Fennin Ro Strat

No replies
Offline
Joined: 01/14/2006

Fennin Ro is started by killing the Guardian of Doomfire (GoD) in plane of fire. GoD is found at the tables area in second castle (referred to as C2, or simply the tables). GoD is in fact one groupable, to kill it you need a beefy tank, slower, good cleric and 3 high dps classes. Killing the GoD starts the Fennin Script, which is 3 parts + Fennin.

Part 1: Doomfire Chaosfiends + Yard trash

Once the GoD dies, roughly 10 of the Chaosfiends spawn along his bridge with 4 to 5 guards each. Move the raid onto the highest ledge at the tables area facing the entrance to the bridge. This part is simply a matter of monks/bards splitting off each Chaosfiends guards and bringing them in 2s or 3s (depending on your guilds ability to handle multiple mob pulls). None of the yard trash is peticularly difficult, one set are clerics, one mages (or wizards) one pure warrior. A MA(main assist) and a split tank are sufficient enough to tank all the trash. The Chaosfiends are actually quite easy, of note they rampage and for your less then beefy tanks they may wish to use evasive (not defensive, cuts down on rampages). Set up a 2 to 3 tank rotation and cycle them thru the fiends so evasive is always up. Part 1 should take no more then 35 to 50 minutes to clear as it is a simple exercise of splitting and offtanking.

Part 2: Named Bulrags + yard trash

Once the last mob from Part 1 dies 4 named Bulrags spawn plus some guards. Move the raid up to the last platform before the named. Again have the pull team split off the front guards till they can single out the named. Here is the order we do them, and what is special about each.

1st: Reaxnous the Chaoslord: He has only 200k Hps (all the named do). His melee is avg at best, only his AE is troublesome: Decrease Hitpoints by 1000, Resist: Fire (-400) , Range to target: 150 , Recast Time: 30 . Think of it as mini Blazz. AE HoTs + solid dps get him done fast and efficiently.

2nd: Azobian the Darklord: Same weaker melee (5 cleric CH rot, 3 sec), 50' pbae atk debuff with blind. AE lasts 2 ticks and is really a non factor. As long as your MT does not freak out when blinded, this is a straightforward win.

3rd:Hebabbilys the Ragelord: Hilly Billy Bob, aka mini Reparm. He again has low HPs, unlike Reparm he has no nasty proc. What he does have is a tremendous DPS output. 7 cleric fast chain is enough to keep any tank up. Have your DPS crew pop their discs on this and you will have him dead before you can blink an eye. All out disc, drop him fast., it's your dps and tanks ac/hps versus his melee dps.

4th: Javonn the Overlord: Once again, melee is easy, 200kHps, Javonn's specialty is his ae: 500 dd, 2 sec stun, 30 sec recast, 200' range. To win this fight is easy., 5 cleric CH chain that restarts on the stun with druids/shamans spotting on the stun. Otherwise he is gimp

Once all 4 are down, move the raid up to fennin's area, stay to the far right corner for setup/buffing and Part 3

Part 3: The Council

Council is by far the easiest part of the whole script. I will not bother to name the council but will reference them by the order they are pulled. We pull clockwise starting from front right working to back right (warlord something or other).

All of the council have low HPs and low dps output, a 5 man ch rot with 3 sec pause is more then enough to keep even your weakest tank alive. First council is the spider and the only issue that may cause a problem is the fact he AE roots. Make sure their is very little melee push and you will be fine. Second councilman is the bird, nothing special at all here, pull, MT it and kill it. Same goes for 3rd councilman. The only real problem is the 4th, and that is because the Warlord rampages, so set up the pull to have a RT tank and ensure your MT uses evasive and you will not even notice the difference.

The council are weak, as long as no one screws up and goes oor for heals or does not pay attention then it should go flawlessly. The council as a whole will drop on average 12 runes, so make sure you have bag space.

Note: when you drop the 4th councilmen you will spawn 8 to 10 guardians that will block the ramp/bridge from the rest of fire. Any latecomers will now need to die at them and get a drag from a rogue to join the raid.

Part 4: Fennin Ro, The Tyrant of Fire

Fennin Ro fight is actually quite easy. If you have gone thru your fire minis including reparm, you know you can handle a 7 or 8 cleric CH rot with small to no pauses. The key to beating Fennin is the tanknot moving and the Cleric CH chain being solid. If your guild can manage both then you should be fine.

Group Makeup:
This will probably take the longest amount of time to do. Longer then pulling and killng fennin for sure.
- MT group should be all your Warriors + a project illusion enchanter
- Cleric groups, 2 groups, 4 rot clerics + paladin + shaman (they must have rgc) per group
- DPS group: Bard + wizard x5
- DPS group: Bard + ranger x5
If you have more then 2 bards, place your casters (druids and mages after wizards) with your remaining bards. Rangers and Wizards should be with the Bards first and foremost.
Rest of the groups do not matter.

The Basics of the Fight:
- A monk tags Fennin (he comes single every time), comes down the ramp does a 180 to move to the tank who is positioned inthe alcove beside his ramp. The monk will most likely die , as he needs to wait till fennin is aggro'd by the tank
- Tank is in the alcove and actually trying to back into the wall of his \"castle\", the tank cannot allow himself to be drawn oor of heals, get to know your spot and stay there.
- Clerics will be at near max range and angled along his castle wall. Goal is to not get hit by his ae so be at near max extended range (must have extended range items, period)
- DPS stay on the hill near beside the lava.
- Fennin AE Rampages, melees can avoid this by staying max melee range
- Fennin's AE is every 60 seconds, and is nasty. 3k dd, 100 mana and hp per tick dot, curable by rgc (18 curse counters). So melee will need to time it to aovid it (range is 100')
- Shaman and paladins in the cleric groups need to be fast on cures to the clerics if Fennin's ae lands on them. 100 mana per tick will chew your clerics fast enough.

DPS strats:
As I said, the key to winning the fight is to not have the MT move, or be summoned oor. In order to do this the raid leader needs to manipulate caster push. Nukers generate a tremendous amount of push, wether you know it or not. Since the ranged melee DPS will be causing push that will move Fennin away from clerics and thus cause the MT to be summoned oor, use your caster push to keep Fennin in one spot. I usually have the Casters face the Northeast direction to begin with and then about mid way face north to push him into position. But it will depend on how dramatic your push is.