Me and some guild mates got our Serpent Shrine attunement completed today, so a few of us went into coilfang reservoir in a small group to explore.
Ended up finding a very huge pool in the lake area called "A Strange Pool.", so being the vigilant fisherman, I started casting. Apparently, the pool reacts as a perminant pool of Greater Sagefish, that is... until you fish up... "The Lurker Below."
Very fun. I <3 Fishing Boss's.
A couple points of clarification:
1) You DO NOT have to kill all the bosses in SSC in order to summon the lurker below. There is a large pool in the middle of the pumping bridges. Fishing in there, whether or not the other bosses in SSC are defeated has a chance to summon The Lurker Below. Whether or not the water is scaulding does not effect whether The Lurker Below will be summoned. It seems the scaulding water only kills the fish that will aggro you while you are fighting him.
2) I fished him up on my third attempt, so it could be fast or slow. Make sure before you do this that everyone is ready and your tank is in position to pick him up as soon as he's spawned.
I wiped my SSC raid by doing this because I was under the impression you needed scaulding water and it would take more than an hour to fish him up. I was wrong and there were quite a few annoyed people :<
As of patch 2.1, seems that this boss got bugged with the update of may 22. Lurker whirlwinds while casting Spout and oneshots every raid member.
We tried 3 times and wiped for this reason.
Any confirms ?
EDIT: Found this on the US Forums "To avoid this, do not kill the last Naga while the Lurker is casting Spout. Kill it either before or after the Spout."
They're still trying to fix this. No ETA available.
On crushridge at 18/06/07 looks without bugs, whrilwid and sprout never together, The boss is pretty easy... Be carefull only for sprut ability or u'll be oneshotoed for the else you can evade whirlwind standing near the water at max possible range, the same for the melee or anyway it do about 2k on a plate. For the add nuke down all them and continue to sheep one utill the boss comes back and sprout, then kill the last one and again on boss till he die.
We ahve done him after 1 try. NEED the mace :°°°
As of patch 2.1.3, on July 10, 2007, the Lurker Below's "Spout" ability no longer effects pets.
This will make the encounter much more enjoyable and convenient for hunters and warlocks :)
Handy fishing macro for this event:
/equipslot 16 Seth's Graphite Fishing Pole
/equipslot 16 The Decapitator
/equipslot 17 Terokk's Gavel of the Soldier
If you wanna use it, you need to change names of fishing pole, your regular weapon names,
and the slot of the macro where you place it, and the original spell that is supposed to be on that slot.
/equipslot 16 <fishing pole name here>
/equipslot 16 <MH weapon>
/equipslot 17 <OH weapon>
/script PickupAction(<slot number for original spell>);PlaceAction(<slot number where to place your original spell>);PlaceAction(<slot number to place the macro.. usually at same slot as where the original spell was>)
For example if you originally have mortal strike at slot #1, and the fish macro in slot #2 you will use:
You must then have the fish macro on Button 1, and put mortal strike on button 2.
When you use the macro it will equip fishing pole and start fishing, once you target any enemy
(closest is boss ofc) it will then move the macro to slot #2 and mortal strike back to slot #1 like
it was before. So you are ready to do dps right away! ;)
Gives the fishers a chance to be more lazy when it comes to equipping and all! ;)
(Also sorry if I couldn't be clearer, not a easy macro to use. But if you are able to, it will be chiller! :D)
When The Lurker spawns the MT must be in position and grab aggro on him right away. You need to have the Off Tank 2nd on aggro, or when the Lurker does his Whirl and knocks back the MT out of melee range, he will attack the next target on his aggro list.
45 seconds into the fight he will start his first Spout. Drop into the water and then get out again and continue DPS. As soon as he's done with the Spout, he will do a Whirl so you must be on the edge of the platform when it's about to end. He will stay up for about 10-15 more seconds and then dive underwater. Then phase 2 begins.
When he dives, he spawns a total of 9 adds: 6 ranged Coilfang Ambushers (2 on each platform), and 3 melee Coilfang Guardians. All these adds can be Sheeped/Stunned/Disoriented/Snared.
Have about one group on each Ambusher pack and one group for the 3 Guardians.
Have the Guardian group kill the Guardians one by one, keeping one sheeped until the 2nd Guardian is almost dead. As soon as an Ambusher group is done with their pack, they must help out on the Guardians.
