View Full Version : How to do Kedge Keep
HippoNipple
10-02-2010, 12:34 PM
I checked it out for the first time. The first room was camped - I swam down below, made a pet, for some reason 2 things attacked me when I thought I would be able to pull 1, and I died lol.
I hear people say you need a strategy when going there, or you have ot just know the zone. Whats up with it? Also I heard people say its great exp for my level but when I did con something in the first room it was light blue to a level 41.
krforrester
10-02-2010, 12:49 PM
The key is really knowing the zone, including the pathing of the various mobs. In Live, I would live in KK with my mage and almost always had the zone to myself.
HeallunRumblebelly
10-02-2010, 12:57 PM
To exp in there--be a mage, the innate pet DS and lack of kiting options really makes it less than ideal for a necro.
To farm--be a mage or enchanter, bring a cleric, know the zones the spawn the pathing, know that pets won't path through the water very well if at all, so you have to pretty much drop the enemy onto the pet...
That said, squallsurge shawls and HH helms are overpriced pieces of shit, why people buy them i'll never know :P
Daldaen
10-02-2010, 01:34 PM
I checked it out for the first time. The first room was camped - I swam down below, made a pet, for some reason 2 things attacked me when I thought I would be able to pull 1, and I died lol.
I hear people say you need a strategy when going there, or you have ot just know the zone. Whats up with it? Also I heard people say its great exp for my level but when I did con something in the first room it was light blue to a level 41.
I've done level 37-45 in here roughly. A large part of it is knowing how Everquest Mechanics work, how pathing works in the zone and when to give up :P.
I'm bound outside so if I ever get in a sticky situation, I don't try to salvage it, I just gate. Trust me it is WAY better to do this than try to salvage stuff.
Depending on your level there are a few decent camps. I have only done two, cause they are fairly easy to solo. The entrance and the 2nd floor down.
The zone is impossible unless you are a capable puller. Mob denisty + aggro radius are so high that I can only think of 1 or 2 single pulls in the entire zone. Basically if you aren't an Enchanter, Druid or Shaman... you won't be soloing here. Necromancers *could* but it would be rough imo. You are better sticking to spectres or something.
rainingvodka
10-02-2010, 03:47 PM
kedge keep has serious Z axis aggro problems and weird pathing so even something that looks like an easy single pull . . . is not.
YendorLootmonkey
10-02-2010, 03:59 PM
As a necro, specs are probably more efficient for you... unless you can split pulls on the first floor with engulfing darkness/FD near the zoneline, or get lucky and take over the first floor after someone else has split it up, probably not worth your time.
Nedala
10-02-2010, 04:51 PM
I solod first room on my enchanter at lvl 34. Was able to solo pull anything with lull. I guess mages just hope for a 2-3 mobs pull. Not sure how and why a druid could solo there...since hamrony doesnt work inside?
Id like some tips to solo second floor down too pls, the piranhas and sharks were killing my ench hard there and ressisted my lull way to often.
Jburks8
10-02-2010, 04:58 PM
Druids can solo there with "calm animal" (since most mobs are animals. That's what Daldaen was talking about. You can also charm a fierce impaler and go to work on the 2nd level mobs if you have a full +cha set as a druid.
Daldaen
10-02-2010, 06:31 PM
Druids can solo there with "calm animal" (since most mobs are animals. That's what Daldaen was talking about. You can also charm a fierce impaler and go to work on the 2nd level mobs if you have a full +cha set as a druid.
Partially true. Lull Animal is the spell he refers to. Works inside, single target, low mana cost... perfect for the zone. DON'T charm the fierce impaler. That is a horrible mistake even with Cha set, he is terribly magic resistant. I generally will try to sic a pet on him, root him and DoT him up. Soloing him is extremely rough due to his HP vs other mobs in the zone and his resistances.
Invis v Animal also works indoors ;). So I use that to travel safely through the zone... (keep in mind mermaids aren't animals). Also it is a nice tool to break charm and root the mob and kill it for full exp.
A large part of killing here involves taking melee hits however. /pet attack doesn't seem to function in the zone for whatever reason on charmed pets, so I bait myself and let the mob whack me once so that my pet joins in.
You NEVER want to make a mob move in more than 2 dimensions at a time, meaning it shouldnt have to go down/up a room, go forward and turn left/right at once. If you are pulling a mob from an upper room down a shaft, dont immediately turn and go into a different room, wait until the mob drops down to you then you can turn and go into the next room for example.
