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PostPosted: Tue Jan 19, 2010 10:55 pm 
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Azjol Nerub:

2 pull
3 pull - Skirmishers have weird aggro, they should die first.
3 pull x 3 - usually go left, the right comes on their own, then the middle. I forget if the middle ever comes 2nd.

Boss - pretty easy, one or two AE taunts off of healer or mage should do it.

3 pull starting event

3 pull x 2 - during the event, random little crap spiders come along at odd intervals.

Hadronox - let him kill the adds, then tank him. Don't stand in green stuff. Cleanse if you can.

Room full of crappy peons. AE or drop down past them.

2 pull - they stack a debuff - let it fade.

Anub'Arak. Not that bad. Watch for spikes in ground and if you have to choose, poison add dies before melee.

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PostPosted: Tue Jan 19, 2010 10:57 pm 
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Gun'drak:

Gundrak: 3 snakes, usually a 2nd wave of 3 snakes add (because why pull back?), then you take the 3rd wave of 3 snakes and kill the non-elite flavor snakes in the room and kill the boss

You can avoid the boss' poison nova by line of sight.

Taunt off the healer or range DPS for the snakes that slither in.

3 snakes - 2 roaming trolls - 3 snakes - 3 snakes - elementals and a few giant stone guys who shockwave

You taunt an elemental who joins with the golem in the center, you beat on the golem, he spews an elemental, you beat on golem, wash and rinse and repeat.

Aggro is kind of reset between his forms so be kind to the tank and avoid purple puddles.

There's a path to clear if you want to take it slow or you can jump and face piranhas - may need to kill 1 patrol before jumping and 1 patrol after jumping.

3 trolls - 1 troll and 2 big undead things sparring - 3 trolls (you can ignore) - boss

On Heroic, you can go and kill Eck a giant Murloc

The murlocks jump and have stupid aggro issues.

You then jump/swim to the center and can now cross to the final room

1 elite with 3 non-elite handlers, 3 elites pulled separately with elite riders

Final boss - he whirlwinds, he impales, if your tank is good enough and the healer is impaled you may not notice, especially with a druid healer

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PostPosted: Tue Jan 19, 2010 11:22 pm 
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Culling of Stratholme:

Do the quest. It's ridiculously easy. Odds are someone will do it if you feel like being an *** and waiting for Arthas at the doorway to Stratholme.

OK, so when you finally get Arthas to start the event, you get 10 waves - 1st wave spawns at the archway with a rat you can pass under.

Weak zombies are constantly spawning until after wave 10.

1st wave: 3 spawn, melee ghouls
2nd wave: 1 caster and 2 ghouls
3rd wave: 1 caster, 1 nerubian, some ghouls.
4th wave: 1 abomination, 1 caster, 2 ghouls (as I recall)
5th wave: Meathook - he stuns and damages but I don't know who because I am tanking and I never get that honor. 2nd highest on threat? Random?
Pause.
6th to 9th wave: I honestly stopped paying attention to composition. I fail.
10th wave: Salramm the Fleshgrinder. He has some undead adds that spawn. Holy Shock ftw. Righteous Defense if they get by you.

Waves 2-10 are randomly spawned all over. Check your map for an arrow.

Next portion:
3 pull - middle is an infinite agent, usually focus fire the agent.
4 pull - 2nd from left is infinite agent.
4 pull - infinite agent from behind, melee from ahead. Use shield of awesome on the agent.
4 pull - again, infinite agent is 2nd from left as I recall.

Boss. Divine Sacrifice ftw.

Final run: Lots of non-elite undead. Holy shock ftw.

1 elite ghoul, then 1 nerubian, another ghoul, 1 abomination, a bunch of necromancers (corruption can hurt), another ghoul, pause (if you want to). A couple elites (usually ghoul + abomination and maybe nerubian if you are aggressive pulling) and some more casters. 1 last elite and you are ready for Mal'Ganis (or the Infinite Corruptor if you're doing Heroic and aren't fresh 80).

Infinite Corruptor - too easy. Honestly forget his abilities.

Mal'Ganis: DKS DO NOT USE ARMY OF THE DEAD. THANK YOU!!!!

I stand behind Mal'Ganis, the event starts, let me shield/taunt him AWAY from everyone. He will randomly sleep people. He also mind blasts.

