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Halls of Lightning: General Bjarngrim
Wednesday, 08 October 2008 01:29

Abilities:

General Bjarngrim:

Charge Up: Charges the target with electricity
Knock Away: Inflicts 20% of normal damage to nearby enemies and knocks them back
Cleave: Inflicts 110% of normal melee damage to an enemy and its nearest allies, affecting up to 3 targets

Battle Stance Abilities:

Battle Aura: Increases attack speed by 25%
Slam: Slams the opponent, causing 120% weapon damage
Mortal Strike: Inflicts 300% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 5 seconds

Berserker Stance Abilities:

Berserker Aura: Increases damage done by 25%
Intercept: Charge an enemy, causing 65 damage and stunning it for 3 seconds
Whirlwind: Attacks nearby enemies in a whirlwind of steel that lasts 8 sec and inflicts 75% of normal damage on each spin

Defensive Stance Abilities:

Defensive Aura: Decreases damage taken from all sources by 25%
Spell Reflection: Reflects the next magic spell back at its caster
Ironform: While active, grants immunity to Bleed, Poison, and Disease effects - in addition, armor increased by 20% and lasts 8 seconds

Strategy:

General Bjarngrim patrols through all of the platforms in the starting area along with 2 Stormforged Lieutenants - the easiest way to engage him is to clear the pack of mobs to the left or right platform from the starting area and wait for him to come to you. General Bjarngrim has 3 possible stances that he switches through constantly - the only important things to know is in Defensive stance he can spell reflect and in berserker stance he can whirlwind - where the main tank will need to run away until he stops casting it. Other then that its a typical tank and spank encounter - be sure to either crowd control or kill his 2 lieutenants first as they will heal General Bjarngrim.

Video:

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