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scholomance questionsFollow

#1 Feb 12 2007 at 3:53 AM Rating: Decent
I am currently doing the lock quest for the dreadsteed (can't wait to put my hands on it) and am at the point where you have to go to scholo and get to Frostwhisper Lab.
Yesterday I tried the instance with some groups, and we always wiped. The PUGs were really bad, I have to admit it - for example, in the first PUG, the paladin healer was not specced holy; the main tank would rather ask me to send in my felguard as he was freightened by monsters and feared death (not joking *sigh*). Not that I'm the best lock around, but at least I think I know how to do my job. In any case, I decided to give it a try since it had been really difficult to find a group (nobody wanted to go scholo yesterday). And we always wiped. Even though the PUGs were bad, the instance itself seemed a bit difficult to me, especially in the zones where the summoners summon (couldn't find a better way to express myself, sorry) skeletons and the zone with the green creatures right before the viewing room door, though I know this depends heavily on the PUGs.
So, to make things a bit easier the next time I try it, I would like to ask you a few questions:
- Viewing room. I seem to understand this is the only way to get to the lab. is it true?
- The viewing room door key is only dropped by don't-remember-his-name in the lower floor. If the key drops, and you don't use it, can you keep it for another instance? like, it drops, then you wipe and the group disbands, you finally find a decent PUG, you enter, jump down the bridge at the beginning, KOS and get wiped, come back and open the door (I don't know if the key stays with you cause it didn't drop on me). At this moment I'm completely focused on the steed, I will always (hopefully) have the time to run the instance in its entirety.
- any good trick you can share?

thanks!
#2 Feb 12 2007 at 4:06 AM Rating: Decent
reroll horde :P

no serius, as fare as I remember you don't need a key, you just need to kill the dude in the bacement (rattlegore) so you can get to the lab. I am in a raid guild so scholo has always been eazy for us.

summoners: if you have a priest mindcontroll and then let her own allies kill her, DO NOT ATTACK because mindcontrolled mobs have "0%" agro modifier so 1 damage = agro = wipe.

if you have a mage sheep it and kill it last, if you have a rouge sap it, if you don't have anything then cry inside yourselth and summon a succubuss and seduce it, focus on keeping it seduced it's more important than dps so dps for 10 sek and idle 5 sek and be ready to reseduce, if you have improved mana talent make sure to lifetap so your pet don't go oom, cast Curse og tonges on it so it summons 50% slower, when you have cleared the summoner rool you can pull all mobs in the next room in there to avoid runners. on rattlegore wach your agro he has evil damage but no fancy abillitys, the frost mage is a wimp, you don't hardly need a tank vs him, just nuke hard and he dies first. but always pull to the room you have just cleared makes life a lot safer
#3 Feb 12 2007 at 4:16 AM Rating: Decent
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770 posts
Since you're a Warlock. Get two Warlock buddies and duo it! Felguard is amazing and with some Felguard friends you always have a backup when one dies.

When the new talent PTR went live, me and two other locks trio'ed Scholo (including *every* boss except Jandice) in 90 minutes. They have nerfed Felguard a little but it should still be doable.
#4 Feb 12 2007 at 4:23 AM Rating: Decent
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2,588 posts
the key despawns when you zone out. so you can't get it and reuse it later.

summoners: crowd control the summoner and kill them last.
alternatively, if you have a mage, hunter or priest with silence, you do the following:

group waits on landing at the bottom of the stairs outside the room.
pull one group at a time out of the room. you initiate the pull, then move out of line of sight. the mobs will follow you out of the room. just keep EVERYONE out of los.
the summoners will not come, they will just stand there and summon skeletons. now the mage (counterspell), hunter (silencing shot) or priest (silence) comes in. interrupt the summoner's casting and he will also come to you when you leave los.
fighting outside the room avoids pulling several groups.
there is only one summoner per group.

pull the skeleton and spider patrols out first.
#5 Feb 12 2007 at 5:05 AM Rating: Decent
thanks for the replies! I'll try as suggested (too bad for the key, but hey, you can't have everything)

FOR THE STEED!
#6 Feb 12 2007 at 9:02 AM Rating: Decent
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1,030 posts
Turicus wrote:
the key despawns when you zone out. so you can't get it and reuse it later.


Unless they've changed it recently, that's not quite accurate. It despawns after you USE it. If you never get to use it, then it's still there.

We've gone in several times, killed Rattlegore, and then had weird stuff happen (instance server crash, person w/ key lose internet connectivity, etc) where we had multiple tries at it. At one point, we had 4 of the 5 people we normally group with have the Viewing Room Key.
#7 Feb 12 2007 at 9:07 AM Rating: Decent
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1,156 posts
Turicus wrote:
the key despawns when you zone out. so you can't get it and reuse it later.

Not that it really matters.. but this is false. The key despawns when you use it.

We did a Guild crawl 6 months ago just to Rattlegore and got sleepy. Felicite got the key, which was in her bags until the key ring change. I put it there and even through she has completed Scholomance many times she has never openned the door.. and it remains on her key ring to this day.

That said, you likely don't know anyone that killed Rattlegore, looted the key and never used it.. so this is academic. But, the key is consumed when you open the door.

Beyond that, yes Silencing the Summoner (once he is aggroed and starts to summon) and pulling back using around the corner of the doorway (out of line of sight) is the trick we used. The line of sight trick is more for the other mob(s).. the summoner will come (silenced), his friends will stand off and shadow bolt you.
#8 Feb 12 2007 at 9:11 AM Rating: Decent
The problem with having a Viewing Room Key still is that when you return to a fresh instance of Scholomance, the mobs in the room before the door are interspersed so that you cannot pull without aggro'ing the entire room.

It appears that the death of Rattlegore rearranges the mobs into pullable pats and groups.

It was this phenomenon that led me to my first post here, in fact.
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