Mage_pegusas
09-09-2014, 08:47 PM
Hello, someone asked for me to make a guide on how to kill the instanced dragons. Here is a guide on how *I* do it. I may have missed some points that seem obvious to me.
Dragon Raid.
Group configuration -
Suggested group configuration: 3 conjurers, 1 warlock, 4 knights, 7 barbarians
Advanced group configuration: 3 conjurers, 1 warlock, 3 knights, 1 hunter, 7 barbarians
Roles -
Knight: Support, Debuffs
Conjurer: Support
Warlock: Debuffs, Support (INCLUDING MANA)
Barbarian: Damage, Debuffs
Hunter: Debuffs
Key spells -
Knight: Star Shield, Shield wall, Heroic Presense, Protect ally, Defensive Support, Disabling (5), Fatal Strike, Taunt
Mages: Mana Pylon, Mana communion, Synergy bond, Mass Dispel
- Conjurer: Mass Regen, Greater Healing (If you can afford it), Rezz 5, Sanctuary
- Warlock: Infuriate, Fragility, Laziness, Petrify Hands
Hunter: Sudden strike, Death Sentence
Partying -
Before entering the cave you should assign 1 conjurer with the task of partying: Knights, Warlock, Weakest barbarian
Another conjurer will party: Conjurer (3rd conj), barbarians
This way, the party which will take the most damage (and party most likely to have aggro) will have the most heals.
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Before starting to fight golems, preferably before entering the cave, you should organise ORDERS (a rotation) for your knights and conjurers. This is usually done by the players in those roles.
For example: Knight - 1, 2, 3 ,4. This means that Knight 1 will cast Shield wall and/or star shield first. As a rule of thumb, when learning to take part in rotations, have the knight cast shield wall and star shield right after each other.
This helps avoid confusion for the players.
Conjurer - 1, 2, 3, Warlock. Same as with the knight, you will have two spells to cast in rotation - Mana pylon and Mana communion. Cast these both together to avoid confusion.
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Tactics -
Upon entering the cave and completing party invites, you should proceed to the beginning of the circle (where the dragon is in the middle), and proceed to start killing golems (as a group).
It is highly recommended that you do this as a group and in one direction (Left as a standard for me). If you want to be safe, you can kill all of the golems, but it is recommended to kill roughly 1/3.
Once you kill the golems, regroup in the centre of the void you have just created.
Knight 4 (This is the knight who made the order usually.) will run in alone and aggro the dragon. He will tank it until the dragon STOMPS. [Do this by casting precise block when next to the dragon, then army of one when this ends,
then precise block again. Sometimes you may get unlucky and this won't be long enough time for him to cycle through to stomp. If this happens, try casting taunt on him, as it may "unstick" it.]
When the dragon raise into the air, conj 1 should cast Mana Pylon, and the group should be ready to move to the dragon. When the dragon LANDS from stomp, MOVE. DO NOT STOP until you are under the dragon. This is important.
As Star Shield and Shield wall are instant cast, Knight 1 should cast these as soon as the dragon LANDS from stomp. These are low duration spells but should give enough time to get under the dragon. Star shield is more important than
Shield wall for this phase because players running in a "train" will trigger the dragon to cast FIREBALL, which WILL kill someone and damage those around him/her. Minimise this by star shield.
From this point on, it is fairly straight forward. Cast your auras in order, when the person before yous aura ends. This will stop overlapping auras and holes in auras.
-----
Knights focus on aura timing and then debuffing if you have the mana. Your job is critical in party success and you should save mana for auras if you are not recieving it readily.
- Make sure you spot if someone overlaps an aura, and TELL them who will be casting next. Make them aware that it has been overlapped so conjs know they will need to heal some more, and knights know they need to fix it.
- Star shield is very important when the dragon uses *blaze* - but you can cover this with 2 knights. Ensure it is covered!
Warlocks focus on debuffing and then giving mana to knights when you are not casting debuffs/pylon/communion. Usually dragon will die before getting to the point where you need to cast pylon, but be ready.
Barbs focus on damage, debuff when you can.
-----
*NOTES*
- You may choose to skip the initial "pulling" phase - but only do this if your party can run in as a tight unit. This may be easier and just follow the correct orders at this point.
- Do not allow your group to slack because the dragon is at low hp. If you notice an aura is missing, tell the chat. The dragon CAN and usually does fail at this stage because of people slacking.
