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Use Map to fight blind
# Oct 27 2011 at 2:54 PM Rating: Decent
I didn't see this posted anywhere here, so I thought I'd throw out a suggestion. I just took this guy down. Got blinded before I ever got close to him. He is marked on the map, so I just used my map to keep repositioning myself. Cleric merc kept me healed fine. It was a little slow of a fight, but steady. Had no trouble repositioning myself between him and the broken wall behind him. Just kept edging up to him till I started making contact with my swings.
Just a suggestion.
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MasterFalconer on Povar
85 Rogue, 85 Wizzy, 85 Cleric, 82 Chanter
Radiant Cure FTW
# Mar 02 2010 at 9:11 PM Rating: Decent
Scholar
24 posts
Solo'd. Adds are annoying.
Radiant Cure kills the blind. I'm 4/9 RC.
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Easy Solo
# Jan 06 2010 at 2:38 AM Rating: Decent
11 posts
85 sk, no merc, was too easy... let DS pretty much kill all the adds, the named was pretty weak, self buffs and aa's kept me healed np. The Blind is extremely annoying.
Solo is possible
# Sep 30 2009 at 6:32 PM Rating: Decent
2 posts
Just soloed this guy with my 85 cleric and his warr merc. Took a min but we made it. Drops were lame, hoping to twink my mage. :(
Solo is possible
# Nov 18 2009 at 4:39 PM Rating: Default
45 posts
easy peasy solod 85 ranger, had to wait 5 mins for the touch debuff to wear off
soloed
# Mar 11 2009 at 2:12 PM Rating: Decent
Scholar
*
69 posts
This mob is a ROYAL pain in the butt to kill solo... just a forewarning. One of his procs is a blind that lasts for upwards of around 4 minutes. If that isn't enough, he also procs a knockback that sends you flying across the room into the, by now, respawned enemies, laying down the grounds for a big ol' train. Included in this train can be healers and what not. Chances are, you are still blind by the time this train is there pounding the snot out of you, and you basically start getting confused and don't know what to do...

There is a strategy though.

First off, IV is perma-rooted, so he cant move or chase after you, even if you have agro on him. So, feel free to go ahead and clear all the mobs out of the room before you engage him. Next, when all is said and done and all mobs are dead, take a look behind him and you will see a broken wall. You want to line up directly between him and that broken wall, so when he flings you, you don't go anywhere but into the wall. From that point, when you finally get him down to 98% or so, he will start summoning you. This actually makes it a lot easier... Just make sure you stay between him and the wall, and when he summons you, take about two to three steps backwards till you see your attack text start back up. Rinse and repeat the process till he is dead.

Just a side note... dont bother curing the blind and what not unless you need to see to adjust your position, he will just do it again about 10 seconds later. I recommend making friends with your map though.
Trio
# Jul 07 2008 at 12:57 AM Rating: Default
Trio killed with a 71 monk, 74 druid and 52 cleric bot (all geared with bazaar bought loot had about 9k hp buffed on monk and druid (who had 9k mana), lonnng fight but not too bad, was pretty fun, except the monk was pretty much permanently blind.
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Trio
# Jul 07 2008 at 12:57 AM Rating: Default
ooops, ignore the old signature.
something new in the loot table
# Apr 30 2008 at 5:09 PM Rating: Decent
11 posts
dropped the spell shock of fiery blades lvl 60 mage spell
Trio'd on Fennin
# Mar 14 2008 at 4:39 AM Rating: Decent
*
86 posts
Trio'd last night with me (75 necro) and a guy 2 boxing an 80 shm and 80 rng. Extremely fun.

It was a rough start: ranger kept getting blinded and knocked back, so I took over tanking until he started summoning. Had a lot of adds during the fight, being blind and flying around and all, but overall went really well. I got down to 1% once or twice, but shm heals, pots, and lifetaps kept me up. Ranger did the blunt of the work, tanking lots of adds while I just shot off DoTs. Was drained of mana before mob hit 50%, so I spent a lot of time meddin after that.

Dropped Crown, Sunbeam Staff, Glowing Orb, and 3 spells, one of which was Zevfeer's Theft of Vitae.

