Any info about General Reparm and its snails

Discussion in 'The Veterans' Lounge' started by Slamg, Mar 17, 2019.

  1. Slamg New Member

    Hi we are now struggling to deal with the snails. Our guild have almost none caster dps and full of melee dps.

    The tank got pwned very fast with full ros raid gear and all melee seems can't handle the AE dmg? And do we need to balance them? what will be the punishment if unbalance? two more slugs at the end?(seems not that bad). And what if we put them together?( do crazy ae+grp heal even their overlapse AE dmg)

    Any tricks can make snails easier plz? Thanks
  2. Raptor_Shadowz New Member

    Snails have directional AE's need to face them parallel to each other and keep all your DPS on the flanks, no need to balance, just kill them close to the same time or you will get penalty adds
    Moldar and Slamg like this.
  3. Slamg New Member

    Thanks a lot Raptor, could you be more specific on the parallel mechanism plz? Like their heading won't matter all right? Horizonal or vertical parallel? Any distance requirements on the position (how far or how close)? Flanks will be a good place to put them but the downstairs of the throne would also be an option?

    Thank you!
  4. Koryu Professional Roadkill

    2x Throne Guardians spawn at the top of the ramps for entering Reparm's room when you get Reparm to 50%. Both guardians use the same spells. They cast Lava Spittle (a frontal cone AE nuke and lingering snare) about once a minute. They also leave a flaming trail behind them, using the spell Lava Slime as an aura. The slime spell is a DoT and melee slow.
    When Raptor says for them to be parallel, he means so they aren't facing each other or the same people, because both snails will nuke at exactly the same time so those people would take double damage. Since the fire auras are on their backsides, that means the safe place to attack is from the sides (without going close behind them to get there), so you can pin the snails against a wall to fight them.
    If you kill one snail without killing the other soon after, the corpse will spawn a couple of extra slugs that you'll have to fight. If you kill the snails at about the same time (10-20 seconds?) then you won't get any slugs. That means less stuff that you'll have to deal with, so you can get through the raid faster.

    Good luck.
  5. Brohg Augur

    Lava Spittle is just a dot, no DD, so there is no additional danger in facing them the same direction. It's our practice, actually, to have just one tank (for us, an SK) tank both Guardians so ideally just one character is ever wearing the spit.
  6. Arraden Augur

    Your healers need to really focus on the section when snails are up - max use of AA abilities.
    Celestial rapidity - second spire - flurry of life - splash heals - issuance of mercy.

    This helps to cover any melee DPS that is unexpectedly hit by snail mechanics.
    Yinla likes this.
  7. Slamg New Member


    so you guys use range dps to kill the snails? Ty
  8. Tarvas Redwall of Coirnav, now Drinal

    All the dps to include melee is on the flanks of the snails.
  9. svann Augur

    Wait for tank to get it in the position he is happy with. DPS then approaches from the side.
    Dont steal agro. Dont spin the mob.
  10. Moldar Augur

    You want to position your melee to the side of the snails whichever way you are facing them.

    There are 2 effects the snails perform the following effects:

    1.) The first is a frontal DOT + snare -- Lava Spittle

    2.) The second is a rear AoE aura that is a DOT + melee slow -- Lava Slime

    The rear AoE typically loves to land right under the "shell" of the snails so you need to make sure your melee are on the side of the "fleshy" bits of the snail before they go in and attack. Neither of the effects to my knowledge can be cured and obviously getting slowed on a melee burn is a massive DPS killer.

    You want to give your tank(s) a good 15 s or so head start before you send in your melee for full burns (let the tanks get snails into position since the AE's are not always ontime and expect what you think they're going to do). Once they are in position full burn the 1st down to around 25%, burn the 2nd down to around 25% as well, then semi-balance them down you want to kill them within 15 s or so of each other to prevent additional adds from re-spawning.

    On the actual mob (considering the entire graphic of the mob shell + snail head) if it were facing the 12 symbol on a clock you would want your melee DPS standing more towards the head at almost the 10 and 2 positions (should allow them to avoid both AE's assuming the snail doesn't move).

    depending on a variety of factors (bad positing, poorly timed aura, folks standing in the wrong positions, etc) this can be a very healing intensive section, tanks are going to need to use their best disciplines / dragonscale glyphs to survive the damage, and healers need to save the big healing cooldowns for this phase / when those disciplines end. Our guild has at least 3 Shamans splashing on the Snail all the time trying to take care of the AE Damage so our clerics can focus as much on keeping the 1 tank alive as best as possible.

    Hope this helps, good luck and have fun!
  11. Slamg New Member

    Ty guys, this is why i love this community!

    Happy 20th Anniversary everyone!
  12. Daedly Augur

    Didn't necro's get a new dot in TBL that uses Salt based damage? Might make the event go quicker.
    Yinla likes this.
  13. Horyuken Augur

    It's a debuff. IIRC
    Daedly likes this.
  14. Kolani Augur

    Since a lot of this event is working with the mechanics, my rangers usually wait for the snail phase to do our raid burn, we open with TB Auspice popped and blow out discs, get one snail to 20% and swap to the other with the rest of the dps.