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Hrungnir fight - ouch

#1
OK, so we are clearly not ready to fight a guy it took 25 people 5 minutes to dent - and 30 extra seconds for him to heal.

I think we try again when we have 10-15 people with either full Dragonlord armor or Dragonlord wep (preferably both). The huge dps and resistance gains from the set and wep will be game changer. Plus we will have more 185+ people - so their dmg will be much better.

we will definitely need at least on dps heavy group for adds. and likely 2 groups for the boss. This boss has some spell that breaks bolas, so we will need a tank. and with the aoe, we will want to keep druids and rangers at max range (which makes add control that much more important).

Also, we need to start gathering up the pox potions like crazy so we have enough while we wait 40 minutes to gather as well as for the actual fight.

Dicing rules:

same as aggy with basic required level being 170.

other thoughts?
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: Hrungnir fight - ouch

#3
Fyi i have spoken to clans from other servers. Keep in mind they have took him down. As admin posted it is more about strategies then brute force. Which i will be gathering a few people to try some test. And will let u know the results. If they turn out how i expect we can set a date to attempt him again.
Thoro
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__________________
"Strap on your Thor helmet and do the fandango."
Missing my Lil sammy :(

Re: Hrungnir fight - ouch

#4
Well. Been talking to some other worlds as well. It appears that the main strategy used by all is to root/bola and use all ranged attacks. Many warriors were actually using wands in these fights. Mane it is time to get away from the traditional methods. Im still getting in touch with a few other worlds but atm this is the prevailing strategy.

High level taunt and bolas/root. Warrior stays away. Second grp does adds. Druids heal All and need lots of grp heals.

As i get more info i will edit this post.
AZZSAVER (DRUID 183+), SNEAKYAZZ (ROGUE 183+), BADAZZ (WARRIOR 144+)retired, MADMAC (RANGER 83)retarded lol

Re: Hrungnir fight - ouch

#5
We only had 7 dps attackn boss all over 185, only 4 full dl and he was down to 40% hp when rage kicked in. U dont need huge numbers to bring his HP down. The real fight begins when hes at roughly 20-30% hp and starts healing 50k. Thats the part that could turn the fight from a 30min kill to a 2 hr kill.
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Immortalius Lvl 215+ Warrior
Vyper Lvl 196 Ranger


Aeon
Taranis

Re: Hrungnir fight - ouch

#6
I was also told that if u praticed the timming with bash. U could use enough warriors to keep him bashed a big portion of the fight. You must kill off adds as soon as they spawn because the adds rage.

Make sure you have enough rooters to keep the boss stationary when it rages.

You can't bolas-walk this boss because he has a skill called Berserk which cancels bolas' effect. With this info sent for a source i will not tell. But this was there tips for us.
Thoro
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__________________
"Strap on your Thor helmet and do the fandango."
Missing my Lil sammy :(

Re: Hrungnir fight - ouch

#7
Hello :)! Been a minute lol! Hope everyone is doing well. Sorry for my absence but i needed to step away from the game for a minute. It's growing stagnant with the insane grinding, poorly designed end game armor/weapons, and the excessive camping... But that's not for this post, i wanted to discuss hrungir with yall.

I have faith that if lugh pulled together with a strategy we are strong enough to take this guy. The tactics azz and thoro are mentioning are key. It's gonna take a good 4-5 druids with a level 35 roots (all exactly 35 for the same reason we always needed all rangers bolas at 35 for dragonlord bosses) so the new root doesn't get resisted cause of the other being a higher level. We just need to keep him rooted the entire fight by having the druids cast roots in a specific order to make sure he doesn't go anywhere. All warriors and rogues are unfortunately gonna need to be on add control unless we have enough warriors to keep him shield bashed. Even then though we need to be careful. As far as when there are no adds up from what I can tell if warriors and rogues have one of the event staffs that can allow them to do ranged attacks they can use that for extra damage, remember your damage gear will increase the damage of those also.

Our new dps team is gonna consist of rangers, mages, and druids actually... I know, completely different than what we are used to. Ranged attacks are gonna be key for us. We could use 2 or so warriors with shield bash to bash on occasions so a rogue will be able to slip in and hit the boss with an expose weakness to help our dps group. We need a couple of high level pierce lures to help rangers and magic lure wouldn't hurt for the druids if possible but... Doesn't need to hurt a mages dps. I think mages nuke abilities are gonna be key for big damage against him along with a high druids stinging swarm given the fact that its poison damage and most bosses and mobs have small poison resists. After all that we do need one or two druids for support on the warrior and rogue adds team to help prevent massive idol and resto spam for the adds team.