Also I've never used a Charisma set as I found having a single pet that I want to stick for 5+min just doesn't happen (until level 44 when you can haste him). I have had between 70 and 110 Charisma while exping there (depending on my gearswaps). I merely root both mobs on top of each other (snare them first of course), then I charm one, swim up to the other rooted mob (on top of my charmed mob) let it hit me once then backup and they should start fighting. I generally will only recharm once if I have an early break... Charm is merely a DoT on both mobs in my mind. When they are both around 40ish % (if charm last longer this doesn't apply) I will rain nuke them and let them eat my Damage shield, usually they die off at the same time.
YendorLootmonkey
10-03-2010, 12:10 AM
Partially true. Lull Animal is the spell he refers to. Works inside, single target, low mana cost... perfect for the zone.
Wouldn't you want to use your higher level "Calm Animal" as he suggests instead of your level 1 "Lull Animal"?
Daldaen
10-03-2010, 12:44 AM
Wouldn't you want to use your higher level "Calm Animal" as he suggests instead of your level 1 "Lull Animal"?
Why? Why use a spell that has identical functionality if it costs more mana? Just like for fights <3min I'll use snare instead of ensnare... cause it costs less mana and does vertually the same thing :).
Tokum-6n0m3
10-03-2010, 01:15 AM
Why? Why use a spell that has identical functionality if it costs more mana? Just like for fights <3min I'll use snare instead of ensnare... cause it costs less mana and does vertually the same thing :).
Calm Animal has better resist checks and last longer, is the only reason....if your not getting resist or having to recast.....Lull is the way to go....
YendorLootmonkey
10-03-2010, 02:25 AM
Why? Why use a spell that has identical functionality if it costs more mana? Just like for fights <3min I'll use snare instead of ensnare... cause it costs less mana and does vertually the same thing :).
I was under the impression the lower level spells resists more... is that not true here on P99?
Nedala
10-03-2010, 09:02 AM
Why? Why use a spell that has identical functionality if it costs more mana? Just like for fights <3min I'll use snare instead of ensnare... cause it costs less mana and does vertually the same thing :).
Ensnare lasts way longer, and probably gets ressisted less, not sure about that tho.
Noselacri
10-03-2010, 09:40 AM
Spell level has no influence on resists. Some spells have inherent resist modifiers, like Lures and such, but most don't. Snare has the same chance of getting resisted as Ensnare, Lull has the same chance as Pacify, etc. Resists are affected only by your level vs. mob level, the mob's resists, and individual spell resist modifiers.
Can you still use the eye of zomm trick on phinny to pull? That wasnt fixed until early Velious.
YendorLootmonkey
10-03-2010, 02:39 PM
Okay, this is bugging me, so I went and researched it. Except I don't know if this is classic or not, but it would certainly explain why there would be a spell and its upgraded version available:
Lull Animal:
http://lucy.allakhazam.com/spell.html?id=240&source=Live
1: Frenzy Radius (15/30)
2: Reaction Radius (25/30)
3: Pacify
If a social aggro mob is within 25 units of the mob with the Lull on it, the Lulled mob will aggro. If the player comes within 15 units of the mob with the Lull on it, the Lulled mob will aggro. The 30 is the max level of the mob the spell will work on.
Calm Animal:
http://lucy.allakhazam.com/spell.html?id=513&source=Live
1: Frenzy Radius (5/50)
2: Reaction Radius (10/50)
3: Pacify
Calm Animal has a level max of 50.
http://eqbeastiary.allakhazam.com/search.shtml?zone=64
According to this, only some of the Lancers and one type of pirahna could spawn at or below level 30, everything else you'll encounter in the place is higher than 30, therefore if Lull Animal is working on anything but a few lancers and the pirahna, it's a bug and needs to be reported. You should be using Calm Animal for the majority of the pulls if things were working correctly.
Daldaen
10-03-2010, 03:37 PM
Nope it works on blue and red cons to me (45) so Lull works up to 50 regardless of what the spell data says.
YendorLootmonkey
10-03-2010, 03:56 PM
Nope it works on blue and red cons to me (45) so Lull works up to 50 regardless of what the spell data says.
Sounds like a bug then :P
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