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So, you wanna fight Aggy... (gratz on 140)

#1
I have noticed a lot of people are making 140 - congratulations! it is a long hard slog. But now you have made it and probably want a shot at Aggy loot. Well, you are welcome to join us. However, i would ask that you read the following primer on how we fight Aggy on Lugh. It will keep you from making some big mistakes and help you understand what is going on (it can be confusing). Also with 12-20+ people there, it is not a good time to be asking basic questions. A full aggy battle and dicing can take 1-2 hours.

First, and number 1 rule: Do not kill the wyrmtamer mages (the mages that guard aggy). the normal dragoncult mages (initiate, scorcerer, etc) are fair game. Why don't we kill them? each one can heal all the bad guys in the area by 5000 health! Our basic strategy is to drain their energy, and it works very well.

So, here is the breakdown of an Aggy battle.
1. don't worry too much about which group you are in - every level appropriate player will get a shot at the drops
2. There is a primary tank for Aggy, he or she is supported by at least three druids generally. Once the battle gets going, he and his team are generally near the back of the cave, less adds there.
3. there is a tank for the wyrmtamer mages (aggy guards) - we call him or her the punching bag. Their job is to taunt the wyrmtamers and keep them hitting. The wyrmtamers will run out of energy and become non-issues for the rest of the battle. The punching bag has to turn auto attack off (so they don't kill by accident).
4. the punching bag is generally supported by 2 or 3 druids. Some of the main tank druids may support him in the very beginning, until aggy is engaged.
5. there is generally a warrior or two who are in charge of tanking adds (wyverns and mages). There are a lot of adds and this is very important role.
6. Most everyone else (mages, rangers, warriors, rogues) should dispatch adds when they pop up and hit aggy when they are not needed for adds
7. Spell casters should decide their roles and who casts what. For example, only the mage with the highest fire lure should be casting it on aggy. decide which rogue will keep smoke bomb on aggy. who will put bark and wards on tank, etc.
8. Try not to chat too much in beginning, there are a lot people around trying to organize.
9. Stay focused on your roll. This is a team effort and works best, fastest, and cheapest if everyone stays on task.

How we start:
1. once the groups are set and everyone is ready, the punching bag takes his position, and the druids get ready.
2. a ranger fires one shot at a wyrmtamer, and leads him over to the punching bag. A druid should be ready to heal/buff the ranger, cause the wyrmtamers will generally get in at least one shot which will nearly kill rangers. If the ranger dies before the PB taunts the wyrmtamer, he resets and we have to start again. So please keep the ranger alive :)
3. the punching bag (PB) will taunt the wyrmtamer.
4. Once the first wyrmtamer is under control, the ranger will get the second and repeat. Then the 3rd then the 4th.
5. Now that the wyrmtamers are under control and the druids know they can keep the PB alive. the main aggy tank will engage aggy. sometimes we wait for the wyrmtamers to drain all their energy.
6. kill aggy (i recommend you stand to the side or rear) - and again - do not attack the wyrmtamers - we want them alive!

The beginning is the most difficult time. There will be a lot of adds and a lot of chaos. It can be hard to tell the wyrmtamers from other mages and can be hard for the PB to taunt the wyrmtamers as the ranger brings them in. This is the most expensive part of the battle and many fail and abort at this stage.

Level requirements and joining the battle:
1. warriors, mages, rogues, and rangers must be level 140+
2. druids must be level 120+
3. you must join before aggy is half down if you wish to dice for drops
4. You should be prepared to battle (have idols, do not lie dead, etc.). I would not expect this to be an issue at 140+

Dicing:
There are two primary dicing methods (that have been discussed in other threads - no need to discuss the merits here). I will review them below.
1. at somepoint, generally at the beginning of battle, we will choose a dicemaster. after aggy dies, everyone give dicemaster the aggy drops
2. after aggy dies, we all meet at the second laystone in OW (near the merchant). This location should be confirmed during or before the battle.
3. everyone stands in a circle around dicemaster. Please do not move or talk to much. it is very distracting with that many people. We really dont need dicing to last forever or be annoying.
4. dicemaster will remind everyone of the rules and describe the drops
5. dicemaster will tell when to start rolling and when to stop rolling
6. do NOT screw around with the rolling. only roll once. if you mess around or make things difficult, you may not be invited back.
7. high roll gets the drop

