Curious what the thoughts of the various guilds are regarding the freeing of the sleeper. Now, for those that don't know and for some reason haven't been keeping up with the way ST works, I'll fill ya in. There's 3 named golems in the zone, the Master of the Guard, the Progenitor and the Final Arbiter. These can drop 2 handed primal weapons or primal warswords, in addition to a ton of useless velious spells and the nice "Primal Avatar" (regeantless avatar) spell scroll for shaman. There's also 4 named dragons known as the Warders, who drop various Primal weapons and special Warder only loot. These warders have increasing difficulty, with the 4th being the hardest. The rotation slot for ST is clearing the first 3 warders and acquiring their loot, meaning the script isn't activated because the 4th remains alive. The zone is designed to protect an NPC known as the Sleeper, or "Kerafyrm" Freeing Kerafyrm (the destruction of the 4 warders) permanently removes the Warder dragons from the zone, increases the spawntime of the golems and adds the loot of a "Prismatic Scale" to npcs in the zone as an ultra rare.
The golems acquire some new, minor items, but the majority of primal drops and the warder only loot is removed from the server, most importantly the Primal battlehammers (the monk useable 1hbs that can be turned in for some statistically better 1hbs that proc avatar) no longer drop at all. Instead, the Prismatic scales that drop even less frequently than primal weapons off the golems can be turned, along with an ST key, to Melalafen in west wastes for some incredibly silly loot for the sacrifice made, all things considered. These rather badly coded and poorly done "scripts" take place once all 4 warders are dead at the same time.
That being said, here is what is acquired by waking the sleeper:
Less Primal Weapon drops, No warder specific loot, and a quest that yields sub par weaponry. This change is currently permanent, and is currently nonreversable. Mathmatically speaking, there is no "gain" for the one time event, merely losses. Thus, waking the sleeper is beneficial (to all known sources, disprove me with facts, not rumors) to nobody, and hurts anyone who has yet to see the zone. Ie, this act is essentially a hostile act by the guild who frees the sleeper, as it benefits them not.
An event, that while doesn't happen, is a good example of a comparative event, would be if killing Vulak permanently killed all of NToV off, yet Telk and Gozz spawned more often, and everything in the zone could potentially drop a quest piece that you have to turn in with a complete set of SS armor for a item on par with old world epics.
There you are, filled in on what freeing Kerafyrm brings the server. Now I'd like to hear your thoughts, because while it may be a high end encounter that only a few guilds will be capable of, it has permanent server impact, meaning it effects every guild on this forum.
My thoughts are that while killing the 4th warder when the others are dead wakes the sleeper, I see nothing wrong in killing him and leaving at least one other up, thus guilds can farm the 4th for his specific loot that drop nowhere else in the game and the sleeper remains asleep, enabling guilds to farm till their heart is content. Freeing the sleeper is imo an act of hostility against the entire server, and should be addressed as such. Damage with no benefit = hostility, as it has not been proven in any way that freeing Kerafyrm opens any worthwhile quests, zones, classes, races or abilities of any kind, it simply removes the best melee loot in the game.. from the game.
Oh, and GL with Ventani tonight Vindication =)