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Messages - Furro

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U.S Thanksgiving can be re-scheduled!   ;D /em runs!

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Raids: Thursday, Friday, Saturday, November 23 - 25
* Tentative, depending on turnout.  Info below with respect to target called *


Raid Info: All related expansions

Zone / Gather Point: Announced in channel, during gather.

Time: 8pm EST, 7pm CST, 5pm PST

Channel & Password: FLRaids:raids
       
Minimum Requirements: Level 105, 7000 AA, DoN, MPG Trials.
       
Required Flags:  Refer to related strategy posts for details
 
Raid Guildlines: Read & Complete our Raid Guidelines post before attending.


Friends & Guilds
 
Free free to post on your guild forums, and tell your friends about our raids.  We have plenty of room, and welcome everyone.  Thanks!


Event Instruction Channels

During all our raids, we have additional channels which we give specific instructions to.  If possible, please be in the channel associated with your class/role listed below:

CHANNEL            CLASSES           
FLHeals:healsCleric, Druid, Shaman, Necro
FLTanks:tanksWarrior, Paladin, Shadowknight
FLCC:ccEnchanter, Bard, Shadowknight, Ranger, Monk, Druid
FLDPS:dpsMonks, Rangers, Rogues, Berserkers, Beastlords, Shaman, Bards, Magicians, Wizards, Necros, Enchanters and ALL players with Circle of Power clicky items.


Item Distribution Overview

Freelance uses both DKP and Random 1000 to distribute items.  All items are associated with a category, and each category tied to a ruleset; which is used for item distribution.

Current designated expansion AUG, LOOT & RUNE items require 20% Raid Attendance in order to BID/Random on them.  Retro designated expansion items are processed on demand via /random 1000 Ruleset, with normal associated base costs.  With the exception of special earmarked items (quest drops, etc).

N/A category items are distributed via Random 1000 ruleset.

LOOT category items are auctioned off in 3 rounds of open /raidsay bidding, starting at 50 DKP.  Minimum bid increments of 10 DKP at a time.  A player cannot bid beyond their Current DKP holdings.  Following no bids, an OPEN tag is associated and the Random 1000 ruleset is used (no RA needed).

Each "Real Life" person is allowed to participate, winning one AUG, LOOT, RUNE, and N/A item per night.  OPEN items still count as your item in that category for the night, and are available to anyone, including prior winners.   FFA items cost the same as their aforementioned category, but are not restricted to one per "Real Life" person.

CATEGORY    DEFINITION         RULESET          DKP BASE
AUGAugmentation ItemDKP + RA%     
250
LOOTRegular Loot ItemDKP + RA%     
50
RUNESpell / Melee DiscRandom 1000 + RA%     
25
N/AMiscellaneous ItemsRandom 1000 & Raid Attendance     
-
OPENUsed in conjunction with above categoriesRandom 1000     


Retro Content - Item Distribution by Player Request:

At the time of item distribution, the chest contents will be linked in /raidsay, and players interested are asked to link in the FLRaids channel the items they want processed.  The purpose of this procedure is to expedite the distribution process of low demand items.




Empires of Kunark - Event Items
(Current Expansion Ruleset)
 
ITEM  CATEGORY     RULESET    DESCRIPTION
       
Visible ArmorLOOTDKP +20% RA or Random 1000     All types, used to make T1-T2-T3 visible armor
       
Non-Visible Armor PiecesLOOTDKP +20% RA or Random 1000     All non-visible armor
       
Cultural PiecesLOOTDKP +20% RA or Random 1000Cultural Aug (TypeXX)
       
WeaponsLOOTDKP +20% RA or Random 1000Melee/Caster Weapons
       
ContainersLOOTDKP +20% RA or Random 1000Bags, Boxes, any type Container
       
Element of KunarkLOOTDKP +20% RA or Random 1000     Quest Drop - Used to upgrade a group item to a raid version of item.
       
Spell/Disc RunesRUNERandom 1000 +20% RAUsed for Rk3 spells/discs
       
Guild Hall TrophiesN/ARandom 1000     Check with your guild first,
       in case they have it already.
       
Hero's Forge ArmorN/ARandom 1000 (if requested)     Visible Appearance
       
Armor OrnamentsN/ARandom 1000 (10 DKP cost)     Visible Appearance
       10 DKP cost per piece because they are tradeable.
       
