Ouze Stinkeefeets
Troublesome Troll
Posts: 2347
(11/5/02 9:26 am)
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PoG raid tips
You can do PoG with one group. Not even a supergroup. You need a cleric who is willing to take faction hits, and a shaman helps things immensely, but frankly a warrior and cleric can duo there - I know a cleric and monk who duo there all the time.
My Tips for Running a PoG raid
1.) Make sure you check to see if PoG is camped first. Send up a druid to scout immediately before you start gathering people. Make sure Wouishi is not at the WL portal. Try to get at least 1 porter in each group. Many times you can get a druid to go since their pet spell drops there.
2.) Pick a time to roll on items and evac out. The leader must pay special attention to how many evaccers they have - as far as I know there is no portal out of PoG, and you must port out. You don't need to have an evaccer with you at all times since virtually any druid can come and get you after. When the time goes to roll on loot and leave - do it.
3.) Make sure each group has an inviser, if more then one group. Sow is also nice. It sounds stupid but getting to PoG through WL usually winds up with more casulties then PoG itself - and that's just stupid.
4.) Elect one person to run the raid. This person must be the voice of god and all have to listen to them. Also elect someone in the loot group to link all the drops in channel for you, if you are the leader as well as MA.
5.) Elect one person who knows the way well to lead there. They all have to follow that person carefully. If people lose invis and die on the way there, drag the corpse to the top of the tree. Buff up there. This is a good place for clerics to bind. Do not train the tree under any circumstances.
6.) Stay on the wall. Zone in and go directly to the closest wall. To the right (facing the wall) eventually is a waterfall. Work your way slowly there over about an hour and a half, stopping to kill things often. Don't go past the waterfall unless you have 3 groups or better, we seem to run into trouble on that side. DO NOT KILL THE MOB AT ZONE IN. There is "a whorl of natural energy" that is right at zone in and that does not see invis. He is not hard but has a lot of hit points. Do not kill this mob, he can and does sometimes respawn as a see invis version - that will make it hell on anyone else zoning in, such as yourself on CR.
7.) Pick your puller - a SK or necro is ideal, especially with Jboots. The mobs run extremely fast here and snare is almost essential unless it's a super long pull. If it is a super long pull they must be pulled for great range as they will run you down. They are FAST.
8.) Tranquil Treants - don't pull them if possible. If one aggros on you and you have to kill it, make sure you have all your casters wait until it is at 10%. This mob likes to gate, and he is bound at a tree with high level, see invis treants. If he gates he will summon your party one by one and you will need coffins for CR. You will probably not see this mob unless you cross the river.
9.) Dragging corpses in PoG is a hostile act. That good faction druid will be attacked if they drag a corpse while visible.
10.) Having a track capable class is a very handy thing to have for tracking mobs there - they can get pretty spread out. If you take a class who has no drops there such as a ranger or druid, and they are not taking faction hits, they should get a fair split of the lewtz at the end too, assuming they stayed the whole time. "Assisted Pulling", where a ranger/bard/druid leads the puller to a mob with track is a great time saver.
Revenant of Innoruuk - Officer of Da Hui - Quellious
If I cannot bend heaven, then I shall move hell. -Homer
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