Coilfang Ambushers - 26k Health. They should be tanked by your DPS warriors/feral druids or even Rogues and High-HP mages if you don't have enough people. They have nasty burst damage and can Multishot for about 2.5k on leather.
They are currently very buggy and can sometimes despawn for no reason. Sometimes a healer will get aggro on them from the Lurker platform and they will start evading until the healer jumps over onto the Amusher's platform. Sometimes, if the Lurker emerges while an Ambusher is evading someone, the Lurker will despawn, so be careful.
Coilfang Guardians - 60k Health. The first two should be tanked by the Main Tank and Off Tank and the last one should be tanked by one of the DPS warriors/feral druids who's platform adds are dead. They need to be sheeped and killed one by one. When one pack of Ambushers dies, the group that's killing them has to switch to the Guardians. Guardians must be killed before The Lurker emerges, or he will probably bug.
You must kill all mobs before the Lurker emerges. If there's a mob left when he emerges, either kill it really fast while keeping away from the Whirl the Lurker does after emerging, or sheep it and kill it after the Spout.
The Lurker emerges back up 1 minute after he has submerged.
He will Whirl as soon as he emerges and then he will start Spouting. The Main Tank must be in his usual tanking position and grab aggro on the Lurker immediately so that the Spout will start from the MT's position and not from a random person in the raid (which invariably causes a wipe).
After he's done with the Spout he'll Whirl again, and the fight continues like in Phase 1.
Repeat Phases 1 and 2 until he's dead.
Tank the Lurker at the designated spot and dive under the platform when you see him about to start doing the Spout to avoid it.
Keep 2nd on the aggro list so that the Lurker will target you if the Main Tank gets knocked back out of melee range.
In Phase 1, DPS the Lurker and stay on the innermost part of the platform. If you can time it right you can run out of melee range just before he Whirls, as I've seen some rogues do successfully. In general it doesn't do much damage and it's healable so don't bother much if you can't. In phase 2, go for the Ambushers. You can Evasion-tank them if anything happens to the DPS warriors or feral druids assigned to tank on your platform.
DPS the boss and keep your pets away.
DPS the Lurker. When he starts doing his Spout you can run a bit and then Blink back through the Spout into your position and keep DPS-ing while he rotates. You can also use Iceblock if your Blink is on cooldown, or if you've been knocked into the water and are on low health from the fishes while you get healed back up.
When Phase 2 hits, you need to keep 2 or all 3 of the Guardians s
As a healer be aware of your surroundings dont get agro from the adds when he submerges, as a shaman put down stoneclaw gives a second or two for a mage to sheep that add on you, nevertheless, watch out for spout, go underwater 1 second before it happens to 100% avoid it and go back on the surface when it passed you, remember when he comes back up from submerge its an instant spout so go in the water immediately when he comes back up for complete safety. Thats All I can say as a healers job for this boss. Raid healer that is.
My guild was having a hard time with the adds due to a possible bug. If we didn't kill all the naga before Lurker emerged, the remaining Guardians would port all over the area one-shotting everyone. All attempts to CC/Tank/Misdirect it would immediately break and he'd port to another spot at random. Because of this DPS couldn't catch him no matter what and those that did would be immediately one shotted and resulted in a wipe. We found a way around it by killing the guardians off first while keeping the Ambushers CC'd and then moved on to them afterward. (Aug 21, 2007)
Do we have to go under the water when he does his spout, or as long as we are in the water we will not get dmg?
A few tips for this fight:
Ranged DPS: You can start all out dps as soon as he emerges. I have yet to ever pull agro on this fight starting dps as soon as he is targetable, this is as a shadow priest with vampric embrace up at all times. Strafe off the platform/island while still facing the lurker and just fall into the water, by doing this you can still maintain dps and its much easier to get back onto the island.
Spouts: you do not need to dive underwater to avoid the spout, so long as you are swimming you will avoid the spout. Also, swimming in the opposite direction of the spout will minimize the time in the water (IE, spout is going clockwise, jump in and swim counter clockwise as it gets close), and do NOT repeatedly jump, it's not lava. Jumping repeatedly will often just refresh the damage the water deals and cause you to lose much more life than you would by just staying in the water, so in essence its actually the opposite of lava.
