View Full Version : gorenaire adds
Langaan
01-19-2007, 10:10 PM
<DIV>Can someone confirm exactly what causes the Gorenaire adds to spawn?</DIV> <DIV> </DIV> <DIV>I've heard several things...</DIV> <DIV>- AE causing deaths</DIV> <DIV>- Frontal ae hitting tanks</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Which ae is it? does it spawn adds when it hits or only if it kills someone etc...?</DIV>
Mr. Dawki
01-19-2007, 10:32 PM
is gornare the ice dragon or fire? i get those confused
Langaan
01-19-2007, 10:36 PM
ice
Godofthunder
01-19-2007, 10:54 PM
Someone dieing in raid or pet dieng causes adds.Just keep everyone at max range cept tank and high cold resist.<p>Message Edited by Godofthunder on <span class=date_text>01-19-2007</span> <span class=time_text>09:57 AM</span>
Langaan
01-19-2007, 10:58 PM
<P>So deaths in general cause adds, no matter what caused the death?</P> <P> </P> <P>If this is the case, which adds does it spawn? I assume the ones on the second fllor that eventually can overflow to the third floor?</P> <P> </P> <P>what about the ice dercish on 3rd floor? what spawns them....>?</P>
MirageE
01-19-2007, 11:04 PM
Deaths including pets like dumbfires, etc. so NO PETS other than the like Defiler ones that cant be affected by AOE's. Best bet though - no pets and DODGE THE AOE.<div></div>
Godofthunder
01-19-2007, 11:09 PM
They spawn ice crystal like mobs that look like non agro ones up above ya these are heroic.
AlexT
01-19-2007, 11:11 PM
<DIV>Or you could get resists up and just burn him <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV> <DIV>Also watch out for the adds that spawn in those big circles on the ground</DIV>
Langaan
01-19-2007, 11:12 PM
<P>I was thinking of having healers/casters at max range as usual, but I'm convinced we'd be better off with the melee dps to gorenaires side with cold resists up...</P> <P>any reason I shouldnt do this?</P>
Langaan
01-19-2007, 11:13 PM
<BR> <BLOCKQUOTE> <HR> AlexT wrote:<BR> <DIV>Or you could get resists up and just burn him <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV> <DIV>Also watch out for the adds that spawn in those big circles on the ground</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>you mean the ice dervish that spawn on the glass circle?</P> <P> </P> <P>do you know what spawns them?</P> <P>deaths or whatever spawn the other adds, but what about the ice dervish...</P>
MirageE
01-19-2007, 11:37 PM
The heroics hit like a SOB if they hit a caster - trust me you want to Max range healers on the mob, joust, and use an MA group to burn down the adds when they pop<div></div>
Langaan
01-19-2007, 11:53 PM
<DIV><BR> <BLOCKQUOTE> <HR> MirageEIG wrote:<BR>The heroics hit like a SOB if they hit a caster - trust me you want to Max range healers on the mob, joust, and use an MA group to burn down the adds when they pop<BR> <BR> <HR> </BLOCKQUOTE><BR>Understandable, but the adds dont come until there is enough spawned to overflow the third floor, </DIV> <DIV>which means that as soon as a tank is ported there, the adds will aggro him, triggger a healers reactive, and attack that healer.</DIV> <DIV> </DIV> <DIV>What im trying to do is avoid adds on the raid all together...</DIV> <DIV> </DIV> <DIV>and you said joust, joust what? gor has tlash, and 3+ aes ... breath of gor, icy breath, a divine grp ae and dragons curse or somtething like that</DIV> <DIV> </DIV> <DIV>I assume you mean joust the breath of gor, as icy breath i beleive is frontal, if not target only.</DIV>
Fingland
01-20-2007, 01:51 AM
My advice is to have 3 tanks with super high cold resist. Have everyone target the mob directly and keep the raid at max range. Becuase you will have adds whenever anyone is killed by the AE tell your necros to avoid lifeburn (unless they use the FD trick), have your melee classes max their HP and cold resists and no dumbfires like thugs or whatever. There isn't really any trick to this except fairly high DPS, no deaths and tanking it on the lower floor. With the reduced damage from falling you should be able to have your tanks run back really fast without even having to wait for the elevators. Try to have lots of ranged DPS: rangers, wizard, necro, etc... If you do end up with adds on the raid, have a mezzer keep them locked down.<div></div>
I'm confused on why people are dying against Gorenaire's AEs. There are only 2 that do damage, 1 is a frontal cone, and the other is frontal+rear cone. I stand next to Gorenaire all the time and just melee the mob down and take no damage.
Judist
01-20-2007, 04:24 AM
<P><STRONG>From one of my old tactic posts...</STRONG></P> <P>First, you'll want atleast 3 good tanks. Every 45 seconds Gorenaire will teleport his current target to one of 3 places in zone. Then he will attack the next player on his hate list. <BR><BR>Because of this, all your tanks need to stack together and constantly taunt Gorenaire during the entire fight to keep him from charging your raid after a teleport. If possible, all 3 tanks should be fighting for the top 3 hate positions to make things easier.<BR><BR>When 1 tank gets teleported the other 2 will hold the mob until the first runs back. All 3 will take turns getting ported. <BR><BR>The best place to tank Gorenaire is on the platform above him. Have your MT pull him up top and run to the wall behind Gore. Position the raid on either flank. The big blue circle you'll see up there is a common place Gorenaire teleport's his targets to, so fighting him up top can make running back very easy for 1/3 of the ports. <BR><BR>Gorenaire's cold AOE hits hard but is relatively short in range. It's less than max healer range so it can be easilly avoided. Melee players can fight up close if they max their cold resists, or they can joust the AOE if someone times it. <BR><BR><FONT color=#ffcc00>When anything dies (players or pets) during this encounter, adds are spawned in various locations around the zone. The adds are static until approached so they can be avoided. Their major role is to make it difficult for a tank to run back after he's been teleported. <BR><BR>If too many adds are created, they'll eventually populate the 3 areas your tanks are ported to, and will kill your tanks before they can run back. <BR><BR>No pets should be allowed with the exception of tank pets. Swarm pets and other "fragile" pets have a tendancy to create ALOT of adds if they are killed via AOE. The idea here is to create NO adds with a clean fight, taking the danger out of Gorenaire's teleports.</FONT> <BR><BR>You'll want to shoot for "slow and steady" DPS. This will allow your tanks to maintain aggro as they take turns tanking, thus keeping Gorenaire under control and off your DPS. The better the tanks, the bigger your DPS can go.<BR><BR>With this method your looking at a 5 to 9 minute fight (depending on quality of DPS and tanks) so make sure your healers have some power candy and/or FT gear. The better raidguilds out there (who dont needs this walkthru) can kill him in far less.<BR><BR>This was a fun fight, good hunting.</P> <P> </P>
Illustrious
01-20-2007, 05:15 AM
<P>Goanaires AE are easy to stand in if your healers are at least awake. Just dont allow any pets.</P> <P> </P> <P>and killing him on the level below where he pops is now much easier due to the fact that plate tanks can now easily jump down with minor damage after each port.</P><p>Message Edited by Illustrious on <span class=date_text>01-19-2007</span> <span class=time_text>04:17 PM</span>
Judist
01-20-2007, 12:02 PM
<P>Aye, was an older strat. and shoulda upgraded it. </P> <P>With the "generic" safefall everyone has, the lower floor is fine. Also with the addition of more AA's, adornments and some nice EoF resist gear, this fight should be rather simple. Nothing near the 9 min fight some of the entry level or casual raiders went thru.</P> <P> </P>
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