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Coldain Ring War

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See Ring 10 Server Roll for GM enforced server rules.

Contents

The War

Note: All mobs in the zone despawn when the war starts, and will all respawn 30 minutes after the war is won. You have 10 minutes to prepare after the turn-in before giants spawn.

Once Seneschal Aldikar shouts for troops to take their positions, the battle begins. The war can be split up into three rounds. Each round consists of seven waves of giants attacking Thurgadin. Each round and wave get progressively harder. Once wave seven of round three is done Narandi the Wretched spawns. He is a fairly simple tank and spank boss. Kill him loot his head. Be absolutely certain to keep the dwarf army you have been controlling far away from Narandi. If they get aggro they will attack him and you will not be able to stop them. If they get the killing blow Narandi's corpse will poof and you get no ring 10 and no loot. The war is a timed event that is scripted. This means that if you kill the giants of a wave fast you will have more recovery time before the next wave. If you kill the giants slowly then you risk having the next wave spawning before having finished off the previous wave. This is good way to fail the war, so be sure to bring enough people (preferably 50+ people). The whole event takes around 1 hour and 45 minutes.

Strategies

  • You will want to be using some kind of voice chat to coordinate with one main person calling out instructions.
  • Generally, it is best to have one person at Far East and West pops to scout for the location of where a wave spawns. West is in the valley area west of the river and Far East is close to the fake wizard spires east of the river. The faster you know where a giant wave popped, the faster you can get to them and begin DPS.
  • You also want as much melee DPS as possible. Casters are helpful, but nowhere near as much.
  • Bards are very helpful in melee DPS groups in order to get them to the giant wave pops as fast as possible with Selo's.
  • Keep giants bunched up as much as possible, allowing casters to use AE nukes.
  • Never snare, root, fear, blind, illusion proc, etc any giant, it just causes problems.
  • A common strategy involves one person controlling all of the dwarves in order to sic them on giants that are allowed to walk past the raid (in order to avoid dwarf kos people). Generally, the person who is turning in for the Ring 10 will control the dwarves by targeting Zrelik the Scout and spamming a macro that says "For the Dain, attack!" which forces the dwarves to come to you. If you are doing this strategy it also helps to give every dwarf a Torch in order to force them to dual wield. In order to make sure the dwarves are not getting attack, have 3-4 tanks available to tank the giants while the dwarves dish out all of the dps.
  • Each wave happens every 3 minutes and 30 seconds. There is a 5-minute delay between rounds. Set timers.
  • A common reset point after finishing a wave is at the river, a bit above the South wave spawn point.
  • A good measure of how much DPS is needed is about ~1500 DPS as a whole raid entity.

Map

Rough estimate of locations that giant waves pop.
Map great divide ringwar.jpg
Alternative Names
West - West Flat
Sneaky West - West Hill
South - River
East - Plug
Far East - East

Round 1

This is the easiest round and gives you plenty of time to organize and get used to the mechanics by the time you get to round 2. 6 spearmen will spawn on both sides of the river and are rooted in place. You will begin this round by dpsing down the spearmen one at a time. They do summon, so focus dps on one spearman at a time. When a wave pops have tanks go to pickup the giants from the pop while the dps stays on the spearman to finish him off. Tanks should have the giants in this wave pop under control by now and dps can head to the wave to begin dps. There are two main focuses with this, one is to keep the giants as close together as possible so caster classes can cast AE spells to hit multiple giants, and two the melee dps should be focusing dps as much as possible while also making sure to push giants into one big group.

An additional strategy involves allowing some giants to walk to the dwarves so the dwarves can kill a few giants. This helps speed things up and allow you to potentially have extra time in between waves in order to regroup.

Mobs in this wave

West, Sneaky West, and South Pops

East(Plug) and Far East Pops

Round 2

There is not much different between Round 1 and Round 2. The mobs will be harder so you will need to make sure your DPS is high, but other than that continue current strategies.

Mobs in this wave

West, Sneaky West, and South Pops

East(Plug) and Far East Pops

Round 3

Continue the same strategies as previous rounds, but you will want to kite the High Priests of Zek. It is best to have a Wizard tag them off with Staff of Temperate Flux (one click) and run them over to a Bard who can kite them while not doing any damage to them. The bard will continue to kite these High Priests for the remainder of the war. Every round will have 2 of these High Priests and the strategy will need to be repeated. If you damage any High Priests before they are taken away for the Wizards to tag and Bards to kite, you will most likely wipe and fail the war. These will despawn a bit after Narandi pops.

Mobs in this wave:

West, Sneaky West, and South Pops

East(Plug) and Far East Pops

Final Fight

This is by far the easiest part of the war. If you are at this point without wiping, it's a very standard and easy tank and spank.