PDA

View Full Version : Coldspine Seahorses in Siren's Grotto


Scoresby
04-18-2014, 04:39 PM
Think these guys are hitting way too hard. Hit fast and often in the upper 220s, I think they're supposed to be 160ish max hit? Immune to root/snare working as intended.

Ciroco
05-06-2014, 12:45 AM
Holy hell, everything in SG is hitting way too hard. It's impossible for most classes to run through.

From zam bestiary entry for coldspine seahorse (http://everquest.allakhazam.com/db/npc.html?id=6345): "Hit for 179 max."

Ulthorks are hitting for 250. I can't find any data about what they're supposed to hit for, but there's a post here (http://everquest.allakhazam.com/db/npc.html?id=6348) that talks about an enthralled ulthork hitting for 2-300. The problem is that this post is from 2003 and mentions the ulthork dropping http://everquest.allakhazam.com/db/item.html?item=23139, which obviously isn't classic Velious. I have a feeling that the entire form of Siren's Grotto that we have is post-revamp.

Here's the patch from August of 2003: http://www.tski.co.jp/baldio/patch/20030826.html
The Deep, Charasis (Howling Stones), Dragon Necropolis, Siren's Grotto, The Hole, The City of Mist, and The Accursed Temple of Cazic-Thule have been partially revamped. Gameplay in these zones has been improved, based on feedback from players and careful review of the content. The changes are not dramatic, but make these zones more entertaining to play in.

India
05-23-2014, 10:51 AM
wrong forum, sorry

Man0warr
05-23-2014, 01:16 PM
The original version of SG was pretty much un-usable as a group because of overtuned mobs - it gets nerfed like a month into Velious if I remember correctly. Same goes for Velketor's.

Seems like a waste of time to not put the nerfed versions in at launch.

lurk
05-24-2014, 12:18 AM
I think the current version is actually the revamped version. Which happened during PoP IIRC

bigshowtime
05-28-2014, 01:43 AM
Nope, damage tables in sirens grotto is very accurate

lurk
05-28-2014, 02:55 AM
Went there tonight. Trash is hitting in 200s..I remember it being more like 170-180. But I guess that could just vary mob to mob; never actually fought there a lot.

I was able to run to WW as a mage. You invis to the ledge that drops down on the mid left, summon a pet, wait for a tick and dive behind the three horses there. They may or may not agro...swim through and the middle seahose will agro, let pet distract him as you swim up and drop off the water fall. Walk to land, invis and book it to WW.

Yes the pathing does blow and seahoses shouldn't be able to come on land. It is doable though.

Ciroco
06-04-2014, 06:04 PM
Yeah, it appears SG was redone 2 months in because it was too hard. If we have that version plus flying seahorses, it's going to be incredibly difficult to get to WW alone.

Karkona
06-05-2014, 10:56 PM
Holy hell, everything in SG is hitting way too hard. It's impossible for most classes to run through.

Well that sounds classic, that place was everybody's nightmare running through it. I remember most people camped in some corner a bunch of times until they went through the wall and got teleported to some part near the WW zone line?

Ciroco
06-06-2014, 03:30 AM
I think people did the camp trick because they didn't know the way/were wusses. I probably never attempted to run through before the initial nerf, but after that, it was easy for anyone 50+. I died attempting the run on a betabuffed Ranger here.