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Message ID: 597
Date: Tue May 25 21:30:39 BST 1999
Author: James
Subject: Re: Guk and woven


I just wanted to say thanks for the information. I didnt expect to get such
good and detaild infomation. This is the best responce I have gotten yet!

> Here's some info:

>Guk isn't TOO bad in the beginning, but it gets harder without you knowing
>it. You'll find a lot of the monsters in the first several area weak or
>mostly weak, but when you get there you'll realize why a lot of high levels
>don't camp this place out for all of its good equipment. The Trains are
>REAL BAD. That's why I recommend you bring along a shaman or a wizard or a
>druid, anyone with ROOT, and their sole existence in the group is to ROOT
>runners before they go down. You won't have problems with the guards,
tads,
>and shamans, and with a full group even the Tuk caste won't be too bad (ie
>Tuk Shamans, Tuk Warriors, Tuk Guards), the real problem is they have
enough
>hitpoints and intelligence to run while they still have quite a bit of
>health, making pets and ABSOLUTE NO NO here. Guards and stuff won't go
far,
>they'll hit the first froglock they see and run back. TUK froglocks won't
>stop there, they almost always go DEEP into Guk and bring back several of
>their own caste, and often times some froglock of the GAZ caste (these
dudes
>are VERY nasty for people around level 12). When this happens you'll
>usually see a good half dozen to a dozen froglocks just SHOW UP and
everyone
>yells "TRAIN!" and runs for the exit leaving their bodies in a line all the
>way home. ROOT or dogpiling runners is a MUST. At the low teens you don't
>want to be fighting more than one GAZ Warrior or shaman at once. Clerics
>will also be very useful because most of the froglocks will be fighters.
>Optimally I'd say two tanks, two ROOT enabled spellcasters, and one cleric
>at least for a party. A group of SIX necromancers and their pets will get
>slaughtered here (read "My pet is attacking something. Hey so is mine.
>Taunting? Where? Hey my pet just died. OMG! RUN!!!). Necromancers have
>some nasty DoTs, but if you have tanks leave the skels in the closet. Also
>if you zone to Lower Guk, come back up ASAP. Lower Guk is a level 35-50
>dungeon and most people get slaughtered there horrifically because the
train
>strength is just as bad as Upper Guk, only with level 35+ monsters.
>
>Malark on Karana
>
>-----Original Message-----
>From: James
>To: EQ_Necromancer@onelist.com
>Sent: 5/25/99 5:47 AM
>Subject: [EQ_Necromancer] Guk and woven
>
>From: "James" <manickd@...>
>
>Ok I am going to make a team to guk to get me some woven armor. I am
>level
>13 now. Can any one give me some info on this place. I have been in the
>first few room, to just the first and second room after the plank.
>Thnaks
>for the help dark brothers.
>
>
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