Tier III Einherjar
Overview
Now I find that more and more these days, people are asking me about strategies for Einherjar, as it is a very popular event and one of the most liked in the game. Tier I and II are usually always manageable, but the majority of people come to me to ask about Tier III. When we stopped doing Einherjar in ApkalluVendetta, we had 14 Odin's under our belt and we had become highly efficient when it came to clearing zones most people would consider difficult.
Whilest I can't offer you specific strategy to win every time, I can offer general advice, setups and boss tips that should give you the edge when it comes to Tier III Einherjar. Let us begin our magical journey through the Einherjar world.
Pulling
This is the most basic question when it comes to any Einherjar. Who should pull? Most people assume a PLD should pull. While this is a solid choice, you don't need it to be a PLD. Most of the time, PLD isn't necessary AT ALL in Einherjar. The only time somebody should come PLD is if they don't have any other useful jobs. If you do have a PLD available, make sure he isn't as dumb as a rock and he can pull.
If you don't have a PLD, the next best thing is a RDM. Preferably one who doesn't have to worry about curing an entire party of DD's. Bringing a RDM/DRK and putting them in a BLM PT is nominal here. The RDM/DRK can pull. Sometimes he'll die, but if he does it's not that big of a deal, since he only really has to Refresh BLMs anyway. If he does happen to die, send a BRD to pull while the RDM breaks weakness.
Pulls have to be fast and furious. Not saying you should go out there trying to link every mob you can. Keep the groups of mobs manageable. When the DD's and BLM's are fighting the last one or two, go pull some more. There should be very little downtime (None if possible) between pulls.
As always, I recommend getting somebody you TRUST to pull. One mistake can easily screw up a perfectly manageable clear. I know because I've messed up before. Don't take pulling lightly. It makes or breaks a run.
Setup
This is the bane of many LS's existance. They go in with a subpar setup. Having the proper setup can faciliate a run in ways you've never imagined. No, strategies like "All melee" or "All mage" don't work. A nice mix is essential to getting consistant clears. The ideal 30-36 person run should look similar to this.
Melee Party #1
WAR/SAM
WAR/SAM
WAR/NIN
BRD/WHM
COR/WHM
WHM/SCH
Melee Party #2
SAM/WAR
SAM/WAR
DRK/SAM
BRD/WHM
COR/WHM
WHM/SCH
Melee Party #3
WAR/NIN
WAR/NIN
DRG/SAM
WAR/SAM
WHM/SCH
BRD/WHM
Black Mage Party #1
BLM/WHM
BLM/WHM
BLM/WHM
BLM/WHM
BRD/WHM
COR/WHM
Black Mage Party #2
BLM/WHM
BLM/WHM
BLM/WHM
BLM/WHM
RDM/DRK
BRD/WHM
Black Mage Party #3
BLM/WHM
BLM/WHM
BLM/WHM
BLM/WHM
COR/WHM
BRD/WHM
If you ever managed to get this near perfect setup, you should feel VERY comfortable. Of course, common sense applies here. Most support jobs in all 6 parties can be interchanged. The only thing I would highly recommend is having 3 healers/support jobs in the melee parties. I find that one healer and one support can run out of MP really fast, especially if you get an unlucky set of mobs.
While I realize most people are never going to get this close to a perfect setup, it's still very possible to clear on a consistant basis with fewer people. For these situations, I recommend 2 BLM PTs and 2 Melee parties at least. Any less than that and you might be in trouble if you are looking for a decent success rate. The overall key is to keep it balanced.
General Advice
Refreshs in the BLM PT's can be interchanged as well, depending on what you have. I highly urge you to keep a RDM/DRK in one of them though, as they come in handy for the Khim/Cerb/Hydra bosses.
Obviously, I suggest using your BEST MELEES. Don't be putting some WAR/SAM in there that doesn't know how to play their damn job. DRG is nice for Angon, but it can be neglected if you don't have a suitable DRG that doesn't suck.
Use one of the WAR/NIN's as the /assist. Have them Provoke so the WAR/SAM's dont have to do it and Seigan tank.
BLM's should be nuking proverbial balls after mobs are put to sleep, only resting when they need MP. With a powerhouse setup like this, all or most of the mobs should be dead before the first Sleepga wears off. Sub for BLM doesn't really matter. I like them to have Reraise though, so I tell them /WHM. One BLM in each party can be exchanged for a SCH if they are available.
