I killed one with my lvl 11 Barb Shaman using Kite. It took me forever, but using SoW on myself and using my two DoTs, I took this thing down with minimal damage <50% hps remaining. Shammy's rule!
I tried taking on one of these with a 23 ranger. They hit hard for their level and like to dodge and parry a lot so hitting them is tough to do. I had to snare the one I was fighting and run for one of the bridges and zone because it was kicking my butt. Back to fighting scythe beetles, I guess. (sigh) :(
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snare slows a MOB down greatly, but does not wear off because of damage. Therefore, it lasts longer than root.
Root, on the other hand, completely STOPS a MOB, but will wear off because of damage. Also, if memory serves me, (it's been a while since I played a caster besides a bard), it resists more often. This is only good for the root 'n' nuke tactic. What happens is that you cast root on the MOB, get REALLY far away, then nuke. If the root wears off, you might be able to cast it again, then RUUUUUUUUUUN.
Others correct me if I'm wrong but I believe that it works the same way on a lot of MOBs. When rooted they have to stay in 1 place and will turn around and attack you. When snared they still try to move, since it only reduces their movement rate, not elimante it, and thus keep their back to you. As I have noticed many times when my health starts dropping below 40% my movement slows - the same is true for MOBs so there is a point where they stay still but do not fight.
ok ok... snare reduces the movement of a mob and root stops the mob from moving completely.
a mob will still come after you when snared... the only way a mob will turn away from you is either (a) he is feared or (b) it is low on health. the snare alone will NOT make a mob turn and run away.
and yes... if rooted and the mob is low on health, it will still fight instead of trying to run away...
I been workin' on my ranger, gave him a centi warhammer to work up his 1hb...decided to hit a griffawn since it was dark blue, and I'd been whacking dark borer beetles and white pincer beetles already. Well I root, snare, then waste 3 flame lick getting it to stick. Lightning and burst of flame till root breaks and then melee. Well I quickly started getting my ass beat, even after I put the centi in secondary and my something (Icetooth Warclaw? 9/2? +3 agi) in primary I was still falling behind in dmg, vainly swapped the warhammer out for a shield and tried to root and run, no go. I did almost kill the effin' thing but I died while it was at a sliver of health (and flame lick had died already, doh)
Belhade Baulien - 18 Danger Ranger
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These things are hard to kill, but they are fun. (Well hard for most up to about 20) my 15 shammy can take them usually as long as i am full mana and root last longer than 2 seconds. There is one easy trick to kill them, root, DoT, nuke, nuke, nuke, nuke, RUN, root, nuke, and then they are dead
I LOVE these guys. After hunting uncom spawning kodiaks in WC and fighting others for the kill I love these feathery KFC wannabes. They're so common and I've never seen more than a dozen people in the zone at a time. Fav trick is fear kiting. I never understood it until I did it and it's now my favorite trick and since Griffawns are ANIMALS druids can fear or better yet terrorize MWAHAHAHAHAHA. Run you lunch meat I got a side order of coleslaw with your name one it
I stay at the edge of spell cast time/running range so if he breaks by the time he's close enough to hit I terror and he wets hismelf running away and just resare, like a kite from a string hehe. I soloed one with less than a bub of health just by fearing it to keep it out of melee range and only running a couple times to buy me those 3 seconds (I don't recommend trying though it was a stupid move on my part)
Just 'member druids they can be feared and if they run they wont attack if snared, rooted yes to the death, snared no. Also best hunt after you reach 19 so you get those lovely kite friendly and heavy damage spells like dizzywind and terrortize animal. And try befriending a smaller animal and then sic them on the rooted animal. They will most likely die but hey they are there for your survival not theirs
Happy Griff hunting..... oh and makes sure it's a Grifawn not Griffon I see most by the farm near the bridge. You are so dead if you go after it thinking it's a fawn
Edited, Wed Jun 26 14:19:34 2002
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Ulsha 60 Rogue GN (Thrall) Anteal 57 Hunter NE (Thrall) Harpysong 20 Priest DW (Thrall)
These things were made for kiting, as long as they don't resist too often. Snare, DD, stay out of their reach. If they resist too much, try to cast panic/terrorize animal. If they resist that, run for your life, these things will tear through a druid like we're a wet paper bag.
For melee classes these things are a major undercon, don't melee one without a partner that can heal you, or snare/fear it.
