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Camp Strategy for OceancrasherFollow

#1 Jan 20 2004 at 11:58 AM Rating: Good
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426 posts
I would appreciate any and all info on where/how to successfully camp Oceancrasher boat in Dulak. Our little family group has about run out of XP on the Dandy and thought that we would move to the Oceancrasher last night. Went invis and ran to deck of boat - no promblem. It looked basically like all the other boats - had a full spawn up and they seemed to be arranged about like the spawn on the Dandy. But - as soon as the enchanter became visible she was aggroed by 3 deckhands and was dead before any of the rest of us could respond, Of course an Enchanter doesn't live very long with 3 mobs on her, and we wern't expecting the aggro - oh well 96% rez after CR and we went to Skyfire.

Our group consists of a 55 Ranger (me), 2 56 Druids, a 56 Enchanter, and a 56 Cleric. Me, The wife, Sister-in Law, and a friend that has been playing with us for about 2 years. I feel like we can handle the boat - just need to know where to camp and dont really want to find out the hard way - even tho we do have our cleric to rez us.

Thanks for any and all input anyone may offer up.


EagleFlight/Dyciere
#2 Jan 20 2004 at 12:12 PM Rating: Default
My (somewhat limited) experience with the boats has shown that the easiest strategy is to get just onto the boat, literally. Move up the gangplank, and stay as close to the side of the boat as possible to avoid aggroing the mobs near the mast.
With a chanter it should be easy to control the pulls, or if you feel like being slightly daring have the Ranger harmony them and then:
a) clear around the mast and then move to the front of the boat and clear the couple there to set up camp there

or

b) move past the harmonied mobs and clear the front first, then pull from around the mast

once you've setup camp at the front of the boat, it should be easy to maintain pulls in any order you choose. I have found the front to be best because if you miscalculate your timing on spawns you'll only have a couple of deckhands (or assasins, etc.) to deal with instead of 4 or 5...however, with a chanter that shouldn't pose any problems anyway.
This strategy has worked well for my groups on all of the boats, but I'm sure there are other options out there.
#3 Jan 20 2004 at 4:52 PM Rating: Decent
All of my experience so far with the boats has been on Storm, Dandy or Lady. Obviously those 3 are pretty easy and you already handle them. With Ocean and Storm, the groups I have seen handle this have set up camp on the dock and pulled to there until they break in and can move up on the boat.
#4 Jan 20 2004 at 7:13 PM Rating: Decent
39 posts
Speaking of one that has solo'd the Oceancrasher on many occasions you should not setup camp there at all. Oceancrasher is a kill and move boat. Kill something or several somethings, move the casters to where it was at and pull the next something. Make your way around the boat this way but do NOT plant in one spot and get spawns on ya even with a chanter to mez thing can get hairy and it's so easily avoided. XP on oceancrasher should be phenomenal for your grp and you should handle it just fine. I wouldn't bother with invis past the docks either. I usually dropped invis behind the lil building just beside the docks, summoned my doggie and proceeded to pull my way down the docks. Once on the boat I would clear and move, spawns are plenty slow enough to allow some med time as long as the group is moving.
#5 Jan 20 2004 at 7:19 PM Rating: Decent
Kanador wrote:
All of my experience so far with the boats has been on Storm, Dandy or Lady. Obviously those 3 are pretty easy and you already handle them. With Ocean and Storm, the groups I have seen handle this have set up camp on the dock and pulled to there until they break in and can move up on the boat.


this is how i have done this boat with groups. this is easy with a chanter and sk as the chanter can pacify (so can clerics and pally and bards), the SK can FD split using darkness.

once on we always headed to the tip (bow) of the boat and hunted from there. if you have a talented bard, you can also let the bard swarm the boat to break the spawns, then move the group in AFTER the bard is down to the last 2 mobs.
#6 Jan 20 2004 at 8:15 PM Rating: Good
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261 posts
On a related note, there is a somewhat safe camp spot on Oceancrasher that I have used once or twice. You will only aggro one mob if you camp on the right-hand side (starboard) just north of the forward most mob by the mast. Everything can come in singles without lull by using conventional pulling methods and a bit of proximity aggro on the top.

Edited, Tue Jan 20 20:21:42 2004 by PsyoofXev
#7 Jan 21 2004 at 3:27 PM Rating: Good
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426 posts
Thanks for the input. We also have camped the first three boats by seting up camp on the boat and pulling mobs in rotation. It would seem tho that the aggro range on the Oceancrasher is a "bit" larger than on the other three boats. We've always had plenty of time to get set up and change spell sets form our "travel" sets to our"melee" sets after getting on boat. I dont think this will work on the Oceancrasher. Like the idea of just working down the dock and then onto the boat. Only question about that is: Will the mobs on the dock aggro to assist each other, or are they spaced far enough apart to allow single pulls?

Thanks,

EagleFlight/Dyciere
#8 Jan 21 2004 at 4:54 PM Rating: Decent
yes the agro range on the 4th boat is HUGE and that is an understatement.

for the most part the doc mobs are far enough apart to not agro unless they start to run so have snare of some type ready.

the doc mobs on the 4th boat are also harder then the mobs on dandy IIRC.
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