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Thread: Sebilis AoE - The how to, Quellious server

  1. #1
    Gentle Furie Leader of Apostles of Insanity
    Guest

    Sebilis AoE - The how to, Quellious server


    Since my first run out on an AoE group (which we did in the hole, a terrible idea looking back on it, as the golems just don't like stuns) the concept of it has been evolving until it's become an every day event in Sebilis. A few strategies I might suggest.

    1. Comprise your group of 3 wizards, all 53+ as Jyll's static pulse is a must, one interupt will throw a supernova off long before it zaps anything (sorry young Wizards, you'll have to wait). 2 Enchanters with balls of steel that wouldn't dream of buying their account off of ebay, the higher the better. 1 Cleric, preferably 56+ because when AoE goes wrong, it goes really wrong, and considering the number of mobs your group had on you by the time you finally hit the dust makes for a very tricky CR... But high risk, high reward right?

    2. Bring a heavy supply of perdidots for Manaskin, if thats what you use at your level. The enchanters need to be runing themselves, wizards should be skinning as well. The cleric should always have DA up to survive an evac if at all possible. I've done groups where a wizard was substituted with a 55+ mage for CoH, which is very helpful but can easily be done without. Here's the reason you might consider it: Pulling for AoE groups is the entire reason to get your wizard epic. The cost of components to keep skinning yourself can be rather evil, even at the exceedingly amazing loot you'll get you'll still spend a pretty penny to keep it up. The puller should be the wizard with the epic if at all possible. The most fun groups involve three epic wizards, that run in different directions and pull from different camps, if you can imagine. The most imperative thing for the puller to remember is to reskin even if barrier of force is still up, make sure it has it's full capacity and won't drop right away. SoW, whether from a sow potion, or one of the poor groupless druids outside that can only dream of an AoE group is a must. (Before you start with the Druids get PB nukes and can AoE at level so and so crap, I just want to say that this is a Wizard site, and I don't want to hear it. Yes I've grouped with 2 wizzies and a high level druid with great success, but I will always prefer 3 wizards) I don't care how long you camped the AC for, your jboots are not fast enough. When you have 800 points of epic skin to save your ass before you start getting hit, and 20 mobs on you that hit for 100+ all it takes is one stun and you will be dead in 2 seconds. A CoH mage can bring you back to the camp spot after you gate for a sow, or you can do it my way =P I personally like to pull with concussion, although a temp flux staff works just as well. Click or cast at a mob from across the room and then haul ass past as many as you can, then run towards the enchanters who are on their feet and stunning - run past them and catch every mob you can in the web, reskin right away, and repeat if you need to grab more. The enchanters at that level can determine on their own how best to lock them down, whether it be mez or stun. If your sow goes, gate out, get another, and train from the zone in. After all, you want the biggest train possible, don't you? =P

    3. BUFFS BUFFS BUFFS - Celestial Healing on the puller before they go is imperative. Bringing Pearls and death pacting EVERYONE is imperative - if it saves an enchanter the group lives. If it saves a wizard you might evac. If it saves the cleric then a DA might just do the trick to get them to the portal. Every kind of crap buff is worth taking a few extra seconds for, especially for the puller. Nothing like risking your sow or worse yet your skin being dispelled with that many mobs after you for not taking a few seconds for chill sight, see invis, and other crap.

    4. Have the enchanters stand on either sides of the pack and cycle thru their 3/4 stuns effectively, and pray they don't overlap. If done properly their stuns will push the pack into a tighter group and you become more effective. Don't begin nuking until ALL mobs are in the stun web - one nuking frog can stop an enchanter just long enough for you to get spammed with a YOU GET HIT msg until you drop like flies. It's worth the extra 5 seconds of patience to get them all together. If a caster mob is left as the only one, mez it. Enchanters have ToT - I find that the enc's are the pushiest one's in AoE groups about sending me off to get more mobs - with the amount of casters in sebilis they could stun/mez all day long. Charm, if they have room for it, has saved us on a number of occasions as well. Use your imagination.

    5. Don't get greedy. Pull in small groups and lock your mobs down. I would rather pull two-four at a time and have one enc on stun duty and the other on mez to lock them down than drop because my greedy ass went for the new world record. You can pull every mob in sebilis not behind a locked door with patience. If the puller drops then it doesn't take long for things to go awry. AoE doesn't allow for mistakes, and the punishment is severe.

