View Full Version : Plane of Hate - Innoruk
12-12-03, 10:22 AM
I haven't been able to find any good strategy about that guy here or elsewhere..
Anyone has a good strategy for him in its new version? And if you did him already, do you think 40ish lvl 65s in decent gear (no VT, no elementals, just luclin/velious/tier 1 pop gear) can take him out easily?
PS: I don't consider: bring 100 people and zerg him a good strategy
12-12-03, 11:00 AM
I think our best is 28 with a good bit of SSRA/VT+ gear (no elemental)... We'd killed him alot at that point so we knew the encounter very well... Could be very rough going trying to learn him with 36 in mostly Velius gear...
Bring 100 people and zerg him could be funny if they dont know how to deal with AOE rampage :-)
Edited by: Sakharra at: 12/12/03 11:01 am
12-15-03, 09:22 AM
I was asking the same question on a couple of the other boards. I did get a decent post out of it. This is posted by Langevin on The Druids Grove:
What's needed: a good sized raid force of 40-50 people or more, preferably level 65. A CH chain of 5-6 clerics (it's a long, long fight), and a good supply of tanks (MA / SA and rampage at least). Some mana pumpers like beastlords, necros and bards are also a plus. It's not a really "tough" fight, just long.. Inny has a ton of HP now. Levitate is a plus (he still does the gravity flux deal, although I don't think it's the same spell exactly, it's enough to interrupt clerics). He also debuffs seldomly, which can be annoying, so saving a few MGBs for VoQ/HP buffs isn't a bad idea.
First Inny is a faker - kill him and shortly after, the real Inny pops outside the room and can be pulled by your MT. This is maybe a 20 second delay or more.
The real Inny: Pretty straightforward fight, MT + rampage tank engages, CH chain starts, melee, melee, melee. Support healers do the one-off and group heals while clerics maintain the MT. At certain intervals (my main raid char is a cleric, I never get to see mob health) he snags adds (zombies) to join in the fight. Paladins are great offtankers for these and they aren't really any nastier than the trash zone mobs. I recall him being under 50% when this occurred.
I think the biggest problem to worry about is mana.. especially when your MT's defensive is off and you go from a leisurely CH pace to a quickened one as your mana pool runs low. Note that you can't use a horse (indoors) so that's a pain.
However, his loot is worth the hassle.. Two FT3 items and some other goodies (usually drops a marsinger item).
The way it usually goes is to plant him into the corner of the room near the doorway, while everyone else non-melee hangs in the back of the room. It's possible to ram yourself against a stone column (chimney?) in the room to avoid spell interruption with the grav flux push.
Good luck.. it's a fun fight. All this is off the top of my head and of course may not be 100% accurate, i'm no raid expert, but since we had just tackled Inny again last night, I figured I'd spit out what I knew. Edited by: Tyber at: 12/15/03 9:28 am
12-15-03, 09:41 AM
This sounds alot like Saryrn, is it?
12-15-03, 01:39 PM
Quote:The real Inny: Pretty straightforward fight, MT + rampage tank engages
12-15-03, 01:42 PM
Similar to Saryrn, but not a girl.
There are two Innoruuks; A real and a fake one. The one that you see standing by his throne ready for agroing is the fake Innoruuk. He has the same melee capability as the real Innoruuk except that he will completely dispell the MT. Otherwise, it's a short and rather painless fight. Once you kill the fake Innoruuk, who instantly dissapears once killed (Hence why everyone says he's a merchant), the real Innoruuk spawns directly behind you down the steps and the script starts. Here is the kicker; the real Innoruuk, either by design or simply by flaw, can be singled pulled and fought without any adds. You just need to figure out how. Also, keep in mind, the Plane of Hate is now an indoor zone. Aside from that, it's a pretty straight forward fight if you get him single. Innoruuk, who has gobs and gobs of HP, quads for 866 at Vindi speeds and AE Rampages. He also casts his Avatar of Power spell (100pt + Grav Flux + Dispell), hence why I told you the zone is now indoor *hint* *hint*.
There is also a final tidbit to Innoruuk that I will not tell you. You're going to have to figure it out for yourself. Just think *old world*.
12-16-03, 04:59 AM
eh he sounds easier then maestro?
12-16-03, 05:29 PM
So much bad info here it's funny.
I'm not going to spoil the encounter for you but I will give you some help.
Real inny mitigates slow.
Be ready for evangilist go "live" at low hps on Inny.(Evangelist is sorta tuff)
It's blowable. If you fail it will be back up the next day.(8 hourish reset I think)
Have fun. It's a neat encounter.
12-17-03, 04:21 AM
I always love when folks come in and bad-mouth the info listed and then offer next to nothing in return.
12-17-03, 06:24 AM
There's lots in return. "Kite adds.", aka "Exploit the braindead AI" is the leet strategy to dealing with every encounter with adds!
12-17-03, 08:13 AM
Whee.. hey that's my info. Sure it could be flawed, but that's how I see it and that's how we do it. Kite adds? Right. Just kill 'em.
It's a long battle and the flux is annoying. I have noticed a tendency to lose the first buff (possibly second) as well, so keep a clicky handy. It can interrupt a spell, but I pin myself against the throne so I don't get moved around.
Yes the rampage is AE.
Note: I don't scan network packets or sift through Lucy data for real numbers, spell effects, etc.. so that's why there's no hard data in my description. It IS a fun encounter, though, and his loot is very worth it (Anathema, FT items, etc) depending on your guild's gear of course.
12-17-03, 09:43 AM
Thanks again, Langevin. The info is greatly appreciated.
