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 Easiest Trench and Tendril, By Gulfstream Owners Club [GS]

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Graz
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Join date : 2010-01-24
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PostSubject: Easiest Trench and Tendril, By Gulfstream Owners Club [GS]   Easiest Trench and Tendril, By Gulfstream Owners Club [GS] Icon_minitimeMon Jan 25, 2010 6:01 pm

Pop trench #1 (the same trench used by the stygian runner on the map).

Map. Disregard the commenting in green

1) The trench could be popped and a pull-through made by both tanks.

2) After the spike the Sliver will grab the Necro Lord and sliver as usual.

3) While the Sliver is busy with the Necro Lord the Recall will gather the trench leading to the Mesmer Lord (trench 7- as the casters follow up the trench to point #8 where the trench mob is combined with the Mesmer Lord and mobs and spiked. Hopefully the patrol from trench 8-9 can be grabbed as well to open that trench for progress toward the Ele Lord.

4) Now the Sliver can grab the patrol leading to the Ele Lord, pull the Ele Lord and hold at the entrance to the Ele Lord lair.

5) The Recall will grab the Fiends and Hungers from trench 9-10 and 10-11 and ball for spike somewhere between 9-10.

6) The Casters can turn around and prepare for the spike on the Ele Lord while the Recall and the Mimic move up trench where the Recall pulls the Monk Lord with a bow careful not to grab aggro from surrounding mobs. The Monk Lord is pulled all the way down the trench to somewhere between points 9-10 and dispatched.

7) Retreat back to Tendrils could be done either by popping the nearest trench and spiking or by running back the way we came.

TENDRILS
1) Here we could start by killing the Tendrils in front of points 2-3 while the casters wait up on the hill behind point #2.

2) Then the two far Tendrils near point #6 are killed, the groups pulled back to the casters who are still on the hill behind point #2.

3) The two Tendrils fronting points 1-12 could be combined with a trench pull leading to Gloom. The casters could either move to our usual area or stay where they are for the spike.
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