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Eternity Vault: Gharj
01-15-2012, 08:33 AM (This post was last modified: 01-15-2012 08:41 AM by Shinebox.)
Post: #11
RE: Eternity Vault: Gharj
We did this on 8man Hard mode the other night with 3 melee and we just had them stay in for the pounce and it was not even an issue. Our ranged/healers took 0 damage from it which allowed our healers to just focus on healing the melee and tank. Not a hard encounter at all, just a tight enrage timer at the moment.

But his frenzy bug makes it a bit frustrating.

See our kill here:
http://www.youtube.com/watch?v=5I7EVaBaU58
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01-15-2012, 12:45 PM
Post: #12
RE: Eternity Vault: Gharj
If you want to avoid this bug - where everyone dies ~1 minute after you wipe - don't release until you see Gharj reset and jumping on his platform again. The death bug thing will only happen to people who release too early (also it counts as an environment death, not an NPC death and you wont lose durability).
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01-15-2012, 04:43 PM
Post: #13
RE: Eternity Vault: Gharj
(01-15-2012 12:45 PM)Bane Wrote:  If you want to avoid this bug - where everyone dies ~1 minute after you wipe - don't release until you see Gharj reset and jumping on his platform again. The death bug thing will only happen to people who release too early (also it counts as an environment death, not an NPC death and you wont lose durability).

We tried this but he didn't despawn for like 10+ minutes so we decided it was faster just to release, get naked, die, then zone back in.
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01-17-2012, 11:20 PM (This post was last modified: 01-17-2012 11:21 PM by Petrus.)
Post: #14
RE: Eternity Vault: Gharj
1 shot this last night on nightmare with all melee, 2 healers, our first time trying it. (sorc/merc)

Melee stayed in for all the pounces/frenzies. A few times one had to run out because they were a tad low on health, but that was rare.

We didn't hit the enrage timer, but I think we were probably within 10 - 15 seconds of it.


We did notice that once we downed him, he re-spawned, and we had to fight him again to get past him and on to ancient pylons. Another 1 shot, but with 1 melee biting it early, and being an invalid target for battle rez, we had to 7 man it. We did hit the enrage timer this time, but still got him down. No extra loot, and certainly a pain in the arse.
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01-18-2012, 06:50 PM
Post: #15
RE: Eternity Vault: Gharj
Pounce damage can be avoided by jumping at the appropriate time; you need to be in the air when Gharj lands. I can confirm this for HM. Your range (if competent) can stand much closer to the boss and avoid being knocked into the lava.
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01-24-2012, 07:26 PM
Post: #16
RE: Eternity Vault: Gharj
lol...will give that one a try
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01-24-2012, 09:44 PM
Post: #17
RE: Eternity Vault: Gharj
(01-18-2012 06:50 PM)Kryntos Wrote:  Pounce damage can be avoided by jumping at the appropriate time; you need to be in the air when Gharj lands. I can confirm this for HM. Your range (if competent) can stand much closer to the boss and avoid being knocked into the lava.

I cannot confirm this, whether on normal or on hard all players in melee range ate the pounce damage, no matter they are in the air or standing on the ground. The only way to avoid the dmg seems to outrange it (high range, ~20yards). We'll give it a try on nightmare this evening.
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01-26-2012, 06:02 AM (This post was last modified: 01-26-2012 06:28 AM by Elsebet.)
Post: #18
RE: Eternity Vault: Gharj
Anyone else experiencing an issue where 8 man Hard Mode Gharj frenzies but the path to the next island doesn't spawn at all, or spawns very late?

Also for those who let the melee stay in during HM Gharj pounce, are you using 2 Sorc/Sage for healing?

We have cleared both normal ops on 8 man and are working on HM EV, but are having trouble on Gharj after frenzies with too many people low hp/dying or no rock path showing up during a frenzy. Often the path will also spawn right on Gharj so we have to pop cooldowns and run through, exacerbating the low hp issue. We are using 1 Sawbones Scoundrel and 1 Sage for healing, 1 tank, and 5 dps (2 melee usually).
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01-26-2012, 06:28 AM (This post was last modified: 01-26-2012 06:31 AM by Petrus.)
Post: #19
RE: Eternity Vault: Gharj
(01-24-2012 09:44 PM)Nihlus Wrote:  
(01-18-2012 06:50 PM)Kryntos Wrote:  Pounce damage can be avoided by jumping at the appropriate time; you need to be in the air when Gharj lands. I can confirm this for HM. Your range (if competent) can stand much closer to the boss and avoid being knocked into the lava.

I cannot confirm this, whether on normal or on hard all players in melee range ate the pounce damage, no matter they are in the air or standing on the ground. The only way to avoid the dmg seems to outrange it (high range, ~20yards). We'll give it a try on nightmare this evening.

Tried on both Normal and Nightmare tonight. Jumping didn't do anything for either mode.

(01-26-2012 06:02 AM)Elsebet Wrote:  Anyone else experiencing an issue where 8 man Hard Mode Gharj frenzies but the path to the next island doesn't spawn at all, or spawns very late?

Also for those who let the melee stay in during HM Gharj pounce, are you using 2 Sorc/Inquisitors for healing?

We have cleared both normal ops on 8 man and are working on HM EV, but are having trouble on Gharj after frenzies with too many people low hp/dying or no rock path showing up during a frenzy. Often the path will also spawn right on Gharj so we have to pop cooldowns and run through, exacerbating the low hp issue. We are using 1 Sawbones Scoundrel and 1 Sage for healing, 1 tank, and 5 dps (2 melee usually).

We keep melee in for all 3 modes. We use a sorc healer and a merc healer, but in the past have done it sorc/Op. We've generally do this with 3 melee + tank, but have had an all melee group (6 + 2 healers) once. There is A LOT of time to get everyone back up, and we've never really had an issue.

For the times when there's a random knockback, or something, and someone is a little low on HP, we just have that one person run out during the stomp, then heal them.

1 Sorc/Sage AoE should be enough to heal all of melee back up, any extra direct heals on them is just a bonus.

As far as Running through him, we always position Gharj to be on top of the steps we just came from, so worst case we clip his melee range a tad if one of the paths are off to the side. If that's the case, we generally just run in the lava, because 5 seconds in the lave is MUCH less damage than getting a pounce on the whole raid. (Although the lava debuff stacks, so don't stay in too long.)
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01-27-2012, 12:03 AM
Post: #20
RE: Eternity Vault: Gharj
(01-26-2012 06:02 AM)Elsebet Wrote:  Anyone else experiencing an issue where 8 man Hard Mode Gharj frenzies but the path to the next island doesn't spawn at all, or spawns very late?

Make sure you actually need to move. I've seen it plenty of times where the island you're currently standing on isn't the one to submerge for some reason, he'll go into his frenzy, but the island won't be shaking. Last night we only had to move twice out of 4 or 5 frenzies. Just have melee stand outside of them, and wait for him to resume normally.
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