Orb went to ranger since it was his idea.
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Trio'd on Fennin
# Jul 12 2008 at 8:25 PM Rating: Default
Its very easy to avoid adds and being knocked around during this fight :P
Of course, with your team that wasn't really needed.
Missing effect
# Jun 19 2007 at 1:56 AM Rating: Decent
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143 posts
He also uses the effect "Claw of Khati Sha"
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Missing effect
# Jul 04 2007 at 6:43 PM Rating: Decent
Scholar
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65 posts
This is incorrect, he only uses it when he has the weapon.
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Luthair
Easy Solo
# May 14 2007 at 5:46 PM Rating: Default
22 posts
For 14.5/3.2k unbuffed SK. Just has a lot of hp.
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Drop Update
# May 13 2007 at 7:31 AM Rating: Decent
He also drops Spell: Greater Familiar
dead
# Mar 14 2007 at 11:40 PM Rating: Decent
2 posts
75 ranger soloed, blind suxs so i just killed him blind, set it where KB was into wall. then summoned bck bck up a few steps and continued fighting. nuked a cple times mostly heal when i got below 30%. 2hnb, range orb and some spells.
EZ
# Feb 16 2007 at 1:55 AM Rating: Default
20 posts
MAN this mob is gimp!! soloed it with my 75 ranger, no need for raids on this mob... top hit was 550
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i pwn u
Another Cleric Solo
# Nov 14 2006 at 8:53 AM Rating: Decent
17 posts
75 Cleric- 13.6/2700ish

Like the below cleric said, trivial at best. Stand behind him so the knockback will not throw you back into the respawns. Vow of valor + Ward of reprisal, never nuked once, didn't use any mana other than refreshing Ward of reprisal every 3.5 minutes. 30 to 45 minute fight still though, tons of hp for cleric dps.
solod by cleric
# Oct 27 2006 at 4:32 PM Rating: Decent
9 posts
on Maelin. really trivial hit. if u wount spend mana on nuking probably wount need mana at all. seen many clerics besides me killing it
downed
# Jun 28 2006 at 6:01 AM Rating: Default
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175 posts
Downed before patch hit today.
Today he is easily 1 grouped by lvl 70 ies. heck dont even need 1 group. Me a paladin and a druid and shaman did him and teh rock guy.

he parsed out at 527k Hp and change.
Suceptible to fire and my ancient magic dot.
Main issue is just to take him down before the sodding
adds repop. During the fight he got 9 max hits at 580 dmg.

No need to clear mobs along the walls but really should take the others around him.
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Kinakin Stargazer Necromancer of Paineel
Firiona vie
Zek 5 man'd
# Jun 04 2006 at 7:57 PM Rating: Decent
37 posts
dropped on Zek today

lvl 70 Necro, Warrior, Druid x 2, Wizard
lvl 54 Bard.

fight took about maybe 10-15 minutes no one died.

dropped the Crown, caster range item, Luclinite, and some other trash no one wanted.
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IV
# May 24 2006 at 9:11 AM Rating: Decent
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629 posts
This is an interesting fight for a hydra team since it isn't a straight-out melee/heal/dps endurance contest. The big problem for a hydra is that the mobs on the walls repop ridiculously fast, like 5 minutes. I was getting repops and they were so quick at first I thought we had somehow aggro'd mobs elsewhere in the zone while running to IV's room.

Still working on placement of my team to do this without needless adds. Some good ideas here I will try and post results.
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70 necro solo?
# May 07 2006 at 7:59 AM Rating: Decent
6 posts
Think a fully geared 70 necro w/ epic 2.0, and a fully geared 70 shammy could duo this?
Trioed now
# Oct 28 2005 at 9:42 AM Rating: Decent
*
199 posts
shammy 9.2k mana buffed
war 15k buffed
ranger SICK dps
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RE: Trioed now
# Apr 11 2006 at 4:09 PM Rating: Default
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188 posts
Duoed, druid and berserker. Druid 12k mana, berserker 16khp buffed, sick x2 dps. Dropped the melee range, caster neck, and the clicky mace. All in all, a long fight and a really annoying zone :p
boxed
# Aug 15 2005 at 6:26 AM Rating: Decent
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199 posts
boxed
unbuffed statts on characters

shammy 8200 mana
cleic 7600 mana
warior 10.900 hp
ranger 8200 hp
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The Itraer Vius
# Apr 26 2005 at 12:43 PM Rating: Decent
We tried him last night with my non-raiding family guild.

