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baylensman
05-23-2007, 07:56 AM
I haven't run this in a while. Tried last night with a pug group.
The standard running the bases technique for clearing so as to down the pillars. didn't seem to work.
Has the AI on the mobs at the pillars changed?
We couldn't seem to draw them off. 4 different runners using various levels or intimidation, and different techniques. The biggest problem was getting them to turn the corner into "home" most of the elementals just milled around at the intersection. they didn't rubber band back to the bases or follow around the 90' turn.
Also the pillar timer seems to be a lot more sensative as far as simultanious downing, I personal took all the pillars down to the barest sliver of red, then on the go word myself and two other high strenght characters using two handed weapons began wailing away, my pillar went down in three hits, then the dang thing regenned the others had three or four hits. I guess we all took the pillars down within about 3 seconds.
So anyone else notice this or was it just bad luck

Crabo
05-23-2007, 08:09 AM
Since the last patch , the mobs have seemed easier to kite than they ever were before, particularly the mephits. If you get them blocking up the intersection, just find the one that is causing the trouble (its normally just 1) smack him a few times and make your run for home. If they are slow coming down to you, just do circles on home until they get down there.

As far as the pillars are concerned i have noticed no change. One of your tanks hasnt taken the pillar down when u told him to, simple as that. Maybe he was standing too far away from it to hit it or maybe he was lighting a cigarette at the time you called it, could have been many things...but i would say your pillar problem was human error.

Anyway this will all probably change again tomorrow after patch lol.

Tanka
05-23-2007, 09:14 AM
I've noticed no changes. We tend to pack the mobs in one run down at home, then just jam the pillars down. Only once since the new AI has a mob not come with the runner.

baylensman
05-23-2007, 09:40 AM
Thanks for the feedback.
Discussed this with a guildie who had similar problems.
We both came to the same conclusion it was the group not the quest.

Yndrofian
05-26-2007, 04:33 AM
mobs are definitely easier to kite around the bases
but also they have a 'stronger tendency' to want to wander back
i normally pull w/my barbarian
when i get home, i hunker all the way in the back behind one of the arches (not that that really matters, but i like to think it does :) )
go in blocking mode, hit my DR boost, and improved uncanny dodge boost
and last as long as i can...
it often takes a while for all the mobs to come all the way down the ramp
so the longer the puller can last, the better of it will be

i ran it again tonight and had to do 2 runs
but all in all, its about the same
an experienced puller makes all the difference

**edit
IF, of course, yer doing the kite-and-die method :)

Goldheart
05-28-2007, 05:38 PM
If you kite the mobs from first to third and home -counterclockwise, they have more of a tendency (and always have) to get hung up on the turn than if you kite from third to first and home -clockwise.

The last run I did the pillars seemed to be activating with a tiny bit of health left.

With the better mob chasing AI, it's become even easier to kite from 1st and die between 3rd and home with all the mobs grouped in the middle of the bridge. (just don't use that bridge again)

Harbinder
05-28-2007, 06:30 PM
I always thought leaving all the mobs inbetween 1st and home or 3rd and home, in the middle of the bridge, was a better idea.

redraider
05-29-2007, 11:35 AM
We ran the Dragon last night and the AI has definately made it both easier and harder.

Grabbing the mob is easier and getting them to follow you around is easier. Getting them to stay at home is not. Once our runner died at home, the mob immediately started to move back to their bases.

To dispell one myth - the mobs DEFINATELY respawn if you wipe them out, and I mean respawn in a hurry. Killing them is not a good option.

Best strategy I have seen so far:





1. Move all but your runner (high saves and evasion preferred) to the pitchers mound as usual.

2. Have your runner go counterclockwise and gather all 3 mobs in one run. Have your three pillar tanks follow the runner at intervals so the first tank is getting to third as the runner is grabbing mobs at second. That tank continues to second and on to first with the other two pillar tanks following around the counterclockwise circle.

3. Prep the pillars and take them down ASAP.

4. While the pillars are going down, raise the runner and have them run back to home to drive the mob back into home and die again. You may have to do this a few times depending on how quick your pillar tanks get the pillars down and get back to the pitchers mound.

