Master level 7

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Master Level Seven Updated for 1.85
 

1 - The Lava Bridge
2 - Know your Opponents
3 - Apophian's Challenge
4 - Volurgon's Challenge
5 - Shaitan's Challenge
6 - Hephaestian's Challenge
7 - Crossing the Chamber
8 - Pillars
9 - Facing Typhon
10 - Typhon's Rage
11 - Help Realmmates
Average time to complete 50 to 120 mins for the Battle Group steps

Pre Steps (what you should do with out the raid)
7.1
7.2
7.4
7.5
7.6
7.3
Battle Group Step's

get the BG to use the dinji stone to port deep
7.7 Chamber of Flame
7.8 Katorii
7.9 Mysterious Force
7.10 Typhon   


Trial 1 -The Lava Bridge
Step type : Group
Location : DV
Group make up : Paladin, tank, tank, Ice Wizzy, Theurgist, caster , Cleric, Cleric
Note : you need Salamandar Wool, Barracuda Needle, and Pristine Volurgorgon Hand or port in to the Atlantis of dungeons / deep. and just go in the room near to the bridge

Strategy:

This Step is a bit strange, the step is get to a bridge an go over it. in theory a stealther with the hand could simply walk to it use the hand go over the bridge and not have to kill a mob

there is not to this step have the items on one of the group its as simple as that

  • Barracudas drop them. No special barracudas, just "Barracuda".  Anatole, loc 25K, 30K. 
  • Salamander Wool comes from Salamander Hatchlings in Typhon's Reach, 13k, 32k.
  • Volurgorgon's in Deep Volcanus ( ML7 Dungeon ). (You have to fight your way through them to get to the lava bridge)

Tips:

The Vougorgon Hand is permanent item, so it is not a one-time use thing. 

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Trial 2 -Know your Opponents
Step type : Group
Location : DV
Group make up : Paladin, tank, tank, Ice Wizzy, Theurgist, Sorcerer , Cleric, Cleric
Note : kill mobs over and over

Strategy:

Note : You don't have to get the faction for all 4 feuding mobs to move onto 7.3-7.6.
Note : Each feuding faction is tied to other ml steps.
Note : the 4 rooms have sphinx creature in, by clicking on them will tell you if you have completed the faction test.


1. set up your camp in between the two tunnels FoP and FoH here
2. start pulling the mobs by getting your pally to run in to the end and run back have your PBAoE box
3. keep doing this for both of these tunnels
4. eventual you will get a message saying  "You have learned all you can about [Named] of the [Race] and the feud." 
5. once you have faction you can move to the next room and set up camp between the two rooms again just repeat steps 2 3 and 4

Tips:

the message shows up in your chat window (where /say /gu /g, etc.) would show up. T

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Trial 3 - Apophian's Challenge
Step type : Group   
Location : D/V
Group make up :  Paladin, tank, tank, Ice Wizzy, Theurgist, caster , Cleric, Cleric
Note : engage mob for 10 mins

Strategy:

1. Drop FoP
2. Paladin/SS tank taught mob
3. Paladin/SS tank take the mob down to around 10%
4. Engage for 10 minutes( DO NOT KILL IT) or just kite it round the room it moves slow at 10% any way

That is the easiest way to do this step if your healers get aggro get paladin to taught it back of them while the heal run around the edge of the room
Note: MAKE SURE YOU HAVE AN EMPTY SPOT IN YOUR INVENTORY.
The mediator gives everyone a token, and if it auto-drops due to a full inventory you are teleported back near the dungeon enterance

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Trial 4 - Volurgon's Challenge
Step type : Group
Location : DV
Group make up :  Paladin, tank, tank, Ice Wizzy, Theurgist, caster , Cleric, Cleric
Note : kill mobs before the orb reach the group and AoE's

Strategy:

1. when you get ported in you have about 20 seconds before the 1st set pop get FoP and FoH asap
2. mobs pop one after the other, with pauses in between. 
3. mob that spawns comes with a little fileball that will move around the room. 
4. When you kill the volugon, the fireball dies.  If the fireball gets all the way around the room, boom! huge pbae. 
5. 10 minutes of this and your done

Trick: easy mode if you have a pally and a fop bot as soon as you port in run in to the alcove near the lava fountain the pally gets the aggro and engages the the volurgon for ten mins

Note: The trick to this one is only to kill the mob when there's a fireball present. Have tanks beat on the mob as soon as it pops to reduce it's hit points, while your casters watch for the fireball. When it pops and starts circling the room casters kill the mob. Don't kill the mob (hitting it to make it easier to kill when you need to is fine) unless there's a fireball present or your only making it harder for yourself

Note: MAKE SURE YOU HAVE AN EMPTY SPOT IN YOUR INVENTORY.
The mediator gives everyone a token, and if it auto-drops due to a full inventory you are teleported back near the dungeon entrance

 

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Trial 5 - Shaitan's Challenge
Step type : group
Location :DV
Group make up :  Paladin, tank, tank, Ice Wizzy, Theurgist, caster , Cleric, Cleric
Note : kill the mob quick or get two and so on

Strategy:

1. make sure the ice wizzy is on full power before you port.
2. port in (it start as soon as your all in
3. get all 3 tank on the mob ASAP then icer PBAoE with every thing they got
    Note :  as long as the mob dies before the next one pops that it (you have about 40 seconds)

4. if another mob pops get both in a PBAoE box and kill both ASAP or more will pop and you will need to repeat step 4 over till room is clear or 10 minutes has passed



Note: MAKE SURE YOU HAVE AN EMPTY SPOT IN YOUR INVENTORY.
The mediator gives everyone a token, and if it auto-drops due to a full inventory you are teleported back near the dungeon entrance

The ice wiz should stay above 50% power at all times, a few nukes per mob is best instead of using all power on the first mob then resting for 2 mobs. Just use the wiz to help the tanks out when they need it.