The most common mistake is telling all your melee to sub NIN. It really is a waste, especially since SAMs and /SAMs can Seigan if they really need to. You will also have 3 healers/support jobs in each melee party to keep everybody cured and status ailment free. You are losing so much power telling everybody to sub NIN. Keep a few WAR/NINs to be assist and backup but that should be it.
The question I get more often than not is whether or not BRDs should rotate. My answer is usually this: If you find that you can do it WITHOUT constant mistake, go for it. If you keep messing up the order and/or the BRD's cant focus on sleeping mobs (Especially mobs that can only be light slept), just save the rotation for the boss. We have never had to rotate BRD's for normal mobs in Einherjar, it is not necessary in any way to be consistantly successful in Tier III. However, we ALWAYS rotate 3 BRD's with Soul Voice/Troubador for the boss. You should prepare for rotating 3 BRDs for the boss at the very least.
Use ONE /assist. You don't need two and it creates a headache, especially if you get some spammy mobs. You'll clear the mobs just as fast using one assist. If you manage to get even close to the mentioned 36 person setup, mobs should die in seconds. Just hope you have a fast assist to keep the pace up.
Try to seperate mages from melee. Don't all try to crowd in the corner leaving all 36 of you to get hit with a stupid AoE move. There is PLENTY of room to spread out along the wall (So long as you actually hug the wall). Try to limit the amount of people getting hit with AoE's, it is a huge MP saver and you can focus on killing, rather than not dying. I find that most people need constant reminders of this, especially since mobs will run to mages a lot. If you find that everybody gets grouped up again after a few mobs, yell at them to get the hell away from each other.
BLM's should stun as often as possible. You should have at least 6 BLM's, regardless of how many people you have total. Tell them to stun everytime it is up. With 9 BLMs and a DRK stunning everytime it is up, you will really limit the amount of TP moves a mob will use. I don't think I need to tell you why that is important. Like the last bit of advice I gave you, I find that people need reminded of this pretty frequently. If you find that nobody is stunning anymore, just say something about it in LS. They'll start doing it again.
In my experiences, I have found that BRD's are a little more squishy than BLM's. If BRD's are the only thing that can sleep a particular group of mobs, KEEP THEM ALIVE. Keeping them alive is priority.
No, bombs aren't immune to Stun. Stun lands 50% of the time. Don't abandon stunning Self Destruction because it WILL end up in failure. Have everybody and their mother try and stun that shit and you will survive. Usually Bombs only last long enough to ready one or two TP moves. Just have to hope stun timers are back up by the time another Self Destruction comes around.
Going along with the same theme, you may run into mobs that resist Sleepga AND lullaby. I usually find that again, the resist rate is about 50% for both. Keep trying and you should be able to land it. Repose and Light Shots can come in handy here as well, utilize them. Wolfs and single/triple Bombs are notorious for this.
Quick thinking is a must. If a highly undesireable set of mobs pops, just don't stand there and shit your pants thinking of what to do. Get out there and pull those bastards. Remember, the more mobs that pop, the less HP they have. You CAN do it. Just don't give up because you get a shitty group of mobs. Keep pulling and keep killing and you will be surprised. There have been a few times where we have gotten the max amount of mobs possible and we cleared the entire chamber with more than 5 minutes left. It's not hard, just tell everybody to keep their cool.
Boss Strategies
Vampyr Jarl
Probably one of the easiest bosses here. Rotate 3 Soul Voiced BRD's and zerg the piss out of him. Have somebody keep track of the time, because 2 minutes after engaging, he will split into either a bunch of bats or hounds. The RDM/DRK can Chainspell and Stun at the 1:45 mark to prevent him from splitting. Usually he will die really fast, especially with powerhouse melee's zerging his ass.
If you can't manage to finish him off in the alloted amount of time, he will change into a bunch of bats or hounds. You have to kill the right one for him to change back into the Vampyr. It's random which one it is, just keep killing until he changes back. Finish him off after this. I'm not sure if the bats or hounds can be slept. I think they just run around hitting random people. If I remember correctly, they aren't THAT threatening anyway.
Easy.
