Ok so is this walkthrough correct?
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Stage 1 - Giant fort
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Straight forward. Kill the 2 guards, Kill the chief.
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Stage 2: The rivers end.
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This is where problems start, and conflicted information comes into play. General consensus Is absolutely adamant that the proper way to complete this stage, is to have the Warrior of the group, aggro the pile, and then the Dain Peels the Cheiftan off. Once peeled, The Dain holds the Cheif while the Warrior Holds the remainder.
This is ***NOT*** effective. (Keep in mind, It is obviously diffrent in Missions w/ people you know... But if your doing MMs, Normally its random grouping)
What happens in a random group in this method, is that Invariably, the dain Holds aggro, The Warrior Trys to keep aggro, but fails due to the fact clerics pick up aggro due to having 2 chain heals going 1 on dain, one on Warrior. Then the mobs all float around causing chaos. With chaos Unneededly, People die, and In some cases, the mission will fail at this point.
The Most effective, Efficent, and Safest way of doing this, Is Zerker kite.
When ready to pull, The zerker gets hit w/ Conviction, and Heal over time. The zerker pulls the pack, and taunts using AoE aggro. The dain Then Peels the Cheif, and the Zerker Kites the remainder as far away from the group as possible.
(Ususally... this gets goofed up, when a Warrior feels left out and trys to get aggro on one of the scouts, Or One of the clerics trys, for some odd reason, Trys to heal the dying Zerker, picking up aggro back onto the cleric.)
In this stage... It is a given (but if done correctly Not always guaranteed) that the zerker will die. The reason is the scouts will Cast Toxic snare, which doesnt let the zerker get very far, or live long.
However, If the zerker dies or not, It does not matter, Because With both the Warrior, rouge, Dain focused on the Cheif, The cheif goes down usually at the same time as the scouts are just arriving back at the camp to aggro the dain. Once there, its just a simple matter of overwhelming the mob of scouts.
Now... The advantage of this method, is that it puts the fights in a 1 on 5 situation, instead of a 5 on 6 situation. This allows the clerics to keep heals on dain, instead of bouncing aggro all over the place requiring heals on 2-4 Melees, drawing more aggro, and wasting excessive mana. It keeps the stage much less chaotic, Much more controllable, Safer, And more mana efficent... To do anything else Is just asking for trouble, Simply in the name of being lazy.
(Seems when trying to set up kite method, Alot of resistance seems to come from people, who think its "Easier" to let the warrior hold the group, and the Dain hold the cheif)
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Stage 3: Dragon Circle
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Simple, straight forward. Repeat the Zerker kiting method in this stage, as used in Stage 2. Luckily in this one, Due to the fact there are no shamans in this camp to cast snare, The zerker can effectively Kite the giants around the hill sides. The Melees gank the Cheif, and the dain peels the scouts one by one from the kiting zerker until none are left.
Again, simple, easy, safe, and efficient
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Stage Four: Wolves
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Nothing big here. Melees free for all on the wolves, Dain needs to refresh the clerics "Pure Thought" At the begining, and Clerics start working back any lost mana in prep for the final stage.
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Stage 5: Overlord
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Many methods on this...All basically the same method. In general, for safety sake, Allow the warrior to go in first, aggro the Last giant, and set himself in One of the north corners outside the tunnel to thurg. The giant has "Knockback" which will snare as well.
Generally, the wisest idea is to allow the Warrior to solo the general/Overlord (whatever) till hes down 10% HP, to allow the warrior to build up enough aggro to keep the giant focused on him. Once that aggro is there, The remaining melees close in for the kill.
Now, Who ever has main aggro in this, When they get hit w/ knockback, has a responsibility, to "Position the Giant, As close as possible to the middle of the river. There have been confirmed losses due to the giant falling into the side of the hill, and end up unlootable, wasting everyones time and effort.
Easiest way to do this.. Once knocked back... The tank needs to walk straight for the giant, walk between its legs, walk to the opposite side of the river, let the giant follow, then once in the river, the tank then resumes position back in the original corner. If done right, The giant will cast its knockback, with just enough time for the tank to get back in the proper position, to avoid long distance knockback.
And thats it... The MOST Mana Efficent, Time efficent, Organized, effective, and Most importantly... SAFEST method of doing this.
I hope this helps, not only to make this easier, But help to understand WHY this method is better, Because w/ as easy as this mission potentially is, There is simply no reason for any group to ever fail on it.
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What is the lockout timer? And is there a better way you can think of?