View Full Version : Nizara hints
T1663R
11-10-2006, 09:07 PM
<div></div><div></div>Hello,i need some help with the named(s) in nizara...our group :-70 monk / 70 Guardian-70 mystic-70 warden-70 swashi-69 dirge-70 illuwe have all good gear, at least t7 legendary and our tank is pretty good too...as example hof is really easy for us and we beat all nameds really quick and easy.but in nizara we never beat the first named.he stuns and knocks the tank or the pet and hit extremly hard.Is there a trick or something ?could someone give me some hints or something ?would be awesome..so long, greetings tigger<span><span></span></span><span></span><div></div><p>Nachricht bearbeitet von T1663R am <span class=date_text>11-10-2006</span> <span class=time_text>08:09 AM</span>
SpyrerTheFirst
11-10-2006, 09:28 PM
Well firstly it's important to know that the mob is immune to taunts. Also this mob has skills it will cast threw mezz, so you need to keep the adds mezzed and kill the name first, then take out the adds.If i remember correctly the 2 adds are a Nizari'oshu (kickbacker) and a Nizari'ishi (flameclawer). Kill the name, then the oshu then the ishi, if you see a noncurable elemental effect on the tank heal lots, it will take out ALOT of health. remember to have a lot of fire resists<div></div>
<div></div>There is one general rule for this zone - mezz all mobs, and kill one target at time.More hints:- all trash mobs can put cold dot on tank, it does 3-4k damage per tick (2-3 ticks)- all mobs has knockback- use debuffs all the time- K'hazid has heat AoE, K'hutas has cold AoE- remeber to dance at final boss <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /><div></div><p>Message Edited by Mo-Shi on <span class=date_text>11-10-2006</span> <span class=time_text>10:14 AM</span>
Illustrious
11-11-2006, 06:27 PM
<P>I have been in almost that exact same setup with the monk MT (Im the monk), so Monk, Defiler, Fury, Dirge, Swashie, Illusionist. Healers slightly different to yours but almost the same really with a druid and shammie.</P> <P> </P> <P>In this grp we got to the Boss on pretty much 100% armour (give or take 10 or 20%) with no real probs (never had time to even pull the boss tho as a couple had to go as it was late.)</P> <P> </P> <P>Tips i would give are:</P> <P> </P> <P>Mezz every single encounter of more than 1 mob inc all trash</P> <P> </P> <P>Always make sure the MT stand with back to wall to avoid the KB</P> <P> </P> <P>never have dps target through the tank, make them target seperately (the same target tho of course) because many of the mobs in there taunt the mt off of his target and if people target through him they will break mezz on the other mobs.</P> <P> </P> <P>In a named encounter ALWAYS kill the named first and then kill the adds 1 at a time when named is dead.</P> <P> </P> <P>bring repair kits, the geometry is a little screwy in there and sometimes u get aggro through ceilings etc so even if you the uberest grp there still a chance for the odd wipe. </P> <P> </P> <P>make sure your mezzer is on the ball and pref has all his mezzes at M1. if you have a sucky chanter you may as well not bother zoning in and instead just donate your cash to the mender in advance.</P> <P> </P> <P> </P>
Mezz the *ishi's, burn everything else down as they are a joke and if your healers can't take it, they suck.Mezz the adds on the final named, burn the named. That's it, bring enough DPS and have players who are at the top of their game and don't suck and the zone is pretty easy.
Facedown
11-12-2006, 05:02 PM
Also if your dps sucks resistances play a big roll in killing named.<div></div>
Kyriel
11-12-2006, 09:07 PM
<DIV>It is extremly important to take off your gloves and your shoes, if you have those equipped the mobs will hit 200% harder! </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Okay, I am just kidding =) </DIV>
daray
11-14-2006, 01:16 PM
From my own experiences:Success is very dependent on group make up. This zone can almost be trivialised by taking 3 specific classes in. These are bruiser, warden, coercer. The other 3 spots arent so important, but I normally run with a mystic (to ease the spike damage), assassin (hate transfer), and one other DPS. A brigand or a swash are useful classes in there too, especially for debuffing the end mob.Bruiser: brawlers make the best tanks for this zone, and in my opinion the bruiser is the better suited of the two. Plate tanks are at a huge disadvantage in this zone, because Flame Claw is a melee proc, and brawlers are better at avoiding melee.Warden: druids are an essential healer for this zone because of their fast and group heals - and wardens have the edge. This is due to their elemental ward (for khazid and even the last named), plus they can give a very important skills bonus to the bruiser to be able to hit the last named.Coercer: Illusionists do work for this zone, but coercers are the better choice. Aside from the DPS and hate gain buffs on the bruiser, a coercer can charm mobs to provide that extra dps that an illusionist can't. Ishi mobs make a good choice for charmed pets because of their flame claw proc, and when you get a little deeper in, they can grab a dirge pet that provides the whole group with a buff (which should also cap the bruiser's parry). Also a coercer can charm the final named's adds and turn them onto the named itself.Now this whole zone is pretty straight forward except for 2 nameds - Khazid and the Mistress (final named).Khazid - the best strat is to mez the adds and burn the named as fast as you can. Khazid has a Firestorm AoE (dot - uncureable) that hits for a lot of damage. It is resistable based on your heat resist, but the damage dealt if it hits isnt checked against your heat resist. buff HPs across the group as high as you can (sacrifice mit buff if necessary since the bruiser should be ok with his own temporary mit buff). warden elemental ward, plus druid fast group heals are very advantageous