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Draccus
01-05-2009, 08:20 AM
The massive lagfest in the Shroud last night caused my first Shroud failure in 9 attempts. Several players were frozen in place for 10+ minutes while those of us who could move were warping around the maze and couldn't attack or heal. Yuck.

That being said, the fact that we wiped in part 2 got me thinking about the tactics used in that section. What are they? In 9 runs, I've never heard the raid leader give very specific instructions yet, other than this failed raid, I've completed part 2 in one round every time except my first raid when it took 3.

I get the first sequence:
1. Pull spawn to south end and kill.
2. Move to cubby on west end of maze.
3. Pull lieutenants to cubby.
4. Separate Fire Ele if needed.

Then it gets chaotic. I never hear anyone assigned to a specific lieutenant nor have I heard a priority assigned (I'm assuming that, depending on the spawn, you kill the slow ones first?) but I've seen the task completed two completely different ways.

The first way was to get every lieutenant down to a sliver of health and then kill them all at once. I'm not sure how everyone knew which one to team up on but someone they do and it worked perfectly.

The second way was to just start beating on random monsters until one died and then panic and kill the rest as fast as possible. That seemed to work as well.

What's the best tactic here?

Talon_Moonshadow
01-05-2009, 08:26 AM
Someone should be ginving directions. :(

They need to be killed at almost the same time.

They need to be killed and crystal broke before one of their ghosts can get back to center.

They buff each other when close to each other.

So.......
Seperate them slightly.
Take fastest ghost to a place on the map that will force him to take longer to get back to center.....and kill him last.

Bring all to about 10% health....but DONT KILL!!!!!!

When ready kill 1,2,3,4...break crystal. (have someone ready to break crystal before they die is best)

Aranticus
01-05-2009, 08:34 AM
Someone should be ginving directions. :(

They need to be killed at almost the same time. not quite true

They need to be killed and crystal broke before one of their ghosts can get back to center.

They buff each other when close to each other.

So.......
Seperate them slightly.
Take fastest ghost to a place on the map that will force him to take longer to get back to center.....and kill him last.

Bring all to about 10% health....but DONT KILL!!!!!! not always the case

When ready kill 1,2,3,4...break crystal. (have someone ready to break crystal before they die is best)

depends on what i get say fire devil orc and troll. i like fire in NE with an evasion toon in there with a healer and a caster. get the devil and orc to SW, troll to S. all melees work on devil and orc while one just hold agro of troll (not even going to prep coz he regens too much). once orc fire devil is ready, drop the devil, caster starts running to centre. kill orc, all work on troll. when troll is dead, caster should already be in centre and has a firewall on the crystal. drop fire, drop crystal

it is not always necessary to drop them around the same time. orthon devil trog are very slow walkers and can take 30s to get back to the centre. troll regens alot and is better left un-prepped. fire and cat are always last due to their running speed. devil and orthon always first to go due to their teleportation

maddmatt70
01-05-2009, 10:23 AM
This is another situation where servers have arrived at different solutions to solve a raid (part 2 of the shroud). For this particular strategy I can definitely say that the Thelanis strategy is poorer then the Khyber one. The Thelanis strategy is to separate all 4 lieutenants whereas the khyber strategy is to for the most part keep 3 lieutenants in one area and just separate the 4th lieutenant. Separating all 4 lieutenants into different areas puts a strain on the healers who have to run from lieutenant to lieutenant, provides less communication during the raid as to the status of the lieutenants' health, and leads to less cohesive dps. Raw focused dps is the way to go.

MissErres
01-05-2009, 10:32 AM
We have pretty much the same strategy. All mobs to cubby, form wall and smack 'em down. Fire gets kited around tree to west of cubby by evasion type. Tank takes knoll to back of cubby to keep his bladebarries and such off the rest of the party. (that is the knoll that does that, right? anyway...) This way the entire party is within healing reach of the clerics. Devil or Orthon is always the first to go, caster runs to center and throws firewalls on crystals. Fire and cat are the last to go. Beat 'em down to nothing, seperate and kill. Easy cheesy. :D

maddmatt70
01-05-2009, 10:38 AM
Yes, the Ghallanda strategy seems similar to the Khyber. Only thing different is the Fire elemental or elemental being separated is optional on Ghallanda according to your post.. The elemental on Khyber is always separated.

