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jdanny
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re: Raid Strategy, Throne t2c

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Hi all, for those who don't know me, I'm JD! I've been lucky enough to have enjoyed the raid on bosses 1 -> 4 t2c, and thought I might take the time to write out the strategies we used in my previous kin. Hopefully in doing so, everyone in the groups can be clear on exactly what is required of their role, even if it is their first time on t2c.

I'm not writing out all the mechanics of each fight, but rather the strategy itself. These can be found all over the place, and I assume most people are familiar with the majority of them. Dadi's guides are a good place to look if you are not sure. Where something is done to negate a specific mechanic I will mention it.

 

* Note, this is still a work in progress. The information is all here, but there are some skill names I can't remember, and the formatting is pretty bad.

 

Starting off with boss 1, Rakothas!

 

Group Build:

Support Group

Tank - Captain [Yellow]

Tank - Captain [Yellow] (Guard [Blue]/Warden [Blue])

Healer - Minstrel [Blue] or RK [Blue]

Debuff / Crowd Control - Loremaster [Yellow]

Debuff / Crowd Control - Burglar [Yellow, Blue if no yellow build]

AoE DPS - Champ [Yellow]

 

DPS Group

AoE / ST DPS - Warden [Red] (Hunter [Red]/Runekeeper [Red])

ST DPS - Runekeeper [Red]

ST DPS - Runekeeper [Red]

ST DPS - Runekeeper [Red]

Buff - Captain [Red]

Buff - Minstrel [Yellow/Red]

 

Defensive targets:

Physical mitigation - capped for level 108 t2 mobs.

Tactical mitigation - not required.

Crit defense - 50%

Morale - dps 30k unbuffed. Healers, and support should be >40k unbuffed, and tanks should be >50k unbuffed.

 

Specific traits or set bonuses:

+ At least 1 captain will need the 20% revealing mark bonus.

+ Champion should have the maxed Rend legacy.

+ Loremaster should have a swap LI for the non-imbued version of Fire lore.

+ Red line captain needs the ORTHANC Oathies reset bonus.

+ Both minstrels should have maxed Anthem of War legacies.

+ The yellow minstrel should have the +10% tactical damage on Anthem of War trait from red line.

+ Runekeepers should have a swap build for yellow line to get Concession and Rebuttal buff prior to combat.

+ Red line captain should have a swap build for yellow line to use INH/LS prior to combat.

 

Positioning:

There are two main ways of doing this fight, 6:6 stacking, and 1:11 stacking. We used 6:6 stacking, until the enrage buff, at which point we swapped to 1:11 stacking, but blew cooldown skills to survive the last 25%. What this entails is having one group of six standing on one side of Rakathas, and the other group on the opposite side. Assign a target marking to each tank, and split the group up evenly between them. (Remember that as both tanks are in one group, at least 2 people will not stand with their groups). Try to have the healer on the same side as the red cappy.

Ensure that the red line cappy is standing close to the ramp in the middle/back. He will need quick access to this later in the fight for the barrel.

Important Note! This boss will knock back random people from time to time, and simultaneously apply a debuff to that person. When this debuff expires, it will cause large damage to everyone nearby. Therefore, if you get knocked back, wait for a few seconds before rejoining the group.

 

 

Before combat:

+ Assign all runekeepers 2 DNF targets. Name 1 as their primary DNF. Before entering the boss room, RKs will place their first DNF on their NON-PRIMARY target. It will reset immediately when the boss is agro'd, and they should then put DNF on their PRIMARY target. During combat, they should only refresh DNF on their PRIMARY target. This means should their PRIMARY target die, they can immediately refresh DNF after they are rezzed.

+ Both minstrels should be in a yellow/red build. Use Cry of the Chorus just before running into boss room, and load up Anthem of War. CotC will reset, use it again to have all 3 anthems up. The blue mini should now swap back to blue. The yellow minstrel should then use Song of Aid.

+ RKs should start in blue, and use Our Fates entertwined stone. Swap to yellow, and use Concession and Rebuttal. Then swap to Red for the fight. The timing can be difficult to achieve, and it may take some practice. (A healing RK can do this as well, but swap back to blue).

+ The red cappy should start in yellow, and use IHW/LS, and put SoD on yourself. Swap to redline. At this point you should receive a combat defeat response from the yellow mini. Use this to get the buff from Routing Cry immediately in combat.

+ One yellow captain should also use IHW/LS. Use SoD on yourself at the same time to make the healers lives easy!

 

 

Phase 1: (100% -> ~60%)

Tanks: Before combat predetermine 1 tank to start agro. The first time you swap should be immediately upon receiving the bleed. Subsequent agro swaps occur the moment the squishies on your side no longer have the bleed. This is usually at the same time as yourself, but on occassion the bleed doesn't apply to the tank. Swap agro using Grave wound (if both captains), do not AoE taunt any of the adds that spawn.

Healer: This role is the most self-explanatory, however you will need to pay attention to the captain and minstrel in the dps group. If you die, do not use hope, someone else will get it for you. Do not rez someone if they die, unless the leader specifically asks you to do so, others will use their rezes first. In the case of a RK healer, save Fates stone until 60%, and then use it as frequently as it is off of CD. Make use of Essay of Exaltation from 80% onwards, and use it as frequently as it is off cooldown. When the red cappy goes to get the barrel, the RK can use Word of Exaltation on him to protect them while out of healing range.