Freke, Gorgimera & Stoorworm
A step up in difficulty from the Vampyr, but still pretty easy. Same basic strategy applies when taking them on. Rotate 3 BRDs and zerg the piss out of them. They have all the standards abilities that their normal counterparts have. With 3 parties worth of heavy DD and 3 parties worth of BLM ripping them a new asshole, they should die within minutes. When it comes time for their respective "Rage" moves, have the RDM/DRK Chainspell and camp Gates/Fulmination/Nerve Gas. Don't spam Stun, as they will build resist. Just stun the Rage moves. The purpose of Chainspell is so that you can recast it if they decide to use these moves in quick succession.
Things can get out of hand if several of their more damaging TP moves get off in a short period of time. Have the WHM's ready to Benediction if it comes to that, although it usually doesn't. A good strategy for healers is to spam /as on Freke, Gorgimera or Stoorworm. This will give them the target with hate so they can focus their cures on that person, instead of having to guess or worse, turn filters off to see who is getting hit. Keep status ailments off the melee! You have 3 people capable of curing/erasing in each melee party for a reason.
Dendainsonne
The pissed off King Behemoth mob. This is where things start to get difficult. SE designed this to be an Anti-Zerg mob. The more people you have hitting it, the more often it will cast and spam Meteor. The flaw of this, is that it still has a recast time on Meteor. The only time people zerging this run into trouble is when it decides to use Thunderbolt every TP move. Keep Barthunder up to reduce Stun length and thunder damage. If Dendainsonne is less than 50%, WHM's can freely cast Curaga IV and Benediction without getting hate probably. I recommend everybody being in semi close. Meteor and Thunderbolt will hit everybody in a large radius, so there is no reason for mages to be over 20 away like they usually are. Don't have everybody attack from front, and don't have anybody attack from the back. Kickout still sucks. Just another basic zerg strategy with a twist. People are likely to die, but that actually makes it kind of easier because you have less people hitting it, meaning it won't meteor as much.
RDM's Chainspell curing can help as well. RDM/DRK is essentially worthless here for stunning purposes, as it can't be stunned.
No, Meteor isn't fire based, dont try to Fire Carol or Barfira.
Motsognir
Your favorite, my favorite, everybody loves Mister Motsognir. He floats around in a chair with a shit eating grin on his face along with his 12 demon buddies. While he may be the hardest Tier III boss, there is a plus side to getting him as your boss. That plus being that you will only have 1 wave of mobs before Motsognir pops. Motsognir will ALWAYS pop with his 12 demon friends on the second wave. Meaning you will probably have ample time to fight him. If you do happen to wipe, there is also possibility that you can reraise and finish him off as well. Those are the two plus sides to getting him as a boss.
The objective is to kill the 12 demons. Killing each demon will take a % of Motsognirs health off...He cannot be harmed otherwise. While it may sound easy, it can get messy REAL fast. He will use Hellsnap TP move to wake up all the demons left alive AND stun everybody in range. Meaning if he uses it close to BLMs, they will be stunned while getting raped from the Demons that just woke up. He also has several other TP moves, but nothing as serious as Hellsnap. It is a good idea for the BLMs and BRDs to NOT stay together, to avoid everybody being stunned at once. Need to Sleepga the Demons ASAP after they wake up, or they will just cause havoc. Keeping the Demon's asleep is probably the most important thing in this fight.
I suggest having the RDM/DRK keeping trying to run Motsognir away from the group. The RDM/DRK can zombie if need be, but as long as the BLM's and melee's arent getting stunned every 10 seconds, you should be alright.
As for the Demons, you'll definitely want to Soul Voice and rotate 3 BRD's. There are 4 BLM mobs, 4 DRK mobs and 4 WAR mobs. BLM's need to go first, they wield wands so they are easily identified. Tell BLM's to Stun as often as possible. After the BLM Demons are dead, you can finish off the other 8 in any order. Keep stunning, their TP moves aren't very forgiving (Quadrastrike and Condemnation). The fight gets easier the more of them you kill, obviously.
Motsognir can also cast -ga3's which is a pain. But like I said, try and keep him away from the action. Be warned he does have Draw-In if you get too far away.
Keep chipping away at the Demons and don't stay directly in the middle of the chamber. Try to be semi-close to a wall so if you do happen to wipe, you can get back up and finish the last couple demons. You should have time remaining, because remember you only had one wave of mobs before this! Motsognir cannot regen HP due to the nature of the fight.
--
Hope this guide helps those who are having difficulty in Tier III.
If you have questions or comments you can contact me on AIM @ Belkinator14 or MWHQB36.
