EMP Strategy

Gugagan_adm
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EMP Strategy

Sun Jan 19, 2020 9:58 am

Phase 1 - Initial setup

EMP is immune to Magic and diseas, use other spells and a water/fire-pet

1) Before you click the portal, make sure everyone in the raid has max shrink and do MGB's
2) Save druid MGB regen until setup phase 2

Phase 1 - Raid Groups (Marked A on the map)

1) You need one offtank Group preferbly with 2 Knights, 2 war's will also work, they should be able to tank 2 mobs with not much healing as long as they are slowed
2) In the offtank Group you will need some one with RGC to remove https://everquest.allakhazam.com/db/spe ... spell=2913 as some of the offtank mobs proc that and you need a dedicated healer for them if you can afford it
3) Enc Group needs 4 enc's if no one has Ancient: Rapture, the mez is irresistible, so they need a healer in case someone forgets to remez in time, debuff the mez mobs as much as you can so that the enc's don't die if mez breaks.
4) if you can afford it you need a 6 person CCH with a 20/90 delay on the MA, so make sure they have bard mana regen and Pot's going
5) Tank Group preferbly has 2 bards in it
6) You need a dedicated curer for the MA to remove the agro debuff EMP proc's (proc's every 60 sec)
7) You need a backup CH Chain for the ramp tank

Equipment:
Oftank Group needs to unequip weapons, make sure they have no DS on them and use a shield
Rampage is mean on EMP, we need a tank with shiled on it, use defencive disc if you must


EMP Rampage goes to the next person on the list if the current person casts Devin Aura or runs out of range of the EMP. If you are not a war and get ramp, do one of the two ASAP.

Phase 2 - Moving in to prep spot (Marked C on the map)

1) When you click the portal a timer starts, after about 120 sec an AE DT/gflux starts in the entire room
2) When you click in you appear at the red-B on the map. the big E on the map show's the carpet in the room, if someone steps on the carpet or drags a Box over it, an AE curse hits the raid and we most likly wipe, move around the carpet.Seem's like they removed the trap form the carpet, so ignore this :p
3) the C on the map between the 2 yellow lines is were we set up and get pre targets, the first yellow line indicates an invicible one way wall from the zone in room, the second on, if you og past it the entire room agroes on the raid, it's a very small corridor.

Phase 3 - Prep spot

1) Enc's and offtanks pretarget the guards
2) an MA targets the Blood golem
3) The blood golem hits hard so we need to debuff and slow it ASAP and have allot of heals on the MA
4) Do all MGB's here, including MGB druid HP regen right before we are rdy to engage

Known guards that can not be mezzed:

a) Slakiz the Malignant https://everquest.allakhazam.com/db/npc.html?id=8727
b) Nilasz the Devourer https://everquest.allakhazam.com/db/npc.html?id=8732 (has heal Debuff)
c) Heriz the Malignant https://everquest.allakhazam.com/db/npc.html?id=8734
d) Yasiz the Devourer https://everquest.allakhazam.com/db/npc.html?id=8729 (has heal Debuff)

Known guards that can be mezzed:

a) Skzik the Tormentor https://everquest.allakhazam.com/db/npc.html?id=8723
b) Grziz the Tormentor https://everquest.allakhazam.com/db/npc.html?id=8726
c) Zlakas the Slayer https://everquest.allakhazam.com/db/npc.html?id=8728
d) Klazaz the Slayer https://everquest.allakhazam.com/db/npc.html?id=8725

Phase 4 - Engaging the Blood golem and the guards

1) Do NOT move in to the room until you see that Harmshield tank has agro
2) Someone with either Devin Auro or bestov Devin auro form a cle or hamrshield needs, to be the first to agro to eat all the Harm Touches, you need to run almost all the way up to Blood to get agro.
3) MA for blood golem fires defencive disc, gets an elexir heal and runs in to the room
4) We debuff everything as much as we can, do not damage the guards though
5) Everyone kills the Blood golem as fast as they can
6) Offtanks follow the MA and grabs the offtank guards and starts working on getting them first to spot E on the map, they can move to spot F after EMP is under control to get hit by MGB heals
7) Enc's mez their designated mob and moves to D on the map and waits for the mob to come to them
8) it is important that EMP does not have line of sight to you or the mob you are CCing or when EMP goes active he will B-line to you and kill you ASAP

Phase 5 - EMP fight - setup

Stop all bard songs

1) Change to EMP bane weapons
2) 6 min after the Blood golem died, the EMP goes active
3) a Ranger pulls the EMP to the corner With Flamelick and Weaponshield, the MA taunts EMP of him when there is 10 to 5 sec left on disc. Who ever eats the first Nuke from EMP will need a Cure.
3) Only the MA and a pull ranger should be near the EMP, the pull ranger uses weapon shiled and Flamelick to help the MA pull the EMP to the corner. Rhe ranger may get on rampage, but after the EMP is moved and the ranger moves back to the ranger Group he shoul drop of rampage list.
4) At the start of the fight, tanks are at location I on the map to grab agro and to get on ramp list
5) After initial agro, all tanks except MA moves to spot G and waits for the EMP to be moved by the MA after Furious disc is down
6) If the MA is not able to hold agro due to the debuff and you get agro, be rdy to fire Your furious disc to stay alive
7) All healers should be at location H on the map, that is below a small ledge in the room
8) all DPS should be hugging the corner at location G
9) After the EMP is moved to location G, everyone opens up everything they have on him and get him dead ASAP, since everyone is at spot G, over agro should not be an issue
10) Rangers should be at spot D on the map and make sure you can not see the EMP, but only the corner were he is to be tanked and you should not get agro

Phase 5 - EMP fight - Healing and curing

1) RGC on MA is needed after initial agro and every 60 sec to remove the aggro debuff on the MA, preferbly 2 RGC People on MA
2) 6 person 20/90 CCH
3) A wizard needs to make sure MA has spell shiled up at all times, it will pop every 60 sec when the EMP casts it DD Shield from a wizard on MA
4) Backup CCH on Ramp tank
5) Every 60 sec EMP casts a 4 k DD, so we need to top of the HP of the MA before this DD hits or the tank dies, this is VERY important!
6) MGB heals and Paragon MGB starts when the first tanks defencive disc is Down

PS: If someone can time the 4k DD and give a 10 sec heads up so we can top of the HP of the MA, that will help allot, it is after this DD that the MA will need a Cure

https://eq-avengers.com/forum/viewtopic ... p=298#p298

Enchanters

EMP fight

Name=Raid Mez
Line1=/shout Mezzing >>>>>> %t <<<<<<< in 2.5 sec, duration 42 sec
Line2=/cast 1
Line3=/pause 27, /cast 1
Line4=/timer 385
Line5=/sit

This will make Your hotbutton grayed out until there is 6 sec left on your mez and make you sit after you cast mez

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