Feerrott, the Dream

jloveak

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Anyone have any basic strats for this? As well for those who havent finished much of any UF would you recommend starting with HoT now and skipping the UF raid content?
 
Firestormers beat Tick Tock with 2 seconds left, so if you don't have that kind of DPS i wouldn't bother. Have not heard anything about the Feerrot raid, but i would assume its same difficulty.
 
tic toc was fixed so its way beatable now as far as ferrot basic things are kill trash until they emote runing away kill minis loot runes each rune corresponds to a temple and or named once 4th rune looted then all 4 at once run to top in front of named and activate the event u get adds still while keeping 4 nameds bussy
 
now as far as ferrot basic things are kill trash until they emote runing away kill minis loot runes each rune corresponds to a temple and or named once 4th rune looted then all 4 at once run to top in front of named and activate the event u get adds still while keeping 4 nameds bussy

Is that ritual of terror you're describing?
 
4 rooms with 4 mobs in each room. 3 of the rooms are the same as for the beastling mobs for the mission. The 4th is over near the grounds zone line. Each room is a trial you must pass. Pass all 4 without taking to much time between them and named goes active.

Kill all 4 mobs in order. If you kill out of order they respawn.
Spiders Alpha order
Skeletons Fiery, Icy, Decaying (decrepit something like that), Mossy
Guards small to large
Dogs dont have the order yet. but guessing youngest name to oldest name it think pup is first.

Once the mobs are engaged time did not seem to matter but not sure.

Mobs hit for 15K on non defensive tanks.

There are also rotdogs up in zone if anybody runs the wrong way they can aggro one. Hit for over 20K so will essentially kill to much time and event will reset.

Few other issues on damage in vs out of the room we are playing with.

Named pops adds 3 times dont have exact percents yet.

Kill adds back on named.
 
Pops adds at 75, 50, and 25%. Adds at 75% are cubes and can be stunned, snared, rooted, etc. Adds at 50% can NOT be stunned. Adds at 25% also can't be stunned (not sure about snared, but know they can't be rooted).

Basically, back everyone off as adds are going to pop, since they pop just behind the named by the stairs in a line and immediately rush forward. Setup tanks to intercept if you don't want your tank to be eaten. During adds phase you can summon tank the clock so as to reduce the healing needed (it's perma-rooted).

Easy peasy. The 4 rooms are easy too, if you have the order right and do your engage properly (don't rush in the room or you'll die, don't leash mobs out of the room or you'll die, etc). Send in a tank with riposte disc/deftdance up, have him draw agro, then send in sk's and offtanks to pick their target and peal off.
 
Mobs that spawn at 75 percent are stunnable, Mobs at 50percent are low hps and should just have sk reflect tank or war fort tank while raid aes them, mobs at 25 percent are mezzable. Clock easy to tank just leash tank it. Easy event once you get it down.
 
If the adds at 75% are stunnable they are highly resistant. With 4 enchanters 0 of them landed an AE stun on them with full debuffs. They are immune to root and snare for sure at 75% ( you get the immune message).
 
The adds at 75 percent are stunnable, our enchanters seem to have no issues stun locking them. The 50 percent mobs are the hard part, as a warrior i am tanking clock i simply ae and hit fort for that phase, since fort now lasts 24 seconds with HoT bp. The 25 percent phase we mez them all then clear them all one by one, we found it better to clear the adds then do burn on clock.
 
Just got this win tonight. We found mezzing the 25% adds burning the clock then cleaning up the adds much easier than trying to keep dealing with the clock. He does a rather nasty spell on the tank time something missed the name but needs to be cured quick. RC worked. Started it at 75%. We took time to rez and rebuff a bit after each add wave so we pushed getting him killed on the last burn. But not sure why you would want to stop and kill mezzed mobs.

Vinelash and knocking back the skeletons worked great. Cubes are only rough if they gang up. We had some kited while we killed. Then summon tanked the clock while we recovered.
 
Is there a timer you are up against once you clear one area and then move to the next? Question really is can you hold off till discs are up and people medded up before engaging the next area?