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Trial 6 - Hephaestian's Challenge
Step type : Group
Location :DV
Group make up :  Paladin, tank, tank, Ice Wizzy, Theurgist, caster , Cleric, Cleric
Note : kill fire men stop the orb

Strategy:

1. when you get ported in you have about 20 seconds before the 1st set pop get FoP and FoH asap
2. mobs pop one after the other, with 20 second pauses in between. 
3. mob that spawns comes with a little fileball that will move around the room. 
4. When you kill the volugon, the fireball dies.  If the fireball gets all the way around the room, boom! huge pbae. 
    Note : cold damage is the key here icer and cold legendry weapons

5. 10 minutes of this and your done
 

Tips:

Note: MAKE SURE YOU HAVE AN EMPTY SPOT IN YOUR INVENTORY.
The mediator gives everyone a token, and if it auto-drops due to a full inventory you are teleported back near the dungeon entrance

The ice wiz should stay above 50% power at all times, a few nukes per mob is best instead of using all power on the first mob then resting for 2 mobs. Just use the wiz to help the tanks out when they need it.

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Trial 7 - Crossing the Chamber
Step type : Battle Group
Location : DV
Group make up : N/A
Note : kill the boss don't worry about the other mobs to much

Strategy:

1. set up FoP and FoH 
2. let the tanks get stuck in to the flame
3. caster deal with any mobs that go near tanks or healers leave any other mobs
4. caster can try to land damage on the boss mob but it dont often hit and the power is better save for aggro

Notes Damage shield class such as matter cabby servant necro can duo this with a buff bot

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Trial 8 -Pillars
Step type : Battle Group
Location : DV
Group make up : N/A
Note : this can be hard if not done right have a cleric with credit log out (get there phone number and ring them to tell them if its safe or they need to rezz all ect)

Strategy:

1. step up the bg in the port in room ask for a necro to go pull the 1st snake katori Can not aggro necros (if you dont have a necro get a scout/inf to dispand and do the follow
2. Find Katorii's Breath then run back to the raid.
        Note : It will drop a metal plate.
3. get the plate and run south to the door and place the plate
          Note : This will drop the plate in, make Katorii scream and spawn another pet.
4. Pull the next pet Touch, kill, get plate, drop in door.
5. Pull the next pet Blood , kill, get plate, drop in door.    
6. Keep doing this until no more pets spawn.
7. Then kill Katorii

    Note : katori can and will wipe your raid if you aggro her to soon . 
    Note : Eventually the doors will open. (to say this is buggy is an under statement)
   Note : you get 7.8 credit when Katorii dies. 

A few additional tips for the puller here.
Find katorii's location asap, the easiest way to do this is from the first room head straight north looking down to the east. There's only 3 corridors so you should find her fairly quickly, and be close to the /bg if you need to be rezzed.Stand 2 rooms away from where she is. When she moves you get a pair of flashing eyes in the room she's moving to. Watch the direction she goes in then move to another room again 2 away from her. This way you'll never aggro her. When she's as far north as she can go get the /bg to run through. When pulling snakes take your time, make sure you know where katorii is first, there's no point pulling one if katorii is blocking your path back to the /bg. If you aggro a snake while looking for her at the start, don't panic just take it to the /bg.

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Trial 9 -Facing Typhon
Step type :Battle group
Location : DV
Group make up : N/A
Note : kill mob easy step :)

Strategy:

1. You'll see two alcoves to the north and south.    
2. Kill both mobs (which instarespawn)    
step done

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Trial 10 - Typhon's Rage
Step type : Battle Group[
Location : DV
Group make up : N/A
Note : this can take hours or minutes depends on classes in the bg

Strategy:

how to set up

1 cabby with rubby sim on top of  hill ruby sim on orb cabby dotting it

1 or 2 groups stay at 7.9 (this can be left out if numbers are low

cleric  set fops at the area near the base of the hill and 1 fop at the spot where typhon start

Have every body else gather at the place where typhon is

Doing the encounter

1. cabby start on orb
2. groups at 7.9 start killing and keep killing repops
3. Zerg typhon thergs use earth pets tanks use cold leg weapons if poss
4. if typhon moves follow him as long as blue ports are down if not let thergs and scout hit him till he ports back or the blue ports are down
   
  Note : Once he is brought down to about 40% health left, he will remain in one location.   
  Note : But it is not that easy,  From the hill, you have immediate acess to both the north and the east locations. But to get to the hill from where you enter the chamber and to also get close to both the western and the southern pop locations, you have to pass by these barriers that block the pathways.   
  
 Note : To get around them, you have to sprint, run near the barriers, and jump in the lava on purpose, spam your jump button and hop back up on the other side.   
 Note : You can be rezzed from the lava.
 Note : If you do not continually keep Typhon's essence in combat, Typhon will become impossible to damage.   
 Note :  Typhon is completely resistant to heat damage,
 Note :  terribly weak to cold damage and cold leg weapons did decent damage to him as well.
 Note : theurgist can help here lots by pet spamming to make sure he stays in combat

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Last modified: 02/16/07
 

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