Snoops Moot - Things spied by us rogues and other scouts.

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Faremoni Shadowdancer's picture
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I wasn't sure where to put a topic like this one. But I decided to finally put it in here since that is really what it is, Visions of Norrath.
For a starter, I would like the rogues in our guild to put here the things that see thru Shroud of Stealth AA. They are not many and it's easy to get spoiled rotten running around on tasks assigned by our honorable raidleader Omegga.

Here are a few things that I know for sure sees me even when sneaky-hidey if I get to close and will more then likely agro.

Skyfire zone; Dry Sappara (enormous and ugly dragon near Veeshans Peak)

Wall of Slaughter; Shadowhunter (roaming mob that looks like an overgrown Feran)

Thundercrest Island (instanced version - The Creator); On the hard missions where group average is like 70 or very close to. There has been 2-3 occasions where one of the roaming Island Spiritcallers or whatsitsname (looks like a drake) has actually been capable of see thru SoS.

Ruined City of Dranik; Souldrainer (giant roaming murkglider thing) and Lirah the Bridgekeeper both sees thru SoS.
Souldrainer goes almost all the way up to the bridge (north side) where Lirah is permarooted. We realized that the hard way during one of our raids for those of you that remember it. I have as of yet not run over to this zone to track down this mobs exact path, but I was on a corpse retrieval mission for someone when Souldrainer came floating on that cliffside ridge just before the tunnel that leads to the area north of Lirah. I lost sight of him shortly thereafter and didn't have time to sniff him out again but it appears that any time we do Lirah, we will have to deal with this guy also if he's up.

To my big surprise, none of the PoP gods ever saw me when hidden. During all the flags we did as I progressed to Elemental access, not even Rallos Zek the Warlord or Solusek Ro were able to see thru Shroud of Stealth. This might be good to know for my 'RATs' in the future when we do backflaging and Omegga wants you rogues to run off and look if a particular god is up and ready to be killed by our guildies.

Places to watch your step at (traps)

Solusek Ro Tower: On the far left of the five paths to minibosses, this one will take you to Xuzl, you eventually come to a tunnelsystem after all the five thousand stairs and the teleport brazier.
When the tunnel splits up to go left and right, there is a insignificant black rockformation on the ground in the middle of the intersection. This rock seems to be a triggered trap that will cause rubble and rocks to fall down on you. As a snooping rogue, I died here once because that rubble is considered an Are of Effect thingy and it busted my hide, caused the mobs to see me and I got the 'Loading - please wait' screen.
I never bothered wasting time seeing if this can be sensed and disarmed since I have noticed huging the right wall and go right in the intersection totally avoids the trap. Just a heads up tho if Omegga send you up here to look for Xuzl.

Chardok: The bridge that leads to the Royal building at the bottom of this zone has an AoE blast-trap on it. From the outside crossing the bridge, this trap is difficult to sense without getting to close and set it off. If you do, it's an alarm to the guards and mobs inside and you will moste surely go -SPLAT- before you know it. It can be sensed and disarmed from the outside, but it's hard and you must be patient going small steps on the bridge then use sense trap, take one step, sense trap etc etc until you find it. From the inside of building coming out, the trap is easily detected and disarmed right about where the door is.
The final locked door to Kings and Queens door (behind the library stairs) I believe requires at least 200 lockpicking skill. The room to prince can be picked by bards I think. but the other 2 has to be rogue with 200 lockpicking.
The floor behind the loicked door to kings & queens room is fony. After the locked door behind the stairs is open, make sure you hug left wall for a couple of yards moving in or you will fall down in the lap of the king himself and the 6 bodyguards he has in his room. He won't bother with a hidden rogue, but anyone else falling down there might be in big trouble.

