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Topics - Furro

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1321
Freelance Ramblings / channels down
« on: February 22, 2008, 10:28:55 PM »
Channels down, meet in Elddar Forest.


- Furro

1322
Freelance Ramblings / West Bug Workaround
« on: November 06, 2007, 08:39:29 PM »
Although I've never had the west bug, I know during our raids many people are constantly logging off and on because of it.

A player by the name of Strommmm came up with something that seems to eliminate the west bug for a majority of players:

http://forums.station.sony.com/eq/po...117749#1716905

Pertinent Info:

Quote
Quote:

At HKLM\SOFTWARE\Microsoft\Direct3D create a DWORD key named DisableD3DXPSGP and set the value to 1. If you want to disable it you can either set the key to 0 or delete it.

For those that don't know how to edit your registry you can download and run a registry script. The Fix.reg file will enable the fix and the UnFix.reg file will disable it.

After the fix is applied you must restart EQ for the changes to take effect.

NOTE: The fix may not work for everyone or it may not work at all. You may also notice a slight decrease in performance in any program that uses DirectX.  




- Furro


1323
Freelance Ramblings / Re: Message to OMM
« on: September 24, 2007, 10:38:36 PM »
I'd like to give Vish a shot soon.


- Furro

1324
Freelance Ramblings / KT Flagging
« on: June 24, 2007, 05:38:18 PM »
If you're missing KT flag, please post here.

I thought that by starting a thread, perhaps those that are missing the flag could see others that are also and perhaps get together to do a Tipt run.


- Furro

1325
Freelance Ramblings / Nerf Berserkers!
« on: May 20, 2007, 10:57:20 PM »
I just wanted to start off the first post with some important info regarding berserkers.

Nerf the class, they're too much dps!

Discuss

./em runs!

-Furro

1326
Freelance Ramblings / Omens of War - CoA Progression Flags
« on: July 15, 2007, 09:52:03 PM »
Since we're working on OoW - CoA progression, I wrote up a brief overview of how to complete the flags and added it under "Additional Links" on the main site.
 
Or you can click: http://eqfreelance.net/coaflags.html to go right to the page.
 
 
- Furro

1327
Freelance Ramblings / Wizard DPS +++
« on: May 20, 2007, 11:01:59 PM »
More wizards welcome!

(working on my wizard faction atm, please ignore if you're not of the wizard class)

- Furro

1328
Freelance Ramblings / If you're missing KT FLAG - please read
« on: June 03, 2007, 04:28:40 PM »
This is directed at those missing Kod'Taz, Broken Trial Grounds (KT flag).

Although we can piggy people into KT and onward for ikkinz/uqua raids, it helps to be flagged for KT so you're assured of a spot in the raid and not left out because pig slots are all filled up.

KT isn't hard to get flagged for now, it's a single group mission and group flag at the end.

I've outlined the starting npc etc in the GoD flagging section here: http://eqfreelance.net/godflags.html

Mission details can be found from other sources such as Allakhazam etc.

Thanks,

- Furro


1329
Upcoming Events & Strategy / VoA - Pillars - Unearthing Alra
« on: September 22, 2012, 11:43:35 PM »
Pillars of Alra - Unearthing Alra


Zone & Instance Info
 
Gather Zone: Pillars of Alra

NPC Name: a shade
NPC Location: located in the middle of the center island.

Keyword to Enter: ready


Flag & Key Requirements
 

Zone Flag: None
Event Key: None
Group Mission: None
Event Flag: Record of Fables Level: 4/5
Alaran Language: None

* Minimum to be Piggy/85'/pushed into raid: Nothing required.



Brief Event Overview and Strat

* Mandatory Audio/Text GTT Trigger information is available in the GTT section further down in this post.

This is a two staged event, with a timer for first stage, and our resulting score will affect the outcome of the final stage boss.

Stage 1
    10 minute timer, we must deal with FOUR trial areas simultaneously.  Each area has various mechanics such as emotes, adds and various AEs.

    Instructions for each area will be given in more detail in related channels groups are assigned to.  For now, I'll just cover them very briefly.

    LIGHT = Kill waves of adds while curing emotes to unlock the HP of both minibosses. 

    SHADOW = Kill miniboss, while kiting shade adds (kiting damages them like a DoT), and straight DPSing reborn ones.