We got him down to 14% before the repops got us. I was trying to mez them and down I went.

It wasnt even the level 60 named pops around him, it was the trash on the walls.

His G-Flux threw us into the adds and we'd run back and bring the adds with us. We'll retry him and get him. We wiped the first time on Nadox Inny too. Went back a few days later and kicked the "hate" out of him.
Duo
# Mar 19 2005 at 7:46 PM Rating: Default
Seen a BL/Cleric (being boxed) Duo this guy on Lanys!! Crazyness...
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SolRo pwnage
# Dec 09 2004 at 9:22 PM Rating: Decent
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51 posts
Downed on SolRo other day with 1 group.

Classes: 1) Shaman
2)Cleric
3)Warrior
4)Paladin
5)Necromancer
6)Beastlord

Cant think of how long the fight was but definatly not as long as some of u on this forum have guessed. Knockback was a bit of a agrivation though.
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AVATAR OF BEASTS , VETERANS OF SOLUSEK 4LIFE! ~ Biko Spiritlord of Solusek Ro

RE: SolRo pwnage
# Dec 26 2004 at 10:19 AM Rating: Decent
4 posts
Killed him a few weeks ago with:
1 warrior
1 chanter
1 druid
1 rogue
1 boxed bard
1 boxed cleric
Easy fight... took a little time tho
Re
# Nov 14 2004 at 10:12 PM Rating: Decent
2 posts
Took him down today with 18, one cleric and one Druid. Had the mt and rampage tank face him everyone else behind him. Was a fun fight took about 6 minutes.
Radiant Cure
# Oct 19 2004 at 9:14 PM Rating: Decent
I would assume RC would remove both the single, and AE curses. RC1 removes 9 curse counters, RC2 removes 12 and RC 3 removes 16.
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<Silent Legacy>
Radiant cure
# Sep 09 2004 at 9:51 PM Rating: Default
**
401 posts
Does radiant cure work against his single proc and AoE curse?
He drops
# Aug 25 2004 at 4:22 AM Rating: Decent
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51 posts
the shadow flame staff as well.
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Not hard
# Jun 11 2004 at 1:55 AM Rating: Good
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70 posts
The key to this fight is RGC and controlling your main and rampage tanks aggro. Keep MT behind him and keep him cured. Have at least one rampage tank also in the front and keep him cured. If you have extra people then get a backup rampage tank just in case MT gets knocked out of range. That way some other unfortunate soul doesnt get ramp and knocked into adds. As long as your MT and RT stay in melee range the fight is yours. Also since IV is permarooted I suggest you fully debuff him before engaging. Cant be slowed but you can at least resist debuff and cripple.
RE: Not hard
# Aug 09 2004 at 11:52 AM Rating: Default
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74 posts
Downed him last week with 17. We took care of adds, but didn't really need to. 3 clerics on rotation (all ended with plenty of mana), 1 just spammed RGC. Took about 10 minutes to take him down. Tried it again with someone who dual comps, they just used the second box to look through, didn't need RGC at all. took him with 14 that time. Took about the same amount of time.
1 group
# May 30 2004 at 1:59 AM Rating: Decent
3 posts
killed him with 1 group, fighting to him was harder than fighting him.
How to kill IV
# May 16 2004 at 12:24 AM Rating: Good
2 posts
My guild on the tribunal server took down IV tonight. We had 34 on the raid, average level was 61. MT had 8100 hps with all defensive aa's done. I was the RT, had 7521 hps. We had gone at him before, but failed. We also had 5 clerics. heres how you kill him:

