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Old 05-30-2018, 02:15 PM
Rygar Rygar is offline
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Default Dragon Necropolis: Traps & other misc adjustments

Dragon Construct Traps:
I did find mention that these do not corpse camp but rather return to their bone pile, yet have a freaking huge aggro range and very fast run speed (faster than sow). Also listing some info on their resists, etc as I cannot reliably test those on my caster characters (not high enough level).
 

3/17/2001
https://web.archive.org/web/20010412.../17mar2001.htm
Quote:
We found DN patched a lot….
Bone Dragon trap - They nerfed a lot on this dragon, now almost any spell can hit it. Before patch It resist any type of spell even lure/ToT/Hp Drain
Unknown Date (Note: Guide does not list any AA abilities or upgraded spells, so fairly sure it was written in Velious period)
http://www.angelfire.com/freak/eqjon...necropolis.htm
Quote:
Stepping on bones can trigger a dragon construct, these see invis and are very nasty when CRing, good xp though and they drop scrolls which can be turned in at Kael for rewards. Make sure to fight these at their spawn point because if you pull them and they are low health they speed off with about 5 times sow speed to their bind point to regen
Mention of super fast speed to run on low health, I have never seen one run off at low health on P99, much less faster than SoW speed

1/30/02
Quote:
The Dragon Constructs
can be a bad idea to pull in a crowded area for a small force. Heh. They are nearly impossible to root or snare, and when it does stick, it lasts for, oh...... three microseconds. And when they are low on life, they run. They run FAST. And generally right into about 12 angry rats.)
Quote:
In all fairness to the cleric, she was facing the wall to kill the lag, and could just see the Dragon's health bar dropping, slowly but surely, to the expected kill. Then the shit hit the fan and we took off running after the suprisingly unrooted, unsnared Dragon. I'd chased him a country mile down the tunnels, and around a corner into a pack of rats (without us announcing that he was running) before she even knew what was happening.
Another mention of fleeing constructs with no snare/root.

http://everquest.allakhazam.com/db/z...tml?zstrat=121
Quote:
Feb 19 2002 at 5:07
Another nice feature of this zone which you should pay attention is the traps, especially dragon construct traps which once spawned stay up for 24+ hours unless killed which can make for VERY unpleasant times (just logged from a raid where we were jumped by 5 of them while setting up, not fun).
Not sure how long you have the Constructs set to stay up for, but just thought I’d give that bit of info from this poster.

http://everquest.allakhazam.com/db/z...1&p=2#comments
Quote:
Jul 31 2003 at 6:10
Also on the dragon construct you must be under the dragon and you can get all your spells to land LOL
Not sure how you have the resistances setup on P99, but above seems to suggest they are belly casters. Backed up below.

http://everquest.allakhazam.com/db/npc.html?id=5421
Quote:
Mar 02 2007 at 12:28 AM
Sucker's a belly caster. You'll find out quick when everything's resisted if you're not under its belly.
Quote:
Jan 26 2002 at 12:05 PM
Once slow lands, it's cake walk because of pet/canni IV/torpor/jbb/ebolt/epic, the one time I died is because he ran when low on health, and since u can only cast on them in melee range, I couldn't land root, and I had a spider add who conveniently happened to resist my first slow, then boom byebye me
http://everquest.allakhazam.com/db/n...1&p=2#comments
Quote:
May 01 2001 at 8:06 AM
This mob is up to lvl 56, it also drops some nice velious gems, got a flawless diamond from it
For what its worth above, I never seen a velious gem drop from one

https://web.archive.org/web/20030908....shtml?id=5422
Quote:
Posted @ Mon, Mar 3rd 1:34 PM 2003
their "phase" proc is unresistable as far as i can tell, and sucks because it will knock you sometimes into a bone pile spawning a dragon construct. Those have to die once being spawned, we would zone and wait, it would walk back to its pile and as soon as i zoned in it agroed me from across the room. so either zoning doesnt clear agro or they have the largest agro range in all of EQ. I think they dont clear agro by zoning because i had the cleric friend cast invis vs. undead and it still came after me from zone in.
So perhaps they have some kind of new agro mechanic where it maintains list after zoning (doubtful? not sure if this was ever a thing) or perhaps they can see through IVU and have a wide range.


