Entire Master Level 5 completed in 3 hours: if mobs are up and you take 2 groups down there for .1 through .9, and
then .10 have a couple more groups come in, you can do that one in 3
hours. - Kempel
What You Need Done Before Coming on an ML Raid/Recommended Raid Order
Minimum requirement: ML1 to zone in.
ML5 is mostly group encounters.
We got ML5.1-5.4 done in an hour with 1 full group.
Recommended order of doing this:
5.5 Gorgons of Aerus (not in Aerus, mind you, just the crocs outside the dungeon)
Go down the south part of dungeon (map)
5.1 Qebehsenuef
5.6 Resin
5.7 Mask
5.8 Wrap
5.3 Hapy
5.4 Imsety
5.2 Duamutef
The dungeon can realistically support 4 groups going at once, 2 on each
side. Even with that many you'll be waiting on spawns a
bit. So it is really in your interest to get a group and do the
trials beforehand if you can.
Also: You get magical XP for artifacts from all the aggro between the trials in the Necropolis. Jan 24
- Alcara Argenta
Necropolis has 2 halls that have the same mobs in them...what we've
been doing is splitting our force in half, and doing as many loops on
each side as is necessary to get everyone credit for steps 1-8. Once
everyone is done, we meet in the middle and do steps 9 and 10 together.
For a group to get credit, they need the kill shot on the
mob (echo for 1-4, last bound mob alive for steps 6-8) so just have
your force back off when said mob gets to 15% or so. Should go pretty
smooth. Dec 30
-
Thredh "Smaug" Giantphang
Note on Step 9: Once you have completed this Step, you can enter
step 10 at any time on the boat without bodily harm. All you have
to do is Talk to the NPC to be turned into a mummy again, you do not
need a item from 6, 7 or 8. So Raid leaders, dont be alarmed if
they ride the boat while you go drink from the fountain. The boat
can only take 3 FG anyways at a time. Jan 20
- Jingler
"The high-end ML 5 encounters don't reset until all of the
related spawns are cleared. You will want to go through the
dungeon and kill all of the monsters not in the boss room. The
"Hall of..." mosnters will respawn shortly after you do this."
This straight from a csr when I asked why ml5.8 had yet to repop. Mar 12 2004
- Tippie
West dungeon caveat. The bound guards that guard the 5.6 - 5.8
mobs are bugged and have been known to repeatedly attack a group
entering the western dungeon. Upon entering hold before taking the
first turn to the right, make sure there are no bound mobs heading your
way. Pull first corridor to that spot. Move to the end of that
corridor, park there again and make sure no bound mobs are heading your
way again. If they do attack you, kill them (might want to proceed to
the 5.6 - 5.8 first, less guards). NOTE: on one event, the actual bound
mob that gives sub trial credit ran up there with the guards. Jun 14 2004
- Chansterfan I recently attended a two group ML5 raid, with one group on each
side of the dungeon. Both groups ran into a bit of a problem on
the resin/mask/wrappings steps. There was one encounter up on
each side, so we each killed what we had. Nothing repopped for
the next hour.
Eventually the group on the other side of the dungeon found a mob stuck
in a corner of one of the rooms. They killed it, and a few minute
later all three of their rooms repopped. A couple minutes after
that, ours did as well.
Seems to be that the two sides are linked, so if anything is not
COMPLETELY cleared on one side, NEITHER side will respawn. Mar 28
2004
Trial 1 - Ma'atis' Coil
5.1 The Canopic Jar - Intestines must be stolen from the Echo of Qebehsenuef!
This is a group encounter.
Comments on Solo, Grouped, or Battlegrouped:
We got ML5.1-5.4 done in an hour with 1 full group. - Alcara Argenta
Location: Echo of Qebehsenuef @ 19.7 25.4 14.8 HoM - Alcara Argenta
Strategy:
Qeb is by far the easiest of the Echos. His special attack is an
AOE heat based DD which he uses often. As long as heat resist
buffs are up then he really isn't much of a problem. Nov 11
- Aabra Cadabra
One drop is the Canopic Jar (Intestines), which can be used for Trial 10.
Post-patch... Did it twice using one ranger and 3 ments.
13 people total. Hero taunted 5 times, then engaged. Ranger started
shooting (with no DA) and ments started dotting. At about 30% on the
first one and 50% on the second the ranger grabbed the aggro. Druid
rooted while ranger kited and shot.
