Talk:Ooze Pit

Location of starting quest
Ive been wandering around the Uplands looking for the warband mentiond to have the quest but havent found any npc's near or around the devourer. Anyone have a more acurate to possible correct location?Lt. Smokin 09:52, 1 September 2007 (CDT)

Im guessing you need to have finished the vangaurd story arc to have it accesible. The npc charr seer is standing right outside doomlore shrine. However, as i have tested today, if the party was created by someone who has finished the arc, you will be able to take the quest, and later reward, regardles of your plot status.

Thank you. I have continued with the vanguard story line and found out the quest becomes avalable after doing the quest What Must Be Done. thought the mentiond devouror was the one controled by char in the field by Rocktail--Lt. Smokin 17:18, 1 September 2007 (CDT)

Symbol?
This looked interesting - thought it might be a symbol:



zcollier 18:02, 2 September 2007 (CDT)
 * zomg it's the mark of Shiro Tagachi's younger brother, Steve Tagachi! (actually, I have no idea, but it does look cool...)139.147.159.223 18:08, 10 September 2007 (CDT)

his younger brother name actually is Steve Tagachi Irwin. We from Arenanet don't have intentions to make a campaign in which players have to fight him however.
 * Looks like a squirrel to me. Lost-Blue 04:00, 15 January 2008 (UTC)

Bring tanks and Mark of Pain
For the boss fight, bring 3 W tanks (also works well with heroes/henches) and an 18 Curses necro with Mark of Pain. The Prismatic Oozes won't move, and when the first dieing ooze spawns ~10 more oozes, you can do upwards of estimated 2000-3000 damage per second to the whole group. Since when the first Ooze dies it recharges all your party's skills, you can apply the next MoP to the next ooze right away. The bosses lasted about 10 seconds after their absorption wore off. You might wipe once before you can collect the chest though, with 20-30 oozes blasting away at the party :) --Roland of Gilead (talk) 12:08, 3 September 2007 (CDT)

Not sure where this should go...but in Hard Mode, each group seems to divide immediately upon contact...so, if you try to pull, first they divide AND then they attack. Thus, a group of 6 becomes 10-12. And, even if you attack immediately, they still divide. I just got entirely wiped by a group of 6 that divided and became a group of 6 (various types) + 6 volatiles...the 6 volatiles all exploded at the same time = party wipe. Jeez I hate dungeons.

gd it. wth r thinking of in hm? a group of 6 become 12 becomes 24. i understand it's supposed to be 'hard' but? just what does everyone else do in hm? how the heck do u get through this when the groups 2x every time u attack? my whole group is now at almost 60dp and not even a 1/4 of way through.
 * Send a skippy out? RT | Talk  - A joyous wintersday to all 21:10, 20 December 2007 (UTC)

Well, in HM, kill a prismatic and a group of 7 or so ooze appear...unfortunately for me, got two down at same time, so had a mob of 14 ooze. 4hours and maybe another hour to finish this dungeon. jeez I hate dungeons.

Trivia
Uh.. what? "Gloop" is onomotopeia, nothing more. Unless someone wants to cite an anet dev to back that one up, going to remove it. =p

Stuck rock?
After opening the dungeon lock and fighting a few of the oozes inside, I tried to get out to see if I missed some more oozes outside (trying to get to 200 monsters killed and all that). However, in the spot just past the beacon of droknar, where there are two circling boulders, one of the boulders was stuck in my way. Attempting to move past it kills you, even if the other boulder isn't near you at the time. And, unless you use rebirth or some other teleport res skill, getting resurrected underneath it makes you instantly die again. A glitch, or something to stop people leaving the boss area? 124.170.138.70 21:38, 15 September 2007 (CDT)
 * Just a glitch. I had one stuck off to a side. SarielV 14:41, 6 February 2008 (UTC)

Bag?
I was doing this with a guildy a few days ago and there was some kind of bag on the ground. When you clicked it, it said, "Warning: DO NOT place Aggressive ooze in bag! -Seer Fiercerein." Any idea what this is?-The Bunny  14:39, 16 September 2007 (CDT) EDIT: forgot to sign.

