Commander Barkarma - Draupnir Cave

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Commander Barkarma - Draupnir Cave

New postby Darkkyn » Wed Nov 18, 2009 4:57 am

http://www.youtube.com/watch?v=JpHhdkIy ... r_embedded

this is the draupnir cave end boss fight, watch and learn. I will be leading many runs to down this fellow... or attempt too.
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Re: Commander Barkarma - Draupnir Cave

New postby Jandrea » Mon Jul 12, 2010 10:46 pm

Here is how we did it:

Clear to Commander Bakarma(CB). It shouldn't take you over an hour. If it does you probably don't have the DPS to kill him.

Group make up: Templar, Chanter, Cleric, Glad, Sorc, assassin. If take a second glad instead of the sorc you can sub in a spiritmaster/ranger for the assassin. There are several other group make ups that can work, but this worked best for us. The templar must have defensive stigmas and a shield, and the chanter must be using healing stigmas. Make sure all the DPS have attack or casting speed weapons if at all possible. Everyone needs to have healing potions or roots, health/mana potions, running scrolls, buff scrolls, and food. Everyone should have resurrect stones as the DPS do any resses that are needed, as the chanter and cleric will not have time.

Before the fight, everyone is assigned positions for the under 50% section where people stand in a fan around BC.

100% to 75%: Fight him at the edge of the pad in the middle. The tank at this point is on the far side of bakarma from the group. Ranged can group up at max range away from the midde and melee get behind BC. This is the easy part. Close to 75% back off DPS to allow templar to firmly get agro and get his/her cooldowns up.

75%: Easy adds, good practice. Bakarma spawns three adds which are not too hard to kill. The templar runs off across the pad toward the bridge on the far side. The chanter makes sure he/she does not have agro on the adds then follows and runs around with the templar on the far side of the pad, keeping the templar healed, but staying toward the middle and avoiding battle cry. The templar uses defensive abilities and runs back and forth. The templar needs to run towards the group when battlecry is about to go off to be between the group and CB after the battlecry, to taunt, as with the battlecry BC drops agro and will often head twoard the group. The reason for running around is to avoid Battle Cry as much as possible, the knockdown that starts at 75%.

Back at the main party while the templar and Chanter are kiting, the assassin or designated glad marks one add, and mow down the adds quickly. The templar brings CB back to the edge of pad next to the group.

75% to 50%: Battlecry starts, the knockdown that happens every 30 seconds. At this time you can stay in for battle cry, it doesn't do that much, and you can heal through it. The squishies can stay at the edge of max range and practice getting in and out of battlcry range on the 30 second mark. Battlecry is 30m so get to 33m away. From this point onward the tank needs to stand in between CB and the group to decrease healing range.

50%: The Big Adds. Just before 50% again the tank needs to call DPS to back off so he/she can get cooldowns ready and agro firmly. The tank moves to the far side of the group from BC to get ready to run. The glad need to be ready to taunt the adds. Check to be sure run scrolls are still up for everyone. When the 3 hard 50% adds spawn, again the Templar takes off across the pad with CB. The chanter makes sure they don't have agro on the adds, then follows the templar who again plays tag with bakarma on the far side of the pad, but now the Battlecry really hurts, so dodging it is very important.

This is the hard stage. Use all your DP, all your big cooldowns, everything you can save up, have it ready for 50%.

The main group marks the adds and kill them. During this stage it is quite likely the templar will not be able to stop CB from running back to the group. When this happens everyone has to run away from whoever has agro to avoid the Battlecry, and things become very chaotic.

After 50%, get CB back in his spot, and everyone fan out in your positions. They are in a fan around bakarma at 25m from bakarma and about 20m away from each other. Every 30 seconds bakarma does the double battlecry. Get the timing down now, with go in, do damage, back out just before battlecry, wait for battle cry, repeat. It helps if someone is calling when to go out. Potions are also on 30 second timers so a HOT potion ever time it come available may help you time it. The chanter stays in and heals the tank at the battle cry, and the cleric heals the chanter. Everyone else is on their own mostly for heals at the battlecry stage as they should be out of range.

On each battlecry CB may drop agro, that is why you are in a fan. If you see him run toward you at the battlecry, run to the tank. The people on eeither side of you move a bit away from you, so they dont get hit if you fail to run in fast enough. The tank taunts for agro, and the cleric moves in and group heals, which should get anyone near the tank (which is where the injured person was suppose to be headed anyway.)

At 25% Bakarma casts a flamespray on the group, but don't waste your potion dispelling it right away if you are the tank. He next turns you into a chicken and you need the pot for that. Everyone in range of the battlecry will be chickened and needs to use their healing root or potions. If for some reason that does not work call it out fast for the cleric to use Remove Physical Condition. You take much more damage as a chicken, but are not feared.

25% to dead is the the same as the 50% to 25% except for the addition of the chickening.

Good luck!
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Re: Commander Barkarma - Draupnir Cave

New postby Cameo » Tue Jul 13, 2010 1:54 pm

That video is interesting, they use run speed scrolls and run away from the adds and they reset.
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Re: Commander Barkarma - Draupnir Cave

New postby Lavath » Tue Jul 13, 2010 2:11 pm

It's important to know that the adds no longer reset. The adds at 50% are a beast and need to be focused down ASAP. I know Jan mentioned this, but it's important since many people used to just reset the mobs which can no longer be done.
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Re: Commander Barkarma - Draupnir Cave

New postby Jandrea » Tue Jul 13, 2010 2:31 pm

Yeah I think that is a really old video.
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