No splits either times and both times credit for the encounter was
recieved. Was a nice change from the scarab mess we usually
face. Feb 26
- Rekweim
One drop is the Canopic Jar (Stomach), which can be used for Trial 10.
Tips:
For the ML5 run - esp Trial 2 -Ma'atis' Hunger - use 2 or 3 archers up
close, within melee range. Use thrust arrows, and you will be just
fine. In our case, he never shrunk. Apr 5 2004
- Talysin Tamberlae
After reports on vboards about Duamutef regenerating a lot
of health in between scarab spawns after the last patch, people posted
strategies that minimized the scarab spawning. Apparently
Duamutef splits after a certain number of hits (not including arrows it
seems) so one strategy posted is to just use arrows on him or to use
pbaoe only. Since we only had 1 group with a sm we tried the
later method. We set up fields on the ramp, had a warrior get
aggro with 3 taunts, then let the sm pbaoe only. First round got
Duamutef got down to 30% before splitting, came back at 70%, pbaoe'd to
about 15%, back at 25%, then we killed him. This was not a fully
supp specced sm so likely others will get better mileage. All in
all it was a lot easier than previous times I had done it the
conventional way. Apr 5 2004
- Hurg
The encounter now post 1.69 patch must be done with people with ranged
attacks or pbaoe. There is no longer any option or chance of meleeing him
down, he always comes back at 100% when he teleports. May 2 2004
- Diamand
When doing this step, instead of killing all the spawned yellow cons
when the main mob shrinks, just run VERY fast out of the room before
you get too many to aggro you and kill the 1-2 that follow you out, the
main mob will then repop MUCH faster and will regen less health,
allowing a much speedier dispatch. Mar 22 2004
- Chilly
5.3 Another Canopic Jar - Lungs must be stolen from the Echo of Hapy! This is a group encounter.
Comments on Solo, Grouped, or Battlegrouped:
This has been done with 5 people.
Location: Echo of Hapy @ 19.7 16.2 14.8 HoM - Alcara Argenta
Strategy:
We came to Hapy after doing Duamutef with the pbaoe only method and
decided to try it with Hapy. It seems that Hapy must have a similar
type trigger for splitting based on a certain number of hits. We had a
warrior taunt 3 times then had our sm pbaoe him exclusively. Hapy did
split about 3 times but overall the number of splits was greatly
reduced using this method. Apr 5 2004
- Hurg One drop is the
Canopic Jar (Lung), which can be used for Trial 10.
Tips:
We did it with 1 healer, 1 zerker, 1 savage and one skald, shaman bot outside group.
Hapy will regen his life if u kite the copies waiting for them to
disappear, so just have all the tanks kill the copies as fast as
possible, Hapy won't regen his life and he will die quick.
U can also target and damage him when the copies are up, just look for
a cracked tile with a fire spell effect on it, target the fire's center
and hit the mob. Dec 13
- Sanvegeta
Hapy splits into like 10 other Hapys. Just kite them around and
they'll fall over and die, then original Hapy will repop back up.
Note. Its really easy to just fall off that small
ledge. Hapy won't follow you, but take the long way around. Very easy
to stay out of melee range like this. Careful not to pull aggro from
the hallway too. Nov 24
- Thumos
Hapy starts out pretty easy, pure mellee mob. However after you
have damaged him a bit, he splits into approximately 6-8 copies of
himself. Beware the lag when he does this. You don't
actually need to kill all of them - you only need to damage them a bit
and their "energy will run out" or something to that extent and they
will vanish. Once they're all gone, the original Hapy will
re-appear and you continue beating on him. He will continue to
split every so often - just rinse and repeat until the real Hapy is
dead. Nov 11
- Aabra Cadabra
5.4 Another Canopic Jar - Liver must be stolen from the Echo of Imsety!
This is a group encounter.
Comments on Solo, Grouped, or Battlegrouped:
We got ML5.1-5.4 done in an hour with 1 full group. - Alcara Argenta
Strategy:
Imsety himself is not difficult at all, he is a pure mellee mob with
weak hitpoints. (Compared to the other Echos) He does
however spawn lions every so often while fighting him, and the lions are
DANGEROUS. They like to DD you for 500 if you let them. The
key is to kill him FAST so not many lions spawn. If you have a
caster with the Majestic Will RA (Like everybody on Gaheris does, but
nobody anywhere else) get him to use it and he'll drop in a few
seconds. If not you may want 2 groups for him with 1 group getting
the lions as they spawn... it's tough to say really as I havn't
tried him without MW. Nov 11
- Aabra Cadabra
One drop is the
Canopic Jar (Liver), which can be used for Trial 10.
