Strategy: Festergut
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Quote by Picnick
I had someone at work read this thread. He plays computer games, but not online rpgs. He was pretty confused, so I decided to create a Pro graphic (/cough) to help visualize.

Tree in the middle to raid heal everyone, Killa and Verty both park in a spot.

Both Killa and Verty have 2 dps 'partners'. K1, K2, V1, V2.

The K's collapse on Killa, the V's on Verty. The Tree goes wherever.

If there are 2 spores with the K's, one of them needs to move. Either to Melee or to the V's. and Vice Versa. If there are 2 spores in melee, one will need to move.

Since everyone needs to understand this strat, I'm gonna bury a bonus right here. 500 gold to a /random when Fester dies. To be able to /roll, you must reply to this thread by Monday night 8 server.




/bump


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Reply.........


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"Reality is merely an illusion, albeit a very persistent one."

Albert Einstein

"The unreal is more powerful than the real. Because nothing is as perfect as you can imagine it. Because it's only intangibles, ideas, concepts, beliefs, fantasies that last. Stone crumbles. Wood rots. People, well, they die."

CHUCK PALAHNIUK
/bump


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Killa is not politically correct. He is just correct. Always.

"We are never deceived; we deceive ourselves."
--Johann Wolfgang von Goethe
That fight is kinda fun on 25s.

Sorry about the Starfall...

Not sure if the 'all collapse' strat will let us beat the enrage timer, but it will definitely make people aware of spores while learning the fight.


We have 3 strategies that we're looking at right now.

#1 the "standard" strat which is the above pic.

#2 the "All Collapse" strat, which we attempted last night.

#3 the "Segregated" strat proposed by Coffs.


I think it's safe to say that #2 will not work for our guild.

#1 & #3 are pretty similar. The main difference in #3 is that the 2 ranged groups don't ever co-mingle. They start out on opposite sides, and run into melee if they don't have a spore. Benefits are: You only have a small area to watch for spores and you always know where you're running to. Drawbacks are: If you are slow getting back out of melee, you can cause a wipe.

I kinda like the #3 simplicity. Melee never need to move, and the range don't need to decide where to go. May be a bit more healing intensive if we ignore the 2 spore in melee, but is likely doable.

The key, in my opinion is the 8 yards division between people. The whole point of the "segregated" method is keeping the distance ranged would have to get to a spore down to a minimum. Whether they have to run in to melee or not. I think stay as close to minimum range as possible so you reduce your movement in and out of spores.


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“Simplicity is the key to brilliance”-Bruce Lee

/bumping this strat to the front page as well


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Is this thing on?


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