4. Alternate - If you have a Bard, have the Bard waiting at home for the runner and have the bard charm the mobs as the runner arrives. The Bard will need to recharm every 60 seconds or so to keep the mob under the influence. Once the pillars are complete and the tanks back at the mound, the Bard and Runner must die with the mob. If they run to the mound with the mob still charmed, as soom as the charm runs out the entire mob will high tail it to the mound and this is how party wipes happen.

5. After the barrier is down, Velah's AI did not change. Kill her and grab the loot.

Let me know if anyone uses these tactics and if anything doesn't work. Just because it worked for us doesn't mean there aren't any flaws and I would like to update with any changes required.

The Black Knights of Templar - Fernia
Redraider - lvl 14 healer
RadRaider - lvl 14 killer
Redraidear - lvl 14 fingerer
Redraidar - lvl 6 sneak

Tanka
05-29-2007, 11:38 AM
Ran it Saturday. Didn't really notice any change in AI, but I rarely run the bases. I'll have to ask around, but the only difference is we can't SF the area and get them mucked down in AoEs.

JayDubya
05-29-2007, 01:18 PM
We had the bard fascinate the mobs at home plate, and that worked fine, although she did have to die :)

We had no problems with the pillars, but when we finally rushed for Velah, she killed virtually all of us in the first 5 seconds - two fire breaths. I barely even made it off of the platform. It seems like her range has extended - I swear she hit me before I left the wood.

Tanka
05-29-2007, 01:22 PM
Fire Resist + Fire Protect FTW!

(And I mean a permanent resistance, like a cloak. Not the spell that can be dispelled.)

Kylstrem
05-29-2007, 02:44 PM
Is this really the only way to kill her??? i.e. people have to die on purpose?

Or is this just the easiest way?

Surely the designers did not design a quest that requires that you die at least once to finish it?

Tanka
05-29-2007, 02:47 PM
Is this really the only way to kill her??? i.e. people have to die on purpose?

Or is this just the easiest way?

Surely the designers did not design a quest that requires that you die at least once to finish it?
No other (easy) way has been found.

You can Fascinate them, but, well... They eventually break and the bard will probably die.

RACRGUY
05-29-2007, 02:53 PM
My guild tried going against her twice over the weekend, both on elite. We were having a major problem just trying to get to her. Even with resist, protection, stoneskin, fire shield, haste, and anything else you could think of half the party would die without even getting near her. After about 10-12 runs at her, we were lucky to get her health bar down to 90% left. Does anybody have any suggestions?

trptim
05-29-2007, 03:11 PM
My guild tried going against her twice over the weekend, both on elite. We were having a major problem just trying to get to her. Even with resist, protection, stoneskin, fire shield, haste, and anything else you could think of half the party would die without even getting near her. After about 10-12 runs at her, we were lucky to get her health bar down to 90% left. Does anybody have any suggestions?

One thing that seems to affect success rate is for everyone to take off their striding items. With the disparity of striding rates that people have, it seems that people cannot run in a group and that triggers her uber attack sooner. I was in a group with the same problem you mentioned, we would rush her, but were continually getting hammered right away, then someone suggested taking off the striders, and we took her down quick as whatever the analogy goes :rolleyes:

Reread, and edited for clarity (I hope)

RACRGUY
05-29-2007, 03:18 PM
Thanks for the tip. I'll pass it on to the guild.

Oh, and one quick note for any clerics using the hiding spot off to the left, don't go up too far, you can fall off, I know, both clerics did it together. :)

bobbryan2
05-29-2007, 04:11 PM
My guild tried going against her twice over the weekend, both on elite. We were having a major problem just trying to get to her. Even with resist, protection, stoneskin, fire shield, haste, and anything else you could think of half the party would die without even getting near her. After about 10-12 runs at her, we were lucky to get her health bar down to 90% left. Does anybody have any suggestions?

We beat it twice on elite in a week, and haven't been back since really. We used two completely seperate tactics.

Are you running out of time? Or are you party wiping?

I think the first time we fought her, it took us 6-7 runs. And 2-3 of them were party wipes before they ever began.

Be sure to run together... none of this -- Rogue leading the party on elite. It's way too easy to mistime it and draw a firebreath. And firebreath will wipe all the nonevasion characters.

