And the Dead Shall Rise is not a quest that shipped with the game originally, it was added in one of the earlier updates (which were called “modules” back then). Sort of an odd duck, a new dungeon plopped in the middle of older content that was not otherwise getting any sort of revamp.
Not that there’s anything wrong with that, it just doesn’t fit Turbine’s usual M.O.
The quest itself is not a popular one now, and never really was except possibly when first released, for a few reasons:
- It is mid-heroic (levels 11-13) while the game has moved onto epics
- It is a longer quest with a low XP/minute ratio
- It is full of undead
- It has a reputation of being difficult
None of the undead quests are well-liked, unless they are stuffed full of so many experience points that they are bursting outwards through the quest entrance. Undead quests have extra difficulties inherent in their nature: no critical hits, no sneak attacks, lots of spell and effect immunities, and they deliver lasting debuffs.
A lot of people would rather just go beat on some sneak-attackable/critical-hittable hobgoblins or whatever.
I too remember this quest as being very difficult to run on Elite at level. I vaguely recall actual failures in here too: entire party wipes. Long grinding ones where we try and try and are beat down to the very last spell point before admitting defeat and recalling out with loss of XP (that used to be a thing) and severe equipment damage.
But my Gamer Girl wanted it for renown-based reasons, and she generally gets what she wants. Grabbing my eeeevil melee-focused Favored Soul Diabola, off we went. Level 13 characters to run it on Elite at CR13.
And it was a breeze, really, no worries or issues, we didn’t even need to shrine.
Did Turbine make an easy-mode pass through the quest? I mean, enhancing “accessibility”? Is this power creep in action? Are our characters that much better today than they were in 2007?
<shrug>I think the characters are a lot better now, but just as much credit goes to our approach and the things we brought with us.
Not to spoil this for anyone that hasn’t run it yet, but here are the things we brought that seemed to be the most useful:
- A good rogue. Traps were no issue
- A hireling wizard. Persistent AoE damage spells are very helpful
- Top-shelf weapons. Diabola has a slashing Disruptor AND a bludgeoning Disruptor
- Wands. The ability to remove debuffs without using mana is a big plus
And that was pretty much that. The end fight has a novel twist to it, but we killed the boss before it had a chance to effect the outcome.
Actually, reading that last sentence, it does sound like power creep, doesn’t it?
🙂 😀 🙂