I am a 50 cleric that has not had too much difficulty soloing here. You have to be extra careful when pulling. If you get 2 mobs on you your better off getting out if your around 50. If you can pull one at a time, this place is great for a Cleric. Lot's of undead, decent loot, close to pok portal. Highly recomended for the soloist..
Ok, I have been using allakazam for about 4 months now, and have never added a post, but after my experience tonight I felt compelled to. I'm a lv 51 necro and was looking for a nice zone that had good xp that I could solo in. After reasarching a bit I decided that charsis would be a good zone for me to solo in. It really never had many people in zone, it was close to pok portals, and it apparently had an abundance of undead for me to kill. So I spent about 3 hrs getting the key, which was np solo at lv 51. Once I got the key I headed to Overthere and went to the zone portal. I touched the zone and zoned in, not knowing what to expect. Once I zoned I found myself in a little square area, kind of like a ring, that had 3 steps leading up to a larger square that went around it, and longer flights of stairs in each of the cardinal directions that had 2 golem mobs each. I imeadetly noticed that there were 2 skelly mobs walking along the outer square, but figured that I was safe at the zone and that the skellys wouldn't aggro on me. So I sat and began to mem my summon spell, and shackle of spirit... the next thing I know I'm hit with a ht for 480ish, and hit about 4 more times for the low 100's and was dead.... NOW I have a problem... My body is in a zone that does not have a safe location near the zone, and there are undead, and non-undead mobs very close to me... great!! So I run nacked back to the zone, and figure I have about 10 secs until one of the skelly mobs aggros on me, so I zone, and immeadetly cast improved invis vs undead on myself... now I have bought myself some time... I realize that I can run around the perimeiter of the square, where the 2 skellys are and not draw aggro from the golems, which is good... but the skellys walk around the perimiter in a seemingly random fasion... sweet, now all I have to do is loot my corpse and gate with out drawing aggro from the skellys... I start dragging my corpse and drag it for a while around the perimiter to watch the movment patterns of the skellys. After about 10 min of just watching them I notice that they sometimes stand together in the same place for about 30 sec at a time... I observe them for a few more min and make my move, I move to the oppisite side of them and begin to loot my corpse, while keeping an eye on them to see if they start to move... all told I looted pieces of my corpse, recast invis, dragged my corpse until I was safe agian and looted a couple more pieces again until my corpse was completley looted. Once that was done, gating was pretty easy. I walked away from this reaching 2 conclusions... 1) this was definitley the most difficult and delicate thing I've ever done while playing eq, and 2) you should never enter a zone for the first time without back up. The morale of this story is simple, if you are a low lv 50 necro class and think this zone may be good for soloing... think agian and just hunt in bw, dulak, or some other zone... this place is definitley for groups only, unless you're a lv 65 with a fair amount of aa....
When you break a wing you can have 4 skell's HT you and up to 850 or so each I think for a combined 3400hp plus melee of 150ish max per hit.
Some SK's can and do HT on a fast timer but HS form what I remeber is all regular 72 min timers. After a wipe to the first 4 skells on a wing it was always important to rush back to kill them before it refershed.
If your haveing probs in HS as a necro you may want to adjust your tactics. Stop in the hall before the red cherry you zone in with and cast harm shield and then run and click in fast, you should zone in with a few seconds left on your HS and it will take the harm touches easily saveing you, when it drops simply mez one of them (make sure it is the non undead if there is one) and then slow the other your pet is on if it is an undead. Once slowed they are a joke.
Also when you zone in have lev up if things are too hot up top jump off the side and lev down to the area where the pit has a higher side, no mobs wander up there.
These mobs all have low hp for there level but harm touch so you can kill fast for good exp but you will need more healing. Well worth the
Equestrielle the Corrupted in Lfay will HT once per encounter, regardless of timer. Lets say for example you're a 49 Ranger... you track to her in Wolf Form, snare the vile horse and move back slowly to your group at the zone... Taking one HT. You move too quickly for her, because she moves on Kunark aggro... and she turns around, forgetting you momentarily. You move back to her, and once again in her aggro radius, you will take another HT. Once this happens 3 or 4 times, since it's unavoidable... you will be back at your group's safe-from-brownie-adds spot. She will not HT again unless mem-blurred, and if she is, she will blow another HT on first back on aggro list without fail.
Every time her aggro is re-set, she (and other SK mobs) will HT.
There are some mobs which can multiple HT. However this is not the general rule for mobs. My own example would be with a monk pulling Hate.
Now, Ire Ghasts HT you as you run around collecting mobs. Now, for whatever reason you have fd'd and allow them to reset (the ones in the houses, not the wanderers).
Stand back up - no aggro. Need to go and reaggro the Ire Ghast properly, this time round there will be no HT.
As to what defines whether or not a mob is multi HT capable, I'm not sure, but the vast majority of the ones I have encountered are single HT mobs.
On the Harm Touch topic, yes, on rare occasions you can bump into a mob that can HT more than once within seconds of each other...but the mob is usually bugged, hehe, you know the mob is bugged because it shouldn't even be able to HT...ever get double HT from a Pixie Noble? If you have then you are the victim of a bug. But, much like Lay Hands, mobs that are not buggy should have to play by the same rules PC Shadow Knights and Paladins have to play by. That means 73 minutes will pass before it can be used again.
Mob harm touch is on a 12 minute timer, apperantly all mob sks have spent 30 or so aa pts in getting that timer down.. Im still shooting to cut mine down to 36 mins...
um NO ... the guy in tower of frozen shadow is dorf sk (which i think is humorous) but one strategy with him is to fight til HT then evac to TP ring and come back to kill before one game day. we do it alot when we have just three of us and just pally is the healer
I got HTed by one of these bad boys for 600. All their other spells really dont mean much. But watch out if you have 2 on ya. Could mean a quick death. Nothing like getting HTed for 1200. I also think they can cast it more than once. But who knows