View Full Version : veksar
RanmaBoyType
09-04-2008, 09:39 PM
<p>Ive tanked RE2 with a solo healing warden, but for some reason im getting abaolutely slaughtered in veksar. Granted its a different group make up it is getting absolutely frustrating. Are other sk's having issues in this zone, do i just plain out suck that bad, or am i just not getting the right buffing classes needed for this zone?</p>
Soefje
09-05-2008, 12:00 AM
<cite>RanmaBoyType wrote:</cite><blockquote><p>Ive tanked RE2 with a solo healing warden, but for some reason im getting abaolutely slaughtered in veksar. Granted its a different group make up it is getting absolutely frustrating. Are other sk's having issues in this zone, do i just plain out suck that bad, or am i just not getting the right buffing classes needed for this zone?</p></blockquote>This is what is frustrating me as a SK. Why should I require the "right buffing classes" to be able to tank a group rated zone? If SOE wants fighters to be able to tank, just by different methods, then all tanks should be able to go into a group zone and tank. We should not need special other classes just to be able to do our job.<div></div><div>Now granted, I have not tried this zone. I have not even downloaded the GU yet.</div>
RanmaBoyType
09-05-2008, 12:50 AM
<p>the "zone" itself is managable for me, but some of the named just spike damage me so high its to the point it is so frustrating <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>Ive always tried to defend sk is ok we can do it, but the named in this zone make me die a little inside.</p>
Latpow
09-05-2008, 02:01 AM
<p>It's not your tanking ability, re evaluate your strats on the last named... if you're talking about anything but the last named, then putting it in the nicest possible way... your healers need to maybe stop sucking way before the shift the blame to you. Veskar is extremely doable with an 80s instance equiped SK and healer with an instance group.</p><p> Darkc - SK on Mistmoore </p>
HentaiB
09-05-2008, 11:41 AM
<p>Mobs are hits A LOT harder than a 81 ^^^ should, but I have done it with 3-5 guildies and one was a 77-78 ranger most if tgen. Guessing your healers need to not look at what the mob cons and look at how much damage you are taking.</p><p>My strat for Final named death march as you run in. AE the crap out of the 3 adds, and burn burn burn. Then pray the earing drops.</p>
Porphyry
09-05-2008, 11:45 AM
Easy zone imo. Only wiped once because I pulled a whole room <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" />Did it 2 boxing a illy, the fury was 2 boxing a necro, and a pug assassin.
evilgamer
09-05-2008, 11:50 AM
<cite>RanmaBoyType wrote:</cite><blockquote><p>Ive tanked RE2 with a solo healing warden, but for some reason im getting abaolutely slaughtered in veksar. Granted its a different group make up it is getting absolutely frustrating. Are other sk's having issues in this zone, do i just plain out suck that bad, or am i just not getting the right buffing classes needed for this zone?</p></blockquote><p>I tanked it on my bruiser with two healers, a dirge, and two mages with no real problems.</p><p>Just make sure you kill the adds on the final named because if you leave them up they seem to do a massive aoe.</p><p>Zone seems about as difficult as chelsith is, but much less boring.</p>
rabid.pooh
09-05-2008, 02:43 PM
The last fight you avoid the damage of the AOE, the priest in the group should have their group enduring breath buff up. So i've heard anyways, and it seamed to work so...
DMIstar
09-05-2008, 08:38 PM
<p>Tanked whole Zone Mainly IN STR/STA/INT gear set . roughly 4.8k / 45% avoid. </p><p>The Zone is easily Single Pulled, Most of which is dealing with Line of Sight Pulling, Some are just area proximity pulls.. Aka the frogs seem to be more on that. </p><p>Only Realy Wiped on The Last named once ... Since it was on release day, we didnt know all what to expect. The first attempt was to Burn the mob down and take care of adds after, We got the mob down to about 6% before it got a bit much, </p><p>Second Attempt, just put on STR/STA/AGI gear set. Which gets me to 60+%avoid and 5k+ mit with tactic on killing the adds first then burning mob, went smooth with no problems at all. Other then my luck sucks at good chest drops ;/ ..</p><p>Group make up was a Temp, Fury, Me (SK), Assasin, Ranger, Dirge. Personally liked the zone, thought it was more relaxed like vaults and stuff overall, and pretty much fun, kinda on the short end though. </p>
Mathafern
09-15-2008, 01:29 PM
My notes on Veksar: Watch out for the puddles of water, they have the nasty snakes in them. That include the starting puddle of water, a snake will pop before you get onto dry land. The golems right behind the door should be pet pulled to make positioning easier and you should have some stun immunity up before the fight. The singles back on the right behind the chains of 4 can be pet pulled. The second named can be pulled into the hall to avoid the risk of getting knocked back into water (snakes). Where you jump down there is a snake in the water and a patrol to the side. The final named needs to be kicked, bashed, and stamina AA stunned as often as possible. A scout or second fighter should MA and kill the adds while the MT (an SK of course) keeps on the name to stun him as often as possible. Everyone in the group should keep stunning/stifling/interrupting when they can.
Vanario
09-25-2008, 04:05 PM
<p>What is probably killing you is the DoT that the goblin keep putting on when you agro them. Alot of team blame the tank or healer for dying insanely quick, and don't look at their debuffs. Basically it does 20% of your hp in cold damage, every 2 seconds ! Yep 2 seconds, also, that DoT stack, so if you have 3 or 4 dreanchmages, and you don't get cured, your hp will fly away in around 4 to 6 seconds, no matter how much mit/avoidance you got. The dot look like a blue circle, they also cast a greenish tear AE that can annoy casters, but it's not a huge AE so usually they can stay away. </p><p> Just make sure to warn your healer that his number one priority is to cure that DoT, even before healing you (the group gobs only hit for about 1.5 to 2k max anyway, that shouldn't be the issue), and trust me you'll run by this zone like it was nothing. I usually run it in 30 minutes, with 60% mit and 70% avoidance (zerker). </p><p>Once you have the DoT cured as soon as it appear, there really isn't any issue in that zone, even the last boss is really easy when you understand how to stop him from spawning adds and time his 17k disease AE.</p>
Dezimus
09-25-2008, 05:02 PM
<cite>Porphyry@Antonia Bayle wrote:</cite><blockquote>Easy zone imo. Only wiped once because I pulled a whole room <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" />Did it 2 boxing a illy, the fury was 2 boxing a necro, and a pug assassin. </blockquote>Sorry, I have to disagree. The zone is sweetly short, but it is not "easy". Once you got the ball rolling on how the zone flows, it becomes easier, but it's not an "easy" zone.
Vaemas
09-25-2008, 07:08 PM
Honestly, when you toss a coercer into the group, the zone is easy. While many of the mobs are immune to stun, all "four" named can be chain stunned, significantly lowering the difficulty. Last time I fought the final named, he never even spawned his adds due to stun/stifle.
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