04-17-2006, 11:29 AM
As some of you know, Lucrenda, Chaska, Eveline, Shillatae, and myself completed this on saturday. Afterward I received some questions and requests for a pull route, so that is the reason for this post. The following are my suggestions, but other strategies and paths may work for you.
First, the pull path. We went in about a week ago and did a run to determine what could be skipped and what couldnt. I also counted mobs and tried to figure out the fewest needed kills before the abominations. What I came up with was a route that started with the baroness, then did the spider and Maleki last. We did a dry run without using consumables to familiarize everyone with the route.
At first I thought I would have to draw up my own map, but as luck would have it, I found one this morning with the exact same pull path I used. Amazing that it's so identical. We had a couple of accidental groups (2 additional banshees, and the large groups of casters south of the baroness, and north of Nerub'enkan), but follow this and I feel it involves the least fighting.
http://www.faultymoose.com/gauntlet.jpg
Note: The letters are pull locations, the numbers are ordered pulls.
Now for other tips:
1) Do not loot. You are here to reach the baron in 45 minutes. Absolutely nothing else matters. At most, have an enchanter loot the ziggurat bosses or know ahead of time exactly what people may want. If you need a good reason for this, see #2...
2) Seconds count. Every instant you lose looting, drinking, or waiting for a mob is going to hurt you. You're killing 60 mobs before the abominations, and 1 second on each is enough to lose.
3) Know when to charge and when to pull. Waiting on things to reach you can waste time, but it's necessary on things that fear.
4) Everyone should know where they're going, not just the leader/puller. You have to know where to move, where to fight, and where the mobs are around you that you're not fighting.
5) The puller should watch mana. If it's safe, start pulling before the last mob you're currently fighting is dead.
6) You have 10 minutes to kill each ziggurat boss. If you can't reach the abominations with 14-15 minutes left, you're probably going to fail, or it will be extremely close. The first ziggurat being cleared by the ten minute mark is a good indication of your ability to win.
7) Do not die. I know that sounds obvious, but you have to be able to handle adds. Mistakes do not have to be fatal, and if you're having multiple deaths then you may need more practice.
8) For the real run, bring consumables. We used 4-5 elixirs per person, as well as health and mana potions. I also used holy water and some EZ-thro dynamite. DM tribute buffs are a possible advantage as well.
9) Be in the right gear. This means mana regen, tanking, best DPS, etc. It also means all blues. This run is intended to be what you do once you are finished with all other loot from BRD, DM, BRS, Strat, and Scholo.
That is all I can think of at the moment. I hope this helps.
First, the pull path. We went in about a week ago and did a run to determine what could be skipped and what couldnt. I also counted mobs and tried to figure out the fewest needed kills before the abominations. What I came up with was a route that started with the baroness, then did the spider and Maleki last. We did a dry run without using consumables to familiarize everyone with the route.
At first I thought I would have to draw up my own map, but as luck would have it, I found one this morning with the exact same pull path I used. Amazing that it's so identical. We had a couple of accidental groups (2 additional banshees, and the large groups of casters south of the baroness, and north of Nerub'enkan), but follow this and I feel it involves the least fighting.
http://www.faultymoose.com/gauntlet.jpg
Note: The letters are pull locations, the numbers are ordered pulls.
Now for other tips:
1) Do not loot. You are here to reach the baron in 45 minutes. Absolutely nothing else matters. At most, have an enchanter loot the ziggurat bosses or know ahead of time exactly what people may want. If you need a good reason for this, see #2...
2) Seconds count. Every instant you lose looting, drinking, or waiting for a mob is going to hurt you. You're killing 60 mobs before the abominations, and 1 second on each is enough to lose.
3) Know when to charge and when to pull. Waiting on things to reach you can waste time, but it's necessary on things that fear.
4) Everyone should know where they're going, not just the leader/puller. You have to know where to move, where to fight, and where the mobs are around you that you're not fighting.
5) The puller should watch mana. If it's safe, start pulling before the last mob you're currently fighting is dead.
6) You have 10 minutes to kill each ziggurat boss. If you can't reach the abominations with 14-15 minutes left, you're probably going to fail, or it will be extremely close. The first ziggurat being cleared by the ten minute mark is a good indication of your ability to win.
7) Do not die. I know that sounds obvious, but you have to be able to handle adds. Mistakes do not have to be fatal, and if you're having multiple deaths then you may need more practice.
8) For the real run, bring consumables. We used 4-5 elixirs per person, as well as health and mana potions. I also used holy water and some EZ-thro dynamite. DM tribute buffs are a possible advantage as well.
9) Be in the right gear. This means mana regen, tanking, best DPS, etc. It also means all blues. This run is intended to be what you do once you are finished with all other loot from BRD, DM, BRS, Strat, and Scholo.
That is all I can think of at the moment. I hope this helps.
Kosath Whitehorn
"The Tribe is my weapon. I am their shield."
"The Tribe is my weapon. I am their shield."