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View Full Version : Sirens Grotto, what does it take?


Maschenny
05-22-2016, 12:36 AM
What does it take to hunt here? Could a lvl 60 group of bard, sk, cleric, and shaman manage this zone?

Pyrocat
05-23-2016, 10:45 PM
add a monk and yes

indiscriminate_hater
05-24-2016, 01:39 AM
is the SG nerf in p99 timeline?

Baler
05-24-2016, 02:53 AM
is the SG nerf in p99 timeline?

Looks like it just may be! June Patch: http://wiki.project1999.com/Timeline

Jun 2001 Siren's Grotto revamp, Karana/Bloodsaber Plague Event, Befallen revamp (Lanys T`Vyl Drow infestation event)

Jmcwrestling
05-24-2016, 08:02 AM
1 good Cleric and one seriously good Enchanter.

Nybras duo'd it with me and it was beautiful. Did some great work and snagged a neriad shawl :)

Spyder73
05-24-2016, 08:24 AM
The group you describe could definitely do it - Shaman will have to be on point with the root and slow game though or it will end quickly for you all...

The mobs have tons of HP also, will be painfully slow with this group comp, a monk would go a long way here.

Ivory
05-24-2016, 10:51 AM
Hmm hmmm, without an archer you might have a hard time no matter what your team makeup is -nods nods-

Alanus
05-24-2016, 12:11 PM
As a druid I have soloed at the WW zone using charm. The hardest part is the damn wandering Molkor that CHs, but if you time it right, you can avoid it. Oh, and if charm breaks, zone out immediately.

I would imagine that group would do fine, although deeper inside (like the sirens) could get very messy

Troxx
05-24-2016, 12:23 PM
Shaman have torpor? If so shouldn't be hard ... but you're still hurting for ...

DPS!

Group needs more dps to be really productive. Having a monk to fd/sneak/tag pull plus their added dps would go a long way. The group might have some problems if pulling doesn't go well. A top notch bard should be able to lull and CC well enough assuming the shaman brings their A-game ... but it would be slow going.

Add a monk to that group and it all goes smoother. Better pulls (lull resists on bard bad vs fd + sneak with monk), secondary tank, and solid dps to kill faster.

Agree with above.

Doable, but better with monk.

zanderklocke
05-24-2016, 12:46 PM
If anyone ever gets one of those drums of the beast from the zone, send me a message, and I'll buy it.

indiscriminate_hater
05-24-2016, 03:50 PM
If anyone ever gets one of those drums of the beast from the zone, send me a message, and I'll buy it.

no me

zanderklocke
05-24-2016, 04:57 PM
no me

Okay, sell him one first.

Maschenny
05-24-2016, 05:35 PM
Okay, sell him one first.


I just came across a post from 2014, in which you mentioned Drums of the Beast. I think you've been waiting longer.

coki
05-25-2016, 08:36 PM
Iv heard a Really good Enchanter on fleek is key

eisley
05-27-2016, 05:03 AM
mermaids make great enc pets, they are rogues. they can do like 120 dps. takes a bit of skill as a team though to safely deal with charm breaks, but its very doable

hammy01
05-27-2016, 08:59 AM
I've done most of the zone as monk and shaman... don't get me wrong, it's a world of pain - but doable as a minimum. There's not much "special" about the zone; you just need a group that's balanced, competent, and patient. It's the same recipe that makes any group successful, but turned up to 11 because everything is resistant, hits like a train, and has tons of HP.

Kileras
05-27-2016, 09:19 AM
utilize water aggro to your benefit, flop classes and shaman are necessary. we 5 man it regularly for wavecrasher farming/netted kelp/gem sales.