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MPG – Adaption Raid v1.2

  • Trial is all about a Mob changing form and reacting to its weaknesses while surviving some AE's. Boss is dead - you win.
  • the lower the mobs hps the less time spent in each form, starts with 2-3 mins and goes down to 20-30 seconds per change at 10% health
  • first form is always "pain" = weak to piercing, have all your Rangers and Rogue disc it right away
  • place casters/clerics on top of the central platform and walk the named North and South at the east side so it doesnt get out of range. Clerics stand eastish of the platform. POSITIONING important.
  • place half the chanters and offtanks at the ramp leading up to the platform as adds have to go that way
  • cold and fire resist needed (or Infusion)
  • melees need to make bandoliers for blunt, slash, pierce
  • enchanters make hotkey for /target mote and /target flame and /target diminutive
  • chanters rotate use of AA charm ability to charm the Mote of Ice
  • one bard up the platform playing AE resist should safe our Infusion for other raids.
  • clerics CH rotate the MainTank, Paladins for grpheals spread across the raid)
  • MGB Heal over Time needed

 

Someone with a less interesting job and a few HPs to make these raidsay hotkeys: (best have one as backup)

Hotkeyname Text
Pain MELEE PIERCE CLOSE, PIERCING WEAKNESS(ROGUES/RANGERS DISC)
Brutatlity AE RAMPAGE, MAX RANGE! SLASHING WEAKNESS
Fire STUN ADD, SPELLWEAKNESS, CURE CLERICS
Ice CHARM ADD, STOP NUKING IT REFLECTS
Power AE MEZZ ADDS, BLUNT WEAKNESS

 

 

Construct of Pain:

  • Doesn't rampage.
  • Flurries.
  • High Dps output.
  • Weak to piercing.

Construct of Brutality:

  • Ae rampage.
  • High Dps output.
  • Weak to Slashing.

Construct of Fire:

  • AE's: Gaze of the Pyrilen - 200" and 4 ticks according to lucy
    1: Decrease Hitpoints by 1250 per tick
    2: Decrease Mana by 150 per tick
    3: Increase Curse Counter by 36 (Fire -375)
  • Weak against Spell damage.
  • Spawns 1 ''A Lick of Flame'' Level 70, which hits for 3k but is stunnable.

Construct of Ice

  • AE's: Breath of the Gelidran - 200" and 4 ticks
    2: Decrease HP when cast by 2000
    3: Decrease Endurance by 500
    4: Decrease Movement by 30% (Cold -375)
  • Reflects all Spell damage.
  • Spawns 1 ''A Mote of Ice'' Level 70, which hits for 2500 but is Charmable.

Construct of Power

  • Weak against Blunt
  • Spawns 5 ''A Diminutive Construct'' Level 65,
  • Mezzable. Hit for 2k
  • High Dps output.
 

 

 

Power:

  • Have the enchanter hit their PBAE Mezzes, 'Circle of Dreams' or 'Word of Morell' when the 5 golem adds pop. Single target mezz what ever ones slip out of range of the PBAE. Once locked down, hold them mezzed untill a new form change at which point they depop.
  • If any slip through your PBAE and charge the healers, you should have a second enchanter at the top of the ramp waiting for them.
  • Knights can use non-dmging aggro spells to keep the golems attention untill mezzed.
  • But aslong as Enchanter positioned by the mob is alert, he should catch them all.

Brutality:

  • This mob will AE rampage alot, the force should back off and use ''Max Melee'' range to avoid taking damage. Whilst switching to Slash weapons for max dps.

Ice:

  • This mob is fully reflective to nukes, so casters should stop nuking.
    He pops an add, that can be charmed, Enchanters may use the AA ''Edict of Command'' to charm this level 70 mob and turn it on the Construct for max dps.
    Knights can gain the adds aggro to buy time for Enchanters to charm. If charm failed, offtank the add untill form change at which point it will depop.
    Ice has an AE, judgement call is needed if your force needs a mass groupbuff heal over time from a cleric to deal with the DD. The more potent effect of this AE is the snare effect, that makes chasing the add if it aggros the clerics impossible. Thus the second offtank should be alert on ice and be ready to intercept on top of the ramp.

Fire:

  • Will spawn an add, ''Lick of Flame'' that must be offtanked, is stunnable, so i suggest a paladin to perma stun it to reduce its 3k per hit Dps.
    The AE has a dmg over time element to it, hit a mgb heal over time and Remove Greater Curse it from your lesser geared members.

Tips for Master of Adapation

Splitting your CC teams (Ench +Knights) so that half is with raid at mob as first line of defence, with second half as back up at top of ramp gives you two shots at stopping the adds killing your healers.

Whatever form pops up, have a hotkey ready to announce it to raid and then react fast to whatever each form demands of you.

Walking the mob with skill to increase dps will make this event easier.

Only charm with the AA ''Edit of Command'' the mote of ice ws very resistant and other charms won't hold for long enough.