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09-28-2009, 03:32 PM
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Lil Newbie
Character: Arvashi
Guild: Order of the White Rose
Server: Mistmoore
Posts: 1
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Re: Kurn's Tower Raid
Is there a reason you have to stand on the grates? Also, what causes the mana drain? Is everyone supposed to stick together, including MT or how should positioning be handled?
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02-08-2010, 07:08 AM
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Regular
Character: Searle
Guild: Ascend
Server: Runnyeye
Posts: 478
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Re: Kurn's Tower Raid
Pathing is screwy on pull and when they teleport - not a lot you can do except try and grab 'em both any way you can.
Sounds like you're making too much of the encounter though - just have one tank grab everything and tank in the centre.
Keep mobs within 10% HP of eachother or they heal.
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02-08-2010, 09:30 AM
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Only You can prevent a Forum Fire
Character: Burnttoast/Baconram
Guild: NPU
Server: Guk/Vox
Posts: 1,830
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Re: Kurn's Tower Raid
Yeah, stand in the middle one tank on both. Keep health with in 20% so have 1 MA and switch targets every 10%. Have the tank wiggle the mob back and forth and sometimes they come back up. You can usually still attack them even if they are below the geometry. When they port back to their rooms, they only have a chance to memwipe. So target them both as soon as they do and see who they are on heading back to you. Have tank target and attempt reacquire aggro on them early as they path in, deaggro's by the targeted person are useful if those are up. Sometimes only 1 memwipes and its pretty easy to reacquire but if both do you better hope your tank can ae them back.
Reason to tank them together is to make removing the stifle easy (by attacking the one that removes it.) Thinks its 3 MELEE attacks to remove the stifle, so make sure mages understand they will have to melee. On a side note these 2 are not 1 encounter so make sure both receive debuffs.
__________________
The dark of the alley,The break of the day,Head while I'm driving
I'm driving
Soft lips are open,Them knuckles are pale,Feels like you're dying
You're dying
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02-08-2010, 01:28 PM
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Regular
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Re: Kurn's Tower Raid
Quote:
Originally Posted by Venamun
Thank you very much Searle and Ballads - that info is quite helpful. I guess my final question would be: what exactly is the effect they put on themselves when in close proximity? Not knowing what it is, we've been avoiding it and thus going with the split tanking on bridge approach.
Please keep in mind we are a bit on the scrubby side and if that buff is something that requires mega-dps to burn through, that probably isn't an option for us. I can usually put together a decent 12 man crew - everyone is mythed, 180-200 AAs, most (if not all) T3 armour, and a smattering of T4 (forearms/boots only), but we're just not the kind of guild that can field a team of T4/Avatar loots. Will the buff be a problem for us, or just something that prolongs the fight another minute or three?
Thanks again.
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I dont think they buff each other, its just that each has a ae dot, and keeping the together just puts both dots on everyone. This event is a total pita for most groups, if you dont have an overwhelming amount of gear or time, its just not worth the effort.
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02-10-2010, 10:11 PM
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Visitor
Character: Waste
Guild: TEMPEST
Server: Lucan D'lere
Posts: 36
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Re: Kurn's Tower Raid
Dont have the examine up but the buff is pretty mean, something like 20-25% strikethrough, 500% more divine damage on their autoattacks and a bunch of other less important stuff. We've had a tank in partly t3/t4 tank em both without problem, this was with strong healers tho but i suggest you give it a try and see how it goes. Im also pretty sure the dots have nothing to do with their proximity, they'll always use em.
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02-11-2010, 08:32 AM
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Regular
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Re: Kurn's Tower Raid
Quote:
Originally Posted by Waste00
Dont have the examine up but the buff is pretty mean, something like 20-25% strikethrough, 500% more divine damage on their autoattacks and a bunch of other less important stuff. We've had a tank in partly t3/t4 tank em both without problem, this was with strong healers tho but i suggest you give it a try and see how it goes. Im also pretty sure the dots have nothing to do with their proximity, they'll always use em.
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They always do them, but the range on them means if you space the mobs out, you only have one at a time. If you tank them together, you get both ~
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02-12-2010, 04:46 PM
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Regular
Character: Searle
Guild: Ascend
Server: Runnyeye
Posts: 478
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Re: Kurn's Tower Raid
Quote:
Originally Posted by Ballads
Thinks its 3 MELEE attacks to remove the stifle, so make sure mages understand they will have to melee.
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I'm not sure this is 100% correct...
AFAIK there are three types of stifles - you need to autoattack one of the mobs to cure it from yourself, if it isn't cured within a couple of attacks, try the other mob. i.e. one type of stifle is cured by autoattacking one of 'em, the other type of stifle is cured by autoattacking the other one.
The third I'm not sure can be cured, but doesn't last long.
Anyway, as I say don't quote me but I think that's right.
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