The second time we did it... it only took 2-3 charges and we only had 6 people. Hero method won that one. Find a big hefty, DPS fighter. And spam him with heal scrolls until he beats her. The only times he really went down are because a cleric tried to get cute and rezz someone else.

RACRGUY
05-29-2007, 04:42 PM
We ran out of time on the first run, we didn't actually get to Velah until we had about 10 minutes left. We made it to her the second time with 30 minutes to spare. That one was more of a party wipe.

We have also tried sending everybody at once, but I think everybody just has bad timing, because it gets a little strewn out before they even leave the safe zone.

One other question, where do you put your clerics in this battle. I'm wondering if there are more than one spot, and which one would be better.

redraider
05-29-2007, 05:03 PM
One cleric should always have the spot on the door. If the position is right, it still works. Set up half in the door and half out with the feet at about a 30 degree angle. Her breath doesn't get to you. You can't cast on the fight, but if all else fails, this cleric is alive to res the party for the next run.

A foot forward, and you are cleric toast.

Grinson_Bartlebee
06-01-2007, 11:53 AM
I ran this earlier this week, and I had a heck of a time trying to keep the earth elementals at home. As soon as I would die, they would immediately start to move back to first. What I ended up doing was getting buffed to the hilt, then just going over to first and taking the pillar down to 5% with the elementals there. If you do this, make sure you have heavy fort on, lots of potions, and can buff your AC at least a little bit. If the cleric casts freedom of movement on you before this, it will make it that much easier. All you have to do then, is run around first base, whack the pillar when you run by, then chug pots when you are running around. Sure it takes a little bit longer this way, but it saves xp from not dying 15 times trying to pack them into home. And yes, when everyone is ready, you will have to man up, and stand with your back to the elementals to finish off the pillar. While I was waiting on everyone else to get their pillars down, I prepped the elementals by taking a few swings at them here and there. Took them down to about 10-15% health, that way I could easily finish them off when I was on my way back to the mound. Velah was the same as she has always been, just run up and whack her to death. Third and second bases were pulled just like normal, but I just couldnt seem to get those stinking earth elementals to stay put.

One other issue I have had in there.. Rezzing.. Sometimes when we come up to get our rez, then pop back, we will immediately lose the rez, or (and this happened to both me and another player in the same run) we were rezzed at a random location outside of the quest. I ended up in the market, by the bank, and he ended up in the desert. Not sure if anyone else has had this happen to them, but I would suggest taking the rez as soon as you get it. It has seemed to work out better for my groups. Just my 2 cp on this.

Gimpster
06-01-2007, 01:30 PM
After about 10-12 runs at her, we were lucky to get her health bar down to 90% left. Does anybody have any suggestions?
Reroll your tank with Evasion.

Or just recruit one of those lonely rangers to help you. With a low strength evasion rogue I beat VON6 elite with 2 deaths total in the entire quest (pillar monsters included). 100% Fortification and Evasion with reflex 30 means you will NOT die to velah except on a natural 1.

Olaustt
06-01-2007, 02:58 PM
4. Alternate - If you have a Bard, have the Bard waiting at home for the runner and have the bard charm the mobs as the runner arrives. The Bard will need to recharm every 60 seconds or so to keep the mob under the influence. Once the pillars are complete and the tanks back at the mound, the Bard and Runner must die with the mob. If they run to the mound with the mob still charmed, as soom as the charm runs out the entire mob will high tail it to the mound and this is how party wipes happen.

5. After the barrier is down, Velah's AI did not change. Kill her and grab the loot.

Let me know if anyone uses these tactics and if anything doesn't work. Just because it worked for us doesn't mean there aren't any flaws and I would like to update with any changes required.

The Black Knights of Templar - Fernia
Redraider - lvl 14 healer
RadRaider - lvl 14 killer
Redraidear - lvl 14 fingerer
Redraidar - lvl 6 sneak


I disagree with your number 4 since the Mob's are all fascinated you can have the tanks easily take them down one at a time then they all respawn back at their appropriate pillars, easy as pie!

Dworkin_of_Amber
06-01-2007, 03:01 PM
Ok, you want the "Easy and Fool-Proof Way"???

