Hello everyone. Inspired by a past thread of mine called BG Factual Information, I have decided to share detailed information regarding pulls, mobs, mechanics and full strategies on how you and your raiding group can complete ToO T2C before the release of RoR. There has been much complaint of the difficulty of T2C particularly in Fire and Frost and Saruman. Due to the close release date of RoR I am going to skip trash pulls for now and give details on each particular boss fight. Later, if requested I will edit this post to explain any issues with trash pulls.
***Note*** All views below are from personal experience on multiple classes and are my views and strategies alone. There are multiple other ways of accomplishing these boss fights, however I am here to explain the fight and give you one strategy to attempt.
FIRE and Frost
At the moment the only way that appears possible to complete this challenge is to do it in a high DPS manner and the spawning of multiple grims. Explained:
Why high DPS??? Simple answer. Rage. Every 30 seconds starting from the moment of boss agro each giant will gain 1 rage. Additionally if you do not burn the bubble they place on themselves or remove all of the corruptions on each boss rage will be raised by 1. If a giant reaches a high rage of 12+ your entire group will be one-shot.
Why spawn extra grims??? Simple answer. To lower rage. Each grim you kill of the opposite type on a giant will lower his rage by 1 point. Example: If you kill a frost grim under the fire giant who currently has 2 rage his rage will lower to 1.
Through detailed testing of DPS values and rage mechanics we have learned that 2:30 to 2:59 is the most suitable time for a 12 man raid to accomplish your task of challenge mode. Why 2:59? At 30 seconds the giants will be at 1 rage. At 1 minute they will be at 2 rage. At 2:59 seconds they will be at 5 rage if no grims have been killed. So how many grims do we need to spawn to counter 5 rage? 5!. No, wrong. Because the first grim you kill (the fire grim) is beside both bosses while it lowers the rage to 0 as needed for the frost boss it is a negative rage effect for the fire, or in this case positive +1 rage effect on the fire giant. Thus we need 6, not 5 frost grims!
If you experience problems in killing giant #1 in under 60 seconds I would highly recommend using 3 burgs.
Watch this video and keep it open in a separate tab as I explain step by step. http://www.youtube.com/watch?v=LpIwBiq5MLg This was our first kill and by no means perfect, only one I FRAPsd.
A little information before we begin, what the giants say:
The frost courses through my veins: A frost grim is spawning (Guard kites them away ASAP)
The fire burns within me: A fire grim is spawning (Hunters and LM kill it)
The shadow consumes me: A shadow grim is spawning (Guardian fray the edge it out of group)
My power buids: Corruptions (need to removed on the giant that said it.)
The ancients shield me: (Bubble needs to be burned on the boss that said it.)
Important additional information
Turn off all special effects options in UI settings half way down this will prevent lag when mass grims spawn.
This fight is easy to reset guardians run into the corner of the gate and jump forwards, all other players avoid the gate.
CD's can be popped as you run in as they reset!
Corruption Removal
The way to set up corruption removal and your raid group is to.
Put all melee in minstrels group for extra damage on boss and less chance of hunters pulling agro.
Champ in the main guards group to dumb agro
To remove corruptions: I assigned each fellowship of my raid 1 boss to remove corruptions on and it is always the same.
Burg fellowship remove on the main target as your marks are already on, no need to add a trick. (Crisiant)
Hunter fellowship dazing blow off boss (Usgaren) and merc shot main boss in case of a miss.
Minstrel help on the off target as needed.
Keep this simple and call it out like : "Remove corruptions on main target (burg group) as soon as you see Crisiant: "My power builds." Remove corruptions on off target (hunter group) as soon as you see Usgaren: "My power builds."
Phase 1
Watch the video and then look at the screenshot. The second the fight starts the second guard will move the fire boss at a 90 degree angle to frost boss. This make it so only 1 fire grim spawns on the guard because he is the only one facing this giant. Notice all the melee in-front of the frost boss. This is to spawn 6 grims in-front of this boss. You WILL need to pop cooldowns to accomplish surviving the grim spawn as it is a mssive amount of AOE damage. Have your ranged stay back temporarily, burgs pop touch and go, champ bubbles, fellows, in harms way last stand the whole shabang. IWLS for captains must be up BEFORE the grims spawn.
