![]() The guy from the church does help abit, but we didnt use him this time. The fight went pretty smoothly were we took turn in using the holywater(it has a very short distance to cast it in btw) and noticed that one water killed a group of skellies at once, so is just to gang them up and use it. Remember that the potion put all healing pots on a 2 min cooldown aswell. The fight we all buffed with shadow protection potions, if you have greater shadow protetcion it would have been beter as the potion absorbs the damage and casts can be made without interuption. Priest 59 (leveld to 60 when we killed Ramstien)Īs you can see the lack of aoe, we made so everyone collected Holy Water for the skellies, as a Paladin I dont have consecration so the only class aoe we had was the hunter arrow thingi and my holy wrath that are both on 1min cooldowns. Thus ends the Slaughterhouse Courtyard fun.Ĭomentado por ThottbotI was finnaly in a group(5man) that manged to kill him. A good idea is for the Mage to do the Frost Nova followed by Arcan Explosion until he's out of mana. ![]() Once the tank has the aggro under control you can AoE to your heart's content. ![]() The key is to hold off on AoE until the tank establishes aggro on all the guards. If you've never fought the 5 elite guards in a 5 man group before, then this will be very difficult. Just make them all stay still for the AoE and you'll be fine.Īs soon as those guys die the REAL hard part comes. Warriors have Challenging Shout, Tauren have War Stomp, and Mages have that Frost Nova. This way when you kill the last Abom and Rammstien comes out (his aggro range is huge), you have enough time to let the casters regain mana before he charges the group.Īfter Rammstien dies (try to remain back in the entryway still) the army of non-elite undead come after the group, AoE them, using any way you can to make them all stay in one spot. Always stay at the back of entryway by the gate. Every one of the abominations will wander in on it's own, so you only need to pull the first one. You always let them wander in on their own in a 5 man, unless you are very comfortable about pulling. After you kill the add you rest for mana. Kill the add after the first one is done. ![]() Then when an add wanders in you let it run to the back and then shackle it. Comentado por kreghxThe key to doing that in a 5 man is to only pull the first one, and pull it to the very back. ![]()
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