- A party may take an hour to make, but making the right party is important
- Standing far away from the group will lead to fireball
If there are any questions about this guide, please feel free to ask.
Dragon Raid.
Group configuration -
Suggested group configuration: 3 conjurers, 1 warlock, 4 knights, 7 barbarians
Advanced group configuration: 3 conjurers, 1 warlock, 3 knights, 1 hunter, 7 barbarians
Roles -
Knight: Support, Debuffs
Conjurer: Support
Warlock: Debuffs, Support (INCLUDING MANA)
Barbarian: Damage, Debuffs
Hunter: Debuffs
Key spells -
Knight: Star Shield, Shield wall, Heroic Presense, Protect ally, Defensive Support, Disabling (5), Fatal Strike, Taunt
Mages: Mana Pylon, Mana communion, Synergy bond, Mass Dispel
- Conjurer: Mass Regen, Greater Healing (If you can afford it), Rezz 5, Sanctuary
- Warlock: Infuriate, Fragility, Laziness, Petrify Hands
Hunter: Sudden strike, Death Sentence
Partying -
Before entering the cave you should assign 1 conjurer with the task of partying: Knights, Warlock, Weakest barbarian
Another conjurer will party: Conjurer (3rd conj), barbarians
This way, the party which will take the most damage (and party most likely to have aggro) will have the most heals.
-------------------------------------------------------------------------
Before starting to fight golems, preferably before entering the cave, you should organise ORDERS (a rotation) for your knights and conjurers. This is usually done by the players in those roles.
For example: Knight - 1, 2, 3 ,4. This means that Knight 1 will cast Shield wall and/or star shield first. As a rule of thumb, when learning to take part in rotations, have the knight cast shield wall and star shield right after each other.
This helps avoid confusion for the players.
Conjurer - 1, 2, 3, Warlock. Same as with the knight, you will have two spells to cast in rotation - Mana pylon and Mana communion. Cast these both together to avoid confusion.
-------------------------------------------------------------------------
Tactics -
Upon entering the cave and completing party invites, you should proceed to the beginning of the circle (where the dragon is in the middle), and proceed to start killing golems (as a group).
It is highly recommended that you do this as a group and in one direction (Left as a standard for me). If you want to be safe, you can kill all of the golems, but it is recommended to kill roughly 1/3.
Once you kill the golems, regroup in the centre of the void you have just created.
Knight 4 (This is the knight who made the order usually.) will run in alone and aggro the dragon. He will tank it until the dragon STOMPS. [Do this by casting precise block when next to the dragon, then army of one when this ends,
then precise block again. Sometimes you may get unlucky and this won't be long enough time for him to cycle through to stomp. If this happens, try casting taunt on him, as it may "unstick" it.]
When the dragon raise into the air, conj 1 should cast Mana Pylon, and the group should be ready to move to the dragon. When the dragon LANDS from stomp, MOVE. DO NOT STOP until you are under the dragon. This is important.
As Star Shield and Shield wall are instant cast, Knight 1 should cast these as soon as the dragon LANDS from stomp. These are low duration spells but should give enough time to get under the dragon. Star shield is more important than
Shield wall for this phase because players running in a "train" will trigger the dragon to cast FIREBALL, which WILL kill someone and damage those around him/her. Minimise this by star shield.
From this point on, it is fairly straight forward. Cast your auras in order, when the person before yous aura ends. This will stop overlapping auras and holes in auras.
-----
Knights focus on aura timing and then debuffing if you have the mana. Your job is critical in party success and you should save mana for auras if you are not recieving it readily.
- Make sure you spot if someone overlaps an aura, and TELL them who will be casting next. Make them aware that it has been overlapped so conjs know they will need to heal some more, and knights know they need to fix it.
- Star shield is very important when the dragon uses *blaze* - but you can cover this with 2 knights. Ensure it is covered!
Warlocks focus on debuffing and then giving mana to knights when you are not casting debuffs/pylon/communion. Usually dragon will die before getting to the point where you need to cast pylon, but be ready.
Barbs focus on damage, debuff when you can.
-----
*NOTES*
- You may choose to skip the initial "pulling" phase - but only do this if your party can run in as a tight unit. This may be easier and just follow the correct orders at this point.
- Do not allow your group to slack because the dragon is at low hp. If you notice an aura is missing, tell the chat. The dragon CAN and usually does fail at this stage because of people slacking.
- A party may take an hour to make, but making the right party is important
- Standing far away from the group will lead to fireball
If there are any questions about this guide, please feel free to ask.