Phase 2
Watch the video then to 60 seconds.
The guardian will do the following: After bringing the boss at a 90 degree angle he will pop sprint, traited warriors heart for block event, then when the grims spawn litany and sheild taunt as he pulls them out of the group in sprint and begins kiting around the room. At 60 seconds he will bring the grims close to the boss as they are ready to be killed. Make sure they are close enough to lower rage, but also make sure they aren't so close they are AOE damaging your raid!!!
The main guardian will engaged the fire boss off of the grim kiter as he passes by securing agro on both bosses.
The hunters and LM will do the following: When the grims spawns they will select the solo fire grim and CC/kill by the 30 second timer mark. Only kill at it after 30 seconds!! If you kill it too early it will not lower rage as at 29 seconds rage is still 0 value. This lowers rage on frost boss to 0 until 59.9 seconds (your kill mark to get it dead at 0 rage). After the grim is dead hunters will go all out on the boss for the remainder of 60 seconds.
The captains will do the following: At 34 seconds when the hunters are done with their grim throw the first oathies to 45 seconds, remove corruptions and throw the second oathies right after (47-57 seconds).
The burgs: Pure DPS and marks on the giant.
Phase 3:
Watch the remainder of the video from 1 min to 3 min.
Once the first giant falls with 0 rage at 55-59 seconds you will need to put your marks on the second giant and burn its bubble quickly. Any further corruptions on it will need to be removed and bubbles will need to be burnt.
Guardian tanking the frost grims will use shield stuns to help with question marks.
Hunters will DPS and cc frost grims.
Everyone else get the boss to low health.
Now. Be careful here, you have are on a time limit, but you do have time to go slow on the grims, if you kill too many grims you will remove too much rage too fast and you will fail. At 2:20 make sure you still have at least 2 frost grims healthy around the last question mark. Do NOT kill them yet. At 2:30 the leader can say this: "Kill all frost grims now". Once they are all dead and you identify you have enough time to kill the boss before 2:59 you say: "Kill the giant".
This fight entails popping of CD's, luck in not getting resists but overall once you get it you realize it really isn't that hard! Try it out work your way step by step as each class knows what to do. You will get it!
LIGHTNING
Last edited by YesMaam; Jul 24 2012 at 03:55 PM.
Yelk ~ DieHard ~ The Warlord - Shock and Awe. You will fear me.
Before I even begin discussing ways to kill Saruman lets talk about challenge. The challenge is to kill it in a timely manner, but also with 0 deaths. Nobody can die at any time for the duration of the fight. To do this you have to be fast and efficient and DPS, careful where you stand and what kind of gear you are equipping, the traits you slot and so forth. For my raid group I set a minimum morale level of 10k. Nobody in the raid can be under 10k morale. I am not going to go into each classes way of doing this, I'm sure you can figure that out on your own. Acquire 10k morale with high mitigation values while maintaining high mastery rating. The video linked below will be the basis of my guideline in the final stage (the most important stage). http://www.youtube.com/watch?v=7GSLY...=youtube_gdata
Important things to know
Never stand in-front of a lightning add. They have a massive distributed attack that could one-shot you depending on health.
Be aware of who has agro on the Venom adds. They apply 1-2 several thousand every few second bleeds that will obliterate most.
Do not worry about who has a shadow add hitting them, they do literally no damage.
Fire and Frost adds are irrelevant but must be tanked by the guard and kept away from the raid.
Lightning adds apply an eye to you which on expiration will knock you off the cliff unless you are standing against a wall, in the middle of the room or facing the proper direction.
Venom adds apply over-heal to the target which you need to heal to get rid of, large amounts of damage.
Saruman spawns shadow clouds, the acid clouds are not to be worried about. He will say: "Choke and die on my noxious fumes". He will look in the direction that he is casting it.
Saruman has a high damaging single target attack that will always devastate.
Saruman has a high damaging aoe attack with any target close to the one he selected.
