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Things have changed
# Jul 06 2003 at 7:20 AM Rating: Excellent
21 posts
Don't quote me on this, because I just got my key last night. I took seven other folks with me to ST yesterday and we spent a few hours in there clearing to take out MotG. We were dissappointed to find out that you can't use pacification to help split the golems in the zone in tunnel, which is supposedly the first new thing we found. I had a fellow monk in the raid that has been to ST several times before so any comparitive info I have is from his knowledge, not my own. All I can give is what I experienced first hand.

Aside from no use of paci, we off-tanked each pair of golems and made our way to MotG's room where the foreboding guards (FG's) are. There's 8 of them in there and they are untargetable. My monk friend pulled MotG and it started an 'event' if you want to call it that, where the FG's are set free 2 at a time. Going to ST with 8 people was enough of a challenge without trying to kill 3 things at once so we wiped. From what I was told is that this is a new setup but I can't confirm that. What I do know, is that this little 'event' is way bugged. After you start setting these golems free, they don't lose aggro once they return to thier spawn spot, they don't even lose it when you zone, heck they didn't even lose aggro when /q out once, and that's no bull. I did however figure out during our little recovery (our ranger also found this strat on one of the ranger sites) that you can take this event in pieces. All you have to do is aggro the MotG with a monk and FD, which will release only 2 FG's, then let the MotG reset at his spawn point and engage the FG's you just released, then rinse and repeat. I never got to test this as it was getting very late so I left them to try it. I'll re-post when I log on tonight if it did actually work.

We found everything in that zone to be very resistant. We didn't have a keyed enchanter available but we did have a shammy. The sham complained of having to malo and malosini before being able to slow unless she used disease slow which was still resisted on occasion. The only nukes that stuck because we had no ench, were fire based and they were only partial. On the other hand, tanking this zone isn't all that hard considering PoP experience mobs hit harder. We just lacked the healers to tank more than 2 at once, seeing as it took a bit of time to get everything slowed.

If you plan to go to ST, I'd recommend bringing 2 tanks, you pick what type because a 65 monk can tank there, 2 clerics, a sham, a chanter and atleast 2 dps classes. I'd leave the nukers at the house for 2 reasons, one is they had trouble doing much damage at all and the melee seemed more effective with how low the mobs ac was, and the second reason being why bring casters when your whole reason for doing ST is to get primal anyway? (pretty sure I'll get flamed for that one =P) Bring a ranger and a rogue if you can, they'll be more useful with buffs and SoS if the rogue has it.

Rokjaw Preechurfysts
65 Monk Saryrn
RE: Things have changed
# Jul 09 2003 at 12:18 PM Rating: Default
3 posts
once its triggered they aggro anyone who is in the zone.
RE: Things have changed
# Aug 23 2003 at 7:41 AM Rating: Excellent
21 posts
Ok, we went back and this time we got him. Sorry for the delay on the repost, but we only get into ST once or twice a month. This time we had 2 full groups that had 3 tanks and 2 clerics. We also had a sham, ench, 2 rangers, 2 monks and a rogue. Everyone was lvl 65, but I don't think that is a necessity, the strategy is more important. It took a little bit of testing to figure out how MotG releases his golems, but basically the FD method did work, with some tweaks. First off, you need a FD class to make this work, or else you'll need more people. Have that person engage MotG and wait for the first set to be released, then FD. This stops the timer, and thereby stopping anymore from being released. The first 2 that release, actually pops as 4, not sure if that's a bug, but that's what happened every time we did this last night. Off tanking these 4 is the toughest part about this event if you are limited in forces. Oh, by the way, do yourself a favor and clear the side halls, enough said. Once those 4 are dead, don't waste to much time, or the event will reset within a few minutes, the FD class must re-aggro MotG and this time, he has to kite him for 2 mins to get the next 2 to release. Don't kite him all over, just run around up top and try to stay alive until the release. If you have 2 monks, just ping pong him back and forth for 2 mins. This release is only 2 guards, and so are all the other releases, which is why I think the first release is bugged with 4. Each release is the same strategy, FD until they are killed, and re-aggro MotG for the next 2. The only difference is the amount of time you have to kite MotG to get the later waves to release. I think the last wave required 3 mins of kiting. Once we got to just 2 guards left, we brought MotG down and kept our MA and one cleric on him, while the others were handled. MotG by himself is easy, it's the whole event that makes it fun. Hope this helps.

Rokjaw Preechurfysts
65 Sensei
Saryrn
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