Priests and Shaman that survive the initial spout CAN survive and make it back to the fight by quickly popping water walking or levitate, this can save you from a death or being out of combat rez range, although considering the time allowed to get in the water, you should never get hit with spout if you are paying attention.
Useful tactic: Island CC~ with a few warlocks/hunters/Shadow Priests/Mages; you can easily CC the ranged adds in this fight by placing W/H/SP/M's on the 3 islands. The ranged adds will always swim onto the islands, and for a second they will not attack. this gives you time to select targets, drop traps and ready fears/poly. Repeated low rank fears by warlocks/Poly on one target and/or hunter traps can keep the ranged mobs out of the fight for the entire encounter, having shadow priests on the islands also helps the hunter if their trap gets resisted, plus keeps the mana flowing via Vampiric Touch. The islands are also in range to shaman totems (might require Totemic Mastery if they are on the back of the island, not 100% sure), allowing them to be in range of both the island group as well as the MT and the majority of the raid.
The best part of this tactic is you will not get new ranged adds every submerge, meaning only 3 melee adds between submerges to fight on the main island, once you get this strat down the fight is very trivial.
this boss is one of many good reasons to level your fishing skill, although you can fish him with a fairly low skill. I had about 338 and a +25 fishing rod and he comes up easy enough, I imagine you could do it at 300 fishing but don't know for sure.
Have since levelled fishing to 352 just waiting on raid at this boss, as we're still working on him. 3 weeks now, and 8%, so levelling the rest of my fishing may just have to wait;)
did anyone notice a larger hit box since last patch? our melees got it even by standing on the outer edge in some position, it was pretty odd since ranged/healer were standing there as well...
If you have multiple Shadow Priests in your raid, and your healers have plenty of mana regen, it is a good idea to have them all in 1 group and stay in the water almost all of the fight (Except during submerge). VE will handle all of the healing for them from the Scalding Water damage. This way, shadow priests are able to constantly do damage and not need to worry about getting in the water when he Spouts or Whirls.
This is just a very annoying fight. The key is to keep everyone alive. Timing the spouts is VERY important.
Honestly, this is the fight that I cheer when I get put on the stand by list. I hate doing this fight. There is nothing that Blizzard can possibly reward me with that is going to make me like this fight. I am more than willing to pass up any gear that he drops.
Take 2: We tried him again today and I have to say this fight just sucks. The key is NOT DIEING TO SPOUTS. Get in the water. Normally everyone just dies to spout. Other than that the fight isn't that incredibly horrible.
On another note, for feral druids, all you get if you do kill him is some stupid ring that is barely better than other rings you can get. I would have to say that its just a pointless fight for the actual loot for all classes. He is like the fish boss in ZG that you only did if your mage wanted a turtle. Cept that boss wasn't nearly as annoying as this one.
this boss is easy. just get the raid to jump before the spout and promote the mages for marks on the adds that they pollymorph. keep 3 adds pollyed all the time so you just get 3 adds at the next submerge.
Can u sheep 2 Guardians though the fight and be left with 1 and the 6 ambushers on the 3 small platforms? I know you can sheep 1 add through the whole fight, it makes it so much easier but dont know if u can sheep more then the one guardian or not, please respond!!
You can use this quest with your raid to practice jumping to water in right time
(only if u're alliance, very funny :)
If your a Justice League fan then you'll know that episode 6 is named "The Enemy Below" which features "Aquaman".Preeeetty interesting if you ask me :D .
If you are melee, jump forward instead of backwards during spout.
You can still dps while in water and take no damage from spout.
Important tip: People who are standing on platforms must not heal or use pots when the adds spawn until tanks have aggro on them. I used a potion when the adds initially spawned, caught full aggro on all adds, and died immediately when they all ported to me.
looking at what this boss does its a frost version of ragnaros
Whirl does effect pets, but Geyser does not.
After 2.4 Lurker will no longer be required to kill Lady V. Most of his gear is going to be able to be replaced by badges, and there will be very little reason to actually worry about killing him except to keep his trash from respawning.
Once the pain in the arse children's toy gone wrong boss is optional it will be intersting to see which guilds actually bother killing him.
have tanks build a little bit of threat on the guardians before sheeping them
With a mouseover macro, a tank can apply sunders to the already sheeped mob without auto-attacking and breaking the poly. That saves the tank from the initial damage and conserves a bit of the healers' mana.
