a slew of others, 9 - 53
seeker User is Offline
Swords are fun!
Council Member
Elder


Total Posts: 3237
Location: Indy, no NV, no Indy, no NV....

02/27/2007 8:38 AM  
Pay close attention to mob names.

The undead are the ones you tend to want to watch most closely during the first 1/2, as theydrop the mind control totems. Later on, you start watching the non-undead, as one of the living caster types in the back 1/2 has an AOE fear, and another kind does the become-a-ghost-when-dead thing that happens in ZG.

When you pull little birds, it's aoe time because they come in a swarm: plan for it.

Always pull flying serpents singly and keep your back to a wall: they hit very hard, and they do knockbacks.

in the 1st room, you can leave the group to the far right alone, but you need to clear the rest of room (if you have an herbalist, you may want to clear the far right: sometimes there is a plant for them to pick.)

A little further on, there's a small room where you go in one door and exit on the right -- you can leave mobs alive there too.

After that, clear the place.

The final pull before the last boss is nasty: 5 mobs, at least one of which is an AoE fear type. CC the hard hitting ones (you'll know them by now), kill casters (be sure to pull them into the room). The AoE fear guy may not be the 1st you want dead, but he's close to the top of the list -- if you can kill him 1st, do it.

Sabre (70 warrior)
Sceptre (70 warlock)
Thornkiss (70 priest)
Chibi (62 rogue)
and a slew of others, 9 - 53
Trefalgar User is Offline
Pie Paragon
Council Member
Elder


Total Posts: 4160
Location: Atlanta, GA

02/27/2007 10:35 AM  
excellent tips! thanks.

That all makes a lot more sense now. It sounds like you MUST have 2 solid CC people and definately the right class balance in the group (even if people are higher level).

Nobody in the group I was in had ever been in the Sethekk Halls before. It doesn't seem like the kind of place you really want to just walk into and figure out on the fly with a PUG. They were ok after that. We cleared Mana Tombs except the last boss. It was just getting too late. We gave up after 2 tries. Some of them had never been in there either.

-Special Agent Trefal, CHU (Counter Horde Unit), Rogue Ops
-Lord Marshall of Forum Nonsense
Kemel User is Offline
Guild Leader
Deacon


Total Posts: 1537
Location: Michigan

02/27/2007 4:00 PM  
Yeah, Sethekk Halls was a lot of fun but definitely challenging. I was lucky enough to run it with some experianced guildies my first time and we had rogue improved sap, priest shackle, and druid sleep, and hunter freezey traps for our CC and made it all the way though the instance.

Kemel - lv 75 Paladin - Jewelcrafter
Clearwood - lv 70 Druid - Alchemist
Niev - lv 70 Warlock - Enchanter/Tailor
Sundown - lv 70 Rogue
Moo!
Trefalgar User is Offline
Pie Paragon
Council Member
Elder


Total Posts: 4160
Location: Atlanta, GA

03/02/2007 10:44 AM  
Update:

Ran this place last night with guildies. Everyone was a 1st time person there or maybe 2nd. We cleared the place with little problem. The boss was tough. We had to try 4 times I think and send out for arcane pots on the final one, but he went down and we got our Shadow Lab keys! MOOT! go Res!

Differences?
I went with a PUG. We had 2 rogues, neither had improved sap so they were worthless CC. I had no clue I needed to shackle the undead mob that threw down MC totems, etc., etc.

That dungeon's main skill theme is crowd control IMO. There are lots of 3 and 4 mob pulls, all with tough mobs. It's probably a REALLY great training dungeon for Heroic instances.

Guild group had me with an awesome Shackle macro. Whilth doing great saps. Majii sheeping and even Niev's Succubus doing a couple suduction numbers. Princess Jeidynzon was our esteemed tank. It went real smooth like I said.

-Special Agent Trefal, CHU (Counter Horde Unit), Rogue Ops
-Lord Marshall of Forum Nonsense
jeidynzon User is Offline
Ninja Star Zealot
Guild Officer
Prophet


Total Posts: 992
Location: Southern California

03/11/2007 11:26 PM  
We had a great time to boot.

Jeidynzon Jeidynzon-70 Prot Warrior- Leatherworker- Armorsmith
Jeidyn-70 Hunter- alchamist/herbalist/fishing/cooking
Jeidynteeny-67 Rogue- Miner/ Skinner
Jeidynlafae-42 Warlock-Tailor/ Enchanter
NerseJeidyn-70 Shadow Priest-miner/ jewel crafter
Icejeidyn-31 Mage Engineer/miner
Jeidynstorms-69 Shaman Draenei-Skinner/Enchantress
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