Gatemaster in Nadox

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peterigz
Posts: 594

Re: Gatemaster in Nadox

Post#21 » Mon Dec 15, 2014 7:11 pm

I seem to recall that meleeing the NW mob was a bad idea anyway as it tends to dish out some aoe damage or do something to mess things up if you're in melee range, including the dumb fire pets from the mage spell. I just use a wizard each for the SW and NW ones. I debuff them and lith with the enchanter before starting.

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Bareth
Posts: 141

Re: Gatemaster in Nadox

Post#22 » Wed Oct 07, 2015 7:26 pm

Its been a year and still have not beaten this event.
Before I give this another go before I officially wave the white flag and progress in another direction. Is this guy rooted to the center of the room? I swore he stayed in the center of the room, but looking at the web tools, it looks like he is not rooted.

http://www.thehiddenforest.org/webtools/npcs.php?id=227345

Can anyone confirm?

Noren
Posts: 1053

Re: Gatemaster in Nadox

Post#23 » Wed Oct 07, 2015 10:39 pm

Bareth wrote:Its been a year and still have not beaten this event.
Before I give this another go before I officially wave the white flag and progress in another direction. Is this guy rooted to the center of the room? I swore he stayed in the center of the room, but looking at the web tools, it looks like he is not rooted.

http://www.thehiddenforest.org/webtools/npcs.php?id=227345

Can anyone confirm?


Technically he is not rooted, but he is tethered.

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Bareth
Posts: 141

Re: Gatemaster in Nadox

Post#24 » Thu Oct 08, 2015 1:52 am

Ok, thanks Noren ;)

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rasjaziz
Posts: 156

Re: Gatemaster in Nadox

Post#25 » Sat Oct 10, 2015 2:03 am

You really need 3 tanks in order to do this event. Or at least a fairly heavily donor geared melee dps to tank.

I couldn't do it with my crew of 12 until I had a 3rd tank join me. Once you can handle the damage they dish out you can take your sweet time and get the %'s right.
The Neo army of guild <There Is No Spoon>

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Bareth
Posts: 141

Re: Gatemaster in Nadox

Post#26 » Wed Oct 14, 2015 2:14 pm

The two knights I have tanking the ones that summon are taking a ton of damage, and since I only have one cleric on each, I can't keep them alive, those adds just hit too hard for that script. My main tank, which is my warrior is well donor-ed and does not have a problem with the Gatemaster.

Since you cant use mages for the spell damage adds, because those gargoyles do melee damage that cause problems, I started gearing up a wizzard, and I have to say I am under-whelmed at the DPS they put out. I did check out a couple posts on gear and spells to get a wizzard optimally geared, and still, I think what you have to get, and what DPS you actually do is off (but that is another topic).

It's not a difficult event. I have done myriads of balancing type events on Live, its just my numbers are low, and I guess too weak to.

This server is not a solo server. I like how with the use of donor gear I can replace needing more numbers; as in needing 6-8 characters to do the work of 12 or more. However this event really is about needing numbers.

I am just going to focus on running around Nadox and getting gear and godly points where I can. Thanks for all the helpful posts guys, really I appreciated it :)

* and seriously the people that can box this event on their own, I salute you.

rmm10
Posts: 357

Re: Gatemaster in Nadox

Post#27 » Mon Feb 15, 2021 4:44 pm

I'll try to update this post using the Gatemaster fight I did a few days ago.

The previous posts mentioned that players can take all day to do this fight, but that was not our experience. The fight seemed to be on a 30 minute timer.

We had four players. Two had regular groups with tank, healer and melee, with very little donor gear. One group took on Zethrui (melee sensitive), another took on Kithorin (melee sensitive). I took on Anathor (spell sensitive, does buff removing) with a group of six non-donor mages who had mediocre gear. The leader took on Prankis (spell sensitive, does AoE damage) with two wizards (not sure of donor status) and a healer. The leader also handled Lithluran with a fairly well donored sk and berserker.

Like what's been previously mentioned, the hard part is balancing the health of all five mobs.