5.5 The gorgons of Aeurs [sic] still hold Cau Suraes mirror of Ra! This is a group encounter.
Comments on Solo, Grouped, or Battlegrouped:
You can do this with 3 people.
Location: They are crocs on the north and south of the entrance to the zone. - Alcara Argenta
Strategy:
Was really easy, did it with 3 people. A friar (with healing field) a pally and a thurgist (10 sec pbt). pulled him out, no adds, no spells, nothing special. we've done it like half a dozen times already. no deaths. Nov 29
5.6 The bound ones hold the resin that preserves! This is a group encounter.
Comments on Solo, Grouped, or Battlegrouped:
1 full group. - Alcara Argenta
Strategy:
At the end of this trial, you will have Resin of the Ways, used in Trial 9.
Ma'ati's Preservation, Ma'ati's Mask, Ma'ati's Wrap
- These three encounters will now give each group member the associated drop. (Resin, Mask, Wrap)
(from Dec 1 patch notes)
5.7 The bound ones hold a mask still needed to face Ammut! This is a group encounter.
Comments on Solo, Grouped, or Battlegrouped:
1 full group. - Alcara Argenta
Strategy:
At the end of this trial, you will have
Mask of the Ways, used in Trial 9.
Ma'ati's Preservation, Ma'ati's Mask, Ma'ati's Wrap
- These three encounters will now give each group member the associated drop. (Resin, Mask, Wrap)
(from Dec 1 patch notes)
5.8 Wrappings can be found amongst the bound ones. This is a group encounter.
Strategy:
At the end of this trial, you will have Wrap of the Ways, used in Trial 9.
Ma'ati's Preservation, Ma'ati's Mask, Ma'ati's Wrap
- These three encounters will now give each group member the associated drop. (Resin, Mask, Wrap)
(from Dec 1 patch notes)
5.9 You must drink the poisoned waters for the aid of Mahaf! This is a group encounter.
Strategy:
This is the trial where you become a mummy, drink from the poisoned
river(not literally), and recieve your token "credit" for the boat ride to
Ammut. It is very important that you do not stick at this point. Lagging off
into the river can be fatal, and you run the risk of being out of LOS and
not getting a rezz. So, be careful around the river.
(screen shot from Drayk) Another mummy screen shot - Eadoin
First, gather your team at the entrance to the dungeon near the Wall
of Fire and the Fire Guardian. Once you are ready, kill the guardian and
enter the next room when the fire wall disappears. Inside, eternal lost
continually spawn and are drawn towards the Fountain on the left wall, where
they insta-die. They dot, mezz, and some other tricks but you can easily rid
yourself of them by running to the fountain, where they follow and die. FYI,
if you get one aggroed on you and running to the fountain does not kill it,
run towards their spawn point, dragging the eternal lost, then run back to
the Fountain. This will kill them. Remember this location as you will be
returning to it.
Have everyone pass through the room, kill any eternal lost you may
have dragged (good idea to drag them to the bridge if possible, away from
further aggro). Once they are all dead, regroup at the bridge you first come
to. Run across the bridge and drag the mobs guarding it east along the river
to the door and kill them there. This prevents them from insta-popping on
you. Once they are all dead, regroup at the tunnel entrance.
Here is the stairwell of summoned snakes. Make your way down slowly
killing all the snakes, until you enter the room with the NPC who explains
how to transform into a mummy.
Each person must run into an alcove, stand on the little bed and
/USE either the Mask, Wrap, or Resin of the Ways. This will start a little
lightshow, and they will teleport to the room behind the NPC, in all their
mummified glory. The timer is VERY long so do not worry about rushing at
this point. Once you are done playing in your new form, make your way back
up the stairwell of summoned snakes, drag the jackals back across the
bridge, kill them, and have everyone regroup.
Just east of you, you will see a small boat dock and 2 NPCs. Make
sure you do not talk to the NPC standing on the dock!!!! You must speak to
Mahaf ONLY. He will give you water from the river and disease you. DO NOT
CURE THIS! The Perfector ML1 ability will remove this effect, which you
need. Some notes about this disease: You DO NOT lose the effect from dieing
or logging out and back in. If the Icon disappears while you are in the
dungeon, you are STILL flagged as having it, so do not panic. However, if
you zone, you will lose it and must restart.
