eggy
Fledgling Freddie
- Joined
- Feb 3, 2004
- Messages
- 5,283
As I’ve read a few posts lately relating to people wanting dragon raids, thought I’d put together my own little guide to killing the Albion dragon Golestandt with 1fg – tank setup. It is possible to kill him with 1fg of other classes (hello ML9 pets), but this is the most viable solution for most people.
Group Setup
Paladin – high spec in Shield, capped dex and some Mastery of Blocking preferred. Anger of the Gods is also a useful, as well as Purge and Vehement Renewal. Must be able to twist constantly, and be quick off the mark with changing guard.
Mercenary – Determination and Charge will help a great deal when the dragon is below 30%, Mastery of Pain will speed up the process. Longwind can also prove useful. ML10 banelord is very useful.
Mercenary
Friar – Must have the last heat resist (46 Enhancement). High spec in Aug Dex and Mastery of Pain will speed up the process, while Vehement Renewal will increase group survivability. EoY is important.
Cleric – At least one cleric (preferably all) will have yellow spec dex. DI is important, as is Purge and healing RAs. MOC can prove useful when things get tough. All clerics should have EoY. PR is also a great benefit.
Cleric
Cleric
Theurgist – Should be Earth specced and ML9, with high power pool. BAOD is very useful.
General Points
*Everyone should, of course, be ‘TOAed’ with all the necessary bonuses capped.
*Everyone should have 26% heat resist from their template.
*The more hits you have, the better.
*Everyone needs to be on voice coms – important!
Preparation
*Buff up outside of the lair (you can use buffbots to start with if they are kept far up the side of the hill).
*Paladin run to the near corners of the lair and back – this will pull the Elder Granite Giant mobs. Run back to group and deal with these.
*DI should be up, with other clerics ready to fire theirs (good idea to have one running while buffing, so secondary DI is already prepared).
*Protects should be set, one tank for each cleric.
*Intercepts and Guard should also be set to likely damage takers.
Tactics
*Pop BAOD on theurgist.
*Sprint into lair, paladin first, clerics spamming DI buttons.
*Paladin taunts dragon (use Enrage style throughout), slightly away from the mound towards the entrance of the lair.
*Group stays together in a radius of about 300 units.
*Clerics set FOP and heal wards.
*Several adds will run to your group – stay in the circle.
*Mercs hit and kill the adds with help from the theurgist and friar.
Check: Dragon should be on top of FOPs, paladin attacking dragon, rest attacking adds.
Standard Fighting
*Dragon should be on top of FOPs, everyone attacking dragon, paladin changing guard as needed. Dragon HP is going down.
*Only small heals should be used.
*Any deaths should be reversed as soon as possible and the resurrected player must be buffed straight away.
*EB/Haste/Heat resist should be employed as soon as someone is resurrected.
*Paladin constantly uses Enrage and twists.
*Mercs constantly use Dual Shadows.
*Theurgist casts single BT on the main target; PBT should also be running.
Petspam
Whenever you feel secure and ready for a petspam (everyone should be in standard fighting mode, dragon on FOPs), the following should happen:
*Theurgist spams earth pets at the dragon, uses Tartaros’ Gift/Jacina’s Sash until power has been used up.
*Cleric’s spam AE str/con and dex/qui buffs.
*Ensure mercs pop: Banespike (ML10), Demoralization (ML9), Chaotic Power (ML7).
*Paladin pops Anger of the Gods.
*If one cleric is warlord, they should pop Leadership (ML9) and Guided strike (ML5).
*Once petspam has completed, return to standard fighting and continue.
Dragon’s Defense
The dragon has a number of mechanisms it uses to ward off attackers. It is vital you follow these rules to ensure your groups survivability! It is useful to make rpfilters (/rpfilter <word> WAHHHHHHH etc) so you can see exactly what’s going on at all times.
*If the dragon glares at someone, he is about to AE nuke that person. Run away from the group, await the nuke, then run straight back to the FOP. He does this at random, at any time.
*At 100%, 90%, 80%, 70%, 50%, the dragon will unleash a blast. This is a PBAE fire attack around the base of the dragon. Pop BAOD, DI and run in all directions – split away from each other. It may be useful to designate directions at the start of the raid. Once the attack has happened, run back to the FOPs as fast as possible (watching out for another glare) and res/rebuff, carry on fighting.
*At 30% and below, the dragon will cast AE stun. He has a 5s or so cast time, during which he raises himself off the ground. Just before 30%, cast a det field in the circle. CB stun charges, purge, determination and charge all counter-act the stun. You will gain immunity to the stun for about a minute. He can stun any number of times.
*The dragon sometimes throws people around the lair. If you are thrown, sprint back to the FOP as soon as humanly possible. A spread group causes the dragon to nuke – this is bad!
Final Points
*Never split up, under any circumstances. Ever. If you are thrown, run back to the FOPs.
*Never stick the dragon. If someone is thrown and that person has agro, wait at the FOPs for him to sprint back.
*Never allow anyone else to enter the lair. This will piss the dragon off something rotten…BANG.
*Always use voice coms, they are invaluable to success.
*You don’t need a perfect group to kill the dragon, it just helps.
*Sometimes, the dragon is just too hard, or you have too much bad luck on nukes/stuns. Success rate for me is probably around 75%. Know when you are beaten.
