Plane of Water Mini's

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Joined: 01/14/2006

Water basics: have permanent enduring breath item, melees should be levitated, casters should remove their levitation.

Grioihin the Wise:
Wise is the worst risk versus reward mob in this zone. He is not overly difficult but has a few things you need to look out for. First he rampages, so you need to set Rampage Tank (RT) correctly. Second is his ae, 300' range, 60 second recast, 2kk DD with stun. You will need 1, maybe 2 MGB heal over time (HoTs) to balance this out. Like magmaton in fire, druids can keep the RT alive comfortably if set up correctly. A 5 cleric, 3 sec rotation is enough to heal the MT, restart the rot on the AE Stun. Shamans will need to spam heal the MT on the stuns to allow for the CH rot to catch up. This fight is usually the first that a guild does in water, and as such can be an eye opener. His difficulty does not balance with the 1 loot your get (on very rare occasions he will drop 2), 3 day timer.

Hydrotha:
Hydrotha is actually the easiest mini in water. Straight out melee fight. 5 cleric, 3 sec CH rot is enough. MTs should have max MR resists and be prepared to fight blind as Hydrotha does cast a single target, 30 sec recast, 350 resist check, blind. If your tank can deal with the blind then the raid should be fine. 2 loots, 3 day timer.

Krziik the Mighty:
Mighty = Magmaton in water. Straight melee fight with rampage. Rampage should be set up and healed exactly like Magmaton, and a 5 cleric, 2.5 sec CH rot is more then enough to keep the MT up. He is straightforward and rivals Hydrotha on level of ease. Keep RT up and you win. 2 loots, 3 day timer.

Ofossaa the Enlightened:
Ofossaa is the hardest of the minis, but amazingly enough with the last change in him, he is pretty easy as well. Raid needs max cold resists, so PoS and CoS buffs from druids and Bard playing AE cold resists with best drums (or puretone disc). This is needed as his ae is somewhat nasty: 20% slow, 100 mana/tick and 250 hp/tick with 60 secon recast. 5 cleric, 3 second rot is enough and each cleric needs an RGC curer assigned (Like AMY fight in fire). MGB heals should be set up in case it is required, CR and SoTW will make the damage from the dot trivial. Setup the curing exactly like the AMY fight with curers curing clerics first, themselves second and casters 3rd/4th. Pulling Ofossaa will probably be the biggest problem as it will take some time till the raid leader and pullers learn the distance to move the raid too. I tend to keep the raid at the entrance to Hydrotha's lair and have my puller(s) pull to there, while the long distance will take them a few tries to get use to, it will allow the raid to miss the first ae and it will also allow for a cleaner pull in case of adds. Ofossaa has 2 loots and is on 3 day timer.