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Here's the Albion Encounters Guide (Version 0.1):
http://vnboards.ign.com/message.asp?topic=45888307
------------------------------------------------------
Albion Encounters Guide, Version 0.1
First off, this is a work in progress, so bear with me. Second, there may be minor errors in this document – even Team Leads do not have complete access to all information. Finally, for the suggested number of players for an encounter (and other issues, such as tactics), some of you will disagree with me – that’s fine. Different servers will have different tactics, different equipment available, etc. and the numbers required for any specific monster cannot be completely predicted.
This document was copied and pasted from Microsoft Word, so the format may be unclear in certain locations.
Certain areas will be missing from the first versions of this report. This is primarily because I feel these areas are inefficient compared to other areas in the game, or I have not yet explored them enough that I feel confident in making a comment on their Encounters. Feedback on this document or information on zones I haven’t explored (or monsters not listed that should be) is welcome. I am avoiding tactics that are “exploits” of bugs or the like, so those will not be listed in this document.
I will primarily be covering “Epic Encounters” in Albion, however, some cross-realm Encounters will be discussed as well if these monsters can be targeted by Albion. At a later time, it is possible that strategies for lower level monsters and encounters will be added to this document if there is an interest in them.
There a lot of “spoilers” in this document. If a player wishes to discover the methods of fighting certain monsters on their own, I would highly suggest they do not read this, especially for the Shrouded Isles areas. Monster names in bold indicate I consider the monster to be a difficult Epic, usually harder than Legion.
General Tactics
These tactics have served me well in the past, and some may apply to all three realms.
Relog Pulling: This tactic, almost essential in the new Epic Dungeons, is something I came across when first hunting Callieach Urgaig before the Epic Armor Quests were put in. While many others probably used this tactic before I did, it’s become something that I’ve used very frequently in my raids since my own personal discovery. Essentially, if a person disbands and logs off between pulls, they will almost always get a single monster on a pull, even with BAF (Bring a Friend) mobs. If someone casts a healing spell on the puller, invites them to the group, or attacks the monster target immediately, the BAF code could be triggered. Also, if the puller is killed, this tends to serve the same purpose as relogging as long as the player is not healed after they are resurrected. For this reason, it’s often good to have a dedicated healer with 100% resurrect for the puller.
Focus Damage Shields: Cabalists (and other focus casters in other realms) are extremely effective against Epic Monsters if they can get the monster to aggro on their pet. With a high spec in the focus damage shield, the damage dealt per hit can be quite impressive. Having one or more dedicated buffers/healers for the pet is often necessary if this tactic is being used.
“Zerging”: Believe it or not, there is some tactical basis for what many players call “Zerging”. Why? Each attacker, regardless of level, class, or the like contributes to a “# of attackers count” which determines how difficult a monster is to hit at any given time. For example, when fighting Legion, a single group would have an extremely difficult time constantly landing melee attacks or spells, while a 50 person raid would have a easier time, and a 100 person raid an even easier time. There is often a “threshold” for a number of attackers virtually “required” to hit a monster, generally based on that monster’s level more than anything else. This is why Beliathan (AKA “The Worm in DF”) used to require a massive number of people to hit, but once that number of people was reached, his difficulty was marginal at best. His level was set far higher than the rest of his difficulty, and as such, any large group of players would kill him easily, but a smaller group would find him to be “invincible”.
Theurgist Pet Spam: For the reasons outlined in “Zerging”, above, Theurgists have a great deal to contribute to any epic raid. Their ability to rapidly summon more attackers can turn a nearly impossible fight into an easy one, since a few theurgists can easily add 15-20 extra attackers for a limited duration.
Ressurection Groups: For large-scale raids, having a “Resurrection Group” can be extremely helpful. These groups do not fight, they simply resurrect fallen players during and/or after the battle, depending on the situation. In some cases, these groups are just for resurrection post wipeouts, in other cases they are made to rapidly resurrect players during combat. Most resurrection groups are primarily composed of high rejuvenation clerics, for obvious reasons, and contain a minstrel (or now, a Sorcerer) for power regeneration. Necromancers can also be extremely useful in this setup, for power transfer. Sometimes, a tank will /duel a necromancer and allow them to powertap them in order to regain power for power transfer – I’m not entirely sure if this is considered a legitimate “tactic” or an “exploit” at this point in time, however. =)
Debuffs: Any debuffing spell, if successfully cast, is a major advantage in an Epic Monster fight. This is especially true of the Necromancer “Armor Factor Debuff” spells, since hit rate and damage are often so low in Epic Encounters.
Avoiding Parry: Many Epic Monsters, including Bellum (the second horseman in Caer Sidi), Mordred (in Llyn Barfog), and the Grand Summoner (in the Summoner’s Hall) have an extremely high parry rate. Simple solution – stand behind them. This will decrease or negate their parry rate.
Aggro Management/Aggro Groups: Most fights are much easier if you can keep the target monster on a specific player. The best candidate for this tends to be a defensively speced Paladin, but defensive Armsmen and two-handed paladins can also work. One effective group for aggro management would be: Defensive Paladin, Two Earth Theurgists (stacking PBT), One Minstrel (Ablative/Power), Defensive Armsman (Guards the Paladin), Three Rejuvenation Clerics. Your mileage may vary. Necromancer absorption buffs are also helpful. In many cases, it can be helpful to have this “Aggro Group” attack the target for several seconds before the main group in order to insure the Paladin or Armsman gets aggro.
http://vnboards.ign.com/message.asp?topic=45888307
------------------------------------------------------
Albion Encounters Guide, Version 0.1
First off, this is a work in progress, so bear with me. Second, there may be minor errors in this document – even Team Leads do not have complete access to all information. Finally, for the suggested number of players for an encounter (and other issues, such as tactics), some of you will disagree with me – that’s fine. Different servers will have different tactics, different equipment available, etc. and the numbers required for any specific monster cannot be completely predicted.
