Fun with Firesword...
#5
Arnulf,Nov 12 2005, 09:48 AM Wrote:This is valuable information. Our guild manages to down Garr pretty good now. But I remember when we had terrible difficulties. On one occasion Garr ordered his Firesworn to break free and come to him to explode. There were emotes in chat telling us that. We had to kill Garr with no Firesworn left. It is possible though. It never occured to me that the distance may have something to do with this.

That's a normal part of the encounter, which is why you want to keep the extra firesworns banished.

The frenzy state thing was added to Garr's encounter several patches ago, beause some guilds were doing something like pulling Garr all the way back to the front entrance for reasons I never quite understood -- I guess to avoid having firesworns explode on them or something. The allowed distance is very large, though. It's safe to say that if you keep the fight within Garr's large chamber, you won't have any problems.

Quote:What about Majordomo's minions? What happens when you draw his elites and flamewakers too far away?

They'll also get seperation anxiety and murder your raid. The distance is again large, however, so if you tank everything on MD's large platform, you won't run into this.
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Messages In This Thread
Fun with Firesword... - by Lissa - 11-11-2005, 06:19 PM
Fun with Firesword... - by ima_nerd - 11-11-2005, 08:40 PM
Fun with Firesword... - by Lissa - 11-11-2005, 10:02 PM
Fun with Firesword... - by Arnulf - 11-12-2005, 04:48 PM
Fun with Firesword... - by MongoJerry - 11-12-2005, 09:35 PM
Fun with Firesword... - by Quark - 11-12-2005, 10:33 PM

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