in this fight. Added DPS from the coercer's pet will also make the fight that much quicker. we normally have the named dead just before or just after the second AoE lands.Mistress - This fight always takes a few attempts to get the pull exactly right. The basic strat is to mez/charm the adds and burn the named down as fast as possible. For this fight you will want both magic and cold resists buffed up (granted the power of nizari dont hit too hard, but those extra heals generate a decent chunk of agro for the warden). One point to note here, is that the power of nizari will repeatedly trigger an enchanter's mana cloak - which will provide a huge amount of power to the group. the power of nizari also interupt your healers/casters, so make sure to step to one side if you find that being a problem.Both of the adds are oshu's which means they both come with a nasty 5k melee aoe. Therefore you can't let them get near anyone, especially the healers or casters. If they do get their aoe off on your healers, it is an instant wipe. So mez the adds on the pull. Here again is where a coercer provides more utility to the group - have your coercer charm one of the adds when they are both locked down, and send it on to the named for extra dps. Kill the named first, and then the adds one by one.I think this covers most of it. it is late and i might have forgotten a few details of what we do.<div></div>
FlintAH
11-14-2006, 05:12 PM
<div><blockquote><hr>neleso wrote:From my own experiences:Success is very dependent on group make up. This zone can almost be trivialised by taking 3 specific classes in. These are bruiser, warden, coercer. The other 3 spots arent so important, but I normally run with a mystic (to ease the spike damage), assassin (hate transfer), and one other DPS. A brigand or a swash are useful classes in there too, especially for debuffing the end mob.Bruiser: brawlers make the best tanks for this zone, and in my opinion the bruiser is the better suited of the two. Plate tanks are at a huge disadvantage in this zone, because Flame Claw is a melee proc, and brawlers are better at avoiding melee.Warden: druids are an essential healer for this zone because of their fast and group heals - and wardens have the edge. This is due to their elemental ward (for khazid and even the last named), plus they can give a very important skills bonus to the bruiser to be able to hit the last named.Coercer: Illusionists do work for this zone, but coercers are the better choice. Aside from the DPS and hate gain buffs on the bruiser, a coercer can charm mobs to provide that extra dps that an illusionist can't. Ishi mobs make a good choice for charmed pets because of their flame claw proc, and when you get a little deeper in, they can grab a dirge pet that provides the whole group with a buff (which should also cap the bruiser's parry). Also a coercer can charm the final named's adds and turn them onto the named itself.Now this whole zone is pretty straight forward except for 2 nameds - Khazid and the Mistress (final named).Khazid - the best strat is to mez the adds and burn the named as fast as you can. Khazid has a Firestorm AoE (dot - uncureable) that hits for a lot of damage. It is resistable based on your heat resist, but the damage dealt if it hits isnt checked against your heat resist. buff HPs across the group as high as you can (sacrifice mit buff if necessary since the bruiser should be ok with his own temporary mit buff). warden elemental ward, plus druid fast group heals are very advantageous in this fight. Added DPS from the coercer's pet will also make the fight that much quicker. we normally have the named dead just before or just after the second AoE lands.Mistress - This fight always takes a few attempts to get the pull exactly right. The basic strat is to mez/charm the adds and burn the named down as fast as possible. For this fight you will want both magic and cold resists buffed up (granted the power of nizari dont hit too hard, but those extra heals generate a decent chunk of agro for the warden). One point to note here, is that the power of nizari will repeatedly trigger an enchanter's mana cloak - which will provide a huge amount of power to the group. the power of nizari also interupt your healers/casters, so make sure to step to one side if you find that being a problem.Both of the adds are oshu's which means they both come with a nasty 5k melee aoe. Therefore you can't let them get near anyone, especially the healers or casters. If they do get their aoe off on your healers, it is an instant wipe. So mez the adds on the pull. Here again is where a coercer provides more utility to the group - have your coercer charm one of the adds when they are both locked down, and send it on to the named for extra dps. Kill the named first, and then the adds one by one.I think this covers most of it. it is late and i might have forgotten a few details of what we do.<div></div><hr></blockquote>Not sure why everyone is so hot for druids on this zone.We did this zone w/:Paladin - Lots of hps, can help heal, good aggro controlCoercer - Mana regen, hate buff, charm, mezInquisitor - dps buff, good heals, VERDICT!!!Defiler - good debuffs, good healsBrigand - good debuffs, good dpsAssassin - good dps, hate xferOn the named parsed a consistent 4k and 2k+ on the trash. Our health rarely moved from full, and when it did it was b/c of getting knocked out of positioning on a pull or the mob flipping into the wall just before knockback.</div>
lostsandman
11-14-2006, 06:01 PM
<P>cleared the zone with the following setups</P> <P> </P> <P>Guardian<BR>SK<BR>Brigand<BR>Defiler<BR>Fury<BR>Illusionists </P> <P>and</P> <P>Guardian<BR>Wizard<BR>Templar<BR>Fury<BR>Brigand<BR>Illusionists </P> <P>Only last boss is hard and others are ok. But it took us few wipes to learn the zone <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><BR></P>
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