The Dicing Methods:
Class-Based dicing
in this dicing method, we try to assure that drops go to people in the actual battle that can use the drops. A couple of things: for each class restricted drop, each toon of that class may roll (so if you have two rogues, you can roll 2x for rogue drop). for all-class drops, each player gets one roll. Also, each player may only get one drop regardless of alts.
1. we dice the class restricted drops first.
2. everyone of the class will dice when the dicemaster says. If you are of the class, you may choose to pass (this happens because you don't want to chance winning and give up your chance for a different drop later). If there is only one player of that particular class, it goes to them (unless they pass). If there are no players of that class (or all pass) - everyone may dice on it.
3. After class drops, we dice the non-class drops.
4. special rule: as a server we pretty much voted that Tridents are only diced by melee classes (warrior, rogue, ranger) and books are only diced by spellcasters that benefit from them.

note: if you have alts in the battle, your advantage is that you may be able to dice for different class restricted drops. however, only one roll per drop and only one drop per player per battle.

Random Dicing:
In this dicing scenario, everyone may dice for every drop. They may also pass. As above, the dicemaster will describe the drop and tell people when to roll. In this dicing method, you may roll for each alt you had in battle. Players may only get one drop regardless of number of alts.

As a practical note - most dicing will be done class-based. There were many discussions and votes and it seems to be generally (though not unanimously) accepted. It happens to be the requirement of berserkers, so if they are in the group, you can expect it. Regardless, it should be made clear in the beginning so there are no misunderstandings.

i hope i covered all the salient points. if i missed something, i will try to modify this initial post so it can be a reference for newly minted aggy battlers! Grats again on your achievement and welcome to the end game!

thanks
Last edited by xyn on Wed Feb 20, 2013 8:04 pm, edited 6 times in total.
Civility, Integrity, and the Hermeneutic of Generosity

World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients

Re: So, you wanna fight Aggy... (gratz on 140)

#3
Very nice post as usual Akbar.

I would like to emphasize the point of having a druid heal the ranger pulling tamers to the punching bag. One hit from a tamer is survivable but two—not so much. Being killed by a tamer isn’t a big deal (rangers die a lot, I’m used to it) but, if the punching bag doesn’t get the tamer before the ranger dies the tamer returns to Aggy. Now you have to start over with that tamer. A few heals on the ranger collecting tamers can make the process more efficient. I suspect this will make the punching bag happier as well because he or she will have more time to grab the tamer.
Image

Clan: Ancients
RogerRanger 223
RogerDruid 160+
RogerRogue 160+
RogerWarrior 150+
RogerMage 110+

“Everyone is entitled to his own opinion, but not to his own facts.”
― Daniel Patrick Moynihan

Re: So, you wanna fight Aggy... (gratz on 140)

#5
Accurate, complete, and succinct, Akbar. But I wouldn't expect any less from you. :D

Three small additions from my perspective:

1) I believe it has been standard practice that support mages can join at 120. I am not sure about dps mages.

2) It is vital that any support toons talk to arrange their roles--this is clearly done with the druids, but is also needed for mages.

3) Please keep the chat down while people are deciding roles (druids and tanks, for example). It makes the discussion hard to follow.

And welcome! Hopefully soon we can get our kill time down to 15-30 minutes! :shock:
LongCool: 190+ mage
lcthief: 170+ rogue
lcwitchy: 85+ druid
World: Lugh
Proud General of Clan Aftermath

Re: So, you wanna fight Aggy... (gratz on 140)

#6
thanks LongCool. I encapsulated 2 of your thoughts into my original post. However, i am not certain about the 120 mage thing. I don't recall a consensus on that - mostly because it is not verifiable (how can you tell is someone is support or dps. and what about hybrids. and where do you draw the line?). Perhaps we can start another thread to get final determination about mage level 120 or 140. I will put the results in my post.

if we did come to a conclusion on that, please point out the post, i may have just missed it.

of course, i think you are really the only full support mage on Lugh and you are 150+ - so maybe the point is moot. :D

of course, if you are really full support, how come your skilled shot is over 2K (#2 on LUGH) - :o That sounds like 35 points that could be used for support! :lol:

regardless, support or dps, you are always welcome in my groups!!!
Civility, Integrity, and the Hermeneutic of Generosity

