View Full Version : Magic Weaver.....Aeri'ssth
OrcSlayer96
10-24-2006, 09:19 PM
<DIV>Every so often i go into Nizara with some trusty guildees and have not been able to beat this mob or Khazid, last night with myself tanking, a monk, a mystic, a templer, a troubadour, and a illisionist we made the most progress on the magic weaver. I noticed in the comabt logs that the named does a fair amount of slashing damage, her spell effects is divine magic and her pets she casts are fire elementals that toss a fire damage spell that taunts you to them instead of the mob. Her adds we lock down and we try to burn the name down but at best we got her down to 30% before the adds resisted the mez 2 times ina row and started killing players off. </DIV> <DIV> </DIV> <DIV>Everybody was geared up in heat resist to anywhere from 7,000 to close to 10,000. I had around 8,500 on heat and 7,700 divine with mitigation at around 6,000 and health around 11,400 and power around 5,050. I pulled the mob off the monk with the spiritist censer for long range pull and tanked it in the bottom of the lefthand hall so the rest of the players could be on the stairs and try to avoid aoes from z access avoidance. With a steady cast of reactives and wards my health was pretty stable throughout the fight but it looked like the mob was healing itsef constantly. Was not tied to our heals or magic like some other names and we were doing pretty good dps.</DIV> <DIV> </DIV> <DIV>Should we have kept the named mezzed and tried to kill the adds? The big thorn in our side is the blasted fire pets she spawns that locks your target for a time and with them being recast they are not mezzable for long. I noticed the named can be interupted to stop her pets from being summoned and i dont know if we are pulling in the right spot but wanted to be away from the summoning chamber. Do we need to kill the water and fire elemental names before the magic?</DIV> <DIV> </DIV> <DIV>The water elemental name i have no fear of but the fire elemtal name smacks everybody down and i go down shortly afterward. Was thinking to have the group drink a elemtal ward and health bonus potion besides the high heat and health we have tried before. I heard that the bladedance buff we buy us 30 secs of time but it will take more than 30 secs to kill the mob and his aoe seems very large. I also heard that the warden in your group makes this battle easier, but almost everytime i go in neither warden is available so we usually have either a templer/inquisitor plus a mystic.</DIV> <DIV> </DIV> <DIV>When the mobs in nizara use their mez capabilities, is that considered the same spell type as a stun? If so i can use the potions of the mind to buy myseld 10 sec immunity when i dont have a templer in the group on the intiatal pull. Any clarifications or possible solutions is appreciated, i like the zone(especially after some of the particle effects fixes to reduce players rampant linkdead issues and would like to finish the rift quest in the near future.</DIV>
Fatuus
10-24-2006, 10:41 PM
<BR> <BLOCKQUOTE> <HR> OrcSlayer96 wrote:<BR> <DIV>Every so often i go into Nizara with some trusty guildees and have not been able to beat this mob or Khazid, last night with myself tanking, a monk, a mystic, a templer, a troubadour, and a illisionist we made the most progress on the magic weaver. I noticed in the comabt logs that the named does a fair amount of slashing damage, her spell effects is divine magic and her pets she casts are fire elementals that toss a fire damage spell that taunts you to them instead of the mob. Her adds we lock down and we try to burn the name down but at best we got her down to 30% before the adds resisted the mez 2 times ina row and started killing players off. </DIV> <DIV> </DIV> <DIV>Everybody was geared up in heat resist to anywhere from 7,000 to close to 10,000. I had around 8,500 on heat and 7,700 divine with mitigation at around 6,000 and health around 11,400 and power around 5,050. I pulled the mob off the monk with the spiritist censer for long range pull and tanked it in the bottom of the lefthand hall so the rest of the players could be on the stairs and try to avoid aoes from z access avoidance. With a steady cast of reactives and wards my health was pretty stable throughout the fight but it looked like the mob was healing itsef constantly. Was not tied to our heals or magic like some other names and we were doing pretty good dps.