Illonna
HIC SVNT DRACONE (Here be Dragon)
*** Still under construction ***
Draigoch Raid
After a few false starts this has become pretty much second nature at Tier 2 Challange Mode. Let me start off with one of the reasons people run this Raid - Loot. On second thought before you can do the Raid and get the loot you need to do the clearing quests.
Discovery of Draigoch's Lair
Once you reach level 75 you need to pick up the quest 'There is Gold in the Hills' from Ariene who is just outside the South gate in Galtrev. She will send you off to see Frithgeit at Zudrugund at Nár's Peak that will end up with a series of two more quests (Map to the Treasure, A Cave in the Hills) with Frithgeir and Nár, where the end result is you will have discovered Draigoch's Lair and will be eligible to run the raid. OK, now back to the ...
Loot
We really have been running this in Tier 2 Challange Mode all the time which generally means once a week because of locks. When you complete this the first time you will have completed four deeds and a quest, which will reward you with a Worn Symbol of Celebrimbor, a Scroll of Greater Empowerment, a Fused Deep Relic (Tier 7), an Ornate Heritage Rune of Knowledge (167K IXP), a small amount of silver (33s 60c), some IXP (9,277), four titles, and 40 Turbine Points. The Tier 2 Challange Raid itself each time will provide you with (as of Update 6.1) 235 Medallions, 65 Seals, 3 Fused Aged Relics (Tier 5), a Cryptic Heritage Rune of Legend (127K), and about 2.5g; don't forget to loot the three end chests for some of this. Additionally, the Roll/Pass or DKP loot will usually consist of 1 - 2 Worn Symbols, 3 - 4 Fused Deep Relics, 1 - 2 Delicate Heritage Rune of Legend (318K), 1 Delicate Heritage Rune of Knowledge 251K), 1 - 2 Scorched Helm Tokens, 1 - 2 scorched Shoulder-guard Tokens, 3 - 4 pieces of unique jewelry, shields, or clothing, 2 - 3 Burnt recipe cases (one time Westfold recipes), sometimes a Battered Scale (which will give you a Statue of Draigoch from the Taxidermist), sometimes an Elegant Heritage Rune of Knowledge (469K), and the big one 3 - 4 Draigoch Scales. For the latter, three are always awarded together as you need them to have a Wyrmscale Cloak created. The extra one (if any) goes to someone other than the person who won the set of three. Medallions and Seals were really increased as of Update 6.1.
Getting into Position
After working out the mechanics on the fight itself, the fight can be fairly rote in execution but this can be the part where people die the most. When I first started doing this, I could sometimes die 15 - 18 times on the run down into position. Now I can get down with a nary a scratch and don't die at all. You start the Instance right in the 'door'. From that spot you need to run down through four levels and get a little alcove. The problem is their are three different 'view' ports through those four levels for Draigoch and he will scan back and forth amongst all three, breathing fire on whoever he sees through those ports; you die. One the first and third level the ports are on your left; the second and fouth on your right. Those ports see through ALL FOUR levels at once.
You will know which port he is looking through at anyone time by the light beams that project out of them. He ALWAYS progresses through the ports in order - 1-2-3-2-1-2-3, etc. As you run down you will need to stop probably once or twice per level and stay behind the wall to one side or the other at a port. Be careful, sometimes you may hink you will be out of view but you aren't and you will be toast. Retreat is in order here. Sometimes if you make it almost all the way down before you die (and you have died a few times already and people are getting impatient), a kindly Minstrel or whatever may come to you to rez you so you can proceed from that point.
When you first see the beams two ports ahead of you - run to the next port. If you see the beams behind you you can probably clear the rest of that level. So run quick. Oh, and you need to jump down between levels.
When you get to that first staging point and wait out of harms way for the rest, as soon as enough people make it to that point the florr will open up beneath you if you are standing near the wall. One way or the other (falling down or jumping down) you need to go down to get into the starting position. That is the spot with a chest. This spot is the secondary staging point and for most of the fight, be where the Main Tank will reside. So now on to the fight.
