Every 60 seconds during the fight, 2 of the nearby a dragorn refugee become active and attack. They appear to follow Menlo's agro list when first becoming active. They do not depop when Menlo dies.
Slavedriver Menlo downed very fast. Only 2 refugees as adds, mezzed them with 79 Enchanter, slow/cripple/tash on Menlo and 80War(20k),MercWar79,EncPet at Menlo, MercClr80 for Heal, was a straight fight. Simply mezz and kill straight. Enchanter did DoT on Menlo also. 2x Greater Muramite Rune and Gloves as drop. Have fun.
A month later, a few upgrades and a little more smarts, the ranger solos him too! It all came down to a smart strat though.
The adds become active and attack at periodic intervals during the fight, and Not at % decrements of Menlo's hp. And since Menlo is permarooted, that means you can deal with the adds before worrying about him! Unfortunately, the adds do repop about 10 minutes after their deaths. However, they also flee. My strat was to root one add, pull his partner away from him, melee him to about 10% (although he flees at 20%) so he'd flee, then cast AA Entrap for a long snare. I repeated this process until all 10 adds were in a fleeing state, motionless thanks to snare, and effectively out of the fight.
I then medded back to full, buffed up, and got all the adds freshly resnared. I engaged Menlo with the earthcaller to slow him, and then basically threw everything I have at him - discs, AAs, potions, clickies, vets. Without many buffs (teme and kei were all i had besides self buffs), the fight was long. By the end I didn't have a drop of mana, I was at 45% hp, and menlo was dead.
My wife's mage looted the two greater runes that dropped, I announced his 2hb staff up to the general channel (it went to a very happy monk), and I went to bed feeling great. :)
We managed to trio him with 80 ranger tanking (820aa, nearly maxed defensive aas/items, 2600ac, 16khp), 79 bard, and 78 cleric box (like 300aa and a mana pool of about 9k). It was a long tough fight, but we won with both the ranger and cleric OOM.
Useful info: - Slavedriver Menlo has about 217,500hp. - Slavedriver Menlo hit upward of 1714. - Slavedriver Menlo is permarooted. - Slavedriver Menlo summons/enrages/rampages. - Slavedriver Menlo couldn't be slowed by the bard. - Periodically every 60 seconds during the fight, 2 'a dragorn refugee's become active and add. - The dragorn refugees have 10-15khp. - The dragorn refugees hit upward of 550. - The dragorn refugees are snareable/rootable/mezzable. - The dragorn refugees do NOT summon/rampage/enrage. - The dragorn refugees do NOT depop when Slavedriver Menlo dies. - The dragorn refugees always went straight for the ranger tank.
After the ranger and bard tagged Slavedriver Menlo (to assure rampage), the cleric moved to the tunnel. To begin with, the cleric used CHs, but as the adds built up he was forced to switch to PRs, and the occasional HoT and quickie emergency heal.
For the first couple of minutes, the ranger would use AoA (Direcitonal AE) to work down the refugees, and during the first half of the fight we often had no live adds. However as mana on the cleric and ranger got lower, we were forced to change tactics. At the point we had approximately 6 adds, the ranger ran to the tunnel (making several repeated runs there, each time getting further into it with Slavedriver Menlo summoning him back). At a far enough distance, the ranger AE rooted the adds in place, and continued to tank Slavedriver Menlo. The remainder of the ranger's mana (20%) was spent keeping the adds in place (for about 2 minutes).
It would have helped hugely to have had someone bunch the adds into the corridor throughout the encounter and either keep them rooted or let the ranger do so. Next time we do the fight, we will be adding an enchanter box to AE mez, which should make things Far easier.
That is a creative way to have done it. Well Done ! I think the adds cannot be ignored. With their low hp's they can be burned down quickly whilst your MT stays on Slavedriver.
Hiya got a 75 pally 16k and 3k ac, wondering how much does he hit for and would he be soloable ? thanks anything would help, also how long is his respawn time?
