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Unread 02-11-2008, 05:21 AM   #1
Magdaddie

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    I have to know what’s up with the Pirate Jones encounter on our epic weapon timeline.  What I mean to say is there any proven strategy to completing? Is there a set of classes you absolutely have to have to get this done?  I have tried it about thirty times all ready with all sorts of classes in the group, but only seam to get him, at best, to about thirty percent health before wipe.  Is there some trick to it that most are missing?  Is it intended for all classes involved to be fully fabled out with tier eight raid gear; and if so the group version of our weapon will not be an upgrade till it’s mythical any how.  I haven seen many groups try this instance with out much success either.  If any one would wish to share their wisdom; not snide remarks of kill it fast and do not die, with the rest of us, it would be much appreciated.

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Unread 02-11-2008, 09:25 AM   #2
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The way i completed this fight was with a pally, fury, defiler, swash (me), conj and coercer.  We ate the first aoe and just burned..at 60%, i used advanced warning (aoe protection) and that gave the coercer enough time to mezz the adds...think he calls for more at 30%.  Anyway, when the rest came, we all out burned his [I cannot control my vocabulary] down. 

Mezzer would is most important, unless you had an aoe group set up (pally, warlock (amends), wizard, fury, templar, swash (of course) and troub).  Keep in mind, i never tried it with an aoe group set up, so thats not for sure win.  If not aoe set up, than defiler and templar would be perfect healers for this encounter since the temp can aoe protect for 26sec. then you can throw advanced warning in at 60% (If you can burn fast enough, aoe protect may still be up by 60%  =)  ).  If you have good players, this encounter is really trivial.  the first time i tried, didn't have a mezzer and it was horrible.  Second time around, we wiped on first pull cause they didn't think i was serious about how nasty it was.  2nd pull no problem and no deaths. 

You don't need to be completely fabled out or have the best weapons, just a good set of healers and a good mezzer and its a win. 

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Unread 02-13-2008, 01:42 PM   #3
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We tried it about 8 times last night... Guardian, 2 swash, coercer, warden, templar, then replaced one of the swashs with a defiler... Same result, we never even made it to the adds.The bird seems bugged, doesn't always spawn, and/or spawns under the deck so it's impossible to target to mez, and even advanced warning didn't seem to help with the stiffle... It really puzzles me honestly. We're a new guild, started leveling in december, but we got good raiding experience from being together in another game, and we got most of our epics done this week without any issue, and we're now confronted to a fight that seems to require raid level gear and/or a perfect group set up to be won... and forget being a level 50 guild so you can buy stiffle prevention pots.I'm not saying it shouldn't be hard, just that I don't see why swashies should have such a hard fight when every other epic was in the end relatively easy.
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Unread 02-13-2008, 08:36 PM   #4
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Loved the story except havign to kill the easy Good capt jones & then the overly dificult end fight - way out of wack compared to any other class Ive helped with so far. its not even like its that good as epics go
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Unread 02-14-2008, 03:07 AM   #5
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Pricia@Oasis wrote:
*Snip*I'm not saying it shouldn't be hard, just that I don't see why swashies should have such a hard fight when every other epic was in the end relatively easy.

We have a total of 7 quests....thats it..the end fight should be hard.  Only ones i can think of that had it easier then anyone else were furies and wardens.  Our guild fury got hers in a day. 

The encounter may be bugged now, but when i did it, advanced warning worked fine.  If you use advanced warning at 60%, if its working as intended, it should give the illu/coercer time to mezz the adds.

