Sammath Gul (SG)

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Hardric
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Re: Sammath Gul (SG)

Post by Hardric » Wed Jun 01, 2011 3:16 pm

The Oils thing is just splitting hairs. Sounds like what you really need there is a decent captain :)
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nostborn
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Re: Sammath Gul (SG)

Post by nostborn » Wed Jun 01, 2011 3:22 pm

i always believe a cappy and an RK for heals are awesome, the cappy brings the group heals the RK lacks, even though its splitting hairs be fun to try it
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Balthelion
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Re: Sammath Gul (SG)

Post by Balthelion » Thu Jun 02, 2011 1:57 am

Alagossir (2nd boss) is more (slightly admittedly) vulnerable to light (and westernesse for that matter) than fire.

Urchir (1st Boss) being of a fire nature is highly resistant (possibly even immune) to fire based attacks.

2nd boss is a pain to heal, even on minstrel, the key is to have a good group that doesn't get hit by lightning all the time (Once per wave as a MAXIMUM)
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nostborn
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Re: Sammath Gul (SG)

Post by nostborn » Thu Jun 02, 2011 8:41 am

1st boss is totally resistant to fire, none of my RK fire skills will damage at all
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randiri
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Re: Sammath Gul (SG)

Post by randiri » Thu Jun 02, 2011 10:58 am

well first boss (fire boss) isnt immune to light
sorry if my spelling sucks

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Re: Sammath Gul (SG)

Post by andrac » Thu Jun 02, 2011 12:40 pm

2 boss indeed is a pain (for healing). From all bosses this one make me use sometimes Fellowship Heart. I was lucky to have all the runs a good team and because of that we never wiped (actually never died in my party) but i never did SG with PUG so i dont know if i will be so confident all the times.
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Re: Sammath Gul (SG)

Post by nostborn » Thu Jun 02, 2011 12:56 pm

last time i did SG (healing) was the first time i healed the 2nd boss on my own without my cappy safety blanket that i crave. But to be honest i did only have 4 people to heal including myself due to mistakes madee and an annoying crit with the first lot of lightning.
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Aedfrith
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Re: Sammath Gul (SG)

Post by Aedfrith » Thu Jun 02, 2011 1:00 pm

Look on the bright side, that meant we took Alagossir down with 4 people :D
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Re: Sammath Gul (SG)

Post by Aedfrith » Wed Aug 24, 2011 8:46 am

Just ran SG v smoothly, bar one silly pull in first boss room.

We all know champs are clobber-bots, but so are wardens with The Boot. Having 2 interrupt-bots (2 wards, 1 ward/1 champ, 2 champs) *really* helps. But that's not the main point of this post.

Our kin keeps wiping, not on the bosses, but on the trash pulls, particularly where multiple Guldur Loremasters are involved. Good thing we had wise old Uncle Eggie on the run who made us aware of some key mechanics - I hope I remembered these right.

* A character with a HoT on automatically gets aggro.
* Guldur Summoners will not summon a ghost if they can't see you.
* Brutes can be knocked down from stealth before their shield goes up (e.g. via warden's Ambush from stealth, or burg trip).

Hence the tactics we used were:
- Group hides round the corner against an inside wall so as not to be punted
- Group nominates a puller
- Cappy, RK or mini sticks a HoT on the puller
- Puller mass pulls via AOE range (e.g. Javelin of Deadly Force, Rain of Thorns)
- Group CCs Guldur Sorcerers or Summoners
- An interrupt bot boots each Loremaster
- Burn the other sorcerers (and hence the Brute) down in a group.

The 5-sorcerer pull before Goro that is done usually with a champ horn became an utter breeze when hiding round the corner; one mob at a time would come, and often bug out.

Anything to add, Eggie?
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Balthelion
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Re: Sammath Gul (SG)

Post by Balthelion » Wed Aug 24, 2011 11:56 am

Aedfrith wrote:The 5-sorcerer pull before Goro that is done usually with a champ horn became an utter breeze when hiding round the corner; one mob at a time would come, and often bug out.
Because you were naughty and did an illegal exploit ;)
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