Difference between revisions of "Category:Gear In Astral Invasion"

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<p>If you don't already have it, you need to first get the ticket ([[Invasion Plans]]) from [[:Category:Citadel Arcadia|Citadel Arcadia]].  This can be picked up via a minor detour on a [[Ruling Glyph|Glyph]] run.  See [[:Category:Gear In Citadel Arcadia|Gear In Citadel Arcadia]] for more information on how to get the plans.</p>
 
<p>If you don't already have it, you need to first get the ticket ([[Invasion Plans]]) from [[:Category:Citadel Arcadia|Citadel Arcadia]].  This can be picked up via a minor detour on a [[Ruling Glyph|Glyph]] run.  See [[:Category:Gear In Citadel Arcadia|Gear In Citadel Arcadia]] for more information on how to get the plans.</p>
  
<p>Once you have the [[Invasion Plans]], shift to astral and go nwsu, then track cleric.  The mobs in [[:Category:Astral Invasion|Astral Invasion]] wield cursed weapons, so bringing a psi to decept is very helpful.  It's also a good idea to let the bored brutes know that the weapons are cursed, to cut down on failed disarm spam :).  Once you find the cleric give the [[Invasion Plans]] to him; this transports the person who gave the plans to an arena room below from which he can open the door up to allow the rest of the group to join him.  Disarm the prisoner in the arena room — if the mob drops his sword, a pool will appear, but if he recovers the sword and it remains in his inventory, you have to wait for repop to try again.  Webbing the prisoner before disarming is a good idea, since it lowers his dex.  This is a good room for regenning.</p>
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<p>Once you have the [[Invasion Plans]], shift to [[:Category:Astral|Astral]] and go nwsu, then track cleric.  The mobs in [[:Category:Astral Invasion|Astral Invasion]] wield cursed weapons, so bringing a psi to decept is very helpful.  It's also a good idea to let the bored brutes know that the weapons are cursed, to cut down on failed disarm spam :).  Once you find the cleric have a groupie give him the [[Invasion Plans]]; this transports the person who gave the plans to an arena room below from which he can open the door up to allow the rest of the group to join him.  Disarm the prisoner in the arena room — if the mob drops his sword, a pool will appear, but if he recovers the sword and it remains in his inventory, you have to wait for repop to try again.  Webbing the prisoner before disarming is a good idea, since it lowers his dex.  This is a good room for regenning.</p>
  
 
<p>Have a tank drink from the pool and areaspell, while the rest of the group targets the astral dragon when they follow. The dragon's room was upgraded recently with many more mobs than it used to have.  The gear room itself requires planeshifting, though if you walk out, you can homeshift. To leave the gear room you must go west, since all other directions take you back to the same room. The astral dragon does not repop with the rest of the room, so this item cannot be camped. Watch out for invisible mobs in Astral proper if you walk out.</p>
 
<p>Have a tank drink from the pool and areaspell, while the rest of the group targets the astral dragon when they follow. The dragon's room was upgraded recently with many more mobs than it used to have.  The gear room itself requires planeshifting, though if you walk out, you can homeshift. To leave the gear room you must go west, since all other directions take you back to the same room. The astral dragon does not repop with the rest of the room, so this item cannot be camped. Watch out for invisible mobs in Astral proper if you walk out.</p>
 
[[Category:Astral Invasion]]
 
[[Category:Astral Invasion]]
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[[Category:Gear Runs That Need Descriptions]]

Revision as of 11:32, 27 December 2005

If anyone can rewrite these directions without such liberal use of track I would appreciate it very much. -Waite


Suggested Group Size: 15

If you don't already have it, you need to first get the ticket (Invasion Plans) from Citadel Arcadia. This can be picked up via a minor detour on a Glyph run. See Gear In Citadel Arcadia for more information on how to get the plans.

Once you have the Invasion Plans, shift to Astral and go nwsu, then track cleric. The mobs in Astral Invasion wield cursed weapons, so bringing a psi to decept is very helpful. It's also a good idea to let the bored brutes know that the weapons are cursed, to cut down on failed disarm spam :). Once you find the cleric have a groupie give him the Invasion Plans; this transports the person who gave the plans to an arena room below from which he can open the door up to allow the rest of the group to join him. Disarm the prisoner in the arena room — if the mob drops his sword, a pool will appear, but if he recovers the sword and it remains in his inventory, you have to wait for repop to try again. Webbing the prisoner before disarming is a good idea, since it lowers his dex. This is a good room for regenning.

Have a tank drink from the pool and areaspell, while the rest of the group targets the astral dragon when they follow. The dragon's room was upgraded recently with many more mobs than it used to have. The gear room itself requires planeshifting, though if you walk out, you can homeshift. To leave the gear room you must go west, since all other directions take you back to the same room. The astral dragon does not repop with the rest of the room, so this item cannot be camped. Watch out for invisible mobs in Astral proper if you walk out.

Pages in category "Gear In Astral Invasion"

The following 6 pages are in this category, out of 6 total.