DoV/Drunder Heroic CLEARED!

Kannkor

Ogre
While it has technically been cleared by many of the top end raiders for a while, I'm talking 6 botting.

I have personally cleared every heroic instance. All 3 Drunder zones, all DoV zones, including HM Zek.

Most people know.. but I know I'll get questions.. so here are some common answers.

My group makeup:
SK, troub, coe, warlock, def, inq. My priests are always in full heal stance maximizing in healing. They do not DPS (which is clear from my parses in the parse thread).

Gear: Full x4 EM gear, with a few (2-4?) pieces of HM gear each. (HM gear is so close to EM, it hardly makes a difference).

Just keep farming gear, make pp, buy raid gear if you can't get raid alt gear from your real guild, and just keep farming. Every upgrade helps!
 
Grats man, that's awesome. What will you do now? ;) If given the choice between an equally geared illy/coercer, which would you rather have and why (curious)?
 

Kannkor

Ogre
Grats man, that's awesome. What will you do now? ;) If given the choice between an equally geared illy/coercer, which would you rather have and why (curious)?
I prefer coe's simply for the mana regen. With time warp I think Illys provide more to the group, but some fights that have very nasty mana drains, nothing replaces a coe. (If it happens only once, a mystics spirit tap is nice, which I lack).
 

bjcasey

ISX Specialist
Riding part of Kannkor's coat tails, I've now cleared all of original heroic DoV release content including HM Temple of Zek.

Drunder here I come!
 

bjcasey

ISX Specialist
Ignored them.. I think this latest nerf made it such a joke.
I did the same thing. I found a spot and just stayed there the whole fight. My mystic healed 80% of the damage and my templar was bored out of his mind. Next time i'm allowing my mystic to dps and let my templar get some action healing.
 

mamrono

Active Member
A script would be nice to have them all run there when 10s remanining and jump. Cause usually takes me a couple of trys with the damn possitioning of him, would certanly gimme more time to just worry about my tank and not the bots.
 

Kannkor

Ogre
A script would be nice to have them all run there when 10s remanining and jump. Cause usually takes me a couple of trys with the damn possitioning of him, would certanly gimme more time to just worry about my tank and not the bots.
I just stand everyone in 1 spot and don't move, I usually jump every 20 s or so.. which is WAY over kill.. but if I stop doing things I don't pay attention and 60s is gone!
 

bjcasey

ISX Specialist
I just stand everyone in 1 spot and don't move, I usually jump every 20 s or so.. which is WAY over kill.. but if I stop doing things I don't pay attention and 60s is gone!
It's because you get lazy with your stupid OP caster dps. You get really good at being aware of timers when you have to joust melee dps out. :halo:
 

mamrono

Active Member
Main reason i want it lol my brig is the one that do the most dmg with my troub so i wanna be able to joust in and out to make the fight go quicker but usually i beat it but takes me a long time.
 

Kannkor

Ogre
Main reason i want it lol my brig is the one that do the most dmg with my troub so i wanna be able to joust in and out to make the fight go quicker but usually i beat it but takes me a long time.
You girls and your jousting.. next time I'll joust in my troub just to show jousting is moot! :)
 

mamrono

Active Member
After SoE unerfed the rocks i havent been able to kill the idol, i see the rocks on the radar but only on the main when they drop 2 rocks at the same time on the grp i get fucked. If thers anything you might think you can do Kan please let me know.
 

Kannkor

Ogre
After SoE unerfed the rocks i havent been able to kill the idol, i see the rocks on the radar but only on the main when they drop 2 rocks at the same time on the grp i get fucked. If thers anything you might think you can do Kan please let me know.
Been too busy to work on it. I tried it once but ran into the same issue.. at around 50% the rocks were falling too fast.
 

Kannkor

Ogre
BACK ON TOP OF THE WORLD!

Just killed Idol HM again to confirm my supreme awesomeness. Code and details will be released with next update. Be warned.. it's a hell of a fight now... Have to be able to sustain around 300k DPS to win IMO.
 