    NATURE = Kill 15 lifetender adds, while dealing with emotes/cures (be careful what you cure!), and kill the miniboss Anriella.

    ARCANE = Nuke crystal miniboss, while using MEZ to kill adds (acts like a DoT).  When a gargoyle dies, it splits into 2-3 more.

Stage 2
    Depending on our score in the first stage, this boss scales in difficulty as follows:

    Eat pie and play -> Put fork down -> Crap on your face -> Mommy, please help me! -> Welcome to your bindpoint.

    Big roaming Totem circles the area (could be more then one!).  DO NOT LOOK AT IT.  Turn your back to it always, or get MANA/ENDURANCE DRAINED.

    Full burn mode when MA calls - Keep groups alive - Splash like baby Jesus.

    Any questions, please ask in the FLRaids:raids channel.  Thanks.

 

Stage 1 - Pillar Trials

  • Four trial areas: Light, Shadow, Nature, Arcane.
  • Each area has associated debuff/buffs that provide unusual class bonuses.
  • We will split the raid up; as the areas must be done simultaneously
Below consists of a very brief overview of each area:


Light

Favours: Paladins, Clerics, Shaman, Bards, Rangers, Berserkers, Rogues.

Objective:
    Make Herald and Harbringer of Erion damageable by killing FIVE waves adds and reacting to ALL the emotes.
     
    Then kill Herald and Harbringer of Erion.
Actions, Emotes and Cures:
    When debuffed by Corrupted Reflections of Light, go to miniboss that has (Vulnerable) in name and get a SINGLE-TARGET Corruption Cured.

    DO NOT CURE Pure Reflections of Light debuff!

    Cures must be done properly in order to unlock the two minibosses health.

    Assist MA and kill adds as they spawn.  DPS
vulnerable miniboss in between.

Paladins, unless assigned to tank the miniboss, you are to chain stun the adds.  Assist MA and help heal others as well.  Do not use splash (because it has cures).
 
* GTT Pattern: Your skin burns with corrupted light
 
Action: HUG VULNERABLE MINISBOSS AND GET CORRUPTION CURED![/list]

Shadow

Favours: Shadowknights, Clerics, Druids, Bards, Monks, Rogues

Objective:
    Kill Shade of Temperance, while reacting to ALL the emotes.
     
    Shade spawns ADDS every 10% health.
     
    Reborn adds = DPS to kill.
     
    Impervious adds = KITE to kill (takes damage from kiting).  Be aware, these memblur as well!

Nature

Favours: Shadowknights, Warriors, Druids, Necros, Rangers, Beastlords.

Objective: Kill 15 verdant lifetenders and the Focus of Anriella.

Actions, Emotes and Cures:
    Do not use heals with cures in this trial area.
     
    Do not use RC AA, Cleric Epic, Cure wards, Paladin Splash, Group heals with cures.

    Only use SINLGE-TARGET CURES for Poison or Disease.
     
    Potions work exceptionally well:
Distillate of Antidote VI+ and Distillate of Immunization VI+[/list]
Cures:
    Every 60 seconds Diseased Leaves and Poisonous Leaves is cast SIX TIMES EACH.  Only ONE of them needs to be cured however.  Which one depends on the flash on screen EMOTE:

You have been diseased or You have been poisoned

IF you missed the flash on screen emote, you can use the SPELL ICONS to help determine which one to cure.

OR = CURE IT!


OR = DO NOT CURE![/list]


Arcane

Favours: Warriors, Clerics, Bards, Enchanters, Wizards, Magicians.

Objective:
    Kill the unstable coalescence (crystal looking), while dealing with gargoyles and an alaran Arcward of Melretia.
     
    Coalescence (crystal) - Does not hit back and ONLY takes damage from direct damage spells.
Gargoyles:
  • MEZ to kill (acts as DoT, 7% damage per tick).
  • Rootable; but immune to snare.
  • Summon at 100% after being moved for about 10 seconds.
  • Immune to spells until they have the electric look to them.
  • When one dies; 2-3 spawn in its place near middle of the room.  Five seconds later; they activate and must be dealt with
Alaran - Arcward of Melretia:
    Non-aggro NPC; walks around BREAKING MEZ on the gargoyles.
     
    They spawn at random intervals.