Backflag piecesN/ARandom 1000 +20% RA     
       
Next Tier flag piecesN/ARandom 1000 +20% RA     
       


The Broken Mirror - Event Items
(Current Expansion Ruleset)
 
ITEM  CATEGORY     RULESET    DESCRIPTION
       
Visible ArmorLOOTDKP +20% RA or Random 1000     All types, used to make T1-T2-T3 visible armor
       
Non-Visible Armor PiecesLOOTDKP +20% RA or Random 1000     All non-visible armor
       
Cultural PiecesLOOTDKP +20% RA or Random 1000Cultural Aug (TypeXX)
       
WeaponsLOOTDKP +20% RA or Random 1000Melee/Caster Weapons
       
ContainersLOOTDKP +20% RA or Random 1000Bags, Boxes, any type Container
       
Spell/Disc RunesRUNERandom 1000 +20% RAUsed for Rk3 spells/discs
       
Left/Right Eye of SulAUGDKP +20% RA or Random 1000
       
Guild Hall TrophiesN/ARandom 1000     Check with your guild first,
       in case they have it already.
       
Hero's Forge ArmorN/ARandom 1000 (if requested)     Visible Appearance
       
Armor OrnamentsN/ARandom 1000 (10 DKP cost)     Visible Appearance
       10 DKP cost per piece because they are tradeable.
       
Backflag piecesN/ARandom 1000 +20% RA     
       
Next Tier flag piecesN/ARandom 1000 +20% RA     
       


Plane of War - The Brothers Zek
(Current Expansion Ruleset)
 
ITEM  CATEGORY     RULESET    DESCRIPTION
       
Non-Visible Armor PiecesLOOTDKP +20% RA or Random 1000     All non-visible armor
       
WeaponsLOOTDKP +20% RA or Random 1000Melee/Caster Weapons
       
AUGMENTSAUGDKP + RA%Lore Group: Greater Remnants of War
       (means you can only possess one of these augments)
       
Hero's Forge ArmorN/ARandom 1000 (if requested)     Visible Appearance
       


3
Upcoming Events & Strategy / Re: EoK - Chardok - T2 - Atrebe's Vault
« on: November 18, 2017, 09:05:49 PM »
Update - Saturday, November 18, 2017

Updated the main strategy post to better reflect how we're currently doing this event.  Please review the post to have a general overall understanding of each stage, our positioning, as well as specifics related to your class/roles.

We know it's a detailed event, which can be a bit overwhelming to take in for newcomers.  I've tried to boil it down to the important aspects for each stage.  The goal is to provide enough information to compliment actual in-game experience of the event.  From there, with practice, execution of the strategy becomes second nature.

See everyone in game!
-F

4
I noticed tonight that I received the debuff from priests twice on the same spawn. I cured it and got hit again less than a minute later.

Yeah, I noticed you had it, and you cured before I had a chance to cure you.  As you know, I've gotten hit by it back to back before as well.

Edit: re-worded my response. :-)

5
Hi everyone!

Based on player feedback, and given our recent struggles on this event, we're adjusting our current positioning to better address some long standing issues.  A couple months ago, we tried operating on the opposite side where we currently position.  At the time, one of the reasons was to address emoted players running to the tunnel being OOR of heals, and vice versa.  Another issue was, it was taking too long for Sycophants to get to the raid, and valuable time was being wasted.  After a few attempts though, we ended up reverting back to our current spot.  In retrospect, we should have explored other nearby areas along that side.

We've had a healthy number of wins on this event.  I think we're having troubles now, in part, because our raid makeup has changed a fair bit.  Our current positioning has worked in the past because it was dependent on a heavy compliment of DPS.  When we had enough DPS to take down Queen quickly, it effectively masked the aforementioned issues as a result of our positioning.  However, recently, we've been tackling Queen with numbers in the mid to high 40's, and although one may look at our compliment on Saturday, with 49 (50, but one was on bench due to lack of triggers), and think, "How are you not getting this down with that setup?!".  Well, the fact is, it's not just about raw player count.  Everyone performs at different levels, some are less seasoned then others, and as much as we work on our performance, for a challenging event such as this is, it's not a given with just x number of players.

