FC Luring

IDecision - Raging Tide
IDecision - Raging Tide Posts: 120 Arc User
edited August 2010 in Barbarian
Hello, ive recently started running Fc's and i noticed a problem right away. Luring mobs that cast. Im having trouble getting all of them into a small enough group so that my squad can aoe effectivly. They end up being strung out :/ Looking for veteran barb suggestions ty for your time. Also any other tips for FC are very much so welcome :>
Post edited by IDecision - Raging Tide on

Comments

  • Watain - Raging Tide
    Watain - Raging Tide Posts: 35 Arc User
    edited August 2010
    For the ranged mobs, I tend to run right through the Shade until the ranged mobs are close enough to it, then turn around and start the aggro routine. Usually works well, and if there are a few mobs left outside of the AOE range, the BM usually takes care of them.
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  • Voski - Lost City
    Voski - Lost City Posts: 67 Arc User
    edited August 2010
    invoke + holy path is ur friend + have ~146 energy so u have hit another holy path after ur first one ends. my only tip at the moment
  • Dsholder - Dreamweaver
    Dsholder - Dreamweaver Posts: 626 Arc User
    edited August 2010
    Run to the very end of the hall, maybe at your lvl you might need a speed apoth to not get hit to much, after you are at the end of the hall, invoke the spirit and wait for the mobs to catch up. After they are all caught up use Roar and then use holy path back to blue ball. When you're at bb keep going through it a little and take a sharp curve to the opposite wall that you're on so the mobs turn too. When these mobs turn to follow you they get clumped together and by them the BM will stun them or use HF and then they will die very fast.
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  • Axelire - Heavens Tear
    Axelire - Heavens Tear Posts: 286 Arc User
    edited August 2010
    I would suggest two ways of doing the magic hallway:

    1. BB at door on left, and then BB at shade - invoke first.

    2. BB at shade - when you get to the groups with a bishop hit a Vacuity Powder (immune to movement debuffs), and just as you get into the room hit Tree of Protection (or earlier/later depending on your HP), invoke at shade.

    At your level, I would recommend the first option, because for the second option even if you do make it to shade and invoke in time, there aren't that many clerics/BMs at that level who are skilled enough to be right on your tail when you get there. So only do it if you're confident in your abilities and the abilities of the other squad members. At higher levels its not really an issue since you can hold your own for alot longer.
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  • IDecision - Raging Tide
    IDecision - Raging Tide Posts: 120 Arc User
    edited August 2010
    Tyvm for all the replies very helpful b:bye
  • XylolyX - Heavens Tear
    XylolyX - Heavens Tear Posts: 1,097 Arc User
    edited August 2010
    I would suggest two ways of doing the magic hallway:

    1. BB at door on left, and then BB at shade - invoke first.

    2. BB at shade - when you get to the groups with a bishop hit a Vacuity Powder (immune to movement debuffs), and just as you get into the room hit Tree of Protection (or earlier/later depending on your HP), invoke at shade.

    At your level, I would recommend the first option, because for the second option even if you do make it to shade and invoke in time, there aren't that many clerics/BMs at that level who are skilled enough to be right on your tail when you get there. So only do it if you're confident in your abilities and the abilities of the other squad members. At higher levels its not really an issue since you can hold your own for alot longer.


    +1. Good post.
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  • HarmlessWolf - Lost City
    HarmlessWolf - Lost City Posts: 17 Arc User
    edited August 2010
    I like the advice here, it is all correct, and here's my opinion:

    The biggest trouble in Frost is the magic hall of course, and until you are 9x, I don't recommend luring all 5 magic groups in the hall at once. This is assuming you're uncharmed like me (I'm not sure the survivability in this hall for charmed barbs). I found throughout my 8x frosts that 3 groups is safest at first (4 if you have event pots and holy path). When pulling back to BB, do as Dsholder said and pull them a bit further than the BB. This will let them run a bit closer to the squad and in BB range.

    The blue magic mobs in this hall run slower than the others, and so sometimes they do get out of aoe range. This is why it's necessary to run a bit past the BB. Make sure you're able to hit them when you Roar.

    As for the doorway hall to the shade, BB isn't necessary at this part. You can holy path through the group in the doorway and the one group on the way to the shade, and Invoke a little bit past the shade (down the slope) to group them together. Wait a few seconds for the blue mobs to catch up, move back in front of the shade, and then Roar them. Cleric should just heal you normally with IH. It's only 2 mob groups, and even though they're magic, it's not worth the chi gathering for BB. This is also a good way to do this part when your squad doesn't have a veno.

    At this part, I notice a lot of squads like to AOE the first group in the doorway after the hall, and it gets on my nerves because it's slow (Psychics like to do this lol). I think it's good practice to pull the 2 groups to the shade before the random aggro boss.

    Looking forward to hear what people think of this.