Full raid group, even 6 man crews can split the team up at the end, (i.e. send 6 toons in, complete quest, send the other 6 toons in, etc.) similar 3 man and 3 man.
But leaving one person behind is a waste if the party group ahead fails because then your asking that person to solo v6 which is impossible to do considering you have to knock all 3 pillars down within a given time frame.
Additionally, and if you were curious about leaving a person behind in the event that the mission fails so that that single person presevred the isntance in 5 wont work as the final room seals shut after you defeat the golem and it cannot be re-opened.
hope that answers your question
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In regards to ranging the pillars.... precision lets you go thru the invisible barrier?
Already we see a few good, viable strategies for the new VoN6.
~A few unintelligible words and fleeting gestures carry more power than a battleaxe when they are the words and gestures of a wizard~
They're viable? Because they've stood up to rigorous testing? This is a brainstorming session, nothing more.
Most of the ideas presented here won't work. A few will... but are going to be a big pain. And I think they're going to be just as cheesy as /death was. But whatever...
I'm patently against tweaking existing raids and making them harder after they've been out for a year. It's basically saying, "We know there's new content, but go run VON 6 again... it's like it's brand new now" I don't really like to relearn quests I've already learned once.
But whatever...
Now we'll come up with some equally stupid and cheesy solution that Turbine didn't count on. And three months down the road, they'll nerf that, again trying to make us do the puzzles their way. Or maybe, just maybe... they'll stop trying to control tactics.
What if a Wizard/sorceror sneaks up and uses an extended Charm Monster on a couple of the creatures.. to get them to fight each other?
we actually did von 6 last night trying some new methods due to the upcoming change.
bard was able to facinate each "base" with ease, as a prepper went behind her and got the pillar down to 10%. facinate lasted a pretty good time, but did break eventually as a couple ice flensors came at us from behind when the shield barrier dropped.
i think this is easily doable with a bard in the party, just remember to keep a look out for any mobs that break and charge the raid. a solid fog on the bridge, or any other cc should remedy this quickly.
as far as parties without bards, I will leave that to those more learned than I
Wrong, as already explained.
I have personally used all of the following:
1. Bard runs to each pillar and fascinates. 3 breakers follow him and wait to kill pillars on a signal.
2. Wizard runs to flenser/mephit pillars and CCs. 2 breakers follow him and wait for signal. Wizard kills the earth pillar himself with Disintegrate.
3. Designate one "killer", who can defeat the pillar monsters with weapons or spells like Fireball or Banishment (any class can do it). The killer runs a lap destroying all opponents, damaging the pillar, and moving on. As he leaves each island, the breaker moves in, and hides at the pillar, waiting for the signal. The respawns won't see you if you're already in stealth.
4. Get some durable DPS tanks. Send one to each island to kill the monsters and prep the pillar. While they wait, they kill any respawns as they occur. On a signal, break them all.
5. Get some evasion tanks with high AC, Resist cold, Resist lightning, Bbarkskin, Freedom of Movement, and Blindness Ward. Send one to each pillar to break it without even fighting the monsters, who will kill you slower than you kill the pillar. Afterwards, they return either by killing whatever monsters pursue, or running back as ghosts.
6. 3 rogues sneak to each pillar. When the four monsters are looking away, break the pillar. Yes- you actually can break the pillars without the monsters even knowing you were there, but this require extreme stealth abilities.
Additionally, reports that players have killed the pillars by ranging them from off the island seem credible, although I haven't verified it myself.
This is the way we've been running the quest for a bit now. Bard fascinates and ftr takes pillars down to 10% move to next base...new bard or caster comes and cc's first mob, rinse wash and repeat...takes all of 5-10 minutes depending on the length the mob is cc'd. Sure, carting them all to home to fascinate them en masse was cool to, but it took longer. I've got no problem with the new proposed fix.
Bard gets freedom of movement and starts singing about mid bridge or a little closer and runs o that the song hits just as they reach the island....repeat for all the island....tank follows them one bridge behind and preps the pillar and moves to next island as bard leaves and next tank follows him to prepped island and waits for this to repeat until the first tank is at base 3 2nd tank at base 2
then bard goes to island 1 and resings to make sure and goes to barrier tank 3 goes to island one
1.2.3 wack pillars and run to the party
kill dragon
Another will be depending on HOW anchored they are one person on each bridge shooting pillar with greater construct bane bows and if the mobs cant leave the island easy peasy.
Another is 3 big tanks run to island kill mobs
prep pillar
turn kill respawns (all together)
then call out 1.2.3 kill pillar and run from island
thats going to be easy with good tanks with resists
Thats a few ideas.
I still personally think they devs should have the leash/tether removed form the mobs once the pillars are broken
The Ashen - Khyber - Gerbillee (Half 13rg/1ro/2w), Blitzkreig (WF 16w), Chipmonk (Half 16mk), Bandicoot (Df 15CLr) , Chinchilla(WF 16 Monster)- "Go for the eyes, Boo, GO FOR THE EYES! AAAAAAURGH!!" - Kaptan/Hamster/Lemming/Bandicoot all retired - "Terrible Hamster justice shall be wreaked on you!"
The problem is: if a non-ranger is trying to kill the pillars by shooting, monsters will block his arrows and prevent him from hitting the pillar until the monster dies. Then he gets only a short opportunity to hit the pillar until the monster respawns and obstructs him again.
A precise shot feat avoids this obstacle, and lets you hit the pillar, regardless of whether the monster suffers collateral damage.
The Ashen - Khyber - Gerbillee (Half 13rg/1ro/2w), Blitzkreig (WF 16w), Chipmonk (Half 16mk), Bandicoot (Df 15CLr) , Chinchilla(WF 16 Monster)- "Go for the eyes, Boo, GO FOR THE EYES! AAAAAAURGH!!" - Kaptan/Hamster/Lemming/Bandicoot all retired - "Terrible Hamster justice shall be wreaked on you!"
As I already carefully explained above:
1. Precision is a suffix.
2. Non-rangers cannot really damage the pillars without Construct-bane
3. Construct-bane is a suffix too
4. You can't have two suffixes on a weapon
5. Therefore most players will be no more able to damage the pillar than they are already.
The exception will be characters with ranger1 but not enough ranger levels for precise shot. They'll have Bow Strength and do more damage, although it will still be difficult for them to beat the pillar's DR without Construct-bane.