I'm just curious, how many people have beaten Icy Crevasse on level, solo or duo? I'm having a hard time doing it solo, and even at 46 duo, both bosses have 17k!!?? Also it seems like you fight 8 mobs at a time for counter attacks and even pulls with the very large Skirmish aggro range.
Just wondering if other people were encountering similar difficulties, or I am alone in this
This is definitely the most challenging solo skirmish, from my experience, and I find it exciting (I hope they don't nerf it like they did Ruingalad ). On solo tier 1, I'm able to beat it handily with my setup, though if I end up positioning oddly, things can get close (I try to get the mobs on my tank while on the green vent). Also noticed that the aggro range is much larger than world aggro ranges or in other skirmishes.
I just did it today as a tier 1 duo with a friend, though, and we got our butts handed back to us twice in the final boss room. Ouch. We agreed not to do that again anytime soon unless we were feeling particularly masochistic.
I did it solo Tier 3 on my warden with my sage. Boss was easy (first try) but the couter attacks were very hard, and I wiped twice during them.
I did it also duo tier 3, rk + champion. And it was the opposite : trash was easy but the boss was very hard. We succeeded on the third attempt but we were often close to death.
I can understand that it would be very hard/impossible to do tier 3 for some classes, but I like that they gave us a skirmish with more challenge !
Leonydoc Poingdépice ~ Waden 85 ~ Sirannon[FR]
Celenyx Ashenstar ~ Hunter 85 ~~ Proud members of ~~
Narnyel Ashenstar ~ Runekeeper 85 ~ Guardians of the Argonath ~
I do think they should adjust the mob density down by 1 on the counter attacks. 2 Hale monsters instead of 3. 1.5 weak monsters for every hale that's replaced (rounded up). And disallow the mobs to have their wolves (at least when they first attack)!
That way you're only fighting back against at most 4 monsters including the lieutenant, 2 of which should always be easy to dispose of.
I tried it today with my lv 75 new MoNF traited Lore-Master, never tried that line before, so I wanted to try it out. My toon hasn't skirmed in AGES. My lv 75 main hasn't decent gear yet and the herbalist wasn't really leveled. Big OUCH, but FUN.
I got as far as the boss fight and as long as the boss doesn't get near to you you're fine. You need to kite the sorcerer, I had my eagle attacking him and you don't have to face the monster when you heal yourself.
First try, I almost got it. I think I won't have big problems with it once I figure out the positioning and level my lv 20-ish herbalist to lv 75.
A friend and I did IC duo shortly after RoI came out; yes, the duo version has been nerfed. We managed to complete it with no issue that time (the floating mob shields really add to the lag, wth?). I really enjoyed the solo on-level T1 IC/AD, though I haven't run them recently at all since RoI broke my soldier pathing. But I will report the duo nerf happened, and once soldier pathing is fixed, I may try to solo IC/AD in duo mode.
I tried it around level 42 or so with my warden. Most of it was somewhat easy(a few counter-attacks with the daywalker berserker were tough) and the encounters i had were cake. When i got to the bosses, i managed to get them both down to about 1/2 morale before dying. I had an archer soldier who died very early in the fight, however and could probably complete it with an herbalist or something. Definitely one of the tougher ones for me, i breeze through all others easily enough.
It probably would have helped if it didn't take me until the boss fight to notice the vents.
I ran it solo Tier I last night at 75, curious to see how it had changed post ROI. Got through without a death, but it felt slightly tougher at 75 than it had at 65. Needed to use cooldowns the last counterattack with a death monger who wouldn't come anywhere near a vent. Boss fight isn't that bad, but did feel a bit more challenging than it had at 65. Still sort of a fun run, though if I want quick SMs will stick with Rift and Dannenglor...
Now I wonder how many groups managed to complete the RAID version
We tried with the kin and after several wipes made it to the boss. Best we managed was past 2nd wave, where we got scorched by rather funny cocktail of LTs, which consisted of something like Leech warden, Frigid Squall and Tempest of Flame But that was just bad luck with random numbers generator. The boss is damn hard even if you have an idea about the strategy. One missed mezz and you're all instakilled. I am still unsure about specific strategy though.
Many philosophical problems are caused by such things as the simple inability to shut up.
We do it almost weekly in 12man group on T1 to farm the pocket item for example.
At first we wiped also, but after 1 evening of practise we do it now in the first try. Nothing much of a challange any more.
THough it is one of the harde instances atm. But still to easy in my opinion.
Sinnergy - //- Yock Orkzeport "Nothing ventured, nothing gained"
High Council of the "Legion der Freunde" raid alliance
We do it almost weekly in 12man group on T1 to farm the pocket item for example.
At first we wiped also, but after 1 evening of practise we do it now in the first try. Nothing much of a challange any more.
THough it is one of the harde instances atm. But still to easy in my opinion.
I have been there only once and it was with pug group and it was kinda chaotic. Can you explain the mechanics of the final fight and tactics for it?
So basically it's just a mechanic that is useless and just creates huge, blocking video junk to make things harder to see. Who uses crowd control in a skirmish?