Temple of Sshraezsa: This zone is lots of fun for rogues. but also tricky. No mobs that I know of sees thru SoS in here, but there are several doors and traps to play with. The one trap behind locked door going to Assassins room is the nastiest one. I really hate that one. Coming from the outside and going in to assassins room, the trap is easy to detect and disarm, but the other way... *sigh* - The placement of it right in the 90´ corner makes it almost impossible to detect without setting it off. I keep getting "you do not sense any traps" and I inch forward along the right wall doing another sense trap, and another, and another, moving half an inch at the time and then BOOM - the damn thing goes off in my face and the snakes repopped starts smacking me and the dot itself does hundreds damage per tick if you're unlucky with saves.
I think this trap has a glitch on it. You're not supposed to have to get so close to a trap that you set it off when using sense trap. Only 3-4 times have I been able to detect this one from the inside. Very annoying.
The Rhag 2 room is interesting trap also... Normally, a rogue only needs to be in the room where the trap is to sense it and disarm it (LDoN style).
This trap however, I had to actually take a few steps into the tiny guard room before Sense Trap detected it. It seems to be the door itself rather then the room that is traped. However, once detected, the trap was not making any problems.

Add to this topic as you have more information. I'd like to see what bards can do also. Easy to forget that rogues are not the only ones that can fix locks and traps.

 

*Yaaaawwwn* - Where's that dern coffee...

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Snoops Moot - Things spied by us rogues and other scouts.

Faremoni Shadowdancer wrote:Temple of Sshraezsa: This zone is lots of fun for rogues. but also tricky. No mobs that I know of sees thru SoS in here,

Just as an FYI, there are some mobs that see thru SoS here. The Imperials beyond the locked door otw to Emp room will see thru it. =)

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Snoops Moot - Things spied by us rogues and other scouts.

Found a roamer in Sol Ro that sees through SoS

A Sentry of Ro, I found him on the right hand side but I understand he can be anywhere



Fiache Dragonheart - Assassin


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Faremoni Shadowdancer's picture
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Snoops Moot - Things spied by us rogues and other scouts.

Magevo wrote:Faremoni Shadowdancer wrote:Temple of Sshraezsa: This zone is lots of fun for rogues. but also tricky. No mobs that I know of sees thru SoS in here,

Just as an FYI, there are some mobs that see thru SoS here. The Imperials beyond the locked door otw to Emp room will see thru it. =)

I have been in the portal room to Emperor numerous times raiding the snot out of the three named punks in that room that drops Insignia.
Countless hours running around all the Imperial Guard in this big room looking for the named ones and never been spotted.

If there are uber snakes in the Emperors chamber that sees thru SoS I didn't have a problem with those either when we went there and killed the kingsnake. I was actually running aroun in that room targeting the snakes behind Blood golem for our offtanks before the assault and was never seen.

Next time I go to insignia room, I will double check all the worms just to make sure tho. Eye-wink

 

*Yaaaawwwn* - Where's that dern coffee...

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Snoops Moot - Things spied by us rogues and other scouts.

Like the one in Sol Ro, perhaps not always up? I have heard there are some there also.



Fiache Dragonheart - Assassin


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Faremoni Shadowdancer's picture
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Prophecy of Ro traps a pain in the rear...

I am utterly confused, disappointed and outraged with this last expansion!
It may be just myself being temporarily bugged but I doubt it.
Last night I went to Temple of Ssra (snaketown) on one of our guilds usual runs there to smack down a rhag or two for VT orb drops.
As usual, I run ahead of the gang to deal with traps that I by now know where they are like the back of my hand... Or so it used to be. :shock:
Coming up to one of the simplest traps in the zone, the cursed door to Rhag 2 - I walk to my usual spot where I have always stood in order to sense and disarm this trap and... nothing... I get the message saying "you do not sense any traps" - No more have I spent five seconds reflecting this totally out of the ordinary experience until Omegga runs by me, opens the door and WHAMMO - He is hit by the trap... Baffled I am trying to pick up my jaw from the floor when Omegga comes running back after a pull and WHAM! - He is hit again by the trap...
At this point I feel a rash creeping up from my throat to the tip of my ears and furiously I begin to move around in the room, thru the door and into the hallway behind the door, klicking "sense trap" as quickly as it pops up again and again but all the time, all I get is "you do not sense any traps" . . .

I finally give up trying to sense and disarm the trap after not only Omegga but myself set the thing off several times and we get cursed time and time again... I open up the list of skills and astonished I notice that not only do I have the classic rogue skills "sense trap" and "disarm trap" and they are maxed out as they have been for years... Further down the list I see two new completely idiotic skills, they are named "Reveal trap" and "remove trap" . . . I have no skill what so ever in these two...