Mhykke
01-05-2009, 10:39 AM
After killing all trash, we just pull all mobs south and pull the ele to the little cubby in the east right there, that way just 1 healer can stand in 1 spot and have a line on everybody to toss a heal.

Sometimes, depending on group, the gnoll goes SE.

Montrose
01-05-2009, 11:14 AM
When ready kill 1,2,3,4...break crystal. (have someone ready to break crystal before they die is best)


Just casta a max/empower/extended firewall on the crystal when everything is at 10%. as soon as the barrier goes down, crystal goes poof.

ArkoHighStar
01-05-2009, 11:19 AM
After killing all trash, we just pull all mobs south and pull the ele to the little cubby in the east right there, that way just 1 healer can stand in 1 spot and have a line on everybody to toss a heal.

Sometimes, depending on group, the gnoll goes SE.

yeah thats pretty much the defacto argo strategy, once you get them to next to nothing seperate a bit to kill but otherwise have them stay together

Freeman
01-05-2009, 11:21 AM
TThe Thelanis strategy is to separate all 4 lieutenants...

Odd, I haven't actually seen this strategy used on Thelanis in a long time. The norm now sounds fairly similar to what you discussed. The only things that are generally separated are the elementals, gnoll, and sometimes the devil(To keep him from jumping around as much).

Junts
01-05-2009, 11:52 AM
The massive lagfest in the Shroud last night caused my first Shroud failure in 9 attempts. Several players were frozen in place for 10+ minutes while those of us who could move were warping around the maze and couldn't attack or heal. Yuck.

That being said, the fact that we wiped in part 2 got me thinking about the tactics used in that section. What are they? In 9 runs, I've never heard the raid leader give very specific instructions yet, other than this failed raid, I've completed part 2 in one round every time except my first raid when it took 3.

I get the first sequence:
1. Pull spawn to south end and kill.
2. Move to cubby on west end of maze.
3. Pull lieutenants to cubby.
4. Separate Fire Ele if needed.

Then it gets chaotic. I never hear anyone assigned to a specific lieutenant nor have I heard a priority assigned (I'm assuming that, depending on the spawn, you kill the slow ones first?) but I've seen the task completed two completely different ways.

The first way was to get every lieutenant down to a sliver of health and then kill them all at once. I'm not sure how everyone knew which one to team up on but someone they do and it worked perfectly.

The second way was to just start beating on random monsters until one died and then panic and kill the rest as fast as possible. That seemed to work as well.

What's the best tactic here?

usually both eles are peeled off (they dont spawn at the same time), fire to remove the area damage, earth to remove the dr. casters can handle either, or an evasion tank for fire.

kill priority is usually the teleporting mobs, who also do the most damage - mitanu and sagrata (orthon and devil), they also don't spawn together, and mitanu is the slowest of them all.

sometimes groups have a second evasion toon pull the gnoll a bit separate to keep bb/cometfall out of the group, but the gnoll has terrible hp and is often easily ganked by the group in about 15 seconds.

the gnoll and the lion are the fastest after the fire ele (who is faster than you are hasted, or comparable speed at least) and left til near-last if possible. kobold and trog are low-priority, as is the orc. the troll often requires extra work due to the regen he brings and unless hes with very fast others is usually best to just take the others with him out and then take him because he makes the others regen so much while he's being taken down.

'general' strategy is to 'prep' them all, get them to sliver (if one that grants death immunity is present) or at least to 5-10%, but all that really matters for most groups is having two of t hem die at about the same time - finishing a 3rd and then taking out the appropriate ele or 4th is not too difficult, unless the first to die is the cat (who is very fast), in whichcase you may have issues. once prepped, you separate them and damage them down the rest of the way (to make them stop gaining benefits from others like death immunity or troll regen which will keep them alive even when they should die, with death immunity effects (kobold and cat ensure that even at 1 hp no lt can die as long as 3 are close to each other and one is kobold or kitty), the other lieutenants will die instnatly if pulled out of the range of the death immunity as long as they have not healed back up before you do it (eg, if you have cat, orthon and orc al prepped to absolutely nothing, but they won't die because they are clumped and one is the cat, and the orthon chooses to teleport across the map to attack s omeone, he will die the second he appears there).