So basically it's just a mechanic that is useless and just creates huge, blocking video junk to make things harder to see. Who uses crowd control in a skirmish?
This one's actually a good one to use it in, as mezzing the boss will prevent him from using his Winter Winds attack or whatever it was.
Speaking of which, that attack was hitting me for about 6k yesterday. How do you stop him from doing that when you have to kill him?
So basically it's just a mechanic that is useless and just creates huge, blocking video junk to make things harder to see. Who uses crowd control in a skirmish?
This is a weird question. Attitude like this is part of the reason why pugs fail :P No offence meant though
Specifically in this skirmish, if you fail to mezz the boss once, you're dog meat. The nuke is much worse than those from Tempest of Flame and his brothers back before the tact mitigation bugfix was in place
Many philosophical problems are caused by such things as the simple inability to shut up.
This is a weird question. Attitude like this is part of the reason why pugs fail :P No offence meant though
Specifically in this skirmish, if you fail to mezz the boss once, you're dog meat. The nuke is much worse than those from Tempest of Flame and his brothers back before the tact mitigation bugfix was in place
I agree. I failed in a lot of runs in pug/kin on this till we figured/understood things. We are yet to take it down; but yeah keeping him locked down till you kill adds is important. Even if he wakes up once and put a red shield on his location or somewhere its going to be difficult to pull him out and mez again. His AoEs are nasty; very nasty.
I've done this both solo on my 75 LM, MoNF traited and in a raid, same traits. Just about understanding the pulls, lieutanents, eating food and buffing and what not. T1 as well; T2 would be maniacal, T3 suicide.
I just did this today with my Level 49 hunter and my protector solo. I did it a couple of times at L48 and L49. Level 49 was much more difficult. I had to use the ideas posted above to position the two bosses on the vents. Before using that strategy, I died about 5 times during the boss final fight. Yes, I had to use buffs and pots for sure.
This skirmish just need a little different aproach than others. Thats why I like it. With LM I have to actualy use some CC at coutnerattacks - Roots and dazes and its fine. With warden I run in restlessness and if I get in trouble I retreat back to the healing vents and literelly spam heals until at 100% morale again. With burg i usually sacrifice my Herbalist (he has survivability traits so he actually can live for suriprisingly long) and kill 1 after anothen from position - or for extra safety I trait blue traits and spam some dazes and stuns. My champ has it really easy as he just popps a bubble rans into counterattack and alls dead while the bubble lasts.
The end can be easily done by some burst dps - few secs and boss has green morale and runs back. Or you can kite them, or spam CC or self-heal on healing vents...
Instance finder just picked this one today so my champion strolled in l85 with hytbold berserker gear.
First mobs were easy and encounter was then announced... Mahti was there and champ rushed in to get the medallions.
After matter of seconds champ was wiped lol herbalist run away and retreat was it. OK i tought it was just bad luck and went to try again... nope again Mahti slammed 2k 3k 1k 2k champ dead... >:| I tryed 5 times and one time with all cooldowns popped almoust got him... but I missed one heal and died... OK then I went on and left Mahti roam there and close to the end second encounter sabrecat was announced... I killed three smaller ones with ease and along came big cat and slammed my champ without me even getting him under 30k... I just went to the end after that and last boss felt like nothing after those encounters.
Im going to return try those encounters after getting my hytbold blue gear and see if I can then take those down or not...
I don't find this skirmish more difficult than other ones. Recently I'm running it daily for +700 rep with Lossoth of Forochel, all runs on-level mid and high 40 character level, T2. I'm a champ running in fervour, switching to glory or ardour if I make a mistake and aggro a bit too much mobs. I came prepared with regen, +vitality food and racial Dwarf-endurance boost. And to be honest, I find the boss fight much easier than some regular fights with multiple mobs when progressing towards the final cave.
Am I the only one who thinks duo and solo is a piece of cake compared to the raid, I have solo this on t3 on my champion. The hunter doesn't have the survivable as it used.
“A single dream is more powerful than a thousand realities.” -J.R.R. Tolkien 85 Loot Goodies
Tier I of this skirm on both solo and duo is very easy. Tier II is a little challenging on solo, but still easy for duo. An exception on solo is when you get a Blood Rook right on the last counterattack before the boss - there are no readily accessible vents and its attack power with full Forochel buff +5 mobs is breathtaking. It's not a problem on duo, though - my companion can draw the Blood Rook away from the mobs while I keep their attention.
Ideally, you can draw the enemies on the vent while staying off, but that can be very tricky, and not always possible since ranged mobs are pretty frequent. If you have an herbalist, it's really better to do all your fighting on the vent if you're having problems, since your incoming heals are greatly increased too, and staying put means your herbalist will, too, keeping her healing increased.
This used to be the hardest skirm for me, but now the hardest has become Attack at Dawn. The mob count there seems to be higher than anywhere else on solo, and the constant stunning effect of the trolls can be quite problematic. There are times in that skirm where I know I would not survive without an herbalist.
But then again, the dragon in Storm on Methedras hit me for ~3,800 damage yesterday, solo Tier I, with a single hit - dropped from ~5200 to ~1400 morale instantly. That was fun. :P