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TooTall
Jan 2, 2006, @ 06:53 PM
Since Kraggles promised some guides in his DM guide and he agreed whit me writing this one here is my first guide:
Scholomance Guide nr.1

In this guide I assume you're doing it 5 man.

Ok first of all Scholomance (shortly said scholo) can be found at the WPL, the entrance is on the island Caer Darrow. The door requires you to bring someone keyed for it or a rogue (at maxed skill a rogue can lockpick it).

Ok the first chamber isn't anything special, unless you count that the skeletons there use swords that look like Krol Blade (http://www.thottbot.com/?i=8407) (/jealous).

You should go through the doorway to your left in the second room, ofcourse after clearing the mobs. Its advicable to pull in the first room, because some units in the second room use a knockback that might knock you into some adds.

Now the next room has 6 groups, 3 on the left and 3 on the right. You must clear one side and the last group on the other side. Now the tricky thing here is that each group contains one summoner. They have a summoning spell that calls for a non-elite skeleton, the spell has no CD so the summoner should either be nuked at the start or kept out of the fight until the end.
You can go to ways in this room. To the right is an altar at which you can summon a boss if you have the quest that is needed for it. The route is in front of you.

The next room contains some more groups and a few 1 man patrols. Nothing special about them except for the ghost. They have a split up spell, which creates 2 new ghosts. Any effect on them will remove the ghosts and bring back the old one (Demo shout, war stomp, etc. all work). Additionally, the crypt fiends are notable for doing pitiful damage, but having an AOE snare. In this room you can also go to different ways. Dead ahead is the way to Rattlegore and the shaman epic quest, which I'll explain after the next bit.

The room you are going in next is filled whit non-elite dragons and some elite humanoids. The humanoids use a knockback and at the walls of this room there are some gabs that you wish to avoid (fall in = dead). Best is to pull into the previous room.

The Rattlegore room is filled whit mobs that hit hard and have sweeping strikes - 400 on plate with shield O_O. So be aware that you might die fast if you stand inside the SS range and don't have 5k health and plate armor =P. Rattlegore has one add, I'm not sure if you can pull the add whitout pulling Rattlegore too, my groups always failed to do that anyway.

After you did the Rattlegore room you can go back one room and go to what is then on your right. Now you have to clear some elite ghouls and non-elite corpses. The ghouls leave a gass upon dead that deals 350 per second, so STAND BACK!!

After this you go into the viewing room, no agressive mobs there, though I'm not sure what happens if you talk to anyone in there. There is a key required for this room, but I'm not sure where to get that (someone add that as a comment plz) It drops from Rattlegore.

At the end of the viewing room, you enter Ras Frostwhisper's chamber. There are more boring humanoid mobs, followed by Ras himself. He does frost damage, and a big knockback which also slows anyone it hits. Not too tough. Additionally, in this room, is the alchemy lab, needed for alchemical flasks.

The next room you will get in is a central chamber whit 2 lvls connected to 6 different rooms. You will have to kill all 6 sub bosses before the final boss (Darkmaster Gandling) spawns. I'll explain the rooms now:
1. Filled whit non-elite corpses that explode on death. Best is some range AoE, some people say a mage is needed for this, but it's not mages die to fast when the corpses explode anyway. Boss is cake. Try to kite the mobs around the square outside the room
2. Filled again whit the ghouls that leave a gass upon death. Boss is a bit harder. The boss hits nearly as hard as the stuff in Rattlegore's room, enrages, and sometimes decides he wants to intercept another party member. He can NOT be disarmed. The doctor is in! :)
3. Some of the humanoids in here are cake till they get below 30% of health, then they transform into a black ghost that can only be harmed whit arcane damage, now this is really the room in which you wonder WHY O WHY DIDN'T WE BRING A MAGE?!?!?! (It can be done whitout, dr00ds FTW!). Boss is nothing special, just a generic mage
4. Filled whit cake adds, boss has mind control, which can be tremored I believe. If one is mind controlled, expect to lose all your cooldowns
5. Room filled with very durable skeletons, still easy though. Boss is pretty easy, and employs a knockback.
6. This room has a few risen guards, nothing threatening, and the boss and his two friends. The boss hits pretty hard and has a damaging aura. Kill the adds first, bringing a priest to shackle one might be handy but is not required (teamwork solves everything, proven by Kragoth, Ilona, Jerim, Moalongtail and me). Imo it's best to let the healer always heal the warrior. The other can always get out of the range of the damaging aura and heal/bandage. This boss is though and imo harder then the final boss (darkmaster gandling). When fighting his adds, PULL THEM OUT OF THE AURA. That way, only the tank is taking damage from it. The aura hits for about 150/2 seconds unless you resist (which happens a lot, and drops it to 100). This one drops your Scholo set chestpiece (eg Cadaverous, Necropile, Deathbone)

After you've killed all the bosses in these 6 rooms Darkmaster Gandling will spawn in the central chamber. He is a caster and he uses a teleport spell to teleport someone into one of the 6 rooms just cleared were 3-5 non-elites will be waiting for that guy. I'm not quite sure who this works, for I have never been teleported :P. I, however, am sure :P Once one kills the non-elites, you can leave the room. It's easy, but you want to be quick so your group doesn't miss you. He warps you into Alexi Barov's room.

