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Old 06-18-2008, 01:43 PM  
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Default Re: Runnyeye 2.0

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Originally Posted by Thundaarr View Post
Did this instance last night.. didn't really have to try to use any control effects (IE mez, root, or charm) on anything until the epic x 2 at the very end. The epic x 2 mob it is HIGHLY recommended to have a chanter, or someone who can do an encounter root, imo. Will make that fight much easier

We didn't end up needing one. Had to hop off my Monk though and onto my Dirge who actually has a few, very seldom used and often neglected spells that did the trick just fine.
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Old 06-18-2008, 01:52 PM  
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Default Re: Runnyeye 2.0

Quick question.

Anyone know if Slamhammer's adds can be avoided all together or are they a necessary evil to the fight (eg. burn thru them)?
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Old 06-18-2008, 02:00 PM  
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Default Re: Runnyeye 2.0

Vainamoinen,

Just hold all your groups blue AE's until they pop. We noticed them at 66, 50, and 33% but I've only run it once so I can't say for sure if it's a timed thing or a % based thing.
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Old 06-18-2008, 03:32 PM  
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Default Re: Runnyeye 2.0

Unfortunately I was the only blue AE'er. I could lock them down nice and easy but they gave the healer(s) fits. I think it is a timed thing, btw. As we could get him deep into the yellow before the first set arrived and then they came on another pull while he was in the green and we were testing the range on his AoE.

The reason I ask if they can be prevented is that he would do his "You cannot harm me with that" emote (or whatever), let his AoE go, disarm and then the adds would come - except they didn't always come. So either the 2 are "mutually exclusive" and only sometimes coincide or there is some method of prevention that we lucked out on a couple of times.
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Old 06-18-2008, 03:40 PM  
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Default Re: Runnyeye 2.0

Maybe got some lucky stuns like the first named in maiden's you can kill without ever getting ported if you time it right.
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Old 06-18-2008, 03:55 PM  
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Default Re: Runnyeye 2.0

We down the instance with SK, warden, defiler, swash, illu and coercer.
But only ornate
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Old 06-18-2008, 05:34 PM  
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Default Re: Runnyeye 2.0

The adds on Slam come at health increments. The first wave was 75 or 66, not sure but the other 2 sets we were ready for and dealt with them easily. The disarm thing caught us off guard the first pull, he disarmed my shield and sword at the same time lol. That was a little painful with all the adds beating on me. Upside my crush went up on that encounter! Since the mayong hammer never dropped once for us I haven't had one forever and a day.
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Old 06-18-2008, 05:42 PM  
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Default Re: Runnyeye 2.0

The Golden Scarab dropped 6 and some plat last eve, prolly rare, only been there twice yet...
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Old 06-18-2008, 08:09 PM  
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Default Re: Runnyeye 2.0

Did the zone last night with Guard, Fury, Templar, Conj (75), Dirge (77), Swash. Died a few times on bad pulls, died once on Sand temest named, twice on gassy gas named. Trash dropped a bunch of ornate for us, all named did as well. Last named dropped a nice fabled jewelry piece.

Have to say I am a little dissapointed in how simple mobs are in zone. After RoK instances, I expected a ring event or 2, as well as nameds that needed to be "figured out", like Maidens for example. But every mob in new RE is tank-n-spank, just need to figure the pull spot. The only difficulty comes from how hard mobs hit and tank's ability to bodypull.

So far new RE is T8's version on Nek3, minus lore, minus atmosphere, and minus puzzles.
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Old 06-19-2008, 12:07 PM  
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Default Re: Runnyeye 2.0

Not a bad zone. Got the Golden Scarab. I've gotten from 6 plat to 8 plat from this guy. He's not always up in every instance and he isn't trackable. First run was decent. Had 2 guild groups going through at the same time. In my group, we ran it in an hour and 35 mins (1st time) got a high 70's master and a Fabled scout cloak from Slamhammer. The other group got 2 lvl 72 masters and a 79 master. Ran it 2 other times, got a high 70's master and a 73 master. There is decent loot to be had out of there. I've yet to see a steel chest from the last guy, but by doing 3 runs a day, I'm sure I will.

And yes, once you learn the zone, there are rooms you won't even bother clearing and some rooms you'll only clear the doorway areas and leave half the room full. Last night, we cleared it in under an hour. Had 41 minutes of fight time.
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