You must move and stay out of shadow clouds.
Green acid clouds are only to be worried about if stacked to 3. 1 or 2 is not a problem.
Failure to hit the rings after each round on-time or in proper order will result in a fail.
Do not go to the middle of the room you will get silenced.
Take any pots for fear/disease/poison/wound that you will get during stage 3-5.
The raid group
2x Captain
2x Hunter
2x Burglar
1x Champion
1x Loremaster
2x Minstrel
1x Guardian
1x Runekeeper
Stage 1:
The strategy that I have based this entire fight off of is using 1 guardian. It is slightly radical to some strategies but we have found 1 guardian easier and far more effective. Each round the guardian will grab agro of the frost and lightning instantly. One burglar will mez the fire, the LM will mez the venom just like in the last phase. This gives the guardian time to grab the fire and keep those 3 away from the rest of the raid on his own side of the room. I have guardian tanking spot separated away from the raid at all times.
The rings:
Give the lightning ring to the LM. He will give it to the primary hunter for inductions and use his ring to finish off the venom each round.
Give the fire ring to the minstrel. He will buff the secondary hunter.
Give the shadow ring to primary captain. He will apply corruption to the venom each round and remove it at t3 to tank it. (Upon application of the corruption on the mezed venom it will take 20 seconds it will hit tier 3 at which point you will remove for max damage and agro)
Give the frost to primary burg. He will reset adaptation and re-mez a shadow.
Give the acid ring to a secondary captain. He has the time and focus to use it.
After each round of Saruman adds have been dealt with you will need to go to your ring spot and watch carefully as Saruman does a display of colors in order over his head. I would recommend writing these down. If you call them out, only call them out after you have seen each separate color click his ring in his spot. Failure to do the right order constantly will make you fail.
Stage 1 is very straight forward. No puddles, No pots. Kill the shadow, have the captain remove corruption and tank venom. Go kill the 3 on the guardian, the lightning first. The most important piece of advice I can give you for Saruman challenge is watch were the lightning is. ALWAYS stand behind it and watch out when the guard moves out of a shadow puddle you aren't left behind. You will fail. This message is for burgs mostly.
Stage 1-4 is the same kill order. Shadow. Venom. Lightning. Frost. Fire.
Stage 2
Similar to stage 1 with new environmental effects and introduction to purple puddles.
Stage 3
Similar to stage 2 with Saruman active using the above listed and effects that will need to be potted.
Stage 4
Similar to stage 3 but with acid puddles.
Stage 5: 10 Saruman adds. All effects of stage 4.
We originally attempted Saruman for a few nights with 2 guardians while killing shadow first. 2 Guardians leave room for 4 DPS classes. We found that the more acid dots and over-heals there were the more impossible it was. This led us to one focus: Get rid of the venom's first. I did this by A)Improving DPS and B) Creating a stable tanking region. C) Developing an idea of how to tank the venom with no champ or second tank. As you can see in the video we did the following.
Loremaster mez the venom on the left facing the cliff.
Secondary burglar mez the 2 fires.
Primary burglar mez the 2 shadows.
Guardian agro lightning and frost then pick up mezed fires, take up tanking position with LM debuff on mobs and rk healing support.
First oathies on right venom with burg lock down stun and captain bubble on the tanker if he gets a venom dot.
The primary captain places the shadow corruption on the mezed venom and as we finish killing the first venom he removes t3 corruption on the left venom to tank it. Second oathies on the second venom.
The primary burg had mezed both shadows for 40 seconds. When they wake up he resets adaptation on the farthest one and interrupts the second shadow while we kill the second venom.
After the second venom is dead both shadows are awake. The secondary burg interrupts the close shadow we kill and primary interrupts the far one that is now awake. Once the close shadow is dead all dps on final shadow.
After these 4 are dead ranked dps and maintain melee position killing lightning.
Make sure that nobody enters the tanks domain until all 4 of these are dead and you are under control! This is a very basic strategy DPS heavy as you can see our video is 9 minutes long. Try it out, mez the targets blow up the 2 venoms, keep the shadows from interrupting and you are home free with the last 6! Goodluck.