Kevinshp

Well-Known Member
Ok guys have clears all of drunder. But stuck on first named in HM zek I get him to 50 adds come and then before I know it there are like 6 adds and I am dead. I think OT may be dps issue I have assassin dirge coercer so no big caster dps. With knock back my assassin can't stay behind mob and do his 150k dps nor can my dirge. Any help would be great. All toons are well geared em HM raid gear.

Thanks
 

mamrono

Active Member
CC, Crit chance and crit chance. You have to have at least 280cc on ur dudes. Use a banner is 14cc and there are 5cc pot of tactics then ul see they will melt.
 

bjcasey

ISX Specialist
CC, Crit chance and crit chance. You have to have at least 280cc on ur dudes. Use a banner is 14cc and there are 5cc pot of tactics then ul see they will melt.
This isn't true for me. I've spent the majority of 3 days working on this mob. Full EM with 2 pieces of HM. Cmit of 250+ and CChance of 280+ and my best attempt I got them down to 15% and 43% before I wiped. My dps at the end of that attempt was:

(06:24) Enraged Idol of Rallos Zek: 162276 Assassin-Shadow Step-288255
Assassin | 40% | 65392 | 0%
Coercer | 20% | 32522 | 0%
Guardian | 17% | 28585 | 1%
Dirge | 16% | 27373 | 1%
Mystic | 4% | 7418 | 55%
Templar | 0% | 986 | 39%

I can't sustain the 250k+ dps that is needed to end this fight in a decent amount of time.
 

mamrono

Active Member
This isn't true for me. I've spent the majority of 3 days working on this mob. Full EM with 2 pieces of HM. Cmit of 250+ and CChance of 280+ and my best attempt I got them down to 15% and 43% before I wiped. My dps at the end of that attempt was:

(06:24) Enraged Idol of Rallos Zek: 162276 Assassin-Shadow Step-288255
Assassin | 40% | 65392 | 0%
Coercer | 20% | 32522 | 0%
Guardian | 17% | 28585 | 1%
Dirge | 16% | 27373 | 1%
Mystic | 4% | 7418 | 55%
Templar | 0% | 986 | 39%

I can't sustain the 250k+ dps that is needed to end this fight in a decent amount of time.

I havent killed him either bud, but he is talking about the first name. I need to upgrade to ver 15 to kbe able to use kannkor's script.
 

Kannkor

Ogre
Ok guys have clears all of drunder. But stuck on first named in HM zek I get him to 50 adds come and then before I know it there are like 6 adds and I am dead. I think OT may be dps issue I have assassin dirge coercer so no big caster dps. With knock back my assassin can't stay behind mob and do his 150k dps nor can my dirge. Any help would be great. All toons are well geared em HM raid gear.

Thanks
So place him within melee range if you can't have people moving into melee range.

What I do is...
Set all my assists to someone other than my tank (I use my bard, for no reason other than it's not my tank). This way my tank can switch targets to maintain aggro when needed, and DPS continues on the named. You need to burn the named to dead before you get over whelmed with adds. You can probably sustain 3 sets of adds (6 total) for a while, but when you get the 4th set (8 total) it's probably going to be grim.
 

Kevinshp

Well-Known Member
I posted all the strats on the DoV heroic zones.
FYI:
AOE:
Strat: I go close to where the name is and there are 2 pillars i set my zerk on one side and the whole grp with DFCS on the other side "before the bump for KBs and range to tank" in the middle of the pillar. DPS name down you need 450kdps + for this guy throughout the fight you will get adds that memwipe, I burn the name down and usually end up with about 5 adds.

Ok saw the strat but what is "DFCS" Sorry for lameness.
 

Sunomi

Senior Member
FYI:
AOE:
Strat: I go close to where the name is and there are 2 pillars i set my zerk on one side and the whole grp with DFCS on the other side "before the bump for KBs and range to tank" in the middle of the pillar. DPS name down you need 450kdps + for this guy throughout the fight you will get adds that memwipe, I burn the name down and usually end up with about 5 adds.

