Dont think they can be singled I am a 64 war with a lot of aa and i got all 4 with no FD my 62 cleric proceeded to heal 1 ae taunt 20 perc mana and 2 dog adds the room was pulled so moral is pac back 2 try to pac 1 front if ya can but clear around there room first
A 61 Arch Mage pulled it out to the entrance and asked me to root it for him and then was kind enough to let me dot it to death. Only dropped some coins but it did have what seemed like a lot of HP's compared to the mobs out front.
#Anonymous,
Posted:May 08 2002 at 6:38 PM, Rating: Sub-Default, (Expand Post) these guys can kick?has anybody explained basic anatomy rule to the gm's?
hi = ) if anyone reads this . What level if not a monk or sk do you have to be to single pull the hand room? 57 ? 58 ? 59 ? 60? or never pls respond if you know
Pretty much here is what you need to know about the Hand room. How to get there is simple-Go to LCY, go up the stairs to ST and park your butt right at the place where no mobs spawn but some mobs will roam to-Its like a little ledge of some sort. Now, if you have a good monk they will have to split the 4 hand pops so you can enter the room. Once they have brought 1 back and its killed set your clock for about 25min (thats the next time they will spawn. Slowly pick off 2 more hands and then charge the other 1. Once that room is cleared, and you have a good group, start to clear the jail cells. A decent amount of dogs and skellies can spawn there. Once all of those are cleared, have your monk pull the Warlord and Bodyguards by splitting them. It is very possible that he will bring 2 the frist time but that is fine. Mezz 1 and then kill the first and so on. Once all 4 dogs are killed it should be time for the hands to repop but if you have time pull from the ST or what ever floats your boat. When the hands pop they should not pop one after the other and add on you since they have been split. From here on in its a peice of cake. Some usefull and cool things about the hand room: There are 4 things that will spawn in the hand room-and I have also heard that there is maybe 5. The first one is a cursed hand, the second one is a construct. Both of these rarely loot anything good but semi-commonly do loot a Fine Steel Morning Star. Other things are a Construct of Sathir who does summon and usually drops Helm of Rile. The other one is now what seems to be a common spawn unless my group was just unlucky hehe. It is a spectral someting-cant remmber-but is a really nasty wizard that is lvl 51 always and has a but load of HP. He does not gate and looks like a human male with no armor on. Hangnail also spawns here. He drops guantlets which are common. I have killed him once in a bunch of times camping the hand and he didnt drop the guantlets. Now for the Warlord/Bodyguard spawn. Bodyguards are mean and nasty and have the same loots as a regular Drovlarg. They do not summon. The Bodyguard is the PH for the Warlord. Warlord is about the same difficulty as the Bodyguards but the Warlord summons. Also-The Warlord isnt that rare of a spawn once you start killing the Bodyguards. He just rarely drops anything good. The Pawbuster for the monk epic also spawns here. Some cool little tricks. As you enter the hand room and look to your right you should see a table in the far coner. Go behind that table and run against the wall then sit down. You should be able to see through it and see Venril Sathir if he is up. Another one is as you enter the hand room make a right until you hit the table closer to you. On your right hand side now will be a wall. Run against that then sit and you will be able to see the Bodyguards and Warlord spawn aswell as some of the jail. As an enchanter I would have to say that they have the same mezz resistant rate as other mobs in KC. Be cool though when mezzing the warlord. I recomend casting a spell that will take you off its agro list. Because when someone breaks mezz no matter how taunted, you will be summoned and pumbled on for a few hits. Thats pretty much all you need to know about the Hand/Warlord spawn. Its pretty simple and the hands give such good exp. A good group can have constant pulling the whole time they are there.
