![]() I sacrificed about 5k health but gained a good 8% or something avoidance and I tell you it was a very very worthwhile trade off for this fight.Ĭomment by PerrycoxGot this last night when the ship bugged. I think the nature of the fight and his buff maginify differences in avoidance because not only do you avoid hits but you siginificantly slow the rate of the damage ramping up. I was jumping back before 30 stacks because he only gains stacks when he hits so he was gaining them a lot slower and we killed him first try, smooth as you like. After a lot of umming and aahing I went back this week and tried it in a higher avoidance set & build. Last week I was in my normal full EHP set and the healers found it SO hard to keep me up, the healers and myself chained cooldowns on me from 15 stacks and had 35+ by the time the second mage was dead and I nearly got killed while jumping back and they found our other tank a lot easier to keep up. I tried this last week but we didn't know it bugged out if you jumped when on the other ship, and so our tanks were chain jumping to keep Muradin debuffed with the attack speed reduction. Also note that despite rumors to the contrary, no ranged DPS can ever hit the mage from the defending ship (we tried this with a survival hunter with a 41 yard extended range).Ĭomment by 233Little heads up for all the tanks attempting this, go MAX avoidance. However, you cannot kite the boss around, as he will simply remain in his original location and throw his weapon at people, hitting very hard. Note that the opposing boss gains a stack of his debuff everytime he melees somebody. If the boss is tanked very close to the edge of the ship, healers on the defending ship were able to heal the tank. We used three healers because one of our tanks was very weakly geared, and we also had to stack cooldowns on that tank during the fourth mage. At this point, there should be 5-10% health remaining, so just finish the job with everyone on the defending ship. ![]() The group on the opposing ship remains until the fourth mage dies, then all jump back to the defending ship. When the third mage dies, two different players take over on the cannons. At that point, the original gunners get kicked out of their guns and they, along with the other tank and healer, jump to the opposing ship. When the second mage dies, that group immediately jumps back to the defending ship.Īll players then wait on the defending ship until the third mage spawns. At this point the boss is doing quite a lot of damage to the tank. Make sure your tank flies over first, because the boss will quickly 1-2 shot anybody else who arrives (he throws his weapon at players from range when not being tanked, this can hit for 27k+).įirst mage dies, and the players on the opposing ship stay there until the second mage dies. Meanwhile, one tank, one healer, and two DPS jump to the opposing ship to kill the mage and tank the boss. Our two gunners get kicked out of their guns and begin finishing off the mobs on the defending ship. The whole raid waits on the defending ship until the first mage appears. The mages are timed, not triggered by the ship's health. Comment by AllaraWe found that we were getting 4 mages during the fight, the fourth being right as the opposing ship was in the 5-10% health range.
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