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Old 09-29-2009, 11:17 AM  
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Default Help with Lower Corridors of Guk

I've been searching and searching for a comprehensive walkthru for this zone, and I feel like I may simply be missing the AAs I need to effectively tank some of the nameds -- I'm around 160 AAs at the moment, and I'm thinking Furor would go a long way.

Still, can anyone here speak from experience as to how to kill each of the nameds? You don't need to write an essay.. Just some strategies. Thanks.
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Old 09-29-2009, 11:45 AM  
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Default Re: Help with Lower Corridors of Guk

Before even talking about the named, there's some things you'll want to know.

1) Dar / Zol / Guk knights and the nobles in the king room have knockbacks... tank them in corners ( and have DPSers stand in a safe place so they don't pull more when KBs hit ). Kill the knights first on every pull.
2) Dar assassins - Once you get into the big open room after you jump on the blocks (near named Minotaur) to click on the orb to open the gate, and walk down the ramp into the big room, there are dar assassins all over the place. Have someone cast see invisible on you and either pet pull ( preferred ) each one around the room or have a dps pull them. The reason is, they stun the person that aggros them, if it's a pet, no loss. If it's a dps, no loss. If it's you, healer dies on the pull.
3) Named:
  • First named under the bridge when you zone in - Tank and spank but he will pull any remaining adds you didn't kill in the entire first room, so clear it first.
  • Minotaur - tank and spank with a knockback
  • Ghoul Lord ( in what looks like the old Executioner's room ) - Has a small frontal knockback and spawns 2 hands that come with it. Kill hands then named.
  • Troll dude in chest room on top of ramp before frenzy - Tank and spank but has a single-target fear and memwipe.
  • Reanimated Hand - Swim up, charge him at once. Spawns a bunch of little adds, what I do is just wait for the adds to pop then hit my Furor and DA when that's down if the dps is low. The hand + adds will hurt pretty bad, so anything you can do to help the healer will help you win.
  • Frenzy - Few ways to tackle this one. If your healer is AMAZING, then you can just all stand there and kill him, stacked on top of each other. If your healer is so-so, then have the group spread out, about 5 meters apart in a circle with you in the middle. The frenzy does very little melee damage and does not walk. He teleports to random people in the group. You'll want your healer to be on the fountain edge and harvesting/using the congealed blood on the frenzy, this roots him for a bit so you can slow down the teleporting for a bit to dps and catch up on heals. Every time he teleports he does an AE (physical I think, hurts clothies bad). If everyone is spread out enough, it will only hit the 1 person, so healing isn't that hard to do, but be on top of the harvesting because he can teleport in quick succession at times, making the healing suck.
  • King - Pull to near middle of room. Have healer(s)/ranged dps stand near stairs when you walk in. He has a noxious dot that stuns/stifles you. It's ranged-based so if the healer is far enough ( max heal range ) from the tank, you shouldn't get it. Every DPS should be between the tank and the healer so they can get cured and healed via group heals. Lastly, he spawns a shitload of adds that cannot be taunted. They pick their target on spawn, and won't stop beating them. The trick is to have enough DPS to kill the king ( save all big cooldowns for when they pop ) before they kill the healer/dps.

I hope that helps.
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Old 10-06-2009, 08:17 AM  
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Default Re: Help with Lower Corridors of Guk

for the assassin room i pop death march and pull all of them at once ^_^
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Old 10-06-2009, 11:13 AM  
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Default Re: Help with Lower Corridors of Guk

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Originally Posted by Istabu View Post
for the assassin room i pop death march and pull all of them at once ^_^
Yeah or you can do that. :P
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Old 10-14-2009, 10:50 PM  
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Default Re: Help with Lower Corridors of Guk

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for the assassin room i pop death march and pull all of them at once ^_^
His group then dies miserably and calls him names.
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Old 10-14-2009, 10:51 PM  
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Default Re: Help with Lower Corridors of Guk

