With the changes to the KV Ch22 hard PQ the epic quest is literaly impossible to do currently.
Devs have said that epics are part of the pre-endgame grind. Could devs please look into this issue?
I know they are working on WB scale onslaught PQ's, however people still need to be able to conplete the epic quests as part of thier pre-subjugator/Anni grind.
T4 Epic quest Time to WAAGH
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Re: T4 Epic quest Time to WAAGH
What is the prob? Slayer champ disposition or the first x8 kill mobs?

- Fallenkezef
- Posts: 1492
Re: T4 Epic quest Time to WAAGH
All the mobs are now effectivelt champions. The RP's are at the back and you rffectively have to fight through 12-18 , champ level, respawning mobs just to reach the RP,s then kill 8 while the champs respawn.Tesq wrote:What is the prob? Slayer champ disposition or the first x8 kill mobs?
They are not listed as champs but have champ power level. I invite anyone to try.
Alea iacta est
- Fallenkezef
- Posts: 1492
Re: T4 Epic quest Time to WAAGH
Just putting 3 or 4 Rps on the west edge of pq by path will solve the problem. You can then get to the pq the long way around and do epic quest
Alea iacta est
Re: T4 Epic quest Time to WAAGH
Ye i saw some very nasty slayer there, but wanted you to specify to let them understand whatwas the prob.

- Fallenkezef
- Posts: 1492
Re: T4 Epic quest Time to WAAGH
Aye the mobs are not named as champs but are champ level, same with the engineers. This is the issue, even a 6man group couldnt do itTesq wrote:Ye i saw some very nasty slayer there, but wanted you to specify to let them understand whatwas the prob.
Alea iacta est
- stillwaterww
- Posts: 148
Re: T4 Epic quest Time to WAAGH
Yeah, pretty much impossible to complete this quest right now as a lowbie. Whole slayer keep is a deathzone for unguarded and unhealed players. Tried getting some progress on this pq with some guildies because we we're curious about any possible changes to the later stages. Took us 30 mins as 4 man party to go to 55/175 and then gave up.
Iobel - SO // Miae - BG // Sorrowstrike - WE // Happyjumping - WL // Ishaisa - DoK
Re: T4 Epic quest Time to WAAGH
It's been a while since I did the T4 epics, is it still the "Kadrin Runepriest" you have to kill? If so, it's possible to go around the slayers etc and pull the KRPs away from the rest of the blob, even with a mDPS throw range. They will aggro in pairs and are pretty tough so you still need a party to handle them, but you don't have to fight anything else. Mount up, wait for the slayers near the bridge stop fighting the orc NPCs, then jump over the low wall on the left and keep going until the slayers reset, or just go around, through the RvR lake. There are a bunch of KRPs and Kadrin Engineers behind the tents. You can pull the KRPs near that big pine tree next to the rock wall without aggroing anything else, and lure them away from all the other mobs.
Not saying the situation doesn't need fixing, but there's a kind-of-workaround until then.
Not saying the situation doesn't need fixing, but there's a kind-of-workaround until then.
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- stillwaterww
- Posts: 148
Re: T4 Epic quest Time to WAAGH
We are talking about the part that involves going into the slayer keep pq. Since last patch the damage and hp of the npc's there has been considerably increased. Also the slayers at the start have an insanely huge aggro range. I know 2 weeks ago it was managable, we are talking about how the pq is now.
Iobel - SO // Miae - BG // Sorrowstrike - WE // Happyjumping - WL // Ishaisa - DoK
Re: T4 Epic quest Time to WAAGH
I know, that's why I recommended waiting until the slayers stop fighting the orc mobs. Then they won't aggro until you get close to them. The reason is that they can dismount you with their AoE. I did this literally just now: reached the spot where you can safely pull the KRPs (which I can't solo), and then went around on the other side to kill that slayer champ mob later in the quest chain. Both of these are possible, but you'll need more people to deal with the KRPs.stillwaterww wrote:We are talking about the part that involves going into the slayer keep pq. Since last patch the damage and hp of the npc's there has been considerably increased. Also the slayers at the start have an insanely huge aggro range. I know 2 weeks ago it was managable, we are talking about how the pq is now.
While in combat with the orc mobs, the slayers will make a beeline for the players and spam their AoE, semi-ignoring the orc mobs. Then reset to their original position and repeat. But if they're not in combat, their aggro range is normal and you can outride them.
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