Junts
01-05-2009, 11:57 AM
Yes, the Ghallanda strategy seems similar to the Khyber. Only thing different is the Fire elemental or elemental being separated is optional on Ghallanda according to your post.. The elemental on Khyber is always separated.



fire ele is usually separated, as is earth just for speed's sake, unless the group has insane dps and is just flat out lazy.

i notice other servers (or maybe just other guilds than mine) often peel elemenetals off to areas far from the rest of the group, eg, ne corner, etc, whereas we usually take everything in the west and put whatever mob is peeled (fire or earth) at the sw tree so that it's quickly run to and finished by the gorup once the main 3 go down - the caster entertaining the elemental is only really there to get it to half and keep it out of everyone's hair, though a good caster can get them far lower.

Boldrin
01-05-2009, 11:59 AM
The second way was to just start beating on random monsters until one died and then panic and kill the rest as fast as possible. That seemed to work as well.

What's the best tactic here?

That's just hilarious!! Much more fun that way huh?

ace_mason
01-05-2009, 12:04 PM
This is another situation where servers have arrived at different solutions to solve a raid (part 2 of the shroud). For this particular strategy I can definitely say that the Thelanis strategy is poorer then the Khyber one. The Thelanis strategy is to separate all 4 lieutenants whereas the khyber strategy is to for the most part keep 3 lieutenants in one area and just separate the 4th lieutenant. Separating all 4 lieutenants into different areas puts a strain on the healers who have to run from lieutenant to lieutenant, provides less communication during the raid as to the status of the lieutenants' health, and leads to less cohesive dps. Raw focused dps is the way to go.
Based on the fact that Thelanis was the first worldwide to beat the shroud and currently holds the record for the fastest run. I would say our strategy is just a little better than your is. But nice try.:D

Draccus
01-05-2009, 12:07 PM
That's just hilarious!! Much more fun that way huh?

Yeah, that's the way I like best. The chat is always quiet until the first death message appears and then someone starts barking commands. "Oh ****! Uh...EVERYONE KILL SOMETHING! I mean, uh...OK, EVERYONE ON THE KOBOLD!"

bobbryan2
01-05-2009, 12:09 PM
This is another situation where servers have arrived at different solutions to solve a raid (part 2 of the shroud). For this particular strategy I can definitely say that the Thelanis strategy is poorer then the Khyber one. The Thelanis strategy is to separate all 4 lieutenants whereas the khyber strategy is to for the most part keep 3 lieutenants in one area and just separate the 4th lieutenant. Separating all 4 lieutenants into different areas puts a strain on the healers who have to run from lieutenant to lieutenant, provides less communication during the raid as to the status of the lieutenants' health, and leads to less cohesive dps. Raw focused dps is the way to go.

Man... and all this time... I didn't realize that my server seperated them.

I thought we just pulled 3-4 to the same place and killed them.

EazyWeazy
01-05-2009, 12:09 PM
For this particular strategy I can definitely say that the Thelanis strategy is poorer then the Khyber one.

I didn't realize we were assigned strategies by server. I must have missed the memo. :rolleyes:

maddmatt70
01-05-2009, 12:17 PM
Based on the fact that Thelanis was the first worldwide to beat the shroud and currently holds the record for the fastest run. I would say our strategy is just a little better than your is. But nice try.:D

Last I checked Khyber holds the elite speed shroud record and is tied for the normal speed shroud record with Thelanis. I have not heard a peep from you guys in months. I guess the whole speed thing was too much for you or what in all this time you couldn't beat a silly little record. I shudder to think about any elite speed shroud efforts you all would make - you might as well throw in the towel now and cry mommy.

Return_To_Forever
01-05-2009, 12:37 PM
I didn't realize we were assigned strategies by server. I must have missed the memo. :rolleyes:

We deffinately are not, heh. As on Ghal, there are far too many people who use the cubby exclusively. And yeh, I'm not a fan of the "shield wall" cubby method.

The thing is you can do it 20 different ways and win, so my lil take on an effective way means very little, and isn't really important. Whats important is I'm right, and they are wrong!

ace_mason
01-05-2009, 12:41 PM
Last I checked Khyber holds the elite speed shroud record and is tied for the normal speed shroud record with Thelanis. I have not heard a peep from you guys in months. I guess the whole speed thing was too much for you or what in all this time you couldn't beat a silly little record. I shudder to think about any elite speed shroud efforts you all would make - you might as well throw in the towel now and cry mommy.

