View Full Forums : RZTW Encounter - Druid Roles


ccLothar
08-21-2003, 09:04 AM
What are the roles for Druids in the RZTW encounter? I’m trying to avoid letting ignorance push us towards using them incorrectly. I imagine that the possibilities are duty on CC team, spot healing/rampage or damage dealing and maybe Charming adds.

Background:
We typically have 6-8 Druids, 2-4 Enchanters, 8-10 clerics, 2-3 Bards, 4-5 Shamans. How would you set up your Druids for the encounter and what are the critical roles to place them in?

Aedian22879
08-21-2003, 09:06 AM
I tend to die on RZTW... but I get put on the cc team if that's what ya wanna know.

Oldoaktree
08-21-2003, 09:10 AM
Druids do different things on different phases of the encounter, at least in my guild. Nothing really shocking, but we always have a very clear job at each part.

On the main fight, I am pretty sure most guilds use their druids on CC. We do. Trick is also trying to make use of those MGB SOTW's without training the guild.

ccLothar
08-21-2003, 09:17 AM
- Can any or ALL of the adds be snared?
- Can any or ALL of the adds be Rooted?
- Would you put all eight Druids on CC duty?
- Anyone ever try AE snare or AE root in this encounter?

Stormfront
08-21-2003, 10:05 AM
We use rangers and knights for CC mostly. Druids split up, usually spotting until CH chain gets going good and in case any spiky damage could take down the tank.

After aggro and healing is taken care of and under control, I switch to the nuking role.

We had our quickest RZ kill last night to date. 3 mins from engage to corpse. :)

My fondness for that encounter has grown- it's a good break from some of the elemental mobs.

Neffylim
08-21-2003, 10:28 AM
Lotsa stuff:

- I like to snare and root the adds during fake RZ after chanters mez 'em, for that extra bit of insurance
- PoS for FR on the raid before RZtW
- FoE outside before re-entering for engage (for kiters mainly)
- Kiting sometimes
- SoTW if needed
- If healing's good on the MA I'll switch to helping keep an eye on the bards and chanters
- After RZ dies, help kite adds away from PP or corpse so people can loot their goodies

SuburbanLife
08-21-2003, 11:12 AM
Druid Nascar Death Team!!!

oddjob1244
08-21-2003, 11:36 AM
Charm baby! CHARM!!!

kineada
08-21-2003, 12:02 PM
<em>Can any or ALL of the adds be snared?</em>
All the adds can be snared. They don't seem to move any slower. But it could be my graphics card is crying and I run at snare speed with lagged.

<em>Can any or ALL of the adds be Rooted?</em>
If the adds can be snared, they can be rooted.

<em>Would you put all eight Druids on CC duty?</em>
Depends on if you have enough clerics. Usually, druids are assist healing the CC team.

<em>Anyone ever try AE snare or AE root in this encounter?</em>
I haven't. Things don't bunch up enough to make AE snare/root worth the spell gem.

Other things:
Druids need to buff resists. Boars are charmable and it's better to send them against RZ and make HIM kill them for you. ATK debuffs will cut down RZ's melee output.

Every mob in the encounter runs at Selo speed so druids can't use their speed advantage. Druids are more useful keeping the knights, enchanters and necromancers up (while charming a boar, of course). F8 /assist is your friend.

Noliniel
08-21-2003, 04:00 PM
<blockquote><strong><em>Quote:</em></strong><hr>Druids need to buff resists. Boars are charmable and it's better to send them against RZ and make HIM kill them for you. ATK debuffs will cut down RZ's melee outpu[/quote]

Boars summons iirc.

Gwynet Woodsister
08-21-2003, 04:36 PM
I mostly charm, debuff, nuke and heal my group during RZ himself, for the rest it's like all raids.

I used AE snare the time I was on CC and it was useless, lots resisted and lot didn't and I went splat pretty fast. I don't advise root at all, it's too easy to die if you get too close from a rooted mob.

