Fippy's Revenge

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Fippy's Revenge

Postby Zzzapp » Sat Jan 23, 2010 6:05 pm

from Allakhazam

This raid expedition begins with Algera Chindlebolt at location -675, 265, 52 in Brell's Rest (by the zone-in from The Hole). In order to request this raid, you must first have completed Berrina's three tasks as well as the "Dont Fear the Destroyer" group mission from Algera.

Overview

There are five phases to this encounter.

Each phase has a timer of 10 minutes (begins at the time of first aggro in the first phase and at the time of Fippy's respawn for each subsequent phase). If this timer runs out, Fippy starts hitting for a max ~75,000 and begins AE rampaging and flurrying about every round (your raid will wipe out fairly quickly).

Each time Fippy despawns, a wave of adds spawns and attacks. You have a few minutes to kill these adds before Fippy respawns, at which point any remaining adds will attempt to run to Fippy's position and heal him.

Part way through the last two phases, numerous sabertooth gnolls spawn and attack, so you'll have to deal with them at the same time you're fighting Fippy.

=====================================================================================================================================
Phase 1 (100%-80%): Fippy Darkpaw

Engage Fippy when ready. He is aggro (there is no trigger) and can be pulled away from his spawnpoint, but is tethered to the northern half of the zone. He hits for a max ~12,000, flurries, and single-target rampages.

Once Fippy reaches 80%, he despawns. In his place, numerous shades of Fippy Darkpaw spawn (unmezzable; rootable/snareable; hit for a max ~8,000). Loot the bane items from their corpses for use in the next phase.

=====================================================================================================================================
Phase 2 (80%-60%): Fippy Darkpaw the Undying

In this phase, Fippy is immune to most damage except for bane procs. He hits for a max ~20,400 (without any mitigation), flurries, single-target rampages, and AE rampages (full damage). He casts a few spells:

Pain of the Undying: PB AE 100', Unresistable (0)
1: Stun (1.00 sec)
2: Decrease Hitpoints by 10000

Undying Resolve: Self 0', Unresistable (0)
1: Increase Absorb Damage by 10000000

Vision of Death: PB AE 200', Unresistable (0)
1: Feign Death

Once he reaches 60%, he despawns. In his place, numerous shades spawn (unmezzable; rootable/snareable; hit for a max ~8,000).

(More information needed such as time/trigger of Fippy's respawn, any emotes or other pertinent information, etc.)

=====================================================================================================================================
Phase 3 (60%-40%): Fippy Darkpaw the Destroyer

(no information yet)


Phase 4 (40%-20%): Fippy Darkpaw the Fabled

(no information yet)


Phase 5 (20%-0%): Fippy Darkpaw the Immortal

(no information yet)
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Re: Fippy's Revenge

Postby kungapow » Fri Mar 19, 2010 2:25 pm

Found a post on how to successfully deal with his adds....

Assign one tank to every add, set positions like the numbers on a clock, use a powerpoint slide to map it out before the raid (getting locs of pops on first warmup wipe, then each person should run to their number on the clock at 1 second intervals, stopping at the exact /loc specified in aforementioned slide.
Aggro and bring back to camp, whatever number you are on the clock that is how many kite cycles you should do before bringing back to camp, ie if you are number/position 3, you aggro, kite in a circle 3 times, then head back to camp. \
Hope this gives help or starts other idea's on this part of the raid.
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Re: Fippy's Revenge

Postby Etrudia » Fri Mar 19, 2010 5:33 pm

kungapow wrote:Found a post on how to successfully deal with his adds....

Assign one tank to every add, set positions like the numbers on a clock, use a powerpoint slide to map it out before the raid (getting locs of pops on first warmup wipe, then each person should run to their number on the clock at 1 second intervals, stopping at the exact /loc specified in aforementioned slide.
Aggro and bring back to camp, whatever number you are on the clock that is how many kite cycles you should do before bringing back to camp, ie if you are number/position 3, you aggro, kite in a circle 3 times, then head back to camp. \
Hope this gives help or starts other idea's on this part of the raid.


Lol, Kunga, I believe that was posted as a joke. Same person commented in another topic (I am a bit sad no one got this:) and linked to that comment! But still, very funny!

Strat most suggest--- We put him over near the bridge, so the adds come at us from basically one direction. That makes it easy - Vinelash. Best spell rangers ever got.
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Sitasha tells the raid, 'Ok today, we will agro first mob in the door and take
it to SE corner, we kill it down, named becomes active I will pull it to MA<TBA>
we start beating on it, adds come all assist to kill the adds then get back on
named, once named is dead I call Mana check, monks ignore and keep pulling...'
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Re: Fippy's Revenge

Postby Leiph » Fri Mar 19, 2010 8:05 pm

Aye - the near side of the bridge was just too close to the near adds. They move so fast that they were on top of the raid before we could get them rooted/stunned. Moving inside the bridge and up a little should help give us some more time, and even better, the narrow mouth to the bridge will be a bit of a funnel and a nice blocking/rooting/stunning point. Only problem is we'll need 1-2 knights to go get the few adds that don't aggro right away, to make sure we kill them and they don't just stand around and then get absorbed by Fippy when he respawns.

We'll probably send them out the back way though (the other side of the bridge), and they can round up the remaining few and bring them close to the raid when we have the initial bunch near dead.
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Re: Fippy's Revenge

Postby kungapow » Sat Mar 20, 2010 3:51 am

:twisted:
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