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Dragonflight - Guide & Tactics
svensvedmyrDate: Thursday, 2016-01-07, 7:33 PM | Message # 6
Group: Unknown
Messages: 16
Status: Offline
Nice thread! :)
With the proper teamsetup black could be easier then blue? A couple of tanks to keep it busy+ lots of ranged DPS. As long as we avoid chain-ghost reactions should be doable.


Message edited by svensvedmyr - Thursday, 2016-01-07, 7:36 PM
 
bluntforceDate: Thursday, 2016-02-25, 7:45 PM | Message # 7
Group: Blocked
Messages: 1
Status: Offline
Grouping Tactics can help with each dragon:

RED:  No tanks necessary (but helpful) to kill dragon.  The AoE, dragon swipe and fire-based attacks are easily telegraphed to move.  Great place for lower level characters of any class (including Melee) to get their feet wet with Dragonflight.  Grouping for maximum dmg boost is not critical for solo kill, but only for zerging.

GREEN:  1 DC critical.  1 OP highly recommended.  Green has a constant AoE based DoT attack with the poison gas, so the DC can provide a circle of protection for a group of ranged dps.  With an OP running divine protection (with boosted AP gain by a GF or DC), the OP can protect melee classes like the GWF and TR.  The OP does not need to be grouped with the melee units to provide the DP.  However, the OP would need to be grouped with the GF to receive the AP gain from a tactician build.

BLACK:  No Heals needed, DC that boosts AP or buff/debuff.  1 OP critical.  2 OPs highly recommended.  Black's moves are telegraphed, especially the flight AoE attack that does dmg and knocks all melee classes back.  Acid and swipes debuff armor, so melee units (GWF and TR) should stay out of red zones even with OP/GF combos.  2 Empowerers up cause mass deaths with Acid, Swipes, and AoE attacks.  Ranged units should be spaced out around the circle to target the empowerers and prevent grouping due to the ghosts.  Empowerers always pop in the same positions, so 1 ranged dps at each position will keep empowerers low.  GF should group with melee only on black since the ranged dps will not be grouped like on GREEN or BLUE.  This is so that the ITF boost will help those close to the dragon, since ITF is limited in its range.  Also, no resurrection is a good idea.  The ghosts and the empowerers do too much damage to help res others.  Self-ressing with scrolls might help (but usually the ghost you spawn stays on your corpse, so you die instantly again anyway).  Success with dragon comes with ranged dps targeting empowerers and melee units getting the OP's divine protection and the GF's ITF.  Usually GF's cannot run KV on this dragon (unless grouped with an OP).  Suggest using Knight's Challenge instead of Knight's Valor if GF is solo tanking black.

BLUE:  2 OPs critical.  1 DC highly recommended.  More OPs who run divine protection recommended.  Blue's major attack is the one dies-all die.  To prevent this, only Augments should be run at BLUE, no other companions.  If the companion dies, it will kill all in the area not under the protection of the OP's DP.  Also, SW who run with the puppet can also kill the whole group in the area.  When the puppet dies, everyone in the area dies.  DC can do targeted ressing, buffing or debuffing on the edge of the circle or targeted AP gain for OPs.  Ranged dps can also spread out around the circle.  2 OPs can be on opposite sides of the dragon so that the DP can pull in those on the edges.  GF's can group with OPs for AP gain (if tactician build) or run KV for additional protection for melee units.  The lightning storm attack is usually invisible and continues to pulse after its initial hit.  Keeping empowerers below 2 is important (a function of either fast melee or spaced dps).  The spacing of the OPs around the dragon and the GF for agro will keep the breath off the melee.  If sufficient OPs getting AP gain from GF and/or DC, the melee can stay in the red AoE and attack.
 
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