1. Fight your way to him
2. Go into IV room and take out the left wall
3. Split the pulls ( we pulled 3-4 each time )
4. Move your raid to the rug, don't worry about the left wall, they won' aggro.
5. Assign curse removers. I dont know why you are all sayng that you NEED rgc, RC worked fine for us, we had 2 assigned, and I was using Crusader's touch to fix mine, only took two casts.
6. Once ready, set your MT behind IV with there backs to the tomb
7. IV should engage, for us our MT is a warrior, RT is a paladin, have the paladin stunning to get on rampage list, while warrior builds up aggro.
8. Once blinded, the MT and RT should be using there hot button for cures, once ready call assist
9. No one but the tanks will be getting the AE, so just put in the dps and dropp him
With 34 we dropped him in 5 minutes I would say. Easy kill, dropped the rune, the iceshatter,and some spells. VERY easy kill.. key thing is to have two people on removing the curses, worked like a breeze. I would suggest you use your shamans for remove curses, since he cant be slowed, they will be bored to death. Any curse removal works fine on removing it. Anyways thats just how we did it..Good luck!!
he will go down!!
# Mar 17 2004 at 1:10 AM Rating: Default
35 posts
my goal is to kill this guy with 12 or less people. i will do it some day, WITHOUT EP gear either:)

http://www.magelo.com/eq_view_profile.html?num=623495



Edited, Wed Mar 17 01:11:02 2004
RE: he will go down!!
# Mar 17 2004 at 1:04 PM Rating: Default
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166 posts
We have done this guy with 8 before we killed RZ. So 12 is really doable.
Itraer Vius Tactics
# Mar 12 2004 at 11:21 PM Rating: Excellent
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74 posts
We just finished this guy off tonight (thanks to Lehosh and all of CK/HaN on Karana), and while all the information provided here is accurate, I thought I would collect of it and our own experiences into a guide to taking on Vius. We didn't experience a single death out of 21 of us, and we never had a single add during the fight following these tactics. All references to direction are assuming you're facing the Itraer Vius

First, clearing the trash mobs out from the front of the room is a fairly simple process. Clearing out the guards around Itraer Vius, not the mobs on the East and West wall, should be pulled and dealt with. Since they have an extremely long spawn time (I believe 4 hours), you will have plenty of time to fight the Itraer. These mobs need to be finished off first.

Ignore either the West or East wall MOBs. Move your entire group along one wall, dealing with those MOBs, and head directly into either the South East or South West corner. Proceed to debuff the Itraer, as he is perma rooted and can be mem blurred to take you off his rampage list. Once debuffing is complete, send in the Main Tank. He should stand between Itraer and the Throne/Wall. This insures that he does not get knocked back when blinded. The Rampage Tank should stand directly behind Itraer. Even if Blinded and Knocked back, this knocks him into the center of the room where he will not aggro either wall.

Once this setup is complete, you could theoretically duo the Itraer to death. No adds will come from the walls. Once you have this setup, everyone simple brings more DPS to the table. Additional tanks should set themselves up on either side of the Main Tank or Rampage Tank, again to avoid knockback into the side walls. Everyone should have a Hotkey set up they can press when they are blinded. Remove Greater Curse is ideal for dealing with the blindness, and our group had a Shaman chain casting it on the Main Tank.

The Itraer Vius can also be stunned by the high end Paladin line of stuns, so if you have a Paladin that would like to tank, chain stunning is a good way to lock aggro.

Hope this helps!
Single groupable ?
# Feb 22 2004 at 1:06 AM Rating: Decent
Scholar
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98 posts
Can this guy be single grouped? :)

Hmm, just checked his used effects, sound fairly nasty, how tough is he compared to say, a BoT tower boss?


Edited, Fri Feb 27 11:59:16 2004
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RE: Single groupable ?
# Oct 07 2004 at 10:04 AM Rating: Decent
11 posts
tried him yesterday with 8...didnt even get up to him the respawn of the mobs in the hall on the way to him is too fast, Hassen said the respawn of the mobs around him was about 4 hours...how does that make it entirely impossible to get not get an add, or maybe i just read it wrong, i was boxing the ramp tank which was a paladin and we had a 13k warrior for tank...pretty sure if we got to IV we could have taken him out regardless of the stun/knockback, going to try again now that i actually know the encounter as opposed to yesterday when we were doing it on the fly, it was pretty fun either way though, thanks for the info =)
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RE: Single groupable ?
# Mar 12 2004 at 11:13 PM Rating: Decent
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74 posts
If you have a good hour and a half, he could be single grouped. See my tactics post above for the specifics, but essentially it's entirely possible to fight Itraer without ever getting an add, and that means he could even be tanked to death by those with enough patience.
RE: Single groupable ?
# Mar 07 2004 at 5:19 AM Rating: Default
He's tough, probably not 1 groupable. He has a lot of HP and he has a knockback and a blind.
RE: Single groupable ?
# Mar 11 2004 at 10:37 PM Rating: Default
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497 posts
Yeah, I'd say 2+ groups of EP+ geared people, roughly. Hard to say, though.