Monk stand in hall other stand against wall not in hall but outside
Monk throw somethign at menlo wait 2 misn if adds he fd gets up and trys again if no adds shammy/ench gos in and slows waits 1min if still no adds tank inc healer in chealrange rest rangefights him down real easy
Took down with 3 groups. Some bazaar geared and some pre-ele geared. First try = wipe. Regrouped and gave leadership to me and we beat him without any casualties. Haha. Anyways he dropped 2 Greater Muramite Runes and 1 Delicate Netted Gloves. Won a Rune. We killed all the mezzes and then ported out. Easy kill if people know what they doing.
-------------------------- Arcanist Zanumren Pyrocat 69th Wizard Gnome Drinal Server
We took this guy down the other night, took us 3 tries with 2 groups. The 1st time there was adds, the 2nd time there was adds , and the third time there was NO adds. When you try to pull the refugees first and kill them menlo keeps sending them into the tunnle to attack, it's a never ending story, so i suggest when you go after him you get ready , and get down and dirty , dont try to pull adds first
Yes, you should've read my post:) Sometimes adds come, up to 10, in pairs usually, and sometimes none come. Any you kill will respawn in a matter of minutes, so you can use a druid/ench combo to root /mez them, or if you have a raid force, it should not be that difficult.
Ok, gave ya my school leader tactics, time for My Main Man Menlo(How is that for alliteration).
Alright, first thing the Raid named in Omens for the most part seem to be on little longer then 24 hours. It isn't 36, more like 24 plus 4-8 or somewhere, it typically is 6 hours about after 24 hrs has passed.
N E weigh, when he is up, he has 2 guardians outside his tunnel called Guardian Satire(actually it is Eratis or something, but we spell it backwards, satire!), and Guardian Naven. Both are decent mobs, do not underestimate them, and let your healer afk mid fight. Neither can be snared, but neither run. They can be single pulled.
We invis past them, into the tunnel. Pally stuns one, pulls it in, and keel him! Now, they can do this weird warp thing and you won't be able to hit them, fast spells can land, so try nuking , or just run out of tunnel, and bring them back in to make them hittable with melee. Now this can bring the second one, but he is mezzable, or offtank it, shrug. Just watch for the 3 roamers that come outside, dragorns, one from Bonecracker side, 2 from the other.
Well, you get done with the 2 Guardians, time for menlo. You probably know he is perma rooted (But does summon), and you see all them dragorn refugees. Well, they help him as he calls for aid during the fight, but they do not see invis, so here is what we do to avoid any adds at all(a good way to one group him).
Group makeup is a Warrior(MT) pally(OT and for stuns) Ench(for adds mebbe and nukes) Shammy(dots and heals and such) Cleric (heals duh), and Wizzie(nukes). Since you can dot, I am sure a necro would be fine, and rangers etc , we choose this makeup for a few reasons.
Warrior -- Tankage, defensive Pally -- Menlo is stunnable Ench -- adds possible I guess, but for TASH Sham -- Malos, slows, dots! Cler -- We hate druids Wiz -- Nukes, evacs, invis, greater decession
Well, now to explain the fight, and you will see why we chose the classes.
Setup... Everyone is in the tunnel, past the halfway point. We sit cleric on left side, with the pally and war, INVIS. Sham right side, closest to Menlo, not far from tunnel entrance, ench in middle tunnel, next to cleric war pal trio, but behind sham. Reason is, we want ench to have a clear view of the adds coming to shammy, and other 3 players out of the way.\
Now the wiz, has invised (phase walk or long lasting invis please!) and has backed up, invis also to watch the fracas. She has greater decession and evac memmed.
Shammy malo in on Menlo, then slow, if resisted, try again, then putrid (or insid) decay, and cripple. Enchanters... tash AFTER slow is in or attempted, you want shammy to have aggro, not you. Then our sham usually dots menlo once, with utlor or wunshi, and laughs at him. Do NOT dot much if you do, hurt menlo too much and he summons, and well dead shammy.
Once Menlo is debuffed, shammy targets himself, and casts Q, or Breath of Trushar if you got it. DO not use the cleric or pally to heal, let them shaman heal himself, die if need be, or greater decession him, but do not let cleric break invis, the idea is ONLY to have sham/ench aggro to go for one grouping him..