You can hear me talking in vent in the video for the kills describing exactly what I just wrote in chat.
Last edited by YesMaam; Jul 25 2012 at 11:13 AM.
Yelk ~ DieHard ~ The Warlord - Shock and Awe. You will fear me.
My addition is that Phase two introduces environmental effects. There are 5 different effects (one for each Saruman). The Saruman that matches the effect gets a buff (-incoming damage). Once the effect changes (every 45 seconds) the Saruman then gets a debuff (+incoming damage).
Eg:
0 - 45 seconds is Fire effect -> Fire Saruman has -incoming damage buff
46 - 1:30 is Frost effect -> Frost Saruman has - incoming damage buff and Fire Saruman has +incoming damage buff (lasts 45 seconds)
So this dictates the order in which we kill the Sarumans. For example; in Phase 5, if it starts in Acid phase (ideal for us) we drop both Shadow and by the time the phase changes, we jump on the Acid Sarumans which now have a +incoming damage debuff. Of course, you can get unlucky and get multiple Acid or Shadow in a row. We had a run where we had 3(!) Acid in a row at the start of the fight, so it was over-heal city until 2:15 into the fight..not even sure we made it that far before we wiped. So there is definitely an element of luck in Phase 5.
Also watch out for Storm Saruman in Storm Phase. We always keep one mez'd during this phase.
Last edited by wasteland; Jul 24 2012 at 09:38 PM.
Reason: speling
My addition is that Phase two introduces environmental effects. There are 5 different effects (one for each Saruman). The Saruman that matches the effect gets a buff (-incoming damage). Once the effect changes (every 45 seconds) the Saruman then gets a debuff (+incoming damage).
Eg:
0 - 45 seconds is Fire effect -> Fire Saruman has -incoming damage buff
46 - 1:30 is Frost effect -> Frost Saruman has - incoming damage buff and Fire Saruman has +incoming damage buff (lasts 45 seconds)
So this dictates the order in which we kill the Sarumans. For example; in Phase 5, if it starts in Acid phase (ideal for us) we drop both Shadow and by the time the phase changes, we jump on the Acid Sarumans which now have a +incoming damage debuff. Of course, you can get unlucky and get multiple Acid or Shadow in a row. We had a run where we had 3(!) Acid in a row at the start of the fight, so it was over-heal city until 2:15 into the fight..not ever sure we made it that far before we wiped. So there is definitely an element of luck in Phase 5.
Also watch out for Storm Saruman in Storm Phase. We always keep one mez'd during this phase.
The environmentally buffed Sarumans also get an outgoing damage buff.
Also, cool idea to post the strats for people, Yelk. Hopefully this helps some groups get over the hump before RoR.
"Sam thinks it a queer place, but I think he likes it, too." - Frodo
"If you're in advertising or marketing, kill yourself." - Bill Hicks
There are many different ways to do these fights. Hopefully you can try these strats or ones similar depending on your raid group class makeup. I'd highly recommend if your kin is at all a raiding kin to complete this before Rohan, it is a great feeling, a real rush to get the deed done! Always good to move forward in a patch. I will polish up these 2 strats tomorrow for final display then do the other 3 bosses at leisure as they are being beaten by most servers easily. The purpose of this thread is to help other people, so if you have been successful in doing these bosses, share your advice and comparisons as well!
Yelk ~ DieHard ~ The Warlord - Shock and Awe. You will fear me.
This is really cool. I'd been thinking of doing similar for a while, but this is really well put together and very helpful. Well done. +Rep
Fire/Frost T2 CM is exactly the same as ours, I think the only difference (other than opposite side) I could see is your Guard using Engage on the Giant as it runs by. I always thought this was a little iffy, and as a Guard I tend to be using Engage very early for aggro either way. Our tanks use Challenge The Darkness at this point. Great for extra aggro for the guard, and just as reliably picks up the Giant. Only risk is potentially grabbing a few too many grims, but that rarely happens if you have a good idea of the range of the skill. 1-2 max, and we prefer that.
The way you guys do Saruman is really interesting and well put together. Some of the things you've done I'm sure we could add to the way we do things to improve our efficiency.