Ok saw the strat but what is "DFCS" Sorry for lameness.
Don't Follow Camp Spot maybe? :D
 

Kevinshp

Well-Known Member
Thanks for the help guys. Zek hard mode cleared to ZEK Wiped on ZEK many times till i gave up. Can get both down to about 75% each then get killed by rocks knock back, etc. I guess hope" Kannkor has a script coming out to deal with rocks? " :)

I did find an easy way to kill second named. Just burn him before the curse wears off. Tried doing the curse rinse for a while then decided to try the full burn WINNING.:)
 

Kannkor

Ogre
Thanks for the help guys. Zek hard mode cleared to ZEK Wiped on ZEK many times till i gave up. Can get both down to about 75% each then get killed by rocks knock back, etc. I guess hope" Kannkor has a script coming out to deal with rocks? " :)

I did find an easy way to kill second named. Just burn him before the curse wears off. Tried doing the curse rinse for a while then decided to try the full burn WINNING.:)
uhh.. I already have a script to handle the rocks.

Grind options on, if you are facing them, to the right is a big pillar, turn camp spot on "near" it, then type in group "set up for idol".

If you want your tank to auto target the correct idol, in the CONSOLE type "ogre idol".

You burned 2nd namer before the curse went off? What was your DPS? 500-600k? Seems a little unlikely on HM. On EM it's a joke.
 

Kevinshp

Well-Known Member
uhh.. I already have a script to handle the rocks.

You burned 2nd namer before the curse went off? What was your DPS? 500-600k? Seems a little unlikely on HM. On EM it's a joke.
it was about 390 something and he went down in 46 sec
 

Kannkor

Ogre
it was about 390 something and he went down in 46 sec
Not buying it.
At 50 seconds I was doing 330k and had him to 65%. Either that was EM, you have some kind of debuff(s) that reduces his HP to half, you're doing 500k, or you're insane.
 

Kannkor

Ogre
it was about 390 something and he went down in 46 sec
I died and thought I'd try something different.
I was doing 450k DPS at 50 seconds in, and had him to about 40%. My parse dropped off quite a bit when I had to re-get the buff and he knocked me across the room :( None the less... the 390k and dead in 46s on HM not believable.

(01:42) 367984: Arch-Castigator Godahus the Zealous Warlock-Ethernere Chains-242829
Lock | 126149
Coe | 83288
SK | 69471
Troub | 64395
Def | 17310
Inq | 7371
 

Kevinshp

Well-Known Member
uhh.. I already have a script to handle the rocks.

Grind options on, if you are facing them, to the right is a big pillar, turn camp spot on "near" it, then type in group "set up for idol".

If you want your tank to auto target the correct idol, in the CONSOLE type "ogre idol".

You burned 2nd namer before the curse went off? What was your DPS? 500-600k? Seems a little unlikely on HM. On EM it's a joke.
not sure it can be done with a scout setup can't dps if the scouts can't move in
 

Kevinshp

Well-Known Member
I died and thought I'd try something different.
I was doing 450k DPS at 50 seconds in, and had him to about 40%. My parse dropped off quite a bit when I had to re-get the buff and he knocked me across the room :( None the less... the 390k and dead in 46s on HM not believable.

(01:42) 367984: Arch-Castigator Godahus the Zealous Warlock-Ethernere Chains-242829
Lock | 126149
Coe | 83288
SK | 69471
Troub | 64395
Def | 17310
Inq | 7371
(00:46) Arch-Castigator Godahus the Zealous: 432146 assissin-Shadow Step-359153
ass| 147456
dirge | 112107
guard | 61714
coer| 47936
inquz| 31472
mystic | 31462
 

bjcasey

ISX Specialist
It's the same instance. You set the difficulty inside the zone. Did you kill the first orc guy at the entrance or leave him up?
 

Kevinshp

Well-Known Member
It's the same instance. You set the difficulty inside the zone. Did you kill the first orc guy at the entrance or leave him up?
Really!!! NOOO WAYYY:)

LOL Yes I let him run set zone to HM struggled on the first named posted here to ask questions. Then killed him and went on to kill all. Just can't Kill Idol even with Kannkor's great script best I got him too was 45 and 35. I did make about 400 plat on the zone so far lol
 

mamrono

Active Member
Ok i changed my setup to SK, Troub(my main), Lock,Illy,Coercer and INQ. On the illy account i have my mystic for harder fights.