World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients

Re: So, you wanna fight Aggy... (gratz on 140)

#7
Great explanation, Akbar. I have a couple of comments:
  1. My experience with the class-based dicing system as a player who plays up to three toons at once is that when dicing for class-based drops each toon who meets the requirements gets one roll; when dicing for non-class drops each player gets one roll. For example, I bring two 141 druids (Lightface and Kaonashi) and one 141 rogue (FacepaIm). The last aggy fight I was in I think the drops were trident (melee classes), druid bracelet, rogue ring, non-class damage ring. If memory serves, rolling went as follows:
    • Trident (all melee classes - warrior, ranger, rogue – can roll), so my rogue can roll or pass. If I roll and win, I get no more rolls. I passed because I already have a level 110 trident)
    • Rogue Ring: My rogue can roll or pass. If I roll and win, I get no more rolls. I passed, and so did the other rogues because no one wanted +6 Hide. So it was put at the end for non-class dicing.
    • Druid Bracelet: Each of my druids can roll or pass, for a total of up to two rolls. If I roll and win, I get no more rolls. I rolled on each druid but didn’t win.
    • Non-class damage ring (open to all classes): I can roll only once. If I roll and win, I don’t get a chance at the final roll for the ring that all the rogues (including me) passed on. I didn’t win. Note that on non-class dicing at a previous aggy fight I misunderstood the rules and rolled once for each of the two toons I had brought to the fight, and one of them won the drop. But because I had broken the rules by rolling twice, I forfeited both rolls and had to reroll. I lost on the reroll.
    • Rogue Ring that was passed by all rogues (open to all classes): In theory, I could have rolled once for this but had no interest so didn’t stick around to see what happened.
  2. If you have a designated role in this fight, stay focused on it. If your job is to take care of the adds, take care of them before they attack the druids. Otherwise you risk the druids missing their cast cycle, and the tank dying. If your job as a druid is to keep the aggy tank alive, make sure you never miss a heal. If you are the designated “bark” druid, don’t let it lapse. Ditto the other buffs. Usually we choose the designated toon for each buff based on whose is most effective. Too often I have seen a buff lapse because someone decided to heal a member of the add crew instead of buffing the tank. Or because they lagged out. This is not acceptable: if a member of the add crew dies, it costs one idol; if the tank dies, it costs everyone an idol. And if you have a bad connection, tell everyone before the fight starts so we can designate someone with a possibly weaker buff, but a more reliable connection.
  3. Smoke Bomb: rogues should keep this on aggy at all times. Just as a lure of assassins will increase the amount of damage of each rogue/ranger hit that lands, smoke bomb increases the chance of that hit landing. Rogues should decide ahead of time who is responsible for this, and they should enlist a mage for sacrifice or energy boost so they don’t have to disengage melee to regen.
Lugh | Lightface: Druid 141 | Kaonashi: Druid 141 | FacepaIm: Rogue 141
The B Team: Noface: Warrior 130 | Tsundere: Mage 130 | Smileyface: Druid 130
Retired from CH since 2013

Re: So, you wanna fight Aggy... (gratz on 140)

#8
thank you light. i thought someone had said, in class based dicing, that each player had only one roll per item. but, it may have been the non-restricted items. as far as i know, you are the only one with two 140+ toons of the same class! :D

i will update the rules in my original post.

thanks
Civility, Integrity, and the Hermeneutic of Generosity

World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients

Re: So, you wanna fight Aggy... (gratz on 140)

#9
Thanks Akbar, for explaining the aggy fight quite well, not that others have not; but i like urs quite much. Even though I am still grinding to level 140. I'm just cruise, how much idols are used in an average aggy fight? Hahah...
Don't worry i wont be that noob and have accacty what that amount will be, (i will have a stash of hundreds as usual) just a cruise question.
-Thanks :D

Re: So, you wanna fight Aggy... (gratz on 140)

#10
of course, if you are really full support, how come your skilled shot is over 2K (#2 on LUGH) - :o That sounds like 35 points that could be used for support! :lol:
Pish posh! Never said I was full support--even my sig is clear about that. I have to have something to kill Ragnor with, don't I?! And you know it's only 30 points... :D
LongCool: 190+ mage
lcthief: 170+ rogue
lcwitchy: 85+ druid
World: Lugh
Proud General of Clan Aftermath

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