Mortal Gorge

MOBEUS

New member
Mortal Gorge is hitting way to hard i clocked it around 400K and even if a well raid gear tank lives the group isnt going to , thats on pull , if the only ppl that can pull these new zones without having to pop a bot all the time are raid geared toons , then whats the point . i mean lets be honest 400K on a pull ??? sometimes higher
 

Saint Sora

Active member
They will cast gorge or the other ability that they cast on pull. Have the group stay out of range if it's being casted on pull and burn the bone golems first. Tanks can deathsave, stoneskin, etc it. Shaman can ward it, warden can group deathsave, clerics can equilibrium, and no one plays a fury haha. I can see why it would be irritating for some people, but I actually enjoy it. Along with the ground AoEs, it promotes coordination and gives the group something to react to. Also, with double resist adornments on jewelry the damage is lowered by quite a bit.
 

MOBEUS

New member
MG hits to hard period , sure Sprit Aegis , Bladedance , equilibrium i get that , and i also enjoy a challenge but when you have the mobs linked , and each one (drakes) have the ability to 1 shot you the wards and prevents are not gonna last and cant recast before they do . but i understand now EQ2 is and always has been for the hardcore raiding folks and to hell with the average ppl who play and still enjoy the game , its been made clear. all im saying is correct one or the other , give us resists that can at least combat it or adjust the insane amount of damage these mobs are doing because gear has been adjusted for TLE but not the mobs is never gonna work .
 

MOBEUS

New member
At what range ?? because you still get hit with it at 30m most heals dont reach that far and plus the spell cast faster than you can run , sure if you were on live where the run speed is ungodly then sure . . I know alot of bleeding from live servers happens and stuff never gets fixed. then you have the higher end guilds that manage to do it and say THERE IS NOTHING wrong with it , just so they can maintain status of being able to do it . i mean rather it be heroics or raid content . there are linked drakes in prime of 7 drakes all in which cast nasty frontal knockback AOE , if 6 doesnt get mezzed then NOBODY will survive a back to back serving of that spell , just saying there are flaws that hinder the game unless your exploiting , ofcourse only bugs that get reported are the ones that effect ppl negatively , , if its to their advantage then they milk it till its fixed , and then say , well i had np doing that encounter . it needs to be adjusted . i mean just another way content is screwed some of the trash is harder than the named them selves . what sense does that make in any MMO . i said it earlier they dont care , they arent gonna fix what needs to be fixed .
 

Saint Sora

Active member
At what range ?? because you still get hit with it at 30m most heals dont reach that far and plus the spell cast faster than you can run , sure if you were on live where the run speed is ungodly then sure . . I know alot of bleeding from live servers happens and stuff never gets fixed. then you have the higher end guilds that manage to do it and say THERE IS NOTHING wrong with it , just so they can maintain status of being able to do it . i mean rather it be heroics or raid content . there are linked drakes in prime of 7 drakes all in which cast nasty frontal knockback AOE , if 6 doesnt get mezzed then NOBODY will survive a back to back serving of that spell , just saying there are flaws that hinder the game unless your exploiting , ofcourse only bugs that get reported are the ones that effect ppl negatively , , if its to their advantage then they milk it till its fixed , and then say , well i had np doing that encounter . it needs to be adjusted . i mean just another way content is screwed some of the trash is harder than the named them selves . what sense does that make in any MMO . i said it earlier they dont care , they arent gonna fix what needs to be fixed .
This is just simply not true. I'm not a hardcore raider, and I've done all of the zones easymode and hardmode without mezzing anything except the 3 named encounter in DP Hardmode because you have to fully mana drain the healer to kill it. Death to mortal gorge outside of hardmode zones is completely avoidable. Death to mortal gorge inside of hardmode zones is somewhat avoidable but sometimes will still get people. SS introduced a few mechanics that I think are great for the game and force you to coordinate and/or react to mechanics. Some people are just not used to this and want to just faceroll all of the content. If you're a non-tank dying to the drakes, you are not positioning correctly and eating frontals. If you are a tank dying to the drakes, you are not pulling with a temp up to keep yourself alive. How do you fix it? Wait til the tank has the drakes positioned and start with the one closest to you so you don't eat frontals from the others. As a tank, pull with a temp up to avoid/mitigate a lot of the initial inc burst.

For gorge... as a tank watch the cast bar and call it out for your group. When you see it casting you have ample time to use a stoneskin, damage reduction, or deathsave. Examples would be monk's Superior Guard or triple deathsave. Bruisers have Stone Deaf and triple deathsaves. Zerkers have multiple deathsaves and dmg reduction on Battle Frenzy and Adrenaline. Guardians have multiple stoneskins and a deathsave (I don't play guardian and don't really remember the names of them... one is Tower of Stone.) Crusaders have Legionnaire's Conviction and Manawall. In addition, paladins have a stoneskin on Lay on Hands and dmg reduction on Devout Sacrament as well as their deathsave. SK's have damage reduction on Crusader's Faith and a stoneskin with Hateful Respite in addition to two deathsaves.

Everyone should be using the Evaded Blade war run for a deathsave. Healers should be using the Split-Second Redemption war rune for stoneskin. Healers and mages should be using the Velium Cipher war rune for multiple stoneskins. Almost every class in the game has an aoe block, stoneskin, or dmg avoiding ability to keep themselves alive (Turnstrike on bards, Northwind Barrier on beastlords, Evade on predators, etc.) There are also signets for aoe immunity. There are also group aoe blockers, group deathsaves, or group immunities to damage... for example... Wardens get a group deathsave and a group aoe blocker. Furies get a group aoe blocker. Bards get a group aoe blocker. Clerics get Equilibrium. Swash gets a group aoe block. Shaman in non-hardmode can stack enough wards to keep everyone live most of the time. Mystic in particular gets a massive nox ward in addition to a massive group ward that can be cast on the run in addition to another large group ward and another emergency group ward + can stack single wards on anyone that is not surviving the aoe well.

There are probably a ton of abilities that I missed which could also help with the issues above, those were just off of the top of my head. There are so many ways to coordinate keeping your group alive. Some people just want everything to be easy. The game is easy enough already... learn your class... learn other classes... learn to communicate.
 

MightyMeaghan

Active member
Everything you just said should be common knowledge at this point and I'm continually amazed when it's not. That was incredibly well written and should probably be pinned to the top of the thread.

And Guardians have Tower of Stone and Guardian Sphere to throw up on pull, as well as the Perfect Counter and Last Man Standing AAs.
 

MOBEUS

New member
I understand how it works , all the death prevents , on pulls the casting bar the range the whole lot of it .
 

MightyMeaghan

Active member
Umm i don't know maybe because what i been saying is true ?
Or, like we've been telling you, you're doing something wrong. Are you going in undermanned or with a weird group makeup? What's your typical group makeup? Are you just trying to eat it and keep going? What are you and your group doing on pull to avoid it? Saying it hits too hard is moot, it's supposed to do that.
 

MOBEUS

New member
Yes it was said it was meant to be avoided not absorbed , lol . i ran 45m back around corner and still got jacked up hehe . but its working as intended
 

MightyMeaghan

Active member
Yes it was said it was meant to be avoided not absorbed , lol . i ran 45m back around corner and still got jacked up hehe . but its working as intended
I dunno man, stoneskin and t-shell or something. So far it sounds like you've tried just standing there and taking it or running away.

Also try turning the mob away from your group. I've got nothing else for you. This is pretty basic stuff.
 
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