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Wizard_Zero
07-11-2010, 02:07 AM
Running Epic Von6 last night and we were doing the normal strategy of placing people with the correct abilities on each base (DD, Reflex saves, healing, etc.), Base 1 only had a Ranger and a Healer, Genies were prepped, all went down evenly and everyone started on the pillars. Well that ranger on Base 1 was unable to take down the pillar fast enough and so the Genies came back, and everyone was still on the bases re-prepping, 30 seconds or so went by and mobs started breaking loose on Base 2 (Think there was a glancing blow that hit one of them). Base 2 got wiped, some people from base 3 went back to grab the stones, rez and re-fantasize the mobs. By the time they were able to do that and get back to base 3, Mobs in Base 1 & 3 were starting to break, and people started fighting on all the bases, struggling to stay alive. Least to say, we all wiped.

After that, I started to analyze what went wrong. First off, bad base placement. The ranger on Base 1 couldn't take down the pillar fast enough (Not saying rangers are weak, because they aren't), that particular ranger just couldn't do it by themselves. More importantly though I realize that 95% of Epic VoN6 failures come from Genies re-spawning/mobs breaking loose from fantasize and wreaking havoc on the base. Then people try to get that base up or re-prepped, and other bases mobs break loose, people start dying and panicking. This has happened a couple times before.

As soon as Base 2 wiped, I should have took charge and told everyone to get back to the beginning as soon as we got Base 2's stones (I don't take charge of a group if I'm not the leader). We should have waited 5-10 minutes for fantasize wear off on every base and redo base assignments, strategy and rebuff. Instead, like most of VoN6 groups I've ran with, everyone tries to save the sinking boat.

Kind of goes like this:
Genies prepped/pillars go down = Quest completed
Genies Re-spawn = Good chance of death, but you still have a chance
Mobs break = Wipe if everyone stays on bases (Haven't seen a successful one of these yet)

My suggestion is: If any base mobs break loose from fantasize at any point (Especially Base 1 & 2), everyone is to get back to the beginning and we start from scratch, no if's, and's, or's, about it. Put up that DD and get the heck out of there. You have about an hour to do the quest, and it takes less than 10 minutes to kill the dragon. Your best chance of success is when Genies are prepped on all bases and everyone only worries about the pillars.

KKDragonLord
07-11-2010, 02:31 AM
(Fascinate) Fantasize lol

Shiler
07-11-2010, 02:51 AM
Running Epic Von6 last night and we were doing the normal strategy of placing people with the correct abilities on each base (DD, Reflex saves, healing, etc.), Base 1 only had a Ranger and a Healer, Genies were prepped, all went down evenly and everyone started on the pillars. Well that ranger on Base 1 was unable to take down the pillar fast enough and so the Genies came back, and everyone was still on the bases re-prepping, 30 seconds or so went by and mobs started breaking loose on Base 2 (Think there was a glancing blow that hit one of them). Base 2 got wiped, some people from base 3 went back to grab the stones, rez and re-fantasize the mobs. By the time they were able to do that and get back to base 3, Mobs in Base 1 & 3 were starting to break, and people started fighting on all the bases, struggling to stay alive. Least to say, we all wiped.

After that, I started to analyze what went wrong. First off, bad base placement. The ranger on Base 1 couldn't take down the pillar fast enough (Not saying rangers are weak, because they aren't), that particular ranger just couldn't do it by themselves. More importantly though I realize that 95% of Epic VoN6 failures come from Genies re-spawning/mobs breaking loose from fantasize and wreaking havoc on the base. Then people try to get that base up or re-prepped, and other bases mobs break loose, people start dying and panicking. This has happened a couple times before.

As soon as Base 2 wiped, I should have took charge and told everyone to get back to the beginning as soon as we got Base 2's stones (I don't take charge of a group if I'm not the leader). We should have waited 5-10 minutes for fantasize wear off on every base and redo base assignments, strategy and rebuff. Instead, like most of VoN6 groups I've ran with, everyone tries to save the sinking boat.

Kind of goes like this:
Genies prepped/pillars go down = Quest completed
Genies Re-spawn = Good chance of death, but you still have a chance
Mobs break = Wipe if everyone stays on bases (Haven't seen a successful one of these yet)

My suggestion is: If any base mobs break loose from fantasize at any point (Especially Base 1 & 2), everyone is to get back to the beginning and we start from scratch, no if's, and's, or's, about it. Put up that DD and get the heck out of there. You have about an hour to do the quest, and it takes less than 10 minutes to kill the dragon. Your best chance of success is when Genies are prepped on all bases and everyone only worries about the pillars.

One question where do you have casters with irr dance?
Base one is WF( or self healing) melee with Caster, Base two is Evasion/Hi saves with caster and sometimes healer, base 3 is bard with healer and rest. Only problem is if casters cant dance mobs that break fascinate which happens sometimes.

Wizard_Zero
07-11-2010, 04:16 AM
One question where do you have casters with irr dance?
Base one is WF( or self healing) melee with Caster, Base two is Evasion/Hi saves with caster and sometimes healer, base 3 is bard with healer and rest. Only problem is if casters cant dance mobs that break fascinate which happens sometimes.

