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Old 06-20-2008, 03:25 PM  
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Default Re: Runnyeye 2.0

I was knocked halfway across the room when i stole aggro (brigand) and died due to gas. But eh...
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Old 06-20-2008, 04:00 PM  
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Default Re: Runnyeye 2.0

For the wind King, works great for us to stand in a tent. We always use the one with no sand, but there's probably no reason for it. Using the tent with no sand was my idea because of his emote about liking the sand between his toes. But now I think that emote is just telling us he wont leave his room. Sometimes the tank can't get the mob turned, and half of my DPS goes out the window, but thats better than getting thrown across the room. I haven't been able to figure out anything to lessen the aoe damage he does. Its heat and either crushing or piercing, but when i maxed out my heat resist, it didn't seem to help. You just need 2 healers to heal through it.

For stinkbomb, once we figured out to run up his platform, we've had no problems (other than people who can't seem to make it up there on the first pull). Last run, I even got feared into the gas, and was able to make it back up and cure myself before dying. I think one of the healers pointed out the fear was curable, just not sure if we can cure it off ourselves. Positioning is tough on that one too. Tank is afraid to move him so I can get his back.

On the eyepoker, I think its better to target through the tank so when he gets his eyes poked out on the pull, aggro doesn't bounce around.

I'm pretty sure slamhammer can be stifled or stunned or something to keep him from calling the adds. Somehow we keep managing to miss some of the adds. I've been on runs where there were between 0 and 3 waves, but usually we get 1 or 2.

I like the zone. I disagree that its all about tanking and spanking. Maybe if you're VP geared, and your group can pull off 50k dps, but then what group zone is going to be a challenge for players like that? It was fun to figure it out.

Some people are talking about a golden beetle. Where does it hide when it spawns? Is it in the room with the other beetles?


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Old 06-20-2008, 05:31 PM  
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Default Re: Runnyeye 2.0

I've tried Siltsea a number of times now, and the closest I've gotten is down to 20%. During that particular fight it felt like something was wrong because it was rather easy, but then the AEs came in rapid order and took out our casters before the healer could even react to it.

I'm not 100% sure what is behind the AE but sometimes we get hit with it over and over again in quick fashion, which we can't heal our way out of. It seems like there is a timing to it that makes a big difference.
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Old 06-20-2008, 06:25 PM  
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Default Re: Runnyeye 2.0

Quote:
Originally Posted by Jamesray View Post
I've tried Siltsea a number of times now, and the closest I've gotten is down to 20%. During that particular fight it felt like something was wrong because it was rather easy, but then the AEs came in rapid order and took out our casters before the healer could even react to it.

I'm not 100% sure what is behind the AE but sometimes we get hit with it over and over again in quick fashion, which we can't heal our way out of. It seems like there is a timing to it that makes a big difference.

I'm tell'n ya pull to the little tunnel... Have everyone wedge there backs to the tunnel wall then loot him.
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Old 06-20-2008, 07:36 PM  
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Default Re: Runnyeye 2.0

The tunnel does work. He is, however, just as killable in his alcove. If you're tight enough to the wall, you actually hit a bit of a lip on the wall and aren't knocked up much at all.
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Old 06-20-2008, 08:01 PM  
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Default Re: Runnyeye 2.0

what lvl should you be for the zone as dps
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Old 06-20-2008, 09:38 PM  
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Default Re: Runnyeye 2.0

Even at 79, some of the names will be orange and tough to hit. I only know this because I mentored a 79 last night. Sorry, dont remember the actual levels. I tend to just look at colors.


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Old 06-21-2008, 09:12 AM  
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Default Re: Runnyeye 2.0

The golden scarab is in the room full of scarabs. At least he was there for us. gave us a nice 7p.

For Slamhammer, we had problems there with a tank in leg gear. We pet pulled the named as far away as we could (the room before the corridor that leads to him). That way, you have a few more seconds before the hammers reach you (they pop at where Slam stands before pull).

I've done the epix2 without mezzer today. It was quite easy IF Usla cannot cast the debuff, and the backstabber is rooted. Otherwise I'd prolly open up with max dps on the adds to blow them down in a few seconds. It's highly recommended to kill the warding add (blabla the Dirty) because he can ward for a lot... 160k when we killled him. I think we were lucky that the warlock got the heat debuff on pull... if it hits the tank, it's doubtful if you can cure him fast enough to prevent insta kill.
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Old 06-21-2008, 10:15 PM  
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Default Re: Runnyeye 2.0

anyone else noticed that the melee hit rate on this zone standing on 60-70% tops even with 500 melee skills?
Or maybe that the avarage dps against mobs in this zone is like 25% less than normal zones? and the resist rates are god damn annoying!
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Old 06-22-2008, 03:49 AM  
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Default Re: Runnyeye 2.0

zone is fun as is.

Have ran it every day since release.
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