WE x2

davebob35

Member
Is it possible for one group to kill the trash in WE x2? Are there any trash drops worth taking the time to kill the trash in the zone? Thanks for the info. I have tried once to take my group in WEx2 but was not successful. Not sure if it was me or just not possible. Have mostly raid trash on my toons for armour, now need the belt, wrist, ears and such. Thanks for the info.
 

Cheesy

Well-Known Member
Can one group the zone easy enough with decent DPS. 3rd named needs roughly about 2.5 mil dps if you have no HP debuffs, managed to get away with 2.1mil with Brigand in group though. All the scripts are basically ignorable, first named just burn named, 2nd burn named, adds, named. 3rd = Burn 1 spider at start, then burn the rest that pop, burn named inbetween. 4th = Burn named + the random adds that pop (can AE dps them down, but they do stun, so easier to just set up auto target). 5th named can be done with 1 group, just have to kind of survive through a couple of curse 'fails'.

Last run I did with my 2nd sub-optimal group - 3rd named.

(13:00) Prime Temple-Blocker Grudk: 2666775 Assassin-Fatal Followup-2270822
Assassin | 802786
Brig | 556877
Monk | 465130
Dirge | 347958
Coercer | 297618
Defiler | 196406

Don't really need 2 healers for much in zone, last named is a bit iffy with 1 healer, but doable.

Heals:

(13:00) Prime Temple-Blocker Grudk:
Defiler | 10493.62

(15:17) Prime Necromunger Maxl:
Defiler | 8336.61
 

slam666

Active Member
I kill trash in Raidx4 zone with one group, so I guess you can kill trash easy in x2 zone with just one group.
 

Gorrok

Active Member
Most everything comes with an Extra twist.

Firstly the adds have extra abilities and hit alot harder, spiders do a knock up into the air.
Also the nameds have more HP/DPS but they either have an extra add or a curse added to them.

Have only looked around and not killed the first boss, but the adds were noticibly tougher.
Not sure the loot is going to be worth the effort.

One thing to mention about x2 is that the last boss drops a belt called "Rancor" ( \aITEM 1290790286 1714371436:Rancor\/a) and if you loot 2 of them you can merge them into a new item.
This can be done 4 times till you get an etherial (\aITEM 1015353601 1714371436:Rancor\/a) :).

As always Feldon has done it very well.
http://u.eq2wire.com/item/index/1290790286
 

Cheesy

Well-Known Member
Most everything comes with an Extra twist.
One thing to mention about x2 is that the last boss drops a belt called "Rancor" ( \aITEM 1290790286 1714371436:Rancor\/a) and if you loot 2 of them you can merge them into a new item.
This can be done 4 times till you get an etherial (\aITEM 1015353601 1714371436:Rancor\/a) :).
HM X2 is doable with 2 groups, its slightly more challenging, but for the most part I think all the coding is in there (Kannkor could confirm. 'Set up for name' is usually a good starting point)

Rancor drops in the EM version (Guaranteed drop, and HM drops another slightly better version with a Potency + Abil mod proc on it.)
 

Gorrok

Active Member
I had heard that HM version of x2 drops 192 items and they have a set bonus + a last name item that works a lot like Rancor but is a wrist item and 210 or something like that. If anyone has any info/strats please share
 

Kannkor

Ogre
Ok made my way in there tonight and wow the AE on the first boss is murder.
Still trying to figure out where to put the raid so they dont get wiped out.Anyone have any nuggets of information on some of the named in there?
3rd named requires 4.8m dps to beat the adds at the start.
 
any suggestions on taking down the x2 challenge mode with one group? the first name died but the second name seems to requires 2 toons moving away from the mob and that's not a problem except when the tank gets the curse. so is that the basic strat of the fight or is there something really simple that i'm missing?
 

Kannkor

Ogre
any suggestions on taking down the x2 challenge mode with one group? the first name died but the second name seems to requires 2 toons moving away from the mob and that's not a problem except when the tank gets the curse. so is that the basic strat of the fight or is there something really simple that i'm missing?
You don't have to move away when someone gets it, it just drains your mana and does some damage.

