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View Full Version : What happend to Halls of Fate?


Ama
03-18-2006, 11:46 PM
<div>I'm kind of curious what has happend to the halls of fate right now.  I went in there yesterday with a rock solid group had no problem but left when we got to the first named.   We did pretty good having a solid tank and all.  However I went in today with a good group having a level 67 bruiser as the tank.  The guy had a whooping 70% avoidance since he had mega agi I thought we would be ok.  Amazingly I was totally wrong and he got nuked inside of 2 hits.  </div><div> </div><div>Did the HoF recieve a boost much like the vaults with the erudites?</div>

Mjollnyr
03-19-2006, 12:32 AM
<div></div>What class was your first tank,  i'm guessing plate of some sort.Brawlers require a bit more effort to tank Halls.  The mobs have a melee base spell, Brutal strike.  You resist it based off your melee mitigation, dont ask me why, its just how it is.  These spells are also nearly instant cast, and ranged.  Plate tanks tend to resist them more, due to high mitigation.   This skill is effectively a crush (or is it slash/pierce?) based ice comet.  It can hit HARD,  and often twice in close succession, since both mobs in the encounter have the ability.Brawlers can tank halls np,  it just requires more work then a plate tank.  Shamans assist greatly i think.Halls is a tough zone, the mobs hit hard.  It also gets immensely easier once you get a few levels, and the mobs start to turn blue.Edit: realised now, that i had vault instead of halls.  whoops<div></div><p>Message Edited by Mjollnyr on <span class="date_text">03-18-2006</span><span class="time_text">07:30 PM</span></p>

Ama
03-19-2006, 12:58 AM
<div>Our last tank for HoF was a 66 to 67 something paladin I believe.  He had no problem tanking in there with our 65 paladin in group he got nailed 2 times and went down hard.   I was just in there with another group a level 70 berserker with solid 66+ power and we still had trouble with the lower area.  A level 71 named kick the snot outta the tank in 2 hits with the Sothis dragon being very powerful as well.  The Doomwing Centurion guys were also mega powered as well knocking alot of us back with AEs and knocking me down to 1/4 health with 1 blow.</div>

KnowH
03-19-2006, 04:45 AM
<div></div>If you left at the first named before, you never got to the Centurions.  Those mamma-jammers can 2-shot any tank if the healers are slackin'.

Mjollnyr
03-19-2006, 05:33 AM
There are a few topics about HoF.The others bring up some of the problems.  Mobs 1-2shotting high level tanks.  Its all related to a debuff some of the mobs use.  Basically it turns your high level tank, into a high level naked tank.  Massive debuff to mitigation.  Gotta be on the ball for those trauma cures.More details can be found in the other HoF topics <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>

Ama
03-19-2006, 09:51 AM
<div></div><blockquote><hr>Mjollnyr wrote:There are a few topics about HoF.The others bring up some of the problems.  Mobs 1-2shotting high level tanks.  Its all related to a debuff some of the mobs use.  Basically it turns your high level tank, into a high level naked tank.  Massive debuff to mitigation.  Gotta be on the ball for those trauma cures.More details can be found in the other HoF topics <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div><hr></blockquote>Unfortunately we weren't slacking off and I saw no major debuffs on our tank.  I'm just really wigged out anymore that people have to have ungodly armor and stats to make it through some of these dungeons anymore.   I mean my level 52 SK would have died 10x over if he wasn't decked out in legendary gear along with adept III, master I and Master II spells.   Kinda seems sad really when you have to be that powered up just to take on some of this stuff.