I agree that these guys were made for kiting. My favorite tactic with my level 17 shammy is to start at extreme range and hit them with Spirit Strike, then Flash of Light as they get closer, Walking Sleep as they wander off and sit and med. When the timer on FoL expires I wait for them to get in range and hit them with SS and FoL again then sit and med. Wash, Rinse and Repeat - I usually end up meleeing them when they drop down to their last bulb of health and if they're an even con I'll toss on a Tainted Breath to keep their regen down but either way I usually lose less than a half bulb of health and use about 2 maybe 2½ bulbs of mana.
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A griffawn conning light blue to a Firiona Vie (re: untwinked) 21 paladin with banded armour and a reasonable weapon caused said paladin to have to use LoH to stay alive.
These things WILL tear you to shreds unless you're wearing a ridiculous amount of armour and have a weapon with a 400 dmg proc or something ridiculous like that.
yea of course if u think about it druids have it easy on these things, i mean the thing cant move when snared <a big plus> and druids can dot and nuke without having the trouble of getting attacked back<another plus> being a paladin dont waste your time unless your grouped, whenever the time comes that you can solo a griffawn easily is when they are all green.
I have killed one of these as a Lvl 16 Druid solo. Snare, root, DoT, med. Reroot, re DoT, med. Ignite, ignite, Ignite, OOM.... club, club, club... please god help me... It starts to try and run, but still snared so... club, club, Dead Gfiffawn. No mana and 2 bubbs of health left and a quick dash back to Misty Thicket newbie zone. It can be done but it's hard and risky. I think I'll do that again at 19+.
It's easier and more mana efficient to snare, DoT, fear. Med while the DoT does it's work. Repeat as needed. It may take longer but the fear usually sticks. Better yet, charm another griff and let it do the killing for you. Just keep gate up in case things get out of control.
I was bored and in East Karana, near the bridge, and I saw a pretty blue Griffawn just waiting to be killed. I kited many of these easily, had few resists. Granted they hit hard and fast so you need to resnare as soon as it breaks, before he catches up with you. At 18 they were all blue to me and gave as much as 1/2 blue a pop. However, they would usually take me at least four bubbles of mana. I usually melee creatures when they start to run, but it's much harder to hit griffawns, so I find it more time efficient to nuke them to death. The 10 minutes of medding isn't fun though.
Most of 'em give about a half blue bubble to my 18 druid.. Of course, killing them's a PITA.. Poor non-uber/guilded druid = not enough mana. Medding while kiting isn't the most fun thing to do, especially if you're easily distracted, like me. :P
Just noticed something, though. Griffawn = Animal. :P
*smacks self* *fears* Maybe I will stay in the Karanas for 19..
That is odd but then again that's great for folks with enchanting spells, you can befriend one and then sic it on another creature.
If they are close enough in strength and hit each other for around the same amount then when the creature you sicced it on is about to die stop befriending and when the other one dies root your griffawn and then hit it for all your worth just make sure you hold onto enough mana so you don't have to get to close to a REALLY POed griffawn.
If it turned before the other creature died though all bets are off but if your God is favoring you they may be low enough to get them both but it will be 2 to 1 though and if you are really favored at least one is rooted so you can take turns
Lvl 16 paladin on jy way to highkeep, when a dark stalker and a griffawn came after my erudite arse. I died, was pissed. Anyway, is this a good place for a lvl 17 paladin to solo, carefully i mean
I dunno about that dude i am a 20 paladin and i still find this zone dangerous most of the time i am not in a group ) When you get the big doggies assisting the griffs you know you got trouble! Belter Arder 20th paladin of Brell
PS i can solo two elephants in south karana and one of these griffs is harder than that.
I pulled off a weird one last night. 18 bard solo'd a blue griffawn without kiting, and without weapons: Discord, CoD and Hymn, and the Mighty Bard Punch. (Yes, I stood there and took stupid amounts of damage, because I can never judge the AoE radiuses right and I don't usually have patience for Bellow-kiting.) He went down, but it was a close one.
these things make great druid pets. once you get to lvl 14 you can just sow yourself, charm one of these things and kill many things with ease. they are fairly low lvl for the amount of damage they deal making them even better. but if you use this tactic i suggest staying by a zone or guards because once in a while you will go in over your head. but i have yet to die with this tactic and it gives great exp. -note: do not buff your pet, you better off letting it get down to low life then killing it when it turns on you. the last thing you want is a buffed giff comming after you
I group with my friends (I'm a 15 Warrior, they're a 16 Paladin and a 16 Wizard) and kill these things. They even give good exp in groups considering how easy they are to kill with a Wizard blasting them and me and my Paladin buddy whacking away at them. In fact I just got done doing that roughly over an hour ago.