I wanted to see how much could i clear with 1 healer my inq is a freaking beast.
I cleared HM zek til Idol, Old X2 other than last guy and Manifestation for some reason she mem wipes and kills my healer or when the hand gets summoned kills my healer too.
Cleared all drunder zones and EoW other than bonewing.
I kill all of the above but Bonewing and Idol with 2 healers. Well i havent tried Idol in a while.
 

amyglyn

Active Member
I've got all velious easy mode stuff down except decorin bonewing.... Haven't touched HM TORZ because only one guy has the crit mit required at the moment. ;( Group is guard+necro+illy+troub+defiler+fury. Only the necro has x4 raid gear (though that will change very very soon, thankfully).

Just cannot seem to get decorin down, but I do get it to the split where I have three of them up. Always end up with a bad knockback at some point and we die...If only there was a way to easily spread everyone out in some sort of huge diamond pattern or something, lol. I think I just need more gear, though. He's really a large jump in difficulty from the tower of tactics final boss, heh--destroy that guy with no issues whatsoever.
 

Kevinshp

Well-Known Member
I've got all velious easy mode stuff down except decorin bonewing.... Haven't touched HM TORZ because only one guy has the crit mit required at the moment. ;( Group is guard+necro+illy+troub+defiler+fury. Only the necro has x4 raid gear (though that will change very very soon, thankfully).

Just cannot seem to get decorin down, but I do get it to the split where I have three of them up. Always end up with a bad knockback at some point and we die...If only there was a way to easily spread everyone out in some sort of huge diamond pattern or something, lol. I think I just need more gear, though. He's really a large jump in difficulty from the tower of tactics final boss, heh--destroy that guy with no issues whatsoever.
Are you using ogre? If so there is a scriped built in for this mob.
 

mistahmikey

Active Member
Well, what do you know? There is a bit of info about this in the release notes, albeit a bit cryptic. I made the mistake of thinking it would be described under the "Grind Options" topic. Silly me.

So, what does "MOAR LEFT... (You now start further on the left side)" actually mean? Do I position my team anywhere on the left side of the zone, type "/g set up for bonewing", and begin the fight? And is there anything special I must do during the fight?

I did devine from other posts that if I position my guys on the left side of the zone, set a default campspot, and start the fight, its seems that when the rift spawns and I move, my team moves with me automatically. But I did not do the /g command above. Does this add anything else?

As an aside, I have found this fight to be horribly bugged. When I kill the first bonewing, and next two spawn, and I kill one of them, the next two that are supposed to spawn almost never do. So I am left with one, I kill it, and nothing happens. Have had this happen about 8 times now. Anyone else experiencing this?
 

Kevinshp

Well-Known Member
Well, what do you know? There is a bit of info about this in the release notes, albeit a bit cryptic. I made the mistake of thinking it would be described under the "Grind Options" topic. Silly me.

So, what does "MOAR LEFT... (You now start further on the left side)" actually mean? Do I position my team anywhere on the left side of the zone, type "/g set up for bonewing", and begin the fight? And is there anything special I must do during the fight?

I did devine from other posts that if I position my guys on the left side of the zone, set a default campspot, and start the fight, its seems that when the rift spawns and I move, my team moves with me automatically. But I did not do the /g command above. Does this add anything else?

As an aside, I have found this fight to be horribly bugged. When I kill the first bonewing, and next two spawn, and I kill one of them, the next two that are supposed to spawn almost never do. So I am left with one, I kill it, and nothing happens. Have had this happen about 8 times now. Anyone else experiencing this?
yes just need to have grid options set not need to type a command. The zone is bugged but a little bird "Primalz" told me take auto loot option off of all toons from ogre and they split the way they are suposed to.
 

mistahmikey

Active Member
yes just need to have grid options set not need to type a command. The zone is bugged but a little bird "Primalz" told me take auto loot option off of all toons from ogre and they split the way they are suposed to.
So by "auto loot" do you mean the "Loot Corpses/Chests" option, the "Accept Loot" option, or both?
 

mistahmikey

Active Member
loot corpses/chests
Alrighty - that seemed to do the trick. Was able to finally defeat this encounter as a result, tyvm for sharing your birdie.