Beetle Traps:
In general, I believe the beetle traps are setup wrong on P99. I can find no reference to a few beetles spawning then having a chance to split upon death. On P99 you get some message after one dies saying, “As one swarming beetle dies another can take it’s place”. All indications are the beetles all spawn at once, and should be very small in size (super small, like those super tiny skeletons).
 

http://everquest.allakhazam.com/db/z...1&p=5#comments
Quote:
Jan 06 2001 at 3:05
Tunnels are a bit rough on one group with the occasional trap 2-18 swarming beetles all lvl 51+ but low hp.
3/17/2001
https://web.archive.org/web/20010412.../17mar2001.htm
Quote:
We found DN patched a lot….
It was only 4 beetles maximum spawned in one trap, before patch It usually spawn 8-12 beetles and 20+ maximum.
Mentions it seems beetles consistently spawned low numbers, but further dates show it is quite possible to spawn many more than 4.

http://everquest.allakhazam.com/db/z...1&p=4#comments
Quote:
May 12 2001 at 10:49 AM
THIS IS NOT FUNNY PEOPLE GETTING BEAT UP BY LITTLE THINGS 1/6 youre size
Just referencing the size, this could be for Beetle and/or Spider Traps.

7/31/2001
http://thedruidsgrove.org/archive/eq/t-3881.html
Quote:
This zone is literally FILLED with traps. And these aren't "you take 15 damage, ow" traps. These are "ha ha, I just spawned 10 2000HP biting beetles on your ass" traps.
Quote:
One thing we learned while there is that you might not want to avoid all traps, particullarly the beatle ones. Here's what we would do. Get to the first beatle trap on the way down the tunnel, have EVERYONE (even clerics) load up point blank AE's, have tank trigger trap and run back to group, wipe out the beetles. At that point you have 27 minutes (I think that's the respawn) before the trap fires again.

Much safer than trying to get everyone to avoid a trigger rock or run through during a disarm...there's always one person who was afk that spawns the trap 30 seconds after you're past anyway [You must be logged in to view images. Log in or Register.] We even had one group of six decide to just sit on two traps for a evening, they made quite a pile of xp and the beatles drop a 10/19 non-magic 1HSer.
If the beetles have a chance to split upon death, you really would not benefit from loading PBAoEs and burning your mana on 2 beetles which may turn into 2 more, etc.

Unknown Date (Note: Guide does not list any AA abilities or upgraded spells, so fairly sure it was written in Velious period)
http://www.angelfire.com/freak/eqjon...necropolis.htm
Quote:
Traps move and some places have multiple traps next to eachother. Traps can be dispell, damage (your eardrums explode), 10 level 50ish beetles (use either AE mez or AE stuns and point blank AE nukes - wizards or mages come in handy there)
Another mention of PBAoE as a good tactic, terrible tactic if these split upon death.

http://everquest.allakhazam.com/db/z...1&p=2#comments
Quote:
Oct 20 2001 at 2:57 AM
If you have wizards in party use AE nukes on those little beetles spawned by traps. Enchanters lower than 55 may have trouble doing crowd control down there.
Mention of the ‘little’ size and AE tactics.