Congratulations SONY on yet another total screw-up! Who ever heard of a duplicate set of skills meant for the exact same purpose, but none of them working as they should!

I am so upset with this that I camped out as soon as I had returned to guild hall and I have written a very detailed and stay-to-the-fact post on SONY forums about this total lack of intelligence from the developers department, introducing skills anew that has been in the game for certain classes since it was initially released. And thanks to this, it now seems like the rogue class will be even less useful and inspiring to play until/if ever - they fix this.
I hope I was just buged, but experience with 10 previous expansions tells me that is not the case... The bug will not be on my part, it will be in the game itself, as always with new expansions. *sigh*

The rest of you playing rogues either full time or part time, if you get the chance to try out traps elsewhere, please report to me if the 'old' skills work as they should, especially in Ssra since the traps in that zone appears to have been converted to the 'new' type of traps.

 

*Yaaaawwwn* - Where's that dern coffee...

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Snoops Moot - Things spied by us rogues and other scouts.

I was under the impression that the reveal and remove traps were for the traps set by a player. I will have to check that out to confirm this but when I tried to use that skill to raise skill on it it keeps saying you have not placed any traps

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Snoops Moot - Things spied by us rogues and other scouts.

This expansion has been a major slap in the face to rogues, not only have we not gotten any substatial upgrades in the last 3 expansion, this expansion has broken many of the class defining utilities of rogues. The rogue comunity is hoping that these are bugs but who knows.

You should know besides breaking our trap utility they have also messed up our SoS considerable, many of the new zones are filled with see SoS mobs, yard trash no less.

The trap system has been revamped we now need to retrain in the reveal skill which makes the trap visible to the entire raid not just rogues, the trap must then be targeted and disarmed. I believe there is an overpriced AA we also need to get now for traps. Once disarmed it does stay that way, but the ability to sense the trap and disarm it is nearly the same so setting it off is sadly the most feasable way to find it.

Nor did rogues get any auras like the other classes. We get a 'snare' trap. I am a rogue not a ranger =P. I just would be happy to be back where we were before the expansion at least.

/rant off



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Snoops Moot - Things spied by us rogues and other scouts.

Although my skill in sense trap is nothing like you rogues I have it set to sense every time i turn right. Like you in the temple I stood right on it with the same message, no trap huh them why am i being hit? If this is true and rogues have to rebuild skills they already had then that is like a slap in the face. Let us know what you hear back from sony.

Tallos of Tholuxe Paells
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Snoops Moot - Things spied by us rogues and other scouts.

I have noticed that the reveal and remove traps you apparently are unable to skill up unless you have a trap targeted. I have set a hotkey for everytime I turn to train these and it has not went up 1 skill point. I did this for 2 days and all I get is message on remove trap "you must have trap targeted" hmmm so wondering how are you able to skill these skills up? Of course I would be more knowledgable if I get off my lazy butt and read up on new exansion then maybe that would answer my own question. Puzzled So later on tonight I will dig up everything I can on new expansion. Laughing out loud

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new rogue skills

looks like you have to set a trap, the ones you get in the new expansion, and then you can use your new skills to reveal it to the group and then to remove it if/when you need.

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Snoops Moot - Things spied by us rogues and other scouts.

In SSRA Assasisin room trap, I had already read up on some of the concerns with the trap system so I was somewhat prepared. I went in and hit my sense trap to see what would happen, and got the message that indicated there was a problem sensing it. However both Ces and I could see it in the hall way. I targeted and disarmed it. It lookeed like a large blue disc on the floor.



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Optimist's Hope,
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Faremoni Shadowdancer's picture
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Snoops Moot - Things spied by us rogues and other scouts.

I found a reply from SONY to someones petition about this when I did the mandatory 'search' for tickets you have to do nowadays before the game even lets you type a petition. This response from SONY indicated that rogue and bards old school trap skills ARE supposed to work on the new traps as well, we are not supposed to need the 'new' trap skills except the 'reveal' one if we want to let other players see the things.
However, trying this again in Chardok the other night (yes, they revamped that drawbridge trap also) I still could not sense the trap and therefor I could not disarm it. KAPOOM it went and all the mobs were alarmed and the next thing I saw was LOADING - PLEASE WAIT.