But...

How do you get to the area outside the fiery ring? Ran all over the area, could not find any entrances/portals.
 

Kevinshp

Well-Known Member
Alrighty - that seemed to do the trick. Was able to finally defeat this encounter as a result, tyvm for sharing your birdie.

But...

How do you get to the area outside the fiery ring? Ran all over the area, could not find any entrances/portals.
you mean exit to drunder? far left and back away from center near a rock is portal.
 

pz

Active Member
i suspect ogre is just looting the corpses before the script can trigger properly and perhaps a slight increase in ogre's loot function timer (wild theorizing) would alleviate the issue, but it might also lead to outcry about occasional bodies/chests being missed in other circumstances. i quit mentioning it cuz kannkor still doesn't believe me!
 

Kevinshp

Well-Known Member
[hr][/hr]
i suspect ogre is just looting the corpses before the script can trigger properly and perhaps a slight increase in ogre's loot function timer (wild theorizing) would alleviate the issue, but it might also lead to outcry about occasional bodies/chests being missed in other circumstances. I quit mentioning it cuz kannkor still doesn't believe me!
i am a beleiver!
 

mistahmikey

Active Member
you mean exit to drunder? far left and back away from center near a rock is portal.
If you are talking about the normal zone exit, of course I know about that :p

I was assuming that after defeating bonewing there would be access to new areas within the EoW zone - perhaps that is not the case?
 

Kannkor

Ogre
i suspect ogre is just looting the corpses before the script can trigger properly and perhaps a slight increase in ogre's loot function timer (wild theorizing) would alleviate the issue, but it might also lead to outcry about occasional bodies/chests being missed in other circumstances. i quit mentioning it cuz kannkor still doesn't believe me!
Wait.. what am I not believing?
 

Kannkor

Ogre
If you are talking about the normal zone exit, of course I know about that :p

I was assuming that after defeating bonewing there would be access to new areas within the EoW zone - perhaps that is not the case?
Bonewing is the last boss in that zone.
 

larrydoyle

Senior Member
On Bonewing, what is the bug that is creating 4 mobs instead of 2 after you kill the first one? I thought there was something about elemental detonation being an issue, and even fireseeds at some point, but I've made sure none of my toons has those on them. Yet, after killing first bonewing, I'm still getting 4 adds, and it's too many for my tank/healer setup. What am I doing wrong?
 

Kevinshp

Well-Known Member
On Bonewing, what is the bug that is creating 4 mobs instead of 2 after you kill the first one? I thought there was something about elemental detonation being an issue, and even fireseeds at some point, but I've made sure none of my toons has those on them. Yet, after killing first bonewing, I'm still getting 4 adds, and it's too many for my tank/healer setup. What am I doing wrong?
The adornment elemental detonation get rid of it!!!

It's technically not a bug just a mechanic of Ed and the way the mob gets devided.
 
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larrydoyle

Senior Member
On the last boss in TOT (WarMaster Packlasher), is there anything you can do to cut down the 2 big AOE damage hits? I breezed through the whole zone until this mob. I've never had any survivability issues with my team (usually DPS checks are the issue). I have a defiler missing only 2 HM pieces and all the best runes (can sustain 18k+ HPS), and a Templar in all EM gear with all the important good runes, and together they can't keep the non-plate folks up (Troub, Illy and Wiz). All those toons are in complete EM gear with at least 220+ CM, and ACT shows they are not getting critted. But every once in a while the big AOEs are putting 42-45K damage spikes on them, and they die. I've tried multiple positions, but it looks like those AOEs hit regardless of how far away the group is. Is there a way to joust the team out of the room for the AOEs? Can the AOEs be interrupted in some way? Would any specific banners help? Not a problem on DPS or anything other than just keeping the team alive at this point. All suggestions welcome!
 

