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Old 09-28-2009, 03:32 PM  
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Default 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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Old 02-07-2010, 01:50 PM  
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Default Re: Kurn's Tower Raid

Anyone have pathing problems with Despair/Betrayal? We try to set them up on the bridges, with the tank towards the outside rooms, and the rest of the raid force in the central room so the dpsers can clear their stifles easily.

But it's happening fairly frequently where at least one of the mobs will fall through the floor- and I'm talking well before they even get to the bridge - a good 5-10 meters inside their own room still. So we have to sit there for a few seconds until they fly back up and kill a random healer or whatever before the tank can get agro back. It's very frustrating.

Also there are two aspects of this fight I didn't read in any strat or write-up. It seems like periodically during the fight, the mobs port back to a random room and have to be re-pulled. Not only is this an annoying interruption - but it causes the previously mentioned "fall through the floor" problems all over again. Furthermore, it seems like one mob keeps completely resetting his health, we'll have him down to about 80% and then he's at 99% again in the blink of an eye.

Are these problems due to the two mobs being too far apart in health? I didn't read about either of these abilities, so maybe other guilds just do a better job of evening out the dps. /shrug, this fight feels like something we should be rolling over, but we've been stuck on it a few nights now and it's really pissing me off.
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Old 02-08-2010, 07:08 AM  
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Default 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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Old 02-08-2010, 09:30 AM  
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Default 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.
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Old 02-08-2010, 01:07 PM  
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Default Re: Kurn's Tower Raid

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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Old 02-08-2010, 01:28 PM  
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Originally Posted by Venamun View Post
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.
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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Old 02-08-2010, 06:23 PM  
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Default Re: Kurn's Tower Raid

We tend to dual tank them and split the raid dps by group, with one per group to switch off if hp gets too far apart. Dual tanking makes it easier to keep people from dying because of the mem wipe/below the floor issue. It works decently, since we usually have our OT take care of whatever adds get through on Ione and he can dps pretty well.
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Old 02-10-2010, 10:11 PM  
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Default 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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Old 02-11-2010, 08:32 AM  
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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.
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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Old 02-12-2010, 04:46 PM  
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Default Re: Kurn's Tower Raid

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Originally Posted by Ballads View Post
Thinks its 3 MELEE attacks to remove the stifle, so make sure mages understand they will have to melee.
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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