View Full Version : Need some help with Hedge Maze info
EZ_Nietchze
11-21-03, 04:26 PM
I know the basic jist of it but I was wondering if anyone knew of a detailed run down of the whole event. What I'm looking for is details on the guy we follow, the different waves of mobs & the boss.
Does the guy we follow have to be protected? (will mobs aggro him? )
How many in each wave?
About how long do we have to kill each wave?
Which if not all mobs are mezzable?
Any mobs NOT slowable?
Any resist gear recommended for any special AE or spell the boss (or any mobs) have?
Knowing these types of things will help me in leading a pick-up. If anyone can help with these questions or point me to a guide I would appreciate it much.
Thanks
EZ_Aphyd
11-21-03, 04:37 PM
I did it so long ago that I don't know a lot about it. The guy you follow will just roam around to random dead ends and pick up pieces of a dagger, at every spawn point one extra mob spawns I believe. I think it gets up to like 7 or 8 spawns. Then a boss spawns at the fountain in the middle.
The spawns will attack the named that you follow, so be quick to aggro them.
The way we did it was every time the named guy spawned something, we'd have an enchanter mez him, so he wouldn't keep walking and leave us and start spawning more. Just mem blur and break mez later.
All in all it's pretty easy if you have a good group of people and are careful.
EZ_Arman Tuneweaver
11-21-03, 06:58 PM
Charm him, buff him to the teeh (sow) and follow him around and kill things. Worked for us.
EZ_Dericsilver
11-22-03, 03:02 AM
Anyone done the Hedge Maze lately can confirm if we absolutely needs 18?
I brought 2 groups for our first attempt and we were ported to the same maze but Thelin did not follow us in. Succored out and tried again, this time only 1 group went in but still no Thelin...any insights?
-Deric
-Drinal Edited by: Dericsilver at: 11/22/03 3:03 am
EZ_Tanise Manasponge
11-22-03, 09:28 PM
You don't need 18.
Charm and buff him (especially sow, tho people on slow mounts will have trouble keeping up). Do this after you trigger him inside the maze. When he spawns in the maze you trigger him by saying ready to follow or something, then he repops and starts going, this is the one you want to buff. Also you can do all your buffing after in the maze prior to triggering him to follow version. He'll stand there forever.
If you are a tad weak on dps you may want to preclear first kinda run ahead of him and pull mobs so you don't have them plus the ones he triggers.
Mez him to keep him from running off, then blur him after.
First time he spawns mobs it's 2, then 3, 4, etc up to either 7 or 8. I prefer to have a bard and enc on it to handle the mob lock downs.
when he gets to the center he spawns the boss, who is gimp. Slow him then own him.
Also if you're botting a wiz for the flag be sure to unmem gate or evac so you don't evac your group after killing the boss but before you get to hail him. Edited by: Tanise Manasponge at: 11/22/03 9:32 pm
EZ_jocke98
11-23-03, 05:49 PM
Tip: if things are hectic your chanter/bard may be to busy to Mez the NPC-Walker and he can die on Enrage. Make sure your tank is prepared and position the mob so that don't happen.
EZ_Qutsemnie
11-23-03, 06:44 PM
I dont know if i would sow him the first time threw. Take it easy + use mez medding alot the first time through. (mezzing == med break. no script if he aint moving)
EZ_Quiet
11-23-03, 07:34 PM
Some suggestions from a chanter point of view (having done this 10 times or so with chanter once with rogue)
First off when he arrives at a wolfie - you kill the wolfie and it spawns 2 then 3 then 4 then 5 then 6 then 6 again then the boss.
As already stated, avoid letting him get hit or you will fail quickly. Also, if you use mez, realize if you have all mobs mezed, he will just wander away so root or mez him fast. Helps to have someone have responsibility to agro him without damaging him.
Also, an aoe slower or snarer makes life much easier. When he spawns the 4 5 6 mobs, they are packed in with him so fast, easy for folks to die (or the npc to die) So aoe snare (or get rangers and druids to each snare one) to pull them out of the pile so they can be mezed individually.
The boss spawns at the fountain, but there are birds in all (sometimes they miss one) corner. So, move too far from fountain and you have adds. He isn't that bad of a fight.
When you loot boss, he drops a dagger fragment or something. WHoever loots this hands it to the NPC, and will get a dagger than is bane to TT. It is lore and no drop so, pick who you want to have a bane dagger to do the hand in.
The charm of the npc isn't really necessary, sometimes following him around gives fokls a chance to get mana back. Usually after the first 6 mob, my group needs to get mana back so I root or mez the npc til they are ready, then blur/atone him to get him moving. He does heal fairly fast when not agro'ed, as most npcs do.
