Kloma
21st September 2006, 22:44
Source: http://www.deadzed.com/pe/wiki/index.php?title=Bonesnapper
Basic Setup and Guidelines
Build a standard MT group (Cleric, Shaman, Druid, MT, Dirge/Coercer, Pally/SK)
Second group should have at least 2 forms of power regen. Recommend Shards / Hearts.
Ensure second group has at the least 1 tank and 1 healer.
Ensure you have at least 1 enchanter with you.
If you do not have classes mentioned above, I'd put your chances of success at around 5%. Power regeneration is KEY to this fight, so if you don't have at LEAST 1 enchanter/bard in each group, AND shards / hearts - You're chances to win are VERY slim.
Recommend you have at least 2 FD capable characters. If you don't have this, zone someone in with the raid and give them rez items. Have then LD and bring in your last raider. This LD person will be your saving grace should you wipe. Rez items will stay on a character for about 1 hour if you LD, so you'll be able to bring this person in on a wipe to rez you.
Every raider needs to have at LEAST 8500 Cold, although the higher the better. Sacrifice all stats for Cold Resist, 10k+ is ideal.
Annouce ABSOLUTELY NO reviving, or clicking the door. Use tab to target adds when the time comes.
Tank Positioning
To the left when you zone in there's some wooden supports. The left support provides a place where you can tank him without the possibility of you moving.
Raid Strat
Have Healers at max range from the MT. There is no AE knockback, so they will not have to move once positioned.
Engage by having Main Tank activate the mob, then moving directly to the pillar spot mentioned above.
Adds will spawn immediately. Group 2 tank will ae taunt (They are all linked encounter adds, NOT linked to the named) Mezzer can lock down the encounter if you wish, so only 1 add is beating your offtank at a time)
Burn adds on full burn. DPS'ers should not conserve mana, it'll be gone soon anyways.
When the adds are dead, get on the named. You can go nearly full burn.
If you go over 5k DPS more adds spawn. For this reason, if you notice that you are critting a lot, tone it down. ANY hit over 5k period will also spawn adds. Watch those big hitters, you'll most likely want to hold them back.
When the named gets to 10% he'll do a complete agro wipe, and spawn another set of adds.
MT needs to use shard, heart, manastone, and clarity potion at 12% so when agro wipe occurs they have power to snag agro back. Blow rescue on wipe, and get back to the corner. Guardians, I'd also suggest reinforce here as the raid will now be at FULL BURN and you'll lose agro otherwise.
Group 2 tank will need to taunt, but not damage the spawned adds. Your mezzer will be locking those mobs down for the duration of the fight.
Once MT has agro again, and adds are locked, it's FULL BURN time. Use your volitile fluids, thermal shockers, whatever. Kill the mob. Once named dead, burn through the adds. Loot, and enjoy.
Tips and Tricks
- Manatoys are your friend. Once you hit 95% power at the beginning of the fight is the right time to use your toys.
- The AE can also be timed, so you blow your powertoys right after the power drain.
- MT, taunt is your friend. Due to the nature of this fight both Guardians and Berserkers will want to throttle their DPS a bit, Zerkers moreso than Guardians. At the beginning, while your raid is dispatching the initial adds - go full bore, gain as MUCH hate in those few seconds as possible. After that, with the manadrain and DPS limitations you'll be pretty much limited to taunt only.
Basic Setup and Guidelines
Build a standard MT group (Cleric, Shaman, Druid, MT, Dirge/Coercer, Pally/SK)
Second group should have at least 2 forms of power regen. Recommend Shards / Hearts.
Ensure second group has at the least 1 tank and 1 healer.
Ensure you have at least 1 enchanter with you.
If you do not have classes mentioned above, I'd put your chances of success at around 5%. Power regeneration is KEY to this fight, so if you don't have at LEAST 1 enchanter/bard in each group, AND shards / hearts - You're chances to win are VERY slim.
Recommend you have at least 2 FD capable characters. If you don't have this, zone someone in with the raid and give them rez items. Have then LD and bring in your last raider. This LD person will be your saving grace should you wipe. Rez items will stay on a character for about 1 hour if you LD, so you'll be able to bring this person in on a wipe to rez you.
Every raider needs to have at LEAST 8500 Cold, although the higher the better. Sacrifice all stats for Cold Resist, 10k+ is ideal.
Annouce ABSOLUTELY NO reviving, or clicking the door. Use tab to target adds when the time comes.
Tank Positioning
To the left when you zone in there's some wooden supports. The left support provides a place where you can tank him without the possibility of you moving.
Raid Strat
Have Healers at max range from the MT. There is no AE knockback, so they will not have to move once positioned.
Engage by having Main Tank activate the mob, then moving directly to the pillar spot mentioned above.
Adds will spawn immediately. Group 2 tank will ae taunt (They are all linked encounter adds, NOT linked to the named) Mezzer can lock down the encounter if you wish, so only 1 add is beating your offtank at a time)
Burn adds on full burn. DPS'ers should not conserve mana, it'll be gone soon anyways.
When the adds are dead, get on the named. You can go nearly full burn.
If you go over 5k DPS more adds spawn. For this reason, if you notice that you are critting a lot, tone it down. ANY hit over 5k period will also spawn adds. Watch those big hitters, you'll most likely want to hold them back.
When the named gets to 10% he'll do a complete agro wipe, and spawn another set of adds.
MT needs to use shard, heart, manastone, and clarity potion at 12% so when agro wipe occurs they have power to snag agro back. Blow rescue on wipe, and get back to the corner. Guardians, I'd also suggest reinforce here as the raid will now be at FULL BURN and you'll lose agro otherwise.
Group 2 tank will need to taunt, but not damage the spawned adds. Your mezzer will be locking those mobs down for the duration of the fight.
Once MT has agro again, and adds are locked, it's FULL BURN time. Use your volitile fluids, thermal shockers, whatever. Kill the mob. Once named dead, burn through the adds. Loot, and enjoy.
Tips and Tricks
- Manatoys are your friend. Once you hit 95% power at the beginning of the fight is the right time to use your toys.
- The AE can also be timed, so you blow your powertoys right after the power drain.
- MT, taunt is your friend. Due to the nature of this fight both Guardians and Berserkers will want to throttle their DPS a bit, Zerkers moreso than Guardians. At the beginning, while your raid is dispatching the initial adds - go full bore, gain as MUCH hate in those few seconds as possible. After that, with the manadrain and DPS limitations you'll be pretty much limited to taunt only.