The description for Hilog says he flees at low health but I've killed him 8 times today and he has never fled. Killed him solo, in a group, both when he alone and grouped with other mobs. Doesn't flee.
If anyone still actually reads posts here, Could someone explain simply without using /loc stuff, how to get to the basement. I've been wandering around in here for hours. Nothing can kill me, but a lot of them bother me. I just wanna go to the basement
If anyone still actually reads posts here, Could someone explain simply without using /loc stuff, how to get to the basement. I've been wandering around in here for hours. Nothing can kill me, but a lot of them bother me. I just wanna go to the basement
Ok so I'm sure you are aware of the elevators in the zone. When you zone in and open the first door off the entrance, you'll go slightly to your left and straight through that door. You'll come to a T, go left. First right, go right. Go straight through both doors and you'll come to a T again, go right. Then make another right at the end of the hall. Through the door and that elevator goes down to the basement.
Well I thought I would get a item that can summon throwing items for my monk instead of buying combine shurikens over and over... so hey, 16 min timer should be easy to get this item.... so far camped him for 3 hours and he's spawned 9 times and dropped 3 Dusty Amulets and 5 Strange Green Metals. Soloing at 68 with 310 AA's and getting good AA experience on greens and light blues. Still chopping away at this currently and will update if and when I get this item.
Update: Out of ten spawns of this mob the item finally dropped! Adios SSRA!
On a new server with no plat on hand and no higher toons to help so farming become my line of advancement. As a 55 Ranger I needed to develop Throwing and the only thing I could think of was the Workers Pouch. Tried to get him through Grey and in the front door. Couldn't get through because If I was hit by 3 NPC's and one was Red I was Dead. After looking closely at the maps it seemed that going through Luclin Underground would get me to where I believed Mr. Jarsath lived, the lowest level. Easy until the Deep. Never did it before and of course you get extra confusion with Echo Caverns. Lucky to pick up a level 80 Druid on the way through the Deep so the 3 Red (to me) NPC's that constantly attack just before zoning into SSar were managable. Alone I'd not have made it.
Once in the zone the INVS to Undead made it an easy walk to Hilog. First spawn was the placeholder and I killed the first of the three quickly, drug out the 2nd for about 4 minutes and rooted and kept the third up for 10 more minutes. That left me with single pulls the rest of the camp, which was major with only a 55 RNG. 2nd Spawn brough up Hilog, however he only had the green metal. 3rd and 4th spwans were place holders. The 5th spawn brought Hilog again and since I had only him to fight (spreading out the respawns) he was fairly easy and dropped the Workers Pouch! Happy day and fun adventure. Thank you for everyone's advice on this thread. Helped alot except I wish someone could have said from the beginning that he was located on the lowest level. True, I did figure it out, but would have saved allot of time had I know it in advance. Next newbie to the zone can now at least know the floor and best way to zone in.
Bored, bored, so decided to raise my druid's throwing skill. Heck, I forgot druids could throw! Not many items can be thrown by druids, however. The Shissar Fangs are one of the few. So went to SSRA and lucked out. The named was up, a quick kill AND he dropped the pouch. Took longer to run TO Ssra then it took to get the drop.
Now to level up throwing. I'm told in the Arena you can skill up throwing at your own merc as long as they're "stuck" in a corner so u get sufficient range. Or, I can /duel a friend or an alt... we shall see.
Hilog is there, where he is supposed to be. It's just like the previous posts say....he spawns about once ever four cycles, and he drops the nice dusty pouch, as he is supposed to, occasionally. I'm not sure what the cycle is on that one, but he spawned and dropped the amulet once for me, and then the next time he showed up, he had the dusty pouch for loot.
I'm down there working on getting my warrior and rogue one of these as well. It's no drop, so they get to work their way in and camp next to my monk. They do scatter when you have the last one below 20%, so be prepared to snare, root or kill the last one quickly...cause they agro the neighbors real fast. I have the Anklesmasher, so I just utilize it when I am working on the last one.
Good luck. It's a nice camp for 60+ to hold, with merc healer.
been pulling all of the skellies at once...... nice being a 85 Pally.... but been threw 10 spawn cycles so far havent evan seen the named no less the pouch
When you are down to only 2 mobs left mele each one down together (switching targets as needed) and get them as close to 0% as possible without killing them. Once you have done this and kill one of the mobs the other mob will be so low on hp that it is limping away and that allows you kill it before any other mobs will assist.
If you have FD this guy's easy. His PH is one of the two mobs closest to the cart, and there's a third mob standing a bit farther away. You leave the third mob alone, and after every fight you FD. That way your target mobs never flee
Drop the dusty amulet (trash) but confirmed location of spawan
NEG 770 NEG 140 NEG 250
(or at least where he died.
See earlier poster that listed location as neg 720 and neg 120 so close enough.
Confimed only 3 mobs to hold camp and no wanders. INV to undead makes checking this area safe. Never found any see Undead INV in the area.