Oh - it used to be (as in I am not sure it is still true) if you get in front of him and block him, he will occasionally port himself back to the beginningof the maze and likely get agro from random pops. So, avoid standing right in front of him.
Also there are a couple of random pops and adds that appear on the way (a couple of bird areas for example) they are fairly easy to deal with.
EZ_Lindianae
11-23-03, 07:52 PM
Thelin's Dagger isn't no drop.
EZ_Acturian
11-24-03, 05:46 AM
what we did on our first go... we had 1 enc and 1 sham. On the wave spawn, AE slow to get them off thelin + get their attention, then turgurs thelin. Quiescence tank(or torpor will do just fine) him, and let your enchanter med up. Mind you he can get buggy and forget you suddenly and walk off, but that's okay.
In all honesty, mez really isn't practical until the last two waves. ae slow and have your enchanters peel offa your shammies.
we had the conscript of nightmares fall through the fountain and wind up at docks, where a nice gm summoned us to kill him there.. however , we lost all our flags. so DONT FIGHT HIM IN THE FOUNTAIN!! pull him to the back somewhere.
EZ_Quiet
11-24-03, 09:13 PM
Ahh - didn't realize on the dagger. (Our group lost one once... maybe it was on the ground - oh well.)
EZ_Filobeto
11-26-03, 05:04 AM
Thinking of giving this a try this weekend with my guild (our first attempt), my guild can't get 18, but we can get 2 full groups of 61-65, with 10 of those being 65. We have a few others in guild, mostly in their low 50s that we will probably have come along if they wish. But I'm still thinking 3 groups will be a BIG stretch.
One question though, how hard do these hit? We will use AOE slow on the larger number of spawns (we have only one Shaman), but I don't want 6 mobs that hit for 800 or so going after our lone shammy, even slowed.
Thanks.
EZ_Sildir
11-26-03, 09:51 AM
They hit 300ish? i'm thinking. Pretty much the same as the regular PoN mobs. Boss hits for like 500-600 I think.
EZ_Ketel Kaotic
11-26-03, 03:28 PM
just put a shout out to aanother guild and get together to do it if you cant get the 3 groups..
makes it alot easier.
First time i did it we got about 70% through with one group, then tried again with two groups and won, but that was a pretty good two groupos (but this was the first couple weeks of POP)
EZ_Juujuu
11-27-03, 12:09 AM
Does the guy we follow have to be protected? (will mobs aggro him? )
Yes.
How many in each wave?
2, 3, 4, 5, 6, 7, then the boss solo
About how long do we have to kill each wave?
As long as you want. It's not timed
Which if not all mobs are mezzable?
All mobs are mezzable.
Any mobs NOT slowable?
All mobs are slowable.
Any resist gear recommended for any special AE or spell the boss (or any mobs) have?
No spell effects occur during the encounter.
Bring a healer for each group.
Bring a main tank.
Bring 1 good enchanter, or more if you can.
Make sure you have at least 1 person that can res.
Bring a bunch of DPS.
EZ_Pootlepennypincher
11-27-03, 06:02 AM
When i did it last weekend we kept the final boss fight in the fountain/pool. THis was to avoid agroing the mobs that line the area around the pond.
Not sure how nesessary this is, but it seemed like good raid advice so we stuck to it.
Good Luck on the Hedge!
EZ_Sollen
11-27-03, 07:40 AM
Easy to mez Thelin before he triggers the boss and just pull the corner birds, then kill the boss wherever you want with no adds.
Also, I prefer a bard to lock thelin down during fights, no manacost on their mez and they can do it for as long as needed. They can also help out on the large spawns. 1 bard, 1-2 chanters, 1-2 shamans for AE slow, a couple of clerics and backup healers, decent MA and SA, and fill up the rest of the slots with whoever is around.
EZ_Acturian
11-27-03, 07:40 AM
fountain = bad. avoid it. read my above post
EZ_Chiangli
11-29-03, 06:44 AM
Like others have said, the best strategy that I've seen is AE slow. The mobs are not that nasty to begin with and with 50% slows you have plenty of time to mez. Keep your shaman healed until the tanks, enchanters, and bards get the mobs under control, then go through and 75% slow them one by one.
You do not need 18 people to do the event. The event spawner tries to put three groups in to each maze (I think there are three). If somebody tries with less than three groups and fails, the next people who come will likely have their three groups split between mazes. Whoever coded the event should recode it to port up one raid (of no more than three groups) rather than three separate groups.
Question on the flag...
I did the hedge before I got the preflag, but got the flag by hailing thelin (in PoN) after we won.
Then I went back and got (what I thought was) the preflag by telling the woman in the PoTranq hospital that Thelin is suffering from nightmares.
So I got both of these flags but still can't zone into PoNB. What am I missing?