Scarlet Halls Challenge Mode strat / discussion
Aeolyn — Fri, 02/08/2013 - 02:07
Gate went well considering I scribbled notes together for it half an hour before showtime. Major congratz on everyone sticking it out and pulling through to success.
I'd like to be more organized with our next target: Scarlet Halls. Like I said with gate, nothing is more valuable than actually doing the instance and learning where we need to be careful and apply extra caution. We will continue to do a practice / scouting run before we do serious attempts.
This is more or less the outline that I'm going with right now for the next run. I welcome feedback / concerns / death threats.
We -will- be bothering to get healthstones for future Challenge Mode events.
Anyways; here is the actual stuff I wanted to post:
Scarlet Halls Start
As soon as the challenge mode begins the feed buckets for the dogs will spawn. Two assigned players will grab the buckets and use them to kill the guys in the way. The human mobs must be tagged by us before the dogs finish ripping them apart in order to count for our kill credit. We do not have to kill the chained-up dogs. They hit very hard so move by them quickly. While the second guy is getting chewed up we will advance to the archery room.
Elapsed should pop his engineering boots, grab a shield, and book it across the room to begin combat. The fire patches launched by the archers will hurt badly but this should be over soon. AoEing the archers down doesn't appear to be a big deal.
After that, there should be two more buckets. Use these to kill more guys; one is down a minor offshoot of the main path that usually gets skipped. We must go kill him. Not a big deal, but something to remember.
Houndmaster Dudeman
Heroism. DO NOT USE A DPS POT ON THIS FIGHT. Dogs need to be controlled via taunting / binding shot / ring of frost / whatever but aren't to be killed. The fight is exactly the same as Heroic except his knife throwing move hurts more. Doesn't seem terrible but it's worth knowing about. Once he dies the remaining dogs attack the gate -- the amount of time it takes the door to collapse it is variable (depending on how many dogs are up to attack it at the end of combat). If you kill the dogs, it will take them an eternity to eat through the door. We want to avoid this.
Through the Armory
The canon section is a massive pain in the ass that we want to avoid completely. Here is where our invis pots come in. I suggest the following method of organizing invis pots: First our pets need to be dismissed because they won't invis with us. Then we will issue a countdown of "3, 2, 1. Stampeding Roar". Once the roar triggers we will all pot and run together to the end of the armory section.
At the end of the armory area is a stairwell leading up to the Armsmaster boss room. We will stop at the stairwell and pull the group behind us (the final pack of mobs in the armory). We need these for our kill counter. Among them is a mob named Scarlet Defender who we will CC. There may be a patrol in that area so our best bet is to pull this pack inside the stairwell and kill them there. I believe there is a mob named (something along the lines of) Scarlet Evangelist. They cast a Holy Fire spell that will one shot you. Stuns, interrupts, ect will be king here.
Additionally there are "Evokers" who will cast a nasty Flamestrike -- it will leave a patch of flame on the ground that will damage you badly if you stand in it. Shouldn't be a huge problem but it is something to be aware of.
Armsmaster Jerkface
Two differences between this and heroic. One, his spinning Blades of Light attack will one shot you if you get picked up. Like, a single damage tic = you die. Two, the adds he summons are beefier. The best way to deal with them is to keep them busy until he uses Blades of Light, then drag them to the top of the stairs that Armsmaster goes up at the start of his Blades path. Before he approaches we can Frost Nova or Binding Shot to bolt them to the floor right in his way. The super Blades of Light damage will obliterate the adds, negating them as a threat. This fight should not be a huge problem.
Route to the Flameweaver
There is one patrol pack in the hallway right before / after Armsmaster. This is perhaps the most dangerous pack in the whole dungeon. There will be more Evangelists that must be interrupted. There will be more Evokers to cast their special Flamestrike. And more Defenders to soak up damage. Best way to handle this would be to CC the problem mobs and LoS the others around the corner back into Armsmaster's room and obliterate them while they are bunched up together. Then pick off the CC'd ones in the hall one at a time.
Inside the treasury are mobs that randomly throw out stuns. We need to be ready to cover for the potential problem of our healer getting stunned. I say we need to be very careful to not overpull here.
The library section is not noteworthy except for the Scholars that put up that protective field. That's simple enough to interrupt and deal with.
Book Burner Douchebag
Heroism again. This fight should not be hard. Most guides suggest allowing your healer to DPS some here so I don't anticipate this being awful. The only change from heroic is that his Book Burner spell will pretty much kill everybody within the blast radius if it is allowed to connect with a bookcase. It is still stupidly easy to intercept by standing in front of the fire line before it reaches the books -- doing so will probably hurt some but doesn't seem like that big of a deal. Otherwise simply zerg him down for our silver medal.


Scarlet Halls changes for Thursday.
Aeolyn — Mon, 02/11/2013 - 02:59Thursday I will be playing BM rather than SV.
We aren't mowing down such large trash packs regularly enough that SV really has a chance to shine. If we were doing Gold style pulls this would be a good idea; but right now it isn't. Hell, there's only 2 real trash packs in the instance that aren't the archer pull.
BM will give me 2 more stuns and the capacity to pick a player up. Perfect for a Feign if something bad happens after our invis pot run. I can pick up a healer and we can all rez -- preventing a complete failure in the event that both our regular rezzers are killed by the 2 hard trash pulls. This will be a huge boon.
Another advantage is my single target DPS will go up a lot. Meaning Houndmaster and Harlan will die faster. I will be swapping a talent out to ensure I can still do on-demand AoE burst.
We will be changing our hard CC targets on the bad trash packs. We will be CCing the Guardians as top priorty. When pulled they buff the max health of their allies -- which means the deadly mages survive for way too long. I will personally MD and line up the LoS pulls to the tank around corners.
I will also be swapping pets to better compliment what we're doing as we go. For the 2 bad trash packs I will mark an Evangilist in advance that I will completely shut down from casting; leaving only one that everyone else needs to stop from getting off a Holy Wrath. I have Intimidate, shale stun, scatter shot.
I'm also considering dropping Binding since so much of this instance comes down to CC and interrupts. In favor of Wyvern Sting to give us an additional hard CC. Not sure on that yet.
Don't be discouraged; we can do all the components of the dungeon. Hell, the treasury area we curbstomped. We decimated the hardest part of the instance on complete accident when we pulled them the first time. We got the archer section down. We got this.
I havent watched the vid you
Mehguy — Fri, 02/08/2013 - 07:22I havent watched the vid you linked yet, but from a video I remember a while ago, I believe the book burner AoE extends further into the middle of the room and gives us less leeway for moving. Will have to look into that.
Found a pretty good gold run video of Scarlet Halls
Aeolyn — Fri, 02/08/2013 - 02:16To give people a good idea of what to expect, the locations of all the dogs, and how the invis pot route is going to work:
http://www.youtube.com/watch?v=hXoNceKs3-Q