Ok now I'll explain the shammy epic quest:
The guest is done in the Rattlegore room. Clear the entire room before starting the event. The shammy has to put a quest item in the middle of the room. The rest of the group should be waiting at the corner which is direclty on your right after entering. After doing this several non-elite ghost will come (wave 1). After this, a mini-boss ghost will spawn, no problem The second wave will spawn after all ghosts from the first are killed, these are also cake. Then the third wave comes and 9 ghosts spawn at the same time, in three groups of three. It's nearly impossible to pull one group whitout getting the agro of one other, so GL and be prepared for a wipe (let the shammy die safe in the corner and anhk, taking down as many ghosts as possible ofcourse before the wipe). Now note that these ghosts are immume to stuns but can be shackled (that's why most groups bring a priest, but Kragoth, Ilona, Jerim, Moalongtail and me proved it's not needed ^^). Wave four requires the groups to act quick, for there will spawn three ghosts at the start and more over time. If you handle quick enough (which means FOCUS FIRE!!!!) then there should be no problems. After this wave a boss wil spawn, the boss looks a lot like the baron from strat and he uses mind control (the bitch used my coldblood and preparation :furious:). After you have done this your shammy will be happy :D.

Now most groups bring a priest for shackle and a mage for arcane damage. But this is not needed (once more: proven by Kragoth, Ilona, Jerim, Moalongtail and me :D). There are also a lot of diseases in this instances, so it might be handy to be able to deal whit those some how :P.

Remember Scholomance takes a long time 5-man so be sure to stock food and drinks and unplug the phone and doorbell. Always mind that slow moving, but good thinking groups are always better then the rushers!

Ok as I said at the start this is my first guide and I hope it proves usefull, It is a bit longer then expected :P. If you see a mistake please correct me, I think the 6 rooms before Gandling aren't totally correct :P. Anyway thanks for reading and I would appreciate it if you told me if you think it's usefull or total junk (in that case I won't write anymore guides). And please don't mind my english it's vacation and I'm not fond of writing stuff in english.

Good luck with 5-manning Scholo, it gives a huge rush when Gandling finally hits the floor! -Kraggles

Addendum:
Jandice is a potentially rewarding boss who can be found in the basement, just off of the first room where you encounter the spectral teachers first (to the right if you're facing the dragon room). In her room are a load of the non-elites you find in the room with the locked door, in addition to several green gas ghouls. Deal with them in the usual fashion, remembering to stay out of the gas clouds. When you get to Jandice, be aware that she calls in a ton of illusions at about 80%, but you can easily find the real Jandice by hitting V and looking at the nameplates. Only hit the one named "Jandice Barov"; the others do no damage. Apparently, she drops the blood to summon Kirtonos the Herald, but I haven't seen evidence yet.

Clouku
Jan 2, 2006, @ 09:10 PM
a little thing bout Gandling's teleport :

His teleport will work on anyone he decides on, even the tank, there has been plenty of times where there has been a wipe or most deaths cause I got teleported into the room with 4 60 mobs in which i can't easily AoE, lol.

So for any tanks, pray he doesn't do it on you, and if so, all you can do is wait and hope someone else gets teleported as well to help you kill the adds, as you want to keep in ur tank gear, seeing ur only a room away from Gandling, anyway. I hope this helps a little more about Gandling :)

Marb
Jan 3, 2006, @ 04:10 PM
Um. The adds in that room have about 200 health. A level 40 Druid could kill them with a hairpin.

Ilona
Jan 3, 2006, @ 06:52 PM
Thanks TooT. This is EXACTLY the kind of guide I'd love to read BEFORE going into an instance for the first time. Saying "run there, grab that thing, backtrack to there", etc, doesn't tell me at all if I haven't actually been to a place before. Detailed explanations like this, however, help. ^^

TooTall
Jan 3, 2006, @ 10:52 PM
Hehe, next time I'll try to write one before we go there :p. Anyway what instance didn't you run yet? Anyway I enjoy writing these things and I might take some notes when we do start scarlet, so I can write a guide about that one too :D

Jerim
Jan 4, 2006, @ 04:40 AM
We're ordering guides now? w00t!

Oddly enough the only one I could do with is Strat Scarlet, and we'll be 5-manning that soon, so, meh.

I'll write one for a tribute run when I get around to it. And it'll be filled with references to an entirely fictional run that never happened. Right Kraggles? /wink

So, yeah, good guide Toot. Mind the gap, etc.

Vildoomer
Jan 4, 2006, @ 12:19 PM
TooT guiding company and associates

Cuttroat
Jan 4, 2006, @ 01:10 PM
i can write a guide for RFC, it will be 5 lines max XD

TooTall
Jan 4, 2006, @ 01:36 PM
Cut none needs a guide for RFC, not that anyone really needs this guide either :P