Wait, that's grave lord. Same thing :P
So, there are good groups, and there are bad groups.
Now, many people today aren't well versed in working in tight quarters. Anything more complicated than sitting on a zone wall and single pulling, that's, well... complicated.
A shaman I know is trying to get his hands on Pox of Bertoxxulous. This drops deep in Old Sebilis, from the Sebelite Juggernauts - Juggs to their friends.
So we got a group together and moseyed down there. We made pretty much every mistake that could be made. Our first wipe was when a warrior decided to lob arrows into stuff I was splitting (the first 3 juggernauts). Evac, summon corpses, rez, head back in. Next try, myconids everywhere, same deal (evac, summon, rez that is). Next time, we got adds through the wall in the jail (probably because of the arrow flinging warrior - a touch lower level than everyone else).
Well.
Time for a rematch then. Dropped the warrior for a 60 necro (side note: Necros say they need to be more group friendly. What could be more group friendly than insane DPS and point mana regen aka twitch. But I digress), and took the rest of the core of the group in - 59 shadow knight with 56 cleric bot, 61 shaman with 65 wizard bot and 59 warrior. All of us are way overgeared for Kunark content, as we had occasion to discover.
So, in we go. Shaman AFKs and we clean the front, he comes back, then through to the jail. Necro gets an add from somewhere, summoned, almost dead. I cringe, not again, but we head back and clear. Through the jail, cleaning out Myconids, taking time to scour the area of wanderers. There's a group headed back from reets, so we're able to get into the juggs area and set up at the far wall by the locked door. Get the procedure for door opening, go to pull. 5. Well, that's why the SK pulls. FD. failed. Stand up, harmshield, wait, FD. Failed. Dead.
Well, I know where they are now. Get 3 this time. Trying to split, so dark one, FD. Failed. Stand, harmshield, wait. FD. You know what happens now. Splat.
Well, we decide to have the 65 wizard pull. He gets 3 too. Run, back, maybe not, maybe, oops. He's dead and they aggro on me. FD. Fail. Heck with it, I'm not dying again. I do anyway. 3 in camp, the warrior is tanking, defensive is up, all slowed. Ok, so the question is can the cleric med faster than the warrior needs complete heals. 2 adds? Um, 5 in camp, 4 people (and 2 pets) fighting. Ugh, coffins are gonna be expensive. Can't evac anyway, fight it out. Ok, all slowed, complete heal, sit.
You'll not evade me Faus!
Ok, the question is: will I need more complete heals than I have mana for right now.
An Emissary of Thule and a True Spirit are swinging away, warrior is keeping all of them aggro, shaman is wincing and torporing like mad, cleric hits his last complete heal. 3 left. Juggs that is. Warrior's torpored.
A foreign surge of mana invades your mind.
Repeat.
Ok, I got enough for 2 complete heals. I use em. One left. I sit to med. Splat. Dead Jugg. Yeah, 4 people, 1 melee, 5 dead juggernauts. Well, guess I WON'T have to worry about single pulling here.
We spend a few hours in the now broken area racking up spells. Get a couple of spells for the shaman's necro, 15 thousand copies of mala, bunch of experience.
Well, shaman suggests moving to the sebelite protectors if Trakanon's not up. Sure, why not. We move, get to the back pool, clear roamers. Hm, protector is even to 60 (yeah, finished the last 20 percent of 59 while we cleared). Juggernauts everywhere, try to single pull. ****, 3. Ok, we can deal with 3. Cleric summoned, can't taunt off, dead cleric. Ok, we got a shaman. Head over to the protector, easy. Protector goes down, drops Trucidation and a poison wind censer. Hm, Tolampuj is up.
Sure, why not. He's got 2 jugg protectors, but comes alone easy as you please. Hm. That's an enchanter pet. Hm. That's Dictate in my buff window. Ooo, I'm chasing the shaman around. Ooo, shaman dead. Well, Dictate breaks, jumpy dies, hands over a robe and 2 nodding blue lillies. Bah. Evac to zone, summon (cleric is bound at the tomato), rez and count the loot. 30 spells for guild bank, 400pp each (after we cover coffin costs) and a censer and robe.
