Game Guides Archive

Thread: Night Sister hunting guide by Robbins

WinWan_Robbins
Sat Dec 18, 2004 12:52 pm
#1



I have decided to write this guide as I hope other people can get as much fun as I do from killing Night sisters. It’s written specifically for Elders but you can get a good idea on how to kill other high level mobs.


In this example the group will consist of:


· Speed capped master swordsman


· Ter kasi master


· Rifleman/Combat Medic


Getting Started


Before you head out into the wild depths of Dathomir it is important that you go prepared. Before you buff up you will need to make sure you have suitable armour with a suitable condition, the last thing you want is to be fighting a night sister elder when your chest plate breaks. I recommend getting composite armour with at least 60% base and stun defence and a PSG with around 40% stun defence minimum.


Due to the current armour problems there is no need to wear full suits of armour, all’s you need is:


· Helmet


· Chest plate


· Gloves


· Boots


· Personal Shield Generator


· Non-armour pants, I personally prefer striped pants


As well as making sure your armour is battle ready, check the condition on your weapon and stock up on powerup’s if you need them.


Now that you’ve got your armour & weapons ready, you now need to get some good food. Depending on your profession and what buffs you have depends on what you’ll need.


For almost every profession I would have to recommend:


· Brandy (+800 Mind)


· Canape (+700 Mind)


· Synthsteak (45% Damage reduction)


· Vercuppti (not sure if that’s spelt right, 1k ham but you can eat two)


· Pikta Pie (55% dodge)


· Neutron Pixie (Increases health and other stats, use only in emergencies)


· Muon Gold (+500 mind, use only in emergencies)


Grouping up & Buffing


Now it’s time to assemble you’re group! If you want a very successful outing I recommend buffing in a city that is a medical centre, you should be able to push up to 2850 with regular buffs and 3150 with janta. This would leave you with 3550 health and action. As well as health buffs should really get dancer/musician buffs to help keep your mind topped up, this might render canapé pointless leaving more room in your stomach for Synthsteak or other tasty treats.


Finding Night Sisters


Now that you’ve got your group together head out towards the night sister strong hold, don’t bother leaving your character on auto drive as you’ll only end up stuck in a tree.


Once you at the outpost you’re best chance of finding Elders is if you are to split up and go off in different directions, once you find one post the location in group chat and keep you’re distance and wait for the others to arrive. It’s worth going out as far away as the Imperial prison (it’s a POI), elders spawn behind the prison too.


Pulling an Elder


When you find a Night sister elder there’s a high chance that she will spawn with friends such as protectors and spell weavers, if you run in and attack you’ll get jumped and die very, very quickly. To counter this you need to use a tactic to call the elder out on her own. Get a ranged member of your group and order him to stand 64m away from the elder, and then do /prone followed by any ranged bleed shot they have then peace out straight away. It is crucial that if the bleed shot is successful the ranged member must pull back an extra 20-40metres. In a few moments time the bleed on the Elder will tick and she’ll come running after the person who put the bleed on her. Even at this point do not engage in combat.


Killing an Elder


Once the elder is at least 60m away from her friends it is important for the melee tank to do /taunt as the Night sister runs by. She will then attack the person whose taunt was successful, as she’s running towards you take the opportunity to /warcry her, this will allow you to get the first attack in, not to mention the crucial /intimidate!


For Night sisters to die quickly especially Elders it is imperative that the person who does the most damage does not have the hassle of being knocked down or gaining any states for that matter, in this case it will be the swordsman.


As the Elder has 100% resist to everything but energy and blast the Ter Kasi will not be able to do any damage at all until she her health/action or mind reach 50%. Therefore the Ter kasi should be the meat shield, basically keeping the Elder intimidated and once in a blue moon stunned, dizzy, knockdown.


Once the Elder has started to fight and is holding her ground it’s time for the rifleman to chuck some poison and begin spamming either strafesho2/flushingshot2 or master headshot3 depending on what pool you are targeting. The swordsman should now begin to attack but should stay at their maximum distance which is around 10metre’s, this allows them to continue to attack but lessens the chance of getting states when the NS uses specials. Once dead simply do /loot and wait for her to re-spawn, if it’s a fresh spawn site you should get at least 3 of them.


Depending on the speed and damage of your weapons will depend on how long it takes to kill her, a speed capped swordsman and rifleman can do this in around 2 minutes were as a weaker group could take 5+ minutes.


Other things to take into account



  • When a Night sister begins to engage in combat with you do /ex while they’re targeted and see what weapon they have. If it’s a stun baton then quickly equip you’re PSG, otherwise she’ll quickly turn you into mince meat. You should also look out for the ones that wield power hammers or other AP2 weapon, even when intimidated they’ll hit you for 500 points of damage.



  • Keep them intimidated at all times, this will give them a 50% damage output, allowing you to tank pretty much anything.



  • When an Elder reaches around 30k HAM she will start to walk away, at this point it is important to clear your combat log and do /taunt several times till she stays and attacks you, other wise she’ll warp off 100m away into the sky, or some times they just disappear.

I hope you find this guide of use, and good luck when hunting out there!


-Robbins






[ Robbins ]
Rebel Ace Pilot
Rebel Colonel
Rifleman / Fencer
Furon
Sat Dec 18, 2004 2:43 pm
#2

Looks like a good guide.