Some of the spawns can be the slave type mob that summon and of course the last mob will try to flee at 20% health so have a snare or very fast DPS unless you want to fight 8 mobs.
I found that a 70 necro can hold about 7 of these mobs with a cleric mercenary healing pet and self. Almost 80% mana used and snare AA on the final mob. A 68 Monk can also hold out against 8 but if you run can get 10+ FD gate or die. Mobs are light blue or green to my 70 Necro, but even then agro can pull many mobs and as some summon runing does not work well. (note with 5 + mobs casting are often interupted on my 70 Necro)
I have spent some time in the zone and found the location list may be in error. I scoped out the whole undead skel tunnels and could not get any POSITIVE X location.
I can confirm that the timer is at least 20 minutes. I used Innerflame discipline as my timer. Since it has a 22 minute reuse, I used it on the PH. The next PH spawned with a little under 2 minutes left on the Innerflame timer.
Well just went back this time with my 72 Monk. Easy camp to hold but decided to give the killing just the PH trick a go.
5 PH's. Hilog spawned next. His HP were exactly 14501. Had the bag. So I was stoked needless to say. Thought I was going to be in for one hell of a camp session.
today dropped for me the first time the green metal, then second time the bag, which is what i was lookin for, wasnt easy to get to him as a 70 bst, but my gear sucks, and the skellies have huge agro area, befor ya know it you have 6 or 7 of them beating on ya. good luck to all who try it.
Hey if you want a great guide, the post by mfbrownbear entitled everything you need to know is exactly that. My results.
Man this camp sucked butt. I did it yesterday and today 5/12/08 on druzzil ro.
Of note, I was there for 41 spawns, Saw Hilog 7 times. Sometimes going up to 9 PH's in between. Sucked. Got 3 green metals and 3 medallions and finally on number 41 got the bag.
The bag summons the fangs as advertised, BUT THER IS NO REQ or REC on the item, so don't wait till yer 55. I waited to 54 and camped my monk there while I boxed 70 sk/68 dr00d. VERY EZ, moderate difficulty breaking three after that cake, but I coulda broke with just the sk prolly.
Loc: Neg 769, Neg 130 (in the mines in the basement, standing next to a mine cart) Respawn time: 15 minutes Placeholders: A Soriz Skeleton, A Plagued Soriz (maybe more) Summons?: No Rootable/Snareable?: Yes
My recommendation is to download good in-game maps and use the Height Filter on the map window to help you find your way around on each floor.
All skeletons in the mines will run at 20% health if another mob is not within assist range. The place is full of shaman, hasting and sowing everyone. Dispelling is a good idea here. There are no roaming mobs in the area of this camp.
As a general rule in the basement, casting mobs won't summon. Melee mobs will. A Plagued Soriz = Shaman A Poxed Soriz = Wizard They don't summon but they can gate if you are not fighting near their spawn point.
You can sneak/hide or invis & invis to undead all the way to this named. Only 2 possible mobs see through invis on the way there. When you come out of the water tube in the basement you have to run across a courtyard, through an archway and across another courtyard to reach the Safe Spot at the mine cart outside the caves. In each of the courtyards in the basement there is a roaming shissar. They both can sometimes be named that see through invis. When making the run from the water tube to the mines you should scout for those roaming named using alternate camera angles before you run through the archway and find one right around the corner.
Once at the safe spot outside the mines you can swap your invis for invis to undead if needed. You would probably have to clear close to a dozen mobs to reach the named from the safe spot camp, and since respawns are every 15 minutes that can be a challenge.
I prefer to IVU right to the named and take him and 2 adds at once right on the spot. The area with the named is within agro range of these 2 mobs, all tucked into a cubby in the mines. I will IVU to the cubby and see which mobs are up. If there are any Plagued or Poxed Soriz, they get rooted or mezzed first to deal with last. You want to dispatch the named and the summoning mobs first (Soriz Skeleton and Soriz Slave).
The trouble comes when the very last mob reaches 20% health and runs off. They do not have to get far at all before adds come piling on. A minimum of 2 adds, usually at least 3, will come unless you've been keeping the area clear of spawns. If that happens, you then may encounter respawns in your area before you finish dealing with the adds. ROOT!!! SNARE!!! STUN!!! FREE CYBORZ!!! Do whatever you have to to keep that mob from running away.
Most any level 65'ish duo could handle this easily and some decent geared level 60'ish SK/Pally or 65'ish melee classes could handle it solo using potions.
My experience so far: 6 named, 6 placeholders 3 Pouches, 3 Amulets, 0 Metals
If you dont have root you can deal with runners by using the following: When only 2 mobs are left, hit one til it only has a few % hp left, then switch. Once you kill the second mob you can kill the first one at whatever HP % you switchted at, preventing long runs. Bring a stack of Damage Shield potions and it´ll even go quicker.
His Loc = -769.23,-130.04 (in the basement mines). His ph is righ behind the ore cart as described in earlier posts. a Soriz Skeleton is usually his ph.