Quote:
Aug 14 2001 at 11:55 PM
The second type of trap are the swarming beetles. Each of these is like a little hill giant. They hit for 60 to 90 and have around 2k HP each. The easiest way to deal with these is an enchanter AoE stuns and then a mage or wizard AoE kills them. Mages can usually kill an entire trap if they can successfully get off 4 total AoEs. These beetles will swarm though so without AoE stun, whoever gets swarmed is dead.
1/30/02
Quote:
The traps in there are really surprising the first time. Walking along, all clear, suddenly you are swarmed with tiny beetles. VERY tiny, in fact. Hard to see, target, and get a group on.
Note the mention of the size! DN was revamped in 2003, and this post was written very early 2002 and was referring to past experiences as well.

http://everquest.allakhazam.com/db/npc.html?id=5437
Main page for the beetle, lots of info there including a pic against the floor pattern for sizing.
Quote:
Dec 16 2002 at 10:41 PM
they hit fast and getting to most of traps you need to kill larger things also there isn't one fewest i've seen is 4 together usually at least 6
Quote:
Nov 19 2001 at 11:41 AM
Its a cute trap, but its even better experience! Do you know anywhere else level 50 mobs have 2k hp and spawn 10 at a time? Get the wizzie in your group, and its huge visible gain every time the trap springs [You must be logged in to view images. Log in or Register.]
Quote:
Oct 06 2001 at 1:39 PM
omg 2 weeks ago we hunted in DN as a guild with like 20 people... when we were heading out (tov next day so we didnt gate most decited to go to zone in) and when we left the building suddenly a huge MASS of these appeared i dont know how many but i think at least 20 omg thank god that I'm a 60 warrior with high AC (i had for a minute 5 on me u can i can tell you that HURT) only like 1 group of us survived this horror, including me hehe well was easy CR though u could see the zone out from that spot hehe
Quote:
Jul 23 2001 at 8:05 AM
hunted there last night, we tripped the trap a few times. The second to last time I think about 10 beetles spawned. AoE! Our wizard AoE'd and I found a use for Upheaval...it was over pretty quick. Easy, visible xp. If you got an enchanter, a cleric, wizard, anyone who can aoe/aoe stun and just worked this trap the xp would come in!
Quote:
May 01 2001 at 2:21 AM
These things are excellent exp when you're ready for them. Although the last time we trigged a trap, we got between 15 to 20 beetles and needless to say we had to do a lil CR on that little incident. Averages beteen 4 to 10 spawns a trigger.
Quote:
Feb 06 2001 at 8:08 PM
They drop a NO DROP.. not magical 10/19 "pincer". They only hit me for about 50-80 dmg. The problem is about 6-8 of them spawn on you at a time.. and of course they aggro on the medding caster first. Either that or the healer.


Phase Spider Traps:
I found the following bug report on P99:
https://www.project1999.com/forums/s...d.php?t=230333

I have to say, reading through guides, ZAM, newsgroups, and google searches I do not see phase spider traps as they are on P99…. However, I believe they do exist but should be a large group of very, very tiny phase spiders that swarm in a group.
 

http://everquest.allakhazam.com/db/z...1&p=4#comments
Quote:
Apr 28 2001 at 4:06 AM
Also, a little ways into the zone, a trap got triggered and about eight or so "a voracious hatchling" creamed us. They seemed to be basically the same type of mob as the "a swarming beetle", and looked like tiny phase spiders. Not a very pleasant way to die.
Quote:
Apr 28 2001 at 4:16 AM
Oh, they were't exactly like the swarming beetles though, these things teleported you away and summoned you just like the normal phase spiders do. Hit for high 80's and had relatively low HP's though.
http://everquest.allakhazam.com/db/z...1&p=2#comments
Quote:
Jun 15 2001 at 4:53 PM
We have been on several raids here, but have never had a rogue with a real high sense/disarm traps skill, and since last night when 1 trap let loose 22 tiny phase spiders which have a high mr killed us, (even with 2 chanters in the high 50's)
Quote:
Oct 01 2002 at 11:08 AM
Spawned the trap in the Chetari area the other day, but instead of the usual beetles, "a voracious hatchling" spawned. Seven of them.