Kannkor

Ogre
On the last boss in TOT (WarMaster Packlasher), is there anything you can do to cut down the 2 big AOE damage hits? I breezed through the whole zone until this mob. I've never had any survivability issues with my team (usually DPS checks are the issue). I have a defiler missing only 2 HM pieces and all the best runes (can sustain 18k+ HPS), and a Templar in all EM gear with all the important good runes, and together they can't keep the non-plate folks up (Troub, Illy and Wiz). All those toons are in complete EM gear with at least 220+ CM, and ACT shows they are not getting critted. But every once in a while the big AOEs are putting 42-45K damage spikes on them, and they die. I've tried multiple positions, but it looks like those AOEs hit regardless of how far away the group is. Is there a way to joust the team out of the room for the AOEs? Can the AOEs be interrupted in some way? Would any specific banners help? Not a problem on DPS or anything other than just keeping the team alive at this point. All suggestions welcome!
hmm..

This is where he ports to the center of the room, and adds come? I've never had an issue like this before, and I was the first one clearing it on my server... so unless it's bugged out since.
 

larrydoyle

Senior Member
Yes, he's an aviak and at about 80% (don't know if it's time based) he ports onto center platform, emotes "get'em boys" and 3 adds spawn. The adds don't have many HPs and can eeasily be taken down. However, according to the ACT logs, he has 2 big AOEs (think one was called "Spurned" or something). Each can hit for 40-50K base damage. I usually get 5-8K warded on the squishies, but that hit either kills them or takes them close to zero and some other smaller damage finishes them. The only thing "bugged" about the encounter is that the boss seems to rotate through the group in terms of focus once rooted, but does not seem to be directing any singular damage on anyone but my tank. It's the big AOEs that is killing them. I've read some SOE posts where people say this fight is about survivabilty (outgoing damage), but if a wizard in full EM gear and 40K HPs is getting one-shotted, that seems extreme for a heroic instance. I even switched up single wards to only go on the cloth wearers (defiler single ward, death ward, and templar repent) and just let the tank survive with group wards/heals. That prolonged the fight, but was still too many wipes. You also have to use campspot on the team, since there is a knockback effect from him. I've placed everyone close to him on the platform, and at max distance, and neither seems to help. Kannkor, your teams is so OP'd you rarely even have to stick to the scripting, so I have no doubt this was easy for you. I need some advice from someone whose team actually takes damage hehe.
 

Kannkor

Ogre
Yes, he's an aviak and at about 80% (don't know if it's time based) he ports onto center platform, emotes "get'em boys" and 3 adds spawn. The adds don't have many HPs and can eeasily be taken down. However, according to the ACT logs, he has 2 big AOEs (think one was called "Spurned" or something). Each can hit for 40-50K base damage. I usually get 5-8K warded on the squishies, but that hit either kills them or takes them close to zero and some other smaller damage finishes them. The only thing "bugged" about the encounter is that the boss seems to rotate through the group in terms of focus once rooted, but does not seem to be directing any singular damage on anyone but my tank. It's the big AOEs that is killing them. I've read some SOE posts where people say this fight is about survivabilty (outgoing damage), but if a wizard in full EM gear and 40K HPs is getting one-shotted, that seems extreme for a heroic instance. I even switched up single wards to only go on the cloth wearers (defiler single ward, death ward, and templar repent) and just let the tank survive with group wards/heals. That prolonged the fight, but was still too many wipes. You also have to use campspot on the team, since there is a knockback effect from him. I've placed everyone close to him on the platform, and at max distance, and neither seems to help. Kannkor, your teams is so OP'd you rarely even have to stick to the scripting, so I have no doubt this was easy for you. I need some advice from someone whose team actually takes damage hehe.
I put my tank in the center with him, and my group on one of those "pads" just behind him. It was a difficult fight the first time I did it (he's been nerfed quite a few times), but my only issue back then, was the amount of damage on the tank. Aside from that I can't really offer any advice.
 

mistahmikey

Active Member
You can mitigate his AE damage by fighting him down at the bottom of the ramp that leads into his area. I position my team down there and run up and pull him down. Usually one or two boars stay with me, and the rest pop down on my team, but do nothing until I get there. When I get there, I pull them all to the very back of the little circular platform (basically stand on the edge) and zoom my camera out to max so I can see everything that is coming down the ramp.