The blind and knockback is a pain.
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Last night
# Feb 18 2004 at 5:09 PM Rating: Default
Downed on Stormhammer, around 15 people. VERY long fight.
encounter
# Jan 23 2004 at 10:21 PM Rating: Decent
Just downed him with 29 people on Veeshan. The fight lasted about 15 minutes. IV doesn't hit hard, and is slowable.

The most important thing about this is keeping the repops off of the healers. Someone earlier suggested 1-2 tanks ready to jump off IV and tank. Use 4 tanks to off tank and get the mobs slowed asap. Keep the DPS on IV and you'll be fine.

IV dropped Vex Xi Vius and the Ripcracker.
RE: encounter
# Jan 28 2004 at 1:41 AM Rating: Decent
31 posts
mostly right, but he is NOT slowable, so don't bother trying, you will get the "immune to changes in attack speed" message.
Rampage
# Nov 13 2003 at 5:07 AM Rating: Decent
Ok here goes

This is how rampage works:
Tank is best person to start rampage list with so he is not the rampage tank

Rampage list works this way the very first person to do damage is first on list (however is not the person who is rampaged on).

You would do well to have a secondary tank who can take a few hits to shoot said mob BEFORE casters start debuffing crippling etc.... as the very next person to do anything to the said mob is going to be second on rampage list and therefore going to be the person who gets rampaged on one thing you may want to consider is the rampage tank is EXTREMELY important he stays alive because it may be 2 Shammies who were trying to get the slow off on him after first rampage list was set and they are next in order because after your rampage tnak goes down the said mob just starts picking his way down his list eating away all your dps and soon you wake up looking at the soul binder in pok wondering what happened.
One more thing Aggro list and rampage list are completely seperate fegn death dying nothing moves you on rampage list except your location mob will hit highest person on rampage list who is withtin melee range or very close.

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RE: Rampage
# Aug 07 2004 at 1:08 PM Rating: Decent
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190 posts
actually... dieing does take you off the Rampage list. So does Fading memories.

I would imagine (though I don't know for sure)that FD does as well if you stay FD for 2 minutes. I do know that if noone else is on the Rampage list and you FD the rampage list will reset, allowing a monk to avoid being the RT by pull a mob, FD, then letting the RT tag while he's still FD.

Rampage hits the highest person on the rampage list who doesn't already have aggro. So your puller (for mobs that can be pulled) will be your initial RT, unless you do something to set it differently (using FD/Fading memories)
Re: Some info
# Nov 06 2003 at 4:40 PM Rating: Decent
Well,we had 2 65 warriors,3 60+ clerics,a 65 monk and a bunch of others.We had about 24 people last night,20 were 62+ and the rest were 54,53,49,and another 54.We got wiped on the floor by him.Got him down to 90%,next thing I know,I was summoned (me being a 54 druid) and blinded and when I finished loading,I asked if we got wiped,my response was answered quickly by a yes,so,that's not much of a good strategy,I like the "BLIND" part though
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Some info
# Nov 02 2003 at 3:58 AM Rating: Good
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126 posts
Not slowable by any slow
Has about 400K hps
Rampages a lot (seems like the first person to get agro aside of the MA).

Good tactic is
Have 1 person on remove curses (to cure blindness) - [make sure to tell people NOT to move when blind, just say BLIND to be cured]
Have 2 clerics healing on a 8-12 second rotation (2 so they don't run out of mana, fight takes so long) and 1 spot healer incase.
Have 1-2 tanks be ready to jump off IV to tank the adds which seem to be on a 8 minute respawn time. 1 healer/slower assigned to assist on adds
The rest on DPS on IV or filler.