Positioning though, is always of paramount importance.  When we originally moved to where we currently position, the main benefit was that we had an effective buffer of distance from the adds spawning.  This helped tanks, because it allowed us to setup a Deflect rotation to engage each Captain spawn + set of adds.  When the adds were Warcasters, the Deflect tank would wait a few seconds until Smoke was cast, and then bring the adds to the main raid.  The problem with this, is that it's great in theory, not so great in practice.  I love our tanks, they're trying, :)  But our track record performing this maneuver isn't great.  Some tanks nail it, while others struggle.  So the entire benefit of having distance between the spawns has turned into a real detriment.  We end up getting hit with Smoke frequently as a result.

So, we're at this junction now, where we must adapt our strategy to address the issues we should have focused on before, and take into consideration our current setup, in order to prevent jamming up on this farm event any further.


Raid Positioning Adjusts

Adjusting our positioning to the NORTH side should solve the following issues:
  • Players emoted running to tunnel should no longer be OOR of their healer and vice versa.  Will increase player survival and effectiveness.
  • Shorter distance to Sycophants spawn (they're from tunnel), resulting in quicker engage/kill times.  Will result in shorter invulnerability periods on Queen.
  • Shorter distance of Captain/Adds, resulting in faster engage/kill times, allowing more time to DPS Queen.

- Tanks and melee DPS at main raid where adds are, mosh pit as normal.
- Casters and Healers between Queen and Captain tanks.




Hope to see everyone at our raids this week!
-Furro

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Upcoming Events & Strategy / Re: EoK - Chardok - T2 - Atrebe's Vault
« on: September 14, 2017, 08:37:11 PM »
I made a quick image of where I saw adds during phase one when I was checking the room after the raid last night. I think I noticed the South East corner seemed to be the least frequented corner for the deadly aura.
...


Thanks Raccoo!

We spoke in game, prior to and after your efforts in this area.  Just replying here to recap for everyone and so people don't get the impression we're not appreciative of your efforts. :)

A few months back, early into our attempts on Atrebes, Dimbly and I explored the pathing as well.  I spent some time in there, and as Dimbly mentioned, he spent at least an hour and a half watching the pathing, and couldn't discern any real pattern.

According to Dimbly, our raid positioning to date on this event has gone something like, we started with NE, we tried SE, and he's not sure we've ever tried NW.  Currently we've been using SW for a while, but it's just as susceptible to boss pathing, obviously.

As we've discussed though, we're open to trying SE corner again.  We'll give it a shot next run.  If there's less chance of the boss pathing there, that's great, imo. :)

I think we're really close to beating this event actually.  It's mainly execution at this point.  We tend to lose a lot of tanks early in, on the first stage, and that hurts us in the later stages. 

We can't stress it enough, we need everyone BURNING HARD from engage; to get those initial adds down.  Most discs will be available again for Dervishes, so we're not concerned there.  We're primarily concerned with losing tanks early, and that's addressed by lowering their exposure time to adds by increasing our kill rate.

We had a really solid setup last week on this event!  Here's hoping we get that again this week.

See everyone in game!
-F


7
- Queen Velazul Di`zok (Raid) - Modified the Queen event so that the warcasters no longer cast Enveloping Smoke all at the same time. They are also a LOT more vulnerable to area of effect spells.


this scares me, does it mean they can now chain cast it till they all die? 1st one, then 2nd, 3ed, 4th ect

I believe it means when a set spawns, one will cast Smoke at x interval, another will cast it at y interval, and so on.  We can still employ a deflect tank on the initial set, then bring them in after the Smoke cast to dispatch.  But, if the Smoke cast is delayed on the spawn... It may not be worth it to wait for the initial smoke cast (depending how long we'd have to wait), and instead just bring them in immediately (with them being more vulnerble to AE effects, they will die quicker).  We won't know until the patch goes live, and we see how it plays out.


8
Last night I was called to run from doomlight twice. I'm pretty sure I didn't hear any messages from gina, so I checked the triggers. Pretty much all of the triggers are set to interrupt speech, so I'm wondering if that could cause the doomlight warning to not be heard, if one of the other triggers go off right afterward? I set the other triggers to not interrupt speech for next week.