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Originally Posted by Kibannu View Post
You'll want your healer to be on the fountain edge and harvesting/using the congealed blood on the frenzy,
Why would you want your healer doing this? I've always assigned a chanter to do it so healer can keep healing.
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Old 10-15-2009, 04:12 AM  
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Default Re: Help with Lower Corridors of Guk

So, after having run the zone about six times, all of which successful, I feel I can contribute a little to this thread:

The Reanimated Hand: A purely DPS-based fight, where you should simply pull the Hand down through his floating lake (I use Devouring Mist, because I can take off running before it lands, giving me a head start), throw Sacrament on him, blow Death March, and have your group throw everything (including the kitchen sink) at him. When his adds spawn, Furor and Divine Aura are your friends. Healers can burn AE cures to remove his silly Charms and Fears, and with any luck, it dies.

Gorscha Gah: Pile in in a corner, pull with Devouring Mist, pop Death March, and burn. Blow whatever Rescues/Sacraments/Sneering G/Myth you need to deal with his lame memwipe. No one cares. He dies.

Furdip: Seems to have changed since the first time I killed him, or else I wasn't in charge of the Globs and never knew to begin with... Have your group stand on the fountain, with two standing on one "arrow point" of the fountain, and two more standing on another. Casters preferably. Position yourself in between these two points, and pull the named. With a pair of healers spamming group heals and wards, your job is to harvest globs, along with everyone else, and nail the frog with 'em when he stops for a breather. He'll become attackable for JUST enough time to spawn another set of Globs in the pool, and start his teleportation cycle again. He teleports 3 and AEs 3x, stops and gets Globbed, burned down for 5-10 seconds, and repeats. Just keep harvesting (anyone and everyone can.. with 2 healers, or 1 godly one, you can keep this up indefinitely..), globbing, and burning. Pretty easy.

King Ghoul: Arguably easier than Furdip, you can have your group stand near the base of the stairs going into his room, and pull him to the center. On the pull, I usually burn Death March, as he loves to AE stifle the group. Afterwards, everyone DPSes him down, but make SURE to save all high damage abilities (Fusion, Harm Touch, Assassinate, whatever) for when he begins spawning adds. He seems to spawn the first wave of them at around 50% HP (a little earlier), and each add "assigns" itself to a random groupmember. They cannot be taunted off, so your option is to have the group kick it into high gear, and burn every long reload damage ability they have, which should hopefully drop Mr. Froggie to his knees. Additional waves of adds spawn every 15-25 seconds, and he keeps AE stifling, so you need to hit him hard, and hit him early. By the time the 3rd wave is spawned, consider it a wipe.


The zone is cake with a proper group. I usually run with:

Illusionist
Troubador
Necromancer
Defiler/Inquisitor
Warden
SK

or

Illusionist
Troubador
Dirge
Necromancer
Warden/Inquis w/ Myth (fast heals needed for Furdip)
SK

______

Never had a failure with either setup.
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Old 10-15-2009, 12:00 PM  
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Default Re: Help with Lower Corridors of Guk

Some pretty advanced strats for pretty easy fights there.
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Old 10-23-2009, 10:21 PM  
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Default Re: Help with Lower Corridors of Guk

It's called "going around your elbow to get to your thumb."
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Old 11-17-2009, 11:34 PM  
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Default Re: Help with Lower Corridors of Guk

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Originally Posted by Veldrith_Guk View Post
I've been searching and searching for a comprehensive walkthru for this zone, and I feel like I may simply be missing the AAs I need to effectively tank some of the nameds -- I'm around 160 AAs at the moment, and I'm thinking Furor would go a long way.

Still, can anyone here speak from experience as to how to kill each of the nameds? You don't need to write an essay.. Just some strategies. Thanks.
it's the suck healers you are going in the zone with, I cleared the zone with about 135 aa when my sk was "ungeared" I mean not even Rok 7 set.... think my best piece was ill will... I even did so without the "spark" item working as intended, was day 1 of TSO, had to hold agro by getting deathmarch in
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