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Unread 02-14-2008, 01:10 PM   #6
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The way we did it was burn down the captain to 60 burn the first set of adds, finish off the captain.This is incredibly hard to do.  My advice is to get the first set of adds down, and if you wipe leave someone on the boat, once the adds are dead they don't respawn.  A friend of mine suggested monk FDing and then burning the adds.
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Unread 02-14-2008, 02:03 PM   #7
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Most of the strats I've seen involved exploiting to some extend, so we're not using those... although who knows what SoE considers exploiting. Still, doesn't seem right to us.Meinen, that's the thing, it's just pretty dumb to make it such an easy quest only to have people fail over and over on the last fight... We've wiped 20 times so far at least. It's just so much luck involved. Half the time a healer gets feared right off the bat, half the time the bird spawns on the tank and by the time I can even cast my mez the tank is down... then it respawns again at a random time and kills someone else. Did I mention yet that even the templar's immunities didn't work to block the stiffle? Yeah, it will get better when we start raiding and get better gear, and guild level 50 so we can use the stiffle immunity pots (if they work, that is). I just don't really understand why one class has to be shafted if they're not in a raiding guild. I mean, personally I'd take a quest that involves Chardok, Seb, Maiden or whatever else anytime over an easy quest and a really difficult fight. At least they're doable for the average guild, or even a pug.
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Unread 02-14-2008, 02:31 PM   #8
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Last night I went in with me (Illusionist), our Swashy, Berserker, Defiler, Inquistor, and Assassin.  We're all T1 - T2 Fabled Raid geared, All had Signets (which we timed), AND Used Miracles.... still lost.  We wiped about 10 times before we gave up.   I've helped guildees complete the "Harder" epics, such as the Brigand and Berserker... which took 2 pulls at most and required no such items.  This encounter is dumb beyond belief. 

AoE that stifles and stuns and does massive damage every 23s... that you almost NEED some type of AoE block to avoid each wave!?   

The "Parrot" is random AND is part of the Encounter... So anyone uses an Encounter Dot and Parrot pops (which I made a target marco for), you can't mez.  The Parrot hits twice as hard as the named.

 The named casts an unresistable and uncurable Fear randomly... so your cleric or mezzer gets feared at the wrong time?  Wipe

The adds aren't a huge deal with a mezzer... but between the AoE, getting feared... it's kinda hard to keep them mez'd.

I'm sure we got the right strat to win now... but NO Heroic encounter should require signets and miracles for most groups.

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Unread 02-14-2008, 04:20 PM   #9
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Not to mention the last form of Pirate Jones is waaaay underconhelp our guild ranger kill his last mob last night and it was a 86 triple up that was even easier than killing Wompus. Not to mention you had to kill other 85 triple up heroics on the way.I would prefer to have kill stronger mobs along they way andget a last name along the lines of every one else's epic thanbe stuck on this last name for over a week.  It has gained such a rep now that very few are even willing to help at all.[Removed for Content] SOE??
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Unread 02-15-2008, 02:28 AM   #10
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This is getting frustrating for me also, have tried it at least 20 times over the past several days. We had him down to 10% on one of the attempts, but the others weren't even anywhere near that close. I have to work all this weekend so will have to wait until next week to  give it another shot.

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Unread 02-15-2008, 10:38 AM   #11
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I'm stuck on this part too. I can understand that we have a hard last mob because of our short quest line, but isn't it SOOO hard?

I tried 30times, and closest one is 10%.

XXXXing hard guy and another ridiculous MYTHICAL epic.

Is that true devs hate swash?  

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Unread 02-15-2008, 11:40 AM   #12
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ive tried it over 50 times now.....we are all semi T8 Raid equipped can do most T8 Tier 1 raids easily...

we cant do it....same reasons as most of the other posts here....the ae/fear/dot/parrot/add combo is just rediculous I had half my guild on EL dock the other night and we were swapping classes for ages trying to kill it....closest was 3%....Parrot Popped and well you all know how that goes...

Im all for a hard fight involving skill and tactical problem solving but this is just stupidly hard

 we are going to try again tonight....will add more debt to my already 24% that i have just from this one encounter   /sigh

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Unread 02-15-2008, 02:51 PM   #13
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Ok .. fool proof strat and it works.. Tested with 3 swashes on the bazzar server.

 You need a Tank (pref. Zerk/Guard), Templar, Defiler, Warlock, Dirge, Swash. can substitute some classes for some listed IE the healers, the Warlock is key though..

