SOLUSEK B FIRE GIANT RAID GUIDE
This guide originally appeared on the Relentless Monks page.
Fire Giant Raid
Overview
The Fire Giant run is considered one of the "big accomplishments" of any group of adventurers in their high levels. They can be done with a group of 6 extremely good players, but to be safe, you will usually want to bring along 2 groups. Many guilds choose to use 18-24 people as well. There are many different ways of doing Fire Giants. The method here is the method that my guild uses, and it has worked very well for us.
The Fire Giants are especially fun to do because they require no camping. It is truly like an adventure to do Fire Giants. You start at the beginning and work your way deep into the lair of the Fire Giants, killing the three powerful Fire Giants, King Tranix, Warlord Skarlon, and Magi Rokyl. At the end of the adventure, you are treated to a glimpse of Nagafen's lair, and if the dragon is alive, you can even say hi to Lord Nagafen himself.
The entire run can take from two to four hours, depending on your luck, patience, and teamwork. Our average time for a group of 12 is about 3 hours from start to finish. If done right, no one needs to die on the run, although the puller is always at risk, and a failed feign by your puller can oftentime lead to his death. The initial fight at the starting of the run can also claim a few lives if it is not done properly - it is the only part of the run where you must fight more than one giant at a time.
All of the named monsters are 100% spawns, so you are guaranteed to get three good items from this run every time you do it, assuming you finish it. The run is necessary to do if you plan on tackling Lord Nagafen, although usually the number of groups required to do Nagafen will have no trouble killing the giants on the way.
The respawn for the Fire Giants is about 6 hours. Because this respawn time is so long, you will rarely find yourself in the situation where you are camping Fire Giants, waiting for them to respawn. The only time this really happens is when you get to the Fire Giants early after knowing when the previous group killed them. Killing Fire Giants on respawn is kind of boring, and I don't recommend it. It's alot more fun to do it properly, with a fully spawned Fire Giant castle.
Monsters
There are two types of regular Fire Giants that you will find. Fire Giant Warriors are the common ones, and once in a while, one of these giants will spawn instead as a Fire Giant Wizard. You will also usually encounter a wandering Lava Duct Crawler or two while setting up the run. Fire Giants range from the rare level 46 one to level 51. On average, they are level 50. They have a ton of hit points, hit hard (Most hit for about 135), and cannot be stunned or mesmerized. They also have the ability to summon their target to their feet if their target isn't in melee range. This leads to the amusing "You will not evade me, Jekhar!" lines that are broadcast throughout the zone. In order to cast spells on them, casters need to be in melee range or the spell will always be resisted.
Fire Giant wizards are wizard monsters, have less hit points, but can cast Force Strike (about 550 damage). Whenever confronted with multiple giants, kill the wizards first.
Fire Giants typically drop high level research components (including level 49 ones), throwing boulders, and fine steel weapons.
Chain Pulling
The easiest and safest way to single pull Fire Giants is to use chain pulling. If your puller hasn't had any practice with this method of pulling, it's suggested that you practice it in Lower Guk at the King and Lord camps. For those that don't know how to do this, here's a brief description:
There are at least two people involved in the pulling. The first, or primary puller, is a monk or shadowknight. The second, or chain puller, can be any tank class, although a monk or shadowknight is safest in case of an error. Any class with a good range attack can serve this role as well. He should be in the same group as the puller, should have his hitpoints buffed as well, and everyone should be set to assist the chain puller.
all groups are ready for a pull, the primary puller goes out to the monsters, and aggros a group of them. He runs back towards the group, and when he's outside the aggro range of all of the monsters that are being pulled, he feigns death. At this point, the monsters that were pulled will hang around the feigned puller's body for awhile, and then start to go home. Hopefully, one of the group will linger around for longer than the others. When there is just one left, and the others have had enough time to get a good distane away from the lingerer, the chain puller comes up and smacks the last one, and runs it back to the group. If done properly, the others will be outside of aggro range and will not assist the single lingerer.
The primary puller stays on the ground till the fight has started, and then he can either lie there, or check to see if his aggro is clear. Only if he is certain that nothing is still aggro to him should he return to the group and help them out.
There are several variations to this, including multiple chainings and special casing wanderers and statics. These intracacies are not necessary, although it is suggested that your puller learn them in time. For Fire Giants, you don't need to use any special tricks. Just make sure the puller knows when he has a wanderer on him, and not to return to the group unless he's sure that wanderer is no longer aggro.
Map and Breakdown of the Fire Giant Run
The best maps of Solusek B are (As usual) Quester of Norrath's. I've enlarged his FG Castle map and marked it up.
Break-In
The first part of the Fire GIant run is, probably, the hardest part. If people are going to die on the run, chances are this is where it will occur. There may be a better way to do this, but we haven't found it out. Basically, you are going to have to deal with at least two Fire Giants at once, and possibly a third depending on how fast you are.