We began by clearing the areas of trash mobs, then setting up and starting the attack. Unfortunately, during our first attempt, something happened that killed the Lithluran sk right off almost as if he had been harm touched. The boss despawned too. We did a quick rez and Lithluran respawned within like 2 minutes. This occurrence did not happen during our further attempts.

We started again almost immediately and it went well. Not sure if the EQ client that was used 6 years ago had the extended target window like we do now, but being in raid and so seeing all five health bars at the same time helped a lot with balancing. The melee guys would switch their dps on and off while the mediocre mages chain cast. Since the mages had mostly the Rk. I version of Flaming Stone, their dps was a bit slow. It was also apparent early on that they were not going to have enough mana to last thru the fight. On an off chance, I decided to see what my donor necro could do. This almost lost us the fight, as his dots were amazingly effective...in fact, I stopped using the mages except for some spot casts. Anathor was susceptible to all four types of his dots. The melee groups could not keep up with with four dots (one of which proc'ed a fifth dot). The disparity in health went over 5% for a few minutes and thats when the fight spawned some portals thru which some adds came thru. I believe each room got a portal, with one add coming out of each. The portals look like the one in Ssra that ports toons to the emperor room, except smaller. They appear next to the four mini bosses. The adds died fairly easily but not before they cause a death or two which we immediately rezzed.

We balanced the health bars fairly easily as I got used to knowing how to use the dots. As it work out, I would first use Desolate Pyre Rk. III and see if it proc'ed. If not, I would then throw Grip of Discord which does not proc and there by have only two dots which was enough dps to almost keep up with the melees. When I got behind, I would spot cast from the mediocre mages who could now sit down and regen their mana. I perhaps could have made things quicker by using three dots instead of two but I wanted to play conservatively. We got all the health bars down to about 8%...and then Lithluran despawned by timer. Arghhhh...

But on the third attempt, we now had a good feel for the fight and kept the balances less than 5% and won.

In looking back, we could probably have handled both Anathor and Kithorin with just the one donor necro. Not sure if he would have needed any healing due to the AoE. I can also see how a lot of this could be automated with auto melee and auto healing. The player would be running the necro back and forth, and occasionally look at the other groups to make sure things are ok, and to pull back melee toons as necessary to keep the health bars balanced.

lpdfan
Posts: 100

Re: Gatemaster in Nadox

Post#28 » Thu Feb 18, 2021 9:06 pm

I'm not sure many people do this encounter and I'm sure there are even fewer doing it for the first time, but I'll piggyback on the previous post just to add some data because there is conflicting information out there and I'm not sure whether the true and exact script is known.
For sure the central, NE and SE mobs are easily tanked as long as some sort of minor healing is present. If moderately donored, the rune provided by legs are likely sufficient. If under, say 12 - 15k ac, you may need a touch of help healing. The central mob hits hardest by a good amount, so use your best tank there. A tank alone is probably insufficient dps, but a single melee dps with each tank is plenty.
The NW mob is damaged only by magic, and it constantly debuffs, but does not aoe or damage the casters in any way. Park your casters in the far corner. He doesn't summon and if an add spawns, they will likely run toward the central tank rather than your casters.
The SW mob is also only damaged by magic. He doesn't debuff, but applies a constant, slow aoe damage. I had a cleric with my casters who needed to group heal once every minute or two. Again, park casters in the far corner to avoid the add if it spawns.

When done correctly, there are zero surprises. The exact parameters for "incorrect" is up for debate. Twice I have had adds spawn. Both times there was a 6% spread of mob health, which was the highest we ever allowed it to get. If you have casters tucked in the far corners, all adds should end up on melee groups and you can dispatch them.

Twice, also, I have had the mobs despawn and the event reset. This happened once at 48% mob health and once at 8% mob health. Both times it happened when the encounter was progressing perfectly and spread wasn't beyond 2%, but the encounter had drug on past 30 minutes. I assume they despawned due to a timer, but cant be 100% sure.

Hope that helps.

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