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  1. #8
    Player
    MXMoondoggie's Avatar
    Join Date
    Sep 2013
    Posts
    762
    Character
    Pikarin Makai
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by T2teddy View Post
    I've tried this darned trial 30+ times without success so far, and every one was a mess because tanks could not grab all the adds. It would be helpful if the clock did not start as soon as the party barricade disappears so instructions/strategizing does not eat into the time alloted.
    Some adds are not so easy to grab because they seem pre programmed to do things like attack the cannons so they aggro on them instantly and one add has no aggro table it just does what it wants. For most adds you just need some good Healers to help the Tank keep adds in cannon range. A WHM can even group stun the adds so they don't run around.

    It's sort of surprising how much trouble PuG groups are having with this it seems like with the last couple of patches people have been raging that things are too hard but i think it's a good thing to teach people team work especially to get people ready for harder optional content that has a lot more mechanics that require working as a team. SoF is really the bare minimal of team work you just need everyone to understand what their role is. The downside is if one person does something wrong it can destroy the whole run. The other day was helping some FC members get their kill to finish the story and we had a couple of PuG's there too. Took a little while but we finished after 2 wipes just need to make sure everyone knows what they are doing. The people on Cannons clear adds and snare the boss the person on tower then uses the harpoon thing on the boss, Tank and Healers work together to collect and position adds, One melee DPS is responsible for using the LB3 and the rest of the DPS just have to hang out under his butt and hit him.

    The main thing i see going wrong is the snare part over anything.
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    Last edited by MXMoondoggie; 04-15-2015 at 08:00 PM.