    Charmable, and causes damage (like mez does to gargoyles).

Actions:
    Bards and Enchanters, work out your locations in the area for mezzing adds; to ensure all four corners are covered.
     
    Tanks, work out your corner areas where you each will pull adds to the group on your side.
     
    Try not to damage adds on pull; helps reduce chance of summoning before 10 seconds elapsed.


Stage 2 - Vsariard, the Revelation

Final boss gains power depending how we did during the trials (ie, our score earlier matters).

Brief Overview - Trial Outcomes to Boss Power Relationships:

 
LIGHT
    Mana Drain Totems.  Path around island in a circle
     
    Trial won results in a single totem spawning.  Up to 5 can spawn (based on earlier score).
     
    DO NOT look at the totems, or get hit with 34k Mana/Endurance Drain + 77k DD + Pushback (
Overwhelming Light).
[/list]

SHADOW
    Aura Debuff.  Negates various Focii, Melee, Crits and Mitigation depending on trial score earlier.

    AE is cast every 70 seconds (
      Fal'Kaa's Dark Grasp).[/list]

NATURE
    Huge HP Regen, Spell/DMG reduction, Damage Shield.  AE severity depends on trial score, and/or HP% delay before coming into play.

    All three AEs are cast every 70 seconds.  Rune type AEs, so they'll fade once their max limits have been reached.

Verdant Resonance - 1-3k Spell DMG Reduction.  Max of 1000-1800 Hits

Verdant Absorption - 100 Million DMG Melee/Spell Rune. Max of 500-900 Hits

Verdant Spikes - Decrease DMG Shield 150-350. Max of 100-160 Spells[/list]

ARCANE
    Soulpart - 46-76k DD + Pushback/up.
     
    Casts every 40 seconds.  AE Damage and range type/distance depends on our prior trial score.
     
    Severity can be anything from: Zonewide 76k AE, to 75'-100' range AE less damage, to randomly targeting five players only.  It pays to do well in the trials essentially.[/list]



    Text / Audio Triggers - Mandatory

    ALL Mandatory Setup


    GTT All-in-One Puppy: voa-alra-trigs.gtt

    Audio Files: None -  Used text-to-speech feature.
     
    * Note: For GTT users, EDIT the following triggers, replacing {S} with your characters name

      The Shade of Temperance glares angrily at {S}
       
      Coalescing darkness swirls around the room and encircles {S}


    Be aware: For GINA, the {S} works as a wildcard for your character, but will not work for GTT.

    1330
    Upcoming Events & Strategy / VoA - City of Bronze - The Order of Three
    « on: September 05, 2012, 09:58:08 PM »
     
    City of Bronze - The Order of Three


    Zone & Instance Info
     
    Gather Zone: Argath, Bastion of Illdaera

    NPC Name: General Tyronith
    NPC Location: Inside the Pinnacle council chambers (loc -25, 470, 9)

    Keyword to Enter: ready


    Flag & Key Requirements
     
    Zone Flag: None
    Event Key: None
    Group Mission: None
    Event Flag: Record of Fables Level: 4/5
    Alaran Language: None

    * Minimum to be Piggy/85'/pushed into raid: Nothing required.



    Brief Event Overview and Strat

    * Mandatory Audio/Text GTT Trigger information is available in the GTT section further down in this post.


    STAGE 1:
    • A miniboss is located in each corner of the city (NW, NE, SE, SW).
    • Each miniboss has a special ability, AE and all spawn adds at 25% HP intervals.  Additional adds can spawn for failure to cure properly.
    • Corner areas fire off a unique AURA that lands on many every minute or so.
    • Our objective is to muscle through the AURA/Debuff AE, as we kill each corner boss and adds while dealing with its related special, be it curing, directional AE etc.
    STAGE 2:

    For this stage, we deal with THREE bosses, High Priest Jerinos on the rooftop and various adds.

    One of the three bosses powers up every 2 minutes, and becomes damageable.  When it POWERS DOWN, the entire group of its current target will be ported to the ROOFTOP to deal with HP Jerinos and archers.  When HP dies, the rooftop porting stops.  Archers do not respawn once killed.

    A powered up boss hits for 25000; powered down version hits for only 3000.  Changes reset agro.  Each boss has a bag of tricks we must react to and overcome.

