I can't even begin to come up with a legitimate plan that doesn't rely on heavy casualties. I'm really kind of curious how SE thought we were going to do this since they went the extra mile to stop attempts to route the extras to the zoneline for kiting purposes.
Just putting up with the triple-gears version of Rail Gun on its own is bad enough; having that many of them firing it for that much damage is a healer's nightmare. I literally do not understand what you're supposed to do to make it any easier. One problem I see in Arrapago Remnants sometimes on the "7-minutes-for-bonus-weasels" floor is when the mob runner gets hit with a stray Antigravity and his ability to run around gets screwed up. I don't know how much room is in this...erm....room; but I'd hate to see what happens to a kiter who suddenly gets gravitied here.
There just isn't enough general information to go on either, now that I think about it. Why did it pick a Chariot of all things? If this was the intention; why didn't they just make the mob a Chariot? Why the Discoid model? It makes me worry that maybe he has multiple possible things that he can turn into but decided on that particular form for some reason. A fight against that many gears is a Salvage goer's nightmare (cue flashbacks of elemental weather showing up just as our puller readied his crossbow on that one lovely floor of Zhayolm Remnants).
I mean, I guess this is the fifth and final tier of the ZNM stuff for a reason. But...sheesh. Why did it have to be triple gears?
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