This document was copied and pasted from Microsoft Word, so the format may be unclear in certain locations.
Certain areas will be missing from the first versions of this report. This is primarily because I feel these areas are inefficient compared to other areas in the game, or I have not yet explored them enough that I feel confident in making a comment on their Encounters. Feedback on this document or information on zones I haven’t explored (or monsters not listed that should be) is welcome. I am avoiding tactics that are “exploits” of bugs or the like, so those will not be listed in this document.
I will primarily be covering “Epic Encounters” in Albion, however, some cross-realm Encounters will be discussed as well if these monsters can be targeted by Albion. At a later time, it is possible that strategies for lower level monsters and encounters will be added to this document if there is an interest in them.
There a lot of “spoilers” in this document. If a player wishes to discover the methods of fighting certain monsters on their own, I would highly suggest they do not read this, especially for the Shrouded Isles areas. Monster names in bold indicate I consider the monster to be a difficult Epic, usually harder than Legion.
General Tactics
These tactics have served me well in the past, and some may apply to all three realms.
Relog Pulling: This tactic, almost essential in the new Epic Dungeons, is something I came across when first hunting Callieach Urgaig before the Epic Armor Quests were put in. While many others probably used this tactic before I did, it’s become something that I’ve used very frequently in my raids since my own personal discovery. Essentially, if a person disbands and logs off between pulls, they will almost always get a single monster on a pull, even with BAF (Bring a Friend) mobs. If someone casts a healing spell on the puller, invites them to the group, or attacks the monster target immediately, the BAF code could be triggered. Also, if the puller is killed, this tends to serve the same purpose as relogging as long as the player is not healed after they are resurrected. For this reason, it’s often good to have a dedicated healer with 100% resurrect for the puller.
Focus Damage Shields: Cabalists (and other focus casters in other realms) are extremely effective against Epic Monsters if they can get the monster to aggro on their pet. With a high spec in the focus damage shield, the damage dealt per hit can be quite impressive. Having one or more dedicated buffers/healers for the pet is often necessary if this tactic is being used.
“Zerging”: Believe it or not, there is some tactical basis for what many players call “Zerging”. Why? Each attacker, regardless of level, class, or the like contributes to a “# of attackers count” which determines how difficult a monster is to hit at any given time. For example, when fighting Legion, a single group would have an extremely difficult time constantly landing melee attacks or spells, while a 50 person raid would have a easier time, and a 100 person raid an even easier time. There is often a “threshold” for a number of attackers virtually “required” to hit a monster, generally based on that monster’s level more than anything else. This is why Beliathan (AKA “The Worm in DF”) used to require a massive number of people to hit, but once that number of people was reached, his difficulty was marginal at best. His level was set far higher than the rest of his difficulty, and as such, any large group of players would kill him easily, but a smaller group would find him to be “invincible”.
Theurgist Pet Spam: For the reasons outlined in “Zerging”, above, Theurgists have a great deal to contribute to any epic raid. Their ability to rapidly summon more attackers can turn a nearly impossible fight into an easy one, since a few theurgists can easily add 15-20 extra attackers for a limited duration.
Ressurection Groups: For large-scale raids, having a “Resurrection Group” can be extremely helpful. These groups do not fight, they simply resurrect fallen players during and/or after the battle, depending on the situation. In some cases, these groups are just for resurrection post wipeouts, in other cases they are made to rapidly resurrect players during combat. Most resurrection groups are primarily composed of high rejuvenation clerics, for obvious reasons, and contain a minstrel (or now, a Sorcerer) for power regeneration. Necromancers can also be extremely useful in this setup, for power transfer. Sometimes, a tank will /duel a necromancer and allow them to powertap them in order to regain power for power transfer – I’m not entirely sure if this is considered a legitimate “tactic” or an “exploit” at this point in time, however. =)
Debuffs: Any debuffing spell, if successfully cast, is a major advantage in an Epic Monster fight. This is especially true of the Necromancer “Armor Factor Debuff” spells, since hit rate and damage are often so low in Epic Encounters.
Avoiding Parry: Many Epic Monsters, including Bellum (the second horseman in Caer Sidi), Mordred (in Llyn Barfog), and the Grand Summoner (in the Summoner’s Hall) have an extremely high parry rate. Simple solution – stand behind them. This will decrease or negate their parry rate.
Aggro Management/Aggro Groups: Most fights are much easier if you can keep the target monster on a specific player. The best candidate for this tends to be a defensively speced Paladin, but defensive Armsmen and two-handed paladins can also work. One effective group for aggro management would be: Defensive Paladin, Two Earth Theurgists (stacking PBT), One Minstrel (Ablative/Power), Defensive Armsman (Guards the Paladin), Three Rejuvenation Clerics. Your mileage may vary. Necromancer absorption buffs are also helpful. In many cases, it can be helpful to have this “Aggro Group” attack the target for several seconds before the main group in order to insure the Paladin or Armsman gets aggro.