With rampage it helps to have someone sit near IV so when tank pulls you can get rampage set (it wont change unless the person FD's or dies) - better to pick who then have it on a INT caster or cleric.

Not certain on the rampage info, just what I've seen & heard. Also IV does a curse with the following effect
Decrease Hitpoints by 100 per tick
Decrease HP when cast by 500
Decrease STR by 100
Increase Curse Counter by 9
(means it takes 2 castings of remove curse or 1 of remove greater curse)

Hope some of this info helps.
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RE: Some info
# Nov 07 2003 at 10:06 AM Rating: Good
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101 posts
Quote:
Rampages a lot (seems like the first person to get agro aside of the MA)


Erm yes, thats how rampage works. Unless its AE rampage in which case he hits everyone. Mobs such as the Overseer in Tactics, or Fennin have AE rampage.

Setting up a rampage order is important on mobs that hit hard and rampage frequently, some need a 2nd rotation entirely to keep the rampage tank up. Your rampage tank will be whoever aggros the mob first - normally the puller. Should that tank die, your next rampage tank will be whoever aggroed IV next (but not the MA). If you don't deliberately setup this order, chances are your healers will be next as they will have healed the MA or puller soon in the fight to keep him alive. It is as important, if not more so to keep the rampage tank alive than the MA. If the MA dies a 2nd warrior can step in and take over, with rampage its a fixed order.

Death does not remove you from the rampage list. So ressing back up your rampage tank is both good and bad. You get a tank back on rampage instead of healers, but hes naked and unbuffed for a while.
Spawn time
# Oct 28 2003 at 9:50 AM Rating: Default
2 posts
Could anyone please post the spawn time?

Thanks.
Rampage Position
# Oct 02 2003 at 12:05 PM Rating: Decent
We used a Ranger as rampage tank. Built aggro by repeatedly casting snare on him.

After MT calls for assist ranger went to back wall with the other melees.

Is this correct placement?

Should ranger attack? or just stand there and call out RAMPAGE when it happens?
RE: Rampage Position
# Oct 17 2003 at 10:49 AM Rating: Decent
18 posts
Took this mob down two days ago. Had a raid force of about 20 with an average level of 63. This mob can be difficult because adds come from everywhere. The loot was great. Dropped KEI, lucid shard, a glowing orb, and a couple of weapons. It was a great fight. I have no idea how many hit points the mob had. I was nukeing for 1706 per blast and it wouldnt even take off more than 1% health. If you are looking for fun, this is a great mob to play with.
Casters usually go to the back and the melees stay off to the side.-
Venerable Rakiman
63 Druid of The Guard
TP server

Edited, Fri Oct 17 11:36:30 2003
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Rakiman
65th Druid TP server
RE: Rampage Position
# Jan 11 2004 at 1:49 PM Rating: Decent
You can take this fellow down with one group. What you need is a tank, a rampage tank, a cleric, a MAGE, and 2 dps.

When you get to the room IV is in, you will see a hall with IV at the back end of the hall. There are mobs lining both sides of the hall. You work your way down the right side of the hall and position everyone other than the MT and the rampage tank behind that little mirror-like thing in the far right corner. Then you send the tank in, and as soon as he has aggro, you send in the rampage tank (who should try VERY hard to never get aggro otherwise the cleric may end up being the rampage tank and while the cleric can handle the dmage most liely, the knowckback can screw you).

Placement is important because you will be knockedback into a bunch of mobs if you do not attck with your back to the throne (the throne will keep you from being knocked back). The cleric needs to have remove curse otherwise the tank and rampage tank will be fighting blind the entire fight.

This method will work but can take a LONG time. The mage is necessary to COH anyone other than the MT or rampage tank if they end up on the rampage list or get knocked back into a buncha mobs (COH will clear that aggro).

Well good luck, this guy has a LOT of HP, regenerates at a decent rate and will take up to half an hour just for the main fight if you only have one group.
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FOM, you are obviously not pulling fast enough.
AE spell
# Aug 29 2003 at 3:50 PM Rating: Default
9 posts
Shadow Fog
RE: AE spell
# Sep 23 2003 at 10:04 AM Rating: Excellent
Scholar
24 posts
It's not Shadow Fog. It's Itraer Vius Touch. Shadow Fog is easy to resist. Itraer Vius Touch is not resistable.

