Initial raid setup: To begin, we setup a CoH from the zone in to the Rathe council spot. From there, after forming the raid, the enchanters will set up at the cubby across the river from the Rathe platform.
Basics:
12 Councilmen, 6 mezzable, 6 unmezzable, must all be killed within 7 minutes from the death of the first. If all 12 die within 7 minutes, Arbiter of Earth spawns, killing him wins the event.
Pulling:
RATHE COUNCIL Code:
12(N) 12 = the northern most middle mob
11(M) 1(M)
10(N) 2(N)
9(N) 3(M)
8(M) 4(N)
7(N) 5(M)
6(M)
There are 6 mezzable councilmen, and 6 non-mezzable one's. In the chart above, (M) stands for mezzable, (N) for non-mezzable. Each offtank/mezztank group must consist of 1 warrior, 1 cleric, 1 druid, and 1 snarer. If enough paladins show up, we are hoping to have 1 paladin in each group to cure the curse that hits from each council member.
Pulling technique: Bard pulls with HoS, SK snares and FD's while bard fades. Once the councilmen reset only the snared one remains solo, Monks will bring that one to the raid. Rinse and repeat as the mobs get locked down.
Mezzable Lockdown:
Every councilman has the same AE, it is this AE that will be the most concern for the entire raid:
AE:
Decrease Attack Speed by 20%
Increase Curse Counter by 4
Decrease Hitpoints by 200 per tick
Decrease HP when cast by 1000
Range 100
Recast time 60 seconds
Cast time is every 60 seconds, if the mob is stunned or mezzed, the timer continues once the stun or mez wears off. PLEASE NOTE: only 4 curse counters. This means RC1 or remove curse (note not greater) will work to clear the ae. AE curing is the most important part of this event. As such groups will be made up of RC curers, we hope to gegt 2 per group minimum, with one having remove curse spell. In some groups 3 will be needed. Also, odds are good that ranged DPS (AKA Wizards, mages, necros) may be without a curer, and therefore will need to be at 100' from the mobs at all times, it is hard to say but it will depend on numbers of RC curers on.
The fight: Each mezzable will be brought to the raid, at which time the guild will burn it down to 10% of it's health. When it reaches 10% NO CASTERS will nuke, melee will then take down to 3-4%. Once the mob reaches 3-4% health, paladins will begin to stun it back to the enchanters (distance will be about 150 to 200' from camp) where one enchanter will keep it mezzed. this will be repeated for all 5 remaining mezzables. After we are done the mezzables, there will be 6 mobs in the back cave with the enchanters (3 to 4) + their shaman and possibly one bard) all at 3 to 4% health. Once we have gotten to this point, we are ready to begin the non-mezzables.
One thing to note, in the past, the mezzed mobs have shown the ability to regen while mezzed, if this happens I will assign two melees to be their \"whackers\". These whackers will have RUSTY weapons only and will move from mezzed mob to mezzed mob whacking them with their uber rusty weapons (not breaking mez because the rusties are not magical) to ensure they do not regen. This will depend on if they decide to regen.
Non Mezzables:
Reminder: Every councilman has the same AE, it is this AE that will be the most concern for the entire raid:
AE:
Decrease Attack Speed by 20%
Increase Curse Counter by 4
Decrease Hitpoints by 200 per tick
Decrease HP when cast by 1000
Range 100
Recast time 60 seconds
At the raid formation there will be 8 distinctive groups: Mezzers (chanters + shaman + bard (if poss)), 5 lockdown teams, pull team, and everyone else. Lockdown teams will consist of a beefy tank (pallies w/ rc1 first), 2 healers with rc, beastlord + random member#6 (tank like product). Lockdown is what we will deal with now.
There will be 5 camp spots as shown below
We will begin as a raid at camp spot 1. The first non mezzable will be brought to the raid and Lockdown team 1 MT will be the MT for this mob. Exactly like the mezzables we will burn it to 10% then casters will interupt/stop casting and melees will take it to 4-5%. At that time the raid will be ordered to camp spot 2 while lockdown team number1 will keep the mob in place and bring it to 1-2%. All lockdown teams will have the same duty, keep the team alive with cures and the MT for the group alive while maintaining the mob at 2% health. This will require the tank to bag weapons to avoid ripostes and to pull them back out when the health rises.
There will be a shaman assigned slow camp 1 & 2, one to slow 3 & 4 and one to slow 5 & 6. As well, beastlords will be in lockdown groups 1 thru 5 to PoS and to continue to slow incase it wears off.