I think the only thing to re-iterate for Saruman as was somewhat covered by Thunderloin above is that we've found Lightning Saruman to be very, very dangerous. When there's two of them, and even when there's one of them alone in Lightning phase. It's where most of our Challenge-Mode fails came from. When we get down to six mobs left in last phase we usually seperate the Lightnings by using Champ Challenge > Stun > CJ Stun > Mezz > Champ Challenge and then go to business as usual.
Last edited by canyouaddcolour; Jul 25 2012 at 01:52 AM.
I think the only thing to re-iterate for Saruman as was somewhat covered by Thunderloin above is that we've found Lightning Saruman to be very, very dangerous. When there's two of them, and even when there's one of them alone in Lightning phase. It's where most of our Challenge-Mode fails came from. When we get down to six mobs left in last phase we usually seperate the Lightnings by using Champ Challenge > Stun > CJ Stun > Mezz > Champ Challenge and then go to business as usual.
Right. The lightnings are what almost always kill burgs or melee in particular when the guardian repositions when there is a shadow puddle and they are left behind. This is why as you can hear in the video me talking in a tone of between normal and shout "Make sure you are standing behind the lightning" "Make sure". To avoid the arc distribute. The guard will be fine because the way we have set it up all mobs on him are debuffed, the RK is his body guard and we are ready to either captain bubble, rk bubble, or ring bubble him at any given time.
Originally we had random people dying such as the LM from the lightning which was a waste of an attempt because people were standing all over. As shown in my drawing we have found it extremely easy as long as the tank and everyone else remain at great and controlled distance. Each and every round entails the first agro skill on the lightning and frost combined and we mez the fire for the tank so that he does not have to cross that black line onto our side.
Yelk ~ DieHard ~ The Warlord - Shock and Awe. You will fear me.
lol, reminds me of the time when I accidentally pulled aggro on a lightning and half the raid died immediately.
Originally Posted by YesMaam
The primary captain places the shadow corruption on the mezed venom and as we finish killing the first venom he removes t3 corruption on the left venom to tank it. Second oathies on the second venom.
To expand a little on this part, it takes exactly 20 seconds for the corruption to hit Tier 3, therefore doing max damage (and max aggro from that damage) upon removal. I believe it's something like 20k damage for T1, compared to 80k for T3. Don't remove it early. Don't let it expire after T3.
I like to apply it shortly before the halfway point on the first venom (or whatever first target is) rather than right away, so by the time dps is on the second, the corruption should just be hitting T3. If timing is off, it's probably a good idea to get the T3 corruption off anyway even if you have to break a mez early, so it doesn't one shot a random squishy.
Hooray, captains can use that heavy armor for something!
For F&F Challenge we have the champ tank Crisiant in cbr while being shield-walled by a guardian, making the fight probably doable with only one burglar.
For F&F Challenge we have the champ tank Crisiant in cbr while being shield-walled by a guardian, making the fight probably doable with only one burglar.
How is this different from guardian tanking Crisiant and and champ in cbr?
Yelk ~ DieHard ~ The Warlord - Shock and Awe. You will fear me.
Nice guide, we do things a bit differently at Saruman but I can see how that would work. +rep
I would say the frost ring is best given to a LM, having burgs go mischief is a massive waste of DPS IMO (unless they are using RnA for the re-mez). A LM is also probably more likely to be paying attention to green bars for the OP bubble.
Another minor point - the frost clones are the ones giving out the wound/poison/fear/disease debuffs, so not entirely irrelevant. It isn't particularly difficult to pot stuff, but occasionally people will get 2x debuffs in a short space of time (or silence & fear at the same time). Fire doesn't seem to do anything special at all though.
Nice guide, we do things a bit differently at Saruman but I can see how that would work. +rep
I would say the frost ring is best given to a LM, having burgs go mischief is a massive waste of DPS IMO (unless they are using RnA for the re-mez). A LM is also probably more likely to be paying attention to green bars for the OP bubble.