When I do it (with 2 groups) I only have 1 tank. If my tank gets it, I just eat it. However... 1/6 chance of it happening to my tank with 2 groups, vs 1/3 with it happening with 1 group.

At this stage in the game, I currently believe it impossible to complete the x2 HM with 1 group. I don't think any group can sustain the DPS required with the cure curses needed.
 

Gorrok

Active Member
Anyone happen to have some starts for the first guy?

finding the AE damage hard to deal with.
Guessing you have to tank the named facing the raid, with the tank in between to get maximum range and lower the AE damage?

But the knock back would make that very hard to control.

Any advice would be appreciated.
 

chinaco

Active Member
Anyone happen to have some starts for the first guy?

finding the AE damage hard to deal with.
Guessing you have to tank the named facing the raid, with the tank in between to get maximum range and lower the AE damage?

But the knock back would make that very hard to control.

Any advice would be appreciated.
Ive killed him a couple times with my meager group.

There is a deep crevice along the west wall in the first names room. After my tank pulls the mob i back up him into the crevice as far as he will go. I set all my other toons to move into melee range behind the mob. As soon as I can't back my tank up any further I set a campspot. The knockback won't effect the tank and your other toons should just run back to their spot when they get knocked back. That's pretty much it.

My group is mostly in T2 Drinal armor/weaps and doenst parse much more than 1.5m on a dummy. SK-Inq-Bst-Dirge-Coe-Myst

I haven't killed the 2nd named yet so if you make it past him I would love to know what strategy worked for you.
 

Gorrok

Active Member
Ive killed him a couple times with my meager group.

There is a deep crevice along the west wall in the first names room. After my tank pulls the mob i back up him into the crevice as far as he will go. I set all my other toons to move into melee range behind the mob. As soon as I can't back my tank up any further I set a campspot. The knockback won't effect the tank and your other toons should just run back to their spot when they get knocked back. That's pretty much it.

My group is mostly in T2 Drinal armor/weaps and doenst parse much more than 1.5m on a dummy. SK-Inq-Bst-Dirge-Coe-Myst

I haven't killed the 2nd named yet so if you make it past him I would love to know what strategy worked for you.
Just want to make sure that this is the Challenge mode strats ?
Because the AE is the killer there for my 2 groups.
 

Kannkor

Ogre
Just want to make sure that this is the Challenge mode strats ?
Because the AE is the killer there for my 2 groups.
With Ogrebot:

In the room before Kradon
Campspot everyone (including tank)
set up for kradon

You want to keep him as far away as possible (this finds out if you know how to place a mob or not, cause it's tricky!).

For your tank, when he gets 'knocked back' he'll inch up the pillar a tiny bit, just move him back down 1 step, and he'll never ever get knocked back.
 

Gorrok

Active Member
With Ogrebot:

In the room before Kradon
Campspot everyone (including tank)
set up for kradon

You want to keep him as far away as possible (this finds out if you know how to place a mob or not, cause it's tricky!).

For your tank, when he gets 'knocked back' he'll inch up the pillar a tiny bit, just move him back down 1 step, and he'll never ever get knocked back.
Cant wait to give it a go :)
Thanks alot.
Pitty that it will be about 2 weeks before i am back home at my Bot Army :)
 

Luclore

Well-Known Member
Ran thru there today for essentially the first time (X2 HM). On the Kradon fight, that fighter camp spot is very tricky, as you say. When the adds come it seems as though they can KB as well and depending on who the tank is targeting its almost impossible to not have to constantly reposition. Nice challenge though.

Also, on occassion, when a non-tank gets the curse/sonic vision and jousts out, they will not joust back to camp spot. Not sure if its something on our end, but it did happen fairly regularly so we had to manually move them during the rest of the fight.

Finally, if anyone other than a tank gets agro and pulls the named, he resets.

Any other advice Kannkor? :)
 

Kannkor

Ogre
Ran thru there today for essentially the first time (X2 HM). On the Kradon fight, that fighter camp spot is very tricky, as you say. When the adds come it seems as though they can KB as well and depending on who the tank is targeting its almost impossible to not have to constantly reposition. Nice challenge though.