Just some thoughts I've had when considering this new boss that can't be just bolas walked. I hope this can help all of you take down this beast. I'll be returning soon hopefully to help with the destruction of this beast but should you wish to take him before my return, here's what I've been thinking. Thank you all for reading and i have missed all of you! Hope to see yall soon!

Maxxee, strategist of lugh :)
MaxeesVigor 200 druid
Independent of Lugh

Re: Hrungnir fight - ouch

#8
Here is more advice i recived.

Gonna need at least 1 rogue with exposed weakness maxed. Have a back up in case that rogue dc. All druids must max grasping roots. There are 6 adds around Hrungnir prior to the patch they didn't rage and I tanked them. Now ur gonna need a group just for adds. My advice get people 180 - 185 and have them pop a combo or super knowledge. The add group should be rouges, 2 tanks, and atleast 1 druid. The dps group on Hrungnir should be rangers and mages (all ranged attacks). Keep him roots and just fire away if ur add group does a good job you should have no problem.

Exposed weakness is critical to grasping roots working. You've gotta keep him rooted. When he starts to cast fetid feast shield bash the hell out of him. I'd say have 3 warriors with shield bash just stand by and wait for him to start casting fetid feast. One more important thing all the druids have to have grasping roots at the same level if 1 druid has grasping roots higher than another Hrungnir will just resist the roots of the lower level druid
Thoro
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__________________
"Strap on your Thor helmet and do the fandango."
Missing my Lil sammy :(

Re: Hrungnir fight - ouch

#9
Thoro and Maxee,

I also have been talking to and observing other world fights with troll boss. What you are saying is EXACTLY the strategies used. It MUST be a concerted effort by us all, and require some to suck up their pride and do a job not as glamorous as they would like. The key to at least 3 worlds success was root and no one close to him. bolas dont work so dont waste point on them for this fight. At least 2 high druids in add grp and all or our highest rangers and mages in dps grp.

If a warrior/rogue wants to jump in for a skill hit, then fine, but dont jeapordize the fight for your pride. We need to get our rangers and mages to max level and max dps prior to fight. One mage with max lures (pierce and magic).

All 3 worlds that i have discussed with agree that expose weakness helps tremendously but can be done without. This would save us all idols if one rogue maxes.

I have been promised a video of parts of the fights. This should help us all to see set up and area of operation.

One other key point is that I have been told is: druids need to stay outside of aoe as much as possible. AND KEEP ROOTED AT ALL TIMES.

So, I say that when we all get a few more levels, and are all willing to alt our toons for the greater good (LOL) then by all means, lets kick this SOBs azz.

One world did with only two grps and only 4 ppl over 185. So we can do this, but we need coordination, and ppl to stick to the plan.

Also, the other worlds have explained that the true fight doesnt even start till troll is down to about 20% health. He heals 50k at this point. So, when he reaches this point, be prepared for the fight to not even be half over yet.

summary

1. keep rooted.
2. 4 druids to root (this is necessary because of evades).
3. dps grp all ranged weps (rangers/mages).
4. warriors and rogues with at least 2 druids in add grps.
5. warriors who tank adds should pull boss away from dps grp so no aoe
6. grp heals are necessary for all druids.
7. get at least one rogue maxed reveal weakness.
8. druids should cast root and then back away.
9. dps grp should stay near druids for heals and buffs

If we do this and coordinate well, we can successfully kill him. I am more than willing to alt my toon to attempt and will be happy to run some tests with anyone that wants to try.
AZZSAVER (DRUID 183+), SNEAKYAZZ (ROGUE 183+), BADAZZ (WARRIOR 144+)retired, MADMAC (RANGER 83)retarded lol

Re: Hrungnir fight - ouch

#10
I don't think any dps under 180 should even show up for the fight but as our rules go it's 10 below so 175 is absolute minimum, and no not 173/174. 10 levels lower is already like halved damage. You posted that 170 and above can dice, please fix that.

Lugh
[list][*]Vulture - Level 220 Rogue
[*]Venus - Level 195 Druid[/list][/color]

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