    During this entire stage, 1 add spawns in EACH of the four corners every 2 minutes.  They must be killed before reaching the raid; stealing our pie and ruining our night.

    GRAND ARCHON = West main raid area, RANGE DPS to avoid 90k DD + Knockback + Silence

    CHIEF OFFICIAL PYNTARA - South corridor.  Run away when any Procedural Failure debuff lands on you.  Do not cast spells, or melee, it makes it worse (drains mana/procs DD).  Run away first before trying to detrimental cure (RCAA/etc).  Return when debuff gone.

    ARCH CARNIFEX = North corridor.  Don't touch unless assigned to this one.  Only get on hatelist if/when MA calls.  This boss paths, and there's an AURA we must stand in to BLOCK Infinite Pain (100k DD).  Try your best to detrimental cure Bonds of Guilt (4k mana drain/20k DoT + stun).


    STAGE 2 - CORNER ADDS:

    Players assigned to this area, regardless of class, if you have the appropriate cure available related to your area, mem it and use it.  These will be slim group setups as we want to dedicate the bulk of our resources to the main raid and just keep pace killing these adds.

    Someone take lead in each of these groups please, to help ensure cure/reactions is being done effectively.

      NORTHEAST = Mem Poison cure.  Avoid backside against raptors.

      NORTHWEST = Mem Curse cure, remove DoT before fade or else additional adds spawn.

      SOUTHEAST = Range DPS Dervishes, except for Tank.  Selyrahs, avoid backside.

      SOUTHWEST = Mem Disease cure, remove DoT before fade or else 50k DD + guppy adds spawn.
    Any questions, please reply to this thread, and/or ask in the FLRaids:raids channel.  Thanks.



    Stage 1 - Four Towers

    A miniboss is located in each corner of the city (NW, NE, SE, SW).

    Each miniboss has a special ability, AE and all spawn adds at 25% HP intervals.  Additional adds can spawn for failure to cure properly.

    Corner areas fire off a unique AURA that lands on many every minute or so.

    Our objective is to muscle through the AURA/Debuff AE, as we kill each corner boss and adds while dealing with its related special, be it curing, directional AE etc.

    Below is a brief rundown of each corner:


    SOUTH EAST - Winly, Templar of Tides

    SOUTH WEST - Vocalist Oolamar

    NORTH WEST - Beastmaster Graw

    NORTH EAST - Illuminator Trellivino

    Stage 2 - More Bosses, Rooftop Adventure and Adds

    For this stage, we deal with THREE bosses, High Priest Jerinos on the rooftop and various adds.

    One of the three bosses powers up every 2 minutes, and becomes damageable.  When it POWERS DOWN, the entire group of its current target will be ported to the ROOFTOP to deal with HP Jerinos and archers.  When HP dies, the rooftop porting stops.  Archers do not respawn once killed.

    A powered up boss hits for 25000; powered down version hits for only 3000.  However!  Each boss has a bag of tricks we must react to and overcome.

    During this entire stage, 1 add spawns in EACH of the four corners every 2 minutes.  They must be killed before reaching the raid; stealing our pie and ruining our night.


    GRAND ARCHON SOLIRAN
     
    Spawns west.  When powered up becomes: Possessed Grand Archon Soliran)

    Powered UP: Infinite Enforcement - 90k DD + Melee Silence + Knockback (100' range)

    Powered DOWN: Enforcement - 65k DD + Knockback (50' range)


    CHIEF OFFICIAL PYNTARA

    Spawns south.  When powered up becomes: Governed Chief Official Pyntara

    Powered UP:
      Consummate Clerical Error - Viral 100% SPELL SLOW, only effects PRIESTS (Cleric, Druid, Shaman).
       
      Peerless Procedural Failure - Viral Debuff that procs a 5k MANA DRAIN (Mindshock) whenever a spell is cast, and a Melee Proc mod that procs a 5k DD on melee (Bodyshock).
       
      Officious Rebuff - 400 DS (Self)
      [/list]
      Powered DOWN:
        Clerical Error - Viral 100% SPELL SLOW, only effects PRIESTS (Cleric, Druid, Shaman).

