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Biggest thing to watch over is the power drain AOE. As the fight gets longer the recast on the AOE gets a bit longer by a few seconds. Feed the main tank and the main tank group healers as much power as possible during this fight. Max cast distance and anticipating the aoe will help during this f...
01-04-2008, 09:09 PM by EQ-Raiders
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Ingolf Arnar is a pretty straight forward encounter. The first thing to know about this mob is that you will need an even balance of mage/healer dps and scout/fighter dps. During the fight adds will spawn named either 'a physical phantasm' or 'an arcane phantasm'. You would be right to guess that...
09-19-2012, 05:24 AM by EQ-Raiders
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Much like other mobs in this expansion this guy does a ritual that people need to joust out for. The range is about 20 meters for this mob to joust out. If you are too close you will be nuked and cursed. Everyone including healers needs to joust out for this guy as his curse does cover minimum he...
02-14-2010, 08:18 AM by EQ-Raiders
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This encounter has a lot of moving parts, a lot of places things can go wrong. To begin, Tyrannus comes with six adds which must be dealt with quickly, right at the start. Generally, having the Offtank pull the encounter, and letting the MT Rescue Tyrannus is the best bet for a clean, repeatable p...
11-27-2009, 11:02 PM by Sude
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Comes with 2 heroic adds right away. Every 30 seconds a set of swarmers will spawn on your raid. These must be burned as fast as possible. The key to the adds is the one ghost swarmer called "A Spiritual Swarmer" This add has to die within a few seconds of spawning. If let alive you will trigge...
03-15-2008, 04:42 PM by EQ-Raiders
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