Have your puller go into the first room at C1 and feign there. He should stay feigned and wait for the patroller, G3, to come and go. Once he thinks G3 is far enough out of aggro range, all the groups should be buffed up and run into the room C1 and attack the giants. How to best deal with fighting two or three at once is up to the group. Usually Togor's Insects and a secondary tank taunting the second giant will do the trick. After the first two giants (G1 and G2), the patroller G3 should about be ready to come back. Your party should be ready for him and kill him. After these three giants are dead, the area is secure and your party is pretty much good to go. No other giants come near here, so your group can rest up and get full. Patience is an important virtue when doing Fire Giants, and with a 6 hour spawn time, there is no need to rush things, especially on your first few runs.
After you ressurect everyone that died and get everyone to full, you can start pulling the Fire Giants.
Note: Currently on Cazic-Thule, and perhaps other servers, the wanderers in the Fire Giant area are bugged, and instead of walking around, they teleport from place to place. If allowed to run, they can call reinforcements from anywhere along their path, even if the reinforcements are way out of aggro range. The first wanderer can pull Tranix if this teleport bug exists. Beware.
Tranix Section
For this entire section, your party should be fighting at C1. No one should leave the room except the pullers.
The first pull will be painful for the puller. The puller should move forward up to the entrance to the castle. Just past the doors at N2 are two Fire Giants. The puller should aggro these guys and run back towards the group, feigning at F1. On this first pull, you will aggro King Tranix, who is close enough to the other giants to come charging at you. King Tranix is a shadowknight, and has a nasty Harm Touch which the puller will definitely notice. In any of the next 5 pulls you might get King Tranix. Treat Tranix as any other Fire GIant, and he should fall pretty easily when alone. The chain puller should be waiting around the corner for the signal from the primary puller. When the primary puller tells him, he should round the corner and aggro the (hopefully) single fire giant standing above the puller's body.
Depending on which Fire Giants you kill in this round, you should get either one or two FGs on the next pull. If you get Tranix early, it will make the rest of this a little easier. I'll assume you don't get Tranix on these, and instead kill G4 and G5.
If Tranix is alive, and you get unlucky, you will now have to pull the throne room, which include Tranix, G6, G7, and possible G8. The puller should pull these in the same way, although the run will now be longer, and the door at N2 might make things hurt a little more. If you have a spare necro, shadowknight, or monk handy, they should be able to stay at the door and keep it open for the puller, saving him a few hit points.
After running all four of these guys back to F1 and killing them one by one, you should be clear to do Skarlon. By this point, all the giants from G1-G8 and Tranix should all be dead. Tranix drops the Polished Mithril Torque (common) and the Crown of King Tranix (rare). The Torque is generally considered an item for hybrids (rangers, paladins, and shadowknights), while the crown is mainly used by enchanters and bards, as well as monks.
Skarlon Section
Now, depending on how much trust you have in your party's abilities to follow directions, you can either have everyone move forward to C2, or have everyone stay at C1 for the next two pulls. If your group chooses to stay at C1, the puller will have a painful pull, but since it's only two giants, it shouldn't be too much of a problem. If you choose to move up to C2, make sure that everyone knows that they should stay along the left (That is the east) wall in the throne room, and not to fight near the west wall, where they can end up aggroing FGs through the wall.
If staying at C1, pull Skarlon and G9 the same was that you pulled Tranix, and then have everyone move up to C2. If you decide to fight at C2, then have everyone stay up against the wall, have the primary puller feign at F2, such that the chain puller can see the giants through the doorway. When the puller gives the signal, the chain puller should get the single FG and bring it back to the party at C2. After killing G9 and Skarlon, you are now clear to wander around the throne room, take screenshots, etc.
Skarlon drops the Mithril Vambraces (rare), the Mithril Greaves (common), and the Razing Sword of Skarlon (very rare). The Greaves are mainly for Rogues and Rangers, the Vambraces are good for Warriors, Paladins, Shadowknights, Rangers, and Rogues. The Razing Sword is great for Paladins and Shadowknights, and good for Warriors as well.
Bridge Section
The next few pulls are probably the easiest set. Your group should be set up at C2, and your puller needs to pull G10, G11, and the wanderer, G12 from across the drawbridge, and feign at F3. Standard chain pulling works fine here, and the chain puller has a very short run back to the group. The only thing to watch out for here is the drawbridge closing. If it does close, it can be opened by the chain puller on the near side, or a lever on the far side located at N3. After killing these three guys, have your puller get all the hp buffs possible and prepare for the hardest set of pulls. If you have multiple monks/shadowknights, now is the best time to make use of them and set up a chain.
Dragon Head Room
These pulls are especially hard because you will have a total of four giants attacking you, and need to pull them a pretty good distance. Plus, due to the location of the drawbridge, your chain puller will have slight difficulty as well. The way we handle this is to have a 3rd party member, usually a warrior or other tank, assigned to drawbridge duty. They will stand before the drawbridge, off to the side and out of line of sight. Whenever the drawbridge closes, they will re-open it. This is a must, because if your chain puller can't feign, and the drawbridge is up when he is chaining, he will almost certainly die.