TerriBlades
03-19-2006, 11:06 AM
<div></div><blockquote><hr>Amana wrote:<div></div><blockquote><hr>Unfortunately we weren't slacking off and I saw no major debuffs on our tank.  <font color="#ff0000">I'm just really wigged out anymore that people have to have ungodly armor and stats to make it through some of these dungeons anymore.</font>   I mean my level 52 SK would have died 10x over if he wasn't decked out in legendary gear along with adept III, master I and Master II spells.   Kinda seems sad really when you have to be that powered up just to take on some of this stuff.<hr></blockquote></blockquote>Im sorry, but here is where I have to disagree with you. Now call me spoiled if you like ( my guild has some of the best tanks that Ive ever had the pleasure of playing with ), but last night myself and 2 guildmates were looking for a tank.. we ended up picking up a 66 Pally, we had a 65 Templar and a 68? Fury, a 70 Illussionist, a Wizzy (cant recall the level) and myself a 69 Ranger. We should have been able to do the HoF with ease with 2 healers, this was in fact NOT the case. Our group must have wiped 5 times on that first named, the tank just wouldnt stay up on that encounter. We eventually DID in fact get past him, but on that encounter the tank dropped like he had the previous 5 times, and I went into a defensive stance and began tanking. It seemed to me that the healers no NO problems what so ever keeping me alive during that battle. They even managed to find the time to rez the tank while we finished off one of his friends. So why was a ranger 3 levels higher then the tank able to stay up? It wasnt my gear... Avoidance? Sure... if he wasnt hitting me Id agree with that, but he was...

Eet
03-19-2006, 11:52 AM
<div></div><div>You are complaining because two healers does not automatically equal an easy victory? Perhaps you need to level or change your strat.</div>

Zelyi
03-19-2006, 07:39 PM
<div></div>I for one love this zone. It is by far the hardest instant i have played in this game and makes it challenging. I like the fact that regardless of group make up and gear you can wipe at the simplest of mistakes. I am a 69 coercer and i have a blast every time i get to play in here. For this zone you do need skill its that simple.. your healers have to be on the ball , your team mates cant be wondering off agroing crap , your  dps have to know how to manage agro , so as to not bring the mobs near the healers for a random brutal strike that will drop one of them.  There needs to be more zone with this lv of difficulty imo as it will make game play much more enjoyable. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> 

Facedown
03-19-2006, 09:29 PM
I usually dont bother doing pickups because, the tank doesnt have over 4,500 mitigation, or over 10k hp.Both make the zone fairly easy.<div></div>

t0iletduck
03-20-2006, 01:03 AM
I agree, this zone is a blast and I love the challenge. I have yet to try it with a pajama tank though. I've always had a pally, zerker, or guardian tanking it. I try to avoid pickup groups here as everyone has to be paying attention and you need a tank that is well equipped.As for the centurions, one thing that works well and is almost amusing is have a scout pull one with a snare. As the mob casually strolls in, you can land debuffs before the tank rips agro. This helps a ton to stablize healing as the initial damage will be a lot less.  Also be sure the tank is backed up to something to prevent the joy known as knockbacks.I'm loving the fact that kos has instances that are still challenging even with a 70 tank. Sure it makes HoF easier, but its still easy to wipe if people arent paying attention. I can't sleepwalk through these instances unlike the dof ones where i barely had to cast a heal.<div></div>

Jam
03-20-2006, 04:03 PM
<div>You don't need a fully decked out tank in fabled to do this zone, but I guess it helps. I still have mostly cobalt armor with a few legendary and treasured upgrades I have found off group content in KoS and we were able to get to and kill the first named by the table, sadly the second level 71 named you wake up was a bit too high at 65.</div><div> </div><div>We did have a chanter for the first named you meet which helps as you can mez the two adds in the encounter, first named appears to be un-mezable I think.</div><div> </div><div>The trick to this zone is curing the mit debuff as quickly as possible you do not want your tank to take more than one hit with the mit debuff on him.</div><div> </div><div>Saying that, I still came out of the instance naked as my armor fell off me after so many deaths :smileyhappy:</div><div>but really enjoyed the challenge can't wait to go back and see the rest. </div><div> </div><div>Also when you see a machine holding down a monster with a switch saying "turn off", it's never a good idea to swtich it while fighting a named as we painfully found out!</div>