They look like baby phase spiders about the size of the swarming beetles, they proc shadow step just like the big spiders.
5/01/03
Quote:
Chetari tunnels in DN used to be a favorite loot spot and (pre-pop) the toughest dungeon crawl I can think of. Traps that will spawn up to 10(?) relatively low hitpoint spiders that hit for about 140 combined with Lvl 58+ (unstunable back then) roaming casters that gate.
I know this post is far out there past timeline, but it is pre-revamp and mentions ‘spiders’ and not ‘beetles’ spawning, and still spawning in bunches (no mention of splitting). Also mentions the higher per hit from the spiders.

http://everquest.allakhazam.com/db/z...tml?zstrat=121
Quote:
Aug 26 2003 at 3:51 PM
On my way back I did notice that at the end of the center building about 30 tiny spiders (smaller than spiderlings) look like the had come from one of the dragon heads on the wall. Not sure, but they were all lined up like they had come from there.
This quote is day of the revamp, so taken with a grain of salt, but makes mention of the tiny spiders (not regular size phase spiders) and coming from a trap. Also they had clearly not despawned in 30 seconds, so I’m wondering if the spiderlings will corpse camp like Dragon Constructs and not despawn, but beetles do despawn? But obviously they were not splitting after death. A later post confirms they were still spawning in bunches:
Quote:
Jun 06 2004 at 12:36 AM
It spawns alot of BUGS, my raid got hit with about 15 of them. We got thru them all with only one casuality, but OUCH they were a pain.
A Voracious Hatchling ZAM page:
http://everquest.allakhazam.com/db/npc.html?id=12181
Page shows relevant size pic (kinda hard to tell), although created later it has been established above this was a classic era mob. Some tidbits:
Quote:
While weak by themselves, these hatchlings can prove troublesome in swarms for the casual player. They spawn via trap-triggers throughout the tunnels and see through invisibility.
Quote:
Jan 22 2005 at 12:06 PM
I had a very strange encounter with one of these. I was all alone in DN with my 61 Druid soloing at the entrance. I had been there for over an hour pulling Phase spiders. I have worked that area for many countless hours, and have NEVER encountered one of these there. I had just killed a Phase Spider so I was low mana...when I saw something start quading me for from 50 to about 95. I never saw the MOB...just the tag on the text window "voracious hatchling" hits YOU! I was well under 50% by that time so I chose the better part of valor and zoned over to WW. I was mad and wanted revenge so I buffed and medded back up about 5 mins and zoned back in......nothing there! Where it came from, and where it went I will never know!
Quote:
Aug 08 2004 at 7:24 AM
I zoned into DN today and found myself being attacked by 5 of these at once. I didn't even have a chance to turn around and zone back out. I led them a short distance away from the portal and died. I was bound out in Western Wastes and memmed my spells. While memming at the portal I was attacked by a Gravid Drake, which would usually be no trouble cept I hadn't finished memming so I tried to snare/root him. Instead, when I clicked on the spell I hit the portal....zoned back into DN and was killed by the hatchlings again. Seeing as how I was bound near the portal, I just shut my computer down hoping I would go LD before I came back. It would be a nasty sight.
The 2005 quote mentions they were gone when he zoned back in, but could have been trained away for all we know. But at the very least a 5min depop timer? The last quote seems to imply they stuck around at least a minute or more if you factor in loading zones twice
Quote:
Jul 25 2004
was in Dragon Necropolis duoing with a 65pally(he couldve soloed but we figured we'd group) we just got a phase spider carapace to drop after 3hrs(maybe more didnt keep count) of slaughtering these spiders(unfortunately i lost the roll) we decide to stay a while see if we can get another to drop, we kill all of the ones at ent, and he decides maybe we will have better drop rate further back, we kill about 3 phase spiders, and he pulls another, but he also pulled 3 of these hatchinlings, i never seen these b4 but i automatically try to mezz it, i mezz one, the other 2 fly at me the spam me for 50s i get stunned i run but no runspeed 3 and my soe wore 2mins b4 he pulled, i make it 6feet from where i was standing, i die, he divines and runs, to wrap it all up, these batsards are sow speed, hit fast as crap, and seem to have low magic resist GL hope this helped

Rat Drop Info:
I just have never seen these guys drop spells, seems like velious trash spells should be quite common? Gem drops perhaps a bit more average?
 