Also, on occassion, when a non-tank gets the curse/sonic vision and jousts out, they will not joust back to camp spot. Not sure if its something on our end, but it did happen fairly regularly so we had to manually move them during the rest of the fight.

Finally, if anyone other than a tank gets agro and pulls the named, he resets.

Any other advice Kannkor? :)
Once I get him into the spot, and keep my tank there, I usually don't get knocked back.

I've never had a person run to the curse spot, then not return... are you jousting in? That would cause them to be too far away to not joust back to their campspot.

Don't lose agro :p
 

Luclore

Well-Known Member
Once I get him into the spot, and keep my tank there, I usually don't get knocked back.

I've never had a person run to the curse spot, then not return... are you jousting in? That would cause them to be too far away to not joust back to their campspot.

Don't lose agro :p
Went in there again, this time with 1 tank. As another poster indicated, I enlarged my tank via a cloak. This seemed to help with the KB's, however I still had to deal with it several times. For whatever reason (experience maybe? :) ) he was a lot easier. Got him down on the second or third pull. Had no issue with others not running back to campspot after curse.

So Kannkor, thanks. The coding is working as intended :)
 

Luclore

Well-Known Member
Is the 3rd namer the same strats as EM just, you know, harder? We are pushing 5m+ dps and he still absorbs an add at the beginning and then we get blown up.

Anything else to the fight?
 

Kannkor

Ogre
Is the 3rd namer the same strats as EM just, you know, harder? We are pushing 5m+ dps and he still absorbs an add at the beginning and then we get blown up.

Anything else to the fight?
Nope exact same.

You should only need 4.8m at the start of the fight to complete the adds.

Make sure you kill the 2 original ones first, before working on the newly spawned add.

Also, you can work some AE magic in there too, for example, kill the first add to 50%, switch to the second, when it hits 10% switch back to the 50% one (which should be 15% also). When they are both around 7% switch to the new one and let AEs finish them. This will save you a lot of time.
The percent's I used are merely examples, you'll have to see what works for you. If you try to AE them down too much, he will absorb them before you kill them. That's how I did it when my DPS was on the lighter side.
 

Luclore

Well-Known Member
Nope exact same.

You should only need 4.8m at the start of the fight to complete the adds.

Make sure you kill the 2 original ones first, before working on the newly spawned add.

Also, you can work some AE magic in there too, for example, kill the first add to 50%, switch to the second, when it hits 10% switch back to the 50% one (which should be 15% also). When they are both around 7% switch to the new one and let AEs finish them. This will save you a lot of time.
The percent's I used are merely examples, you'll have to see what works for you. If you try to AE them down too much, he will absorb them before you kill them. That's how I did it when my DPS was on the lighter side.
Thanks sir. What kinda dps you pushing on this mob now? Just curious....
 

munrobst

Member
I'm currently stuck on this 3rd name in Challenge mode. My dps seems okay to burn the spiders down but my healers are getting hit with 'Will of the Great Devourer' and then shortly after my second group is getting blown up. Any one know if there is a way to prevent getting hit with that or a way to cure it. Group one is running Inquis Mystic and group 2 is Inquis Warden.
 

Kannkor

Ogre
I'm currently stuck on this 3rd name in Challenge mode. My dps seems okay to burn the spiders down but my healers are getting hit with 'Will of the Great Devourer' and then shortly after my second group is getting blown up. Any one know if there is a way to prevent getting hit with that or a way to cure it. Group one is running Inquis Mystic and group 2 is Inquis Warden.
I believe there are 3 curses, which prevent you from casting. They go on Tanks (or person tanking? I've only ever did it with 1 tank) and priests. It's been a while, but I seem to recall the detriment you are talking about being a stun. So if it hits both of your priests, and you don't have any stun immunities (IE: war runes), then you are probably going to die.

Examine the detriment next time to get more information. The curses, you just have to deal with because they are recast quicker than the reuse.
 

