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Thread: Gurgonim towers = mass grave

  1. #16
    RIFT Guide Writer intrinsc's Avatar
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    Use some of those death warding pots for that one knockback while everyone is low health to absorb some damage.

  2. #17
    Plane Touched
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    Our guild was having this problem where most of the lower health people were dying after the first knockback after the first tower phase. The issue was we weren't dpsing the towers quick enough. Just gotta keep moving to each tower quick, you can't stand there and wait to fully kill it.

  3. #18
    RIFT Guide Writer Ahov's Avatar
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    Quote Originally Posted by MNM View Post
    Wait for 1.7, have two puris. Easy
    lol pretty much this. guilds are gonna ignore mechanics with the aoe shield

  4. #19
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    HP Banners + Physical Wellness Buff = Trivial to survive.

  5. #20
    Champion of Telara Pixel Monkey's Avatar
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    as th rest have already said,
    banners, wellness, ward pots and powerdrain

    anyone steppin up with less than 6khp isnt ready
    Last edited by Pixel Monkey; 01-27-2012 at 02:48 PM.
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  6. #21
    Sword of Telara Bloodbourne's Avatar
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    Quote Originally Posted by Pixel Monkey View Post
    powerdrain
    If you're not surviving with Powerdrain up, kick your DPS out and get capable raiders who can kill towers.
    Quote Originally Posted by vg stoper View Post
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  7. #22
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    Powerdrain, endurance pots and have squishies wear a couple pieces of endurance/tank gear


  8. #23
    Sword of Telara Hrimnir's Avatar
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    Im sure its been said already but grugonim at its very core is really about people knowing how to stack, and move in a group. Like they said if he is "charging" its because someone got too far out ahead of him.

    As for the second tower phase, if you aren't already, your ranged DPS should be going after the furthest away towers as soon as that phase starts while your melee starts in on the close ones.

  9. #24
    Champion of Telara Alyvian's Avatar
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    i have another question related to this one, different raid, but somewhat same problem

    we had very little deaths but hit the enrage at 10% (not that geared out yet so dps is somewhat of an issue)

    was thinking of changing one of our chloros to dps atleast which should help a tadbit to push it past 10% but any other tips that may help us tip the balance towards the kill?

  10. #25
    RIFT Guide Writer Ahov's Avatar
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    Quote Originally Posted by Alyvian View Post
    i have another question related to this one, different raid, but somewhat same problem

    we had very little deaths but hit the enrage at 10% (not that geared out yet so dps is somewhat of an issue)

    was thinking of changing one of our chloros to dps atleast which should help a tadbit to push it past 10% but any other tips that may help us tip the balance towards the kill?
    Firstly, try to limit your number of "pure" healing clerics. If you have a bunch of sent/wardens or puris, they aren't doing any damage and are wasting a raid slot. Raid healing during the idol phase can be covered by 1-2 inquisicars, especially if you have a chloro helping on occasion.

    Use 2 tanks instead of 3; there's honestly no reason to use 3 tanks. Chloro should switch synth to whomever is tanking Grug at the time.

    Finally, if enrage is truly still an issue, you can better manage stacks of the buff applied when the ants die. Have everyone doing pure ST on the boss except for one designated add killer, attempting to apply an extra stack right before Grug does another knockback, and then getting more stacks right as they are about to fall off, and so forth. One of your inquisicars can handle all of this with soul drain.
    Last edited by Ahov; 01-28-2012 at 05:14 PM.

  11. #26
    Champion of Telara Alyvian's Avatar
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    we aint to hk geared yet, most of us are at 2-3/4 set pieces and most of our clerics been saving marks to await the 1.7 changes (not really helping our dps either)

    our 10% pull was 3 tanks/2 st healers/2 aoe clerics/2 chloros

    for the 2 tanks bit, wouldnt ya need atleast a 4 set on both tanks?

    also reducing st clerics, i take it we could drop the second cleric aswell in favour of a st chloro who switches between aoe/st during tower phases?

    (that would free up 2 dps for us atleast)
    Last edited by Alyvian; 01-28-2012 at 05:39 PM.

  12. #27
    RIFT Guide Writer Ahov's Avatar
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    Quote Originally Posted by Alyvian View Post
    we aint to hk geared yet, most of us are at 2-3/4 set pieces and most of our clerics been saving marks to await the 1.7 changes (not really helping our dps either)

    our 10% pull was 3 tanks/2 st healers/2 aoe clerics/2 chloros

    for the 2 tanks bit, wouldnt ya need atleast a 4 set on both tanks?
    Gear won't change too much with this strategy. On my warrior alt I pugged with another guild who just began progressing on Grug, and we killed him that night with the same strategies we use in Maximation. (not to mention our alt/pug HK run that succeeded in downing Grug within a few attempts using 2 tanks and not-the-best healers)

    Of your setup you listed, you can safely cut

    1 tank, 1 ST healer, 1 chloro

    Leaving you with

    2 tanks, 1 puri/sent, 1 chloro, 2 -icars. That is plenty of healing, and with proper tank swaps (i.e. swapping every 4-5 breaths, you will have zero issues keeping everyone up.

    edit: the chloro should remain in Lifebound veil during Grugonim's uptime, as there is minimal raid damage. During the idol phase, they should switch to lifegiving and offer whatever healing they can (instant cast ruin, flourish, etc)
    Last edited by Ahov; 01-28-2012 at 05:43 PM.

  13. #28
    Champion of Telara Alyvian's Avatar
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    ok

    the tank switches, every 4-5 breaths should be easily handled, whatabout after the idol phases?

    sacrifice a tank to get rid of the debuff?

  14. #29
    RIFT Guide Writer Ahov's Avatar
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    Quote Originally Posted by Alyvian View Post
    ok

    the tank switches, every 4-5 breaths should be easily handled, whatabout after the idol phases?

    sacrifice a tank to get rid of the debuff?
    Not necessary. If the debuff hasn't fallen from the tank who was not actively tanking Grug before idols spawned, let Grug beat on the low HP tank until the debuff falls from the other.

    If the debuff has already fallen off, that tank should be on Grug.

  15. #30
    Plane Walker
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    as far as keeping stacks up to keep short of enrage timer.. we've had pretty good luck throwing rift prism on bugs (if you have a rogue tank)
    about 1 in 4 will bug out after you rift prism them (no pun intended) and get stuck at 1 hp.. but as for the rest of them, they stay up another 8 seconds or whatever and often stay alive long enough to refresh the stacks in between sets of bugs and keep the buff up. without trying TOO hard, i've seen our stacks as high as 58 in the past

    also may want to try and cut the fat out of your kite phases.. when we first started grug, we were running maybe 15 meters past where he'd surface and then fishhooking around pretty clumsily, as not to have anyone getting hit by the tail. similarly, when bile was cast, we used to back up a few meters while strafing so we wouldn't get caught for any ticks. as people got used to moving after that cast (as opposed to as soon as it starts casting, like with RD) we were able to minimize that and keep dps on grug during our strafe. not sure how you guys are doing these particular parts, but i would check to see if you could tighten up your overall execution a bit and raise individual dps and performance before you try and have the tanks relearn this fight by removing one, as it sounds like it'll be a steeper learning curve

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