Another minor point - the frost clones are the ones giving out the wound/poison/fear/disease debuffs, so not entirely irrelevant. It isn't particularly difficult to pot stuff, but occasionally people will get 2x debuffs in a short space of time (or silence & fear at the same time). Fire doesn't seem to do anything special at all though.
I was under the impression that the Fire Sarumans were the ones responsible for the yanks in phase 5, but I could be wrong.
Edit: ...and it appears I was wrong.
Last edited by Lestache; Jul 26 2012 at 01:59 PM.
"Sam thinks it a queer place, but I think he likes it, too." - Frodo
"If you're in advertising or marketing, kill yourself." - Bill Hicks
I was under the impression that the Fire Sarumans were the ones responsible for the yanks in phase 5, but I could be wrong.
fire clones only do the flamethrower which can be really hard if both go on the same target and you are in fire phase.
"Success is the ability to go from one failure to another with no loss of enthusiasm."
Hunter - Champion - Guardian * [DE]Morthond * Krieger des Lichts
First of all, great writeup Yelk. But I do have one question for you. In phase 5, when you have your LM debuff the sarumans the tank is on, which debuffs do you use on those? I was taught to debuff the center saruman with frost lore, SoP:SAE, and SoP:command while using sop:command primarily on sarumans on tank. I save ancient craft/warding circle for sarumans that are near me (though I tend to stay away from the lightning due to his arc distribute). I question the use of wind lore and fire lore cause I'm not positive they use any physical damage or the miss chance/attack duration on those two debuffs would have any impact.
At times, I question the use of see all ends and frost lore on center saruman as I see when the center saruman uses his attacks, they mainly devastate anyway, and wonder if it would be more of a benefit to use frost lore on the six sarumans the main tank has to make healing him easier. My LM has been successful in doing Saruman T2CM, but I like to see if I can help my raiding group make it more efficient in doing so.
First of all, great writeup Yelk. But I do have one question for you. In phase 5, when you have your LM debuff the sarumans the tank is on, which debuffs do you use on those? I was taught to debuff the center saruman with frost lore, SoP:SAE, and SoP:command while using sop:command primarily on sarumans on tank. I save ancient craft/warding circle for sarumans that are near me (though I tend to stay away from the lightning due to his arc distribute). I question the use of wind lore and fire lore cause I'm not positive they use any physical damage or the miss chance/attack duration on those two debuffs would have any impact.
At times, I question the use of see all ends and frost lore on center saruman as I see when the center saruman uses his attacks, they mainly devastate anyway, and wonder if it would be more of a benefit to use frost lore on the six sarumans the main tank has to make healing him easier. My LM has been successful in doing Saruman T2CM, but I like to see if I can help my raiding group make it more efficient in doing so.
You could in theory get Frost Lore on the middle and the tanked Sarumans, it is 8 targets isn't it? In my experience the Fire/Storm/Acid are the hardest hitting.
I usually stick frost lore on the lightning/frost, fire lore on acid/fire, command/GoW on both groups, AC/SaE on the DPS target. I'm not entirely sure it actually works on saruman, but as I am using CttV at the start of P5 (to mez 2x acid) I frost lore him just after I use my ring, then I can have it on both for the first ~50s.
I usually stick frost lore on the lightning/frost, fire lore on acid/fire, command/GoW on both groups, AC/SaE on the DPS target. I'm not entirely sure it actually works on saruman, but as I am using CttV at the start of P5 (to mez 2x acid) I frost lore him just after I use my ring, then I can have it on both for the first ~50s.
Yeah, was thinking about this rotation because those storm guys do a lot of damage coupled with the frost guys. Also, we have two tanks divide up the sarumans exactly how you guys divide them (1 tank on both frost/lightning while other has 2 fires and 1 acid). We try to kill one of the acids first (phase permitting) than work on the shadows. I like this division of debuffs and I'll run it by my raid leader tonight if he's willing to go along with it. For mezzing, the minnie gives me CtG to mezz any extra targets. I usually mezz the shadow going toward the frost adds while the burgs grab the other shadow and one of the acid guys. I usually check those if they had a resist which is why I get the CtG. I could use the reset, cause I like the initial frost lore on acid/fires to help healing out.
