bothorn
08 Apr 2009, 19:34
Updated somewhat for Version 3.0
Important stuff
What to bring, well lots of stuff really. Ideally you should carry no less than 5 +30 hope tokens, a few of each kind of scroll (if you cant afford or craft these, see "craftsmen of raid'r'us") Good food i.e Racks of lamb, Tea and Lamb and Mushroom soup, and stacks of morale and power potions and when I say stacks I mean 15 or more of each.
Before we begin it's best to sort out a few things in your games options, firstly either lower your overall graphics settings to medium or less, OR turn off "Post processing effects" under the advance graphics options so that you can see where the water is deep and where its shallow, this helps alot during the final stage when knowing where the sunken structure lies, secondly adjust your audio settings, things like music and ambient noise only interfere with your ability to hear the raid leader talking, combat noises should be turned down as well altho I prefer to have them set very very low rather than off completely.
Teamspeak, yes we all have it but if it works is another matter. If your having problems understanding or hearing the raid leader talking its better to make this known sooner rather than later, as for your own mics its good to have one set up and working and it's good to use it as well when the need arises but please remember that if everyone starts blurting out "jimmy jones is dangling" then it's lost in a jumble and not much help to anyone so think before you say and keep it to a minimum if possible.
Phase 1
1. Gather up in the center beyond the gate.
2. Tank goes in to activate, group moves left together across the room stopping on the left side avoiding his initial wave attack.
3. Two tentacles spawn, we move back and begin dps on the left hand one keeping close to each other, tank aggros the right.
4. Watcher will Shake with anger, we move right together as one, then back in to the center continue dps.
5. Once left hand tentacle is dead begin dps on the right hand tentacle, lining up again close together.
6. Someone sturdy jumps into the deep water (not the guardian) so as to be dangled and freed to aviod this happening to anyone else as we mover out into the water.
Things to remember during this phase:-
Fellowship maneuvers can be dangerous unless it happens very soon after the watcher fires his wave attack it's best to ignore them.
Try to avoid attacks with long animations in the same way, i.e swiftbow, because you may be unable to move and therefore die.
When both tentacles are dead the watcher will reach up and pull the bridge over his head down hitting everyone for around 2k damage, so if your low drink a pot!
Phase 2
1. Everyone should now swim out to the broken bridge that spans the gap between the two Massive tentacles taking care to avoid the deadly patrolling tentacles and freeing anyone that happens to get dangled AFTER the rest make it to the bridge.
2. A tank pick up the RIGHT side massive tentacle and turns it away from the group and the rest of the raid attacks the other killing it as quickly as possible.
3. The remaining tentacle should then be taken down to around 5k morale at which point the raid gather close together on the sunken bridge near where the left side massive tentacle was.
4. One of the hunter dps's the remaining massive tentacle down to under 1k morale then stops.
5.The dangling tentacles are on a timer of one per minute so we wait for it before finishing the remaining massive tentacle (provided the person dangled isnt a minstrel or the main tank) giving you a larger window before it happens again.
Phase 3
1. When ready the remaining massive tentacle is killed by the ranged dps and we get the spawn of 12 small tentacles, as this happens everyone except the champs should break from the group and move out of range, the captains can use harms way/last stand if nessisary and even shield of the dunadain on one of the champs.
2. Champs AoE them down quickly (traited deathstorm is essential for this) and both loremasters contribute with Ents go to War and Lightning storm. The non Ancient Master LM can apply firelore to these as well as they spawn to help manage there damage output.
3. The designated watcher tank moves into position so that he can grab the watcher as soon as he shows up and turn him away from the rest of the raid when he pop's up roughly 20 seconds after the last massive tentacle was killed off.
4. As the watcher returns he is accompanied by the two "Shivering" tentacles (the healing ones) and the hunter's/warden need to aggro each one from range, if there aggro is within melee range they will AoE damaging more of the group and puttin unessissary stress on the healers. While this is happening the Guardian begins to work aggro on the watcher himself.