Thelanis holds the record. You tied which means you DID NOT beat it.
So until you beat it GOOD DAY SIR!

http://i191.photobucket.com/albums/z240/6Black6Jack6/WillyWonka.jpg

bruha118
01-05-2009, 12:45 PM
very interesting to see all the differ stragys on differ servers...sarlona stragey slightly differ...we still pull all trash mobs to south central and kill...then we have 1 tank sneak in and get devils agrro and pull him to NE with a cleric...then 1 tank pulls orc,fire and knoll to south central where the evasion tank then grabs fire aggro and takes him to NW with a cleric...as for the orc and knoll they are continued to be pulled to SE where rest of tanks set up a sheid wall and have caster begin to FW...sheild wall tanks dont attack till caster has aggro...once everything is preped caster goes to middle for crystal and we kill

ace_mason
01-05-2009, 12:51 PM
The strategy that seems to work the best is caster kills ele by the crystal after he blankets it with FW. While the rest of the parties owns the other 3 in the south. Usually takes about 2minutes and we are into part 3.

kinar
01-05-2009, 01:17 PM
yeah thats pretty much the defacto argo strategy
I've ran about 70 shrouds total and about 50 of those being pugs...and never once seen that strategy (all to SC, gnoll to SE, fire cubby)...

I'd say that right now, Argo strategy is the worst of all servers...When I started running shroud we were 100% on the Thelanis strat mentioned above....it was never very smooth but it always worked as long as pull didn't include devil, fire, cat.

Right now, Argo is in the "we realise our strat needs improvement" mode and 4 outta 5 groups I join use a different strat as we figure out what works best.

ArkoHighStar
01-05-2009, 01:23 PM
I've ran about 70 shrouds total and about 50 of those being pugs...and never once seen that strategy (all to SC, gnoll to SE, fire cubby)...

I'd say that right now, Argo strategy is the worst of all servers...When I started running shroud we were 100% on the Thelanis strat mentioned above....it was never very smooth but it always worked as long as pull didn't include devil, fire, cat.

Right now, Argo is in the "we realise our strat needs improvement" mode and 4 outta 5 groups I join use a different strat as we figure out what works best.

not sure who you guys run with, but most of the larger inter guild groups pull everything but the eles to south central or south west and just kill, I only see a few of the pull to the corner runs, and usually those are not the best of runs.

Gol
01-05-2009, 01:27 PM
I've ran about 70 shrouds total and about 50 of those being pugs...and never once seen that strategy (all to SC, gnoll to SE, fire cubby)...

I'd say that right now, Argo strategy is the worst of all servers...When I started running shroud we were 100% on the Thelanis strat mentioned above....it was never very smooth but it always worked as long as pull didn't include devil, fire, cat.

Right now, Argo is in the "we realise our strat needs improvement" mode and 4 outta 5 groups I join use a different strat as we figure out what works best.
There are 2 types of Shroud pugs on Argo. Those with good players that fill up & complete fast and those that don't. I think you need to switch groups.

Aspenor
01-05-2009, 01:35 PM
I've ran about 70 shrouds total and about 50 of those being pugs...and never once seen that strategy (all to SC, gnoll to SE, fire cubby)...

I'd say that right now, Argo strategy is the worst of all servers...When I started running shroud we were 100% on the Thelanis strat mentioned above....it was never very smooth but it always worked as long as pull didn't include devil, fire, cat.

Right now, Argo is in the "we realise our strat needs improvement" mode and 4 outta 5 groups I join use a different strat as we figure out what works best.


There are 2 types of Shroud pugs on Argo. Those with good players that fill up & complete fast and those that don't. I think you need to switch groups.

yeah, what Gol said.

you don't want to fall in with the wrong crowd.

personally, i can take one look at a PUG shroud run on the LFM and who is in the party, and i can tell you whether they will win or fail.

i'm pretty sure you can guess which parties I don't join.

~Bandage
01-05-2009, 02:14 PM
The pug rnus I've seen on Sarlona tend towards the same formula:
1: pull everything to soutch central and kill
2: sweep for survivors
3: pull devil/otrhon seperately to n/w to avoid annoying teleporting, send a cleric
4: pull fire elemental n/e to avoid fireballs on non-evasion types, send a bard or light healer
5: pull the rest to the s/e, wall 'em in, leave a cleric, have the caster do most damage / aggro control
6: prep 'em all to 10% or so, then destroy

Balkas
01-05-2009, 02:25 PM
As long as you kill the devil/orthon first, you don't really need to separate them.