Overview
Now I find that more and more these days, people are asking me about strategies for Einherjar, as it is a very popular event and one of the most liked in the game. Tier I and II are usually always manageable, but the majority of people come to me to ask about Tier III. When we stopped doing Einherjar in ApkalluVendetta, we had 14 Odin's under our belt and we had become highly efficient when it came to clearing zones most people would consider difficult.
Whilest I can't offer you specific strategy to win every time, I can offer general advice, setups and boss tips that should give you the edge when it comes to Tier III Einherjar. Let us begin our magical journey through the Einherjar world.
Pulling
This is the most basic question when it comes to any Einherjar. Who should pull? Most people assume a PLD should pull. While this is a solid choice, you don't need it to be a PLD. Most of the time, PLD isn't necessary AT ALL in Einherjar. The only time somebody should come PLD is if they don't have any other useful jobs. If you do have a PLD available, make sure he isn't as dumb as a rock and he can pull.
If you don't have a PLD, the next best thing is a RDM. Preferably one who doesn't have to worry about curing an entire party of DD's. Bringing a RDM/DRK and putting them in a BLM PT is nominal here. The RDM/DRK can pull. Sometimes he'll die, but if he does it's not that big of a deal, since he only really has to Refresh BLMs anyway. If he does happen to die, send a BRD to pull while the RDM breaks weakness.
Pulls have to be fast and furious. Not saying you should go out there trying to link every mob you can. Keep the groups of mobs manageable. When the DD's and BLM's are fighting the last one or two, go pull some more. There should be very little downtime (None if possible) between pulls.
As always, I recommend getting somebody you TRUST to pull. One mistake can easily screw up a perfectly manageable clear. I know because I've messed up before. Don't take pulling lightly. It makes or breaks a run.
Setup
This is the bane of many LS's existance. They go in with a subpar setup. Having the proper setup can faciliate a run in ways you've never imagined. No, strategies like "All melee" or "All mage" don't work. A nice mix is essential to getting consistant clears. The ideal 30-36 person run should look similar to this.
Melee Party #1
WAR/SAM
WAR/SAM
WAR/NIN
BRD/WHM
COR/WHM
WHM/SCH
Melee Party #2
SAM/WAR
SAM/WAR
DRK/SAM
BRD/WHM
COR/WHM
WHM/SCH
Melee Party #3
WAR/NIN
WAR/NIN
DRG/SAM
WAR/SAM
WHM/SCH
BRD/WHM
Black Mage Party #1
BLM/WHM
BLM/WHM
BLM/WHM
BLM/WHM
BRD/WHM
COR/WHM
Black Mage Party #2
BLM/WHM
BLM/WHM
BLM/WHM
BLM/WHM
RDM/DRK
BRD/WHM
Black Mage Party #3
BLM/WHM
BLM/WHM
BLM/WHM
BLM/WHM
COR/WHM
BRD/WHM
If you ever managed to get this near perfect setup, you should feel VERY comfortable. Of course, common sense applies here. Most support jobs in all 6 parties can be interchanged. The only thing I would highly recommend is having 3 healers/support jobs in the melee parties. I find that one healer and one support can run out of MP really fast, especially if you get an unlucky set of mobs.
While I realize most people are never going to get this close to a perfect setup, it's still very possible to clear on a consistant basis with fewer people. For these situations, I recommend 2 BLM PTs and 2 Melee parties at least. Any less than that and you might be in trouble if you are looking for a decent success rate. The overall key is to keep it balanced.
General Advice
Refreshs in the BLM PT's can be interchanged as well, depending on what you have. I highly urge you to keep a RDM/DRK in one of them though, as they come in handy for the Khim/Cerb/Hydra bosses.
Obviously, I suggest using your BEST MELEES. Don't be putting some WAR/SAM in there that doesn't know how to play their damn job. DRG is nice for Angon, but it can be neglected if you don't have a suitable DRG that doesn't suck.
Use one of the WAR/NIN's as the /assist. Have them Provoke so the WAR/SAM's dont have to do it and Seigan tank.
BLM's should be nuking proverbial balls after mobs are put to sleep, only resting when they need MP. With a powerhouse setup like this, all or most of the mobs should be dead before the first Sleepga wears off. Sub for BLM doesn't really matter. I like them to have Reraise though, so I tell them /WHM. One BLM in each party can be exchanged for a SCH if they are available.