For reference: Itraer Vius Touch

For Additional reference, her other AoE is:Touch of the Mistress

Edited, Tue Sep 23 11:03:17 2003
Weak
# Aug 11 2003 at 3:02 AM Rating: Decent
Scholar
*
70 posts
One cleric can easily keep MT alive on this guy, the hardest part is trying to keep people from flying all over the place and getting adds.
AUgust
# Aug 08 2003 at 10:34 AM Rating: Default
*
210 posts
Droped 2 x cleric spell hammer of souls
____________________________
Ranger Serano
http://www.tribalfury.org
RE
# Aug 06 2003 at 12:14 AM Rating: Default
33 posts
Update. =O

Average level 60 or 61, 35 people or so. bard pacci'd all the mbos around. Not a single death, or a single add. Flawless.
____________________________
Narril Marquis
65 Storm Warden, Vazaelle
http://www.appotusdominus.org
http://www.magelo.com/eq_view_profile.html?num=425134
RE
# Jul 20 2003 at 2:51 AM Rating: Decent
33 posts
Hehe. /wave Serano

We tried him 3X with around 40 people each time...avg level 59 on this raid. Got him to 3$ on the second fight, other 2 didn't go so well. Problem was the adds wiping out the healers first time. Second, I was LD. Third, adds dropped healers/took up resources. Like the first.
____________________________
Narril Marquis
65 Storm Warden, Vazaelle
http://www.appotusdominus.org
http://www.magelo.com/eq_view_profile.html?num=425134
#Elvenwalker, Posted: Jul 20 2003 at 2:15 AM, Rating: Sub-Default, (Expand Post) .i. IV
IV kill
# Jun 25 2003 at 7:36 PM Rating: Decent
2 posts
Did him today with 10 characters and 4 people. There's a spot that you can use to keep his knockback from throwing you. Used a 65 warr to tank and 65 monk for rampage. Other chars were 62 monk/65 rog/65 cleric x2/ 65 sham/ 65 chanter/ 65 bard/ 65 druid. He dropped some spells mask, melee range item. and orb. Took like 20 mins or so but he went down pretty easily and the clerics were both around 80m when he died.
number of people to take down
# Jun 18 2003 at 2:56 PM Rating: Decent
6 posts
this guy was dropped by 14 people on tunare only 1 cleric but he went down had rune and iceshatter and collar as loot ( and the little orb thingy)
____________________________
Amirra
lvl 19 rdm
9 whm
# Paladins = ownage?
# Apr 12 2003 at 9:15 PM Rating: Default
**
401 posts
How many Paladins are needed for this fight? It seems like they are VERY desired not only for Slay Undead but for the spell remove greater curse. Very very interesting but how many are recommended minimum?

-Matthyas Lionheart
Officer of the Sigils
Innoruuk Server
RE: # Paladins = ownage?
# May 19 2003 at 4:21 AM Rating: Default
*
53 posts
Friend of mine told me 6 or 7 peeps with Remove Greater Curse were required for IV. Of course, that was a from a not entirely 65 guild with tons of AA... Merely an example.
____________________________
Brother Shinsei
65th Circle Transcendent of the Celestial Fists
The War Council
Saryrn
http://www.magelo.com/eq_view_profile.html?num=96665
RE: # Paladins = ownage?
# May 25 2003 at 12:21 PM Rating: Default
mmm we have no RGC in guild, and only have 1 or 2 pallies with SU in raid, but still we can bring this guy down np with about 30ish people.
so 6 or 7 with RGC is somewhat overpowered )

o we're no all 65 guild as well.

Roxas Nitehowler
60 warder of illumanati
MM
____________________________
hunter Roxas Nitehowler
Plainswalker of illumanati
MM, EQ

hunter Roxas
WoW retired
RE: # Paladins = ownage?
# May 20 2003 at 6:07 PM Rating: Decent
**
401 posts
Oh is this guy undead?

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