Return_To_Forever
01-05-2009, 02:26 PM
OK OK, the fastest bestest way to do this is send in 1 clr, 1 bard, 1 wf barb(pref a splash of wiz), 1ftr multiclass S+B prefered, 2 casters to stand at the Altar before part 2, everyone else shrine, then have 1 half of that many people group up, have the other half /hug or /wave, to keep it polite, when you zone in have 1 everyone run to the middle!That will leave 1 no one not in the middle. Have 1 caster solo everything then, have 1 other caster prep third base, while the bard preps the bottom pilars, this will allow for a rngr to heal the dogs, and you can have your barb grab gnoll agro, when the effreeti spawn, bard then gets fly hits the lever, firing the lazer, dropping the shields and solving the puzzle!

Other ways of doin it are for the nooblets!

Film
01-05-2009, 02:32 PM
OK OK, the fastest bestest way to do this is send in 1 clr, 1 bard, 1 wf barb(pref a splash of wiz), 1ftr multiclass S+B prefered, 2 casters to stand at the Altar before part 2, everyone else shrine, then have 1 half of that many people group up, have the other half /hug or /wave, to keep it polite, when you zone in have 1 everyone run to the middle!That will leave 1 no one not in the middle. Have 1 caster solo everything then, have 1 other caster prep third base, while the bard preps the bottom pilars, this will allow for a rngr to heal the dogs, and you can have your barb grab gnoll agro, when the effreeti spawn, bard then gets fly hits the lever, firing the lazer, dropping the shields and solving the puzzle!

Other ways of doin it are for the nooblets!

Ok, that's a negative 50 dkp minus for you

Return_To_Forever
01-05-2009, 02:35 PM
Ok, that's a negative 50 dkp for you

OMG, this is uncalled for man, I'm obv just tryin to help here

/wave!

GlassCannon
01-05-2009, 02:37 PM
If Fire Ele, take him to NE corner, alone. Toss either a DEX Monk, a Fire/Ice sorc(preferably with the Glacial Assault set, if a Cleric didn't take the set first.... seen it done.), a high DEX Ranger(if an Exploit Build, aka Multiclass, make sure "it" has Evasion and a Reflex over 25), Fire Resist on all and sliver it.

If Gnoll, assign a high-saves tank to be main priority on slivering it, preferably with Improved Evasion. A well-built Monk Pure works well in this case. Paladins and Rangers have trouble because of lack of Evasion, or a decent Will save, respectively. Assign a cleric to counter the continuous Harm spells, and one well-geared tank can handle it. If not, send 2.

If Devil is up, the strategy changes from a Pull-Apart to a ClusterBash. The Trog, Orc and Kobold are pulled away from one another in standard occasions(Example: Cat in Cubby, Kobold in SW, Orc or Troll in SE, Elemental in NE).

If Troll happens to spawn, keep him away from the others as top priority. Since he can hit a 60AC like it's 0, send a high DPS Ranged Ranger, or a tank with good Heal Amp and an HP total over 350... send a cleric over there too. A bard won't cut it.

If you have a bard, song up right before you launch the assault, and give the party the "GO!" signal with a fresh Extended Haste. Keeping all non-arcanes Hasted is top priority. If someone is tanking the Troll or Orc melee, give them a Displacement(No, Blur is not nearly enough. It has to be a Displacement)... same with the Intimitank(if applicable) for the Orthon or Devil(Again, these two ******bags change the placement of the fights). In some cases a Cleric goes back and forth between SW and SC, keeping both groups up.

Most Shroud parties fail due to lack of appropriate buffs, as the healers just can't keep up and the DPSers are moving too slowly. I have been in a few that failed due to Gear, however.

Return_To_Forever
01-05-2009, 02:41 PM
If Fire Ele, take him to NE corner, alone. Toss either a DEX Monk, a Fire/Ice sorc(preferably with the Glacial Assault set, if a Cleric didn't take the set first.... seen it done.), a high DEX Ranger(if an Exploit Build, aka Multiclass, make sure "it" has Evasion and a Reflex over 25), Fire Resist on all and sliver it.

