Post by skrallik on Dec 12, 2005 14:44:26 GMT 1
(Thanks Grul, we can modify this as we go)
Mages/druids really shine in ZG, as 90% of the mobs are either humanoid/beast, so with a few mages/druids it's possible to take out 5 mobs out of a group of 6 in some fights! Makes the place far easier.
These aren't so tough, but we may as well get some notes up on them so that everyone has some idea of what they can do. Ones I can remember off the top of my head (names might be wrong, so correct me if I'm thinking of the wrong mob type ):
Axe Throwers:
These have a ranged attack, so can't be pulled to the group, and must be engaged where they stand. If no-one is in melee with them the will use a whirlwind attack which has a HUGE area, and will damage the casters and healers in the group.
Blood Drinkers:
These have an AoE life drain attack which heals them as it damages. They'll be impossible to kill if they get into the middle of the group. Best way to deal with them is to have the MT tank them away from the group on their own, while ranged DPS finishes them off.
Berserkers:
These are the huge guys that patrol about, usually on their own. The have an AoE knockback effect (like Lava Surgers), and an AoE fear (intimidating shout). They're not too tough, they just need to be fought away from other groups of mobs, and away from any cliff/bridge edges.
Priests:
The main thing to worry about is their AoE fear, which can send people flying into other groups of mobs. These are best sheeped until all other nearby mobs are dead, or killed while all other mobs are sheeped. Having 2 priests loose is a recipe for disaster.
Bat rider packs:
These are packs of one or two elite Bat Riders (big bat with a troll riding it), and a few non-elite bats surrounding it. The normal bats can be AoE'ed by the group. The elite bats should be tanked away from the group, and away from each other. When they get low on health (some point below 50% somewhere it seems), they give a warning about 'flaring up'. When this happens, EVERYONE needs to get away from them, including tanks, as they freeze on the spot then explode for 5k damage or so.
More to come as I remember them
Mages/druids really shine in ZG, as 90% of the mobs are either humanoid/beast, so with a few mages/druids it's possible to take out 5 mobs out of a group of 6 in some fights! Makes the place far easier.
These aren't so tough, but we may as well get some notes up on them so that everyone has some idea of what they can do. Ones I can remember off the top of my head (names might be wrong, so correct me if I'm thinking of the wrong mob type ):
Axe Throwers:
These have a ranged attack, so can't be pulled to the group, and must be engaged where they stand. If no-one is in melee with them the will use a whirlwind attack which has a HUGE area, and will damage the casters and healers in the group.
Blood Drinkers:
These have an AoE life drain attack which heals them as it damages. They'll be impossible to kill if they get into the middle of the group. Best way to deal with them is to have the MT tank them away from the group on their own, while ranged DPS finishes them off.
Berserkers:
These are the huge guys that patrol about, usually on their own. The have an AoE knockback effect (like Lava Surgers), and an AoE fear (intimidating shout). They're not too tough, they just need to be fought away from other groups of mobs, and away from any cliff/bridge edges.
Priests:
The main thing to worry about is their AoE fear, which can send people flying into other groups of mobs. These are best sheeped until all other nearby mobs are dead, or killed while all other mobs are sheeped. Having 2 priests loose is a recipe for disaster.
Bat rider packs:
These are packs of one or two elite Bat Riders (big bat with a troll riding it), and a few non-elite bats surrounding it. The normal bats can be AoE'ed by the group. The elite bats should be tanked away from the group, and away from each other. When they get low on health (some point below 50% somewhere it seems), they give a warning about 'flaring up'. When this happens, EVERYONE needs to get away from them, including tanks, as they freeze on the spot then explode for 5k damage or so.
More to come as I remember them