Great job on Mordris take 4.
Gathering place seems to be working well, many are stepping up and helping to form groups and help reskill as necessary.
We need to make sure that all know that "LOCK" on this boss is. While we enjoy a wonderfull friendly server and all work well together we need to adress this issue, late arrivals really are not "fair" to those that have reskilled and were on time.
All groups did thier assignment very well, we beat rage again.
There were only three druids available 180+, adds kept getting to druids (wryms and trolls). I could not tell if this was because of the position of dps group that attracted them, and then our casting gained aggro. I can only hope that group 5 (adds group) was paying attenion. As a result, Callator died three times. fortunately he was able to regain taunt and hold her.
I recommend that any further fights have no less than 4 druids. (we may have to call a lower level to assist if all agree on a battle by battle basis)
We have enjoyed killing her, and I hope that we are not starting to take her for granted. All groups cannot be dps, all cannot be casters … but if we ALL work together and do their job, we can kill her easy.
Please review the base plan:
The fight requires everyone to know their roles and play them. This isnt just a kill adds and hack boss. It will require complete understanding and cooperation. Thanks.
First, we will need 4 full groups. 32 people preferably 185+ with full DL armor and hopefully weapons.
I'll list the 4 preferred groups but we can alter because we can't dictate exactly which classes are available...
Group 1: Tank 6 Druids 1 Ranger
Skills: Entangle, Spikes, Light Heal
Group 2: Main Dps 6 Rogues 1 War 1 Rng
Rogues use Double Attack (never misses) 1 max Expose 1 max Smokebomb
War atleast 6k hp and dps skilled
Ranger Dps skilled and max Sharpen weapons
Group 3: Ranger and dps Wars
Skills entangle, double shot, shatter, double attack
Group 4: Mages n Wars
Max Lures and Damage over time skills
Mages Freeze
Strategy
Ranger pulls left sentries first and runs away. Sentries get taunted and killed ASAP. Then right sentries are pulled and killed ASAP.
Priestess must be killed once. Pull her right and Dont Double Shot. She casts entangle. She has a 5-15 minute respawn. Its random. If she respawns then she is to be frozen by mages and NOT TOUCHED.
Tank will grab Mordris and pull towards gold. Move to his left (our right) and EVERYONE USES THEIR DESIGNATED SKILLS AND MAX DPS.
Dispatch any adds as needed ASAP. When sentries respawn EVERYONE kills ASAP except Group 1. Faster the better. If Wars equip Bash it will help but its not necessary. (I dont think)
This is just the basic groups, skills, strategy I have gotten. If more than 32 join then good. We can always use help. This has been done with 3 groups but had total cooperation. Practice will be key and I believe after our first success it will get easier.
Also, feel free to add any thoughts you have. Our server has been great with communication and ideas.
There is a possible Raid Group option being discussed also. News on that will be updated as it evolves. Thank you all.
All lixes are encouraged too. Whatever you can do to boost dps etc. combos etc...
Re: Mordris 4 lessons learned
#2Yep, so let me take my own words and mix them with others that I've spoken to and come to the final answer: Once all groups have moved out to Mordris that means we are prepared for the fight so everybody has their roles set up and others are not needed. This is when the fight should be considered locked, there shouldn't be people coming in at the last second asking for a spot that doesn't exist. I realize we're trying to include a lot people but nobody wants Mordris to be aggy 2.0We need to make sure that all know that "LOCK" on this boss is. While we enjoy a wonderfull friendly server and all work well together we need to adress this issue, late arrivals really are not "fair" to those that have reskilled and were on time.
Lugh
[list][*]Vulture - Level 220 Rogue
[*]Venus - Level 195 Druid[/list][/color]
Re: Mordris 4 lessons learned
#3Correct Vulture. The concensus has been lock prior to starting battle, we just need to pin down leaving snorri pit or in front of Mordris prior to pulling first sent.
I believe it should be as we leave snorri pit.
I believe it should be as we leave snorri pit.
Re: Mordris 4 lessons learned
#4Considering several ppl alt for mordy then alt back and use 2 combos (or other lix) it can cost them 20k to fight. I think once BM says move out its locked. Everyone is strategically placed n skilled. It's not fair to them if someone just shows up and says 'group me'. I say just make it cut and dry. Should prevent dice issues and questions of whether someone was 'on time'.
Re: Mordris 4 lessons learned
#5+1 before we leave pit , i no i let two people join before last fight at mordy ,but this was to stop any argument that might then of started ,and would of been even more annoying as I had ready taken an elixer or 6 


Re: Mordris 4 lessons learned
#6i think the battle coordinator can just announce when things are locked and we move out. any ambiguity can be dealt with by the battle coordinator. This gives us the basics of a functioning system, while allowing some flexibility if needed without getting into a giant anger fest (i.e. the battle coordinator gets to decide issues).
Likewise, choosing the DM before hand is very nice also.
finally, if the 5 grps are full, it is up to the battle command whether to allow a 6th group (to be dedicated to adds) for high level players who will be useful.
Likewise, choosing the DM before hand is very nice also.
finally, if the 5 grps are full, it is up to the battle command whether to allow a 6th group (to be dedicated to adds) for high level players who will be useful.
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
World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients