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Messages - Darkenvoid

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Freelance Ramblings / Furro the scrooge!
« on: December 18, 2014, 10:22:51 PM »
So I recieved a Christmas card from Mezbot (Bdallya) and Gimpman (Gimamam), and this is what I found on the back...


Holidays in the Furro household:
Small innocent child ~ "When is santa coming uncle Furro?"
Furro ~ "Hmm, the 25th is a Thurs isn't it?  Sorry, santa doesn't deliver gifts on raid nights."

And just because I wanted to post it again


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Bone Cruncher spawned little crystals under him every so often.  After about 2-3 ticks they would explode for roughly 50k DD.  The range seemed very short, maybe 50-75'.  The tank might want to walk him a short distance away every time one of these spawns.  Random 50k spikes on the MT on top of other things going on may be responsible for a shorter life expectancy.

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Upcoming Events & Strategy / Re: HoF - Rebirth - Memories of the Faceless
« on: September 01, 2013, 01:22:01 PM »
We need to change the way tanks are assigned for the SW area.  As its been assigned, we have someone getting double assigned on waves 4 and 5, and every tank has to tab back and forth to the website to see what each wave consists of and redo assigns.  In theory its doable, but a few people are having serious issues grasping it.

Best case = 4 tanks and Furro assigns per wave.
ex) SW wave 1 = Maglor Garg00 , Steel Garg01
            wave 2 = Maglor Wraith00, Steel Wraith01, Ribb Wraith02

Also noted, gargs are the meanest melee with an AE ramp, try not to stack the gargs and get our melee dps on them owned.  Mephits could get mezd, but rarely did it seem anyone is free to do so.  If someone plans on mez'ing them, let us know so we aren't breaking it.

The SW mobs also weren't bad to kite.  It appeared that the best way to handle wave 5 was to kite the mobs until other areas cleaned up and were ready for them.

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Raid Performance / Re: Circle of Power clickie
« on: July 15, 2013, 03:43:35 PM »
CoP3 here, but I usually opt for my paladin aura since we seem to have plenty of clickies

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Raider Essentials / Re: Heroics
« on: February 06, 2013, 12:45:42 PM »
Might as well reroll a cleric!

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Freelance Ramblings / Re: cultral armor for the non raider
« on: November 07, 2012, 11:55:55 AM »
Cultural in VoA is somewhere between T3 and T4 group gear as far as stats go.
Unless you have a lot of plat you wish to blow and don't have the resources to get the group visibles, I'd hold off on buying cultural.

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Freelance Ramblings / A day in the life of DV
« on: September 22, 2012, 06:22:57 PM »

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Freelance Ramblings / Re: Order of Three in disorder
« on: September 22, 2012, 06:22:18 PM »
Skin Dimbly?  Don't mind if I do!

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Upcoming Events & Strategy / Re: VoA - Pillars - Unearthing Alra
« on: September 29, 2012, 02:19:47 PM »
Some observations from Nature.

Cures:  If you're targeted as one of the 6 ppl when the dots are cast, you get both the poison and disease dot.  GTT will tell you which of the 2 needs curing.  Combo type cures are no good here, if you cure both or don't cure the right one in time, you get a nasty silence.  Carrying dis and poison cure pots should make this part easy.  I also suggest having a group cure me hotkey for each of the 2 dots b/c the pots have a 1 min refresh time, but unlikely you'll get hit that often.

Lifetenders:  to start there were 2 of these on the far side of the room behind the rooted boss.  These hit for 9.5k, snare, but don't stun.  When killed they split into 2-3 more friends.

Kindling:  spawned in the side halls and hit a bit less than the lifetenders.  When fire nuked 3'ish times a short range AE went off that did dmg to any lifetenders around.  Upon exploding, the kindling changes to a grey color and run away for a bit.

Dogs:  Didn't mess with them, but if the info above is right, they can be dr00d charmed and make nice dps.

Boss:  Also didn't get far enough to mess with him, but he's rooted, doesn't summon at 100% and has a huge DS buff.  The info above says that he takes double dmg from dots when he DS is on, but hps lock at 10% until 15 lifetenders die.

What we tried: 
At first we set up in the main room on the back wall where we zoned in.  We pulled the 2 lifetenders to us and killed a few of them with a combo of dps and kindle AE's.  Upon splits we got swarmed over.  3rd and 4th time we ran to the hall on the right and set up in the back.  This put tanks between the inc adds and casters.  We seemed to live longer, but might have been b/c ppl were getting better at cures.

Random musings on what I learned:
- I'm not convinced that setting up in the side room was a good plan.  We lived longer, but its a timed event and made pulling the mobs to us harder.  In the main room the necros have LoS to dot the boss during the fight.
- Kiting seemed to be the way to go.  We need someone doing full time snares and kiting swarms of lifetenders.  The main room also offered far more space for this.
- Few options for killing the lifetenders.  We can focus dps on them and kill them one at a time while kiting others, or tank a few at a time since they hit sort of gimpy and use kindling to AE them down.  Multiples is likely to be most efficient, but when they split there's a good chance we get overrun.
- I'd like to try this section with 3 knights, 2 rangers, 2 necros, 3 healers (2 druids for charms), slower, and a mage or two.  Use 2 of the knights for kiting / crowd control, and one for tanking.  Rangers snaring / healing / fire nuking kindlings. Start by pulling one of the 2 lifetenders and kiting the other.  Druids go charm a dog, maybe 2.  Necros toss some dots on the boss in between dps on lifetenders.  When lifetenders split, the kiters try to pull mobs off the raid so we keep it to 1-2 mobs in camp if possible.  Rangers tag kindlings into the raid and blow them up.

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