4. Now when the watcher pops up you have a small window before the cycle of corruption removal begins it is accompanied with an on screen message "The Watcher Becomes Enraged", there are 2 kinds a melee damage bonus (coloured REDremovable) and a ranged damage bonus (BLUEnot removable) ideally he should never get the chance to stack more than 2 melee corruption during the whole fight so it's extremely important to sort out who is controlling the people that can deal with these.
5. Once the hunter/wardens are satisfied with there aggro both tentacles are taken down to around 5k each at which point we take the short oppertunity to get everyone in good shape before beginning the killing cycle of healing tentacles.
6. During the entire fight the watcher should be heavily debuffed, the Ancient craft traited loremaster must apply Firelore constantly asking the other loremaster to back him up if resisted , traited disable by burgs is a must as well. Improved "See all ends" to stop him critting are very very usefull, the healing tentacle killing rotation is exactly the same as before...
Kill right Tentacle, switch to left Tentacle and take it down to 5k
Break
Right Tentacle respawns, Kill left Tentacle, switch to right tentacle and take it down to 5k
Break
Left Tentacle respawns, Kill right Tentacle, switch to left Tentacle and take it down to 5k
The Watcher's Special Attacks
The big squid has some new tricks during his final phase and there both significant enough to mention.
Terror of the deep:
This is a full AoE attack that is occompanied by an on white on screen message just like the scream from phase one is, this attack is very damaging, upwards 2.5k moral to anyone caught in it and delivers a huge knockback that can and probably will cause alot of problems BUT it can be avoided, the sunken structure that surrounds the watchers main body (this includes the broken bridge) is a safe haven and provided you get on that you will avoid the attack, hobbits and dwarfs may still appear to swim when over this but they as just as safe.
Crushing Devastation:
This attack is an Aoe effect that hits for roughly 500-1000 morale, it has no induction and cant be stopped or avoided but so long as he dosent have more than 1 melee damage corruption on him and he's properly debuffed it can be healed threw which brings me to....
The Watcher and his Corruptions
Ok so I mentioned briefly about how the watcher has a melee and ranged damage corruption and how the melee is the only one that concerns us, before the fight begins we will have to arrange a sutiable system to avoid him stacking these up, along with the guardian who constantly applying his own corruption removal while tanking.
Occasionaly threw misses and badly timed dangles the corruptions will stack , it's on these occasions that the LM, RK and even Burgs must reserve there corruption skills for. Obviously if you all use them together its a waste so coordinating is a must with this otherwise problems can occur i.e death :)
Class Specifics
This section just gives a little info on class roles within the raid and how to set yourself up for the job,
Most definetly be traited for deathstorm.
Below is a suggested pattern of attack.
Adamant
Raging Blades
Battle Frenzy (5 pip version)
Deathstorm
Raging Blades
Bladestorm
Cleave
Sound the Attack
Raging Blades
As suggested by Iorelin, in the transition to phase 3 the champs should use Fighting Dirty to get +25% AoE damage on the first hit..
Traited for Hands of Healing, with Two yellow traits Defiance being one for sure, this also benifits the group as the Two yellow trait bonus allows you to switch your mark instantly rather than waiting for 10seconds.
One will be traited Ancient master the other a good mix altho deep-lore helps, the Ancient craft Loremaster job is simply to debuff, power share and remove corruptions when asked, the other LM can contribute to dps, back up on resists and share power as required
I would recommend Four Blue traits, Gracefull demeanor, Focused preformance, Life singer and Silver tounge. On top of those minstrels prefrence applys but I like smooth voice and the one that extends the chance to perform the next tier ballad as it also increases the duration for each +3% healing buff you gain from tiering up ballads (will get the name of it soon lol)
Ofcourse Rally and Fellowships heart are a must.
test
test
One of your most important jobs is to ensure that the watcher is permanently under the effect of your Traited Disable aside that keep placing your Reveal weakness and Counter defence on which ever healing tentacle we are dps'ing at the time and try to launch FSM's via exposed throat, Save your Main FSM launching skills for releasing the tank if he becomes dangled. Carrying Bags of marbles adds another option to you for doin as well.
emm zap zap
test
Work in progress
Important stuff
What to bring, well lots of stuff really. Ideally you should carry no less than 5 +30 hope tokens, a few of each kind of scroll (if you cant afford or craft these, see "craftsmen of raid'r'us") Good food i.e Racks of lamb, Tea and Lamb and Mushroom soup, and stacks of morale and power potions and when I say stacks I mean 15 or more of each.
