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Old 03-29-2015, 02:07 PM
Raev Raev is offline
Planar Protector


Join Date: Sep 2014
Posts: 2,290
Default Dragon Necropolis Traps Don't Seem to Reset

So I have been running around in this zone a bit and all the traps make it really fun. But I noticed that none of the spawned NPCs seem to reset. Research seems to indicate the beetles at least should despawn in 30s. I would suggest that the constructs despawn in 27 minutes (the normal reset time for the trap).

Also, the traps are supposed to move! So it won't be possible to just memorize locations and run around while invis. Maybe they do already, but I was unable to check because the beta buff Rogue, being a scrub from the Red server, did not practice these skills.

Finally, I saw a the name plate of 'Vaniki PH' in front of Vilefang's lair.

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http://thedruidsgrove.org/archive/eq/t-3881.html

Quote:
Originally Posted by 2001
Instead of having a rogue find traps, our monk goes around and sets them off, run far, and FD (if beetles). The beetles will despawn in 30 sec, which is all good. Another note, always let the Monk get the Phase Spider Blood for your ever ready CR (in case you get a gating rat!).
OTOH:

Quote:
Originally Posted by 2001
Oh yeah, and a very dead rogue, which the construct then camped until we could arrange the (10 minute) CR
Quote:
Originally Posted by 2001
Zlandicar: His lair is where you have the big question mark in the lower area. He chills in the last round room there. Theres a trap or 4 on the way there and in his lair btw.
I don't think there is a trap in his lair currently. That could be quite interesting [You must be logged in to view images. Log in or Register.] His Alla page backs this up:

Quote:
Originally Posted by 2001
The message you were getting about "Your eardrums explode" is from the multiple TRAPS that are all around his lair. They WILL do serious damage if not disarmed by a qualified Rogue. Web Pages have stated that once they are disarmed, they are out of commission for 30 seconds, but we found it to be a little longer than that. Maybe each trap has its own unique properties *shrug*
Quote:
Originally Posted by 2001
At that point you have 27 minutes (I think that's the respawn) before the trap fires again.
Quote:
Originally Posted by 2001
dragon constructs and beetle swarms are not technically traps, so they cannot be disarmed or sensed by a rogue using those skills. . .think of them more like ambushes =)
Quote:
Originally Posted by 2001
Most of the traps are random and move. This time, it's a poison dart here, next time either it's a little farther away, or is a Pillage Enchantments trap. Sometimes there are 4 or 5 in a row, sometimes there is nothing.
http://www.angelfire.com/freak/eqjon...necropolis.htm

Quote:
Originally Posted by DN Guide
Traps move and some places have multiple traps next to each other
Last edited by Raev; 03-29-2015 at 02:15 PM..