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Ulthanfric
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re: Deeping Coomb - Side Quests Guide

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Searching the Debris
Basics
In the rubble away from the center of the battlefield, various supplies and trapped Rohirrim need to be rescued. At the same time you have to fight off waves of mobs and disarm any remaining powder casks.

Tips

  • There is a bug with the timer on this quest that makes it difficult to finish properly, try and rush to save all the wounded Rohirrim ASAP


A Pillage Denied
Basics
On the far western side of the wall there are a few supplies and some huts. Groups of orcs and trolls will come in down the stairs from the main wall and run towards these objectives to try and knock them down. A reasonably easy quest with a few minor hiccups depending on luck.

Tips

  • Mobs are targetable almost as soon as they come down the stairs. Engage early to help increase your DPS time.
  • Focus on Trolls as they come through to burn them down, they’re a big NPC distraction
  • Supplies are more vulnerable than huts, but powder casks on huts can be devastating, prioritize targets according to your current damage levels
  • NPCs are reasonably good at cleaning up stragglers, but they will sometimes miss things. Keep an eye out for unattended orcs whacking your huts


Defilers in the Water
Basics
In the east side, in the far back across the bridge, there’s a water wheel and a pool of water where defiler’s will spawn and begin releasing dark-waters into the area. You need to burn down the defilers while not allowing the dark-waters to pass beyond the confines. Depending on your DPS, this can be easy or hard. Ranged classes tend to be a little safer here.

Tips

  • Burn down the defilers ASAP, can’t stress this enough. You’re almost guaranteed gold if you just straight kill. Our DPS is so high now this is usually the best course.
  • If you’re duo, or looking to do Plat solo, be a little more discerning about spawned dark-waters. Take out the first rounders, and then ping-pong between dark-waters and defilers
  • Dark-waters have very low HP (around 5k), so don’t ignore them if you have a quick/easy shot, but it’s usually better to just burn down the defilers ASAP.
  • Merit loss occurs at 2 levels, dark-waters leaving the pool and dark-waters leaving the watermill. Pool is hard to contain, but minor, watermill is easy to contain and causes huge merit loss if you screw up
  • Again, stuff takes a while to leave the watermill, just burn down the defilers as fast as possible


Prepare to Fall Back
Basics
Behind the main line, Rohirrim engineers will begin setting up traps, barricades and fire to slow down the enemies as your forces begin to fall back. Mobs will come through in waves and try to destroy those objects and kill the engineers. 



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Ulthanfric
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re: Deeping Coomb - Side Quests Guide

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A nice tip ( thanks to Jenifer for this) is go to the barricade with spears near the map to exit the instance and if your high enough engineer you can dismantle that barricade to infinity, what I do is place endless amounts of barricades by the entrance where mobs spawn ( about 10+ each side, one after another). Mobs barely have time to reach the defending npcs. Also set up a a cata next to it and booom mobs don't even get past the barricades.


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re: Deeping Coomb - Side Quests Guide

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Hildorth wrote:
A nice tip ( thanks to Jenifer for this) is go to the barricade with spears near the map to exit the instance and if your high enough engineer you can dismantle that barricade to infinity, what I do is place endless amounts of barricades by the entrance where mobs spawn ( about 10+ each side, one after another). Mobs barely have time to reach the defending npcs. Also set up a a cata next to it and booom mobs don't even get past the barricades.

Hmm sounds too good to be true, is this an exploit? *_*


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Ulthanfric
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re: Deeping Coomb - Side Quests Guide

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Linlon wrote:
Hildorth wrote:
A nice tip ( thanks to Jenifer for this) is go to the barricade with spears near the map to exit the instance and if your high enough engineer you can dismantle that barricade to infinity, what I do is place endless amounts of barricades by the entrance where mobs spawn ( about 10+ each side, one after another). Mobs barely have time to reach the defending npcs. Also set up a a cata next to it and booom mobs don't even get past the barricades.

Hmm sounds too good to be true, is this an exploit? *_*


No its a bug, ahem, new feature!

I think its only fair considering that debris side quest still keeps failing after they said it was fixed -.-


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re: Deeping Coomb - Side Quests Guide

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Done this trick with Ella.

Once we had 3-4 spiked barricades up in the main incoming wave's path - ella continued to place these.

I then went to place 2-3 near the places for side quests. Specifically : a pillage denied (2 at the bottom of the stairs and one before the first hut.
Also : Defilers quest - you have to know where (left and right of the rock in the middle of the lake - a bit more to the shore covers the right dark-waters path. The left path can also be covered with 2 side by side and one closer to the shore).

This gives you more time to dps the ghosts AND they take some damage. Especially good if you are not a ranged dps class...


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