Ok.

Zone into VON 6. Send everyone ONE AT A TIME to the gate (Pitcher's Mound). Choose your Runner. 1st Choice: Evasion Paladin. 2nd Choice Pure Rogue (or 9+levels Rogue). 3rd Choice: Ranger (Rngr 9+). 4th Choice: Anyone with Evasion. 5th Choice: Barbarian. 6th Choice: You shouldn't be fighting the Dragon! :)

Ok, while you can do the "once-around-the-world" thing, it usually ends up with hung-up mobs here and there. So. Send the Runner to 1st Base (Earth El's), and pull them back to Home Plate. Make sure they pull around the corner - HINT: Run backwards to pull the Earth El's. Die @ Home Plate. Run up, get your Rez BUT DON'T TAKE IT!!! Warp back to Home Base, run up again, and take the Rez at the last second.

Have the runner equip Blindness Immunity. Run down, go counter-clockwise (ie towards 1st base) and pull 2nd Base (Air Mephits) back, via 1st Base, to Home Plate. Die.

As soon as the Runner Dies, send, ONE AT AT TIME AND SNEAKING AROUND THE CORNER, All 3 of your pillar killars. One to 2nd Base, one halfway between 1st and 2nd, and One to 1st base. Set 1st & 2nd Base Pillars.

Once they are set, move 2nd baseman to "shortstop position" - not quite halfway to 3rd. Move guy between 1st and 2nd over to 2nd base. Then rez the runner. Hit runner with Jump, Freedom of Movement, and 30-point Cold Resist.

The idea is now to have the runner go CLOCKWISE to 3rd and grab Ice... and as soon as he clears the pillar, the "shortstop" guy moves in and sets 3rd base. He will be setting 3rd base before the runner gets back to home plate to die.... this is good. As soon as the pillars are set, take them down. Get the Pillar killars back - SNEAK AROUND THE CORNER.

Finally, get the runner up.


Now, it is Dragon Time:

Step 1: Choose your "Charger". This is the person who will charge the Dragon FIRST. Usually this is the same person as your runner. Same qualifications apply.

Step 2: Move everyone inside the gate, but DO NOT STEP UP ON THE ROCKS!!!!

Step 3: Hit everyone with 30-point Fire Resistance.

Step 4: After Fire Resistance, buff yourselves with anything and everything else you have.

-The Dragon's breath will dispel buffs, from the most recent first, down to the oldest... but she can't get them all at once... so Get your Fire Resist, then Greater Herosim, then whatever else... all your other buffs are "buffers" so that the Dispelling Breath doesn't take off your Fire Resist.

Step 5: Once everyone is done Buffing, Cast Extended Haste on everyone

Step 6: Give the command for the "Charger" to rush the Dragon. The "Charger" will jump up and run straight at the Dragon. Aim for the low-hung spot of her neck. Stop there, just underneath and behind her head, where the neck hangs down lowest and start attacking like mad.

Step 7: When the "Charger" gets almost to the Dragon, EVERYONE ELSE (And I mean EVERYONE ELSE, casters, rogues, clerics) charges the Dragon. You run to EXACTLY Where the Charger is standing, and start attacking. Melee's swing for all you're worth. Casters spam her with whatever you can, for as long as you live (which probably won't be long), Clerics start spamming Mass CLW/CMW. Rez other Clerics First. Leave casters and other real-squishy-types dead until the Dragon is dead.

Step 8: The Dragon should drop within 30-60 seconds.


That is it.


Hint: Clerics, you might find it also useful to pick 1 person each as your "must keep alive" person for your Heal or CSW/CCW spells. Pick an Evasion Paladin / Evasion Fighter or the Barbarian as the focus to try to keep alive, while Mass Healing for all. Pick the person with either the maximum DPS or the best chance to stay alive against her.

Hint: The Dragon's Melee attacks have a real hard time hitting you once you get across around 42-44 AC.

Hint: Velah is Chaotic Evil, and Fire-Based. She is also vulnerable to Sneak Attack Damage. Retribution rips her apart, as does Icy Burst.