12-17-03, 03:55 PM
Quote:Whee.. hey that's my info. Sure it could be flawed, but that's how I see it and that's how we do it. Kite adds? Right. Just kill 'em.
Umm. Unless they changed something. When real Inny pops 3 "mobs" also spawn underneath him.
The mobs are random. They can be Spite, Cleric, OR 3x Imps(this means that if you get real unlucky you can get up to 9 Imps under Inny's feet before engage. EVERY time you kill a mob another RANDOM mob will spawn in the middle of the room and assist Inny. If you can get away with constantly killing the adds go for it. It just doesn't seem very safe or efficient to me.
To the guy that said kiting is an exploit. Have fun doing RZtW without "exploiting"
To the other guy that made his remark about me knocking somebody's info and giving nothing in return. I'd rather do that then have somebody go into the event with wrong info and getting their ass handed to them.
And I like how none of you professional Inny killers bothered to prep the guy on the Evengelist. That guy by himself can whipe a raid if you arn't expecting him.
Keep on zergin.
12-18-03, 04:11 AM
Quote:Unless they changed something. When real Inny pops 3 "mobs" also spawn underneath him.
Killed him again earlier this week, have never seen inny spawn with adds under him, always been solo
Quote:To the guy that said kiting is an exploit. Have fun doing RZtW without "exploiting"
well i guess if you call AETL'ing mid script an exploit sure, but i dont see what else you could consider an "exploit". If you mean warping VZ we've never had to do that, cakewalk to just have a monk tag him. We kill TZ, call the pull, 10 sec later VZ alone in camp.
Few tips on inny:
Adds stop coming after the first few min's (usually i count 2 waves) so kill the spites and mez clerics/imps till they stop coming then assist on inny and let your chantas keep adds mezzed
evangelist goes targetable at 20% but he's a gimp if i ever saw one, if he wiped a raid your melee are retarded. just add tank him till inny's dead, dont hit hard. Edited by: Stridder187 at: 12/18/03 4:12 am
12-18-03, 04:42 AM
Adds are not timed. There is a cap to the number off adds that can be up at a time. Kill the spites, mez the rest, and you can do this before engaging inny...
Once adds stop popping, leave the chanters with the adds and go kill him.
12-18-03, 08:38 AM
I've never seen an Evangelist during the fight.. only the spites. I think I may have been in error with the banshees. The Maestro activates banshees at about 40%, not Innoruuk. Sounds like a pulling issue if you've got a ton of adds.. we've never had that problem.
Anyhow, the only other thing I have to add is that folks take a lot of bashing from the rampage so you'll need to have some spot healers for folks to get some replenishment from, and it's not a bad idea to have a res cleric separate from the rotation either.
Also, Inny has always been pulled single (the "real" one). There's never been a problem with the start of it (for us). Edited by: Langevin at: 12/18/03 8:40 am
12-19-03, 04:07 AM
My whole point about bashing someone's info and not giving anything up in return is if you are going to do that...why bother saying anything at all? Don't want to give info that might get someone killed, don't say anything then.
Langevin gave his account on what happened when he did Inny. It seems to have worked for him, even though things went differently for you. Personally, I plan on taking info from all the accounts posted and taking everything into consideration. Hopefully, we'll live thru the encounter, but if not... *shrug*. I'll try again some other time. Anything beats some of the posts I've received on other boards about the subject, which have ranged from "just go and try it...come up with your own strategy"....to "kill things and try not to die in the process." Edited by: Tyber at: 12/19/03 4:16 am
01-08-04, 08:25 PM
Can someone please explain how to avoid AoE Rampage? It kill us everytime.
We have a problem with our clerics getting summoned also.
10k tank 250 AA EB
Help! lol I can't figure this fight out.
EZ_Masterchief The Cleric
01-08-04, 09:43 PM
When something has a nasty AE or AE rampage, we usually just fight with ranged. It's kind of like a Seru fight or Emmerick. Just have melees use their bows. It takes forever, but atleast no one takes the damage. We occasionally had some hybrids run in to melee a little, but his overall damage output is weak enough that four clerics can keep a chain on the MA forever so fight length does not really matter. 10k MA is pretty high too so it shouldn't be a problem.
01-10-04, 03:17 AM
Quote:There are two Innoruuks; A real and a fake one. The one that you see standing by his throne ready for agroing is the fake Innoruuk. He has the same melee capability as the real Innoruuk except that he will completely dispell the MT
Humm the fake inno hit like crap ,the real one really don't hit harder ? (i don't see why you need 5/6 cleric with a lot of mana regen if he hit like a girl).
01-10-04, 11:49 AM
How on earth did you get a 10k tank and not know how to deal with ae rampage?
01-10-04, 01:30 PM
Quote:Humm the fake inno hit like crap ,the real one really don't hit harder ? (i don't see why you need 5/6 cleric with a lot of mana regen if he hit like a girl).
Fake does'nt AOE rampage for one, has alot fewer HPs and I do believe real Inny hits harder but I never tank so I'm not sure... Real Inny has some respectable HPs and damage output but we often run a single tank (and none of our tanks are close to 10K) though the entire fight and no melee touches a bow, even rangers melee him.
Fake Inny is most likely single or 2 groupable but theres no point to doing so, his health drops faster than a ranger in a hail storm..
We still visit Innymart on a regular basis so guild rules prohibit me from discussing our strats and stuff on any forum, I will say that most of this thread involves making the fight harder than it needs to be... Just look at what goes wrong and think about it, experiment and definately learn to deal with AOE rampage because thats key to several PoP encounters.