Yeah, that's probably what happened.  That's a good idea changing the others for that event to not interrupt speech, since the most important trigger is doomlight.  I'll try and make a mental note to adjust the package.

Thanks Raccoo.


Trigger Updates - Wednesday, August 9, 2017

Set several triggers to not interrupt speech in the main trigger package.  As Raccoo mentioned above, having several with the interrupt setting may end up overriding the doomlight trigger.

Delete old set, before importing new.



Wins & Losses on Queen Lately

Although we've defeated this event for the first time way back in early March, we've been hit or miss on it lately.  We believe it's a combination of summer time numbers resulting in lower turnout, and our makeup.  Those are not excuses, though!  Sometimes we have the setup, and just not quite the umph to get there.  Alas, we make the best of the situation, and it's certainly a challenge!

A few weeks back, we moved Queen into our mosh pit, and that's helped our overall kill time, as more AE's can land on Queen, adds, and there's less moving.  We'll continue with this going forward.

As we've always done (or tried to!), is engage Warcasters on the new Capt pop, then wait for the Smoke cast, before the deflect tank brings the set in to kill.  Tanks are getting pretty good at this, the odd hiccup, but I don't think it's their fault.  We believe there are times when one or more players are too far out from the main raid (or maybe returning from doomlight emote), and Warcasters spawn and then auto aggro on them, and then make it to the raid early before the deflect tank can snag them.  Our strategy for Warcasters doesn't need to change.

Overall, we just need more ummph! (D P S).  Yeah, I go on about performance a lot guys, but I have to stress it, it's super important!  You all know this, it's all about the D P S, and especially ADPS co-ordination.  The faster we kill things, the easier it is.  It results in less tank exposure and less risk of deaths.  As always try and look for ways to eek out every bit of performance you can muster.  It really helps to be self critical of your own performance (or humility, accepting tips from others, they're trying to help by offering advice!  Take it, imo).   But also to seek out others of your class who are out parsing ya, and have a look at their casts/disc usage.  Or even better, drop them a line, tap them for some info.  There's also posts in our Class forum area, anyone is welcome to reply to ask questions or contribute their tips.  Please don't be shy about asking questions, no one is going to ridicule you or think less of you.  We're all on the same team.  For those offering dps/adps tips, keep at it, be persistent, and if you're facing resistance, then rephrase, and try approaching the person from another angle, or with a softer touch. :)  Some players are a bit sensitive about playing their character.  So it can take a little convincing for them to change things up a bit, breaking their mold or way of thinking.


Test Patch: 08-08-2017

One more note.  From the recent test patch, it appears developers are addressing the issue of the same Captains re-spawning.  That's certainly one of our biggest issues, getting the same Captain, and getting Warcasters far too often it seems.  We've been able to muscle through this at times, but we're in pretty rough shape coming out of it.  The impact of the player deaths as a result, really crimps performance going forward.

There's two other changes, but I bet they wouldn't be needed if the first change (same captain), is implemented.  I don't feel we generally had an issue killing these adds in a timely fashion, it was more about getting the same Captains, and it being our friends the Warcasters :P

Patch Notes Snippet:

- Queen Velazul Di`zok (Raid) - The Queen will no longer summon the same captain that she has just killed.
- Queen Velazul Di`zok (Raid) - Modified the Queen event so that the warcasters no longer cast Enveloping Smoke all at the same time. They are also a LOT more vulnerable to area of effect spells.



Hope to see everyone at raids this week!
-Furro

9
Last night I was called to run from doomlight twice. I'm pretty sure I didn't hear any messages from gina, so I checked the triggers. Pretty much all of the triggers are set to interrupt speech, so I'm wondering if that could cause the doomlight warning to not be heard, if one of the other triggers go off right afterward? I set the other triggers to not interrupt speech for next week.

Yeah, that's probably what happened.  That's a good idea changing the others for that event to not interrupt speech, since the most important trigger is doomlight.  I'll try and make a mental note to adjust the package.

Thanks Raccoo.


10
Freelance Ramblings / Re: may or may not be on 29th
« on: July 27, 2017, 08:24:46 PM »
Happy Birthday Krinni!

Thanks for the heads up about whether you'll make it on or not.