He put agresive ooze in his backpack, and it attacked him ;) TrapY 14:51, 17 September 2007 (CDT)

All of the dungeons have a note or something on the first letter telling you to go talk to so-and-so before you can get to the next stage in the dungeon- in this case, Seer Fiercerein who gives you the quest "Watch it Jiggle", the starting point for this dungeon. -- Marin  Bloodbane  16:21, 18 September 2007 (CDT)

Completion time
Should we add an average completion time with h/h team? I did mine @39min, comments?

wow thats slow, my best time is 21 minutes and best time for clearing whole dungeon is 30minutes

Yeah well I did it in 20 seconds, I always find average times pointless and since less experienced players will generally be the ones reading the wiki they are less likely to find them accurate

Or maybe we can just change the title of this section to Lame Bragging.... 71.82.6.233 06:44, 23 November 2007 (UTC)

Trapper
What about using a Trapper Ranger? I and my buddy had a lot of luck with that idea. We managed to make it through with out dying (not talking about our heroes though) and trapped just about ALL of the ooze.

Just tossing it out there, if anyone else has luck with it we can mark it as an option.

Question
Will the skill Simple Thievery work to disable Gelatinous Absorption? - Padre
 * I doubt it. Many monster skills cannot be disabled. Give it a shot, though. [[Image:Felix_Omni_Signature.png]] 16:10, 18 December 2007 (UTC)

Tip for the End Bosses
If you can pull a boss (or two) into the chambers off to the side of the central mound where the Prismatic Oozes are located at first (and away from the main entrance) and kill the bosses there, their spawns stay in that area and do not return to the central mound, so you might not have to deal with them (at least not all of them). Especially useful when the Chest appears. To finish the quest (and dungeon) you do not have to kill the spawns. Susan 03:43, 15 January 2008 (UTC)
 * Yep, that's the same trick I always use.--Manassas 11:47, 29 January 2008 (UTC)

Beware of rolling rocks
I remember in my first trip falling prey to a lot of these traps, and since my sound often glitches while I am playing, I usually have no warning of impending doom waiting to roll over my team. I decided to see if I could come up with a path that minimized the amount of boulder encounters while still opening both pressure plate doors. The path shown encounters two sets of double boulder traps. The first is unavoidable, as it is situated right on top of the first gate. The second could potentially be avoided if you backtrack to the Mutant Ooze cave and cut across it (follow the green arrow on the map). This isn't necessarily the fastest way, but it is reasonably safe.
 * First of all, thank you whomever set the proper version of the image. I just attempted this in Hard Mode and found the path is only ideal in a few spots. It avoids some big mobs but has several of its own to contend with. Also the second set of boulders is unavoidable and even help to clear out some oozes. SarielV 14:24, 7 February 2008 (UTC)

HM troubles
I've done every dungeon in NM. I've vanquished every area in the game except Sacnoth Valley (haven't got around to it). I did Shards of Orr in HM this morning without much trouble (3 rays of judgment is fun there). However, I still can't come up with a build for doing this place in HM that doesn't involve ridiculous amounts of consumables. I've tried interrupt rangers and warriors, warders and nukers, whole-party healers, 3 healers, and other combinations of these. The earth oozes deliver devastating aoe damage (any two are enough to kill everyone when you're at ~60DP), while being too spread out to aoe interrupt well, as the warrior oozes all attack the same target, taking it down quickly, before moving on to the next. Meanwhile, volatile oozes seem to take a third to a half of anyone's health at a time (my heroes have about 540 health each). I tried using shelter, but it dies after 5 hits, which is pretty lame. And then they split when I'm about to be wiped and I have twice as many to deal with when I get back.

At this point I'd be willing to copy any 4 skill bars and hench recommendations. I am a ritualist. 76.84.1.234 00:37, 10 February 2008 (UTC)