Are you wearing the dragon set for the SaE debuff for the 5% bonus? I'm assuming so if you're using that on the dps target. Thanks for your reply.
To previous poster: Yeah, I have deep lore traited to hit 8 targets, but the tank has his back to the door with the storm and frost guys, so I doubt frost lore would reach the center saruman.
My apologies to the author topic, but I want to contribute to this guide.
Here is a detailed guide for passage of Lightning wing T2C.
I'm not going to post the whole text - I'll leave a link to Google Docs. https://docs.google.com/document/d/1...CnQ_mBBH4/edit
Hopefully, it will be useful for someone =)
For Saruman T2, to what extent are you letting the atmospheric affects dictate kill order? Seems useful in phases 1-4 to take advantage of it, so long as not breaking CC. Same for Phase 5?
Tommac-Mini, Shurmann-Cap, Theodolan-Guard, Thromdir-Hnt - Dancing in the Dark
Our kin does not bother taking advantage of the landscape effects. We typically keep the same kill order each round until the last and only change that order when landscape effects interfere. Shadow, Venom, Lightning, Fire, Frost most every time until the final phase which is when the "fun" really happens. Time is not really an issue and the first 4 waves are so simple it does not seem worthwhile to me to add another element to what already exists.
In phase 5 I don't recall us making any major changes depending on phase unless of course the effect was on the clone we were wanting to kill and then we would make a change. In that case we would still take advantage of the effect when we switched to the desired clone after the effect ends.
For Saruman T2, to what extent are you letting the atmospheric affects dictate kill order? Seems useful in phases 1-4 to take advantage of it, so long as not breaking CC. Same for Phase 5?
if it is acid in phase 5 we will kill shadow first, everyone once in a while we will stay on the a saruman even if it is in its phase, but usually we will switch targets.
In phase 5, when you have your LM debuff the sarumans the tank is on, which debuffs do you use on those?
frost lore on main saruman, hit as many other sarumans as possible, all other debuffs SOP:C fire lore etc to the group of them
Originally Posted by Melmadoc
Maybe the Tank tanks the other giant while giving shieldwall?
i still don't get this
why would you have 2 ppl tanking the two bosses when you could just have one guard tank both and have the cbr champ sitting safely behind them? that seems like a massive waste of dps or am i missing something?
maybe the guard tanking the grims has SW range and SWs champ?
Last edited by IGolbezI; Aug 30 2012 at 05:07 AM.
Shock and Awe
Hydra - Captain. Kraken - Guard. Ra - Warg
why would you have 2 ppl tanking the two bosses when you could just have one guard tank both and have the cbr champ sitting safely behind them? that seems like a massive waste of dps or am i missing something?
maybe the guard tanking the grims has SW range and SWs champ?
I believe the point would be to avoid excess grim AOE explosions or even avoid possible lag spikes from too much on screen at once, other than that I can't imagine a genuinely good reason.
How is this different from guardian tanking Crisiant and and champ in cbr?
I can tell you how it's different for us: the Shield-Walling guardian grabs all the grims that spawn on the first giant and peels off to kite them while the Champ sticks around to finish tanking/killing the giant.
It worked for us. ./shrug
(We're also pretty melee-heavy at the moment, so keeping the grims anywhere nearby wasn't really an option for us.)
"Sam thinks it a queer place, but I think he likes it, too." - Frodo
"If you're in advertising or marketing, kill yourself." - Bill Hicks
Hi
I am looking for some advice. Does someone know what causes the bubbles on the fire/frost giants? It’s hard to burn the first giant within 60 seconds if he gets a bubble… Can we avoid that somehow? We did a lot of trys but could not find out how to avoid the bubble on the first giant.
Thanks in advance
Hi
I am looking for some advice. Does someone know what causes the bubbles on the fire/frost giants? It’s hard to burn the first giant within 60 seconds if he gets a bubble… Can we avoid that somehow? We did a lot of trys but could not find out how to avoid the bubble on the first giant.
Thanks in advance
The only way we have been able to avoid the bubble is just by burning him down before he can get it.
