ThursdayFridaySaturdaySundayMondayTuesdayWednesday
2829
B'Day - Veridian Star
3031123
League NewsFeed Icon

No News Is Currently Available

 
Poll Widget
No poll is currently assigned to this widget.
 
Post new topic   Reply to topic    JusticeGirlsDC Forum Index -> Library
View previous topic :: View next topic  
Alyssa Goldenblade
Team Goldenblade
Commander

user avatar

Joined: 23 Dec 2012
Posts: 801

Send private message
Reply with quote

re: Atlantis: All the King's Mermen

0
Atlantis: All the King's Mermen

This feat entails taking out the following adds before killing off Corum Rath:
- 13 Flames of Sagittarrius
- 32 Brine
- 23 Drift / Silent School
- 5 Barnicle Golems
- 4 Morgwar

While the list is daunting, it's really not as bad as it seems because many of the counts will come automatically while trying to get others and they come out during specific points in the battle.

The Team
Because this is a long winded feat (be sure to carve out about 2 hours to form, prep & execute), endurance is far more important than damage. You don't want to get 70% done with the counters and then wipe only to have to do it over! We had 2 tanks to separate the various add types & distract the boss. 2 healers to be completely safe. With 2 healers there really is no danger of a wipe. 1 bunny is good for this as Corum Rath is the only real boss figure & the tank on the flames/morgwar is doing a lot of the crowd controlling. The 3 remaining spots were DPS. Once all counters are done... or the last Morgwar, that tank can switch to DPS is needed.

Forum Image

13 Flames of Sagittarius
This is the first list that should be tackled. In fact this one will almost complete before the others even start. When done perfectly, this portion of the feat will also encompass another feat called "Not Fired Up." So I recommend using the setup for that one. One tank stays close to the ruins at the entrance, where the flames will spawn from a nearby pot. The flames come out in 3's and should be taken out as soon as possible. Since they spawn in 3's, it's OK to count this up to 12. Then concentrate back to Corum Rath. Surely the extra one will get killed off by AoE damage to something else.

32 Brine and 23 Drift / Silent School
The Brine & Drift adds are the most common and spawn for the duration of the fight after the flames. They may have high counts, but you can estimate them by counting the number of waves instead. The brine will be about 7 per wave and have pretty low HP, so they can be hard to count. Just count 5 waves instead for about 35 kills. Same case for the drift guards. They will be about 5-7 per wave, so 5 waves is a nice safe number.

5 Barnacle Golems
Towards the end of the battle, there will be a part where the golems need to be killed and their crystals transported. There will be 3 spawns to start, so as long as you ignore the transports for the initial wave, you will most definitely get over 5 golem kills total.

4 Morgwars
The Morgwars are the x-factor really because you can't stall until they spawn. You will only get 4-5 per fight. The best way to go about this is to use slow burn throughout. You don't want to hit the boss too hard, risking a "phase" skip. Also, the Morgwar cannot "grow" and despawn. They must be killed in order to count. So as soon as one comes up, all DPS should concentrate on the Morgwar right away. The tank that was doing the flames should also grab the Morgwar and move to the center (away from the puddles placed by the Sea Monster).
Posts from:   
Post new topic   Reply to topic    JusticeGirlsDC Forum Index -> Library All times are GMT - 5 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
 
 
Member Recognition
Server Status
1