Odin Strategy

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Items that you MUST bring: Remedies, Echo drops, Poison Pots, several RR items and Holy Water


From Wiki, copypasta.

Notes:

  • Upon entrance, all previous feathers required to enter will be consumed and lost.

  • To enter, it is only required that 1 person have all 9 feathers. The rest must have at least 1 feather from each trio of chambers.

  • To clarify, from chambers 1-3, 4-6, 7-9. The rest may be in possesion of feathers 2, 6, & 7. As long as someone has all 9, if you possess 1 from each trio of chambers, you can enter as well.


      • Used at 75%, 50%, and 25% HP.
      • A good strategy is to ensure that every non-weakened member and any pets are near Odin at this time to help spread the damage done.

  • Sanngetall: AoE damage and dispel that dispells all buffs. Used every time 10% of his HP has been lost. Will use this a total of 8 times.

  • Used at 90%, 80%, 70%, 60%, 50%, 40%, 30%, and 20%. At 10%, this TP move will be replaced by Zantetsuken.

  • Zantetsuken: An Astral Flow like ability. Will be used when approximately 9% of his HP is remaining. This move will deal death to all members within a 30' radius around him.
      • Before using this ability, Odin will speak in say. There will be 5 seconds before Odin speaks and before he uses this ability.
      • During this time, all members must either run out of range, /kneel or /heal to him.

      • /kneel and /heal while will not completely save a player from instant death, it will greatly reduce the chance. /Heal is thought to be slightly more effective in preventing death.
      • While the above 2 actions may help prevent instant death, it will not prevent a player from taking damage.

  • During battle, Odin will summon 9 fomors to assist him. These fomors are named after the other 9 chambers of Einherjar and should be handled with care. Only three fomors will spawn at a time and after 10% damage has been done to Odin, will run back to Odin and despawn.

  • First set (3 fomors) will arrive at 90-60% health

  • Second set (3 fomors) will arrive at 50-20% health

  • Third set (3 fomors) will arrive after Zantetsuken is used (at <10%)

  • The best way to deal with them is to have a character with enhanced movement diaga Odin, thus hitting the 3 fomors, and kite them until 10% damage has been done.
 
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Battle Plan

Things to bring:

  • RR - RR earrings/gorgets/hairpin preferred. EVERYONE should have a non-magic source of RR with several charges.
  • Echo drops - at least a stack of echo drops
  • Multiple amounts of food - sushi highly recommended
  • Nail Bat, phasers set to kill, light sabers, kitchen sinks, bean burritos
Rule #1 through #100: If you have hate, run to the tanks. Running around or staying with non-tanks is bound to cause some MPK. No one would like you for doing so and may cost us the fight.

Mages please make note of the following abilities:
Valfodr: AoE damage and Curse + Silence.

Geirrothr:
AoE damage similar to 10,000 Needles plus bind. Used every time 25% of his HP has been lost.
  • Used at 75%, 50%, and 25% HP.
  • This is the perfect time to get Esuna up as Bind needs to be removed immediately if not instantly.

Dual tanks: one behind and one in front of Odin. /THFs concentrate on SATA WS/BLU spell on tanks. Once hate is set, DDs can begin damage slowly then gradually increase pace. When Fomors are summoned, kiters get to work while DDs speed up damage to force 10% of Odin's HP down quickly and depop Fomors. If /THFs are taking too much damage due to AOE, they need to leave. If SAM/THF during this phase: Meditate > SATA WS tank, leave, Meditate, repeat.

Near 75%, 50%, and 25% HPs, all non-weakened members need to run in and gather for Geirrothr.

At the 10-11% mark, everyone except one main tank and one RNG are to move beyond 30' radius of Odin. Main tank will Invincible to secure hate, /heal, while the RNG will push Odin's HP to 9% and under. After that, continue damage steadily.
 
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rdm/nin for the kiters is probably a whole lot safer for them.

Also, blu using cannonball is very good dmg, possibly better than a sam/thf, based on how raek parsed that one run.

Perhaps Qty on cor and move a rdm up from pt 3? A cor brd and rdm should be able to keep 3 rngs alive.

Backup Pld might also be worth thinking about. Doesn't happen often you need it, but its nice when it's there. The pld can help kite in the mean time.
 
Thanks for the suggestions, I will make adjustments accordingly.
 
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