Claim your prize. You'll see him again in Northrend (if you haven't already).

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PostPosted: Tue Jan 19, 2010 11:39 pm 
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The Nexus:

1 elite

2 demon dogs and 1 caster.

Guys in ice: berserker, hunter, cleric. Cleric, Berserker, berserker.

Captain and Cleric x 2. Pull him back as he fears.

Berserker. Cleric.

2 demon dogs and 1 caster. If you are really humming along, you can pull these and the next 4.

4 pull - casters.

4 pull - optional but good for safety, especially with newer groups.

4 pull - good idea to pull back to avoid boss add.

Boss - DPS, she tosses you around doing weak damage, then splits. Kill order on split is arcane > frost > fire.

4 pull - very optional.

3 pull - demon dogs and caster.

4 pull - 2 casters (can heal) and 2 melee.

4 pull - 1 caster, 2 melee, 1 chaos rift. Chaos rift can spawn adds.

Jump - pet classes, solve how to avoid pet aggro from the long way around, tank be prepared for huntards and warlickers.

1 elite + non-elite adds. Upon death, mana return.

2 elites + chaos rift. Upon death, mana return x 2.

Anomalus: 75%, 50%, 25% he goes invulnerable and you must kill the rift.

Jump down, make sure to avoid the fall to the unrezzable death. Upon death of the 1 elite, mana return.

1 chaos rift, 2 melee, 1 caster - try to get caster to rift or focus fire on the caster and melee and let the AE get the rift and adds.

Replenishment on steroids.

Little trees are easy.

Femtaurs can tranquility. Killing them > trees > ancient tree guys. Femtaur + 2 trees are usually your first elite pull, though you can add an ancient tree if you like.

More ancient trees before the next pack of femtaur + trees. More little trees intermixed.

I'd say about 4 packs of 3 and 1 pack of 4 (double femtaur) before boss. I think there's 5 ancient trees.

With this boss, best you crowd around the tank if you understand the 1st rule of WoW: Something on the floor? Don't stand there.

He can enrage I guess. He's a puss.

Secret tunnel - drop down, 2 pull (femtaur and tree) and 1 ancient tree.

2 optional pulls - usually have to pull 1 in more newbish groups where people are slower to move but can pull 1 or both.

You can either outrun them pathing or wait out their pathing.

1 pull - boss.

Jump, cast, jump, cast, jump. Every man for himself, Hand of Freedom, good stuff. Tank keeps the breath away from the dragon.

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PostPosted: Wed Jan 20, 2010 8:49 am 
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Thanks for these.

The problem with these instances is by the time I did them everyone was so overgeared for them I've always just brute forced it down. Nobody bothered to deal with the mechanics for the most part.

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PostPosted: Wed Jan 20, 2010 6:47 pm 
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No worries. Any requests? I did the easy ones offhand, was debating UP or UK next.

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PostPosted: Thu Jan 21, 2010 4:46 am 
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Old Kingdom:

2 pull - nothing much special

Drops a corpse for a daily quest most won't have on Heroic. Expires in 1 hour.

2 wanderers - poison makes abilities cost more rage, mana, whatever.

1 shambling dude, 1 melee, 1 caster - CASTER DIES FIRST and a Stun or Spell Reflect is good. Holy Shock ftw here.

You can go left or right. Either way it's about 3 pulls - a lot of people I've run with go left, and it does make more sense, but I went right for a long time so I am mapping to the right. 4 pull - shadow caster dies first. Long slow cast bar? Yeah, stun that or reflect it.

3 pull of wanders - shambling, melee, shadowcaster. See above.

4 pull - 2 melee, 1 shadowcaster, 1 hunter nerubian. Shadowcaster dies first.

Boss: Elder dude

He summons guardians and goes invulnerable. Has a bunch of weak *** adds who also go invulnerable when the guardian is alive. So you DPS boss and then guardians and then boss and then guardians. Yawn.

OK, so if you went right, you may have another wandering pack, and then you get into the next area and different style mobs. Wandering packs go from shambling + caster + melee to bunch of leaping things.

Leaping pack roaming at the bottom of the stairs - next pull is caster + 2 eye of ____ who can interrupt your casters and healers randomly if they curse them.