Have a safe one,
-F

11
Upcoming Events & Strategy / Re: EoK - Chardok - T2 - Atrebe's Vault
« on: July 15, 2017, 09:10:07 PM »
Update - Saturday, July 15, 2017

We finally were able to get some attempts in on this event again last night (Friday).  We smoothed out our efforts progressing from Stage 1 to 3.  At stage 4, we survived cores for a longer period.  But things got out of hand before we were able to execute our strategy for that leg of the event.  We're almost there.

Updated the main Strategy post to reflect how we are currently doing this event.  Please READ THE MAIN STRATEGY POST after reading this post, and before attending our next raid.


Trigger Adjusts & Additions:

Stage 1 - 2:

Adjusted book adds spawned trigger to more accurately reflect the time until Golems spawn.  With our stall effort last night, we were able to ascertain the timer from books to golems is 3 minutes, 41 seconds.

Books spawn:
[Fri Jul 14 22:24:08 2017] An unseen voice shouts, 'Knowledge is power.'

Golems spawn:
[Fri Jul 14 22:27:49 2017] You hear a hushed groaning sound as the clay guardians spring to life!


Stage 4:

Adjusted dervishes trigger to a repeating overlay at 1 min 25 seconds.  As mentioned in our strategy post, we believe we have to kill the Cores (dervishes), all at the same time.  But given that this emote fires repeatedly, we have to ensure we do not attempt a "KILL ALL NOW" too close to the next emote.  Otherwise, any killed cores will respawn.  As our strategy post indicates, we split MA cores and take them down to 10%, then wait for MA to issue "KILL ALL NOW".

The point of the trigger, is so that everyone knows approximately when that window is about to repeat and it'll be up MA1 judgement to do the "KILL ALL NOW" call.


* Important: By the way... We seem to have 2-3 people who attend our raids who believe our rules do not apply to them.  For those individuals, we would appreciate that you be respectful of our new content raid policy, which was enacted so that others could share in a unique raiding experience without it being spoiled by others who have done the events before with their guilds.  This includes taking it upon yourselves to make subtle comments in our channels, mocking a strategy, or worse, blatantly disregarding our rule on this matter and proceed to describe how something works or how our tactic should change, or why we are doing something some way over x other way...

So once again, for those people above who do not get it, please read this again: Freelance Raid Suggestion Policy regarding New Content.

For those who cannot restrain themselves from spoiling new content for others, please go find another raid team.

As for everyone else, please feel free to provide your feedback and suggestions based on our attempts to date.


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So, I think I noticed something tonight out of the blue, no idea why it caught my eye.  Seems we only get the dot from the alchemists when they face each other, and the combinations of color potions they're carrying I believe dictate which ae we get (blue/blue - freezing, red/red - charring, red/blue - contagious).  Once I initially noticed a possible connection, I was able to confirm each time they faced each other, I got hit with a dot.  The few times they didn't face each other, I got nothing.

Interesting Kianara!  We can try facing them away from each other next run.  Thanks for posting, appreciated!




13
Freelance Ramblings / Re: Out this week
« on: June 08, 2017, 12:42:03 AM »
No excuse!

You can use your cell phone as a wifi hotspot, btw.  EQ uses very little data.




14
Think I was mistaken about the mana drain, tried it again tonight after a die please. I had one of the debuffs Mana Destruction on. I think that is what I thought was the mana drain.

Ok.  I actually didn't try DA'ing tonight, but I won't now obviously.  Thanks for following up.

We'll make some ground on this next week.  Our setup tonight wasn't ideal, which made it difficult to assess properly whether our split MA adjusts was effective.  We want to try it again with our normal compliment, next week.

See you next raid!

-F

15
Yesterdays attempts, I didn't enter the room until after the emoted names, but I did seem to get adds aggressively on me. I also noticed at one point when I had my divine aura going, that I could run into the boss's aura without HP lose, but did get the mana drain debuff.

On the mana drain, while DA'd, that's good to know.  Last night, I purposely ran into the boss aura to reduce to mana a fair bit to see if it'd have an impact.  I didn't notice any, but I think it'll be better if we all did as mentioned in my earlier post, except SK, and then gauge the impact.  This time I'll use DA though, thanks.

I'll try running into the room immediately on engage to get listed as well, see how it plays out.


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