If Gnoll, assign a high-saves tank to be main priority on slivering it, preferably with Improved Evasion. A well-built Monk Pure works well in this case. Paladins and Rangers have trouble because of lack of Evasion, or a decent Will save, respectively. Assign a cleric to counter the continuous Harm spells, and one well-geared tank can handle it. If not, send 2.

If Devil is up, the strategy changes from a Pull-Apart to a ClusterBash. The Trog, Orc and Kobold are pulled away from one another in standard occasions(Example: Cat in Cubby, Kobold in SW, Orc or Troll in SE, Elemental in NE).

If Troll happens to spawn, keep him away from the others as top priority. Since he can hit a 60AC like it's 0, send a high DPS Ranged Ranger, or a tank with good Heal Amp and an HP total over 350... send a cleric over there too. A bard won't cut it.

If you have a bard, song up right before you launch the assault, and give the party the "GO!" signal with a fresh Extended Haste. Keeping all non-arcanes Hasted is top priority. If someone is tanking the Troll or Orc melee, give them a Displacement(No, Blur is not nearly enough. It has to be a Displacement)... same with the Intimitank(if applicable) for the Orthon or Devil(Again, these two ******bags change the placement of the fights). In some cases a Cleric goes back and forth between SW and SC, keeping both groups up.

Most Shroud parties fail due to lack of appropriate buffs, as the healers just can't keep up and the DPSers are moving too slowly. I have been in a few that failed due to Gear, however.


Obviously this won't work, as you should have left 1 no one not in the middle!

Aspenor
01-05-2009, 02:43 PM
Most Shroud parties fail due to lack of appropriate buffs, as the healers just can't keep up and the DPSers are moving too slowly. I have been in a few that failed due to Gear, however.

If you're using that strategy, you're not losing because of lack of buffs. You're losing because your strategy is awful. There's no reason to force the clerics to run that far to keep people alive.

al73r
01-05-2009, 02:56 PM
very interesting to see all the differ stragys on differ servers...sarlona stragey slightly differ...we still pull all trash mobs to south central and kill...then we have 1 tank sneak in and get devils agrro and pull him to NE with a cleric...then 1 tank pulls orc,fire and knoll to south central where the evasion tank then grabs fire aggro and takes him to NW with a cleric...as for the orc and knoll they are continued to be pulled to SE where rest of tanks set up a sheid wall and have caster begin to FW...sheild wall tanks dont attack till caster has aggro...once everything is preped caster goes to middle for crystal and we kill

This is how the Storm Lords on Thelanis rock it. This is our preferred method, when you have the devil.

We always pull the elemental out of the mix and prop them in the SE with a caster.

Everything else is killed in the SW.

bobbryan2
01-05-2009, 03:07 PM
If Fire Ele, take him to NE corner, alone. Toss either a DEX Monk, a Fire/Ice sorc(preferably with the Glacial Assault set, if a Cleric didn't take the set first.... seen it done.), a high DEX Ranger(if an Exploit Build, aka Multiclass, make sure "it" has Evasion and a Reflex over 25), Fire Resist on all and sliver it.

If Gnoll, assign a high-saves tank to be main priority on slivering it, preferably with Improved Evasion. A well-built Monk Pure works well in this case. Paladins and Rangers have trouble because of lack of Evasion, or a decent Will save, respectively. Assign a cleric to counter the continuous Harm spells, and one well-geared tank can handle it. If not, send 2.

If Devil is up, the strategy changes from a Pull-Apart to a ClusterBash. The Trog, Orc and Kobold are pulled away from one another in standard occasions(Example: Cat in Cubby, Kobold in SW, Orc or Troll in SE, Elemental in NE).

If Troll happens to spawn, keep him away from the others as top priority. Since he can hit a 60AC like it's 0, send a high DPS Ranged Ranger, or a tank with good Heal Amp and an HP total over 350... send a cleric over there too. A bard won't cut it.

If you have a bard, song up right before you launch the assault, and give the party the "GO!" signal with a fresh Extended Haste. Keeping all non-arcanes Hasted is top priority. If someone is tanking the Troll or Orc melee, give them a Displacement(No, Blur is not nearly enough. It has to be a Displacement)... same with the Intimitank(if applicable) for the Orthon or Devil(Again, these two ******bags change the placement of the fights). In some cases a Cleric goes back and forth between SW and SC, keeping both groups up.