The primary puller should aggro the four giants in what is called the dragon head room (G13 - G16). He should then run back towards the bridge and feign at F4. If he can't make it that far, feigning anywhere on the bridge is fine as well. Some pullers prefer to have Dead Man Floating for this part, because of the danger of falling into the lava. I'm not too scared of the lava, and prefer not to have DMF on me, mostly so that I can jump to make the pull just that much faster.
The secondary puller should be waiting by the drawbridge and out of line of sight. When the monk says it's clear to pull, he'll run across the drawbridge, tag the single fire giant, and run back to the party. The person on drawbridge duty will follow behind the chain puller as well and the group will work on killing the giant. The primary puller can stand up, make sure he's clear, and open the drawbridge himself with the lever.
The second pull will be slightly easier, since there will only be three giants left. And the third pull should be quite easy. Rather than pull the fourth guy all the way, I have my party move up to the next point and fight him there.
Rokyl Section
The final part of the Fire Giant run is the coolest, where the party gets to see some awesome architecture, and maybe Nagafen himself. At this point, you should only have one giant in G13-G16 left. The entire party should move up to C3. when doing this, have one person in the party assigned to open the drawbridge. Make sure everyone else knows not to touch it. If your party isn't the brightest lot, have a necro cast Dead Man Floating on all of them. I can't tell you how many times I've seen people die because someone else closed the drawbridge at the wrong time. If someone does fall in the lava, don't panic. There's an easy way out at N1.
Once everyone in the group has gotten to C3, you are ready for the final set of pulls. First pull the last remaining giant in the dragon head room. After he's been eliminated, get your puller buffed up with magic resist, and have him get ready for the final 1-3 pulls. By this time everyone is usually tired, so alot of times it's best to just get Rokyl on the first pull. Especially if Nagafen is in, where pulling Rokyl when he's the last one alive is quite a pain. Rokyl is a wanderer, so pulling him alone shouldn't be too hard if you know how to isolate wanderers.
If the puller aggros either G17 of G18, Rokyl may or may not aggro to you depending on where along his path he is. It's best to get him to aggro to you for reasons I'll explain later. If Nagafen is in, he'll aggro as well. Enjoy the claws for 225, and run as quickly as possible to F5. Feign there. Nagafen won't follow you this far, but the other 3 will. If you think you can get Rokyl easily alone, get him now. Once you kill Rokyl, you can consider the FG run over. Or, you might want to finish the job and get G17 and G18 as well.
If you kill G17 and G18 before killing Rokyl, you have one of two situations to deal with. If Nagafen isn't alive, your party can pretend Rokyl is Nagafen, and charge him in Naggy's lair and kill him off. This is probably the most fun. If Nagafen is alive, then buff your puller and pray. Have him run into the lair and aggro either Nagafen or Rokyl. They will both obviously aggro. Now your puller has to make a somewhat long run back to F5, where your chain puller can pick off Rokyl and finish him off.
Magi Rokyl is a wizard, and drops the Polished Mithril Mask (common), and Rokyl's Channeling Crystal (rare). The mask is great for int casters, and good for priest classes as well (for the AC). The channeling crystal is pretty good for int casters.
And now you should be finished with the Fire Giants, and you can pack up and head out. Evac the tanks out, unless they feel confident running through the bats and bugs to get to lavastorm. If everyone still wants to do something, head to the Efreeti Lord or kill the stone spider. There's no real point to waiting around for a respawn, since it is 6+ hours.
Legend
- Gxx - Fire Giant Warrior or Fire Giant Wizard
- T1 - King Tranix
- S2 - Warlord Skarlon
- R3 - Magi Rokyl
- LN - Lord Nagafen
- Lines - Fire Giant Patroller paths
- Cxx - Camp Spots (where the main group will fight)
- Fxx - Feign Spots (where the primary puller will feign for pulls)
- Nxx - Notes
Notes
- N1 - If you fall into the lava here, most likely due to a drawbridge problem, don't panic. Swim around to N1, where you can get back onto dry land.
- N2 - There's a door here that you need to open. If you are pulling Tranix's room, the door will probably close before you get back. This means you'll take a couple more seconds of damage waiting for it to open.
- N3 - There is a switch here that will open the drawbridge from this side.
- N4 - There is a door here which is considered the final door to Nagafen's Lair. If you don't open this door, nothing on the inside (Two guards, Rokyl, and Nagafen) should aggro to you. If you are planning on charging the lair, have your group line up before the door, but don't open the door till you are ready to charge.
- N5 - If you fall into the lava here, usually during the initial break, you can swim up the lava river to the northwest. You should arrive at land near the stone spider room. If you keep swimming up this way, you'll get to near the noble room. If someone dies in the lava here, you'll need to drag their corpse to the stone spider area.