Great little group that was.
So, there are good groups, and there are bad groups.
Now, many people today aren't well versed in working in tight quarters. Anything more complicated than sitting on a zone wall and single pulling, that's, well... complicated.
A shaman I know is trying to get his hands on Pox of Bertoxxulous. This drops deep in Old Sebilis, from the Sebelite Juggernauts - Juggs to their friends.
So we got a group together and moseyed down there. We made pretty much every mistake that could be made. Our first wipe was when a warrior decided to lob arrows into stuff I was splitting (the first 3 juggernauts). Evac, summon corpses, rez, head back in. Next try, myconids everywhere, same deal (evac, summon, rez that is). Next time, we got adds through the wall in the jail (probably because of the arrow flinging warrior - a touch lower level than everyone else).
Well.
Time for a rematch then. Dropped the warrior for a 60 necro (side note: Necros say they need to be more group friendly. What could be more group friendly than insane DPS and point mana regen aka twitch. But I digress), and took the rest of the core of the group in - 59 shadow knight with 56 cleric bot, 61 shaman with 65 wizard bot and 59 warrior. All of us are way overgeared for Kunark content, as we had occasion to discover.
So, in we go. Shaman AFKs and we clean the front, he comes back, then through to the jail. Necro gets an add from somewhere, summoned, almost dead. I cringe, not again, but we head back and clear. Through the jail, cleaning out Myconids, taking time to scour the area of wanderers. There's a group headed back from reets, so we're able to get into the juggs area and set up at the far wall by the locked door. Get the procedure for door opening, go to pull. 5. Well, that's why the SK pulls. FD. failed. Stand up, harmshield, wait, FD. Failed. Dead.
Well, I know where they are now. Get 3 this time. Trying to split, so dark one, FD. Failed. Stand, harmshield, wait. FD. You know what happens now. Splat.
Well, we decide to have the 65 wizard pull. He gets 3 too. Run, back, maybe not, maybe, oops. He's dead and they aggro on me. FD. Fail. Heck with it, I'm not dying again. I do anyway. 3 in camp, the warrior is tanking, defensive is up, all slowed. Ok, so the question is can the cleric med faster than the warrior needs complete heals. 2 adds? Um, 5 in camp, 4 people (and 2 pets) fighting. Ugh, coffins are gonna be expensive. Can't evac anyway, fight it out. Ok, all slowed, complete heal, sit.
You'll not evade me Faus!
Ok, the question is: will I need more complete heals than I have mana for right now.
An Emissary of Thule and a True Spirit are swinging away, warrior is keeping all of them aggro, shaman is wincing and torporing like mad, cleric hits his last complete heal. 3 left. Juggs that is. Warrior's torpored.
A foreign surge of mana invades your mind.
Repeat.
Ok, I got enough for 2 complete heals. I use em. One left. I sit to med. Splat. Dead Jugg. Yeah, 4 people, 1 melee, 5 dead juggernauts. Well, guess I WON'T have to worry about single pulling here.
We spend a few hours in the now broken area racking up spells. Get a couple of spells for the shaman's necro, 15 thousand copies of mala, bunch of experience.
Well, shaman suggests moving to the sebelite protectors if Trakanon's not up. Sure, why not. We move, get to the back pool, clear roamers. Hm, protector is even to 60 (yeah, finished the last 20 percent of 59 while we cleared). Juggernauts everywhere, try to single pull. ****, 3. Ok, we can deal with 3. Cleric summoned, can't taunt off, dead cleric. Ok, we got a shaman. Head over to the protector, easy. Protector goes down, drops Trucidation and a poison wind censer. Hm, Tolampuj is up.
Sure, why not. He's got 2 jugg protectors, but comes alone easy as you please. Hm. That's an enchanter pet. Hm. That's Dictate in my buff window. Ooo, I'm chasing the shaman around. Ooo, shaman dead. Well, Dictate breaks, jumpy dies, hands over a robe and 2 nodding blue lillies. Bah. Evac to zone, summon (cleric is bound at the tomato), rez and count the loot. 30 spells for guild bank, 400pp each (after we cover coffin costs) and a censer and robe.
Great little group that was.
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