Hint: Under NO Circumstances should anyone EVER run behind the rocks on the Dragon Platform. This will cause Velah to spawn Fire El's, Earth El's, Ice Flensers, and Mephits... and you *WILL* wipe.

Hint: The Trick on Velah is to have the one most "survivable" person (ie: HIGH Reflex Save + Evasion, if possible) to run at her first, triggering her Wing Buffet and sometimes her first Fire Breath. This is EXACTLY what you want her to do. You have the best chance to survive that, and once you close with her, chances are she won't Wing Buffet again, so the rest of the party can get in there and start whacking away.

Hint: It is VERY VERY Important that the party stay clumped up together when attacking the Dragon. This helps allow the Clerics to Mass-Heal, and will also reduce the melee damage the Clerics and some other squishies will take. If you are too close to her body, there will be a *LOT* of melee damage from the Dragon. Is you are too far away, the Flame Breath will hurt a LOT... but just behind her head, under her neck is a Sweet Spot.

Hint: Evasion Paladins will SHINE pulling the pillars and charging the Dragon. Before the last Cap increase, at Level 12, my Holy Avenger had to /death at Home Plate with the Earth El's and the Air Mephits because they coulod barely hit me! Only the Ice Flensers could hit me regularly. Additionally, there were *MANY* times where I would be the one charging the Dragon, and *NEVER TAKE A POINT OF DAMAGE* (ie. my Bonus Hit Points from GH/Virtue/etc were still all there when the Dragon Died!) This is sitting around 42 AC, with Evasion and a 26+ Reflex Save



Hope this helps.

Jaysensen
06-02-2007, 01:03 AM
Reroll your tank with Evasion.

Or just recruit one of those lonely rangers to help you. With a low strength evasion rogue I beat VON6 elite with 2 deaths total in the entire quest (pillar monsters included). 100% Fortification and Evasion with reflex 30 means you will NOT die to velah except on a natural 1.

Word. Velah herself (though not VON6) is VERY easily soloable by a Ranger. I bet even any sort of toon with Evasion and a Ranged weapon can do it.


Its been mentioned briefly, but you can send a Bard around the bases and Fascinate everything, thus not pulling anything to home base at all.


If you have someone with Improved Precise Shot, you can prep (and Destroy) pillars from various places on the catwalks. 15' in from the Pitcher's mound forcefield can hit Earth and Ice. Between the Earth and Center junction, you can hit Air and Earth (about 30' ish in from the Earth side). Use a Greater Constructbane Bow.

Merjon
06-02-2007, 12:30 PM
Quick question. I know that the walkway cracks under the weight of anymore than 1 person from home to the pitcher's mound. Does this apply to the paths from base to base along the outside as well? Want to know how careful the base runners and tower clearers need to be.

Tanka
06-02-2007, 12:55 PM
Quick question. I know that the walkway cracks under the weight of anymore than 1 person from home to the pitcher's mound. Does this apply to the paths from base to base along the outside as well? Want to know how careful the base runners and tower clearers need to be.
Yes, this applies especially to them.

Majere_Aumar
06-02-2007, 07:38 PM
The best method of fighting the dragon I've seen yet involved a 5 man group. 1 tank, 1 sorc (me), 1 ranger, 2 clerics. This was only recently as well.

The 2 clerics hide behind the rocks to the right and left just inside the gate.

The tank runs right up to the dragon and starts beating on her, the 2 clerics pop out frequently and keep him healed with heal spell. They only watch his HP, nobody else's.

The ranger and caster run behind the rocks to the other end and range the dragon from the side.

The elementals do spawn (at least I know the one on the sorc side does :), but it takes a second to neutralize them so you can get back to dragon killing. The ranger and sorc look after their own HP.

Its very safe because your clerics aren't just spamming the low powered mass heal on fighters which needs hundreds of HP quickly.

Tanka
06-03-2007, 10:32 AM
The best method of fighting the dragon I've seen yet involved a 5 man group. 1 tank, 1 sorc (me), 1 ranger, 2 clerics. This was only recently as well.

The 2 clerics hide behind the rocks to the right and left just inside the gate.

The tank runs right up to the dragon and starts beating on her, the 2 clerics pop out frequently and keep him healed with heal spell. They only watch his HP, nobody else's.