Now, have everyone that is diseased run back along the river to the
Fountain room. (Do NOT get on the boat until you have drunk from the fountain, I recommend raid leaders prevent anyone
from summoning a boat until all have drunk from the fountain and are ready. - Elwynn)
Once back to the Fountain Room, kill the Fire Guardian if he has respawned, and have everyone
run in and jump on the fountain. You will see a local broadcast (white text)
in your chat window saying "So and so has drank from the fountain and cured
their disease!" (something like that). Each person will recieve credit for
5.9 and it will say TOKEN quest completed.
Move everyone back to the dock, killing any eternal lost you dragged.
Make sure, everyone unsticks, bots included from everyone. Have only the
raid leader talk to the boat summoner. Double-click the boat to enter it.
Make sure you are not stuck to someone who enters the boat or you'll get a
nasty bath and die. If the team is on the boat, and someone falls in the
river, they are lost. Nothing can help them at this point. The boat can seat
3 Full Groups. If you have more, have a secondary person, summon the next
boat when the first team is dropped off, and the NPC reappears. Now that
everyone is on the boat, ride it to your final encounter.
Dec 24
- Darkeheart
Do I understand correctly that once a person has become a mummy and
drank from the fountain they receive 5.9 credit -- then, later on, to
get to 5.10 they only need to ride in a boat with a mummy?
Once you cure the disease after being a mummy, you get credit at the boat.
How many spots on the boat?
The boat seats 24 people, 3 rows of 8.
Nov 24
- Bert
Tips:
On our raid everybody spoke to Mahaf to get diseased and
then immediately got on the boat due to bad communication by the raid
leader. As we travelled up the river we got a message saying
that we were not worthy and this caused us to effectively fail the
5.9 quest. When we returned to be re-mummified the quest had
reset and we could not become mummies again without re-farming the
wrap, resin and mask. Do NOT get on the boat until you have drunk
from the fountain, I recommend raid leaders prevent anyone from
summoning a boat until all have drunk from the fountain and are
ready. Apr 20 2004
- Elwynn
ML5 step where you drink from the river - Purging wave
and group purge get rid of the perma disease, but not the
end-usage-reduction-buff [which is a good thing] Dec 23
- Mevi
Everyone needs their own 3 items to be mummified. Dec 1
- Alcara Argenta
Ma'ati's Preservation, Ma'ati's Mask, Ma'ati's Wrap
- These three encounters will now give each group member the associated drop. (Resin, Mask, Wrap)
(from Dec 1 patch notes)
5.10 You must face Ammut in the depths of the Halls of Ma'ati and be judged!
This is a battlegroup encounter.
Comments on Solo, Grouped, or Battlegrouped:
2 full groups are recommended
Getting to Ammut on the Boat
Once youve been turned into a mummy, you can ride the boat any time you
want, with or without mummy form and you dont need a disease, disease
is only for people who might want to help fight the boss but havn't
completed all the other steps.
However, you do need to be a mummy to
summon the boat, so youll have to have at least 1 person in mummy form.
Ive managed to stealth past the snakes in that stairway before, get
mummified, and stealth back up, but Ive died more times than Ive
succeeded doing that, so just plan on having to kill all those snakes
each time. Jan 27
- SashMorLFay
To be a mummy again, you do not need to refarm the items after you are done the quest, all
you need to do is talk to the mummy guy to get turned back into one
again.
- Gilean
Strategy:
After
disembarking from Ra’s Boat, the raid party will be at the entrance to
Ammut’s temple. Just at the temple entrance there are 8 or so
purple mobs that can be difficult for smaller battlegroups (<25), so
take care at the entrance and be prepared to log a rezzer. There
are a few more similar mobs on the way up the temple, but they don’t
seem to be as difficult.
Once you’ve made the way up the ramp, you enter a room that leads to
another short ramp. Most of the action will take place on this
ramp, so put up a heal sphere right at the ramp base. Leave the
casters, healers, and one or two melee types with legendary weapons
back in the room off the ramp.
