Originally Posted By: Oglock with permission for Burke's Realm & Elite Web Gamers:
DP Info -By Oglock. <In his own words>

Race ------/ breath and info

*Swamp ---/ single target poison bolt. (weak, but builds up)
*Moor ----/ fire immolation, no breath (no breath means they walk to attack always. Dmg is up to 300ish ea hit on legendaries. Less on the younger dragons)
*Bog ------/ breathe acid, area. (can deal a lot of dmg. Remember acid shield chanted! NMH helps)
*Mire -----/ breathe earthquake! Chance of fumble and stun up to 2 rounds! (Extremly dangerous. Keep an eye on /room for who get stunned. Dragon also bites hard)

Age: (the older, the harder)
Hatchling, Young Dragon, Dragon, Elder, Legendary

Recommended for hunting DP:
Wiz: 2 RoE, 1 AoI. Some go for 1 RoE at lvl 1k (8k hps). Helm: Mage Hat or whatever is preferred. EB is a must.
Warrior: 2 RoE, AoC. 2 Square weapons recommended, HoK / Magic Helmet for key fights.
If a 3rd warrior: use 3 square weapon (wrath, OE, Gram etc) Dragons don't retaliate on 3 square (or more) weapons. - Or, share the dmg and use a 2 square weapon.
The gear itself is not the most important; it's the tactics that matters.

Parts of Dragon Pit are doable with 2 toons, but 3 or more is preferred. I started doing DP with a 1k AIEW, 1k ASGW(2end) but not also use a ASHA. Starting in DP you will die a lot, until you had training. It's a good idea to go to the swamp and train on dragons there. Get to know them, and get to know how they act, and DP will get easier in time.

This MM is based on using 3 toons, AIEW, ASGW, ASHA. (AIEW leads, ASGW 2nd, and ASHA 3rd)

Generel Info:

First rounds:
Use wiz to freeze. ASHA freezes also if needed. If the group consist of 4 or more, also have the giant try. Note that an ASGW freeze only last 3-5 rounds (refreeze with AIEW/ASHA if needed).
If there's several dragons in the fight, always freeze Moor dragons. Since they have no breath they always walk towards you. Others who can breathe, might breathe first round, which gives you the opportunity to freeze them 2 round.
Each round start, it's a good idea to use guard on the ASHA (or whatever 3rd toon you are using) since that will allow the toon to get full attacks. The main tank can spend the first round cursing, and still get all his attacks thanks to retaliation.

Its not a bad idea to kill the youngest / easiest dragons first. Even hatchlings can bite through a invul shield quick!. Its also a good idea to take care of the hardest races first (mire!)

Breaking freezes:
It is ofcourse important not to break freezes. So be very carefull about using throwing dagger and no area spells that aren't controlled like SandStorm.
A good way to break a freeze and engage in combat with a new dragon is to have wizard DV dragon, and main tank cast (firecurse, def or invul self). Main tank still gets all attacks thanks to retaliation as mention. Any 3rd or more warrior types just hit guard.

Magic Helmet: Use it mainly for fighting named. Its also useful against big groups. Sometimes you can freeze most of big groups since some might breathe first round and you get a 2nd freeze round. It can be a good idea to equip Magic Helmet and later reequip to HoK/HoP for better attack during a combat when the situation is under control.

Spells:
EB is a must. Keep invul on warrior. DV is good to have, its the spell that does the most dmg to dragons.
Don't bother wasting to much time cursing each dragon. Defenselessness is good, but not even needed on all.

Other info:
To buy time, the warrior can also use Cold Snap first round. He might freeze a few for 0-2 rounds and buy time for wiz to renew freeze. (personally I only use cold snap in hatchery).
If youre group is made of 2 toons, the giant can also use magic helmet, and go into combat with no weapon equipped. Then teleport to far corner first round. On 2nd round he teleports back in front of wiz, while wiz freeze another dragon. Rinse and repeat till enough is frozen, then equip weapon.

If theres to many dragons to use freeze, then use magic helmet, and teleport to far corner. Its limited how many can attack at once on warrior here. If movement is right, usually max 3 can reach him, sometimes 4 depending how they move. If a group of 4 is attacked, freeze one, then teleport to corner.

Detailed info on specific fights:

Library:
To reach library, go left at crossroads. Be carefull of the mire fights on the way.
The 2 named can be killed easy using a magic helmet, or with training, a HoK for more dmg output.

Hatchery:
To reach hatchery, go right at crossroads. Once you reach the 4 named, they are grouped with 8 hatchlings. One of each race here, and the mire is ofcourse extremely hard.
There are many tactics here. If you only have 2 toons, have the warrior equip magic helmet and combat teleport to far corner. Warrior invuls each round while wiz EB. Each fight will take aprox 30 mins this way!
Having 3 or more toons, you can still have warrior teleport to far corner. You can also stand and take the beating, in that case, have youre maintank cast coldsnap, the wizard multiblade and guard other warriors so they don't miss out on attacks.
The general idea is to get the hatchlings killed first, then curse and kill the named. Some use fafnir fang on the named, pushing it away leaving hatchlings free to get killed.
Sandstorm / multiblade is a good spell to use to kill them. If you have a 3rd. warrior have him take care of hatchlings.
Alternativly, you can "soften" the groups, by having a warrior HoZ the fights a few times, wounding most of the hatchlings. Make sure to have another warrior who can carry all equip that can be dropped outside. This tactic is extremely dangerous, as you might loose items!

Slime fights (path towards hatchery and Fafnir) :
You might consider having the warrior wear Magic Helmet. Slimes can do lot of dmg.
Have both wiz and warrior do mass berserk. Don't waste time "blessing" the slimes with flame grasp etc. It takes to much time contra the time it saves in the fight.
Let the Wizard do Multiblade when enough is zerked.

Thieves fights towards Fafnir:
Use Fear. The thieves with short swords lifedrain a ton of hps and makes the fight very hard/long. Alternativly fumble them if something goes wrong.

4 Legendarie Mires towards Fafnir:
A few real hard fights towards Fafnir, amoung others, the 4 leg. Mires.
Freeze as many as you can, pray they don't quake to much. If you have a toon with BoB's it's a good idea to have him use EB as he has least chance of getting stunned.

Fafnir fight:
The hardest fight in game! You need atleast 3 toons and that's minimum.
If you have MFF use that, and hope some flee. And use freeze as well.
Doing faf 3 toons, I use Extend before entering with my giant and Asha.
I write the hps down of each guard and typically have the wiz freeze one, and asha/giant try the other one. If lucky, both freeze. If not, one might freeze. Make note of wich one. Once you are dead, make sure the none-frozen guard gets cure poison and healed up (cast heal/cure on it!) jump ASAP again and all 3 freeze the non frozen one.
Refreeze with wiz as needed. I usually start refreeze when its been around 4-6 rounds (freeze does last atleast 11 rounds, but they can resist). Giant uses magic helmet ofcourse, and the 3rd toon mostly EB/Invul. When all curses are done (do acid as the first curse, since guards breathe acid doing up to 10k dmg to Fafnir!), the the 3rd toon can help deal damage while wiz do EB/Invul. Make sure freeze dont run out!

Once Faf is dead, take guards one at a time. They are Bogs so can only get Def curse.

Authors note:
You are welcome to MM me with youre tactics, ideas, questions and so on.
You are also welcome to MM or Tell me if you have questions.
~~~Oglock
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Burke, out...