 When you zone in on the [Removed for Content] everyone needs to stand up by the exit point (the wheel). The swash will need to drop grp and start the encounter. Yes your going to die lol.. Stand down on the bottom deck close enough for a healer to rez you but still were jones will see you. When Jones comes on to the boat he of course is going to kill you but will not go for any of the other members on the ship, because you are not grped with them. Get invited back to grp and buff up.

Now, you can actualy from this point kill all the adds ( the pirates) from Jones's ship b4 taking on jones.

To do this, (Warlock) stand in the corner next to the exit point ( the wheel ) and face the other ship, cast static discharge, this in turn will pull the adds from Jone's ship and you can kill them, thus eliminating them from ever getting in the way of fighting Jones.

After you have completely cleared all the pirate adds you have nothing but a straight pull on Pirate Jones.. (his bird will still spawn but just macro Jones so you can keep target. the bird despawns after 30 secs)

Also if six of the pirates are to many to take on at once, (Swashi) stand in that corner and circular strike, you will only grab 3 of them, then you can pull the other 3 with static discharge from the warlock..

 Hope this helps all of you that are in need.. please leave some posts if this strat worked for you..

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Unread 02-15-2008, 07:29 PM   #14
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Well tried it again last night with a few different setups.  We were un able to complete the zone even after killing all the adds.  The best luck we had was with 3 healers in the group; however we had duplicate classes for one set of healers, which I think was what prevented us for completing this zone.  It almost seams as if you need 3 healers just to hope to survive, with lots of aoe prevention. 

 

I have tried this about 40ish times all with no luck, but have killed just about all the other classes final “boss” mobs with little problem.  I have to think there is either something we are all missing; (maybe we have to coax the parrot in to helping us some how), or the devs just really have a sick sense of humor.  Perhaps even the aoe he has was not intended to work as it does.  Other wise all I can say is Pirate (aka Davey) Jones is a pirate god.

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Unread 02-15-2008, 10:45 PM   #15
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ok, we made it yesterday. 121 dirtybird' s way is the one we did exactly, and it is the best way at this time.

leave group, activate him and die, regroup and rezz

10m ae next to wheel(exit) will get only 3 adds, and warlock can get rest of 3

AND easy fight

if u have some problem with Jones (or parrot), get a stifle something from ur hometown city merchant. let ur tanker and healers use it just before the fight.

it was not hard at all with no adds.

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Unread 02-16-2008, 01:12 AM   #16
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It's saying a lot that the only way people kill them is by using some weird game mechanics...
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Unread 02-16-2008, 12:44 PM   #17
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We completed it 2 nights ago with swashy(me), paladin, illusionist, ranger, warden, and templar.

No fancy tricks.  Ranger was on the back of the boat, all of us on the deck of the boat right below the wheel area.  I AOE blocked on the pull.  23 seconds or so later, one of the healers(forget which one) AOE blocks.  The illusionist is keeping the adds mezzed (including the parrot).  Paladin is keeping aggro (my hate transfer and amends on the ranger).  Ranger and I are DPS'ing our tails off.  At about 30% or so we used miracles, including one the illusionist used that hit the pirate HARD.  Then we all just burned the Pirate down.  We all died to the adds at the end, but I got my update anyway.

I should also say that it took about 25 deaths before we did this, so some luck is involved.

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Unread 02-16-2008, 01:33 PM   #18
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Finished it last night on the 5th attempt using a mix of stuff in this thread.Group was me, zerker, temp, defiler, illus, brig.  Set up on the upper deck with the wheel, far side from oncoming ship.When ship drew near, I used lucky ploy to pull the first (near side) set of adds. We burned them one at a time. Jones becomes active but only walks onto the ship, he doesnt engage if you are on the upper deck.  We left the second set of adds alone, at least we had reduced the mezzers work load by half.We then fought Jones on the lower deck, Zerker tanking him in the corner, healers and mezzer all the way across the lower deck from him. I blocked AE on the charge in the engage, zerker did some AE block thing at 70% or so he claimed, after that just straight burn it. It was a hard fight but not nearly as bad as I thought it would be, and my guild is still working on getting past T1 RoK raids. It just took a little thinking to see what would work after the first couple pulls.
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Unread 02-19-2008, 12:51 AM   #19
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Ok died 17 more times tonight on this. Tried the pulling the mobs as the ship pulled in, problem was even while on upper deck pirate jones would add when he showed up. Going to try again tomorrow night and see if we have any better luck.

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Unread 02-19-2008, 04:50 AM   #20
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been waiting to try out some of the strategies in these forums, but too many on my server are unwilling to even try this zone any more.  SMILEY  Very hard to get this done.  I wish this was like every one elses epic mob, do able with just about any group, not like this needing certain classes, this is getting fn out of hand.
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Unread 02-19-2008, 08:23 AM   #21
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After close to 100 wipes, my guild was getting sick of this event so we decided to try to get as much dps into the group as possible.  We went in with a guardian, warden, dirge, swash (me), ranger and wizard and were finally able to kill this SOB.  What we did was triggered the event with /disband swash, pulled first set of adds, and then engaged jones.  I popped Advanced Warning on pull and dirged popped his blocker 30 seconds into fight.  Whenever that [Removed for Content] bird spawned I would or the wizard would mez him, and we just nuked/dps'd the crap out of jones.  He was flying around ALOT, but we kept him snared so ppl had a chance to actually avoid him.  When the second set of adds popped, we snared them and the wizard and ranger dropped their big CA/spells on jones, taking him down in about 15seconds.  Definately wasn't pretty, ppl died acouple times, but it got it done.  So happy its over.
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Unread 02-20-2008, 01:53 PM   #22
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Ok tried it with the disband theory and after I (swashy) died the adds were not aggro yet?  What do you do to get the adds to become aggro so I can see if this will really work?  Will they come just from the AoE without being aggro?  I am lost with this fight and guild not high enough to use stifle potions so that was a bummer.  This guy is beatable because I know that I will not get disco for getting my epic on my server yet I am lost.
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Unread 02-20-2008, 03:51 PM   #23
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Wussup@Befallen wrote:
Ok tried it with the disband theory and after I (swashy) died the adds were not aggro yet?  What do you do to get the adds to become aggro so I can see if this will really work?  Will they come just from the AoE without being aggro?  I am lost with this fight and guild not high enough to use stifle potions so that was a bummer.  This guy is beatable because I know that I will not get disco for getting my epic on my server yet I am lost.

They will be aggro once you hit them with an ae just like other mobs are SMILEY. Just don't hit Pirate Jones at the same time. You don't need stifle signets to beat this fight, or even to disband and die. The eq2flames.com swashie forums has a long thread on beating this guy. Blade dance from a bard and Advance Warning from a swashie will block the ae's long enough for the mezzer to get the adds and bird locked down and the pirate should be almost dead 40 seconds into the fight when the blockers are coming down.

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Unread 02-21-2008, 12:03 PM   #24
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i too had a lot of problems killing Jones...about 80 tries it took...but got him 2 days ago.

The strat i used was this.

Grp was Guard, Templar, Warden, brigand, me and a monk...(monk was important cos of his AA enhanced Dragons Breath AE)

Zone in and all move up by the wheel on the aft deck.

Swash drops grp and triggers event, Wait for jones to aggro, die then get revived and reinvited. Now you can AE pull the adds from the other boat.

One grp can be pulled with the swashy blue aes, kill that grp.

Next the monk can pull the other grp with the Dragone breath..( MUST have been upgraded by AAs for the enhanced radius on it) Kill second add grp.

Now all you need to do is worry about the parrot. I see everywhere people saying MEZ the parrot...in 80 attempts with many different illys and coercers not one of them has been able to mez the parrot if it appears. Ive even tried using mine and it didnt work..it landed but the parrot still beat the crap outta the tank...reason could be is that the tanks are saying that its taunting them off the name.

 You fight the name on the main deck in the corner diagonally opposite where the ships wheel is. Get tight in the corner so you wont get thrown all over the ship by the ae.

Anyways...on pull, pop your AE blocker then all start dpsing the name. 23 seconds later the next ae will hit so we had the warden block that one. it really does help to use blockers...after that use any relics of clear voice that you have that will last till the end of the fight.

 If you do die....dont all revive....the swash must revive as he needs to zone people in again... also anyone else that is too far for rez should revive but keep one person in the zone and you wont need to kill the adds again.

 for me this fight is won or lost on the random appearance of the parrot. If you dont get the parrot using this strat then grats on your epic cos, if you get the bird....try again and hope.

Good luck all...i know how frustrating this fight can be.

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Unread 02-21-2008, 02:24 PM   #25
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Gratz Rhianna, saw you waiting on the dock a couple of nights ago : )
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Unread 02-23-2008, 02:05 AM   #26
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Ok i made this post on eq2 flames. so Ill post it here toFINALLY got this guy today. This was my strat.. Finally got it after 30 deaths. It requires a bit of exploiting, but after 30 deaths I really dont give a [Removed for Content]. Group makeup is as follows Shadowknight (tank doesnt really matter, but shadowknight is nice with bloodletter for extra insurance) Fury (which you definitely want) Inquisitor (this 2nd healer doesn't matter, but definitely want a 2nd) Coercer (illusionist will work to... Try to get someone that has a +sub gear because adds resist a ton) Wizard (warlock would work to, just make sure they have static discharge in the sorcerer strength tree) Myself (swashy duh) Everyone should buy Signet of Ethereal Form (aoe blocker).. If your guild doesn't have it, you should still be ok.. just may be a tad harder Ok here is the plan Have the enchanter set up a macro to /target Rrarwrk and to mez Rrarwrk Everyone go up to top platform right where the guy is that starts the encounter. The wizard/warlock needs to stand on the railing facing where the 2nd boat spawns, the tank should be near the sorcerer to ready to aoe adds off of sorcerer. Swashbuckler should drop group. then hail the npc to start encounter. they swashy now should go to the opposite end of the ship (the other top platform farthest you can from your group members) Once the boat is directly infront of the sorcerer he should cast Static Discharge. If you do it right, all 6 adds will come to you. Basically the positioning of the sorcerer should be that you are at the same height as the pirate adds. and as close as you can to them (so for us was standing on railing on top part) Once all 6 adds start coming everyone move back to end of boat. Shadowknight should cast deathmarch so all adds come to him. When pirate jones goes active swashy should attack it and then die. This is to prevent Jones from aggroing the other people. After you die jones will be reset and won't attack the other people as long as they stay on top at back. Now it is enchanter time to shine. He should be mezzing all pirates. Group mez one of the sets, and invidiually mez the rest. These guys resist mez a ton, so enchanter shouldn't be doing ANY DPS and should be just constantly casting mez/group mez. Take down these pirates one at a time.. You may wipe right away if a bunch resist mez, if so just reset the whole instance and try again (this is why I suggest a lot of +sub gear on enchanter , to help reduce resist chance on mez) Ok once all pirates are down the rest of this encounter is pretty easy. Swashbuckler should revive and then zone back in.. run to bottom of stairs below rest of your teammates.. you may aggro jones, you may not.. If you do a healer can rez you fine and wont aggro jones. So at this point all pirates will be dead. and everyone should be up top not engaged. All that should be left is jones. Everyone should buff up. SK should now pull jones up top (or wherever doesnt really matter) Fury should AOE block on pull... 1 healer should be perfectly fine for while shell is up. The enchanter should just be mashing their mez rrarwrk macro.. Shouldn't be doing ANY casting. This is to mez the parrot the second it spawns. Once it spawns and is mezzed the enchanter can start dps. Once shell is down, swashy cast advance warning. Once that down, use signets if you have them, if not, just make sure healer on top of their game... Jones is now just a straight burn without worrying about any adds except the parrot. If you die after the 6 pirates are dead. Keep 1 person in the instance to keep it alive while everyone else revives. Then just try again.. Getting down those 6 pirates is the hardest part (actually getting them mezzed is hardest part).. Once those 6 are down should be pretty easy. Good luck! This method worked on our 2nd try (coercer had some unlucky mezzes) Sorry that this method requires a bit of exploiting on pulling those adds. But I was so frustrated I didn't care at all about the ethics of it. If you have any questions do a /tell butcherblock.kwal
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Unread 02-23-2008, 04:12 AM   #27
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Finally after countless tries we beat this tonight. We did the strategy with me disbanding from the group, starting the encounter and when pirate Jones shows up and you can target him start spamming an attack until he turns aggro and then he will usually kill you almost instantly but will not attack anyone else in the group. If you don't spam attack he will generally start killing other people in your party also. Once that was done I was rezed and then I pulled the first set of adds from the Wheel area then the warlock pulling the second. We died a bunch of times after that but then after clearing the adds swamped the warlock out with a dirge and burned Pirate Jones down. Group ended up being Guardian, Templar, Defiler, Dirge, Brig and Swash. The parrot was up the entire fight almost, he despawned then respawned right away but fortunately he stayed on the Guardian and didn't kill the healers right off the bat.