Most Shroud parties fail due to lack of appropriate buffs, as the healers just can't keep up and the DPSers are moving too slowly. I have been in a few that failed due to Gear, however.

That's really overly complicated.

The only things that should be pulled away from the rest of the party:

Earth -- stoneskin slows things down. Just take him far enough that he's not stoneskinning everything.

Fire -- DBF hurts... just put a ranger and maybe a bard to heal up in the cubby - kill last.

Gnoll -- I don't even usually pull him away.. I just keep him away from the other 2 in the SW corner. Put one ranger on him, he goes down easy.

Some people like to pull the devil away just so he won't teleport around. But a good intimidator is fine too...

The best runs I'm in just grab all 4, take them to the south, kill one, kill the second, kill the third, kill the fourth... just in rapid succession. They don't waste time 'prepping' or 'splitting things up' or 'timing when to kill things' Just line 'em up, kill 'em dead.

moops
01-05-2009, 03:09 PM
Sarlona seems to mostly split the mobs in 3 groups, sometimes 2. It depends entirely on the 12 people in the raid and what the leader feels is best--I've only been on a couple runs with Leaders who had never run a shroud b4.

Devil is usually a single pull with either a DPS/ Cleric or Bard, or some clerics even solo the Devil.

Some casters solo the eles, some casters have no clue what I am talking about if I ask if they can do this.

We usually put the lion in the NW cubby--sometimes just one person, sometimes 1 person with a bard/caster/healer.

Every group does orthon different, some put him NW and make the cleric hide and the DPS turn their backs to clerics and do some strange dance to protect the wimpy cleric--Most seem to bing NW/NW cubby and don't worry about hiding their cleric.

I usually put the Orthon SW so I can run between the wall and Orthon group with heals-My cleric is not afraid of orthons or Devils:)

Despite splitting in 3, our runs are still pretty quick for this part, usually 3 min or less.

If I was in a static group where people actually listened I would prob try the kill 3 mobs together method. But the people I run with on Sarlona are really DPS heavy, most players can solo Devil, Lion, Orthon and have them prepped in no time, and many times I don't even have a caster in the Shroud.

Other reason I like splitting groups in 3, is that it gives people something new to do--and newer players practice at being self sufifcient, kiting, pulling.--and I try not to rely on the same people to do the same things all the time, I figure in the long run, when we have new content again, it will help if I have to pug stuff.

ArkoHighStar
01-05-2009, 03:20 PM
If Fire Ele, take him to NE corner, alone. Toss either a DEX Monk, a Fire/Ice sorc(preferably with the Glacial Assault set, if a Cleric didn't take the set first.... seen it done.), a high DEX Ranger(if an Exploit Build, aka Multiclass, make sure "it" has Evasion and a Reflex over 25), Fire Resist on all and sliver it.

If Gnoll, assign a high-saves tank to be main priority on slivering it, preferably with Improved Evasion. A well-built Monk Pure works well in this case. Paladins and Rangers have trouble because of lack of Evasion, or a decent Will save, respectively. Assign a cleric to counter the continuous Harm spells, and one well-geared tank can handle it. If not, send 2.

If Devil is up, the strategy changes from a Pull-Apart to a ClusterBash. The Trog, Orc and Kobold are pulled away from one another in standard occasions(Example: Cat in Cubby, Kobold in SW, Orc or Troll in SE, Elemental in NE).

If Troll happens to spawn, keep him away from the others as top priority. Since he can hit a 60AC like it's 0, send a high DPS Ranged Ranger, or a tank with good Heal Amp and an HP total over 350... send a cleric over there too. A bard won't cut it.

If you have a bard, song up right before you launch the assault, and give the party the "GO!" signal with a fresh Extended Haste. Keeping all non-arcanes Hasted is top priority. If someone is tanking the Troll or Orc melee, give them a Displacement(No, Blur is not nearly enough. It has to be a Displacement)... same with the Intimitank(if applicable) for the Orthon or Devil(Again, these two ******bags change the placement of the fights). In some cases a Cleric goes back and forth between SW and SC, keeping both groups up.