        Procedural Failure - Viral Debuff that procs a 5k MANA DRAIN (Mindshock) whenever a spell is cast, and a Melee Proc mod that procs a 6k DD on melee (Bodyshock).[/list]

        ARCH CARNIFEX WILO

        Spawns north.  When powered up becomes: Ensorcelled Arch Carnifex Wilo

        Powered UP:
          Bonds of Guilt - 20k DoT + 5k Mana Drain + Stun (PBAE, 200' range)
           
          Infinite Pain - 100k DD + Stun + Blind (single-target, all on hatelist)[/list]
          * Infinite Pain is BLOCKED, by standing in the MOVING AURA called Dream Guard.  You have to keep moving as the aura moves to avoid being killed.


          Powered DOWN: Nothing, just straight up melee hits.


          Stage 2 - Corner Adds
           
          • Assigned players be aware of the specific mob types for your area, and load the proper cures.
          • The cures are low counters, which means all sorts of classes can help cure, not just healers. 
          • Our setup for these corners will be as slim as possible to keep pace with the adds; allowing us to maximize our force at the main raid.
          NORTHEAST: bestial raptors and monstrious mounds

          For mounds, use POISON CURE to remove: Deadly Sprouts DoT before it fades, or SUFFER: 40k DoT + Root (Sprouting Death)

          For raptors, avoid the backside to not get hit by 30k DD + knockback.


          NORTHWEST: dread lights

          Use CURSE CURE to remove: Clinging Fire DoT before it fades, or SUFFER: Dervish adds spawn (Birth of Fire


          SOUTHEAST: dervishes and selyrahs

          Dervishes, all but tank, distance yourself to avoid the AE DD (30k PBAE DD, 50 range)

          Selyrahs, avoid their backside (30k DD + Stun + knockback tail sweep)


          SOUTHWEST: scavengers

          Use DISEASE CURE to remove Parasitic Infestation DoT before it fades, or SUFFER: 50k DD + guppy adds spawn (Parasitic Explosion)

          Note:  I'm missing a couple mobs, as we know two types spawn in each corner.  For now, just adapt/report if you notice a type not listed spawning in your assigned area.



          Text / Audio Triggers - Mandatory

          ALL Mandatory Setup


          GTT All-in-One Puppy: voa-cob-trigs.gtt

          Audio Files:
           
          Alert5.wav
          infected-run-away.wav
          get-cured.wav
          move-away-from-the-back-side.wav


          Arch Carnifex Wilo


          100k DD + STUN + BLIND

          You're not going to outrun this in under 10 seconds.  Instead, you must stand in the NPC AURA Dream Guard.  It'll protect you from both the 100k DD and Blind.

          Position so that you always have one of the Dream Guard Aura NPCs in your line of sight; when trig fires, move to it real quick.  Easy! /em runs!

          Note: They have visual spell/aura effects, so turning on those options to see them will help as well (ie, like Al`Kabor raid in HoT).

            Warning Pattern: Once you bleed a little, I will boil off what little blood you have left!
             
            AE: 100k DD + Stun + Blind (
          Infinite Pain single-target, all on hatelist)
           
          Action: Stand in the NPC pathers AURA to protect you[/list]

          20k DoT + 5k MANA DRAIN + STUN

          When the emote fires, RUN AWAY!  Return once 10 seconds has elapsed (overlay timer with the trigger provided).

          Positioning to be max distance helps, as you won't have to run as far to go beyond 200' range in order to avoid the AE.

            Pattern: The blades come from the darkness to show you the wrongs you have done
             
            AE: 20k DoT + 5k
          Mana Drain + Stun (Bonds of Guilt PBAE, 200' range)
           
          Action: RUN AWAY[/list]


          GTT Carnifex Triggers: voa-cob-carnifex-trigs.gtt

          Audio Files:
           
          runaway.wav

          * carnifex-get-in-the-dream-guard-aura-now.wav


          * Important - Read This: 

          Carnifex triggers will fire often.  During prep, EDIT the TWO Carnifex ones above by adding a couple dashes (--'s) to the end of each pattern.  This will prevent them from firing (distracting you at the wrong time).

          Once it comes time to kill Carnifex, remove the dashes.

          We'll remind at the appropriate times as well.