</DIV> <DIV> </DIV> <DIV>Should we have kept the named mezzed and tried to kill the adds? The big thorn in our side is the blasted fire pets she spawns that locks your target for a time and with them being recast they are not mezzable for long. I noticed the named can be interupted to stop her pets from being summoned and i dont know if we are pulling in the right spot but wanted to be away from the summoning chamber. Do we need to kill the water and fire elemental names before the magic?</DIV> <DIV> </DIV> <DIV>The water elemental name i have no fear of but the fire elemtal name smacks everybody down and i go down shortly afterward. Was thinking to have the group drink a elemtal ward and health bonus potion besides the high heat and health we have tried before. I heard that the bladedance buff we buy us 30 secs of time but it will take more than 30 secs to kill the mob and his aoe seems very large. I also heard that the warden in your group makes this battle easier, but almost everytime i go in neither warden is available so we usually have either a templer/inquisitor plus a mystic.</DIV> <DIV> </DIV> <DIV>When the mobs in nizara use their mez capabilities, is that considered the same spell type as a stun? If so i can use the potions of the mind to buy myseld 10 sec immunity when i dont have a templer in the group on the intiatal pull. Any clarifications or possible solutions is appreciated, i like the zone(especially after some of the particle effects fixes to reduce players rampant linkdead issues and would like to finish the rift quest in the near future.</DIV><BR> <HR> </BLOCKQUOTE><BR>I've beaten this mob with both my tank and my coercer. From a mezzing stand point you CANNOT mez the named reliably. You could possible do a group mez and stop attacking the named for a few seconds so you could get some solid debuffs to land before you open up on the named...however the named likes to drop debuffs placed on it routinely (to include mezzes) suddenly. The best way we've done it is by having the monk off tank and kill the adds (with the DPS on the adds) while you keep aggro on the named. This strategy worked well for us...We switched from the adds to the named when there were only 2 adds of the 4 standing...its VERY difficult for a mezzer to focus on locking 4 mobs down with possible resists. Once 2 of them are dead, its a sinch to lock 2 of the mobs down while having your mezzer focus on stuns, stifles of the named. The initial pull is the hardest part...after that its all gravey.
OrcSlayer96
10-24-2006, 10:57 PM
<DIV>yeah, i noticed the mez really only roots names, as long as it holds they can still cast and auto attack but stay rooted for awhile. You recomment killing the adds for the weaver first then chip away the name? Do the pets provide healing to the name or is it just a native regen she has? I look at the logs and dont see any active healing spells she does and wonder where the health is coming from. I take it the way to go on the name is to stun/stifle/interupt to the point that she cannot get her pets cast and burn her down as quick as possible? Seems like trying to kill the adds dont work either, we get one of them down to below 50% and its health stays there, do the named and the adds have some healing spell between them and we need to seperate them more than a room away?</DIV>
Bladewind
10-25-2006, 12:00 AM
There is one piece of equip for the monk that will help you greatly in this situation - the manacles of dark sky (leather shoulder piece). They have an offensive stifle proc that will end up being active on the monk's target for at least half of the fight, so long as the monk is hitting it constantly. Anytime I am fighting non-epics as offtank/dps, I wear mine even though I have several shoulder pieces that have better stats. The value of being able to essentially perma-stifle a mob during the encounter makes these essential gear. Combine that with the stun/stifle combat arts that the monk and your chanter have, and you really cut into the effectiveness of some of these mean named casters, like the Nizari.As far as specific strats go, it sounds like you are doing similar to what we have done on our successful runs in there. We usually mez the adds, kill the named as quickly as possible, then kill one add at a time to finish the encounter. Our group is usually a gaurdian who is MT, me (monk OT), a templar, a warden, an assassin, and then a chanter (changes between an illusionist and a coercer).
