#1
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What's the deal with high pass gnolls
I am a 16 druid and my buddy is a 16 necro
We were getting bored with beetles in unrest so we decided to go scalp hunting in high pass. We killed 1 or 2 gnolls and then all of a sudden ed like 6 gnolls steam rolled us we managed to zone out and med back up we fired someone trained us and said nothing even tho we saw no one.... Fast forward we kill 3 or 4 more gnolls and then boom same thing like 4 gnolls just roll into the zone line out of nowhere! We are almost ready to head back to unrest (we didn't rebind) but like is it mandatory to have a full 6 group to hunt the gnolls here or is this something we are doing wrong? | ||
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#2
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heh Malathia and I actually figured it out/ There is a flamepaw on the overpass way up top that watches the entrance when you pull a mob past him he starts the train going and so you kill your first gnoll sit down to med and then all of a sudden the 6 or 7 gnolls that you haven't pulled yet train you with the flame paw. Very nasty level design Verant!!
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#3
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The gnolls and orcs also randomly do bum rush the guards and book it for the HHK zoneline. It's funny if you clear all the guards out then you can actually have a small horde of gnolls and orcs just hanging out at HHK entrance.
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#4
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There are multiple gnoll spawns (3 right by the zoneline, 2-3 by the overpass (one can be a Volunteer whatshisface spawn, but the gnolls usually wreck his face in moments), 1 by the ramp up into the gnoll area, 2 before the hump plus named spawn, 1 after the hump, 2 before the flamepaw, and then the flamepaw), and about half of those will head for HHK a few seconds after spawning. The flamepaw is higher level than the rest, so the aggro radius is definitely bigger if you're in the teens.
You can hunt there with a druid if you understand the pathing, though. Use harmony [You must be logged in to view images. Log in or Register.]
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#5
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there is a nice ledge you can sit atop, just past the gnoll area. sitting here wont get you any aggro, either from static spawns or pathers
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