          1331
          Upcoming Events & Strategy / VoA - Rubak Oseka - Time and Tides
          « on: July 18, 2012, 02:58:02 AM »
           
          Rubak Oseka - Time and Tides
          *[07/31/2012] NOTICE: This post has been modified to reflect amendments posted within this thread *
           


           
          Artist: Ssark


          Zone & Instance Info
           
          Gather Zone: Sarith, City of Tides

          NPC Name: General Serobi
          NPC Location: Northeastern part of the dock area (loc 20, -1050, 4).

          Keyword to Enter: depart


          Flag & Key Requirements

          Zone Flag: None
          Event Key: None
          Group Mission: None
          Event Flag: Record of Lore Level: 3/5
          Alaran Language: None

          * Minimum to be Piggy/85'/pushed into raid: Nothing required.



          Brief Event Overview and Strat

          * Mandatory Audio/Text GTT Trigger information is available in the GTT section further down in this post.
          * Everyone make sure you have some form of LEVITATE buff on please.


          For this event, we must deal with SIX High Priest mini-bosses while eating pie without a fork, and dealing with other things going on around us.

          Throughout the event; at timed intervals, we must deal with various adds and emotes.  As always, players/groups will be tasked for various areas.

          Assigned groups, assist MA call to kill ONE HP at a time.  When it dies, move smartly (avoid the water), to the next HP.

          Once ALL but ONE HP remains, our Talisman Click team will co-ordinate the click-at-once against the HP.  This action will spawn 10+ Zealots, 3-4 from each of the three bottom alcoves.  At this stage, everyone OFF HP, and assist your assigned MA's to KILL ALL the Zealots before they reach the water.

          Any questions, please reply to this thread, and/or ask in the FLRaids:raids channel.  Thanks.



          High Priests

          There are a total of SIX High Priests, consisting of two types: High Priest Xalziks and High Priest of Oseka.

          ALL HP are Immune to Stun, Mez and Snare.

          • HP's cannot be close together, or else they HEAL each other (Pure Waters).
             
          • HP's target must remain CLOSE, or become hit with Snare + Stun (Sea Spray).
             
          • Xalziks hit for 23000, flurry and cast: PBAE Pull + DD (Riptide).
             
          • Osekas hit for 16000 and flurry.
          • Both HP Types cast: Up From the Depths - PBAE 36k DD + Knockback/up + Stun (60' range).
          High Priests - Positioning

          Updated to reflect adjusts: 07/31/2012

          Map Artist: Furro

          Tanks & Healers

          Each HP is assigned a number and map location.  Assigned tanks will pull their HP to the marked position.  Healers, ensure you are within proper heal distance of tanks you're tasked to heal.

          We've made a custom map you can download HERE (rubak_3.txt *updated 07/26/2012).
          [/url].


          Note: Right click the link, "Save as", and place into: <Everquest>/maps directory, overwriting rubak_3.txt, to get the positioning in game.

          For those who wish to manually add the locations, they are listed below:

          Updated: 07/26/2012
          Code: [Select]
          P -139.4081, 168.4617, 100.2826,  99, 0, 99,  3,  HP-1
          P -11.4071, 166.6304, 103.4570,  99, 0, 99,  3,  HP-2
          P 77.5570, 211.8454, 120.4569,  99, 0, 99,  3,  HP-3
          P 137.1140, 123.2233, 125.7297,  99, 0, 99,  3,  HP-4
          P 230.8185, 36.2958, 140.5419,  99, 0, 99,  3,  HP-5
          P 114.5944, -5.3361, 137.7451,  99, 0, 99,  3,  HP-6
          P -22.7264, 37.5545, 84.9558,  0, 0, 127,  3,  HP-1
          P -43.9756, -0.9213, 79.8192,  0, 0, 127,  3,  HP-2
          P 22.6064, 39.1763, 79.7541,  0, 0, 127,  3,  HP-3
          P -22.0878, -35.1845, 79.7384,  0, 0, 127,  3,  HP-4
          P 44.1613, 0.6087, 79.8643,  0, 0, 127,  3,  HP-5
          P 22.3066, -39.0853, 79.8930,  0, 0, 127,  3,  HP-6
          P -141.1498, 249.7900, 95.6775,  0, 127, 0,  3,  GROUP_1
          P 14.9825, 72.0062, 85.3676,  0, 127, 0,  3,  GROUPS_2_AND_4
          P 145.5880, 246.8743, 115.3630,  0, 127, 0,  3,  GROUP_3
          P 257.5809, -27.5041, 136.7303,  0, 127, 0,  3,  GROUP_5
          P 99.4798, -83.1773, 147.7708,  0, 127, 0,  3,  GROUP_6
          P -183.1823, 317.2796, 95.7156,  0, 127, 127,  3,  Whirlpool_Deposit_Zone
          P 173.3703, 302.2888, 122.4053,  0, 127, 127,  3,  Whirlpool_Deposit_Zone
          P -75.7716, -4.2296, 86.5106,  0, 127, 127,  3,  WDZ
          P 356.1906, 1.7738, 137.0055,  0, 127, 127,  3,  Whirlpool_Deposit_Zone