Before we begin it's best to sort out a few things in your games options, firstly either lower your overall graphics settings to medium or less, OR turn off "Post processing effects" under the advance graphics options so that you can see where the water is deep and where its shallow, this helps alot during the final stage when knowing where the sunken structure lies, secondly adjust your audio settings, things like music and ambient noise only interfere with your ability to hear the raid leader talking, combat noises should be turned down as well altho I prefer to have them set very very low rather than off completely.
Teamspeak, yes we all have it but if it works is another matter. If your having problems understanding or hearing the raid leader talking its better to make this known sooner rather than later, as for your own mics its good to have one set up and working and it's good to use it as well when the need arises but please remember that if everyone starts blurting out "jimmy jones is dangling" then it's lost in a jumble and not much help to anyone so think before you say and keep it to a minimum if possible.
Phase 1
1. Gather up in the center beyond the gate.
2. Tank goes in to activate, group moves left together across the room stopping on the left side avoiding his initial wave attack.
3. Two tentacles spawn, we move back and begin dps on the left hand one keeping close to each other, tank aggros the right.
4. Watcher will Shake with anger, we move right together as one, then back in to the center continue dps.
5. Once left hand tentacle is dead begin dps on the right hand tentacle, lining up again close together.
6. Someone sturdy jumps into the deep water (not the guardian) so as to be dangled and freed to aviod this happening to anyone else as we mover out into the water.
Things to remember during this phase:-
Fellowship maneuvers can be dangerous unless it happens very soon after the watcher fires his wave attack it's best to ignore them.
Try to avoid attacks with long animations in the same way, i.e swiftbow, because you may be unable to move and therefore die.
When both tentacles are dead the watcher will reach up and pull the bridge over his head down hitting everyone for around 2k damage, so if your low drink a pot!
Phase 2
1. Everyone should now swim out to the broken bridge that spans the gap between the two Massive tentacles taking care to avoid the deadly patrolling tentacles and freeing anyone that happens to get dangled AFTER the rest make it to the bridge.
2. A tank pick up the RIGHT side massive tentacle and turns it away from the group and the rest of the raid attacks the other killing it as quickly as possible.
3. The remaining tentacle should then be taken down to around 5k morale at which point the raid gather close together on the sunken bridge near where the left side massive tentacle was.
4. One of the hunter dps's the remaining massive tentacle down to under 1k morale then stops.
5.The dangling tentacles are on a timer of one per minute so we wait for it before finishing the remaining massive tentacle (provided the person dangled isnt a minstrel or the main tank) giving you a larger window before it happens again.
Phase 3
1. When ready the remaining massive tentacle is killed by the ranged dps and we get the spawn of 12 small tentacles, as this happens everyone except the champs should break from the group and move out of range, the captains can use harms way/last stand if nessisary and even shield of the dunadain on one of the champs.
2. Champs AoE them down quickly (traited deathstorm is essential for this) and both loremasters contribute with Ents go to War and Lightning storm. The non Ancient Master LM can apply firelore to these as well as they spawn to help manage there damage output.
3. The designated watcher tank moves into position so that he can grab the watcher as soon as he shows up and turn him away from the rest of the raid when he pop's up roughly 20 seconds after the last massive tentacle was killed off.
4. As the watcher returns he is accompanied by the two "Shivering" tentacles (the healing ones) and the hunter's/warden need to aggro each one from range, if there aggro is within melee range they will AoE damaging more of the group and puttin unessissary stress on the healers. While this is happening the Guardian begins to work aggro on the watcher himself.
