Be very careful fighting these. We were able to single pull and led the things toward the front of the cave. 65/56 sk beat on this along with a necro pet, while i slowed and cleric healed. Monk joined in soon after, and it still took a while to kill this thing. Lots of hit points. Do not let these things run, the first one walked out of cave and we aggro'ed a undead soldier. Mezzed add and finsished killing. Dropped the pants.
Second one is when things went to hell. This one was much harder then the first. I didn't get to con it. Sk's and Monk are beating on it. All of a sudden I see a familiar clear bubble spell effect surround the mob and i freak out...it gated. 65 sk gets summoned somewhere in the cave and her health drops like a rock. 3 of these things come charging around the corner at us. I get one mezzed(rapture) but 2 left start beating on us. Monk and sk start fighting one while the other is rooted. I moved out of melle range of rooted near entrance and end up aggroing an unmezzable dark assassin =(. Monk gets backstabbed to death after cleric goes down. Necro fd and sk runs for zone.
Bring good dps, keep mobs and group away from cave entrance to avoid adds. Load your stongest tash, had lots of resists. And be ready just in case they gate. This can easily be done with a single group. just be ready for anything.
These only have ~27.5Khp, very susceptible to Magic, including Root, Snare, and Magic-based spells. If you are using Greater Fetter or similar spell, even without crowd conrol, you can keep multiple locked down for typically the duration of the spells...or thereabouts.
I Was fighting these outside of the Radir cave last night with some friends. At lvl53 they conned anywhere from even to red. I assume the lvl range is about right with a min lvl of 53. These buggers are fast and quad for a max of about 190 per hit but typically in the 130s on down. They have a ton of HP so get ready for a long fight. I Was never able to single pull one out of the cave so get ready to deal with the others. Mezz was resisted a few times so get ready to train to zone on overpulls. Oh BTW, root did stick almost always for the cleric but almost never for the ranger(Odd). Slowing them is key if you want to keep your clerics happy.