Kizee
03-20-2006, 07:18 PM
<div></div><p>A group of guildmates did that zone for the first time last night and had a blast.</p><p>Really really fun zone and you need to be on the ball. Kudos to SOE.</p><p>I hear that some nice loot drops there but we got skunked up to the drake pit and whiped in the room after since we had a bad pull and got a couple mobs at same time. We called a night because it was getting late but I really look forward to going back.</p><blockquote><hr>Jamen wrote:<div>Also when you see a machine holding down a monster with a switch saying "turn off", it's never a good idea to swtich it while fighting a named as we painfully found out!</div><hr></blockquote><p>:smileyvery-happy:</p><p>I hear that! We just got done fighting and wern't full mana when the mystic goes up and clicks the off switch....lets just say we won but it was an intresting fight. :smileytongue:</p><p> </p>

electricninjasex
03-21-2006, 01:05 AM
When our group dwindled to nothing deeper in the zone, me, a healer, and one of our illusionists were having a blast trioing the centurions, nameds, and surrounding stuff.  And it was great adrenalin, because stuns and mezzes didn't work and if you mismanaged your roots even a stitch you were gone.  Until the healer had to leave, and we wiped and had to revive at the beginning... right at the entrance there were the respawned mobs that one-shotted us at a distance with the brutal strike and that was no fun. But oh well.<div></div>

Lodor
03-21-2006, 02:29 AM
<div>Stuns work in there.  Only mezzes dont on named and some of the main droags but every other cc spell lands.</div>

Ddrak
03-21-2006, 02:42 AM
The scout mobs in there case Debilitate on the tank, usually on pull. This shows as a trauma icon under the tank's name and if you don't cure it before they next hit (or worse, use Vanquish) your tank will die horribly. This is more than likely what most people complain about tanks getting one-shotted because it can happen really fast if you get unlucky.Basically, curing trauma is the #1 priority even if you have to interrupt a heal to do it. If your healer isn't paying attention when scout mobs are incoming then you're screwed. People saying they "didn't see any major debuffs on the tank" quite often mean they only saw this innocuous single trauma icon and assumed the tank was fine...Dd

Wabit
03-21-2006, 02:57 AM
<div>HoF is basicly something i do when i'm bored...  its a time sink...  was a fun zone the first couple of times in but after having a few different quest lines go threw there it gets old...  nothin is too terribly diffucult about the zone, first time we cleared it i had a warden as my only healer...  and yes dispatch + debilitate took my mita to like 139...  just have your healer know that cures are more important than heals for the brigand mobs...</div><div> </div><div>the zerker mobs, just stun the heck outta them...  if they can vanquish they are [Removed for Content]...</div><div> </div><div>take a good group...  this is as much of a pickup group zone as icy digs was in t5...</div><div> </div><div>don't change anything about this dungon cept the lag whenever another group zones in (i feel bad for those in there when we do the raid instance)...</div>

thial
03-21-2006, 06:34 PM
<div></div>I love this zone very well made completed the zone with one healer (and a half im a pally) the lvl 71 namer was to tuff though with one healer so we let the two mages (conj and wizzy) duo it since its not a caster took tham about 10 min but was fun to watch although I wish sothis was a little harder he droped in about 40 seconds <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> the adds didnt even hae time to get to us...as far as the debuff i think the lowest i saw my mit was 1200 my constant mit in here was 5300ish (templar and conj buff)<div></div><p>Message Edited by thial on <span class="date_text">03-21-2006</span><span class="time_text">05:36 AM</span></p>

KBern
03-21-2006, 07:11 PM
<div></div>CURE CURE CURE

Meinen
03-21-2006, 08:03 PM
<div></div>most of the mobs in HoF use a trauma base debuff on first wack, lowers mit by 2k+ and if not cured in a timely manner, you are dead..you need someone that can cure trauma and really stay on it.  Learned that the first time going through and haven't had a problem since.  I don't do pick up groups, only group with guildies and that means most of the time a 69 mystic, 64 fury, 66 templar, 69 ranger, 68 monk and me a 69 guardian.  Still get in some sticky situations that usually get us killed, but thats just cause we aren't really paying attention lol.  I was tanking the first named mobs at 66 and 67, Ishtaran was very challenging at that lvl.  Oh i am also in xegonite armor, so you know how good that stuff is.  :smileyindifferent: