A lot of guilds have been struggeling on Turn 4.
Ours managed to get it done on our first night in Turn 4 and within a very short time limit.
I hope this guide helps you - should you have any questions feel free to ask :]
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A lot of guilds have been struggeling on Turn 4.
Ours managed to get it done on our first night in Turn 4 and within a very short time limit.
I hope this guide helps you - should you have any questions feel free to ask :]
Your guide is wrong on several points, so you may want to review that before writing a guide for everyone to see:
* Clockwork Soldiers are not immune to physical damage. They have a stoneskin spell that absorbs a certain amount of physical damage; after it's popped, the soldier is stunned, which is actually really good for the tank.
* Clockwork Knights are not immune to magical damage, they REFLECT it. That makes it much worse and worth paying attention to.
* Clockwork Bugs have a move that drains health, and they use it pretty frequently. It's important to kill them faster to reduce their damage if you can.
* Dreadnaughts use Rotorswipe every 15-20 seconds, not every 5 seconds. They do, however, autoattack pretty fast.
Phase 4 should have EVERYTHING in the middle for a fast AoE bomb on the spiders after nuking both rooks down. We never move from middle during phase 4.
This is a fantastic guide in terms of introducing the mobs, the phases, what pops at each phase, and where they spawn. However, as others have noted, there are some mistakes which have already been mentioned.
I would like to add that once a soldier's stoneskin is popped and its stunned, the healer on the off tank can most def lay off him and help out on MT in preparation for when the first Dreadnaught comes because once a soldier is stunned, the OT will be taking minimal dmg.
Every group does do it differently of course, but from this guide a group defenitely has a good foundation to fine tune there own specifics and methods.
For those saying this phase should do this or that phase should do that, there are multiple ways to do each phase.
For example, my raid group does not LB the rook during phase 5, we save our LB for our main tank because he usually tanks two dreadnaughts at same time for a while. With how geared our healers and MT are, it works everytime though.
Turn 4 was by far the most fun for our raid group to learn. It took us till the 2nd raid day to down it, but when we did, the sense of accomplishment was tremendous.
Now if only Twintania wasn't such a biotch haha ^^