The most common mistake is telling all your melee to sub NIN. It really is a waste, especially since SAMs and /SAMs can Seigan if they really need to. You will also have 3 healers/support jobs in each melee party to keep everybody cured and status ailment free. You are losing so much power telling everybody to sub NIN. Keep a few WAR/NINs to be assist and backup but that should be it.
The question I get more often than not is whether or not BRDs should rotate. My answer is usually this: If you find that you can do it WITHOUT constant mistake, go for it. If you keep messing up the order and/or the BRD's cant focus on sleeping mobs (Especially mobs that can only be light slept), just save the rotation for the boss. We have never had to rotate BRD's for normal mobs in Einherjar, it is not necessary in any way to be consistantly successful in Tier III. However, we ALWAYS rotate 3 BRD's with Soul Voice/Troubador for the boss. You should prepare for rotating 3 BRDs for the boss at the very least.
Use ONE /assist. You don't need two and it creates a headache, especially if you get some spammy mobs. You'll clear the mobs just as fast using one assist. If you manage to get even close to the mentioned 36 person setup, mobs should die in seconds. Just hope you have a fast assist to keep the pace up.
Try to seperate mages from melee. Don't all try to crowd in the corner leaving all 36 of you to get hit with a stupid AoE move. There is PLENTY of room to spread out along the wall (So long as you actually hug the wall). Try to limit the amount of people getting hit with AoE's, it is a huge MP saver and you can focus on killing, rather than not dying. I find that most people need constant reminders of this, especially since mobs will run to mages a lot. If you find that everybody gets grouped up again after a few mobs, yell at them to get the hell away from each other.
BLM's should stun as often as possible. You should have at least 6 BLM's, regardless of how many people you have total. Tell them to stun everytime it is up. With 9 BLMs and a DRK stunning everytime it is up, you will really limit the amount of TP moves a mob will use. I don't think I need to tell you why that is important. Like the last bit of advice I gave you, I find that people need reminded of this pretty frequently. If you find that nobody is stunning anymore, just say something about it in LS. They'll start doing it again.
In my experiences, I have found that BRD's are a little more squishy than BLM's. If BRD's are the only thing that can sleep a particular group of mobs, KEEP THEM ALIVE. Keeping them alive is priority.
No, bombs aren't immune to Stun. Stun lands 50% of the time. Don't abandon stunning Self Destruction because it WILL end up in failure. Have everybody and their mother try and stun that shit and you will survive. Usually Bombs only last long enough to ready one or two TP moves. Just have to hope stun timers are back up by the time another Self Destruction comes around.
Going along with the same theme, you may run into mobs that resist Sleepga AND lullaby. I usually find that again, the resist rate is about 50% for both. Keep trying and you should be able to land it. Repose and Light Shots can come in handy here as well, utilize them. Wolfs and single/triple Bombs are notorious for this.
Quick thinking is a must. If a highly undesireable set of mobs pops, just don't stand there and shit your pants thinking of what to do. Get out there and pull those bastards. Remember, the more mobs that pop, the less HP they have. You CAN do it. Just don't give up because you get a shitty group of mobs. Keep pulling and keep killing and you will be surprised. There have been a few times where we have gotten the max amount of mobs possible and we cleared the entire chamber with more than 5 minutes left. It's not hard, just tell everybody to keep their cool.
Boss Strategies
Vampyr Jarl
Probably one of the easiest bosses here. Rotate 3 Soul Voiced BRD's and zerg the piss out of him. Have somebody keep track of the time, because 2 minutes after engaging, he will split into either a bunch of bats or hounds. The RDM/DRK can Chainspell and Stun at the 1:45 mark to prevent him from splitting. Usually he will die really fast, especially with powerhouse melee's zerging his ass.
If you can't manage to finish him off in the alloted amount of time, he will change into a bunch of bats or hounds. You have to kill the right one for him to change back into the Vampyr. It's random which one it is, just keep killing until he changes back. Finish him off after this. I'm not sure if the bats or hounds can be slept. I think they just run around hitting random people. If I remember correctly, they aren't THAT threatening anyway.
Easy.
