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I have had similar experiences during this exact quest.
Personally, dealing with the 3 trappers is one thing but then bamm, more spawn and then the myrmidex on top of that!
I think its a bit much and should be toned down some. *just saying*......
I made my first trip to Time of Legends lands yesterday and I have to say that quest is pretty rough at first. I found you benefit from trying the puzzles right near the bridge. Otherwise, I guess it is best to do in a group...but even so, when multiple trappers spawn, it is hard to target them all...I guess the idea was you could use a Sampire but you couldn't use whirlwind or something, haha...
Also there is a funny bug where the trappers will open the locked cages during puzzle solving ;D
One advantage the tiger cub event has over the turtle one is that you can invis the cub after trappers pop, and have summons target the trappers instead. Or, use controllable summons (I typically have an air elemental and a water elemental for the walk to the village, and target the trappers after invising the cub)
You then have to keep invising him, and be ready to dispel uncontrolled summons (if you use EVs, blade spirits or an RC) if they turn on the cub.
My character is a 4x legendary bard with magery and two trained vollums. Rarely do I have an issue keeping cubs alive. If there is more than 1 trapper I Provo them on each other and attack with vollums then discord them. Single trappers are just disco and vollums. I run the peace songs while solving the door which cures the poison when I fail.