Loremaster: Apply fire lore, see all ends and ancient craft (and ensure they are up 100% of the time, or as close to it as practical. Especially ensure AC is up at the same time as Oathies) to the boss. Apply air lore to one of the tanks. Keep tar on the ground beneath the boss as much as possible. Learn the percentages at which adds spawn, you should daze the Defilers as far away from the group as possible. Also make use of your AoE daze, and stuns to keep the adds around the group inactive. (They will constantly be woken up, but it reduces incoming damage). If you have time, apply Water-lore to the minstrel and captain in the DPS group, and maintain stun-immunity on the healer in your group. Also attempt to spread firelore to the adds. Don't expect to use your dps skills in this fight. Use the bog-lurker pet.

Burglar: Apply revealing mark, and disable. In yellow line, you are able to apply disable twice following the use of *INSERT SKILL NAME*. This can then be reset by **, and used again. This gives you a total of *XX Seconds* during which double disable is active. You should aim to time this so that the double disable wears off at approximately 50% into the fight. You are also to assist the lore master with crowd controlling defilers when they spawn. You should also maintain the -50% incoming heal modifier debuff on the boss. Finally, you are to assist in dps.

Champ: Apply rend debuff to boss at all times. When adds spawn, it is your job to keep their numbers under control. You will get agro via AoE dps. Make sure you do not move significantly out of position while chasing adds, as they will random agro to other targets. Make use of your champ horn to both apply the debuff to the boss, and to keep the adds in position/out of combat. When no adds are up focus your efforts on the boss.

 

DPS: All dps in this group will focus their efforts on the boss entirely. Even when adds are up, you will stay focussed on the boss. However, 1 nominated dps will focus on using their AoE skills while adds are up. Optimally, this is a warden, in the absence of a warden, a hunter spamming Rain of Arrows, or a Runekeeper using Combustion is satisfactory.

Runekeepers: Immediately upon starting combat, get your bleeds tiered up, and save your first Smouldering Wrath for the first Oathies.

Captain: Predetermine before combat with other captains in group which mark you will each use. Optimally, there will be both a 20% revealing mark and a 10% telling mark. The revealing mark is more important. Use routing cry at the beginning combat to give the attack speed bonus to your dps. Use your first oathies about 10 seconds into combat. Call it before you do. Give the RKs time to get some bleeds / attunement ready. Try reset your oathies as soon as it is down, but do not use it again.

Minstrel: Start in Melody stance, and apply the debuff from Minor Ballad on the boss. Swap to dissonance stance for the remainder of the fight. Ensure 3 x Anthems of War are always active. Use the attack speed bonus from Call of the Second Age, and reset it using Anthem of Third Age. Use your minor ballad to get the +4.5% tactical damage buff, and use the coda to get the +10% damage buff. You should not need to heal.

 

Phase 2: ~60% - 50%

Red Captain: After the boss hits 60%, wait until the boss is facing away from you. At this point, use Make Haste and move up to the barrel behind you. Bring it back, and place it next to the boss. Be wary of the 50% add spawn. Call out when the barrel is placed.

Everyone: Take 2 steps backwards after barrel is placed, until it explodes. After it explodes all step back to where you started.

 

Phase 3: 50% - 30%

Exactly the same as phase 1, except the red captain should not use Oathies.

 

Phase 4: 30% -> Death

Everyone: Move to stand on 1 side of the boss, and spread out slightly. The tank who has no bleeds should grab agro, and stand by himself.

Yellow captain: Place shield of the dunadein on the tank with agro. When this wears off, use IHW/LS. If you have two yellow cappies, predetermine who will do this first.

Tanks: Once the first lot of yellow cappy CDs wear off, wait until the first tank dies. Then swap agro. If you have two yellow cappies, you should repeat the use of SoD and then IHW/LS at this point.

Champ: At this point, stop worrying about the adds, and focus on the boss. Continue to use your AoE stuns to keep adds under control.

Loremaster: It is vital at this point that as many defilers as possible are under crowd control. Do your best to keep them inactive. Additionally, assist the champ in keeping the other adds AoE dazed / stunned. This is the first point in the fight where you might need to assist in dps on the boss.

Burglar: The -50% incoming heal debuff is essential at this point. Ensure it is up as frequently as possible, as well as every +incoming damage buff you have access to. Assist the loremaster in keeping defilers dazed.

Red captain: Use Oathies immediately after everyone has repositioned. Immediately try to reset the skill, and if successful use it immediately after the first one wears off.



Last edited by jdanny on 2016/09/27 8:44 am; edited 2 times in total
Andismak
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re: Raid Strategy, Throne t2c

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Thanks so much JD havent read it all yet but i will :) looks great so far :)

 

Abusaad
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re: Raid Strategy, Throne t2c

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Thank you JD.  I've hesitated on sorting my Captain for yellow but I might be motivated to do so now.



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jdanny
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re: Raid Strategy, Throne t2c

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No worries (:

 

Yeah tho, yellow captains absolutely thrive in this raid. I think captains are probably the class that requires the most variety of equipment (set bonuses etc), and trait trees. In this raid, they really jump around with what is required at each point in the raid. Although, that said, for every class except hunter, and guard, variety of trait line builds are essential. We had runekeepers bouncing between all 3 trait lines, minstrels between blue/yellow, and even red at one point. Wardens between red and blue, burgs between red and yellow etc.

 

Its probably a fair point to say, this raid requires everyone to have good knowledge of multiple trait lines for their class, rather than just the main one. 

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