The only way we have been able to avoid the bubble is just by burning him down before he can get it.
Through alot of testing I can say a few things.
Overall: It's totally random, but there are some elements which bend you to the direction you want.
80% of the time I've found you can avoid the bubble if you start slow and finish fast. Bubble only happens after corruptions, corruptions only seemed pushed by a long time or a fast reduction of morale, if you can go at a moderate level of DPS and remove corruptions around 45+ seconds VS 38 seconds when burning fast you can oathies from 47-57 for example and have an excellent chance of not getting a bubble. This is how we do it without a bubble if we have an unusual lack of DPS on a certain night. Otherwise just go all out, if you get a bubble keep going.
I envy your no server lag Quantar. You can barley reach the boss on Brandywine lol. Watching E movies is like going from a 60s tv to a 70 inch high def flatscreen.
Last edited by YesMaam; Sep 10 2012 at 04:59 PM.
Yelk ~ DieHard ~ The Warlord - Shock and Awe. You will fear me.
I envy your no server lag Quantar. You can barley reach the boss on Brandywine lol. Watching E movies is like going from a 60s tv to a 70 inch high def flatscreen.
more like a puppet show to some star trek &&&&
Shock and Awe
Hydra - Captain. Kraken - Guard. Ra - Warg
I envy your no server lag Quantar. You can barley reach the boss on Brandywine lol. Watching E movies is like going from a 60s tv to a 70 inch high def flatscreen.
We have had terrible lag all through Orthanc on Arkenstone that made some of the content feel impenetrable. It seems much worse when focused on the DPS target- healers seem to have much less. Our DPS guys have started running the game in DX9 and have noted a significant difference, so much so that we require everyone to run raids in DX9 now. I would be interested if anyone else tries this out and notes any benefits.
80% of the time I've found you can avoid the bubble if you start slow and finish fast. Bubble only happens after corruptions, corruptions only seemed pushed by a long time or a fast reduction of morale, if you can go at a moderate level of DPS and remove corruptions around 45+ seconds VS 38 seconds when burning fast you can oathies from 47-57 for example and have an excellent chance of not getting a bubble.
Here is a chart I made from kill videos, which confirms Yelk's observation. The black lines triggered the bubble. The red lines did not. As you can see the black lines are generally faster to 50%, hit the bubble at the very end and dps stretches out. The non-bubble groups were slower to 50% but sped up after.
We have had terrible lag all through Orthanc on Arkenstone that made some of the content feel impenetrable. It seems much worse when focused on the DPS target- healers seem to have much less. Our DPS guys have started running the game in DX9 and have noted a significant difference, so much so that we require everyone to run raids in DX9 now. I would be interested if anyone else tries this out and notes any benefits.
Yes, I ask all of our kin members to only run DX9.
On another note. Thanks for that chart, good work. I found that when I forgot to but up mini buffs at start of fight, we had faster kill on 1st giant. One time we killed them in less than 45secs.
Last edited by Jamesm429; Sep 13 2012 at 12:58 AM.
We have had terrible lag all through Orthanc on Arkenstone that made some of the content feel impenetrable. It seems much worse when focused on the DPS target- healers seem to have much less. Our DPS guys have started running the game in DX9 and have noted a significant difference, so much so that we require everyone to run raids in DX9 now. I would be interested if anyone else tries this out and notes any benefits.
it's server lag, nothing hardware related
Shock and Awe
Hydra - Captain. Kraken - Guard. Ra - Warg
Yeah, it's definitely not client hardware. Our working hypothesis is that the game is optimized for DX9 and running DX11 is like dropping sand in the gears of the machine.
Uhm nice guides... But doing uber DPS races makes you able to ignore some fight mechanics. Nevertheless, do you mind if i add this strategies to my plugin? (Under my signature)
Uhm nice guides... But doing uber DPS races makes you able to ignore some fight mechanics.
True, but F/F CM has been a strangely designed encounter from the start...the only known way to complete it is uber DPS.
For client lag we found turning off all combat effects checkboxes helped the most (combat hit effects etc), probably even more than going to DX9 low settings.