I'm a 17 wizard who got there from grouping in EK. after I hit 17 no one in EK felt like grouping anymore...so I went to NK by the Gyspies and decided to solo a bit.....Saw a griffawn and decided to try it.....EASY!!!....they are very good exp. when the con even to me
This is what makes N. Karana great for solo types. Casters, specifically Wizards, can start soloing Griffawns at 14. These mobs are more vulnerable to root than those beetles. Unfortunately for the beetles who love resisting my root, they are too sloww... so even a wizard without SOW can kite them.
Great EP is all I can say. If you can't spot a Griffawn, you'll see a Beetle. Almost within 15 seconds after medding I am able to spot a potential kill. Made 14 to 20 in 12 hours.
If you play a Wizard, get Lightning bolt as soon as you make 16 and you'll just laugh at these Griffawns while it gives you almost a full blue bubble after each kill.
While bonking gorge hounds trying to get from 17 to 18, I con'd one of these at med. blue and figured "What the heck?" Especially since myself and the two druids in my group had SOW on and we were at the entrance to the Beholder zone.
Anyway, I pull it to the group and start whacking it. The griffawn responds with double attacks of 29-45. "OW!" I say, but keep whacking away. The 16 druid heals while the 13 druid nukes. I hear the 16 druid say "OOM!" but I kept whackin. Then my PGT procs, providing me protection from two more hits. The griffawn then turns, I score a critical hit, and it falls.
I look at my health...3.5 full bubbles. "Easy!" I say.
The next Griffawn was due to a solo idiot lvl 15 Druid who could not control his pulls. This griffawn was light blue and aggro'd on our 16 druid after it tried to help the solo fool. I went over and taunted off and began whacking. This one goes down quicker, but not before scoring two hits of 50 points. This time, the dru's did not go OOM and I once again dispatched the griffawn with 3.5 bubbs left.
So, if you are going to beat on Griffawns, make sure they are blue and have a healer with ya.
The PGT helps a bit too. :)
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Nimtrov Warrior of Kaladim 35th season <Heroes of the Forgotten Lands> Drinal
Don't mean to brag here... I was level 14 when I took my first Griffawn out... solo. It conned even. I play a wizard though so that may have helped. Griffawns are very vulnerable to root and shoot. Thanks to these mobs, I made it to level 20 in roughly 12 more hours of gametime.
OK, moral of all these posts (including my own, below--"Had the pleasure, thanks") is to save yourself a lot of aggravation and don't try to tank these things. They open up an armored warrior like a tin of kippers and are *very* hard to hit from close-in.
Luckily for my self-esteem, my secondary's a shaman, one of the truly ideal classes for griff-kiting. Root, retreat, DOT, DOT, DD, med, rinse, repeat. It's a little less daunting opening up a fresh can on one of these buggers when it's down to 30-40% of its original hp. :)
Only real trick is making sure you end up with one--and only one--griff. All too often, their buddies wander by and exercise that massive aggro radius of theirs on your medding self. Keep an eye out, and yer SoW up.
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"Here is a purse of monies...which I'm not going to give to you."
You are damn skippy, They Whacked my well armored self something fierce and would turn back to me no matter how much damage was dealt by someone else as soon as I attacked again... My best advice is to have a Druid make him his pet than use him to kill other stuff for you.
I'm doing them as a 13 Bard. Even cons hit for 28 and some of the reds hit for up to 34. They also have double attacks. That means that they can take an entire bubble off your health if you get stunned once. Be patient and you should do fine.
I solo these guys with my level 16 wizard, how about that? Root then nuke with Bolt of lightning at will.
A SoW did save my life quite a few times though, when they resist they resist for a lot and they will claw you good with those last 6 pixels of their health...
Very True Statement....lvl 16 wizard is not that hard. (as long as your root spell works). I have noticed, if I root them from behind, they don't resist my root spell as much. Also, try using your Flame Bolt spell. The Griffawns do not resist this spell as much and it is more mana efficient.
You can actually start killing them at 14 with Lightning shock. It's tricky from 14 to 16 since you have to pull with your Fire bolt to lure them near the zone in case things get ugly, you can always zone out. Great EP from 14 thru 20. Gives up almost a full blue bub everytime, although it decreases as you level. Once you hit level 18, it becomes a joke. No need to lure to the zone. Your root becomes almost full proof against these guys and lightning bolt hits for full damage 90% of the time.
