Ron I agree, but I think the OP of that strat probably left out the fact that the rog/rgr on each bridge (between 1/2 and 2/3) have to keep aggro AND range the pillar on 2nd. No way can anyone go to 2nd in this config. Also the "crowd control" bard or wizzes can not step foot on first or third, only the bridges leading up to them.This strat could work for us if the rgr/rogs have bow/arrow combos that will do dmg greater than the DR 10/-. Construct bane arrows and the biggest bow type?
I have only a +4 addy dwv axe, but I probably won't be swinging it much, just spammin mass CLW.
Anyone have more info on #6? Why only clerics get blown off? Will removing FF items help?
Instead of the strat listed above ( 1-6 list) perhaps Caliban from the same thread had it better... I'll summarize rather than quote:
Needed: two aggro grabbers (AGs) and two tanks.
1/ 1st AG runs thru 3rd, gets aggro, also goes to 2nd gets agro, locates self on bridge between the two. Keeps aggro by intimidate, ranging, whatever.
2/ Tank goes from home base to third and can start prepping.
3/ Another tank goes from home, thru 1st, to second, and can start prepping. (The AG makes sure to maintain aggro)
4/ Another AG goes thru first to next bridge, grabbing Earth Ele's aggro and keeping it.
5/ 3rd tank goes to first and, all together, the pillars get taken down.
6/ If the AGs cannot maintain aggro, a quick switch: they focus on drawing aggro from 2nd, and 2 more AGs can go between home and 1st or 3rd to grab aggro from there.
7/ everyone comes back one at a time.
The more I look at that the more I like it. Only two type of instructions, and limited # of steps. Everyone should be buffed up first of course, and the tanks need to remember to carry something that will deal with that DR10/-. Each participant should know their own role clearly, and comms coordinated by someone back home. Me, I'll be hiding in the bucket, whatever that is.