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-> Vaedenmoor: Realm of Despair
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-> Chamber of Rejuvenation
Planes of Power
-> Torden: Storm Surge
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RnR. If anyone remembers [URL="http://www.eq2zone.com/forums/showthread.php?t=7622"]Treyloth D'Kulvith[/URL] from Freethinker's Hideout then you will probably remember how annoying that fight was. Well, RnR is like that fight doubled with Adds (bit of a stretch..lol) RnR is triggered as you near the entrance for the Second Wing of Underfoot. It will randomly port two groups to the water and two groups to center platform above the big sinkhole. Now this is a true random port and there is no gaurantee that a group with a tank will be ported unless you have three tanks in your raid. It is probably best to keep two tank groups and just reset the encounter if you happen to get two tanks on one side. You will need the DPS for this fight so just start over if that happens. The main cause for concern with this fight is that there is a distance check roughly 15-20 seconds after the port happens. You need to have your groups (minus the tanks of course) to be [U][B]within[/B][/U] 10-12 meters of the mob. If you are too close you are gonna take massive damage if you are not a plate class. If you are too far away you are gonna take massive damage if you are not a plate class. Also, periodically throughout the fight there are more distance checks for people who are too far away. If you are more than 12-15 meters from the mob you will be cursed and if this is not cured the curse will spread and will ultimately kill your groups. Break out those Brock's Thermoshockers ladies and gentlemen because you will need them!!! The second part of this fight are the three adds that will spawn every 30 seconds. You will need to blow these adds up quickly because you will NOT have enough time on the named if you get backed up on adds. Your guild needs to have very decent dps throughout this fight. Now, the Water mob does have a knockback as well as a stun. This will be the hardest one to handle. If you get knocked back you will get two hits against you one from the 10 meter check and then the curse. There is really no other place to tank this mob other than the water. So, the second your raid force gets teleported the two groups chosen to fight the water mob need to haul their butts to the water and immediately get their distance. Once they get into the water they will have less than 10 seconds to get their distance. This is the hardest part in dealing with the water mob. You will likely practice this more than anything. If anyone in your group is out of range you will trigger larger damage on the entire group. Everyone needs to be in the exact perfect spot at all times. The rest of the AOE's in this fight are trivial to the distance check AOE's so its not even worth mentioning. Practice your positioning well and you will drop this encounter. Good Luck.
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Name of Raid Encounter
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Magic
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Noxious
Curse
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