Ikkinz Trial
By: Jon • Research Paper • 1,328 Words • February 10, 2010 • 875 Views
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This is translation and combine of 4 posts I made on the Norraths Helden board, it describes
how to progress and eventually farm the 3 Ikky group trails in KT.
General
Kod'Taz and the Ikky trails can al be made with a piggy, so 5 KT flagged and 1 is possible.
Ikky 1 can be started by everybody.
Ikky 2 can only be started by a person who has finished Ikky 1, its not needed that the whole group has Ikky 1.
Ikky 3 can only be started by a person who has finished Ikky 2, its not needed that the whole group has Ikky 2.
You move in KT always with invis and always with levi, as you move always stay up on the walls.
Once you get your Ikky trail you have about 10 minutes to get into it else it collapses and you have 45 minutes lockout.
Lockout from 1 trail does not mean Lockout from the other trails.
A good group can farm all 3 Ikky trails in one evening. Now why would you want to farm Ikky trails ? Because stuff like this drops there:
http://everquest.allakhazam.com/db/item.html?item=26358
http://everquest.allakhazam.com/db/item.html?item=26724
http://everquest.allakhazam.com/db/item.html?item=27626
We (NH) have had a sunday afternoon where we had 6 of those items drop and 1 very happy tank who gained a lot of HP and AC that day.
On the maps below, P is placeholder of a named, this does not mean if you kill and wait the named might pop, he is up at start or he will never be up. A tracker or rogue can verify this pretty fast.
All pulling by us (NH) is done by a rogue with a enchanter on pacify, Monk with enchanter or cleric will also work, Pacify pull is a lot faster then FD pulling in.
Debuf ALL mobs on incomming, they are all hasted and the goats with the 2 pets will bring an 11k tank down in no time if he is not debuffed and slowed fast.
The needed classes listed is what I think is best when you 1st start these trails, once you know your way around I am sure you can adjust it.
Having a Porter is nice to get out of trails, having a Mage is even better he can CoH people into the trails once he knows his way around, saves a lot of deaths :)
Below is a section of the KT map with the trails marked on it. Specific info on the trails will be after the general info:
Classes
Needed:
- Enchanter
- Tank
- Cleric
Optional:
- Patcher
- Melee class with reposit disc
- DPS
General
Roamers (R) are the only repoping mobs in here, repop time is about 30 minutes.
There are 5 optional named in this trail (P), if you dont have the classes to end this trail (enchanter) you can still start it and farm the named using cleric pacify or monk pulling for the loot.
Strat
From Camp 1 (C1) kill the static trash (T) and the roamers (R) till you reach the west room, move the group to Camp 2 (C2).
From Camp 2 (C2) pull and kill everyting in west room except for the Diabolic Destroyer (DD) and the 2 Golems (G). When all trash is down move the group to Camp 3 (C3)
Med and buff full. Basicly you need to kill the Diabolic Destroyer (DD) however he pops clones from himself during the fight, it will start with 4 and although they die from themselves they still do to much damage. The idea is pretty simple, the enchanter needs to mezz the adds as soon as they pop and repop during the fight.
Another nice effect is that the 1st 4 adds will agro the puller when they pop.
So what do you do once you full med and gtg:
Enchanter pacify the 2 Golems (G) and monk or rogue pull the Diabolic Destroyer (DD) to Camp 3 (C3). During the pull the 4 adds will pop and charge the puller as soon as they reach