Iilane SalAlur
08-21-2003, 06:09 PM
Wow, there's a lot of good tips here, I'ld use them when my guild finally spawns RZtW.

Right now we're still working on TZ portion of the encounter. Our War MT can't keep aggro for some reason.. dies, TZ ae on clerics even when we spread ourselves apart (There isn't really much space to spread). cch chain crumbles and there goes the rest of the raid. :mad:

ccLothar
08-21-2003, 10:20 PM
<blockquote><strong><em>Quote:</em></strong><hr> Boars summons iirc. [/quote]

Ack. That's not good.

Elare99
08-22-2003, 12:04 PM
In my guild, after RZ fake "dies", we MGB FoE outside PoTactics at stones, then zone back in.

Al druids charm a boar before engaging RZtW.

If we're short on clerics, one or two may join CH chain with the clerics.

Of course, MGB SotW during fight and blast heals on MT as needed :)

_____________________
Elare D'Kelsha
Storm Warden of Tunare
Eternal Flames - Solusek Ro

kineada
08-22-2003, 12:37 PM
<blockquote><strong><em>Quote:</em></strong><hr> Boars summons iirc. [/quote]

It has been a while since I've done RZ, but I don't recall ever getting summoned by boars during the script. And if they do, so what? You'll have a platoon on enchanters and other druids to support you. I always counted myself lucky to get a pet without some other druid charmstealing or chanter mezzing it.

Baeffwinn
08-22-2003, 01:29 PM
<blockquote><strong><em>Quote:</em></strong><hr>Right now we're still working on TZ portion of the encounter[/quote]
It took my guild longer to figure that fight out than RZTW :p

I wont be posting any tips cuz its more fun to figure it out by yourself IMO.

Elder Baeffwin
<Odysseys> Xev

princess0fdiabl0
08-22-2003, 01:34 PM
interesting, id honestly love to see a boar say "you will not evade me, rallos zek!" if its possible, could @#%$ up the raid but you know ud love it =)

oddjob1244
08-22-2003, 01:36 PM
stupid question.... what's iirc?

ccLothar
08-22-2003, 02:04 PM
If I recall correctly.

HaggleHappyfeet
08-23-2003, 11:33 PM
To your first question: would you put all 8 druids on your CC team I would say probably not. My guild got most of our kills before they seemingly upped RTZWs adds but for us we send out all of our enchanters, a few necros, probably 2/3 of druids, and a few knights to help kill the corpses, snare/root/charm the adds. Necros I think can at least help control the wraiths and I think that rooting and snaring are both useful. Oh send a shaman or two out to help debuff with malo/slow so you can land mez/charm/snare/root easier =)

Also of course you want probably 2 of your druids to stick around to help fully druid debuff the mob and these 2 can mgb sotw to help mitigate ae damage as well. The other druids usually start the fight out helping to heal the MA with fast heals before setting out to help with CC since no adds spawn right at the start. Then once RZ is debuffed and cheal chain is going you head out into the pit with the rest of the enchanters/necros. We group our enchanters with our druids so we can help heal them while we all do CC. I have tried AE snare and root and they didnt seem to work too hot for me. In all honesty if I was arraying forces it would probably look like this:

2 druids, 3 enc, 1 shaman
2 druids, 1 enc, 2 necros, 1 shaman

For your CC team

All other druids help debuff/nuke/heal

Hagglethorn Happyfeet Prexus

Nimchip
08-25-2003, 04:49 PM
well you can always have 1 druid do Hand of Ro on RZ but that will be insta-death sacrifice.

Boars DO NOT summon, but some of them cannot be charmed via CoT anyways.

Usually you have some druids snaring adds and kiting them around the pit and some other druids adding DPS on RZ fight via charming Boars...

IMO this is a fight that druids are really useful in... also if for some reason RZtW AoE Rampages like he does then druids can MGB+Sotw to help out with heals...