The ranger and caster run behind the rocks to the other end and range the dragon from the side.

The elementals do spawn (at least I know the one on the sorc side does :), but it takes a second to neutralize them so you can get back to dragon killing. The ranger and sorc look after their own HP.

Its very safe because your clerics aren't just spamming the low powered mass heal on fighters which needs hundreds of HP quickly.
We just leave the Clerics in the back and have everyone fight Velah under her nose. No chance of elemental spawns, very minimal chance of party wipe.

Heladron
06-08-2007, 08:39 AM
Is this really the only way to kill her??? i.e. people have to die on purpose?

Or is this just the easiest way?

Surely the designers did not design a quest that requires that you die at least once to finish it?

I agree, why would anyone have to die just to complete a quest? The designers said, I believe in a release note that you don't have to die to complete the quest. I admit I have never been on a Velah Raid, and I would really like to, but to die to complete a quest is never in my play book. Dying usually happens due to miscalculation or bad planning or just making a bad decision, but never on purpose so that I can get 1100XP debt if for some reason I can't be rez'd.

If anyone has used a strategy that doesn't involve dying I'd like to hear about it. I have been studying this raid for two weeks now. Because I really want to fight some freaking dragons in this game. All I have been able to find was the same old, same old. Run the bases, kite the mobs, die on home plate get rez'd , knock down pillars, kill dragon. Thousands of people playing this game and that's the best we've come up with. Amazing!!!! That fits the definition of insanity.

I just know it has to be possible without dying because there's a video on YouTube of three naked players from Children of Hungary doing it. They don't show all the details, but they didn't look like they had XP debt or anything. In addition, I also read a post where Four drunk Spaniards beat Velah and they were 12th level.

I'm not trying to be insulting to anyone since clearly it works, but I'm just amazed that the only, popular, strategy involves somebody taking one for the team when the developers have said that isn't necessary.

:confused:

Dworkin_of_Amber
06-08-2007, 09:31 AM
Options on how to do it without dying:

1) It should be possible if you sent fighters out to the pillar platforms with Weakening/Maladroit weapons (and probably precision to reduce the damage), and get them all down to 0 STR/DEX... at which point you can ignore them.

2) With 3 teams of Melee & Cleric/Healer, you could kill all the Earth Els, to get a team into position on Air... then move other teams onto Earth and Ice... with the Cleric sitting back, just barely in healing range, it shouldn't trigger Velah's fireballs... then just whack away at the pillars to set them... kill mobs when you need to... and heal from a distance.

3) Bards with Fascinate, and melee types to kill pillars

4) Charm them all, take down the pillars (Symbol of Persuasion/Mass Suggestion/etc)

5) Self-sufficient tanks/evasion tanks... go out, and just beat the pillars down... self-healing when necessary.


Any of these *SHOULD* be workable... but I have not tested any of these. With having to run VON 5 & 6, and the time investment, I tend to go with what I *KNOW* will work... and not improvise. However, with Level 14's running Velah, you get virtually no XP, so investigating non-death methods may be a better idea.

*Please note, these are all theoretical, and I have not tried any of these

Crabo
06-08-2007, 09:47 AM
However, with Level 14's running Velah, you get virtually no XP, so investigating non-death methods may be a better idea.



Rofl.
Yea we all know how much level 14s are in need of xp. Sad thing is that this statement made more sense than anything else in your post.

Squeezing your left nipple and howling at the moon *SHOULD* also ensure success in this raid.

Dworkin_of_Amber
06-08-2007, 12:25 PM
Rofl.

Squeezing your left nipple and howling at the moon *SHOULD* also ensure success in this raid.

I will **HAVE** to try that one next time!!! It's SURE to work! :p

Gimpster
06-08-2007, 02:59 PM
I'm not trying to be insulting to anyone since clearly it works, but I'm just amazed that the only, popular, strategy involves somebody taking one for the team when the developers have said that isn't necessary.
It's not necessary, but it's easier and more reliable.

The popular method requires exactly two (2) players to make it work, and only one of them needs to really know what he's doing. Any other method would require more than one player to know how to do it, which increases the chance of somebody screwing up and failing the raid.

