Xegony Strat

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Joined: 01/14/2006

Getting there:
one/two groups will be required to get a necro/sk up initially. Once necro is in place this will be the routine to get people to the island:

When OTM is called to xegony you will be required to get to outside of air and wait to be told to zone in, join summon group and die to leave a corpse. Immediately upon dying, run back to PoA and zone in. Your corpse will be summoned up to the island and you will be rezzed. Once rezzed do not wander around, move slightly away, mem spells, be ready to group up and buff up.

Groups will be split into 2 functions: MT, ADDS

MT Groups:
Group 1: TANK, TANK, TANK, Bard, Shaman, TANK*
Group 2: Cleric, CLeric, Cleric, Cleric, Cleric, Necro
Group 3: Cleric, Cleric, cleric, Necro, Bard*, Chanter*

ADDS:
Everyone else built with one healer per group minimum

Buffing:
MT groups: Virtue, Boar, Focus/Armor of the Zealot, SPEED OF THE BROOD, GoD, BSS, VoQ, SoP
ADDS groups: regular raid buffs, only resist buffs should be disease (tribunal from shamans)

Encounter Basics
Xegony is similar to saryrn in that the MT groups are the only one focusing on Xegony.
- At 99% then every 15% after a set of adds become targetable (85, 70, 55, 40, 25)
- Each Add group is a specific model with one of 2 ae's, either short range silence or a nasty disease dot/slow
- One named + 4/5 adds are in each wave, Named is tanked first, adds are kited/mezzed(fully mezzable)
- Once round of adds dies, be sure to rez fast and buff
- 3 Pairs of kiters will be dispatched to intercept each rounds of adds to ensure they do not run to XEgony and eat our healing team
- In the middle of the island are Massive Guards they will not be touched and they will not be aggro'd, so kiters will need to avoid them when they bring the wave of adds to the raid
- If all hell breaks loose, Xegony can be memblured and we can re-start the event

* if numbers allow

Encounter Details
-Xegony will be only melee'd by the 3(4) MTs, with the MT \"cornering\"
- will be a 7 or 8 CH chain rot, 1.5 sec pause
- Shaman for slowing xegony and curing the tanks (curse)
- Necros for persistant tapping xegony for the clerics
This fight is 45 minute to an hour long, clerics will need to maintain a 1.5 sec to 2 sec rot for the entire duration, mana preservation becomes an absolute must. Mana pool, mana regen and mana preservation are a must.

ADDS groups will not be moving around, the adds will be kited to the ADDS group each round. ADDs group will have a MA and Backup MA, they will be Paladins. As well knights will be required to keep the adds off the chanters as they Mez them. MA must get the named targetted and aggro'd at the beginning of each wave immediately. Chanters (with the help of shaman and mages *malosinia*) need to mez all non named mobs. Druids, Shaman and any left non-rot clerics will be responsible for healing. Druids and the Clerics specifically have to stay alert and assume the role of healer solely. Paladins have your rez spells loaded for this fight, you will need to rez folks. Chanters have memblur loaded at all time, in case all hell breaks lose you need to Memblur Xegony to reset the event.

Once each round of adds dies, quickly get any and all dead rezzed, buffed and ready to go. Only if called will anyone do damage to Xegony outside of the MT Group.

Kiter groups will be composed of rangers, who will move carefully to 3 designated locations before the next wave, once you have aggro, call incoming and kite the adds counter clock wise, around the center (DO NOT run thru the middle) and down to the raid. Think of the island as a donut, the center is not to be crossed at any time and the bottom is not to be moved over either, you need avoid the south portion where xegony is. So aggro the add wave (proximity is usually enough) and move the adds to the raid without going thru the middle or thru xegony's path. we will be using 2 to 3 rangers in 2 to 3 groups. To be adjusted as needed.

Each wave has an ae, silencing or disease dot/slow. On the Disease dot/slow, get close to the named and be ready for mgb heals, and like always, assist the ma and burn.

NOTE:

MTs AC is very important, as noted below.

Evasive, not defensive will be used

Xegony is slowable, and is not resistant at all. She stays slowed the entire duration,
Max and Min hit %'s. With 2440 being max, and 612 being min:

1886 ac
Hit 2440 1.86% of the time
Hit 612 27.58% of the time
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2012 ac
Hit 2440 1.33% of the time
Hit 612 30.72% of the time
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2248
Hit 2440 0.86% of the time
Hit 612 36.4% of the time

Keep in mind, this was with Evasive, so Defensive mititation doesn't skew it.

Another interesting fact.
avoidance with Evasive was 40.11%
avoidance with Defensive was 34.22%

Final comments:

The above was before we ever completed it, now that we have, these are my closing thoughts:

For MT group, 2 warriors is enough, one to tank her, and next inline to push kick and what not from behind to make sure stays in place. MT should position his bard and not let the bard move, so he can always find his spot back to the optimal CH spot (tank gets summoned away at times). 1 shaman and 1 druid are needed. Shaman to slow and debuff and cure one of the tanks. Druid to debuff with Fire resists (to drop ATK) and to cure the other tank.

For Adds group: the key is to have the MA pick off the named as fast as possible. Know which AE the adds inc have, half have silence, half have the disease ae. As well, we found that for the spiders, have the MA/MT for them AE taunt and go furious as they arrive, this allows the chanters some time to get targets and have them CC'd fast without getting eaten.