Talk:Caught in the Web

Chest Mechanic:

Obviously 1 to 6 chests given we have seen plenty of screenshots of 1 chest completions. Also seen: 3 chest, 4 chest and 5 chest.

I don't think it's directly tied to the orbs, and the last one actually is optional, tho its very weird anyone would skip it since its right there and heals ana.. But yea check Dwarven Defenders shortman completions on the forums. Shows 3 orbs left and 1 chest, so they obviously skipped that. It's possible even Lolth is optional at the end, tho I don't think so and have no evidence of that. All of my completions have been 6 chests with all orbs and killing lolth.

Pretty sure based on what i've seen/heard from 20+ completions: -Ana's health only affects 1 chest (Bottom right one) -You can get two orbs and still only get 1 chest. Plenty of screenshots like this. -The optional raid bosses are what grant additional chests, not the orbs. You could theoretically drain their orbs while they are still alive, I believ slaying them is the key, not the orbs. -Anas health needs to be high for that xtra chest, tho not 100%. Got it as low as 80%, spawning 3 shrines that run.

ps: Will be doing a more complete guide on the forums soonish. Think it will help more ppl complete without bugs. I can ensure 100% completions at this point without bugs, just a matter of doing the end fight a certain way. It's changed a bit in the patch from my initial post too, somewhat easier now when done right, tho harder when done wrong. Anon Shade, 16:37, 2012 August 5‎

i'm still trying to find threads shade mentioned on the above post, but i pretty much hate this raid. bug notation about end fight (copied below) is now removed from the article but i still think there needs to be a big F-ing warning about the trickiness of the end fight. here's my experience with it -, and pretty much anyone doing this raid, without prior in-detail knowledge, will encounter the endless spawn and gets trapped into extremely annoying situation where you cannnot kill keepers fast enough nor get Ana cross the gate.

InkBlack's inside info/speculation on the DnDvault is interesting too but oh well, what can i say about their quest design...

anyways, share your experience, add forum thread links on this talk page. see what we can do to this page.

This raid still is a little buggy especially the end fight. There is a certain order players must follow in that fight, otherwise it bugs. See the following.

yoko5000 (Contributions • Message) 23:01, August 18, 2012 (EDT)

Yea the above post was accurate for the first version. 2nd (current) versions a lil different in that you *should* get unlimited keepers. Though done right you can complete with even less keeper kills. My mini walkthrough was for the 2nd version.

Yet seems some other contributed straight up deleted my walkthrough, then wrote up his own. Not very wiki-like. Anyways I'm not gona restore it, I'll be writing a very detailed guide on the forums soon. It's about 75% done, look for it soon for exactly how the endfight (and rest of the raid) works now. I'll wait tell after U15 though, since the raids getting updated yet again for that.

Pretty much it just seems he wrote some stuff based on his specifi way of running it.. Some quick facts though if you need help to run it before then: anon shade
 * The monsters are at the end fight are semi randomised. The necromancer mentioned has nothing to do with anything, nothing really respawns, Lolth does summon a large number of spider souls every 30-40 seconds, and 2-3 drow souls every 40-50 seconds. This will happen regardless of what other monsters are alive, and only end when Lolth dies.
 * The final island always has at least one portal keeper (What type is random). Keeping it alive helps as you can time the kill with anothr keeper to end the raid consistantly every time, and this method also keeps the gate open a good 10-15 seconds to allow everyone through.
 * Lolth will summon more keepers when the last one thats part of her "waves" dies, exactly whats the last one is hard to determine (the one on the final island doesn't matter). Seems she can do it even after defeated too. The only mob the consistantly show up and turn into keepers are Bebeliths or Bebelith Souls. Plus they are red named, big, slow, have a lot of hp, so I leave one of those alive. A stray EiN or other strong attack can accidently wipe our weaker orange types, so that makes the bebeliths rather ideal to leave alive.
 * Have 1 tank said bebelith when everything else is dead. Kill Lolth. Bring everything to top. Kill trash, then Bebelith + whatever keepers up top within 10 seconds of each other and the gate will open, every time. You'll have 10-15 seconds to get Ana through. If she gets through, the keeper respawn script should de-activate so everyone can get through on their leisure.

I've rewritten the walkthrough as experienced by me as of U30. I did a ton of testing with guildies to make sure that what I believed was correct. Some details did not make it in. Some stuff can still be inaccurate because it's a long raid to test. Namely, the portal keeper spawn script is all over the place. I believe that the intended mechanism was when less than 2 keepers are alive, more should spawn. But it seems to produce random results. I tested for 2 hours and there is no specific spawn order of portal keepers. There is no apparent reason for only 1 keeper to remain alive (with no 2nd spawning). The effect on the spawn script of creating portal keepers by killing the spawned ones is still unclear. Some times no new keepers spawned when trash was still alive. Some times new keepers did spawn. Some times, respawns occurred on the staging island indicating a new keeper spawning, but no new keeper spawned until after we killed the trash keepers. After 2 hours of testing, I decided to give up on understanding how the script works and ended the raid. Faltout (Contribs • Message • Email ) 11:09, May 4, 2016 (EDT)