FB 49
FB 49 Walkthrough
The FB 49 run takes place in Secret Frostcover Grounds.
Most people wait until level 51 to do this run as there are 3 bosses but you only get 2 tabs to use at Lv49. The third tab quest is only available at Lv51. Usually, the squad goes in and kills the first 2 bosses then wait inside (keeping the instance open) for the tabber to go collect the 3rd tab quest.
Note: If the tabber takes long, the runners might respawn in the beginning passage, they might need an escort back in.
There is really no need to wine this unless you have money to waste. Nothing too serious to handle except for the runners in the passages at the start as the leech life. Biggest threat is if they aggro the cleric.
Click Image to Zoom.
1) You start here. Remember to use the Token to increase your attack and defense ratings. Follow the Red line killing any mobs that get in your way. Look out for the runners
2) There's a small slow mob here that open the doors in front of you. Leave the mob in the corner stuck in the rock. He's bugged and can't be killed.
3) Tab spot. Fushma (Lv53 Earth - 549 478HP) patrols along the green path here. There are 2 adds that follow him at a distance and can be nasty if they walk up behind you. Leave Fushma for now and pick them off first. Attack Fushma when he's near the middle and far from the corners as he runs in the beginning. You don't want him running around the corners. Slows work best until he stands and fights.
4) There's a mob in the corner here that opens a door further on. You can leave the rest of the room.
5) Tab spot. Rankar (Lv53 Fire - 565 243HP) patrols along the green path here. He does an AOE fire damage so clerics should keep their distance. Tabber should go collect the next quest after he's dead. Remember to escort them back in as the runners might respawn.
6) Small patrolling mob at the back that opens a door. If you leave the other mobs here be careful the clerics don't get aggro. They're fast and swarm.
7) If you sneak the next 2 groups be sure to hug the wall closely. Tanks should not run ahead as I've seen many clerics pull aggro on these and almost everyone was far ahead.
8) Tab Spot.
9) The Myriadtail Wyvern. (Lv54 Fire - 585 911HP). This boss is easy but despite this I've seen MANY squad wipes here. The easy way to do it is to first pull the 2 adds on either side of wyvern. As he does an AOE fire damage everyone but the tank should keep WAY back and use ranged attacks. The DDs should attack from the bottom right corner while the cleric and main tank attack/heal from the tab direction. Reason: If one of the DDs pulls aggro, Wyvern will move in towards them but AWAY from the clerics. The tank can then just get aggro back and continue, the cleric survives and keeps healing.
A) If you are doing the quest(s) that needs mob kills, the extras can be found here.
B) These mobs can usually be skipped and snuck past. Obviously kill them if you need them.
Most people wait until level 51 to do this run as there are 3 bosses but you only get 2 tabs to use at Lv49. The third tab quest is only available at Lv51. Usually, the squad goes in and kills the first 2 bosses then wait inside (keeping the instance open) for the tabber to go collect the 3rd tab quest.
Note: If the tabber takes long, the runners might respawn in the beginning passage, they might need an escort back in.
There is really no need to wine this unless you have money to waste. Nothing too serious to handle except for the runners in the passages at the start as the leech life. Biggest threat is if they aggro the cleric.
Click Image to Zoom.
1) You start here. Remember to use the Token to increase your attack and defense ratings. Follow the Red line killing any mobs that get in your way. Look out for the runners
2) There's a small slow mob here that open the doors in front of you. Leave the mob in the corner stuck in the rock. He's bugged and can't be killed.
3) Tab spot. Fushma (Lv53 Earth - 549 478HP) patrols along the green path here. There are 2 adds that follow him at a distance and can be nasty if they walk up behind you. Leave Fushma for now and pick them off first. Attack Fushma when he's near the middle and far from the corners as he runs in the beginning. You don't want him running around the corners. Slows work best until he stands and fights.
4) There's a mob in the corner here that opens a door further on. You can leave the rest of the room.
5) Tab spot. Rankar (Lv53 Fire - 565 243HP) patrols along the green path here. He does an AOE fire damage so clerics should keep their distance. Tabber should go collect the next quest after he's dead. Remember to escort them back in as the runners might respawn.
6) Small patrolling mob at the back that opens a door. If you leave the other mobs here be careful the clerics don't get aggro. They're fast and swarm.
7) If you sneak the next 2 groups be sure to hug the wall closely. Tanks should not run ahead as I've seen many clerics pull aggro on these and almost everyone was far ahead.
8) Tab Spot.
9) The Myriadtail Wyvern. (Lv54 Fire - 585 911HP). This boss is easy but despite this I've seen MANY squad wipes here. The easy way to do it is to first pull the 2 adds on either side of wyvern. As he does an AOE fire damage everyone but the tank should keep WAY back and use ranged attacks. The DDs should attack from the bottom right corner while the cleric and main tank attack/heal from the tab direction. Reason: If one of the DDs pulls aggro, Wyvern will move in towards them but AWAY from the clerics. The tank can then just get aggro back and continue, the cleric survives and keeps healing.
A) If you are doing the quest(s) that needs mob kills, the extras can be found here.
B) These mobs can usually be skipped and snuck past. Obviously kill them if you need them.