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Talk:Flitterwing

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Strategy

Casts: Entrancing Lights
Resistance type - Magic
Targets - Point Blank AoE
Duration - 5 ticks (30 seconds)
Effects - Mesmerize

A large fay drake standing in the bottom right-hand corner of the zone on some ruins.
Double attacks for ~45 damage. Summons.

Killed w/ 8-10 people - Ranger, Bard, Mage, Ench, 2 druids, and a cleric, and a warrior, necromancer. Basically we had the warrior and Ranger as main tanks. Warrior engaged, Ranger bowed and out agroed, 2 tanks worked well because it gave greater chance for them to not both be mezzed at same time. Was a considerably long fight despite how many people were attacking him. Very high HP, hits reasonably as stated before, and AE mesmerizes for what seemed like 3 ticks.

Killed with 6 people after 12ppl max engage change - SK, SK, Warrior, Bard, Ranger, Cleric all level 17. Cleric died but only because everyone else was mesmerized. Flitterwing constantly mez'd all four melee(SK,SK, warrior, Bard) and then moved to attack the ranger who was attacking at range. Flitterwing would then mesmerize the ranger after a while then attack cleric for a few moments. Luckily, our tanks would lose mesmerize quickly after the cleric took aggro and Flitterwing would immediately jump back to the tanks. This process continued for 3-4 times until Flitterwing died-the fight is indeed long. I definitely suggest having someone attack Flitterwing at range so that they(and not the cleric!) take aggro while the tanks are mesmerized.

UPDATE: 6/30 well waiting for his respawn of 3 days, We smashed him the first try. 2 clerics, 1 warrior, 1 enchanter, 1 monk , 1 wizard. Chanter got of slow and tash, but couldn't get aggro off him and he died early in battle. Well what we did was have casters stay at range. Monk would go in after warrior was mesmerized to tank. But soon into battle we would both tank and easily was resisting the mesmerize, via bash/interrupts.

Very easy mob for our adept group, a lot of HP on this mob, he hits weak, 20-30dmg.

6/17/08: On a whim our BB group decided to go and take him out. There were 5 of us, 17 Beastlord, 17 Enchanter, 17 Ranger, 16 Bard, and 15 Cleric. Casters had FT 3 summoned mage staves, and melee had magician haste baubles. Beastlord sat buffed at around 850 hp, fairly twinked, and ranger had the lowbie centaur hills quest bow, but that was the twink limit. Cleric spent most of his mana keeping the enchanter alive when the melee were mezzed. Engaged and destroyed. Bard didn't use resist songs, and we still avoided some mezs. Alot easier than we went in expecting.

2/25/2010: Killed with 6 on our first try, 17 bard (tank), 17 clr, 17 bst, 17 shm, 2x 17 rng. My bard was the only death (600ish hp buffed). Flitter double hit for mid 40s average with me at 500ish ac, buffed. I had 148 magic resist, with combination augs and song, just to see how much it would take to handle the mez. My bard is also a wood elf, so +20% mez resist anyway. Never got mezzed once, not sure if anyone else did. Gonna try again in a few days with less MR, just to see if less will still resist all mezzes. Overall easy fight, I went in, got aggro, others joined after a sec, shaman debuffed, I never lost aggro, cleric healed til oom (740ish mana, no healing mods), then shaman took over till oom, then I died, with mob at 4%. They dropped it easy before I even reached my bind point. Ideal setup, replace bard with a REAL tank, or have more mana for the healer.

  • Tried it again with 87 magic resist on the same bard, this time no song, still resisted all mezzes.