 If you zone in with the pirate up with 2 or 3 people, one person will be behind the pole and won't aggro him but the others will generally get aggro and die. So you can use that if you take out all the adds and then wipe to the pirate you can have one other person revive with you then zone back and and usually one of you will live to rez the rest of the group. If you just zone in by yourself you will almost always zone in where the pirate can see you but generally with 2 or 3 one of you will live.

 One other thing with the pirate, I am not sure if he has some kind of life tap that doesn't show up or just has a very fast health regen, but the longer you take to kill the more health he has. We had one fight were we got him down to 10% and did 485k damage to him, yet this fight we killed him while doing 402k damage to him.

 This fight is insanely hard compared to other classes that I have helped with, especially since you can often get another group to help with other classes boss mobs.

Bunion/Callus

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Unread 02-25-2008, 06:50 PM   #28
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The HP discrepancy is easily explained.  One fight, STA debuff landed (less HP) and in another fight it did not.Defilers I believe are able to debuff all stats.  If their debuff lands, you have less HP to get thru, if it doesn't, well, more HP to get thru.A Mystic would be able to debuff more STA, given the time to actually cast those debuffs.
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Unread 02-26-2008, 07:44 PM   #29
cbrokes

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I really think that SoE has to revisit this encounter and redo it.I've helped out with quite a few other final epic instances for different classes and they all share the 85^^^ Heroic final mob and assorted complications. None of them have a sick AoE like Pirate Jones. As I'm sure anyone that's tried this instance in excess of 20 times can tell you the AoE randomly seems to combine Stun, Stifle, Fear, AND Knock Back effects (as can be observed by getting thrown across the ship then being forced to run uncontrollably, stunned and then when stun completes being forced to randomly run, stunned and then being able to move but not cast when stun runs off, etc)I'm not aware of any others that require exploit techniques like using PB AoE's to pull non targetable adds outside of the normal encounter script.I'm not aware of ANY other epic instance where people using raid geared guildmates commonly make many many many multiple attempts before succeeding. It isn't uncommon to hear of in excess of 20 attempts before someone succeeds and I've even heard tales of 60+ attempts (and been involved in more than a few of these attempts myself).This encounter is just broken. There's no way an average non raiding player will ever complete this epic without drawing upon a dream team of raid equipped friends which is just wrong.Please Please look at this encounter and fix it. To bring it inline with the other epic instances I'd probably suggest removing the AoE and 85^^^ summoned add. Fix the 2 waves of adds so they come as scripted and can't be pulled earlier.Of course...the other possibility is to just fix Pirate Jone's AoE and make it realistically resistable.
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Unread 02-27-2008, 02:26 AM   #30
Zaviur

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This is by far the stupidest one group instance in the game bar none.  I hope the dev who wrote this script should be made to play a swashy until he's able to do this fight in a Pick up Group.  Half the strats entail having to use some kind of cheat to balance the fight.  No wonder their numbers keep falling and they have to rely on a card game to make up revenue.

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