Eyedea

Active Member
I believe there are 3 curses, which prevent you from casting. They go on Tanks (or person tanking? I've only ever did it with 1 tank) and priests. It's been a while, but I seem to recall the detriment you are talking about being a stun. So if it hits both of your priests, and you don't have any stun immunities (IE: war runes), then you are probably going to die.

Examine the detriment next time to get more information. The curses, you just have to deal with because they are recast quicker than the reuse.
I just have cure curse set up for priest only on that fight.
 

Kannkor

Ogre
I just have cure curse set up for priest only on that fight.
Keep in mind the curse on the tank reduces healing by 90%. Which is probably fine if your priests aren't locked down.. but just something to keep in mind if your tank starts dying.
 

Eyedea

Active Member
Keep in mind the curse on the tank reduces healing by 90%. Which is probably fine if your priests aren't locked down.. but just something to keep in mind if your tank starts dying.
If you're not getting hit its not an issue ;)
 

munrobst

Member
Setting cure curse to healers only did the trick. The curse he puts on tank to reduce healing by 90% was easy to deal with compared to having healers locked down. Thanks all!
 

bumpy

Active Member
Any insight into what stops the brutal aoe on the first mob. i think i have the dps and the resists to stand in there, but fighting it like the EM version, i can get halfway thru and half the team just goes splat, not seeing a condition to pop aoe prevents on.
 

fl0pster

Active Member
correct me if im wrong but im pretty sure a fail condition is hit if you dont dps the adds fast enough...
 

Kannkor

Ogre
correct me if im wrong but im pretty sure a fail condition is hit if you dont dps the adds fast enough...
I don't think so..

I've never killed the adds on the first named, and I seem to remember back in the day having like 20+ adds at a time.

Use ACT to see what you are dying from, you'd get much more useful information than the rest of us guessing what is killing you.
 

Eyedea

Active Member
I don't think so..

I've never killed the adds on the first named, and I seem to remember back in the day having like 20+ adds at a time.

Use ACT to see what you are dying from, you'd get much more useful information than the rest of us guessing what is killing you.
I never touch the adds in EM or CM...
 

munrobst

Member
First named has a rough AoE in Challenge mode. In a mix of EM/Hm gear my guys get wasted by it if they're too close. I camp spot both groups right in front of the first "statue" you see by the named and then pull the named back toward where I entered the rooms so he is 22 meters away. It's not the fastest kill from that far away but at least everone lives. Pick up the adds when they come and then focus back on the named. I've done it both ways of not killing adds and killing them. Just make sure your guys are 22 meters away from you and the named and you should be good.
 

amyglyn

Active Member
First named has a rough AoE in Challenge mode. In a mix of EM/Hm gear my guys get wasted by it if they're too close. I camp spot both groups right in front of the first "statue" you see by the named and then pull the named back toward where I entered the rooms so he is 22 meters away. It's not the fastest kill from that far away but at least everone lives. Pick up the adds when they come and then focus back on the named. I've done it both ways of not killing adds and killing them. Just make sure your guys are 22 meters away from you and the named and you should be good.
That's what I do as well just very slightly different. I make the guys follow really really closely. Then I hit equilibrium/tshell and run everyone over to the spike (or statue i guess) that is the *farthest* away from the named. Then I hold them there run the tank over to the one closest to where the named starts, and camp spot everyone. The reason I don't do the opposite is i've had guys get knocked into the terrain and stuck on the one far away from where he starts. I'd rather a ranged guy gets stuck (doesn't matter they can still see the boss and such) than my tank. That glitchiness might not happen to you though, ugh, I hate knockbacks combined w/weird terrain. Always manage to have someone get stuck. I then use auto target for the adds. I don't kill them on EM though. I dunno if killing them on HM is really needed or not, but I figure why not. The auto target makes sure the tank grabs them as soon as they pop anyway, instead of them running to the groups.

I can't currently kill the 2nd named in there though because my group2 is super undergeared (some are still wearing some of the 75 stat pieces from heroic char creation, no lie lol don't judge me I'm workin' on 'em!)

Based on my discussions with others, even raid geared people seem to stay ranged on this fight, as you are saying. Maybe some uber geared people don't, I dunno.
 
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