Pretty much here is what you need to know about the Hand room. How to get there is simple-Go to LCY, go up the stairs to ST and park your butt right at the place where no mobs spawn but some mobs will roam to-Its like a little ledge of some sort. Now, if you have a good monk they will have to split the 4 hand pops so you can enter the room. Once they have brought 1 back and its killed set your clock for about 25min (thats the next time they will spawn. Slowly pick off 2 more hands and then charge the other 1. Once that room is cleared, and you have a good group, start to clear the jail cells. A decent amount of dogs and skellies can spawn there. Once all of those are cleared, have your monk pull the Warlord and Bodyguards by splitting them. It is very possible that he will bring 2 the frist time but that is fine. Mezz 1 and then kill the first and so on. Once all 4 dogs are killed it should be time for the hands to repop but if you have time pull from the ST or what ever floats your boat. When the hands pop they should not pop one after the other and add on you since they have been split. From here on in its a peice of cake. Some usefull and cool things about the hand room: There are 4 things that will spawn in the hand room-and I have also heard that there is maybe 5. The first one is a cursed hand, the second one is a construct. Both of these rarely loot anything good but semi-commonly do loot a Fine Steel Morning Star. Other things are a Construct of Sathir who does summon and usually drops Helm of Rile. The other one is now what seems to be a common spawn unless my group was just unlucky hehe. It is a spectral someting-cant remmber-but is a really nasty wizard that is lvl 51 always and has a but load of HP. He does not gate and looks like a human male with no armor on. Hangnail also spawns here. He drops guantlets which are common. I have killed him once in a bunch of times camping the hand and he didnt drop the guantlets. Now for the Warlord/Bodyguard spawn. Bodyguards are mean and nasty and have the same loots as a regular Drovlarg. They do not summon. The Bodyguard is the PH for the Warlord. Warlord is about the same difficulty as the Bodyguards but the Warlord summons. Also-The Warlord isnt that rare of a spawn once you start killing the Bodyguards. He just rarely drops anything good. The Pawbuster for the monk epic also spawns here. Some cool little tricks. As you enter the hand room and look to your right you should see a table in the far coner. Go behind that table and run against the wall then sit down. You should be able to see through it and see Venril Sathir if he is up. Another one is as you enter the hand room make a right until you hit the table closer to you. On your right hand side now will be a wall. Run against that then sit and you will be able to see the Bodyguards and Warlord spawn aswell as some of the jail. As an enchanter I would have to say that they have the same mezz resistant rate as other mobs in KC. Be cool though when mezzing the warlord. I recomend casting a spell that will take you off its agro list. Because when someone breaks mezz no matter how taunted, you will be summoned and pumbled on for a few hits. Thats pretty much all you need to know about the Hand/Warlord spawn. Its pretty simple and the hands give such good exp. A good group can have constant pulling the whole time they are there.
easiest way to fight a few of em is.... go to rcy and pull em right though the right wall.... i think there are 2 spawns for em there... but just have a ranger/pally/sk cast a spell and pull em right though the wall... just watch out... rcy is probley the hardest place to handle out of all the regular camp spots in kc. About a dozen spawns in the room and another half a dozen in the hallway.. just last night my group killed 3 skells that spawned then 6 sentrys spawned near us all one min after another.. and that was w/ the cleric and rouge ld :) still killed em all.... god i love chain stun
Unfortunately the last post in this area was over a month ago or nearly. Yet I have been in what everyone calls the hand room. Getting there seemed not to ba a problem if done neatly and orderly. Once there it seems suddenly that the puller forgets the name of the room and gallavants off to pull all manner of terrible foes for us to fight. Inevitably the puller will eventually call incoming a whatever, usually not a very happy camper intent on our destruction and a big hand pops up and greets us all. It is at this point we have lost the room every time we have had to leave. Question 1: Spawn time for hands? Question 2: just how many hands are there that can spawn in that room? At times there seems to be four or more plus some undeads and doggie types.
Out of Hand room question: Being a sit on my rear cleric for most of my young life, I am certainly not used to wandering about and so frequently manage to go right as opposed to left and get myself in a fine kettle of fish, so to speak. So my directions here may seem very bad to the knowledgeable puller. Also transferring from map to movement does work too well with me. From the exit of the hand room I believe they went left, then a left, then a right and a left. From the top of the stairs going to hand room from lcy I believe that it is the second right (just before at at point of slight down ramp/steps) then a short right then a left to be about in the same area. Either way you come to an invisible wall as opposed to an invisible door in a visible wall. Now it may also be an invisible door in an invisible wall, personally I couldn't see what it was.
So today the puller wants a particular asks the tracker to take him to it from the hand room. Cleric, that's me, reads "wtf where are we?" "Oops" "Can't go back, one way." "where are we?" "VS chamber" "VS?" I, the cleric, reads "tank 1 lost" "puller and tank not in good location" "Crap" and "Oh crap a spawn in room and no tank."
So question: What is this area? The invisible whatever can be gotten through from one side, though it took several attempts for our porter to get through it. Is it a door? A wall with a crack in it you have to be 'lucky or unlucky' enough to find? The puller had managed to get out without assistance, yet the other guy could/did not. Without the tank the spawning hands gave us a dead enchanter and a wild dash to freedom. Once enchanter rezzed we got a porter and proceeded to rescue the tank. Porter eventually manage to get through what ever is invisible and group and TL with tank. Isn't there a known way out? Puller got out, how? No idea why puller could/would not explain way out.
Another question: do campers pull themselves out of hand room to top of stairs near spawn time of hands and single pull hand room again normally. Seems safest way to me, wish we would try that.
Please if have any ideas post here and if possible copy/paste your ideas and send here: Laleldil@qtm.net or place in my journal please.
Hey every one i was just wondering me a level 54 Rake have been hutning these and i this is just a thought but how do you backsatb something without a back??? just a thought any ways good luck and have fun out there
Ahum........ I think you meant Dark Elfs rule all.......ya I thought that is what you said =) BTW if you can catch me you can eat me, but I dont think thats gonna happen fatty :)