Once lockdown team 1 is solid and we are at camp 2 (roughly 120 to 150' from camp1) we will pull second non mezzable. Rinse and repeat the above. This happens again and again until we have: 5 mobs locked down at 1 to 2% of their health. 6 mobs mezzed at or around 3 to 5% and one mob untouched. If we have progressed this far we are 85% to a win. Last mob will be pulled just out of range of camp5 and we will begin to burn it. At 30% i will call for Lockdowns to kill their mobs, as un mezzable # 6 dies, so should 1 thru 5, if not the raid will go in reverse order and smack down the un mezzables. At this stage we should have about 5 minutes left to kill the mezzed mobs. NOTE: Chanters need to start memblurring when they hear KILL YOUR MOBS, but continue to have them mezzed please =D. Once all 6 unmezzables are killed, the entire raid will be moved to the mezzable area and the MA (called at that time) will select the mob with the most health and kill it, everyone will assist, from there he will rinse and repeat until all are dead.
PHEW, if we got to here, we just spawned the Arbiter of Earth and Songirl is busy kiting the bitch around while laughing hysterically.
Arbiter of Earth:
First off his AE:
Increase Spell Mana Cost by 100%
Decrease Hitpoints by 100 per tick
Limit: Spell Type(Detrimental only)
Increase Curse Counter by 36
Now if Songirl is kiting the AoE then we are at the rez and buff stage. Everyone needs to be ready to go. This will be a straight up MT fight with curers curing the clerics. 7 man rot, 7 curers rgc'ing the clerics and everyone else smacking the bitch down. Key here is to assist the MT and burn the AoE down.
Curers need to be on their game, we will actually have them dedicated per group, their sole job is to cure everyone starting with their assigned cleric first.
At this point we should have a win. If so congrats.
NOTES:
-This event is about numbers and skill. Having the right number of curers is very important and having everyone play to the best of their ability is even more important.
-required spell for CLR/PAL/DRU/SHM = Remove Curse
-required for PAL/CLR/SHM/DRU: radiant cure 1
-required for bards = Song: Aria of Innocence (single target cure)
-required for clerics= Spell: Word of replenishment (LVL64) group heal + cure
CURING NOTES:
- Clerics will use Word of Replenishment only as a last recourse if RCs are down. It is a mana hog but it is a group cure and can save your group
- Bards should have their best wind instrument ready to go to compliment Aria of Innocence
- All classes with Remove curse need to have it loaded and be immediately casting it on healers first then the rest of the group in case all RC1s are down in the group.
-CURING IS VERY IMPORTANT, once in your groups, set up a rotation and make sure you have it worked out who cures when. if a lockdown group dies, the raid will die and odds are a few hours of work will die.
DPS NOTES:
-Rangers and Casters, due to the nature of the AE, your SOLE job outside of DPS is to avoid the AE at all times. I cannot gurantee we will have enough curers to go around to ensure y'all do not die, so you need to stay together and out of range of the ae at all times.
-Rangers, you can NEVER face the mezzed mobs while plunking arrows, breaking of mezzes = killing raid. You shouldn't be put in that situation, but just remember that.
- NO DOTS AT ANY TIME
- repeat, NO DOTS AT ANY TIME, that means all weapons that proc dots get put away for this entire event
- No pets till we are on the Arbiter of Earth
- AT 10% health on a mob, stop your nukes, NO NUKES after 10%, it is vital, it is important, 10% period.
Final notes:
Well we have 4+ Rathe wins now, and we won on our first and second attempts
notes:
1. We pull the first 6 mezzables with one person only, a bard. HoS with drums in hand, mez the one you want, fading memories, allow rest to reset. Tag mezzed and then proceed to try and slow him. As puller i also plan my DA in front of the raid (across the moat) to take the frist AE and so the MT can get the target easily.
2. MTs need to use furious on INC. So a furious rot/check is regular practice.
3. Chanters need to mez early and often, they need to communicate. We have done it with 3 main box chanters and 2 boxed doing buff whoring for the raid. Means for 2 or so hours your chanters have to be rock solid. I have gotten to placing 2 bards with the chanters to assist with mezzing if one gets loose. As well one bard plays ae slow to avoid Tikkiman regenening.
4. Unmezzables are pulled with SK bard team. SK darks one and FD's, Bard then pulls to raid.
5. We only LD unmezzable1 thru 4, as we get the 5th down to 20% i call for all to die and as you drop the 5th, 1 tru 4 should be dying. This gives us 7 minutes roughly to kill the 6th and go back and kill 1 thru 6 mezzable. Plenty of time. You will lose all your chanters on this, you will lose probably 1 to 3 warriors and a bunch of support. No biggie, you will have a ton of time to kite the AoE and get people rezzed and buffed.
6. Make sure your kiter for AoE is intelligent and awake, kiting him is easy and allows the raid to be ready for what is the easiest part of this raid.