This high level dungeon is entered through Zek, the Orcish Wastes.
Return to Deathfist Citadel
If video games have taught us one thing, it's that when bad guys get their
butts handed to them enough they slink off into sewers to plot revenge. The
recent changes to Deathfist Citadel in the last update prove this point beyond
a shadow of a doubt. What challenges can you expect in this heavily fortified
dungeon? Tons, so lets take a look.
For starters, there are orcs. Tons of them. I know, you are thinking “Wow
that is insightful” but there are patrols everywhere from the battlements to
the hallways, and a respawn timer guarantees you won't be zerging back to your
party. Among these new orcs is a new group of nameds to get AP experience for:
- Chief
Torturer Goortz
- High
Priest Kuzbak
- Alchemist
Yallessul
- Arena
Champion Kraz'k
- Prince
Gluntok
- Prince
Valtoris
All of these guys must be dealt with in order to spawn Emperor Fyst. The
good news about Fyst, is he is no longer an Epic X2 so no putting together a T4
raid or waiting until you are level 60. He can be dealt with at the proper
level.
The layout of this zone has been left pretty much unchanged. One major
exception is the fact it is no longer split into two instances. This means you
now have a choice of starting in the sewers or just crashing the front gate.
The other exception seems to be a giant glowing catapult up near Fyst's throne
which I never could find a use for but it fits right in.
Snipers. Yes that's right, I said snipers. There are frigging archers in
every tower of the exterior whose only purpose is to drop an arrow in you every
few seconds. They are painful, annoying, and absolutely one of my favorite
things about this revamped zone. There is nothing like running from building to
building under a hail of arrows even at level 70.
Finally, similar to the Estate of Unrest they didn't want to exclude the
Tradeskillers which is never a bad thing. Come on though, you couldn't have
tossed one epic in there for the raiders? A plethora of recipes drop in the
zone which will provide additional gear but require an ingredient only dropped
in this instance. I only found two problems with this implementation.
First, all the recipe books that drop are for armor meaning all the love
went to armorer. Now as a T5 armorer myself, I can tell you we really need more
recipes to help with the grind, but other classes seem to have been left in the
dark. I'd have preferred to have gear crafted from multiple tradeskill classes
versus one, but I can understand that may have been a more time consuming
route. I'm just happy to have more gear. Second, with 20-25 new recipes all
requiring blood iron ore, you can see how it might come in short supply.
Clearing almost the entire zone only netted me one piece and that can be time
consuming even at 70. Based on what I see on the broker, it's hard to believe
this is just me. The drop rate needs to be increased in my opinion, or blood
ore only required on the more rare recipes.
Overall, the Deathfist Citadel revamp has taken a messy, complex, underused
dungeon and turned into an instance well worthwhile for the upper 30's to mid
40's. If you fit that bill, I would highly recommend grabbing a friend or two
and heading inside. If that isn't you, you should still check it out if nothing
else for the discovery experience. This zone is a great addition to the
original EQ2 zones and it's nice to see content like this being polished up.
Will we see more like this? Only time will tell.
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