Unless they fix this and soon, I am seriously considering to quit the game of Everquest. Faremoni has always been my main character and I used to love the unique rogue abilities like lockpicking, sneaky snooping and trapfixing. I thought that would make me useful in groups and with the nice DPS we rogues provide, I used to not have any problems getting groups...

Sadly, as it is today after the 11'th expansion, ANYONE can pick the locks by simply shrouding to goblin rogue and get a pair of lockpicks.
Sadly, this new trap system is not working properly with the skills I am already good at, furthermore, anyone can apparantly train these new trapskills.
Sadly, the DPS a rogue do today is not as superior as it used to be with all the AA's available for other melee and hybrid petclasses.
Sadly, not even rogue Shroud of Stealth is as useful as it was for scouting. They have added see SoS-rogues to many mobs, even in the old world.
The best scout as of today is a ranger with maxed out tracking.

Us rogues are being raped and I'm sad to say this has removed much of the fun with the game for me. I will give it a few weeks but if they don't give rogue class back some of it's use, I'm quitting and will look for an alternative to Everquest.

 

*Yaaaawwwn* - Where's that dern coffee...

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Snoops Moot - Things spied by us rogues and other scouts.

I found some other people posting on the SONY forum. Here are a few copy and pasted ones:

Quote:Last night we were doing some Signet farming for a guildie that didn't have the completed key for Anguish...

We were in sewers and running to the Signet PH. On the way there are several traps that normally as a bard I would Sense and Disarm. When we got to the first trap I tried sensing the trap 10x and failed everytime. Eventually we decided to blow through.

Next trap... I finally sensed after 5 tries and never successfully disarmed it!!!

I'm guessing that the added Sense trap aa that Bards and Rogues have gotten have bugged the ability to sense them without?

Anyone else having this problem?

And another one...

Quote:The problems with traps and related skills are to many to count at this point. Browse the rogue forums and you'll find a few posts on the subject. I'm sure the bards have a few posts as well. In theory, sense and disarm traps hasn't changed... except you can't have anything targetted (other than a trap) when using sense traps, you must have the trap targetted to disarm it, and you must get a lot closer to the trap than before to disarm it which means there's virtually no chance of disarming it before it goes off. In addition, we had a useless skill "reveal trap" added to our list of things we can do with traps which only purpose is to make a trap visible for others to see apparently so they can try to avoid it since you have no chance of disarming it. Any Questions?

Looking at the bugreport thread for PoR release, it's scary how many things have been broken. Druid epics 1.0 and 1.5 both for example.
MM chests buging out and refusing to open because of hostiles nearby even tho zones have been totally cleared. Broken quests that don't reward and god knows whatnot... I read so many bugreports I'm considering to not wait at all, just plain quit EQ and find another game to play. :shock:

 

*Yaaaawwwn* - Where's that dern coffee...

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Snoops Moot - Things spied by us rogues and other scouts.

Awwww Fare....really don't want to see you leave my friend!! I do understand your frustration though, I quite often check out the posts in sony's eq site and you are far from alone with how you feel. It seems with every new expansion sony makes a freaking mess of the game but then most times <after people pitching fits for awhile> they finally get around to getting most things workable again. Right now there seems to be alot of people "pitching fits" as they should and more doing it every day as more buy the new expansion <which I refuse to do after their last screw up...at least for the time being> so here is hopeing they will fix their messes fast enough for you to stay with us!!

I used to have a handle on life but it broke.

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Snoops Moot - Things spied by us rogues and other scouts.

Found in arcstone that when you con sundersky and spirit hunter elijo you get the message 'you suspect this being can see you' unfortunatly I was too close when I got the message and was slaughtered havent con all the named but I know those 2 mobs see through SoS

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Snoops Moot - Things spied by us rogues and other scouts.

Aye, alot of the bigger named mobs there see though SoS. Snuck all around there on my rogue and found I had to be extremely careful

/hugs

-Eludain

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Snoops Moot - Things spied by us rogues and other scouts.