This fight is apparently broken with 2.4
My guild's tank was getting randomly knocked out of the water and into the spout, along with melee dps (and myself as an encha shaman) were getting random kick backs without him doing whirl.
Our hunters have also reported his spout hitting them while under water.
Not to mention the bug with Draenei Females and not being able to jump up on the platforms.
Is it bad if my friend starts calling him Gyarados?
Sprout: Hydro pump
Don't jump into the water to avoid spout it will hit you if you are in the air.
Instead back up into the water so you are swimming, it's much quicker.
If your guild is looking for a quick way to skip the trash before lurker and jump to this boss immediately, you can easily swim to the platforms that you need to clear to get rid of the fishies. Simply have AoE classes cast AoEs on the surface of the water while other people swim across, the fish will take initial damage from the AoE, target the AoEer who is on land, and begin to evade. Using this method you can skip a good deal of Hydross trash and get to Lurker quickly if your group doesn't have tanks with the necessary resist gear for Hydross.
The agro in this battle is established by proximity. Lurker will agro the closest player to him. thats why you can all out dps from start to finish. Your tank should just stand on the inner ring while everyone else not on an island should be on the outer side of the ring.
An easy way to get back up on the ledge is to first not dive under water. When spout passes over run
the ledge then jump while still pressing forward/backward.
A particularly fun way to do this is on the very bottom of the floor, way underwater. Makes it MUCH more challenging, especially because of the "out of range and hes tossing frostbolts" thing.
I suggest reinforcing your fishing pole with some Khorium bars before attempting to fish him up to avoid losing Durability on your fishing pole. He is heavy you know...
What Fishing level is required to catch him?
Umm..you avoid the spout by going into the scalding water then you jump back on to your platform. If that is what you meant by "aoe breath"
If you're having trouble downing this big hunk of fish, here are some of the things I saw from our fight.
First, let me list and explain his abilities:
Scalding water and deadly bolts: The water all around him will turn scalding hot after you kill all of the large technician packs around the upper platforms. This will kill the fish, enabling the raid to engage The Lurker by having someone with full fishing and lure to fish him out of the strange pool. However, everytime you touch the water and every 3 seconds after that that you remain in the water, you'll be dealt 500 damage. Therefore, it is advised to not "lava jump," but just swim calmly in the water in all situations. As for the water bolts, if nobody is in his melee range, he will proceed to shoot ranged targets with 10k water bolts, which WILL wipe the raid.
Melee: Like almost every single boss, he hits fairly hard on the melee target that has the most threat on him. He has no cleave, and he cannot move from his pond, similar to Ragnaros, so the ranged dps could go all out from the beginning, just make sure they're well enough away from his melee range. Note that the melee dps COULD get aggro, and still have to watch their threat. The counter for his melee is obvious: heals on the main tank.
Whirl: He will whirl very often, and the sign of this ability is a very obvious visual effect: he actually whirls in place. This will cause a bit of damage to random targets in his melee range and throw them backwards. Note that the tanks could be whirled out of range, which might cause him to bolt ranged. It is advisable, then, to tank him with 2 tanks, and keep one in the pond (so that the knockaway won't knock the tank away from melee; the damage from the water is negligible) that he's in to prevent both tanks from being knocked away, killing the melee then ultimately the whole raid. The melee dps have to watch out for this and back up when necessary. Note that he whirls for a while even after he has finished the whirl animation, so go back in to dps after waiting a bit.
Normal water bolts: He will randomly shoot water bolts at ranged, dealing 3k damage to people on a specific spot and knocking them away for around 10 yrds. Just heal through the damage and jump back in to dps.
Spout: This is the raid killer. Once in a while he'll stop all his activities and "take a deep breath," just like Onyxia in Phase 2. Then he will, starting from where the Main Tank is, shoot a very large stream of water and either turn clockwise or counterclockwise around his pool for 370 degrees (note that he goes a bit farther than where he starts the spout, so the main tanks have to watch out and stay in a bit longer). EVERYONE needs to be aware when he starts spouting, and everyone needs to take action. The ranged should jump into the water and swim down, waiting for the stream to pass overhead, then jump out again to dps. The melee should jump into the pond that he's in, where they can escape the spout AND continue to dps. Note that after each time he emerges, he immediately does a spout. The effect of this ability is quite amusing though, besides doing a ton of damage, it throws the person it hits right across the whole instance (slight exaggeration).
