Yes, their drop rate is generally pretty good. I have occasionally gone through this zone with rather large groups and needed to farm the bhoots...sometimes all of them >.>
Yes, their drop rate is generally pretty good. I have occasionally gone through this zone with rather large groups and needed to farm the bhoots...sometimes all of them >.>
Originally Posted by Kaylia
Hmm, we tried this not long ago when... let's say lady luck decided to make all my mages die on the way to QQTH1 room (don't ask, we still can't explain how this happened). We did as told, hitting it, standing on the NE corner (north side, this would be the corner being on the inner part of the room and closest to the large room), and he came back all the time, without regening a single time (we had no DoTs, just three melee on it >>).
But after that, we've been trying again with our full party in there and he just loses aggro and walks up to the center of the map, just to stand there, hate less to never come back. He literaly walks there. As i understood, you had to stay at a certain range to keep his hate list alive (50' aparently to Kaylia), but he loses hate pretty much upon exiting the big room (can see it still targeted and regening).
Maybe i'm missunderstanding this procedure and doing it completely wrong. If anyone does it this way and can shed some light, please do~
By big room, you mean the one at the far top? I've only done it an handful of times this way, but this is how we positioned, and it always worked.
http://img403.imageshack.us/img403/6890/arracv9.jpg
As long everyone was standing near the wall, it always worked fine. The only time it didnt work is when we had people [with highest hate] far from the walls. Is there more condition that will make you lose aggro? Maybe, but I don't know them.
It will start regening and run ahead after this point if he didnt find whoever is on top of the hate list.
Personally, I think clearing the first room and send a mage ahead is the best method. We can kill it easily with 6 people on the first try. It also allow you to farm more ja/magic if you got boned on first floor.
Yeah, that's where we stood, although cramped in the corner to the east (the red dot is centered on the north wall, while we were standing on the exact corner).
We used to do it by clearing the first room and sending someone, but for some reason we took forever to kill it, as he'd never stop, so unless we had someone 2hour the hell out of it, we would see him do one or two runs back. So we started trying this to see if it was better.
I'll give this a closer look to see if i can spot anything extra and figure why we are getting lost aggro, also will move the people a bit to the center of the wall and test that. Thanks for the reply~
If you stand in the corner away from the door, QQTH can deaggro as it's going around the corner into the big room, while it's briefly more than 50' away. Standing in the center of the wall or in the corner by the door should work better.
The times we've done this, we've stood in the corner closest to the door and kept it targetted, then as it moves across the large room we move east stayinig parallel to it through the wall until it turns back. Here is what has bothered me. This is very straightforward on bhoot side, but on flayer side I would like to do something similar near the portal room without navigating the whole party past the flayers, and rather just having one person (probably me) go trigger it to run, and the other group waiting for it in a safe position.
Now I know some groups have said they just kill it on the first pass, which I imagine we could possibly do too, but I'd rather take 2 or 3 passes where it's guaranteed to come back than an all-or-nothing one shot type of deal. The spot we have tried is that corner just immediately west of the portal, but of the 3 (I think) times we've done it, it's only kept coming back once, the other times people didn't have enough hate or something. Is there any group that has a foolproof method for this type of thing? We had been just positioning in the corner and having people voke/rdm nuke it when it runs by, but maybe we should have people meet it in the adjacent room and run with it to the portal and back to the corner and wait? I just want to make sure everyone is in range when it does its check for deciding whether to turn back or continue.
Hmm, the one time I tried using that corner it worked fine. QQTH stays pretty close to that corner for a long time while he's running around to his spawn.Originally Posted by Suiram
If you stand in the doorway that is in the MIDDLE of the North wall as depicted in the previously posted picture. It will come back EVERYTIME. We tried the NE corner of the room and it kept running away.
All statements are assusming the North route.
But will it keep coming back? (i.e. i know it will come back once, but after it leaves a second time will it stop there?).Originally Posted by LakshmiToralyn
Yes, it will keep coming back, occasionally I've had it run and come back 3 times before we kill it.Originally Posted by Neosutra
The NW corner works, too.
is that trick new?
i learnt from jp group a couple of months ago...thought everyone knew this trick already >.>
By the time someone activate it, the rest of your party (war mnk, thief, brd, whm. +more more dd job for us usually) should be able to clear the first 2 rooms, or at least 1 and half. If you wait for it near the second rooms with mobs, you should be able to make it stop 2-3 times by the times it reach soulflayers (once near portal, once between 1st/2nd room on the way back and once near soulflayer). Save tp on last mob, use your hermes quencher if you got any (very common in chest) and make sure your thief use feint first time it stop.Originally Posted by Suiram
In the last 25-30 salvages with our group, I don't think we lost it once, and our setup usually consist of the 6-7 jobs I mentioned earlier. I can think of one time where I had to run in a room full of aggro to finish last 1%, but that's about it. I don't want to say there is no risk, but unless you get boned on tp moves (terror x2), you should be able to zerg it fine.
Sorry if this was covered somewhere, but is it possible to get the QQTH on the south path to come back to the teleporter room in the same manner? Groups I have been a part of have tried this, unsuccessfully. Anyone here w/ better luck?
Yes. Same strategy.Originally Posted by Quendi
We'd always stood in the NE corner and sometimes he'd lose agro and head to the other teleporter. So not new, but slightly modified to be more effective yes!Originally Posted by Minichu
Ok, so I finaly got around doing another Arrapago after i asked this thing and this time we did as told, standing in the middle of the wall, inside the archway to the fake door. I kept QQTH1 targeted with distance plugin up and it never got further away than 41 or so. Also, was able to "predict" when he should be turning back for us and it indeed did so. Seems to definitely work better than standing in the NE corner. I can only assume that the distance difference, whatever it may be between the archway and the corner, was making it lose hate.
I am satisfied ^^. This method seems to be faster for my group since we seem to get all we want from 1F and 2F already (always for 6 people). Thanks for the help :3
So we decided to do a boss run recently. Our 2boxed rdm left his thf dead during the boss. Leader disbanded the 7 man alliance before the boss died so we can get drops. Boss dies, everyone lot/passes, nothing is dropping. Run timeouts, and the dead thf gets the drop despite not being the party.
Is this some kind of glitch? Although I think we should've raised him before.
If the THF was the party leader, then I don't know. It's happened before where we went in with 7, but the 7th (PT lead) had to AFK for about 5 minutes so we disbanded the alliance in hopes of cells dropping from the starter chest. But they didn't. So we had to have a friend log into the character to force DC, and once they were gone, things dropped. I don't know why it's like that, but it is. We thought it was a glitch too, but I don't think it was. When people die who aren't the party leaders, can just drop them and the stuff will drop. But I guess for party leads, it's different.
always stand at the north gap of the room and it always get back to us...not the corners but the gapOriginally Posted by cdgreguh
Tried this yesterday and it worked perfectly for us. Cool stuff ! He even turned around sooner than I expected. Before, he'd pause about halfway in the big long room and either turn or go, but with this trick, he turns soon after first entering the big room. Also a note, he stayed claimed for us, I want to say throughout the whole time, but only really paid attention at the end. The blm had nuked him to 1% with bio on and I was really tempted to tell everyone to chase it, but decided against it. Took a risk and let him go, hoping he'd return before dying. He stayed claimed all the way and died to DOT, got a weapon cell.Originally Posted by Minichu