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maybe theres spoilers in here, maybe theres not. i cant really say, as im just going to describe what ive seen and how we got thru it.
A full play-by-play most certainly constitutes spoilers.
A few comments...
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im not quite certain where exactly you get this key from, but i presume its in one of the lower level instances nearby
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after you enter this instance, youll be able to go either to your left (west) or follow the wall on your right to the north. i have no idea whats west, because as far as anyone i know is aware, nothing of import is over there.
The key comes from doing the quest with the imp, Pusilus. (sp) It starts from the gazebo thing up by Camp Mojache from a neutral quest-giver. e.g., both factions do this quest. Pusilius is up the left branch of the Warpwood Quarter, and you will have to chase him throughout the earlier parts of the zone. (He stops and waits for you at fixed points.)
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the other way continues along a winding tunnel to the east, and we plan on exploring that area soon. for now tho, im only aware of what is in that room and beyond, so bear with me.
This area is where Pusilius runs. Otherwise, it's just a big open area with a tunnel at the end of it that leads to an instance portal.
You do fight Pusilus in the end, atop a small balcony. He grows into a large grell and summons about 10 imps that fight you. We fought the imps separately, as Pus watched us for some reason. Then we kicked his butt and got the key.
The portal at the end takes you out to Feralas in the gazebo thing where the imp quest guy is, on the other side of a locked door. But you have the key now, so it's all good~
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alternatively, if youre alliance, i imagine a good pally could tank lethrendis while the rest attack her imp
The imp goes down fast. Put your main tank on Lethrendris, and anyone can tank the imp so long as he's being healed. The imp is all about magic damage, and isn't that nasty so long as someone is in his face. (This seems to be the case with 90% of the casters in Dire Maul, especially the ones in West.)
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in the small pool of water nearby, youll see the second boss, hydrospawn. hes a water elemental with an attitude, and he will KICK your *** if youre not careful....he has some nasty aoe and an aoe stam debuff that stacks (ive seen it as high as -190 stamina on our warrior)....you can get some GREAT loot from this guy, including an int/spr blue neckpiece that gives +2% crit to spells, and leather int/spr boots that give +16 to healing.
Hydro is the easiest boss in Dire Maul by far. The sta debuff is dispellable, btw, so as a priest it isn't a bad idea to toss a dispel on your tank when you can afford to between heals. In my experience, though, his loot sucks. Every time he drops a pair of green boots that are 12 int and bonus to fire spells. It doesn't look like something a mage would use, even. I'm glad you're getting good loot though; Dire Maul seems to be chock full of leather caster gear that is only good for druids.
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make your way thru the satyrs and imps to the north, and take the north passageway. itll wind up and around, and youll come to a small ledge with a group of satyrs on it, and boss number three. kill the satyrs, buff up, and go at it. he likes to toss SW:P on everyone in range, and has a nasty sacrifice ability that stuns the target and leeches 300 life per second while they are stunned. it generally lasts about 5 seconds, so stay on your toes. hes not too tough aside from that,
Hello, McFly! That ability is what makes him really freaking hard. I have not lived through this fight once, in about three kills. If he sacrifices your main healer, you are skee-rewed. The only way to beat this guy is to have your healer NOT engage right away, and wait for someone to be sacrificed, and then keep *them* alive. Have a secondary healer watch the tank if possible, but the main healer can not get sacrificed, or you are dead unless you have a very astute secondary healer that can keep your priest alive. At full health, I could not survive this attack by itself.
I have watched him sacrifice the entire group one-by-one. With the main healer down first and the secondary healer next, the rest of the group had to try to out-DPS him and pray. This fight is nothing but sacrifice management.
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final boss - the fel druid.
the best way i can describe this guy is a druid satyr. he has a wolf form, a treant form, and his satyr form, and he hits hard and fast. if your melees have demonslaying on a weapon, break that weapon out for this battle. anyone using weapons should also drink elixirs of demonslaying. i used two potions, innervate, and two natures swiftness in this battle, and i literally survived by the skin of my teeth (granted, there were only four of us). about halfway thru his HP bar, he will begin to spawn hordes of low-hp imp servants that will harry you relentlessly. they die awful fast, so if you have a mage, one or two arcane explosions should be more than enough to deal with them, but keep the brunt of your focus on the main boss. once hes down, clean up any remaining imps...
His name is Alzzin. I'm surprised you beat him with 4, nice work.
You are really big on pushing potions...are you an alchemist? Probably not, since elixirs of demonslaying do NOT come cheaply. Gromsblood isn't too bad to get, but ghost mushrooms are not something I like to sling around casually for one fight. (Yes, there are ghost mushrooms in Dire Maul here and there, but two ghost mushroom spawns != prepared for this fight.)
You need some kind of AE to deal with those imps - at least an AE taunt to keep your healer free. I agree, though, stay on the big guy and burn him down first.
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it really is a rogues wet dream.
You're just saying that cause Lethendris dropped the cap. There are a LOT of nice rogue items in this dungeon, but there are decent items for anyone else too. On the first run, I as a priest probably came away with more items than the rest of the group...not counting the disenchanter for the items nobody could use.