The Raid vs. Red, the Blowhard
After everyone has gathered at the second staging area by the chest, you will be ready, after all the suitable ready checks, preparations, etc. to start his fight. Generally, the Main Tank (and sometimes a healer - a Cappy or an L-M) will stay here). If the tank can self-heal then the Captain/L-M can join the main party and you will have that much more firepower. If there is a healer here he/she will stay behind the wall to the right of the tank, out of harms way, healing as needed. If there is no healer assigned here, sometimes one may have to make their way back here to rez an unfortunate tank.
The rest of the crew (up to 11, but I have seen this done with 8 people - total, though it will take longer to finish) will head down to the tunnel floor. When everyone is ready, the Main Tank will open the chest by him and the fight will start. Draigoch will boast and threaten with his speeches and the Tank will be at his head. the rest of the team will go to the appropriate ledge to take down one of the four claws. See the Lessons, Gotchas, and Whatever below for information about Target Assist, Bunching up, Avoiding fire, etc.
The Main Tank will note Draigochs head movements and will tell you to go the opposite way. On any round all four claws must be taken out by the team. After they are, Draigoch will fall to the floor of the main area outside the tunnels. The team will run out, run through the body, turn around and begin hacking away. This is where damage is done to the 6 million+ morale points that he has. Keep hacking away, and the FM team must be prepared to pull off the next FM in the order of all twelve. Generally, you will be able to get in two FMs per round while he is down on the floor. If things don't go right, you will get off one. After the round is done (you will know it because he gets up) everyone runs to the tunnels all 11 o'clock (that is why you generally go through the body to hack away so the team is facing the direction they must run.
After you get through the first six FM's you will probably be near 4 million morale points and you will have entered Stage 2. Again, every time you go back into the tunnels it is a rinse and repeat of the previous time - take down the four claws, he falls, you go out and hack away, etc. After all twelve FMs are completed, you are at Stage Three and end game. At this point the Main Tank (and Healer, if there is one for the Tank) will come out to the floor and join in on the hacking and slashing. You will be staying out on the main center floor for the rest of the fight. Principles are the same and you go through rounds where you need to take down all four claws before he falls again to hack away. There are no FMs to do at this point, just go all out DPS. Since all twelve FMs have been done, damage on the main body will proceed much faster. Follow the Target Assist as usual and the leader, because after Draigoch gets back up at this stage he will rain fire down on a spot on the floor and will cook you if you are there.
After he has died, three chests will appear and the Leader will open them accordingly and distribute loot according to policy.
Thats it you are done and enjoy all the goodies (see next).
Lessons, Gotchas, and Whatever
Some simple ones:
- If you are in the FM Group, know your position in the order and hit it correctly when the FM shows up. You have got to get all 12 done if you want to proceed to Stage 3. If you miss and the FM doesn't go off correctly you just prolong the fight.
- If you die after the fight begins DO NOT retreat. If you do you will end up only getting back down to the first staging point (the floor will have closed up again only to open up after the fight is OVER). It is no fun at all to be stuck up in the cheap seats watching the fight from afar; so far, in fact, that you can see Darigoch but not any of your comrades.
- Always follow your Target Assist.
- Keep bunched up when hitting at the claws, he does some AOE damage that will be dissapated over more people if grouped.
- On some of the claw fights there will be flame spots out on the ledge. Don't step in it and don't fall off the edge trying to avoid it.
- For the floor fight DON'T fire off any skills that stun etc. You will only screw up the chance for the next FM.
- Beat away as quick as you can on the claws so you lessen the likelyhood of haeving to go to another spot to finish off that one claw.
- No one, other than the Raid leader, should open up the three end chests. After all roll/pass/DKP loot is given out then loot that chest for your normal quest awards.
- I don't know if I said this already but always follow your target assist.
- This can be as easy fight with good awards if you do what you are told and folloe this simple precepts.
Helegrod Thorog Raid
We are also leading up to the fight with Thorog in Helegrod so I will have to chime in here soon as well.
by Illonna on 2012-02-23 01:12:49
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