*The dragon drops 25 full skill respecs, 25 RA respecs, several dragon-only items and lots of dartmoor mob drops.
Good luck, I hope this guide is a little useful. It could be expanded a long way – will try and update it in the future.
Group Setup
Paladin – high spec in Shield, capped dex and some Mastery of Blocking preferred. Anger of the Gods is also a useful, as well as Purge and Vehement Renewal. Must be able to twist constantly, and be quick off the mark with changing guard.
Mercenary – Determination and Charge will help a great deal when the dragon is below 30%, Mastery of Pain will speed up the process. Longwind can also prove useful. ML10 banelord is very useful.
Mercenary
Friar – Must have the last heat resist (46 Enhancement). High spec in Aug Dex and Mastery of Pain will speed up the process, while Vehement Renewal will increase group survivability. EoY is important.
Cleric – At least one cleric (preferably all) will have yellow spec dex. DI is important, as is Purge and healing RAs. MOC can prove useful when things get tough. All clerics should have EoY. PR is also a great benefit.
Cleric
Cleric
Theurgist – Should be Earth specced and ML9, with high power pool. BAOD is very useful.
General Points
*Everyone should, of course, be ‘TOAed’ with all the necessary bonuses capped.
*Everyone should have 26% heat resist from their template.
*The more hits you have, the better.
*Everyone needs to be on voice coms – important!
Preparation
*Buff up outside of the lair (you can use buffbots to start with if they are kept far up the side of the hill).
*Paladin run to the near corners of the lair and back – this will pull the Elder Granite Giant mobs. Run back to group and deal with these.
*DI should be up, with other clerics ready to fire theirs (good idea to have one running while buffing, so secondary DI is already prepared).
*Protects should be set, one tank for each cleric.
*Intercepts and Guard should also be set to likely damage takers.
Tactics
*Pop BAOD on theurgist.
*Sprint into lair, paladin first, clerics spamming DI buttons.
*Paladin taunts dragon (use Enrage style throughout), slightly away from the mound towards the entrance of the lair.
*Group stays together in a radius of about 300 units.
*Clerics set FOP and heal wards.
*Several adds will run to your group – stay in the circle.
*Mercs hit and kill the adds with help from the theurgist and friar.
Check: Dragon should be on top of FOPs, paladin attacking dragon, rest attacking adds.
Standard Fighting
*Dragon should be on top of FOPs, everyone attacking dragon, paladin changing guard as needed. Dragon HP is going down.
*Only small heals should be used.
*Any deaths should be reversed as soon as possible and the resurrected player must be buffed straight away.
*EB/Haste/Heat resist should be employed as soon as someone is resurrected.
*Paladin constantly uses Enrage and twists.
*Mercs constantly use Dual Shadows.
*Theurgist casts single BT on the main target; PBT should also be running.
Petspam
Whenever you feel secure and ready for a petspam (everyone should be in standard fighting mode, dragon on FOPs), the following should happen:
*Theurgist spams earth pets at the dragon, uses Tartaros’ Gift/Jacina’s Sash until power has been used up.
*Cleric’s spam AE str/con and dex/qui buffs.
*Ensure mercs pop: Banespike (ML10), Demoralization (ML9), Chaotic Power (ML7).
*Paladin pops Anger of the Gods.
*If one cleric is warlord, they should pop Leadership (ML9) and Guided strike (ML5).
*Once petspam has completed, return to standard fighting and continue.
Dragon’s Defense
The dragon has a number of mechanisms it uses to ward off attackers. It is vital you follow these rules to ensure your groups survivability! It is useful to make rpfilters (/rpfilter <word> WAHHHHHHH etc) so you can see exactly what’s going on at all times.
*If the dragon glares at someone, he is about to AE nuke that person. Run away from the group, await the nuke, then run straight back to the FOP. He does this at random, at any time.
*At 100%, 90%, 80%, 70%, 50%, the dragon will unleash a blast. This is a PBAE fire attack around the base of the dragon. Pop BAOD, DI and run in all directions – split away from each other. It may be useful to designate directions at the start of the raid. Once the attack has happened, run back to the FOPs as fast as possible (watching out for another glare) and res/rebuff, carry on fighting.
*At 30% and below, the dragon will cast AE stun. He has a 5s or so cast time, during which he raises himself off the ground. Just before 30%, cast a det field in the circle. CB stun charges, purge, determination and charge all counter-act the stun. You will gain immunity to the stun for about a minute. He can stun any number of times.
*The dragon sometimes throws people around the lair. If you are thrown, sprint back to the FOP as soon as humanly possible. A spread group causes the dragon to nuke – this is bad!
Final Points
*Never split up, under any circumstances. Ever. If you are thrown, run back to the FOPs.
*Never stick the dragon. If someone is thrown and that person has agro, wait at the FOPs for him to sprint back.
*Never allow anyone else to enter the lair. This will piss the dragon off something rotten…BANG.
*Always use voice coms, they are invaluable to success.
*You don’t need a perfect group to kill the dragon, it just helps.
*Sometimes, the dragon is just too hard, or you have too much bad luck on nukes/stuns. Success rate for me is probably around 75%. Know when you are beaten.
*The dragon drops 25 full skill respecs, 25 RA respecs, several dragon-only items and lots of dartmoor mob drops.
Good luck, I hope this guide is a little useful. It could be expanded a long way – will try and update it in the future.