3/17/2001
https://web.archive.org/web/20010412.../17mar2001.htm
Quote:
We found DN patched a lot….
They now drop Quest gem and spell A LOT, and seem added rare item drop rate
http://thedruidsgrove.org/archive/eq/t-3881.html
7/31/2001
Quote:
We did, however, manage to get an Aged Velium Claidhmore (30/37 2HS) off a Chetari Dominator, and a Recurved Velium Bow (30/39/110) off a Chetari Hunter. In addition, we scored a flawless diamond (Velious BP quest armor gem), several lesser gems, and a ton of (junk! risk v. reward my butt) regular velium weapons. We also got several spells. IF ANYONE FROM VERANT IS READING THIS ... TAKE THE SPELLS THAT ARE NOW AVAILABLE FOR PURCHASE (teleports, etc) OFF THE MOBs. It's disgusting to loot a spell you can buy for 17p.
Quote:
We spent 8 hrs at DN one day and had gotten the following:

Brawl sticks: 30/39, 30/40
1hs: 10/23, 10/24
2hs: 30/37 (2), 30/40
2 Flawless diamonds
1 Melee emerald (forgot name)
2 Black Marbles
5 Jaundice Gems
2 Crushed Onxy Saphires
2 Paebala Flayed Tunics
2 Shields (something like AC 19, sv fire 10, can be worn on back)
2-3 no drop scrolls/tablets for Giants quest (which result in random items of Circle of Vallon, Book of Strategies, and a nice +7 int, -5 cha int caster bracer)

Tons of spells, and some more items, but forgot at the top of my head


Levitate / Root Trap Info:
I have never seen this trap on P99, but perhaps you have it implemented elsewhere or I got lucky avoiding it. I have never been to every square inch of the zone, but I know the traps are supposed to move around. In any case, here is some info on it:
 

http://thedruidsgrove.org/archive/eq/t-3881.html
7/31/2001
Quote:
Most of the traps are annoyances, debuffs, hit for a fair amount of damage ect. but 1 is a royal pain if not prepaired. It levitates 1 person and slowly kills them. We had people stuck for up to 5 minutes, until we finally thought of annul magic which took the affect off too.
http://everquest.allakhazam.com/db/z...1&p=2#comments
Quote:
Jan 05 2003 at 9:44 AM
Immobilize Traps, think of this as a grasping roots trap. It acts like a dot, and is truly viscious. My only escape from this trap has been through the use of a gate, as it continually resets as long as you're in the area. This is the worst trap I've run across.


’Shadow Man’ Dragon Construct Traps
Again, I have never seen this trap, perhaps you have it implemented. People seemed to think they agroed a construct through the floor, but it is thought this is an ‘invisible’ Dragon Construct casting on you. I found some 'pre-revamp' evidence on it, but nothing too far back. So a bit of weak evidence, but it seems during Velious Beta you were using current live data as well, so not sure if this was just a rare trap? Hard to find more info on it.
 

http://everquest.allakhazam.com/db/z...1&p=2#comments
Quote:
Jan 05 2003 at 9:44
Resist gear is very important, I recommend at least 100 MR, 100 FR. At times you'll agro constructs both wizard/magi through the floors. I've been maliosi'd and had elemental maelstorm cast at me through the floor.
http://everquest.allakhazam.com/db/z...1&p=2#comments
Quote:
Oct 28 2003 at 3:16
I was wondering around the zone last nite, invis of course, and I saw a message pop up on my screen, "you have disturbed a magi construct"

I failed to ever see this mob, but I did see that is was DB to me on track, and soon after seeing that message, I was being nuked. Bad part is that I was around a table full of spiders and my invis dropped when this thing nuked me.
Quote:
Jan 16 2004 at 8:54 AM
This is a trap that triggers a shadowman-like mob inside a building you hear it from.