Furon™ Depeid
Taking noobs to school since 2004
LET ME SEE YOUR MICRO


I am the Mighty Rearranger
WinWan_Robbins
Sat Dec 18, 2004 2:45 pm
#3

Thanks





[ Robbins ]
Rebel Ace Pilot
Rebel Colonel
Rifleman / Fencer
ExileStrife
Sat Dec 18, 2004 2:47 pm
#4

You have impressed me Robbins



------------------ Illian Strife ------------------
\ Eclipse's Oldest Master Pikeman\
Anything you can kill, I can kill better. I can kill everything, better than you.
ShineKnuckle
Sat Dec 18, 2004 4:58 pm
#5

Everybody who's entertaining the idea of fighting an elder (or even fighting NS in general around other groups who're fighting elders) should be forced to read this guide.


Excellent job.




Altaire Ferrous - deceased Bounty Hunter
Rail An'geles - deceased Jedi Knight

WinWan_Robbins
Sat Dec 18, 2004 5:08 pm
#6


ExileStrife wrote:
You have impressed me Robbins





Naturally





[ Robbins ]
Rebel Ace Pilot
Rebel Colonel
Rifleman / Fencer
WinWan_Robbins
Mon Dec 20, 2004 4:24 am
#7

Come on Garva sticky this please





[ Robbins ]
Rebel Ace Pilot
Rebel Colonel
Rifleman / Fencer
MackAgp
Mon Dec 20, 2004 6:52 am
#8

When an Elder reaches around 30k HAM she will start to walk away, at this point it is important to clear your combat log and do /taunt several times till she stays and attacks you, other wise she’ll warp off 100m away into the sky, or some times they just disappear.


you may want to expand on this -

Target which way you want her to run, as she always runs away from the person she is attacking (main target) - So for example turn your back to the spawn (and any other nearby ones) and she will run away from it, not into it. again, turn your back to any hilly terrain, as this is what causes the most warping as she tries to run.



As far as the pulling tactic goes, if it goes pear shaped and you pull more than just the elder (since more often than not spawns with 2 prot & 2 spell), immediately allocate who will do what before they get to you (and put a distance intim on the elder as she runs up) and leave her until the others are taken care of. eg if there are 2 of you (2 x swords is how i do it these days) take a prot and a spell each (if you pull the full spawn) and leave the elder to whoever has the best defence template, intimidate the prot and then dispatch the spell (quickest to get rid of and will reduce dmg you are taking) first, and then the prot - then move onto the elder leaving the other person/persons to finish their allocated targets and then move into the elder, if you have aTKwith you, let them tank the elder whilst your collegues dispatch the rest (TK's aretoo slow to take the spell's or prot's down - as the swords can dispatch all of them in half the time using area3).


A good thing to set up is a healmacro


/ui action clearCombatQueue;

/healdamage self;


as this will clear any spammed moves and immediately place the heal on yourself (due to heal's going into the combat queue nowadays)


Also the same is usefull for the intimidate in case it get's missed - again will clear any combat spam


/ui action clearCombatQueue;

/intimidate2;





Ehio The Ex-Purveyor of Quality GDK Scales and all types of loot to the Starsider Community
Vendor Closed due to CU (edit)
Please Leave All Auction Winnings at the Loot-u-Like Vendor

<img src="http://www.eq2fantasy.com/images/smiliesgif/jester.gif">
WinWan_Robbins
Mon Dec 20, 2004 7:32 am
#9

Thanks, I'll add to it later some time





[ Robbins ]
Rebel Ace Pilot
Rebel Colonel
Rifleman / Fencer
MombassaMbomba
Mon Dec 20, 2004 9:24 am
#10






WinWan_Robbins wrote:

As the Elder has 100% resist to everything but energy and blast the Ter Kasi will not be able to do any damage at all until she her health/action or mind reach 50%. Therefore the Ter kasi should be the meat shield, basically keeping the Elder intimidated and once in a blue moon stunned, dizzy, knockdown.




Excuse my stupidity, what happedns when the HAM of the Elder gets to less thank 50% that allowes a TKM to attack?




Droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that."
Saboth
Mon Dec 20, 2004 9:40 am
#11

As the HAM goes down, so do the resists. That allows other damage types more opportunity to be successful.



"Han Shot First"
___________________________________________________
The Kahuna Kollection: -5210 -2910 (Lok)
Da Kine Deliveries: -4200 5700 (Theed)
___________________________________________________
.:Teras Kasi 2003-NGE:.
MombassaMbomba
Mon Dec 20, 2004 10:20 am
#12

Thank you! Over a year playing the game and I never knew that!



Droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that."
DarthSotho01
Mon Dec 20, 2004 10:37 am
#13


"When a Night sister begins to engage in combat with you do /ex while they’re targeted and see what weapon they have. If it’s a stun baton then quickly equip you’re PSG, otherwise she’ll quickly turn you into mince meat. You should also look out for the ones that wield power hammers or other AP2 weapon, even when intimidated they’ll hit you for 500 points of damage"


They do this much dmg to you. But to me they only hit like 100 dmg cause i have 130 melee defense. Might

wanna remove that part.

Message Edited by DarthSotho01 on 12-20-2004 06:39 PM



Sotho
Anything you can kill, I can kill better.
Sex is like a chinese dinner. It ain't over till you've both had your cookies..
I can kill anything better than you.
Page 1 of 2
Previous Next