Whitelight of Ro
11-06-2003, 10:09 AM
Hi all, not sure if this is the right place to post but wanted to ask a question.
I am planning a raid in Old Seb to kill the Trakanon. I have participated in others and organized a few. But this one is a bit different.
I need some advice.
Trakanon's lair, I am trying to get the unspawed version of him. I need the teeth for my key quest.
My questions,
- How do I make sure he is up?
- How do I reserve the time and mob, I ususally just post on other sites.
- Any suggestions or advice appriciated.
Info I know
BUFFING PHASE
1. A list of casters will be named and will be told what buffs to do.
2. Unlike Nagafen and Vox, where it is possible to create buff groups, buff, camp, and log back in, Trakanon buffing must be done on-the-fly due to constant attacks from guardians.
3. Trakanon does not dispel; the buffs can be done in any order. With Planes of Power, there are considerably better spells that could be done, but a good pre-PoP buff list was:
#01 shaman - talisman of kragg (375mana - 72min)
#02 shaman - talisman of shadoo (group buff) (150 - 36min)
#03 druid - protection of the glades (group buff) (1200mana - 100min)
#04 cleric - bulwark of faith (tanks only) (350mana - 81min)
#05 cleric - naltron's mark (group buff) 1 Peridot per group (500mana - 54min)
#06 wizard - spellshield Peridot (350mana - 110min)
#07 enchanter - rune V Peridot (350mana - 110min)
#08 enchanter - group resist magic (group buff) (200mana - 36min)
#09 enchanter - sshisar (epic)
#10 enchanter - gift of pure thought (group buff) (300mana - 33min)
#10 necromancer - dead men floating (375mana - 12min) OR dead man floating
#11 shaman - potion of greater purity
#Range Slot - magician - get a "Shard of the Core"
ASSAULTING TRAKANON
1. Cure poison and cure blindness should be memmed.
2. Put mage in same group as positioning group in case they get teleported.
3. Once attack has started - no one should sit!
4. Groups will rush up the ramp in order of: (1) Positioning group (2) Melee and (3) Caster. Casters should stay back to give melees room.
5. First group will rush in and try to pull Trak deep into lair. Either to NE or E. Once in position, they will attack. The first person who attacks Trak will be teleported deep into the mushroom area. Normally, monks are sent in and then they are CoH'd back. The goal is to kill Trak before he ports the next person.
6. While Trak is being positioned, melee group should stay behind rock wall to shield themselves from AE. Casters should stay slightly further down ramp.
7. Other melee groups will rush in as soon as Trak is positioned.
8. Melees should use disciplines to generate as much damage and taunt as possible.
9. If Tupalumj was up, Trak could be dispelled to remove enchanter buffs (grm and haste minimum)
10. Clerics and paladins should cast group heals.
11. Let tanks beat Trak down to 80 and then open up nuking.
12. If Trak gates, remain in the lair.
CLEAN UP
1. Cure DoT as soon as you are done. Nothing worse than winning and then dropping dead from poison.
2. Get anyone who was shroom ported. Ideally, it was just the initial monk attacker who was CoH'd back.
Sir Whitelight
Paladin
I am planning a raid in Old Seb to kill the Trakanon. I have participated in others and organized a few. But this one is a bit different.
I need some advice.
Trakanon's lair, I am trying to get the unspawed version of him. I need the teeth for my key quest.
My questions,
- How do I make sure he is up?
- How do I reserve the time and mob, I ususally just post on other sites.
- Any suggestions or advice appriciated.
Info I know
BUFFING PHASE
1. A list of casters will be named and will be told what buffs to do.
2. Unlike Nagafen and Vox, where it is possible to create buff groups, buff, camp, and log back in, Trakanon buffing must be done on-the-fly due to constant attacks from guardians.
3. Trakanon does not dispel; the buffs can be done in any order. With Planes of Power, there are considerably better spells that could be done, but a good pre-PoP buff list was:
#01 shaman - talisman of kragg (375mana - 72min)
#02 shaman - talisman of shadoo (group buff) (150 - 36min)
#03 druid - protection of the glades (group buff) (1200mana - 100min)
#04 cleric - bulwark of faith (tanks only) (350mana - 81min)
#05 cleric - naltron's mark (group buff) 1 Peridot per group (500mana - 54min)
#06 wizard - spellshield Peridot (350mana - 110min)
#07 enchanter - rune V Peridot (350mana - 110min)
#08 enchanter - group resist magic (group buff) (200mana - 36min)
#09 enchanter - sshisar (epic)
#10 enchanter - gift of pure thought (group buff) (300mana - 33min)
#10 necromancer - dead men floating (375mana - 12min) OR dead man floating
#11 shaman - potion of greater purity
#Range Slot - magician - get a "Shard of the Core"
ASSAULTING TRAKANON
1. Cure poison and cure blindness should be memmed.
2. Put mage in same group as positioning group in case they get teleported.
3. Once attack has started - no one should sit!
4. Groups will rush up the ramp in order of: (1) Positioning group (2) Melee and (3) Caster. Casters should stay back to give melees room.
5. First group will rush in and try to pull Trak deep into lair. Either to NE or E. Once in position, they will attack. The first person who attacks Trak will be teleported deep into the mushroom area. Normally, monks are sent in and then they are CoH'd back. The goal is to kill Trak before he ports the next person.
6. While Trak is being positioned, melee group should stay behind rock wall to shield themselves from AE. Casters should stay slightly further down ramp.
7. Other melee groups will rush in as soon as Trak is positioned.
8. Melees should use disciplines to generate as much damage and taunt as possible.
9. If Tupalumj was up, Trak could be dispelled to remove enchanter buffs (grm and haste minimum)
10. Clerics and paladins should cast group heals.
11. Let tanks beat Trak down to 80 and then open up nuking.
12. If Trak gates, remain in the lair.
CLEAN UP
1. Cure DoT as soon as you are done. Nothing worse than winning and then dropping dead from poison.
2. Get anyone who was shroom ported. Ideally, it was just the initial monk attacker who was CoH'd back.
Sir Whitelight
Paladin