It casts shaman spells. Casted Malaisement on me, and nuked me.
Quote:
Nov 01 2004 at 8:12 PM
Actually, it casts Magician spells. It landed Elemental Maelstrom on my baby Shadow Knight, along with magic and fire based nukes.


Other Misc. Info:
Miscellaneous other stuff I found about Queen death, rat run at sow speed / hasted, phase spider agro range / run speed, etc.
 

http://thedruidsgrove.org/archive/eq/t-3881.html
7/31/2001
Quote:
Many of the spiders and rats are immune to snare and root (based on MoB lvl) rats will run so be ready to nuke hard at 1/4 life or there abouts. The bigger problem with this are the big snakes, goos, and bats they seem to run faster and sooner.
I have not seen rats immune to snare or root, there is a lot of other mentions of this. Also thought it was interesting that they run at 25% as mentioned in my other flee bug report, but the other mobs seem to run sooner (seemed consistent with what was said that some mobs flee earlier depending on some kind of other variable in the flee equation). Take it for what it’s worth I guess.

Unknown Date (Note: Guide does not list any AA abilities or upgraded spells, so fairly sure it was written in Velious period)
http://www.angelfire.com/freak/eqjon...necropolis.htm
Quote:
Most mobs can not be snared or rooted in this zone so make sure you have enough killing power to stop them from running into others.
Note this quote was mentioned when going into the Chetari tunnels. Another interesting note is the need to dispel as there are haste / SoW buffs on the rats, I have never seen this, perhaps some mobs should be shaman that buff? I tried looking up the classes in this place but can't find any good info. I would assume 'a Chetari Hunter' could be a ranger (sow) and 'a Chetari runeshaper' may be an enchanter (haste)? May need some more help tracking this down.
Quote:
Dispell all the rats, they have Sow and haste buffs and such which should be removed quickly.
Quote:
In the Paebela area the same applies as with the chetari, make sure you dispell sow and haste buffs right away. Some of the mice (warriors) are not mezzable even with Rapture, make sure you dispel their sow before slowing them
Found mention that Phase Spiders can’t phase pets, not sure if that is the case on P99?
1/30/02
Quote:
DN is great exp and a fun zone. Can also sit at zone in with a druid/shaman friend and kill the phase spiders as they don't shadow step my pet. So keep pet healed and spider slowed and rotted and exp comes along nicely. Not forgetting of course the PSC that drops )
Death of the Queen spawns a ‘tiny spider’ trap:
Extremely rare spawn pre-revamp, so I cannot reliably test if this is implemented on P99:
http://everquest.allakhazam.com/db/z...1&p=2#comments
Quote:
Jun 18 2001 at 12:23 AM
We took out the queen with 22 people ranging from 51-58. The queen herself is easy but when she dies 10 to 15 spiderlings(all blue con at 53)spawn from her. We only had 6 deaths she dropped 2 Queens Carapaces.
a Phase Spider agro range and run speed:
Basically, a bunch of reports saying these run faster than 'run speed 3', which would put it near SoW speed. Also says they have a wide agro range, but you can practically walk next to them on P99. Also seems root is tough to keep on them, but snare is easier (although resists can be had and are problematic due to run speed).

https://web.archive.org/web/20030908....shtml?id=5422
Quote:
Posted @ Thu, Sep 4th 2:07 PM 2003
I kill them with the ol' "Root and Rot" method. At 60, I would seriously not try for more than one at a time. And SoE is a must, zone into to WW to reapply when it drops, these run SoW speed. One resisted snare and you will have problems. Oh, yeah, always pull with snare unless you have a HUGE head start. And, they have a prety big aggro range.
Quote:
Posted @ Sun, Jul 27th 10:17 PM 2003
They spawn right in front of the entrance, so easily accessible. They run faster than Run3, so keep them snared. They hit max probably the mid 100s or so.
Quote:
Posted @ Mon, Aug 5th 4:50 AM 2002
Rooting these while fighting cuts down on the phasing, also are very resistant to snares, never landed one. Seem to have around jboots speed, sow will outrun them barely. Ice nukes work well on them. Stuns work sometimes but not really worth casting due to there resist rate of it. Hit for around 140+, so buff up... good luck =)
Quote:
Posted @ Tue, Apr 9th 1:31 AM 2002
i've been here and this proc is actually very nice for casters... I think it might even make them easier to solo (root sticks well when it finally hits for 5 seconds +) but my experience with these bastards was with 1 group, and it was hard enough to get these rooted so that they'd stop running back and forth in bad paths (damned zin of this zone has the spiders smokeing crack)