So you kill the boars until the Fiends spawn, target them immediately and kill them asap (there are 3, two with the same name, and one with a different name that is more powerful and should be killed first - sorry I can't recall the names atm.) Each wave rinse and repeat, until the boss joins the fray. Grab him and kill him, get the chest, and hold on for dear life as you kill the remaining 30 mobs (well, maybe a few less than that :)

Still not easy, but easier than fighting him in the room, in my experience.
 

macker0407

Active Member
You appear to be talking about Korok Hai, the final named in SS rather than Denya Packlasher, which is what larrydoyle is having trouble with.

Denya is a HP check. Your squishies pretty much all need to be 45k+ or they will die at least once during the fight. After that, make sure your healers are curing properly(if you let the elemental tick you're going to suffer).

Group setup may also play a part in what minimum HP you need. I run a defiler(Tribal Spirit and dog ae avoid spec) and a fury(myth on defiler boosts the wards pretty far, group HoT has a 2% damage reduction, hibernation is an automatic heal tick if anyone gets under 15% and Spirit of Druidism is a ~3k group ward that procs pretty often). 90% of the time I can do the fight with zero deaths, but sometimes things will align badly and a 45-50k AE will get through and wipe 3+ group members.
 

mistahmikey

Active Member
Oops, my bad. For the packlasher fight, I am unaware of any specific way to completely avoid the AEs, although, I have found that employing the following general tanking strategy seems to make things manageable for me:

1) Set your DCS in the center of the little circular area she spawns, and always keep her facing away from your group.

2) As she knocks you back, make sure you stay in the circle or get back in as quickly as possible. When you are outside the circle, she aggros your group members.

3) Be ready to pick up the adds as soon as they spawn. Immediately. I keep my view dialed out to the max so I can see the entire area, so it is easy to pick them up. When they spawn, throw up a buff that helps you weather the initial onslaught, particularly when the larger groups begin spawning towards the end of the fight.

4) Once she gets into the red, cascade your avoid/mitigation buffs and death prevents. The last few moments of the fight are very violent, so do anything you can to improve your survivability.

With the tank keeping aggro and not dying, the AE damage to the rest of my group has been, in my experience, less of an issue. That said, it still ain't easy to do; you really have to play the living daylights out of your tank to make it work.
 
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larrydoyle

Senior Member
Ok, found the toon where I had an extra elemental detonation adorned I had forgot about, so the mobs split on Bonewing just fine now.

However, I have a positioning question with the ogre scripting.

I start the group with campspot on the far left side of the zone. Originally, I would tank the mob(s) a bit farther left away from the group, and when the rifts came would move a bit and the group would "follow" as I dragged across the zone. However, eventually the rift would be placed where my tank was, which meant when I moved the tank, my group would move further left into the rift (where my tank had been stranding).

So, what is the correct position, relative to the group and their scripted movement, to tank? I tried to just tank right on top of the rest of my group, and that works ok for the first named, the split into 2 named, but then becomes a difficult healing situation when I have 3 of them directly on top of the group (for the mages). I have not tried tanking the named on a parallel track to the rest of the group like this:

Group --> moving across zone left to right

Tank ---> moving across zone left to right

Two other things .. what happens when/if you get to the right side of the zone and not everything is dead? I guess I don't completely understand the movement scripting logic for the camped group toons. And is there any easy way to target the final adds that spawn on the 3rd split (when you have 3 adds)? I think they all have the same name, and tab targeting (or mouse targeting) is messy due to all the stuff going on.

Appreciate the help. I think I can get this dead if I can just figure out how to make the positioning with the scripted movement work properly.
 
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