Fatuus
10-25-2006, 01:17 AM
<BR> <BLOCKQUOTE> <HR> OrcSlayer96 wrote:<BR> <DIV>yeah, i noticed the mez really only roots names, as long as it holds they can still cast and auto attack but stay rooted for awhile. You recomment killing the adds for the weaver first then chip away the name? Do the pets provide healing to the name or is it just a native regen she has? I look at the logs and dont see any active healing spells she does and wonder where the health is coming from. I take it the way to go on the name is to stun/stifle/interupt to the point that she cannot get her pets cast and burn her down as quick as possible? Seems like trying to kill the adds dont work either, we get one of them down to below 50% and its health stays there, do the named and the adds have some healing spell between them and we need to seperate them more than a room away?</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Its just native regen she has, other mobs are like that in that zone too. The issue with the pets is they like to taunt you off the named to them...its difficult to keep the adds all locked down if you accidently dot one of them. Thats why we focus on offtanking 2 of them....its pretty easy for a coercer to keep 2 perma locked down.</P> <P>In response to the Monk post above...stiffle does NOT stop them from casting there various debuffs and special attacks...stun doesn't help either. The only thing stuns might do is intereupt their normal melee attacks on named.</P>
Illustrious
10-25-2006, 01:53 PM
<DIV>Managed to clear all zone apart from the nasty Boss at end with only me as a monk MT (only tanked this zone one time so looking to beat the zone boss next time with luck), so im guessing that any plater should be able to do at least as good if not better. </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Isnt the magic one the mob where you cannot have any casters cast any damage spells at all and healers must only grp cure? If thats the one then melle only and only grp cures prevent the heal.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>/agree the fire mob is pretty tough tho, nasty AE and that pet that keeps taunting enough to drive u mad</DIV> <DIV> </DIV> <P><SPAN class=time_text>You prolly just need more practice, only time i tanked, the rest of the grp had all been in many times and told me exactly where i needed to stand etc.</SPAN> <P><SPAN class=time_text></SPAN> <P><SPAN class=time_text>Healer combo also important, not sure whats best for you but shammy/druid best for me and seemed to work ok. Maybe need some tuning with grp setup also if possible.</SPAN></P> <P><SPAN class=time_text></SPAN> </P> <P><SPAN class=time_text>Biggest flaw as i see it in your grp is lack of dps, this means mobs take longer to kill so more chance for mezzes to fail and or the tank to get a nasty spike damage and die. Replace the troub with a nice single target dpser like an assassin or probably even better a brigand, most likely with that on your 30% try the mob would have already been dead. Ideally the monk can be replaced also for another nice dps, but the gain would be less sigificant.</SPAN></P> <P>BTW Offtanking is not required at all in here from what i could see, a decent mezzer will keep the adds locked down with no problem so you should only every have 1 mob to fight at a time.</P> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by Illustrious on <span class=date_text>10-25-2006</span> <span class=time_text>03:07 PM</span>
SpyrerTheFirst
10-28-2006, 01:55 AM
This mob is actually quite easy with a good startegy, what you need is to pet pull it (you said you had a templar and his hammer is good enough) into the room just before the threeway bridge, just above sshi'vaez the studiouses room, then you should mezz the adds on the threeway bridge instead of close to the name, then take max range for the mezzer, with the AE taunt of the pet shouldnt reach the mezzer then and the adds should be easily locked down, also in this encounter the mezzer shouldnt even try doing anything else then mezzing, you can get 3 mezzes in between the pet summons, this should be done since it is VERY important that the Mezz is always fresh. also tabbing to target is a bad idea with this mob since it will change to the pet and not let you change back, use your mouse to target in this encounter =)
OrcSlayer96
10-31-2006, 04:09 AM
<DIV>Tried it again last night and still was unable to take the mob down, had a group of paladin(myself), Monk, Templer, Defiler, Illisionist, Conjuror this tome and was sitting around 11,500 health, 6,200 mitigation, over 8 K in magic/heat resists and over 7 K mental resists. We locked down the adds and we tried to split tank with me holding the name in the next room with templer healing and the monk aided by the defiler,conjuror burn down a add. Looks like they could not burn one down and eventually the templer and myself ran out of power while taking the named on. Guess we were too far away from the mezzer for the regen to kick in and we had the mob down to 75% at the best. Overseer was the best burn down i have ever have, less than a minute on the kill it seemed with no healing/wards needed on me and i had about 40% health left. Looking at the logs i was taking most of my damage thru slashing on the magic weaver, the most fire was around 700 damage while was hitting a few times in the 3 K department on slashing to me.</DIV> <DIV> </DIV> <DIV>The odd thing about this zone is when you kill the 1st name in it, if it drops a treasured chest, i swear you never see anything but treasured in the rest of the names. When it drops legendary, then the rest of the names almost always drop legendary or master chest. Almost getting to the point of just popping in long enought to kill 1st name and see if it drops legendary or better chest and if not zone back into forsaken city for some fun...<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>
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