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Thread: VON-6 velah

  1. #1
    Community Member baylensman's Avatar
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    Default VON-6 velah

    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

    Sarlona Guild of the Black Dragon
    Egrofraw, Eighttrack, Fearstryker, Foecleaver, Ferricgnome, Rustoleum, SoPretty

  2. #2
    Community Member Crabo's Avatar
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    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.

  3. #3
    Community Member Tanka's Avatar
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    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.
    Person Æ, Sarlona
    Tanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)

  4. #4
    Community Member baylensman's Avatar
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    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.

    Sarlona Guild of the Black Dragon
    Egrofraw, Eighttrack, Fearstryker, Foecleaver, Ferricgnome, Rustoleum, SoPretty

  5. #5

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    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
    Yndrofian
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  6. #6
    Community Member Goldheart's Avatar
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    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)
    Kromb Goldheart - dwarven cleric of the 14th level
    Jacoh Altraeds - human roguebard 2/12
    Ottos - level 14 charming dark elf bard
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  7. #7
    Community Member Harbinder's Avatar
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    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.
    ~A few unintelligible words and fleeting gestures carry more power than a battleaxe when they are the words and gestures of a wizard~

  8. #8
    Community Member redraider's Avatar
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    Default Velah Strategy

    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
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    Redraidear - lvl 14 fingerer
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    Last edited by redraider; 05-29-2007 at 12:38 PM.

  9. #9
    Community Member Tanka's Avatar
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    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.
    Person Æ, Sarlona
    Tanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)

  10. #10

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    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.

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  11. #11
    Community Member Tanka's Avatar
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    Fire Resist + Fire Protect FTW!

    (And I mean a permanent resistance, like a cloak. Not the spell that can be dispelled.)
    Person Æ, Sarlona
    Tanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)

  12. #12
    Founder Kylstrem's Avatar
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    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?

  13. #13
    Community Member Tanka's Avatar
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    Quote Originally Posted by Kylstrem View Post
    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.
    Person Æ, Sarlona
    Tanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)

  14. #14
    Community Member RACRGUY's Avatar
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    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?

  15. #15
    Community Member trptim's Avatar
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    Quote Originally Posted by RACRGUY View Post
    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

    Reread, and edited for clarity (I hope)

  16. #16
    Community Member RACRGUY's Avatar
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    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.

  17. #17
    Community Member bobbryan2's Avatar
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    Quote Originally Posted by RACRGUY View Post
    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.

  18. #18
    Community Member RACRGUY's Avatar
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    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.
    Last edited by RACRGUY; 05-29-2007 at 05:47 PM.

  19. #19
    Community Member redraider's Avatar
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    Default Velah and Clerics

    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.

  20. #20
    Community Member Grinson_Bartlebee's Avatar
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    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.

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