How much time is available to complete the event?
 
Yes there is a timer running. If you take to long overall you loose. If you take to long between events you loose. Have not figured out exactly how long you have but seemed to be less than 15 mins for each piece so the faster you kill the more time you have. However, you risk loosing and having to start over if you try to let people med up fully between events. Between waves is a good time to use the new large mod rods.

What worked best for us on setup was 2 tank groups of 2 warriors, 3 clerics and a beastlord for paragons. Each tank group gets one of the last 2 and 1 of the first two to die so after first two mobs are dead each group is only keeping one tank up. Third group of knights with healing. Knight goes in with deflection disc running and aggros them all. Warriors charge in and pull them off him. For skeletons and rotdogs where you get hit early or by mobs from behind hit Deflect then DA run in get positioned and drop DA then warriors come in.
 
At 50% full burn and mez the adds at 25%, they are easy to get mezzed specially if you have 2 enchanters.
 
Couple of questions:

1. Is there a certain order the rooms have to be killed in? We have tried this raid a couple of different times. Once starting with the skellies in the south east room and didn't have any trouble with them but we failed to engage the next room in time so we failed. The other time we started with the Rot Dogs and they rip us a new one. They hit way harder then the skellies. The thought was maybe we were killing the rooms in the wrong order even though we were killing the mobs in the right order.

2. Can anyone give some specifics about the timer on the event? How long do you have between fights before you have to engage the next room?

Thanks to everyone for providing info
 
Don't believe there is a certain order you need to do the rooms in. We do Armor, Skellies, Rotdogs, Spiders. Armors, skellies and spiders can all be kited around the room to help with healing. Have wizards snare the mobs with their unresistable snare AA. Rotdogs you just have to offtank and deal with it as trying to kite in there is near impossible.
 
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No order but we usually do armor, skellies, rotdogs, spiders as well since its an easy movement path. Rotdogs the worst since you cant really kite them. Rest wizards can snare and warriors can kite to reduce healing needs.

Sending in a knight using deflection on the armor or DA on the rest to get the initial aggro helps. Knights can hit deflection then DA run in get mobs positioned then drop deflection to help lock aggro till warriors grab them. But deflection alone does not help on anything but armor usually since the mobs can get behind you pretty easy.
 
We've won this raid several times using different kill orders trying to find the one that works best for us. We now start in the dog room because they are the hardest. If you wipe or need to reset the raid after the dogs, you haven't wasted time killing the other rooms.

By the way, this event is easily reset by aggroing one of the rotdogs in the hallways and not killing it. As soon as you move to the next room, the event will reset. This is bad if you aggro a hallway rotdog by mistake, but can be used to your advantage if you want it to reset.
 
same, we do the dogs first and just tank every room. Seems easy.
 
Any guilds that don't have the tanks or the healing to do this can make it much easier if they do the following. Have ranger WS and run in to gather mobs, 4 warriors run in, grab assigned mob use flash of anger, blast of anger, bazu, jeer, and make sure not to damage the named to summoning status. When warriors go in, have enchanters (3 needed) run in and cast complaint lurch on the mob. Face the mob and slowly back away, have tanks stand on one side of the room chain bazu/jeer on the mob and enchanter chain complaint lurch.

Doing this means for the 4 rooms your healers only have to heal 1 tank at a time. Once the mob dies bring in the next correct mob. The only hard part on this is the dog room, because its so small, people have to watch where the mob is and get them spread out so they dont kill the tank. Also the biggest armor can be a pain in the ass, but use necromancers to chain skelly illusion it ( makes CL work with big modles) and it will be NP.
 
new expansion around the corner and alot of folks have had time to either get max aa lvl and or t4 gear

How many grps of those kinds of players do you think it would take to get a tic toc win (what classes are musts besides tank(S) cleric(S)

I ask cause it seems some folks are beating upper house and or possibly fear w out 54 people even had some offer looting rights in general, they were asking about 1.5 M an item

If anyone has any ideas or 1st hand knowledge please PM me if you dont feel like posting ty vm in advance