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| Name | The Last Day Dawns |
| Location | Droknars Forge |
| Timeline | Post Searing |
| Difficulty | Very Hard |
| Restrictions | None |
| XP | 20000 |
| Quest Giver | Vision Of Glint |
| Reward Giver | Vision Of Glint |
| Dialogue | Though you left your homeland in hopes of securing a better future for your people, there are those who remained behind. Despite the Charr threat, they could not bring themselves to leave the soil on which they had been born. Now, they are in grave danger. Ascalon's great walls and soldiers have withered in your absence.
An old king dons his armor, heavy with time, to fight a battle he cannot win. It is his will alone that keeps Ascalon alive. Now it is up to you to make sure he too stays alive. Hurry to Frontier Gate! |
| Objectives | 1. Talk to Warmaster Riga.
2. Detroy the titans. 3. Return to the Vision Of Glint for your reward. |
| Walkthrough | This is a difficult quest for a few reasons:
Unlike what players would expect: The Eastern Frontier will be filled with level 24 Charr Lords! They are the equivalent of the lowly level 8 Charr in profession but much more deadly. This also means that hiring henchman is not an option as the henchmen around this area are level 6. The party size in this area is only four players. This means a party will have to be well balanced. The party will need a monk, a tank and a nuker. This leaves little room for creativity. The actual quest is straightforward. Walk out the gate and a short distance (through a few Charr groups) to find the King and his guards rushing towards a group of Charr. They are low level Charr and no threat. But after that, the Armageddon Lords will start to arrive, one at a time. Each one will be accompanied with some regular Charr and some Charr Lords. The groups increase in difficulty, at first there will be only one Charr Lord, then two, then two including a healer and then three Charr Lords. The final group will have Two Armageddon Lords together. In general, you need to have a keen eye with regards to the incoming enemies. If they are not Charr Lords, you can actually ignore them completely. The King is level 24 and a solid tank himself and his guards are level 20. So, you need to make sure you target the level 24 supporters (Shamans, Mind Sparks, Flame Wielders) then the Armageddon Lords, then turn to the regular Charr. It is a good idea to intercept the incoming groups well ahead of the king, to prevent them from going after your support casters. Try not to lose the King's Priest, since one monk alone will be pushed to outheal the damage being dealt to the party. The Priest is an excellent protection monk. Tip: Bring weapons with Cold damage. They do heavy damage against the Lords, and more importantly bring a Ranger with Winter to make all elemental damage Cold damage. This quest is easily defeated with a Monk, a Tank, and two trapping Rangers equiped with Flame trap (now cold damage) and Dust trap (now cold damage + blind). The monk should focus on healing Adelbern's Priest, perhaps bonding him. He will keep the King and his party alive better than a player can...but also watch the King's health. With the focus on the Tank, the Rangers can trap directly under the Lords, making for quick deaths. The Armageddon Lord is a tanking fire magician. He likes to get in close and then use Flame Burst and Lava Font. A tank with good elemental protection to meet him is a plus. Also, a well placed Maelstrom can greatly disrupt his damage output. Winter is very useful against the titans, however not as much against the Charr. The King's Guards are good fighters, so try not to let them die and the quest shall be much easier. It is possible to use a group of 6 in this mission, if you form the group in Yak's Bend. This makes the mission simpler, although you have to run to Frontier Gate. If you have favor it is possible to get a +10% morale boost from the statue of Lyssa in the theater on the path to the Ruins of Surmia. You may "cheat" an easier victory by creating a group of 8 in Temple of the Ages and having someone be a runner. They can run the team to the wall (this takes about half an hour, but might take less than doing the mission over and over again), and the 7 fighters can easily take out the foes. |
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