4. Now when the watcher pops up you have a small window before the cycle of corruption removal begins it is accompanied with an on screen message "The Watcher Becomes Enraged", there are 2 kinds a melee damage bonus (coloured REDremovable) and a ranged damage bonus (BLUEnot removable) ideally he should never get the chance to stack more than 2 melee corruption during the whole fight so it's extremely important to sort out who is controlling the people that can deal with these.
5. Once the hunter/wardens are satisfied with there aggro both tentacles are taken down to around 5k each at which point we take the short oppertunity to get everyone in good shape before beginning the killing cycle of healing tentacles.
6. During the entire fight the watcher should be heavily debuffed, the Ancient craft traited loremaster must apply Firelore constantly asking the other loremaster to back him up if resisted , traited disable by burgs is a must as well. Improved "See all ends" to stop him critting are very very usefull, the healing tentacle killing rotation is exactly the same as before...
Kill right Tentacle, switch to left Tentacle and take it down to 5k
Break
Right Tentacle respawns, Kill left Tentacle, switch to right tentacle and take it down to 5k
Break
Left Tentacle respawns, Kill right Tentacle, switch to left Tentacle and take it down to 5k
The Watcher's Special Attacks
The big squid has some new tricks during his final phase and there both significant enough to mention.
Terror of the deep:
This is a full AoE attack that is occompanied by an on white on screen message just like the scream from phase one is, this attack is very damaging, upwards 2.5k moral to anyone caught in it and delivers a huge knockback that can and probably will cause alot of problems BUT it can be avoided, the sunken structure that surrounds the watchers main body (this includes the broken bridge) is a safe haven and provided you get on that you will avoid the attack, hobbits and dwarfs may still appear to swim when over this but they as just as safe.
Crushing Devastation:
This attack is an Aoe effect that hits for roughly 500-1000 morale, it has no induction and cant be stopped or avoided but so long as he dosent have more than 1 melee damage corruption on him and he's properly debuffed it can be healed threw which brings me to....
The Watcher and his Corruptions
Ok so I mentioned briefly about how the watcher has a melee and ranged damage corruption and how the melee is the only one that concerns us, before the fight begins we will have to arrange a sutiable system to avoid him stacking these up, along with the guardian who constantly applying his own corruption removal while tanking.
Occasionaly threw misses and badly timed dangles the corruptions will stack , it's on these occasions that the LM, RK and even Burgs must reserve there corruption skills for. Obviously if you all use them together its a waste so coordinating is a must with this otherwise problems can occur i.e death :)
Class Specifics
This section just gives a little info on class roles within the raid and how to set yourself up for the job,
Most definetly be traited for deathstorm.
Below is a suggested pattern of attack.
Adamant
Raging Blades
Battle Frenzy (5 pip version)
Deathstorm
Raging Blades
Bladestorm
Cleave
Sound the Attack
Raging Blades
As suggested by Iorelin, in the transition to phase 3 the champs should use Fighting Dirty to get +25% AoE damage on the first hit..
Traited for Hands of Healing, with Two yellow traits Defiance being one for sure, this also benifits the group as the Two yellow trait bonus allows you to switch your mark instantly rather than waiting for 10seconds.
One will be traited Ancient master the other a good mix altho deep-lore helps, the Ancient craft Loremaster job is simply to debuff, power share and remove corruptions when asked, the other LM can contribute to dps, back up on resists and share power as required
I would recommend Four Blue traits, Gracefull demeanor, Focused preformance, Life singer and Silver tounge. On top of those minstrels prefrence applys but I like smooth voice and the one that extends the chance to perform the next tier ballad as it also increases the duration for each +3% healing buff you gain from tiering up ballads (will get the name of it soon lol)
Ofcourse Rally and Fellowships heart are a must.
test
test
One of your most important jobs is to ensure that the watcher is permanently under the effect of your Traited Disable aside that keep placing your Reveal weakness and Counter defence on which ever healing tentacle we are dps'ing at the time and try to launch FSM's via exposed throat, Save your Main FSM launching skills for releasing the tank if he becomes dangled. Carrying Bags of marbles adds another option to you for doin as well.
emm zap zap
test
Work in progress