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#6191
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Will be interesting to see what the nerds do about this conundrum. The rest of the EP flagging chain will be no problem at 61. I expect most guilds that are racing to break into EPs day two or three, depending on status of Storm picks. Then grind out levels in Fire/Water/Earth during non raid times to be 65 by the time Rathe Council is to be killed. The other thing I think will be the Bertox split. Because you can't just herpderp your way through the event with 72 nerds if you want to do it within the first week, due to Carprin only giving out 36 keys, forcing racing guilds to do Bertox with only 36 should make it a little bit of a challenge especially at 61 before all defensive AAs are buyable. I think we are going to do Rathe Council tonight on Test at a designated raid time with no batphone. Feels good man.
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#6192
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Rathe Council I bet is going to be the only encounter in PoP to never be killed in the open world. Way to easy to just drop 1 PBAE into the 6 mezzables to wipe the raid.
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#6193
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whole thread is p terrible honestly
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#6195
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This shittalking thing is fun. | |||
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#6196
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#6197
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lol to train or not to train
a real hero wouldn't have to ask
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Vetus ~ Tyrs ~ Draoi ~ Audios
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#6198
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I'll save you the effort. The Councilmen spawn on pedestals at positions on a clock, every other one is mezzable. Pull those out first. Either pull them onto the south side of the island or directly into the drop in cubby. Mez them then stick slow and other debuffs. Then roll your CH chain or spot Heal depending on mana efficiency concerns, beat down the Councilmen to 5%, no DoTs after 80%, remove DoT augs from weaponry. Mesmerize it and use Paladin Divine Stun to punt into the back of the corner. Mark NPC as necessary to keep track of mezzable targets if necessary. Repeat 6 times until all 6 are mezzed in the back of the cubby. If regen is an issue go through at this point dropping all back down to 5%, break them one by one. Then move the main raid to the center island. Keep All Enchanters except one, 1 Shaman, 1 Bard, 1 Cleric in the mezzable cubby to refresh mez, debuffs, and keep chorus up. Enchanters can wield non-magic weaponry and attack their mob to prevent the random memblurs that occur on mezzed mobs on live. Or you can roll the dice and just cast tash after every mez too. The main raid will take on tankables with the similar strategy from before. When the flecking is complete at 20% leave behind one Tank and 1-2 priests to keep the tank healed. Beat down to 5% and move on to the next one. Separate your raid enough such that AEs from different Councilmen aren't overlapping. Have one enchanter/Shaman continually run between them reslowing and debuffing. When all 6 tankables are engaged and being offtanked at 5% HP send the main raid to the mez cubby. Fire off MGB SotW/CR and begin breaking mezzed to beat them down. If Regen is a problem do this one by one until the mezzables are all under 5%. Or just faceroll and kill them. You have 5:45 to kill all 12 or you have failed. Avatar of Earth spawns and is a pushover, enjoy Time pixels.
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#6200
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there is nothing new to learn about EQ after this long even though its new to you
not in the way of exploits / strats / whatever you call it many before did it, and a lot of them were good at it | ||
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