Get someone to charm a griffon then sic it on it's offspring this proves that griffs do eat thei young. I was just thinking that these guys are just like griffons and grifeenes they hit hard da lots of hp str around 250 all that stuff you know
Well, let's see, after a corpse run to Eastern Karana (stinkin' cyclops), the 19th-level warrior in the group persuaded me (a 17th lvl paladin) and the 23rd level paladin in the group to stick around and hunt, to get his level back after getting killed by the same cyclops. The first two things he pulled were griffawns--first was blue, took me and the warrior down to 1 bub. Second was white, killed the warrior, and then finished me off in short order with numerous double hits for 36, even after a Lay Hands. The level 23 was forced to take off for the border. The moral of this story seems to be, bring someone to nuke these things, cause they'll shred your melee types, even at substantially higher levels.
The level range on these is from 14 to 18. At level 17 I can kite them easily and I still see a yellow one evern now and then. If you run out of mana on one of these don't even bother trying to melee it. The best thing to do in this situation is to 1.zone or 2.snare, DOT and run in one direction for about 20 seconds sit and med. You will know when he is close by watching the griffawns life meter. When he close stand up and run and med again. When using this technique I always try and dot after medding. This will help keep him from regaining hitpoints while you run him around.
I'm a level 13 mage on the rathe server, my 13 necro friend and I have come to NK to hunt and I was wondering if any types of grff's attack you on sight or if they r indifferently, thanks.
Hehe its great to charm these things. I spend a day charming these and killing crag spiders, gorge hounds, and other griffawns. I never had to cast anything but charm. Just make sure you have SoW =O).
Today i was just sitting in EK, happily practicing my fletching and went afk for a bit. When I return, a fawn had walked through the wall, and beat me soundly about the face and neck. I had just enought time to stumble out the door to a gaurd that did NOTHING!
Soporo-17 rogue/professional beating dummy- In a Rook
I ventured out in to NK around 14 where I found griffawn hunting to be great fun and a good way to make some cash too. The great thing about this is there are a TON of these SOB's in NK and sinse meele classes can't solo them there are always some to kill. Iim a druid and lvled from 14 to 19 ( after that they just arnt worth it and your missing some great EXP and loot in SK!) But I made sure to come back at 22 for Griffenes!
I have had the opportunity to tangle with these critters in the Northern Plains of Karana recently, and I'd like to share my experiences and observations with all of you.
First, let it be known that griffawns are fearsome in combat, averaging 20-36 points of damage per blow. They also double hit, and seldom miss. As if that wasn't bad enough, they are extremely difficult to hit in melee. Consider yourself warned!
On the positive side, my 18th level magician, accompanied by his air elemental pet, can solo blue /con griffawns on a regular basis. Just get the griffawn's attention, send in the pet, drop a fire shield on it, and then nuke the griffawn into oblivion. It resists spells ocassionally, but not enough to cause one great worry. Just be certain to have your back to a guard tower (and make sure the guards are there!) or a zone border in case things go horribly wrong. I didn't take such precautions the first time I fought one of these beasts, and it cost my character his life. Running to the Northern Plains of Karana from Qeynos to retrieve your corpse is NOT fun.
Treasure consists of a mixture of gold, silver, and copper pieces, and ocassionally includes griffon feathers. These feathers are stackable, fetch approximately 6 gold pieces each from a merchant, and are a needed item for the magician Broom of Trilon quest (an air elemental focus item).
I was in NK the other nite and killed these babies with my 16th Level mage and earth pet...and not once did my pet die..just sic pet and blast with shock of fire.
I was just minding my business when a griffawn suddenly attacked me.I thought I could take him but when I saw the damage he did I ran.When my SoW wear off he was still very close.He conned blue to me and I'm 21.I think these Griffawns are more like 13-20.These suckers hit even harder for their lvl then D'Vinn and Dorn if they are indeed 13-16.My advice don't med near one of these when you're OOM :)
16th mage+brand new yellow water pet+Shield of Fire+Shock of Flame=one dead Fawn. Works on blues and black, haven't tried yellows yet. Mana is down to about 40% and pet is at about 30% health, but you just whacked a black Fawn, got decent coinage, and some Feather. Not bad.
My level 21 Iksar monk soloed a griffawn today...sort of. It did take a Level 13 druid using all his mana on healing me, me using a mend, and surviving with 7hp. :)
As a lvl 18 bard I am practicing on these so I'll be ready for Griffiens in another 5 levels. They are surprisingly slow for a winged creature. Twisting selos without a drum I kept having to wait to keep it in Belo range. Plenty of druids around just pay for SOW you dont have to use Selos. Then you can twist denons and belo for more damage. Alternate between melee and running with belo and heal song to finish it off more quickly.