Giant undead thing - fears, pull it back.

2 roaming packs - easy peasy - 2nd giant - sometimes you can save him for before boss.

1st ramp has 2 casters + eyes at top. When the eyes die, there's a knockback, but you shouldn't fall off.

Click the thing at top.

Repeat for 2nd ramp.

Boss time: He will be relatively easy until the flame spheres and he disappears and drains a random party member. If you can, heal the healer if he gets stunned/drained.

Down you go, and this area is bullshit.

I normally pull the 2 wandering then the right 4 pull under the tent and then try to get a 3 pull but I've had the three pull turn into a 9 pull. Flamestrike ftl. Some people will try to skip the pull by jumping but given my experience with pet classes who still don't get that, I am reluctant to use that trick too much.

Anyway, up the ramp is Herald and 3 (4? No... 3 pretty sure) faceless ones. The faceless ones toss a nasty AE damage so try to keep it to singles as boring as that can be.

Herald is easy - beat on him, beat on PvP copies of yourself, beat on him, PvP-lite, beat on him, done.

If doing Heroic and you have the quest and you didn't die and run back, walk up and burn the corpse behind him.

Oh sure, this avoids the achievement and 2 badges/bosses, but odds are that's the Old Kingdom most people know and run now.

You can backtrack and pull the 4 pull (3 elemental + twilight cultist caster) and then do Jedoga and backtrack and jump - that jump I usually do employ - to avoid more twilight idiots and then mushroom man x 3 or so.

Jedoga is easy for burst DPS - you beat her up, she picks a volunteer from the audience, you kill volunteer before she sacrifices it to keep her underpowered, you're good.

Amanitar can be fun for caster heavy DPS. He's a mushroom guy, and there's poison mushroom and healthy. Wait until you get mini'd and whack on with a weapon a healthy mushroom. I think they are magic immune.

Warning: I don't know I spelled the boss names entirely right but I hope this helps. Also, mushroom guy is Heroic only. He's the Eck of Old Kingdom.

(Except Gun'drak > Old Kingdom by a HUGE margin.)

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PostPosted: Thu Jan 21, 2010 11:30 am 
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Katas wrote:
The murlocks jump and have stupid aggro issues.


It's just an aggro wipe on the jump. Eck does the same thing. If your tank has a clue and watches for it, shouldn't be an issue.


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PostPosted: Thu Jan 21, 2010 11:37 am 
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Katas wrote:
With this boss, best you crowd around the tank if you understand the 1st rule of WoW: Something on the floor? Don't stand there.


Heh, this made me lol.


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PostPosted: Thu Jan 21, 2010 12:12 pm 
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Can you do a pull by pull guide to BRD???

Regarding Eck and his ilk, **** their aggro drop crap. They don't hit hard enough to really hurt anyone so I just let them jump around. I don't have enough taunts to chain taunt 2-3 ADD murlocs.

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PostPosted: Thu Jan 21, 2010 1:43 pm 
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Mookhow wrote:
Can you do a pull by pull guide to BRD???

Regarding Eck and his ilk, **** their aggro drop crap. They don't hit hard enough to really hurt anyone so I just let them jump around. I don't have enough taunts to chain taunt 2-3 ADD murlocs.


2-3 jumping and hitting a cloth can kill the clothie. If it weren't for that, I'd pull all of them at once because they hit so weak.

As far as BRD... I have the remote and I haven't tanked it 'on-level'. Also, who wants to read 4,032 separate pulls? :lol:

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PostPosted: Thu Jan 21, 2010 2:24 pm 
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Mookhow wrote:
Can you do a pull by pull guide to BRD???


Step 1. Get a Warlock, Hunter, Good AoE tank and good AoE dps.
Step 2. Hunter runs down to the Emperor.
Step 3. Group Summons Hunter, hunter waits to click.
Step 4. Hunter Misdirects to the Tank who's at the zone in up top. FD/Disengage and take summon.
Step 5. Wait
Step 6. Inc Lots
Step 7. AoE Unloads
Step 8. Replace melted video card as it attempts to render a zones worth of mobs getting hit with damage.


