[T1 Tactics] Dragon's Lair - Vistrix

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[T1 Tactics] Dragon's Lair - Vistrix

Postby Gert » 10 Jul 2009, 07:52

Debuff, debuff, debuff - run around and debuff!

In 1.05, debuffs are now a major contributor to taking raid bosses down so this part applies to all raids, not just this boss.

Firstly, it's a good idea to read this thread at the EU Forums regarding the new mitigation debuffs...essentially Ruin and Wrack debuffs allow x% more damage to be taken per stack and Torment debuffs are 4% per stack.

Severities (and their stacking rules):
Ruin: -15% Invulnerability for 15 seconds. Stack by refreshing duration.
Wrack: -10% Invulnerability for 30 seconds. Stack by refreshing duration.
Torment: -250 Protection/-900 Armor for 30 seconds. Stack to 5 (for a total of -1250 Protection/-4500 Armor) and also refresh duration.


So Ruin and Wrack get refreshed by reapplying and stack once; Torments stack to 5 (~20% extra damage); which means a possible 45% debuff (or 45% extra damage) from the appropriate attacks.

Make sure you know what your class can do in terms of debuffs - and if necessary, tweak your build to allow for extra debuff oppurtunities.
[hr][/hr]
Vistrix - how to make a tasty burger

This tactic does require the healers in the main tank group to be focussed; and to have a DT feated with Dread Shadow. Ideally the mt healers and DT with DS should be able to see the black cloud particles for the Tartorous Vapours.

A bane list will be drawn up but the focus for the bane user is the mt healers over the mt themselves. If the mt healers get stunned they need to be unstunned asap.

The basic premise is that the healers move out of range together when the stun starts; they should get far enough out of range to avoid the stun by going up the left-hand ramp (roughly half way up is far enough). When Vistrix does the Dark Flames attack, the healers are in a position to use their big heals and cover the damage dealt. On alternative stuns, the DT uses the Dread Shadow to turn Vistrix. When DPS goes in, the main raid healers can also heal the appropriate people in the MT group before going back to cover the add tanks.

Vistrix is positioned by the right-hand tunnel - so her head is at the bottom of the ramp. Main raid is in the left-hand tunnel with add tanks screening the front.

This tactic means that only a few Banes are actually needed to be used during a fight (first try of this tactic saw us get to 78% and with 0 Banes used).

On top of this, 2-3 melee dps are still used along with 2-3 rangers doing ranged white damage or DoTs only.

At each add wave, Vistrix will move irrespective of what happens so during these waves the MT group has to focus on moving Vistrix back - at these waves, Bane users must be ready to use their bane instead of the healers moving out of range/DS being used.

Once Vistrix is at 25%, all ranged DPS can start. Once at 15% all melee DPS can go in.

Note: this Tactic is work-in-progress so make sure you check regularly for updates
~ Gert, DT 80 [1] | Dalluh, Demo 80 [2] | Atemu, ToS 80 | Modosisus, Barb 80 | Artan, BS 80 ~
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[T1 Tactics] Dragon's Lair - Vistrix

Postby Zentry » 11 Jul 2009, 17:15

Cool i get ppl ro read this so all get a ide about the fight in advance many was ther last try we hade but always bether is all read up a bit
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[T1 Tactics] Dragon's Lair - Vistrix

Postby Gert » 13 Jul 2009, 23:20

Bit more testing tonight post-BRC run; I had our best try at 62% / 0 Banes with these...doing the normal way was 54% / 6 banes used so with a bit more practice we can use either way :)
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[T1 Tactics] Dragon's Lair - Vistrix

Postby Alb » 14 Jul 2009, 07:27

yep. It would be good to be able to do it both ways. That would hopefully make it easier to adapted to any future changes that Funcom surly will bring to any encounter.

We just would need to be slightly more flexible in terms of moving the main Raid when Vistrix moves, so we keep the main raid out of stun range.
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