Sari-Surma (SS)

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Balthelion
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Sari-Surma (SS)

Post by Balthelion » Wed May 11, 2011 10:58 am

Post your requests for help & advice or tips and tricks here
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Re: Sari-Surma (SS)

Post by nostborn » Wed May 11, 2011 1:11 pm

When you kill a bear matron and the spirit comes, DO NOT attack the spirit, ignore it, so no AoE and it will just disappear and not attack anyone. just be careful with the cubs that are left to only single target them after the spirit comes.

in the 1st boss fight make sure when you get the blue frost debuff you move away from the group and the healer and cappy need to give you all the heals they can to keep you up (shouts "embrace the frost" i think)

2nd boss - Make sure you move away from him when he shouts "now you will all die" and remove the corruptions on the boss when he gives the eye out to a random member (cant remember what he shouts at this one), remember HM for this is fairly easy although long winded just be patient and keep agro off the healer.

3rd boss, helps if you have a burg for trip(dont use the cj but use the stun it gives) this gives you time to nuke the first guardian, then the 2nd after it wears off. If no burg in group then kite them, stay away from them as they have massive Knock backs (2 hunters in burn hot are good to kill guardians quickly). during phase 2 of the boss fight the boss doesnt hit as hard but remember to stay near a rock as you will have to move behind one for almost everything he says, he will also steal a random member of the groups powers. For this kill the spirit quickly, especially if its the healer (personally when he steals my power he spams vivid imagery AoE Stun).
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Re: Sari-Surma (SS)

Post by Balthelion » Wed May 11, 2011 3:21 pm

Tip: Burglars can use HIPS when drugoth attempts to steal their powers. This will cause him to give up. You can then continue DPSing him like mad until the next time he tries to steal a fellows skill. In theory this should also work for all Feign Death type skills.
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Re: Sari-Surma (SS)

Post by Balthelion » Fri May 20, 2011 10:11 am

Burglars can conjunction the caerogs on HM. You can then use this stun time to annihilate most of the caerogs health.

Burglar-based HM Tactics:

+Captain takes one Caerog to kite (Threatening Shout > Noble Mark)
+Burglar opens with a cj on the other, hunter should be in strength throughout, and will hopefully have agro after. Then just finish him off.
+Repeat CJ on 2nd caerog.
+Drugoth fight then continues as normal.
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Re: Sari-Surma (SS)

Post by Balthelion » Mon May 23, 2011 9:39 am

Hunter-based Drugoth HM Tactics:

+Have a hunter sneak round the left hand side and go past the 2nd Rune Pillar. They should then target the furthest Caerog (the "Right" one as you enter the arena). Use Strength Stance.
+Tank can then start the fight.
+ Hunter should pew pew to get agro on their caerog, which will slowly make its way across the arena. Hunter should then agro the other one off the group, and attempt to kite both round the back of the runes. The one being DPS'ed should be hit a lot to maintain / build agro. Keep it up till they die.
+Champion can force taunt kite a caerog in the other direction temporarily if things get messy.
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Re: Sari-Surma (SS)

Post by Balthelion » Mon May 23, 2011 9:43 am

Drugoth's Arena-covering Ice attack "Those I see shall remain where they are / freeze quivering mortals" etc doesnt require you to be directly behind the runestones. You can stand slightly to the side of the rune and carry on ranging him, as long as you are clearly behind the rune in terms of distance to the boss (forwards-backwards axis).

NB: This was behind the right-most rune as you look from the entrance. Whether it works on the closer runes is not tested.
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Re: Sari-Surma (SS)

Post by Balthelion » Mon May 23, 2011 3:54 pm

Captain-based HM Tactics:

+A Captain can go hide by one of the runes (move carefully round the edges). When the fight begins, Threatening Shout > Noble Mark the FURTHEST Caerog, and slowly kite him around the edges (re-use Threatening Shout as often as possible)
+Don't let the Caerog get in melee range or you'll "...take a little tumble off a cliff."
+The rest of the group can a) Hunter tank-kite (as above in hunter tactics), or b) tank him in the entrance where (in theory) its impossible to get knocked off.
+Nuke rogs, get on Drugoth
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Re: Sari-Surma (SS)

Post by nostborn » Mon May 23, 2011 4:06 pm

In regards to the above captain kiting tactic, i have seen this done very smoothly with 2 hunters both going burn hot and nuking one of the guardians, that guardian is down before the other one really causes issues (The two hunters were at the time trying to out do each other on dps).
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Re: Sari-Surma (SS)

Post by Balthelion » Thu Mar 07, 2013 3:05 pm

Post-Update 10 & Scaling Notes

The instace is pretty much identical to how used to be, beside the points below.

All trash is as it used to be, and same tactics apply.

Coldbear feels a lot easier. The only change was instead of a red shield effect (eg, SGH Brutes), he now gets the swirly blue shield effect as seen on thigns like a Daywalker Berserker Lieutenant in skirmishes. Blue Ice Cloud thingies still exist and require the healer to spam heals as always on the victim (who needs to be 7m+ away from anyone else when it ends, or he causes massive damage to his fellows).

Osan fight has changed slightly. Before, you had to kill all 4 lieutenants before Osan, in order to preserve the challenge quest. Now, the lieutenants are a requirement in the fight. If DPS on Osan gets too far ahead of the proportion of trash killed, he gets total immunity to damage, so you can't just ignore adds and nuke him. Adds seem to appear at boss morale thresholds, so its just a steady progression of kill adds > dps boss > rinse/reeapt. All the usaul boss mechanics here still apply (Blue Eye Corruptions, every 5 adds killed boss goes crazy melee attack)

Drugoth fight on T1/T2 NM is pretty much the same as before.

Challenge is murder however - You are not allowed to kill the caerogs until after Drugoth dies :twisted:
Kiting them back and force across the entrance-side wall seems to work well with their slow movement abilities (great for a captain to do). Just make sure to swing wide at each end so you don't get in the caerogs melee. Not too wide taht you move them to the boss/group mind you. Eggy did seem to find a cheeky LoS exploit by playing peekaboo behind a rock though.

Other than the challenge, the only diffence in this fight was the Drugoth's ice shard attacks where you need to hide. Previously, as long as you were outside of the semi-circle by the rocks, you were usually okay. Now, theres a small white square hotspot behind each rock, which you MUST be in without exception, or you will be hit.
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Re: Sari-Surma (SS)

Post by Grim » Fri Mar 08, 2013 1:21 pm

WHAAAAAT!? DONT KILL THE CAEROGS!?!? :o
Grimhelmd - 75 Guardian
Turrion - 75 Captain
Tergon - 75 Loremaster
Terrann - 20 Warden
Grimthryd - 20 Champion
Grimharl - 9 Minstrel
Grimfoil - 1 Burglar

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