Usually(NOT always) after a few seconds 2 dragorn refugees come charging in. Shammy heals self, and ench mezzes them both. It really helps loads if ench has ae mez... bliss nih'li works fine, no need for wake of felicity, but both work. Once they are mezzed, tash em for easy re mez, and have sham back up slightly.
Reason is, you want space so the next 2 are easily mezzed, and the first 2 are easily remezzed. If sham is bored has time, can malos first 2 and slow em, in case of mez break (we do).
Sham targets self again, and casts heal over time spell, and in a few seconds, 2 more dragorn refugees come, and ench mezzes. Same deal.
RE MEZ often, do not wait the full 30 seconds, mana is not an issue here we are NOT engaging Menlo. Now we got 4 mezzed, and wait for 2 more, so......
Shammy backs up slightly, and waits for 2 more, same deal mezzing. At this point the wizzie uses greater decession on shammy, then ench, and re invises herself. The wiz is at far end of tunnel, so she can re invis herself before any refugees come near.
If any dragorns aggro her, well, evac, run, exodus, doesn't matter.
At this point our cler pal war wiz are in the tunnel invis, ench shammy are at succor point in NC. Sham ench invis up, head back to menlo. Refugees have reset by now, refresh invis on pally war cler.
Now, a quick note, the number of refugees that can add will vary. Sometimes on the intitial malos slow, etc, NO refugees add, sometimes 2, sometimes 4, 6, 8, 10 varies, and always in pairs. Typically no more then 8 tho.
SO what we do is, do it all over again, and you shall see why. Sham slows, blah blah, and if you get any refugees, mez etc. After 4-6, greater decession, and do it again. Sooner or later, you will have NO refugees come (we find 6 is the usual max for us so that is why we wait after 6 the first time). When NO refugees aggro to sham, time to kill Menlo.
Another quick side note, if you do not have phase walk, or cloud of indifference, or a long lasting invis, you can have your pal cler war sitting elsewhere, we just keep them inside. And if your enchanter has no ae mez, single mez 4, or 2, as you wish, and greater decession, as many times as needed.
Anyways, sooner or later your sham will go back, re malos, re slow, re cripple, and NO refugees will come. So cleric DI warrior, casts HoT spell on him, sends him in. As he charges, pally stuns, and follows.
Then all dots in, and start the nuking. pally stuns constantly thru fight, war keeps aggro, cler can use ch, its no biggie. IF using CH, the ae can hit the cleric, have shammy just toss her a heal of sorts, no worries. Pally can be healed by shammy, but with stuns and his heals, and grp heals, he should be fine usually. We ignore the snare. Few minutes later, dead Menlo.
It is pretty easy, just patience at start, and you can get Menlo with NO refugees. I am sure most guilds can just charge in, it doesn't matter if adds come, but when using 6 people, or a guild not as well geared or leveled, better to eliminate the possibility of adds.
Also, if you decide to kill the refugees, they do respawn, which is why we mez, greater decess, let them reset.
Would COH do same thing as greater Decession? Could you park Mage outside tunnel and COH to clear agro and than you dont have to runback. Going to try it soon will let ya know
pretty easy mob..you have plenty of time to kill before spawn return.. the mobs along wall will not add as long as you stay in the middle or in the tunnel leading to him..I would say about 10 minutes or so...
We pulled the 4 closest mobs out of his room and root parked them. 1 chanter and 1 druid kept them mezed and rooted. Went in, spanked Menlo, and killed the ones out side. No others aggroed during fight.
Dropped 2 Greater Muramite Runes and Brass Buckled Belt
Dropped him last night with a small raid force, only picked up 2 adds. He dropped the buckler and a Greater Muramite Rune. Adds were both easily mezzed, really not much of a problem here.
to confirm yes the pole still drops got it tonight.... and about spawn of his guards and such..... before we engaged him we killed the only guard that was near him.... then we engaged. No adds spawned or tried to help while we killeed him. he is a easy 2 group kill if you have right classes. hope this helps
The event seems to be changed, last night he had about 3x his old HP, and only one add spawned at a time. Might be a bug, but seems rebalanced for a smaller raid now (CC is easier).
I can confirm, he can not see through Shroud of Stealth (but he can see through normal invisibility). Checked this as of December 25, 2004 when we raided him and I was using SoS for corpse recovery.