The Beast

When mate is active , we burn Grunkuck.We use a kinght on Kelmuck and summon tank it.
For the way we are facing i am not 100% sure ( think its west) but really simple to check , u need to have a tunnel just in u back.If u get an emote ( especially DD+KB) u can be blocked by a wall ( can use the portal too).
 
When you get beast / Mate up Do you summon tank 1 while your killing the other? And do you typically eat any Emote / Gflux?

What direction do you have each of them facing?

There is no point wasting any more healing than is needed when you can summon tank...so summon tank mate while burning down the beast.

The best way to describe direction...point the beasts tail in the direction of the next spawn point....casters/healers in front and melee in the ass. When you get emotes... each group runs away from the mob....healers/casters one way..melee the other way.

Do NOT eat the emotes!! That is certain wipe.
 
We've had some weird issues of the MT's getting the emotes. So its either everyone runs away, or we all eat a gflux.
 
Peeps got to pay attention to emote or is a pita.
 
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Adds, seem to be the main obstical for us. The dimensionals just immediatly agro healers, even if tanks meet them at the water. Any trick as to where to postion knights or healers to help with this?
 
Does geometry block the AEs hitting others?

One of our big issues is Mate emote for which you have 5 seconds to get away. We tried having people run into the water but, once in a while a person who did that would get summoned back to beast.

Wondering if the person that gets beast emote runs behind he portal which mate comes out of will work. I tested trying to cast on someone on the other side of the portal even though I can see them and got you cannot see your target.

Figure setup raid on one side of the portal and then if someone gets Mate emote they run behind the portal. For the normal 15 second to react emotes - just run far away south.

The adds are a problem as well - knights can't seem to get agro on them till after they go rock some peoples world. SKs - using like all their hate spells and still can't get them off.
 
For us what has been the case is the adds come out with preset agro on a DPS or healer. Having them kite puts them out of commission - we do get them to try kite the ones that will die if kited but, the dimensional ones that corpse camp - knights with 3-4 agro spells can't get them to jump off whoever they initially agro'd. So was wondering if there was a trick to this other than just tell everyone that gets beaten up by an add - run.
 
Fix to your problem Holes = Have kite team pre set agro on water adds while the raid is buffin ... Kite teams do not engage beast or mate, they stay building agro on the water adds, then when they go live it's an easy kite.. U will have a couple straggle into raid while your killing beast, have a knight on healer protection, soon as he sees an add at raid kite him to tunnels (they get lost in there, sometimes poof)..
 
OMECSUN1 - thanks. Thought about doing what you mentioned. After we were done last night - tried to cast on the mobs in the water but, got "did not hold" message. Perhaps this is because Beast isn't engaged. We were planning to see if we can pre-build the agro on them.

We can even have the SKs death's effigy and then go in the water pre-agro some time before Mate spawns and they start coming loose.

Is this what works for you guys? Guess we can give it a go but, if your info is first hand - then will def give it a go. Thanks.
 
well you can always use a mage to coth people to raid after they bring the corpse camping adds away enough where it will clear aggro but your raidleader will need to be fast with the moving of groups =)