Send a tank type in to agro Ammut and pull
him as far down the ramp as possible. Have the melee types move
only as far up the ramp as necessary to hit Ammut. A few of the
wandering mobs will probably come down the ramp and attack the
healers. The casters and legendary weapon wielders can make short
work of those. People who are not in mummy form should not go
anywhere near the ramp. Also, the canopic jars are
unnecessary. Keep the heal sphere refreshed and don’t go up the
ramp any farther then necessary and the fight should be fairly
painless. This can be done with as few as 2fg. Apr 29 2004
- Zoka
Canopic Jars
Canopic jars you use during the encounter w/ Ammut. During the fight,
he perma-summons yellow con anubis and yellow con crocs. You use a
specific jar and it blows up any surroudning crocs, and another to blow
up any surrounding anubis. you use the Liver for a 100% hp full heal,
and the last jar to stop Ammut's Judgement.
Liver - 100% heal
Lung - Judgement correction (stops AE root/DD)
Stomach - Either blows up some nearby crocodile summoning OR anubis
Intestines - Either blows up some nearby crocodile summoning OR anubis
Ammut himself is like, a nasty lookin' croc. He's pretty
easy in melee, and doens't do anything significant. You have to worry
about his judgement though. He'll call out "so and so has been
judgement, prepare for punishment etc etc" and he'll AE root everyone.
After the AE root, he'll do a massive AE on the one person he shouted
in broad.
Trick is to use up the judgement jar a few times and make sure it cancels the huge AE, otherwise just melee down Ammut.
Tips:
We decided to try an alternate approach to beating this ML and it proved successful.
We basically broke the raid into three teams: Team 1 was the main raid,
Team 2 was composed of two melees and one healer, and Team 3 had two
more melees and two healers. Team 2 and 3 were equipped with
legendary weapons.
Team 1 and 2 rushed into the room with Ammut
and went to the top of the left ramp. We managed to do this
without getting aggro from Ammut. Team 3 ran to the top of the
ramp on the right side of the room. Team 1 set up heal fields,
then pulled Ammut. Team 2 moved into position at the left portal
and proceeded to kill the anubis as they ported in. Team 3 moved
to the portal that appeared on the right side and killed the crocodiles
as they ported. Team 3’s job was definitely the easier since the
legendary weapons do 2x damage on the crocs. From here, basically
Team 1 beat down Ammut and Teams 2 and 3 were able to keep the spawns
well under control. We had no casters with us at the time (just
tanks and healers), though they would have definitely been helpful for
managing the mobs as they came thru the portal. At about 5%
health, we had Team 3 come to ramp where we were fighting Ammut just to
make sure there was not a problem with getting credit. We did not
use any jars. Overall this technique worked well for us. Mar 23
2004 - Nono
We tried to straight up melee Ammut and deal with the adds at first.
You can still pull Ammut down to about half way on the ramp. Ammut will
go no further than that though. The adds simply got to be too much once
Ammut was down to about 50%. We pulled off and recouped. Then we made
sure everybody that was not a mummy was at the other end of the
hallway. Only those that were mummy's were allowed to be on the ramp or
at the bottom where the support/casters were. Once we did that the adds
dropped off big time and no more judgements. Ammut dropped fairly
quickly after this change.
You will still get some adds this way but the number is
very easy to handle. In fact, this is almost exactly what happened the
first time. Took a little while to figure it out but if you keep the
non-mummy's away from the actual fight it is a pretty simple way to do
it. Jan 30
- Glamdril Soulflame
I do it with 1-2 groups all the time... We killed her in about a minute last night with
19 people.
Never used a mirror in any of the 10+ times I've killed her. I
always fight her down on the ramp still. If you fight in the room,
just have people with elemental damage weapons killing the adds as they
come, as I said, last night we killed her so fast almost no adds at all
attacked us with 19.
If everyone is a mummy, no judgement.
- Gwaeni
Have your grp wait down in the room with the ramp where the boss
mob can't go any further and have a sneaker go up and pull him down to
the ramp, we had 2fg, and had max 5 add incs, most of the time the adds
would wander around doing nothing, when they did come down tho, you
mages and our animist took em out (or we used jars). Takes a bit with
two grps but there's no problem to it.
The grape Anubites on the way up from the dock to the room before Ammut
seem to be there at random, on one encounter (we tried with one grp) we
didn't even get to see any, on another (4grps then) there were just six
of them, today we were two fg and had to kill at least 18 of em.
Mar 6 2004
- Kerannaid
Normal weapons do 1 damage to the adds.
Legendary weapons do 2x damage to crocs and normal damage to the anuat thingies. Jan 28 - Gwaeni The adds are only vulnerable to magic, so if you can't outfit
everyone with legendary weapons just have casters be responisble for
the adds since they can't do anything on ammunt anyway. Jan 13
- Naenia