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Old 06-19-2008, 11:34 PM  
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Default Re: Runnyeye 2.0

Tank Siltsea in the tunnle that enters his room. put your backs to the wall and loot. No tornado things or ae's.. very easy encounter.
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Old 06-20-2008, 01:54 AM  
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Default Re: Runnyeye 2.0

Tried that.. he knock-backed our tank and that broke the encounter because the tunnel is right at his encounter radius limit.
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Old 06-20-2008, 09:16 AM  
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Default Re: Runnyeye 2.0

Hmm odd.. we tanked him 1/2 in his little tunnel last night with 0 issues... not even a knock back because we wedged our back into the tunnel wall.
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Old 06-20-2008, 09:44 AM  
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Default Re: Runnyeye 2.0

Did this zone last night for the first time was Guard, Dirge, Troub, Brigand, Mystic, Inquiz. Died twice on the X2 and the rest of the zone blew through it, like it was CoA. I do like the idea you can make a straight shot to Slam and the X2 and backtrack the rest of the zone. We got lvl 72 dirge / troub master (maybe 73) and the healer fabled off last X2.
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Old 06-20-2008, 10:24 AM  
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Default Re: Runnyeye 2.0

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Originally Posted by Ealthina View Post
Hmm odd.. we tanked him 1/2 in his little tunnel last night with 0 issues... not even a knock back because we wedged our back into the tunnel wall.
That was prolly our down fall.. we were all in the adjacent room from Siltsea, and the tank pulled him right into the middle of the tunnel.. i'm sure if he would have put his back into the side of the tunnel it would have turned out better. I will inform him next time. Thanks for the info .
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Old 06-20-2008, 12:55 PM  
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Default Re: Runnyeye 2.0

We tanked Siltsea in a tent, on the sand; the AOEs did take a bit of health off everyone, but myself (temp) and warden were able to stay ahead of it. Has anyone determined if any of the vendor-sold items in zone are of any use, against the named or otherwise?

Our problem area was Mr. Fartsack - he kept booting the tank out of the room and breaking the encounter. Is there a better spot to tank him than wedged against a pillar with the rest of group just outside the room? We weren't able to avoid knockbacks if we tanked him on his platform... fall down, choke, die.
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Old 06-20-2008, 01:47 PM  
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Default Re: Runnyeye 2.0

There are no knockbacks from the gas boss afaik. Just a fear aoe. Crouching and walking can get rid of that, kinda.

So what is the matter with the x2 if you don't have a mezzer and you are not raid-geared? First thing is that you apparently cannot root all the adds at the same time on pull. We tried with a warden and a warlock AE-rooting the adds simultaneously, never got all 4 rooted. One of them debuffs heat so madly, it's pure luck if a healer is fast enough to cure it... and without, the next heat attack is an insta kill. I think a bard suggested/hinted at charming one of the adds... hmm...

I am aware I'll get the usual responses like "l2p" and "then u suck", but RE2 is much harder than COA. Most mobs have AOE autoattack (2-4k), being able to kick a mage into yellow health with one hit if they stand too close, let alone their AOE CAs (6k dmg on a shaman?). Due to the goblins running through walls, a bad pull equals a wipe since they kill the healers before the tank can even target the adds. Or was SOE so funny as to make Runnyeye2 harder on Runnyeye for shits and giggles?
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Old 06-20-2008, 02:09 PM  
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Default Re: Runnyeye 2.0

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Originally Posted by Demosthenes View Post
We tanked Siltsea in a tent, on the sand; the AOEs did take a bit of health off everyone, but myself (temp) and warden were able to stay ahead of it. Has anyone determined if any of the vendor-sold items in zone are of any use, against the named or otherwise?

Our problem area was Mr. Fartsack - he kept booting the tank out of the room and breaking the encounter. Is there a better spot to tank him than wedged against a pillar with the rest of group just outside the room? We weren't able to avoid knockbacks if we tanked him on his platform... fall down, choke, die.

When we fought Kanar (Fartstick) We tried to pull him to the corner of his room. We were not ready for his fear and we ran into the gas.

The next time all of the group but me (a ranger) ran up his tower and hit walk and crouch. The tank was not positioned properly and when the fear hit he walked off the tower into the gas.

The third time we did the same thing, but with the tank in a good spot so he would fear and walk away from the tower edge. With that under control the fight was simple.

As a ranger i found it better to just get in one of the "nooks" of his room and drop DPS from afar. The gas only spawns in the center part of his rooms and the edges are safe. The fear will hit you, but with walk/crouch you'll never get into it. The top of that tower is just too small to crowd everyone on IMO.

Knockbacks did not seem to happen... or they were not causeing enough of a problem for the tank to say anything. I was too far from the mob to really tell if he used knockback. I was under the impression its only an AE fear.
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Old 06-20-2008, 02:47 PM  
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Default Re: Runnyeye 2.0

We died 3x on fartsack then we pulled him and fought him on the mound of dirt at the bottom of his little stand. Have all your folks crowd around him as it a small area anyways so staying on the mound is important. have tank put his back to the pillar so he does not get booted. If you have a cleric have Sanctuary up on pull. We only got the initial fear of pull which Sanct took care off and IIRC no knock backs (at least that I was effected by) with the entire group on the dirt mound under him.
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Old 06-20-2008, 03:00 PM  
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Default Re: Runnyeye 2.0

He does have a knockback. First fight I had it twice. Tbh I havent seen it since the first fight, tho I switched to tanking on top of the tower and wedging myself.
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