Tale of Bruiser Error processing SSI file

Tale of Bruiser

Classes that can use: CLER, FRI, ARMS, PAL, REAV, MERC, DRU, WARD, BARD, HERO, CHA, BM, HEAL, SHA, WAR, THAN, SKLD, BER, SA

Shaman note:  It gave me the "I will not activate this for you, because even if I did, it would be of no use to you.. trade it to a friend.."   50 shaman with encounter done, Bruiser in inventory, and Bruiser book in inventory. I gave it to my zerk and it activated fine.   Feb 19
Friar note:  Just talked to a CSR Bruser can not be activated as a staff (for Friars) please make note of this and put partial use for friars as this weapon.   Feb 11

Artifact XP:  Slaying Atlantean snakes
Crush Damage 2H:  dps 16.5, spd 5.6;  1H:  dps 16.5, spd 4.1
Armsmen will now be given the choice of a one-handed, two-handed, or polearm version of Bruiser
Comments on Solo, Grouped, or Battlegrouped:   This has been done with 2 groups.

Artifact Level Abilities Gained
Comments/Pictures
Hits version
Cleric (+ to Crush) version
0
Hits +40
Strength +15
Constitution +15
Crush:  3 pts
Strength +15
Dexterity +15
2H stats Hits version
Cleric version,
1H close up
2
Spirit 6%
?

4
Energy 6%
?
5
Realm Lore
?
6
Bonus to armor factor:  8
?
8
Bonus to melee combat speed 4%
?
10
Fatigue:  4 pts
Siege Lore
?

Realm Lore:  Displays useful information about the target.
    Target: Targetted
    Range: 2000
    Casting time: instant
    This spell is cast when the item is used.

Siege Lore:  Target does more damage to keep doors and siege weapons.
    Bonus multiplier: 15
    Target: Self
    Duration: 1:30 min
    Casting time: instant
    This spell is cast when the item is used.

Bruiser / Magma Bruiser - The versions of Bruiser with melee haste and style damage had each of those bonuses reduced by 1%. The spirit and energy resistance bonuses were each increased by 1%. The remaining versions of Bruiser / Magma Bruiser were unaffected.
(1.68 patch, Feb 19, 2004)

Credits: Hammare, Velian, Zxae Sorrow, Xanmaster

Strategy:

Finding the bridge to the island where Bruiser's hammer is:
Go to the island battler spawns on in Ashen Isles and look for the 2 small-type bridgers westish (I think) on battler island.
Go across one of the those bridges and you're looking at Bruiser fortress.. You will notice after getting close to the door side of the fortress you zone back into Typhon's Reach from Ashen Isles.. since you've doubled back.  Feb 9
- Zxae Sorrow

Method 1:

The Stronghold where it all takes place is on the zone border between Typhon's Reach and Ashen's Island. Its in the furthest northern part of the the 2 zones.... you cant miss it.

First off, work your way to the area of the stronghold. To make sure of not getting latter aggro through the walls, pull the surrounding mobs and destroy them just incase. They con from orange to purp, no biggie.

Park outside the entrance gates buff up and whatnot. Then have someone go to the gates and aggro possible mobs close to it. Kill them and move on.

Here is where you need to careful not to rush stuff. So take it easy and clear aggro along as you move thru the gates. At this moment plenty of mobs will aggro, mostly purple Minotaurs.

You will now be a couple of steps past the gates of the stronghold. The place inside is great... everything is like a huge forge. You can actually hear hammers hitting iron... like in a smith. And the visuals inside are great.

From here its the same as before. Just move forward with controled pulls and you'll be fine. Stay on first floor and move to the back side of the "forge" and you will come to some sort of construction area.... its a small place. On each side of the area there will hammers lying near forges.  Med up, redo buffs before moving to next step.

When you are rdy, one of you guys "preferably" a tank will pick ONE hammer up. You will get a message saying something like:

- You pick the smith hammer up and put it in your inventory, will it be the legendary "Bruiser"?

At this point a AE mezz will strike your group/groups. Dont panic, it lasts about 15 seconds which is what it takes the mobs to get to you... pretty pointless. (well, mythic isnt known for being logical)

Each hammer represent one pull of minotaurs. A pull is about 10-15 minotaurs, sometimes more, sometimes less, mostly conning red and purple. So its important that you pick ONE hammer up at the time or you'll most likely will be owned.

I think each pull has a % of dropping the artifact. So if it doesnt drop immediatly, dont give up. Just keep going because its just a matter of time.