With the popular method, 1 player can herd, 1 player can rez him, and the other 10 can go AFK for a microwave burrito as they wait.

Zenix_Leviticus
06-12-2007, 02:36 PM
Death is never figured into our VoN6 plan now.

It can happen unexpectedly though.


Short quick description:

Everyone stays at home.
Kite all mobs to home and FASCINATE them.
No one kill anything...
Have pillar smashers go out and destroy the pillars.
Pillar Smashers return home
Monsters are killed one at a time so they respawn back at their base.
Everyone heal up/top off
Run to Velah's door.
Buff...buff...buff. buffff
Yell 'LEEEROOOYYY JEEEEENNKIIINS!!!!' and run for velah.
Hit Hit hit hit heal heal heal hit heal hit heal

YAAAAAY!!!!

Has worked between 10-20 times for us this way....

Heladron
06-12-2007, 02:42 PM
...Yell 'LEEEROOOYYY JEEEEENNKIIINS!!!!'....


That is exactly what I was looking for. In a PnP game survival was the name of the game or you got to tear up your character sheet and start over, especially if you had a DM like mine.

:)

RyanWade
06-12-2007, 03:15 PM
We ran the Dragon last night and the AI has definately made it both easier and harder.

Grabbing the mob is easier and getting them to follow you around is easier. Getting them to stay at home is not. Once our runner died at home, the mob immediately started to move back to their bases.

To dispell one myth - the mobs DEFINATELY respawn if you wipe them out, and I mean respawn in a hurry. Killing them is not a good option.

Best strategy I have seen so far:





1. Move all but your runner (high saves and evasion preferred) to the pitchers mound as usual.

2. Have your runner go counterclockwise and gather all 3 mobs in one run. Have your three pillar tanks follow the runner at intervals so the first tank is getting to third as the runner is grabbing mobs at second. That tank continues to second and on to first with the other two pillar tanks following around the counterclockwise circle.

3. Prep the pillars and take them down ASAP.

4. While the pillars are going down, raise the runner and have them run back to home to drive the mob back into home and die again. You may have to do this a few times depending on how quick your pillar tanks get the pillars down and get back to the pitchers mound.

4. Alternate - If you have a Bard, have the Bard waiting at home for the runner and have the bard charm the mobs as the runner arrives. The Bard will need to recharm every 60 seconds or so to keep the mob under the influence. Once the pillars are complete and the tanks back at the mound, the Bard and Runner must die with the mob. If they run to the mound with the mob still charmed, as soom as the charm runs out the entire mob will high tail it to the mound and this is how party wipes happen.

5. After the barrier is down, Velah's AI did not change. Kill her and grab the loot.

Let me know if anyone uses these tactics and if anything doesn't work. Just because it worked for us doesn't mean there aren't any flaws and I would like to update with any changes required.

The Black Knights of Templar - Fernia
Redraider - lvl 14 healer
RadRaider - lvl 14 killer
Redraidear - lvl 14 fingerer
Redraidar - lvl 6 sneak


I have done Vehla twice since last update.

The 1st time we got all mobs to home base, and then a couple of each type of mob went back to their base. We never got the pillars down and it was a loss. If that happens again, I am going to use the facinate or other method mentioned in the this quoted thread.

The 2nd time I did we had someone run to 1st, 2nd, 3rd, then home.
The mobs all went and stayed there, we then took out the pillars as normal (although I noticed if u get them less than 10% they regen back to full health) then we killed Velah the typical way

Zenix_Leviticus
06-12-2007, 03:38 PM
I guess I should add that we go 3rd, 2nd, 1st.

When the runner gets past 3rd we start loading the bases with pillar
smashers.


When the runner gets to 1st, there is a guy on 2nd, 3rd, and one
halfway between 3rd and home.

The first smasher always preps the pillars a little too.


hope this helps a little.

Nonan
06-12-2007, 04:23 PM
****.. I forgot the LEROY JENKINS attack!!!!!!!

Man...

Zenix_Leviticus
06-12-2007, 04:29 PM
****.. I forgot the LEROY JENKINS attack!!!!!!!

Man...

It actually makes or breaks the mission!!

You must do this!