PhoenixMatrix Posted April 16, 2012 Share Posted April 16, 2012 So we've been tackling EC hardmode yesterday. The mechanics are fairly manageable with a bit of practice, and we can get them down to 12-15% without deaths. However, enrage kicks in there and its more or less over. Looking on youtube, I see two scenarios. 1) 4 ranged damage dealers, staying out of range except for the mechanics that require you to be closer, healers stay there too, switch target to even things out near the end, totally trivialize the encounter as only the tanks take much damage for 90%+ of the fight. 2) 2 ranged, 2 melees. Melees are always on Toth, tanks swap when jumps occure so melees dont have to move much. Ranged stay out of the deflect damage debuff on Zorn, so they can always attack, and melees can attack as soon as Toth is back to them. Ok, good, cool. But if you have a mainly melee group (3 or more), are you screwed as far as enrage goes (because they have to sit out of attacking zorn for a bit), or is there a strategy to handle this? Thanks~ Link to comment Share on other sites More sharing options...
VulcanLogic Posted April 16, 2012 Share Posted April 16, 2012 If you have three melee in the 8 man group, you're going to have to rotate melee between Toth and Zorn. Have one melee start out on Zorn, and the one ranged. When the debuff occurs, one of the melee on Toth switches to Zorn just like the tank does, and the melee with the debuff moves to Toth. When the debuff is placed on the second melee, have the third rotate in on Zorn as the debuff slightly outlasts the timer on the jump. Then repeat. Link to comment Share on other sites More sharing options...
filadfilad Posted April 16, 2012 Share Posted April 16, 2012 My guild did z & t on 16 m story with about 6 or 7 melee. We just kept melee on t and had them dodge his berzerk smash. I (sorc healer) managed melee heals and toth tank with no issue. Just a matter of being quick on the switches. Link to comment Share on other sites More sharing options...
Glorionn Posted April 16, 2012 Share Posted April 16, 2012 SM is not HM. Link to comment Share on other sites More sharing options...
filadfilad Posted April 16, 2012 Share Posted April 16, 2012 Im quite aware of that but many of the sm mechanics are the hm mechanics in the 16 m. Therefore itb is a valid comparision for strategy concerns. Link to comment Share on other sites More sharing options...
VasekS Posted April 16, 2012 Share Posted April 16, 2012 We killed them with full melee setup in 8man HM. The trick to make it work was to get a little bit further from Zorn, before Toth jumped to him, as sometimes it killed us even when standing on max range. Therefore the uptime on Zorn was smaller than on Toth, so we saved all CDs (bloodthirst, adrenals, relics) for the part where we swapped to Zorn. We have always divided 2 and 2 melee (3 maras and 1 SI assa). Besides that, it is not that difficult fight (we were all full rakata obviously). Link to comment Share on other sites More sharing options...
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