Most Shroud parties fail due to lack of appropriate buffs, as the healers just can't keep up and the DPSers are moving too slowly. I have been in a few that failed due to Gear, however.

if you are sitting there and buffing after part 1 you are wasting time, the only buff that is required is a mass death ward if you get the kobold, and a FOM for whoever takes on a earth ele, I'll throw out a few buffs as a cleric if we are waiting to go in, which is usually about 30 secs, till we get maybe 6 there and then people go in regardless

juniorpfactors
01-05-2009, 03:23 PM
This is another situation where servers have arrived at different solutions to solve a raid (part 2 of the shroud). For this particular strategy I can definitely say that the Thelanis strategy is poorer then the Khyber one. The Thelanis strategy is to separate all 4 lieutenants whereas the khyber strategy is to for the most part keep 3 lieutenants in one area and just separate the 4th lieutenant. Separating all 4 lieutenants into different areas puts a strain on the healers who have to run from lieutenant to lieutenant, provides less communication during the raid as to the status of the lieutenants' health, and leads to less cohesive dps. Raw focused dps is the way to go.

ummm dont make Assumptions...you know what they say of ASSumptions.... of what "Thelanis" does, UMMM i have run 400ish+ shrouds and probably havent seen the 4 corner techique spoken of in 6 months...

is there a newb group that does this on Thelanis maybe, but none of the top guilds do this nonsense, we simply take fire/or eath as he passes with magic missles-- isolate him(bard heals), and smash the other 3 on the west(2clerics).... dont let orthon or devil see you (rinse repeat)... and or just simply smash all 4 if we are all guild if its the right combo....

jrp

moops
01-05-2009, 03:23 PM
if you are sitting there and buffing after part 1 you are wasting time, the only buff that is required is a mass death ward if you get the kobold, and a FOM for whoever takes on a earth ele, I'll throw out a few buffs as a cleric if we are waiting to go in, which is usually about 30 secs, till we get maybe 6 there and then people go in regardless

QFT-I always tell people that they can go in as soon as they are done getting their loot/ shrining as long as they can keep themselves alive.

juniorpfactors
01-05-2009, 03:32 PM
This is how the Storm Lords on Thelanis rock it. This is our preferred method, when you have the devil.

We always pull the elemental out of the mix and prop them in the SE with a caster.

Everything else is killed in the SW.

totally unnecessay,, just a caster with Magic missles :)

hide, dont get spotted as the mobs go by, have caster peel off the elemental and drop him to 10%... and in doing so orthon nor devil port NOwhere, they are slow and can be killed 1st with before the other 2 trash mobs in the cubby

jrp, takes less than 2 minutes

al73r
01-05-2009, 04:28 PM
totally unnecessay,, just a caster with Magic missles :)

hide, dont get spotted as the mobs go by, have caster peel off the elemental and drop him to 10%... and in doing so orthon nor devil port NOwhere, they are slow and can be killed 1st with before the other 2 trash mobs in the cubby

jrp, takes less than 2 minutes

Sounds good to me, when we shrouding?

The_Phenx
01-05-2009, 04:45 PM
Best spot to tank the Fire ele is the dead end hole halfway up the west side...has the longest run of any.

Oh and no need for a healer, caster or evasion... all you need is madstone boots.. glacial assualt bracers(for proc'd cold shield) a cloak of ice (for the initial cold shield) a fire resit, high ac, oh and dragonmarks to self heal.

That fire ele is my BIOTCH... :)~

Rheebus
03-19-2010, 05:51 PM
Anyone have a link to the mass buffs/abilities of the red named bosses in part 2? I can't seem to find one.

Here is what I have so far:
Orthon - Mitanu
annoying/slow to kill – teleports
kill first - slowest runner


Devil - Sagrata
kill first - annoying/slow to kill (teleports)


Kobold - Kasquik
Vorpal to all
annoying/slow to kill - Jumps around a lot
separate – prevents others from dying


Earth Elemental
separate - 10 DR to all


Fire Elemental
kill last - fast running
separate - Area Affect Damage


Orc
slow to get to group – likes to stand and chuck spears


Gnoll
kill near last - fast running
dedicate healer or evasion toons – casts blade barrier


Cat
kill last - fast running
separate – keeps others from dying


Troglodyte
Big Wuss



Troll
annoying to kill – regenerates quickly
separate - givens fast regen to others



Also, Blur/Displacement should not work against red named bosses. I am not sure why you are using it in this part. Red name usually means persistent true seeing.