Replies: 1 (last by Quent on Sep 23, 2009 1:42AM)
|

Thread created: Monday Sep 21, 2009 7:01PM
Views: 103 |
Torvigg
Officer
|
|
Konn's announcement of the first Kin Turtle Run has generated a lot of excitment, so this note is to help prepare you for what to expect. First - loot! The turtle drops 2-4 Bright Emblems of Nimrodel which, after you collect 6, you can turn in Loth for a First Age weapon specific to your class. The turtle sometimes drops a rad armour coin (Platinum or Iron) which can be for any of the six pieces - it is random. The turtle also frequently drops a first age weapon along with various second age weapons, a Mithril Flake and several settings and experience runes. The way the loot is typically divided up is separate rolls on the Nimrodel Emblems, Platinum or Iron coins (if any) and any first age weapon (suitable class only as it is bind on acquire). Winning the roll for any of these "big" items disqualifies you for rolling on any other item. Then there is a general roll to divvy up all the other loot for anyone who didn't win a big item - this way the maximum number of people get something.
Second - the fight! The turtle is tough - 688,000 hit points - it takes the right mix of types and all 12 people have to work together and do their assigned rolls. The fight lasts 10 minutes but is tough. Everyone is expected to be level 60 with good armour (level 56 or better and good traits, 8 minimum). The group fights as a tight little group standing right under the turtle to minimize the turtle's aoes and damage. No one should do anything to cause the turtle to move around - no fear arrows for example. The damage is least if everyone stand directly under the turtle. Everyone should bring at least 10 health and power pots and should expect to be their own first line of defense on health and power. The lore masters present for example will be feeding power exclusively to minstrels first, captains second and runekeepers third. Everyone else should expect to pop a blue pot as needed. A typical group has 2 minstrels, 1-2 cappys. 1-3 guards/champs, 1 burg, 2-4 archers and/or rks. Minstrels heal of course saving special heals like fellowships heart till 150K - if it has to be used before that point the group will probably fail. The guards/champs rotate agro bewteen them about every 20-30 seconds so they can recover before the turtle picks on them again. The agro transfers are assisted by the burg who does a provoke command at the time the next heavy in the rotation announces he is doing his taunt to move the agro. Prior to the fight the 2 cappys will have agreed on who does which mark and banner and when the will do oathbreakers. At around 200K, the cappies will switch to full healing mode to assist the two minstrels. In addition to feeding power as described above the LMs will use ancient craft as often as possible, and similarly the burg will debuff the turtle. The archers will start out not in strength stance to allow the heavies to pull agro, but will switch to strength stance at about 300K. The champs will do the whole fight in fervour mode and maximize dps. I've probably forgotten some details but this will give you the drift.
|
|
|
|

Posted on: Wednesday Sep 23, 2009 6:42AM
Reply: 1
|
Quent
Member
|
|
RE: What's in a Turtle Run?
Good review Tor. Just to mention, be sure to use spells, enhancements, all kinds of goodies to enable the rest of the team. Acid and bashing blows will be the damage. Not much is given to protect from acid so use the standard damage resistance. Good luck, I have survived the Turtle run twice, Tor states he has done over 40 of them, Wow.
Ed
|
|
| |