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PostPosted: Sun Jan 24, 2010 8:43 am 
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Hey for Heroic uh... HoL. What's the tanks job on those Slag things. You just run through and agro them then take them to the far staircase and... what? Just sit there and eat the explosions when they die?

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PostPosted: Sun Jan 24, 2010 12:28 pm 
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Dash wrote:
Hey for Heroic uh... HoL. What's the tanks job on those Slag things. You just run through and agro them then take them to the far staircase and... what? Just sit there and eat the explosions when they die?


Basically. Just make sure everyone ELSE is away from them.... otherwise, lots of dead people heh

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PostPosted: Sun Jan 24, 2010 12:53 pm 
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Ok thanks. I've only done that one a few times but I've seen that part go bad. Cloth wearers or non-tanks in general I can see but wasnt sure if a Tank could survive it without blowing a cooldown or what.

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PostPosted: Sun Jan 24, 2010 12:55 pm 
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Dash wrote:
Ok thanks. I've only done that one a few times but I've seen that part go bad. Cloth wearers or non-tanks in general I can see but wasnt sure if a Tank could survive it without blowing a cooldown or what.


Its not horrible, especially if the healer has been landing heals as each one explodes.. if you have problems, just make sure your dps doesn't aoe them all at the same time lol

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PostPosted: Sun Jan 24, 2010 1:08 pm 
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Yeah that's usually my problem, i'm in there doing a ton of AE damage and they all go boom... it's probably my fault! =o

As a tank though my DPS is cut in half and AE even less so should be fine.

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PostPosted: Sun Jan 24, 2010 2:24 pm 
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Heroic HoL

2 pull

3 pull + dwarf. (May just be 2 - because there's a hunter mob who leaps back, I lose count at times.)

1 dwarf after another (whether you go up or down)

Down is 3 pull + dwarf while up is 3 pull + dwarf though there's a ledge that could get messy. Most go down because General is pathing up.

2 dwarf pull regardless of up/down. Down has another 3 pull + dwarf but you likely would do boss first.

Boss + 2 dwarves - I am used to brute forcing it, but when he's charged, the fight is harder.

Dwarves are mentioned separately for this part because they do a debuff where moving causes damage. I generally focus on them first and then reign in the hunter guy. With the boss and the state of AoE damage, it's usually unimportant which dies first but he will switch between defensive and berserker and you may want to focus fire dwarves when the boss is in defensive.

Slag room - as stated before, run and gather, run and gather, and let everyone get past you up the stairs and you stand at bottom.

If the group is melee heavy, expect a newb or two to die. You can burn a Divine Protection or Icebound Fortitude.

At the top of the staircase, left or right - right results in fewer pulls so it's 3 pull + 3 pull + 3 pull + 2 wanderers + boss (left is 3 pull + 3 pull with 2 wanderers + 3 pull + boss + 3 pull). Usually fire before air because I believe the fire has a nastier AE.

Boss - beat on him, aggro golems off DPS,beat on him. If your DPS is good, golems are easy.

Gauntlet #1: 3 pull (maybe 2 - hate from behind and in front) that is triggered by going so far in. These fear so an astute shaman will tremor you and an astute priest will fear ward you but a lot of the time you can take the fears.

Repeat and repeat (4 pull) and that should do.

Cyclone + whirlwind elemental + non-elite whirlwinds. Whirlwind is more caster mob so best to beat on it.

2 Cyclones + whirlwind elemental pathing. See above.

Ionar - beat on, run away, beat on. Avoid the static charge effect. He will do a ball lightning on someone randomly but I don't know if it's cleansable or decursable or you have to heal through it as a healer. Not that bad anymore.

2 pull (pull back to avoid adds, face away from group.)

2 wanderers - they will poison, if you are with a priest heals and a protadin, you can try to help.

3 dwarves - these do a whirlwind with lightning offshoots. Expect rogues to die in here.

Can go left, right, or straight. Most likely symmetrical. I like left.

2 dwarves + 1 poison guy. Because he will poison and charge at random, I beat on him and let the AE get the dwarves.

Same thing as above.

3 dwarves - can maybe skirt but it is dicey.

2 wandering poison guys. Can outrun if you rush next pull and pull it into the next room.

2 pull - robots as before with lightning. Best you aim them away from party.

1 wandering robot.