Stone Thrower in Nobles Causeway now sees SoS . . . I learned this the hard way when snooping around for Meboom up by Bone Crackers pit.
On the way back, Stone Thrower suddenly appeared on the bridge I was crossing and squished me to something that could best be described like a tomato on the highway.
A named mob with the word 'Warfiend' in it, roaming around near MPG ramp in Wall of Slaughter, is also now a see thru SoS mob.
Used to be only Shadowhunter to worry about in that zone. *sigh*

I have not had very many opportunities to try the trap skills simply because I haven't been to Temple of Ssraa much past weeks but I am hoping that the only big change to traps now is that you have to sense as usual and when discovered, you must target it (the blue stonedisc circle that appears on floor) before you disarm it.
I did however notice that the traps in LDoN are now much harder to disarm. Did a Mistmore (Butcherblock) LDoN not long ago at all and even tho I managed to sense the trap (it was one of those room-traps with a fixed position on the floor), it took me 6 attempts to disarm it.
Once down tho, it stayed down for the rest of the mission.
There was also a barrel in same mission but there was a magic trap on it so I didn't get a chance to try if container-traps have changed also but I don't think they have, only floor/area traps seem to have been revamped.

If this is how it's going to work in the future, I know one rogue (moi) that will spend AA's to shorten the re-use timer on trap skills. Doing 6 attempts on that dang thing made the entire group impatient, taping their feet waiting on me to get it over with. And I got frustrated myself to because of the stupid re-use timer on our trap abilities but mostly because when you are the best of the best on something, as in a totally maxed out skill, one does not expect it to fail that much. :cry:

 

*Yaaaawwwn* - Where's that dern coffee...

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Snoops Moot - Things spied by us rogues and other scouts.

Wolfmanjack wrote:Found in arcstone that when you con sundersky and spirit hunter elijo you get the message 'you suspect this being can see you' unfortunatly I was too close when I got the message and was slaughtered havent con all the named but I know those 2 mobs see through SoS

Not sure if those guys have a faction of their own, but from what I seen of them, they are actually indifferent to you until the group actually attacks them. Yes, they did see thru my SoS, but they didn't attack me just for running by. They didn't go hostile to me until my group actually engaged them in combat.

Spirit Hunter Elijo is a quest NPC, hehe - not a mob. If he attacks you something is very pooped unless a group member happened to be a bard with a hangover that got to close and sang slowsong or something else that made Elijo pissed at you. :shock:

 

*Yaaaawwwn* - Where's that dern coffee...

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UPDATE ON CHARDOK TRAPS!!! READ CAREFYLLY!

OK here's the deal!

The drawbridge that leads to royals in Chardok has 2 traps now, that's TWO traps you need to disarm to get safely across.
I was there today with Enyderu, Nioc, Ozzly and Jove. We learned the hard way the new trapsystem has not only made disarming the bridge harder, it's twice the work.

If you stand at the plateu at the beginning of the bridge, you see 3 arcs that supports the bridge. One at the plateu, one in center of bridge and the last one right by the door to castle.
Here's the deal:

There is one trap UNDER the bridge right before the center arc coming from the plateu. To disarm it, the rogue/bard has to jump down in the pit and target this trap to disarm it. The trap still goes off from people crossing ON the bridge so there is no getting around this.

The second trap is very close to the door just outside it, still on the bridge itself. You have to get very close to this one to disarm it but if you get to close, not only will you fail to detect it, you will set it off and all the mobs from inside come rushing.
What I had to do here was stand between center arc and the door itself to detect it, then move forward a step or two in order to disarm it once visible and targeted.

Like all the new PoR traps, they show up as little runed circles but they only stay visible a few seconds so you have to work quickly once you detect them.

They reset themselves and come back active after about 5-6 minutes and this is where we failed todays attempt on Enyderus epic. We never got past the first guardroom because mobs repoped faster then we could kill them off. Was a learning experience tho and now at least I know how the traps work in Chardok again.

Need more friends to come with us for another attempt at this.

 

*Yaaaawwwn* - Where's that dern coffee...