I think we did maybe 10 or 15 pulls before it dropped.

What group/groups shall you bring?
We had:
2 paladins
1 Reaver
1 Merc
2 Clerics
1 Ice Wizzie
1 Friar

And we had a back up group that assisted with heals, peeling off the mobs from our clerics and gave us crack.

You can do this with one group but i suggest you have atleast 2 pbae nukers, 2 or 3 shield tanks and 2 primary healing classes (and end regen ofcourse, DUH!)

How do we killl the mobs?
-The key to get this artifact is to stack the mobs and pbae them to death. It will be HARD to complete this quest with mezz and assist because the minotaurs zerg you like mids do on Bors, which is obviously a bad thing. Make sure guards are set on the pbae nuker/nukers and protect on the healing classes. If a pbae nuker is struck make sure to reset intercept IN combat. The pbae nuker MUST survive.    Dec 4
- Yslaine

Method 2:

Okay there is a giant ctitdal that you can just barely see to the west of the battler .. you can only get to it from the 2 bridges that are next to battler island to the west. either one is okay to goto the citidal. kill all the gaurds surrounding the citidal <they have a fairly decent respawn timer> and then pull the guards in front of the citidal door on the back side. the Tuar Scribe makes a mention of having an enormous taur army inside ... which isnt far from the truth. i recommend having your groups wait outside while someone pulls the ent mobs just inside the door ... 2-3pulls will get rid of enuf so you can move in. the graphics inside the citidal are awesome to say the least <WTG on mythics' part>.

okay now you can head this warning or not but i HIGHLY recommend killing all the mobs inside b4 starting the next part expessially the Taur Foreman in the center. there are also Taur Gaurdians that line the top of the citidal. these mobs are on a rather slow timer ... 30-45mins per respawn or so, so taking them all out is rather helpful. okay when you are done empting the citidal, there will be 2 small rooms next to the front entrance that you can go inside. we went in the one on the south side first but either one will set it off i imagine.

as soon as you pick up a hammer everyone around the hammer will get mezzed so i reccommend that everyone stays a lil ways back while a single person ... i used a shield spec kobie war ... gets the hammers. the first time you do it a little taur mentions something about stealing his hammers and that it was 1 of 33. i dont know if you haveto go through 33 encounters or not. underneath the platform where the first taur foreman was standing is a room with hordes of these hammers ... they are called sturdy smithing hammers ... i HIGHLY reccommend not fighting in there because you will all get mezzed. just have the puller get the hammer then run back to the back of the citidal where the rest are.

each hammer you get it gets progressively harder and harder. we had a stacked 1.5fgs and we only made it through 15-16 waves of mobs. when we all got wiped we were fightening 12-14purps and 4-6red mobs at the same time. also ONLY pick up 1 hammer at a time. picking up more than 1 hammer will send in multiple waves of mobs which on a scale of good to bad is VERY bad for a raid. also every so often a Taur Foreman will come with the wave ... the foreman will direct like 6-8 purp mobs to attack whoever he is attacking so that person will have a lot of mobs on him so watch his life. i think our main tank had like 10 mobs on him when we got wiped ... hence why we got wiped when he died and we had all those loose mobs running around.

i am not positive if at the end you will get the bruiser hammer but all i know is that we got 34drops in there and 12 of those were scrolls ... that place is awesome for scroll farming. at the minimum i would reccommend 2fgs+ for that making sure there is at least 2 healer classes in each group. im gonna get 3fgs and see if we can get the hammer ... thats the location i heard it was in and from the difficulty of the encounter i'd say its HIGHLY likely its there ... after hundreds of mobs.   Nov 23
- Odea Rathir ... 50 Aug/Mend Shaman ... Lancelot

Drops:

arcanite Spear of the Taur
100% qual, 16.5dps, 4.7 spd
3 spear
15 con
8% melee speed (no req)
10% melee dmg (vs magical/elemental)
+8 to con cap
lifetap proc
- Tandu

Scroll pieces:  Tale of Bruiser

Piece 1 of 3
taur phulax, taur toxotes
Piece 2 of 3
taur guardian, taur elder, taur magos

Piece 3 of 3 
taur skopos, taur spectator, taur suletor
Apprentice's List information provided by Mystr Byrnz

Error processing SSI file
Capturé par MemoWeb ŕ partir de http://www.cairdeas.net/daoc/toa/artifacts/bruiser.shtml  le 02/03/2004