Thanksgiving

Thu Nov 26, 2009 11:28 am by Strype McClaine

Happy Thanksgiving.
Well, American Thanksgiving.
Canadian Thanksgiving was last month.

Thankful to have all of you as my extended guild family.
I, in a strange way, love...

Comments: 3

Change at the Top

Wed Nov 18, 2009 9:48 am by Morrek

Hyrin has decided to step down as Guild Leader due to some time constraints placed on him by RL.

As his successor first let me say I am honored and will do my best to fill his shoes. ...

Comments: 4

around and about

Wed Nov 25, 2009 9:10 pm by xhume

sitting in sunny (ish) vietnam... in a hotel in Hoi An - at a 10 year old pc with a crapped out internet connection....

i am still alive - despite the earnest attempts of some of the d...

Comments: 3

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Air Elementals In Reaver's Fate

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Air Elementals In Reaver's Fate

Post  Sauul on Mon Jul 06, 2009 2:54 pm

Why are the Air Elementals in the Reaver's Fate (on Elite) so difficult to Finger of Death? Is it because they have such a good saving throw or is it because they have such a good spell resistance?

I'm just trying to figure out the best way to kill them. Right now I hold a Necromancy Club (+1 to Nec spell DC) and a +7 Spell Pen Club. But I generally end up killing about 4-6 per quest. I have also tried Enervation (sp?) first.

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Re: Air Elementals In Reaver's Fate

Post  Fayyth on Mon Jul 06, 2009 3:59 pm

I think they have ridiculous saves. I usually have to enervate them 3 or 4 times before I can kill them with FOD. I find the best thing is to set up dancing balls, cloudkill, and firewalls under the archway. It takes longer for them to die, but I usually max, empower, extend, heighten them since mana usually isn't a problem in there. The hard part is keeping the Reaver out of there, he tends to displace aggro from the tank more recently.

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Re: Air Elementals In Reaver's Fate

Post  Pan on Mon Jul 06, 2009 6:24 pm

They cranked up the saves to stop the reaver from being such a cake walk. Like Fayth said cloudkill and firewall are the best bets. The rangers should be using w/p. This approach of course becomes obsolete if the new mod ever comes out. Deviating from the rules /sigh. By the way the giant aggros on whoever hits the ground first after the ceiling ride. He also will aggro from any spells near him like ottos sphere or CK, etc So a good tank knows to get back to buisness quick! Alot of casters like to get the charge right away so they dont get knocked down. Not the best idea ive seen alot of them eat dirt before the raid is even off the ground.

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