    6. If you can't handle more, SAY IT.

    7. Looting ~ ALWAYS hook up the cleric with the first few gems. Especially in sebilis, they drop every 2 seconds when you're pulling up to 40. In my groups, we roll on all uber loot, each person allowed a max of two, but until then everyone can roll on everything. All gems and spells are freeforall, with the exception of BD's, Black sapphires, and diamonds. When else can a wizard walk out with a nice new pair of Cobalt arms without someone complaining. Be up front about it right away.

    8. CR's. A Clothed enchanter is worth so much more than a naked one. Especially if you can save two. Whether you choose to mez/mem blur your way down the corridors to your RIP spot, or charm, or best yet, AoE - do it with caution. I've seen AoE groups pile up 30-35 corpses for a group of 6. I've also seen some of the most amazingly intelligent CR's bar none done with AoE groups.

    9. If you're truly good... Hit sebilis at a late night when it's not too crowded. Before you know it, you'll have my favorite camp check in the world. Someone elses group calls out the crypt, and king... then you get your groups call... d1, d2, library, disco, disco hallway, portal, three spawn, NG, necro jail, NJ hallway, chef, bar, arm, zone in. One group, ladies and gentleman, clearing a camp and moving to the next. It can be very nice to see Cobalt Vambraces, a Bonecasters Robe, Cane of the Tranquil, 4 BD's, 2 Black sapphires, a Seb mantle, Book of Obulous, about 5 spells, 3 diamonds, and 30 or so random other gems drop off of one amazing pull.

    10. Know your shit. If you don't, learn it. If you don't learn it, everyone dies. Be up front with your group if you're new to the idea before you take their lives into your hands. I've seen people use AE spells that hit four targets. I've seen enchanters think they're supposed to AE mez instead of stun when there's 20 on them. I've seen clerics nuke with upheaval when they should be healing, and go OOM when it's too late. I'll say it again. THERE IS NO MARGIN FOR ERROR.

    AoE is without a doubt the best exp, loot, and fun in the game. All it takes is one good pull before the newcomers say "man send me a tell next time you do this, I had no idea". All it takes is one bad group to give AoE a bad name and cause trouble with other camps, and give those that are good at it a bad name.

    I personally keep a list of everyone that I have grouped with on the Quellios server in an AoE situation. I rate them by how they did, and confirm with other group members, and ask that they do the same. I think that if you try to do this yourself, it should never be that hard to get an AoE group going (Very easy to lose your 2 encs and cleric in sebilis if you're sitting there waiting). Now, before I get thrown into tell hell by my guild and friends, the first tell I see lately is always the same... "AoE????"

    Gentle Furie, 54 Wizard
    Leader of the Apostles Of Insanity
    <a href="mailto:gentle_furie@hotmai...otmail.com</a>
    Quellios Server

  2. #2
    Zupe
    Guest

    Hey Gentle, nice to see ya posting. Look me and Cuearie up and we will AE with ya. Karnors basement is a nice AE spot also, mobs are a bit weaker along with loot but exp is still great.

  3. #3
    Wandor K
    Guest

    I couldn't have said it better myself Gentle!

  4. #4
    Gentle Furie Leader of Apostles of Insanity
    Guest

    Chardok Chardok Chardok.

    Walking out with a stave of shielding, a sword, mask, boots, and a few other things isn't a bad idea. Mobs don't have outrageous hp either.

    Had a good time there, lets get a group going sometime =)

    Gentle Furie
    Leader, Apostles of Insanity

  5. #5
    Nizzdal
    Guest

    hey Gentle you try Howling Stones yet? Very under used zone on my server, Lanys T'Vyl...only thing with that zone is most of the mobs HarmTouch.. so you'll need a DA puller. Pally, Cleric, Enchanter, and 3 Wizards work great.

    AoE the only way to level



  6. #6
    Fendien
    Guest

    Hey Gentle, I'm from Quellious too and would very much like to AOE with you some time I'll look you up one time once I get higher. I also wouldn't mind even watching in action once to help learn how to aoe well before trying on my own.

  7. #7
    Miriai
    Guest

    As a variation on a theme. Sebilis disco with; 2 chanters 55+, 2 wizards 56+, one cleric, one plate melee puller 55+; one out-of-group PLing sorcerer. With that combo you can safely keep the entire disco area (D1, D2, iksar room, scarab bedroom and the front hall) indefinitely clear. We bribe the sorcerer with a truck load of lewt...

    Oh yeah, I agree that the epic is an awesome aid within this type of grouping. But then again, describe a wizard activity where the epic isn't an amazing aid.