The run above I was referring to, had no WF and 1 caster on 1st base. Base 2 had three people, rogue, healer and something else. From what I've seen, Base 1 usually has WF and caster. Irresistible dance can be a short term solution, but it last very short amount of time and uses up a lot of mana (so you can't be there all day). Many times, by the time you dance the last one, you have to dance the first one again. Then you have to worry about healing yourself and the melee. It gets chaotic trying to do all three.

If Base 2 mobs break loose, usually that seems to be the first base to get wiped. I haven't played healer on Base 2 yet, so I don't know the specifics of that one. From what I've seen, the mephits annihilate that base and it's usually base 3 that tries to get base 2 up, and things go haywire.

Base 3 is usually over-stacked and has the bard with them, so they are usually the last to go down. Many times when Base 3 goes to help Base 2, people go in there swinging while the healers are trying to get everyone up. And by that time everyone is panicked and the people are running around like chickens with their heads cut off, it's kind of funny when you think about it.

sirgog
07-11-2010, 04:24 AM
The run above I was referring to, had no WF and 1 caster on 1st base. Base 2 had three people, rogue, healer and something else. From what I've seen, Base 1 usually has WF and caster. Irresistible dance can be a short term solution, but it last very short amount of time and uses up a lot of mana (so you can't be there all day). Many times, by the time you dance the last one, you have to dance the first one again. Then you have to worry about healing yourself and the melee. It gets chaotic trying to do all three.

If Base 2 mobs break loose, usually that seems to be the first base to get wiped. I haven't played healer on Base 2 yet, so I don't know the specifics of that one. From what I've seen, the mephits annihilate that base and it's usually base 3 that tries to get base 2 up, and things go haywire.

Base 3 is usually over-stacked and has the bard with them, so they are usually the last to go down. Many times when Base 3 goes to help Base 2, people go in there swinging while the healers are trying to get everyone up. And by that time everyone is panicked and the people are running around like chickens with their heads cut off, it's kind of funny when you think about it.

Base 2 has medium-sized amounts of Lightning damage coming in rapid succession, and is the hardest to heal through. It is a lot easier to recover from a broken fascinate if everyone on that base has a Greater Lightning Resist item equipped, so that they can remain useful after a death (it's occasionally quite tough to find time to raise someone, then to throw a Lightning Resist on them before they die, whilst still healing others).

paan
07-12-2010, 02:42 AM
The run above I was referring to, had no WF and 1 caster on 1st base. Base 2 had three people, rogue, healer and something else. From what I've seen, Base 1 usually has WF and caster. Irresistible dance can be a short term solution, but it last very short amount of time and uses up a lot of mana (so you can't be there all day). Many times, by the time you dance the last one, you have to dance the first one again. Then you have to worry about healing yourself and the melee. It gets chaotic trying to do all three.
.

Don't know about the other base, I run a caster and I always get assigned first base each time. Dancing the eles work fine, they dance long enough that you actually have time to polar ray a bit before the first one breaks. With the mob save nerf of U5 you should plenty of time. Probly you just need to extend your dance.

Carpone
08-12-2010, 10:34 AM
Mass Hold Monster works well on air mephits.

Junts
08-12-2010, 10:43 AM
Mass Hold Monster works well on air mephits.

So does dancing sphere, and it lasts way longer

jydog100
08-12-2010, 10:52 AM
most wipes that ive seen occur at 2nd base. the chain lightning attack will kill alot of bards before they can get fascinate/enthrall to land. bards are vunerable while singing.

a good evasion going in first to draw em away from the center of the base seems to work well

Llewndyn
08-12-2010, 11:15 AM
You were talking about the raid I led last night. I have been focusing on one toon a week (I am a recovering altaholic) and this week was my lvl 10 (now 11) bard. Start with Haywires, get to VoN 5, have a TERRIBLE time with miscommunication, people randomly running off, *cough* bard calling up ddoor and then running through it *cough* (OK I had just gotten ddoor I thought it was timed and not that as soon as I go through it everyone else is stuck), I am not placing blame on anyone but myself because I was the leader... it took almost 3 hours though.

Get to VoN 6 (First time no one FOed after 5) and there is a lot of confusion as to who has what base. I am used to holding 3rd down (never been to other bases) so go there instinctively as the only guy with voice sounded like the adults on Charlie Brown.... so on third it was me (bard) WF fighter, monk, ranger and I think a wizzy but he died on the way there (I was trying to keep everyone healed, but was low on mana and out of pots and the cure serious wand has a slow reload)... I start to apologise and then the ice flensers show up. OK we start banging on them, I dont have time to do much of anything but keep people healed, since cleric was dead or on 1st base (cant remember)

5 seperate times someone takes their pillar down and the mobs reset, and people are getting frustrated. Finally my wand runs out and I start healing from my half gone SP bar (buffs with extend = expensive) and 3rd base is still looking good. After 3 or 4 more resets I run out of mana, almost immediately the flensers take my monk out, ranger heads to 2nd where NO ONE WAS, and the fighter gets taken out next. I start running in circles hitting myself with cure light wounds pots, but at that point it was over... I tried to grab stones but couldnt make it through the phalanx of flensers to get out.

Sadly I would run it with them again because outside of the lack of teamwork I had a good time, but it was frustrating nevertheless...