Submerge: He does sound a lot like good ol' Ragnaros right? So why not have a submerge ability along with adds? About every two minutes he will submerge and be un-targetable (there is a bug similar to Rag where you can still see him, but he's actually not there). Then, a total of 6 ranged and 3 melee adds will spawn, 2 ranged on each platform, and the melee on the main circle, spreading out evenly around it. The ranged adds do not hit hard (2k on cloth), but do shoot nasty multi-shot randomly that hits for a bit. The melee can and will one-shot clothies if not picked up immediately by tanks (suggested for this strat) or sheeped by mages. The Lurker will emerge on a set and relatively short timer, so you have to take all the adds down before that happens. What to do in this situation will be explained in detail. Note that after he emerges he immediately does a spout, as stated above.
Raid positioning is important. First, the main tanks should find a spot where there'll be a column or something behind them so they don't get knocked away really far. Then, the melee should arrange themselves behind and around the Lurker (behind as to not be caught off guard by a spout). There should be around 3 to 4 ranged dps on each platform . We put a healer in between the two platforms on one side to spot heal the dps on them, and then another near the platform on the other side specifically for that platform. All other healers should spread out around the main circular platform's outer edge, making sure they can heal all on the main platform.
The key to this fight lies in paying attention to his spout ability and dealing with the adds. Everyone just HAS to be paying their utmost attention to when and in which direction he does his spout. If you chronically get hit by it, jump into the water as soon as he takes a deep breath, the damage you take from the water is really small.
As for the adds, the ranged dps just have to decimate the ranged adds on their platforms, keeping one cc'd with fear, trap, or sheep as they take down the other. After the ranged adds are down on their platform, they should focus fire on the melee add closest to them. Since there are three platforms, there should be 3 tanks tanking the 3 melee adds near each. The melee dps could choose to concentrate fire on one and move systematically to the remaining ones. All the adds should die at roughly the same time, right before the Lurker emerges. If you get down the adds in time without having casualties, you win. Rinse and repeat are all that's left.
This post has grown quite.. huge so I'll stop here, enjoy your loots :).
easily one of my favorite battles so far. hes not very hard if you follow the little 'guide' up there, it just requires some attention from the whole raid which is nice. its not really a 'healer fight' or 'tank fight' as some are, its just how it should be.
also he looks cool especially when diving and coming back up and its funny as hell seeing someone get spouted ;P (whole instance was an exaggeration but its usually 50 to 100 yards away they land xD )
loot table aint exactly crap either :)
Is it true that if you keep the melee one's sheeped they won't come back?
yes it is true, at least, you can keep one of them "perma-sheeped" thats how my guild does it, we tankn'spank until the first submerge, then we have one of our mages sheep one of the three central adds, and we bring down the other 8. I know it works with one, however, i cannot say for sure if you can sheep more than 1 of the melee adds. im sure that someone else knows, but at the very least, you *can* keep at least one of the adds sheeped. its actually very helpful, because thats just 85k less dmg you have to worry about. just make sure you have a competent mage doing the sheeping, if it breaks, the guy will go around 1 or 2 shotting everything but a tank.
just to repost what i put in hydross's topic... most guilds skip hydross and go for lurker first since he's such an easy fight.
to skip hydross just have a warlock, a shaman, and another head to lurker and summon the raid there. To do this have the shaman cast waterwalk on the warlock, the other, and himself. All 3 should drink noggenfogger until they get they 'light as a feather' buff or just use a parachute cloak. since you are not swimming, the fish will not spawn and kill you and since you slowly fell to the water, the fall damage wont make you lose your waterwalk buff. If you are a nub and somehow die just get the shaman to chain rez you all the way to a spot where you are out of the water to get a new waterwalking buff. All 3 players should be naked for this to save durability loss if something goes wrong and the warlock should bring about 30 shards for summoning.
we only kill hydross to spawn vashj. his loot is subpar and the fight is difficult to one shot. also it takes some time to build up two tanks with high frost / nature resist.
just a note - you do not have to clear the trash between the entrance of ssc and hydross. if you kill lurker first you can basically just go straight to hydross after without clearing any additional trash.
i didnt do my homework on the instance(niether did any1 else =P) and i started fishing then 5 seconds later a giant fish came up and killed up all. catch of the day =D
You DO have to clear all trash attached to Lurker in order to clear the water of Coilfang Frenzies. His trash begins after Hydross and goes up until the pull guarding the little plank you can jump off of to get to his pool. The damage done by the Frenzies has been increased so it's not viable to fight Lurker while they're alive.