    In my guild, with four sorcerers, this is my method of choice to experience grind needful evokers, beguilers and templars.

  8. #8
    Momus
    Guest

    I tried this last night for the first time in Seb. Everything written above is on the money. Nobody in our group had ever done this before.

    Enchanter 57
    Cleric 59 (non-Epic *cry*)
    Wiz 59 with Epic
    Wiz 55
    Wiz 55
    Warrior with 1 point in Innate Run Speed

    Since we were rookies we tried it small at first rushing the exit. We pulled 4 or so per attempt, to get our feet wet. Boom. If all of our Wizzies were 56+ we would have had much less downtime (59 wiz went oom but I'm sure did exponentially more damage)

    Next we tried Dhall but we had a problem: Lack of communication. I assumed we were moving to to the usuall Disco hall campsite, rush past the 3 frogs by bridge. Everyone else assumed we were pulling to the bridge. Bottom line: Wipeout.

    Since it was late, we decided to stop there, as we were just getting our feet wet.

    A couple other thing:
    1. If the enchanter's rune fades, make sure the cleric has remedy up. One stun fizzle throws off the timing and 6 mobs strip a rune very quickly.
    2. Make sure everyone is ready ... no AFK, guildchatting, or joking around ... save it for after.
    3. Finish off waves occassionally before pulling more. New Runes/Epic/Steelskin is needed.
    4. Pull to the enchanter. I'm writing this from a chanter's perspective. I know little about being a wiz. Remember that the lower level AE stun has a much smaller radius than the highest level one (and much shorter duration).
    5. I was cycling 3 stuns and barring fizzles, there was no time gap for mobs to hit. From FM I can chain stun for a long time ... do mana checks mostly to make sure the BIG GUNS still have mana.

    Consider that every pull is as dangerous as a train (which it is). Have fun with it and please post more tips and mistakes.

    Lantris
    57 Beguiler
    Karana

  9. #9
    RIP Gentle
    Guest

    Glad to hear it worked for ya! And yes, the charge is by far the most difficult and dangerous maneuver in an AE group. But after a few pulls when everyone knows where to be you start getting into the swing of things and it runs like clockwork if you're lucky! Best of luck to ya!

    http://members.home.net/erichuinker/AEsigweb.jpg

  10. #10
    Zupe
    Guest

    To add to the druid comment. Always take a Mage over a Dr00d. I really like to have one there a lot of days. They are great for those roamers that come up and their pbae is great also. If I find an epic mage wanting to join I will always take them, that pet kicks some serious ass. We have been living in Seb late at night over the past few weeks, it is so much fun when only 10 ppl are in the zone and you have it all to yourself.

  11. #11
    Wandor K
    Guest

    some more additions ...

    1. Bard puller with run3 is AMAZING. They can pull with AE slow and AW snare. We let the bard take off and start agroing mobs. After about 15 seconds we start heading down to the nuke area. ALWAYS makes sure everyone in the group knows where the nuke area is and how to get there.

    2. So far for efficiency and least down time the best group we have found is 3 sorcerers, 1 virtuoso, 1 phantasmist, 1 high priest. With this group we have gotten lucky and gotten discos/ramp/exit/upper jail/cba. We would do it in 3 pulls of about 30-35 each pull. This was very comfortable and really quite easy. We could have pulled larger trains but we where already running out of mobs so why bother?



  12. #12
    Nahato Isamashii
    Guest

    Lucky? If done right you can pull chef/bar and everything in between to D2, all this with 3 wizards/1 chanter/1 cleric/1 SK. The only real limiting factor is the newbness of the people you are working with, not the classes you have!

  13. #13
    metrech
    Guest

    Just a quick note from a bard's perspective:

    2 chanters
    1 cleric
    2 wizards
    1 bard

    = most efficient AE group.

    Bards have the following going for them as pullers:
    AE Snare/Slow for pulling
    Rune Song (ok 50 points but still handy)
    AE DOT/MR debuff (at 59)
    AE fear (for when the chanters go down and you're hustling your butts out)
    a couple other ae dots if the wizards go oom


    and of course

    2 Mana songs (55 and 32) which stack.

    Downtime is significantly reduced, and pulls are larger and safer (pick them up with snare and ae dots or fear).

    The enchanter I was with last night was quite surprised to have cleared zone-in, bugs, jail and all of the diner, and still had sow. It was a good night.

    Metrech
    58th level bard
    test server

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