1 wandering giant - can go either side for 1 pull.

Loken. Hug the boss for less overall damage and expect everyone to take 15k damage. If you have a paladin healer, I am sorry; this can be hard on them. If you have Divine Sacrifice, use it on the Lightning Nova. I think chain heal and group heals rock on this boss but other than paladin healer or maybe druid / disc priest it's not too bad anymore. He used to be the deadliest boss in Heroics (and maybe even Naxx/OS).

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PostPosted: Sun Jan 24, 2010 3:06 pm 
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By the way, before the next - I ran N-Nexus and N-UK and there was some minor differences in N-Nexus over H-Nexus. So if running normals, grain of salt on these.

Heroic HoS

3 pull, pathing

1 dwarf + 2 robots. Robots charge and AE damage randomly.

3 pull - usually get 1 giant add.

Go right for another wandering 3 pull and another giant.

3 pull. This next junction kind of sucks.

There's 1 robot and a bunch of little shardlings. You can get a 3 pull of adds which can turn into a 9 pull so best to pull back.

Pull the 3 with line of sight towards the south cavern area (some groups skip South and East) and then you have 3 pull of elite dwarves, non-elite shardlings (~6), then 3 pull, then shardlings, then 3 pull, and then the main shardling area.

Main shardling area has 2 or 3 dwarves - at least 1 of which Mind Controls so try to stun / burn dwarves over shardlings.

Gruul Jr. Spread out and if you have a newb or two hope the healer survives - protadin + healer or protadin + warrior with first aid have been the only ones who survived the shatter spell in my groups in the past.

Now to East. Assuming you didn't pull 9 adds, 2 pull of 3 or 1 pull of 6 - harder than you'd imagine to get the 2 pulls.

1 wandering giant + 2 robots - not necessarily at the same time.

Maiden of Grief. She stuns, and the stuns are broken by spell damage, so I guess you should stand near one another while she casts those and then disperse when she puts a big nasty glob on the ground. Being human, Every Man for Himself can be helpful here.

North: 1 wandering giant + 2 robots. - can do 1 pull to 3 pulls depending on how you like it.

4-6 robots - I'd recommend a 2 pull but I forget how many because I am a chain pull addict.

Can start event with Brann but there's at least 2 more robots - these charge themselves for more damage but it's not so bad anymore - and then the worst boss event in the original Heroics.

There's outer archway and inner archway. Make sure everyone is in inner archway area and use Consecrate or Death and Decay.

Hunters with frost traps and misdirection can be a huge help. Tricks of the Trade and Fan of Knives is cool as well. Goes for 5 minutes.

Waves are leftside - 3 elite dwarves - and rightside - 3 non-elite dwarves. 1 robot at a time will come in as well but usually they move slow enough you can get aggro.

Avoid lasers. There's a debuff to take more spell damage so even the non-elites can hurt your DPS guys with their spells (lightning, of course).

End event - as long as the timer runs out, you win - even if the timer runs out while everyone is dead - so 4:50 is the time to win but don't get cocky. Even on a win there's a laser blast and damage burst. Hurray for winning!

Back to 1st room - likely only 1 or 2 3 pulls left. Most likely 0 giants. Start final boss after them.

Mages can spellsteal to reduce his damage to melee. Beat on him and when he goes all lightning lasso run away. Adds are mostly weaksauce so aggro them off your healer (most likely).

Done.

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PostPosted: Mon Jan 25, 2010 8:33 am 
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Dash wrote:
Yeah that's usually my problem, i'm in there doing a ton of AE damage and they all go boom... it's probably my fault! =o

As a tank though my DPS is cut in half and AE even less so should be fine.


I always blow a cooldown on this pull. If I'm with a pug you never know how smart your dps is and there's a good chance they're going all out aoe and they all die nearly at once for massive damage to all nearby. If I'm with guild, well let's just say one the GOALS of H HOL is to kill one of your unawares guildmates and teabag them afterwards as punishment for not paying attention.


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PostPosted: Mon Jan 25, 2010 12:46 pm 
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+1 on the blow a cooldown for Slag. It will be back up before the next boss, no reason not to.

Also, DKs can negate one of Loken's aoe's by using anti-magic shield. Sadly spell reflect doesn't work as it's not targeted.


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