Freke, Gorgimera & Stoorworm
A step up in difficulty from the Vampyr, but still pretty easy. Same basic strategy applies when taking them on. Rotate 3 BRDs and zerg the piss out of them. They have all the standards abilities that their normal counterparts have. With 3 parties worth of heavy DD and 3 parties worth of BLM ripping them a new asshole, they should die within minutes. When it comes time for their respective "Rage" moves, have the RDM/DRK Chainspell and camp Gates/Fulmination/Nerve Gas. Don't spam Stun, as they will build resist. Just stun the Rage moves. The purpose of Chainspell is so that you can recast it if they decide to use these moves in quick succession.
Things can get out of hand if several of their more damaging TP moves get off in a short period of time. Have the WHM's ready to Benediction if it comes to that, although it usually doesn't. A good strategy for healers is to spam /as on Freke, Gorgimera or Stoorworm. This will give them the target with hate so they can focus their cures on that person, instead of having to guess or worse, turn filters off to see who is getting hit. Keep status ailments off the melee! You have 3 people capable of curing/erasing in each melee party for a reason.
Dendainsonne
The pissed off King Behemoth mob. This is where things start to get difficult. SE designed this to be an Anti-Zerg mob. The more people you have hitting it, the more often it will cast and spam Meteor. The flaw of this, is that it still has a recast time on Meteor. The only time people zerging this run into trouble is when it decides to use Thunderbolt every TP move. Keep Barthunder up to reduce Stun length and thunder damage. If Dendainsonne is less than 50%, WHM's can freely cast Curaga IV and Benediction without getting hate probably. I recommend everybody being in semi close. Meteor and Thunderbolt will hit everybody in a large radius, so there is no reason for mages to be over 20 away like they usually are. Don't have everybody attack from front, and don't have anybody attack from the back. Kickout still sucks. Just another basic zerg strategy with a twist. People are likely to die, but that actually makes it kind of easier because you have less people hitting it, meaning it won't meteor as much.
RDM's Chainspell curing can help as well. RDM/DRK is essentially worthless here for stunning purposes, as it can't be stunned.
No, Meteor isn't fire based, dont try to Fire Carol or Barfira.
Motsognir
Your favorite, my favorite, everybody loves Mister Motsognir. He floats around in a chair with a shit eating grin on his face along with his 12 demon buddies. While he may be the hardest Tier III boss, there is a plus side to getting him as your boss. That plus being that you will only have 1 wave of mobs before Motsognir pops. Motsognir will ALWAYS pop with his 12 demon friends on the second wave. Meaning you will probably have ample time to fight him. If you do happen to wipe, there is also possibility that you can reraise and finish him off as well. Those are the two plus sides to getting him as a boss.
The objective is to kill the 12 demons. Killing each demon will take a % of Motsognirs health off...He cannot be harmed otherwise. While it may sound easy, it can get messy REAL fast. He will use Hellsnap TP move to wake up all the demons left alive AND stun everybody in range. Meaning if he uses it close to BLMs, they will be stunned while getting raped from the Demons that just woke up. He also has several other TP moves, but nothing as serious as Hellsnap. It is a good idea for the BLMs and BRDs to NOT stay together, to avoid everybody being stunned at once. Need to Sleepga the Demons ASAP after they wake up, or they will just cause havoc. Keeping the Demon's asleep is probably the most important thing in this fight.
I suggest having the RDM/DRK keeping trying to run Motsognir away from the group. The RDM/DRK can zombie if need be, but as long as the BLM's and melee's arent getting stunned every 10 seconds, you should be alright.
As for the Demons, you'll definitely want to Soul Voice and rotate 3 BRD's. There are 4 BLM mobs, 4 DRK mobs and 4 WAR mobs. BLM's need to go first, they wield wands so they are easily identified. Tell BLM's to Stun as often as possible. After the BLM Demons are dead, you can finish off the other 8 in any order. Keep stunning, their TP moves aren't very forgiving (Quadrastrike and Condemnation). The fight gets easier the more of them you kill, obviously.
Motsognir can also cast -ga3's which is a pain. But like I said, try and keep him away from the action. Be warned he does have Draw-In if you get too far away.
Keep chipping away at the Demons and don't stay directly in the middle of the chamber. Try to be semi-close to a wall so if you do happen to wipe, you can get back up and finish the last couple demons. You should have time remaining, because remember you only had one wave of mobs before this! Motsognir cannot regen HP due to the nature of the fight.
--
Hope this guide helps those who are having difficulty in Tier III.
If you have questions or comments you can contact me on AIM @ Belkinator14 or MWHQB36.
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