I agree that this is the easiest fight in SSC. If your raid's DPS is low, you can sheep more adds, which makes the fight doable by almost anyone. Lurker does hit fairly hard on a new tank so you'd probably still want to spend some time gearing your tanks in Karazhan/Gruul before attempting him though.
If you're looking for a full walkthrough to the fight you can go here:
no hunter drops?
One tip I didn't see here for melee dps: when he does his spout, it is easy to just run and keep ahead of it on the inside edge of the inner ring while still dps'ing. You don't take the boiling water damage, and the big dude goes down faster.
thats actually a great idea bueler. did him yesterday and the spout will need to physically hit you for you to go flying. i missed it by inches one time. so i dont see any reason why this wont work.
Ok so this guy glitched on my guild so even if your guind has him on farm he can glitch on you causing a quick wipe so heres how to avoid the glitches
Glitch 1 The Lurker can get into a state where he does a constant Spout even though there is no casting bar and he still uses his other abilities. It occurs when the last add dies during a Spout. To not have the bug happen ensure that the final add is killed before or after a Spout, NOT during.
Glitch 2 the melee adds can spawn on the various islands and one/2 shot the DPSers. This occurs when someone uses a consumable while the adds are moving into position. The aggro generated causes the melee adds to teleport to the island where the aggro originates as they're coming in, and it looks like they're spawning on that island. As long as no one uses any consumables (that includes bandages) until the tanks have aggro on melee they will not bug out.
How to kill:
1) Ok first up, there's something you need to do before taking on this boss. DO NOT fight the fishes on the water for they do around 600 damage each! And there's like 15 of them!
So what you'd want to do is kill all the trash around the ring and once your done the fishies will start dying and the water will bubble meaning it does dmg ones you enter it. It's a lot better than 600 dmg each though.
2) So have the main and off tank get the lurker until they have complete controll then everyone jump in.
3) The first thing the Lurker would do is an AoE that knocks eeryone surrouding back. Doesn't really hurt though.
But be warned the Main tank gets knocked back also so you gotta have the main tank get all the aggro again till all dps attack.
4) Now the Lurker will spout. As in he will shoot water turning clockwise. You can avoid this by either diving down the water or running around the lurker avoiding the spout. Oh and this attack deals about 3000-4000 damage so its BEST to avoid it! And its per second!
5) After around 2 mins or so the Lurker will dive down 2 nagas will spawn on each platform and 3 on the middle ring. These things can do pretty hard Aoe's. It's suggested to polymorph one of the nagas and freeze another.
6) When about 3 are killed, tanks immediatley jump to the next platform cus the Lurker will be there. Prepare to avoid Spout cus he'll do that 3k-4k dmg again!
Thats pretty much the battle.
Have fun in SSC and kick some ass!
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The first time we did Lurker, I (spriest) was on a platform with a mage and a warlock.
We found that the best way to handle these adds was for the mage to consistantly sheep the add on the right while we handled the one on the left. Since the adds don't attack until they reach the edge closest to Lurker dps can start immedately. They also don't run around when feared, although they won't attack.
Edited, May 18th 2007 8:55pm by BaelgunFreak
Just 3 useful tips I found at
-ranged dps should not worry about the aggro.
-lurker is tauntable.
-having the 6 ambushers in traps/sheeps/fears, is the best tactic.
Very Funny Boss :D he must fishing^^
like the Hydra from ZG, but with an eye beam like c´thun etc^^
The Fun encounter from SCC with great loots !
Edited, May 19th 2007 1:22am by BaelgunFreak
Lurker = downed as of January 13, 2007!
Just Wipe It FTW!
Edited, Jan 14th 2008 8:05am by LacksCash
According to a Bluepost Blizzard added new Items for this Boss. Anyone know what those are?
As of 9.2, I fished up the Lurker with an Outland fishing skill of 50. I was at 45 prior to fishing him up, but at level 50, he popped.
Just keep casting...
这个 NPC 能在这些地区找到：
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