Let me know if there are any other details you would like more information on. Keep it Classic!
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Old 05-30-2018, 03:54 PM
Bummey Bummey is offline
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I noticed they mentioned disarming in the beetle trap section. Locate works to point me at traps, but I've never able to disarm them here on p99 because of line of sight errors.
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Old 05-30-2018, 03:56 PM
Rygar Rygar is offline
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Quote:
Originally Posted by Bummey [You must be logged in to view images. Log in or Register.]
I noticed they mentioned disarming in the beetle trap section. Locate works to point me at traps, but I was never able to disarm them due to them all returning line of sight errors.
There was another guide post saying you can't disarm them, to think of them more like 'ambushes'. I'm not sure which is really the case, but I believe they implemented them as 'unable to disarm' on P99
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Old 05-30-2018, 06:05 PM
Pezy Pezy is offline
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Quote:
Originally Posted by Bummey [You must be logged in to view images. Log in or Register.]
I noticed they mentioned disarming in the beetle trap section. Locate works to point me at traps, but I've never able to disarm them here on p99 because of line of sight errors.
You can disarm the beetle/dispel/aoe traps here, they just have to be, as the text implies, in your line of sight.
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Old 09-11-2018, 10:56 PM
Rygar Rygar is offline
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Bump for some additional evidence of the phase spider traps and multiple beetles spawning at once (although these mention a range of like 2-16 spawn at once):
https://www.tapatalk.com/groups/monk...-t827-s30.html
3/6/2002:
Quote:
I want to know how you solo the bug traps in DN.

2-15 of those little buggers spawn, they corpse camp you when you FD, and if you stay feigned for a couple of minutes they despawn.

I doubt you can tank them all at once. How do you single pull them?
Bolded above section as they seem to insta despawn on P99 after flopping.
https://www.tapatalk.com/groups/monk...-t827-s10.html
Quote:
October 31st, 2001
One quick note to the traps in DN. The traps can spawn 2,4,8, or 16 of the lil buggers and are on a 30 min timer.
https://www.tapatalk.com/groups/monk...game-t827.html
Quote:
September 24th, 2001
Hmm I need to test these Bugs in DN out.

I know of 3 areas where you can trigger the traps in Dn for the swarming Beetles.

There are 2 near the shade of jaled dar and th eone in the tunnel to ratmen.
Quote:
September 27th, 2001, 9:15 am #6
One thing to keep in mind about the traps is every once in a while the produce baby phase spiders rather than swarming beetles. Yea they warp ya and usually down to the rats.
(Note it mentions they phase you, as previous evidence showed)
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  #6  
Old 09-14-2018, 02:15 PM
Nirgon Nirgon is offline
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Phase spider trap made a big spider for sure
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Old 09-14-2018, 08:22 PM
Bummey Bummey is offline
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Quote:
Originally Posted by Pezy [You must be logged in to view images. Log in or Register.]
You can disarm the beetle/dispel/aoe traps here, they just have to be, as the text implies, in your line of sight.
Care to elaborate? I've done some testing with some of the traps, circling around them and detecting to get rough ideas of where in a radius the traps were located, and I've never been able to disarm. For ones in the tunnels, detect always points me at walls. When I said line of sight bug I meant the trap entities themselves were probably in walls or underground, and thus out of line of sight and unable to be disarmed.
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Old 09-13-2019, 08:29 PM
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AnnualBump 2019.
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