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The Spirit Realm • View topic - Council FoS1 Raid

Council FoS1 Raid

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Council FoS1 Raid

Postby Pugger » Sat Jan 31, 2009 2:25 am

Hello shammies....

Not fishing for strats, from the many logs gotten from wipes the mechanics of the raid seem to be pretty nailed down.

Was just wondering if this raid was meant to be such a pain if you dont have hella freaking tanks and clerics. (like 8 or 9 of each)

I love events where different guilds with different makeups have ways of winning it with different strategies. This one just seems to be "pack your meat or go home"

Could have swore I saw somewhere that the debuff and the dd were different resists per mob but maybe that has been changed with one of the patches. As it stands im not sure how guilds with more of a mix in classes have any chance at it. Which sucks as its the block to SoD visible gear. Sorry was just bored and curious if other guilds are banging their heads on this and frustrated. Would have posted it on sony forums but didnt want to start a rant about raids and class makeup lol. We shamans are more civil!
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Re: Council FoS1 Raid

Postby Brohg » Sat Jan 31, 2009 5:02 pm

It is absolutely a pain in just the way you describe, with high tanking requirements. We've gotten by doing the event with less clerics than you've listed, but not with fewer than the required number of war+pal+sk.
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Re: Council FoS1 Raid

Postby Dakota » Tue Feb 10, 2009 6:11 pm

Yeah, you do really have to have a relatively high number of warriors and knights to do this fight. Depending on how good your healers and knights are, it's possible to have one knight tank two of the anti-discord councilmen. But you're definately going to want two tanks for each pro-discord council member, with a few "Oh s#*$" tanks in reserve.
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Re: Council FoS1 Raid

Postby Ughbash » Wed Feb 11, 2009 9:53 am

Any reason to do this raid instead of just skipping it and going to the warrens and Discord raids?

I mean we have beaten all 3 Discord raids and the firs warrens raid, but not FoS raids.
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Re: Council FoS1 Raid

Postby Peaky » Wed Feb 11, 2009 11:51 am

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Re: Council FoS1 Raid

Postby Dakota » Wed Feb 11, 2009 1:24 pm

FoS raids are good for visible armor and for weapons. Aside from an odd belt or back here or there, the drop tables on these three raids seem to consist primarily of visible armor and weapon, good for gearing up the melee classes who need DPS, as well as apps or just members in general who didn't get MMM/Crystallos armor.

Plus, the flying sokokar mount from FoS3 is good for oohs and ahhs
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Re: Council FoS1 Raid

Postby Dakota » Wed Feb 11, 2009 1:24 pm

Not to mention that beating the FoS raids opens up Bite of the Ukun 3 and Antecedent's Intervention 3
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Re: Council FoS1 Raid

Postby Brohg » Wed Feb 11, 2009 1:43 pm

Flying Soko mount. Spells.
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Re: Council FoS1 Raid

Postby Ughbash » Thu Feb 12, 2009 1:11 pm

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Re: Council FoS1 Raid

Postby Dakota » Sat Feb 14, 2009 5:12 pm

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Re: Council FoS1 Raid

Postby Killje » Sun May 03, 2009 12:12 am

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Re: Council FoS1 Raid

Postby Tanise » Fri Jun 19, 2009 3:42 pm

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Re: Council FoS1 Raid

Postby Brohg » Fri Jun 19, 2009 11:26 pm

We kill it every week for runes & twink armors
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Re: Council FoS1 Raid

Postby Silverboltt » Fri Nov 20, 2009 11:29 am

Actually does anyone have access to a good, comprehensive strategy for this raid? My guild is banging its head against the wall trying to figure this raid out. Write up on Allakhazam isn't very helpful. Anyone have info as far as best group set-ups, positioning of mobs, detailed information about the vulnerability spells and the AEs, where to put the wars, where to put the knights, etc? Any insight into this raid would be very helpful. Thanks in advance.
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Re: Council FoS1 Raid

Postby riou » Fri Nov 20, 2009 11:41 am

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Re: Council FoS1 Raid

Postby Edivor » Fri Nov 20, 2009 1:31 pm

Our guild is low on knights, but our strat was pretty much the same as Riou's. Only difference is we used beastlords to help kite the good guys. Their pet can snare them, which is nice.

I got Purification specifically for this raid. Removing the snare while kiting the good guys is super important. I also would put about 4-5 junk buffs and then remove them right before the raid started so that all necro dots would go in my highest buff slots. This allowed me to use nullify to get rid of the snare.
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Re: Council FoS1 Raid

Postby Zeuzil » Fri Nov 20, 2009 6:42 pm

The peeps I raid with put tanks and rangers on the bad council members. Rangers and tanks were fighting for aggro to try to prevent the tanks from getting the bad ae's while groups unloaded.
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Re: Council FoS1 Raid

Postby Edivor » Fri Nov 20, 2009 10:06 pm

You have to get out of HoTT long enough for the bad joo joo (vulnerability) to wear off.
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