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Difference between revisions of "Coldain Ring War"
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'''Once Seneschal Aldikar shouts for troops to take their positions, the battle begins. ''' | '''Once Seneschal Aldikar shouts for troops to take their positions, the battle begins. ''' | ||
− | The war can be split up into three rounds. Each round consists of seven waves of giants attacking Thurgadin. Each round and wave get progressively harder. Once wave seven of round three is done [[Narandi the Wretched]] spawns. He is a fairly simple tank and spank boss. Kill him loot his head. '''Be absolutely certain to keep the dwarf army you have been controlling far away from Narandi. If they get aggro they will attack him and you will not be able to stop them. If they get the killing blow Narandi's corpse will poof and you get no ring 10 and no loot'''. The war is a timed event that is scripted. This means that if you kill the giants of a wave fast you will have more recovery time before the next wave. If you kill the giants slowly then you risk having the next wave spawning before having finished off the previous wave. This is good way to fail the war, so be sure to bring enough people. The whole event takes around 1 hour and 45 minutes. | + | The war can be split up into three rounds. Each round consists of seven waves of giants attacking Thurgadin. Each round and wave get progressively harder. Once wave seven of round three is done [[Narandi the Wretched]] spawns. He is a fairly simple tank and spank boss. Kill him loot his head. '''Be absolutely certain to keep the dwarf army you have been controlling far away from Narandi. If they get aggro they will attack him and you will not be able to stop them. If they get the killing blow Narandi's corpse will poof and you get no ring 10 and no loot'''. The war is a timed event that is scripted. This means that if you kill the giants of a wave fast you will have more recovery time before the next wave. If you kill the giants slowly then you risk having the next wave spawning before having finished off the previous wave. This is good way to fail the war, so be sure to bring enough people (preferably 50+ people). The whole event takes around 1 hour and 45 minutes. |
You will want to be using some kind of voice chat to coordinate with one main person calling out instructions. Generally, it is best to have one person at Far East and West pops to scout for the location of where a wave spawns. The faster you know where a giant wave popped, the faster you can get to them and begin dps. You also want as much melee dps as possible. A common strategy involves one person controlling all of the dwarves in order to sick them on giants that are allowed to walk past the raid (in order to avoid dwarf kos people). If you are doing this strategy it also helps to give every dwarf a [[Torch]] in order to force them to dual wield. | You will want to be using some kind of voice chat to coordinate with one main person calling out instructions. Generally, it is best to have one person at Far East and West pops to scout for the location of where a wave spawns. The faster you know where a giant wave popped, the faster you can get to them and begin dps. You also want as much melee dps as possible. A common strategy involves one person controlling all of the dwarves in order to sick them on giants that are allowed to walk past the raid (in order to avoid dwarf kos people). If you are doing this strategy it also helps to give every dwarf a [[Torch]] in order to force them to dual wield. | ||
− | Each wave happens every 3 minutes and 30 seconds. 5 minute delay between rounds. | + | Each wave happens every 3 minutes and 30 seconds. There is a 5 minute delay between rounds. |
== Round 1 == | == Round 1 == |
Revision as of 04:37, 22 October 2020
Contents |
The War
Note: All mobs in the zone despawn when the war starts, and will all respawn 30 minutes after the war is won.
Once Seneschal Aldikar shouts for troops to take their positions, the battle begins. The war can be split up into three rounds. Each round consists of seven waves of giants attacking Thurgadin. Each round and wave get progressively harder. Once wave seven of round three is done Narandi the Wretched spawns. He is a fairly simple tank and spank boss. Kill him loot his head. Be absolutely certain to keep the dwarf army you have been controlling far away from Narandi. If they get aggro they will attack him and you will not be able to stop them. If they get the killing blow Narandi's corpse will poof and you get no ring 10 and no loot. The war is a timed event that is scripted. This means that if you kill the giants of a wave fast you will have more recovery time before the next wave. If you kill the giants slowly then you risk having the next wave spawning before having finished off the previous wave. This is good way to fail the war, so be sure to bring enough people (preferably 50+ people). The whole event takes around 1 hour and 45 minutes.
You will want to be using some kind of voice chat to coordinate with one main person calling out instructions. Generally, it is best to have one person at Far East and West pops to scout for the location of where a wave spawns. The faster you know where a giant wave popped, the faster you can get to them and begin dps. You also want as much melee dps as possible. A common strategy involves one person controlling all of the dwarves in order to sick them on giants that are allowed to walk past the raid (in order to avoid dwarf kos people). If you are doing this strategy it also helps to give every dwarf a Torch in order to force them to dual wield.
Each wave happens every 3 minutes and 30 seconds. There is a 5 minute delay between rounds.
Round 1
This is the easiest round and gives you plenty of time to organize and get used to the mechanics by the time you get to round 2. 6 spearmen will spawn on both sides of the river and are rooted in place. You will begin this round by dpsing down the spearmen one at a time. They do summon, so focus dps on one spearman at a time. When a wave pops have tanks go to pickup the giants from the pop while the dps stays on the spearman to finish him off. Tanks should have the giants in this wave pop under control by now and dps can head to the wave to begin dps. There are two main focuses with this, one is to keep the giants as close together as possible so caster classes can cast AE spells to hit multiple giants, and two the melee dps should be focusing dps as much as possible while also making sure to push giants into one big group.
An additional strategy involves allowing some giants to walk to the dwarves so the dwarves can kill a few giants. This helps speed things up and allow you to potentially have extra time in between waves in order to regroup.
West, Sneaky West, and South Pops
1x Kromrif Captain
8x Kromrif Recruit
2x Cleric of Zek
East(Plug) and Far East Pops
6x Kromrif Recruit
2x Cleric of Zek
Round 2
There is not much different between Round 1 and Round 2. The mobs will be harder so you will need to make sure your DPS is high, but other than that continue current strategies.
West, Sneaky West, and South Pops
1x Kromrif General
8x Kromrif Warrior
2x Priest of Zek
East(Plug) and Far East Pops
6x Kromrif Warrior
2x Priest of Zek
Round 3
Continue the same strategies as previous rounds, but you will want to kite the High Priests of Zek. It is best to have a Wizard tag them off with Staff of Temperate Flux (one click) and run them over to a bard who can kite them while not doing any damage to them. The bard will continue to kite these High Priests for the remainder of the war. Every round will have 2 of these High Priests and the strategy will need to be repeated. If you damage any High Priests before they are taken away for the Wizards to tag and Bards to kite, you will most likely wipe and fail the war. These will despawn a bit after Narandi pops.
West, Sneaky West, and South Pops
1x Kromrif Warlord
8x Kromrif Veteran
2x High Priest of Zek
East(Plug) and Far East Pops
6x Kromrif Veteran
2x High Priest of Zek
Final Fight
This is by far the easiest part of the war. If you are at this point without wiping, it's a very standard and easy tank and spank.
Once Narandi is dead:
- Narandi the Wretched's corpse says 'Rallos! Please accept my soul... I pray that you may find me worthy.'
- Seneschal Aldikar shouts 'Outlander! You've done it! The Kromrif invasion has been frustrated! Bring me the head of Narandi and your Hero's ring.'