          Adds
           
          Various adds are in play that we must deal with.


          ZEALOTS:
          • 1 to 3 spawn at timed intervals and path towards the water.  Any that make it, respawn as a High Priest of Oseka!
          • They do not hit back (non-confrontational).
          • Spawn from where we zone-in, and both nearby alcoves.
          DEVOUT TEMPLARS:
          • Spawn at timed intervals, random locations: around the BIG PEARL, and up the RAMP/PATH.
          • Mezzable, but immune to Stun/Snare.
          • Hit for 17500.
          • Their target must remain CLOSE, or become hit with Snare + Stun (Sea Spray).
             
          • When killed, some drop an Ancient Pearlescent Talisman (clicky, details further below for those assigned this duty).
          SERPENTS: Penalty add!
          • Spawn when ANYONE steps into or gets too close to the water.  Stay away from the water please.
          • Immune to Mez, Stun, Snare.  Must be killed.
          • Hit for 21500.

          Whirlpools

          During the event, random players are emoted.  A few seconds later a WHIRLPOOL spawns at their location.

          WHIRLPOOL AURA is a PULL + 16k DD + Snare + Melee SLOW (Whirlpool).

          Whirlpools don't hit back, and despawn a few moments later.

          Anyone emoted must immediately move to avoid the whirlpool.



          Click Duty - Ancient Pearlescent Talisman

          Lead: Ssark

          Assigned players, loot an Ancient Pearlescent Talisman.

          When we get down to the LAST High Priest, target it, and you are to co-ordinate your clicks simultaneously on the HP.

          Each click results in an emote, and all 9 clicks must be done within a 10 second window.

          Once the LAST CLICK is completed, there will be this emote:

          The tides calm as Oseka's spirit becomes bound to the body of High Priest Xalziks.

          Followed by:

          Confined to the body of High Priest Xalziks, Oseka calls for the help of alir devoted.

          Note: High Priest Xalziks, and the rest of the event adds remain in play after this period.  Clickers, continue your other duties prior to and following this stage.



          Text / Audio Triggers - Mandatory

          ALL Mandatory Setup

          Whirlpool emote - When emoted, RUN AWAY from the raid. 

          Note: High Priests current target shouldn't get emoted.  Backup tanks, and others expect to be emoted obviously.


          GTT All-in-One Puppy: voa-rubak-whirlpool-emote.gtt

          Audio File:
           
          runaway.wav



          Additional Triggers - ONLY for the following classes:

          * HEALERS: Druids, Shaman, Clerics

          * CASTERS: Wizards, Necros, Magicians

          This will fire when you're in STUN AE Range of a HP.  The stun is 2 seconds, so it'll impact your ability to heal.  It does damage as well, but the stun is what will wreck our ability to heal.

          Pure DPS Casters - The stun affects your DPS, and reduces RB procs (if available).  Avoiding the damage portion of the AE is less burden on healers.

          When it fires, try and adjust your position to avoid it further.  It's going to take some practice to figure out the sweet spots to stand basically.

          GTT File:

          ae-stun-casters-healers-adjust-position.gtt

          Audio File:

          * adjust-position.wav


          1332
            Resplendent Temple - Two Sides of the Stone
            *[07/05/2012] NOTICE: This post has been modified to reflect amendments posted within this thread *
             

            Zone & Instance Info
             
            Gather Zone: Resplendent Temple

            NPC Name: Reklor Irespine
            NPC Location: From the Pillars zone-in, head due south into the building and continue south until you come to the last room; Reklor is in the southeast room (Loc: 1810, -100, 440).

            Keyword to Enter: ready


            Flag & Key Requirements
             

            Zone Flag: None
            Event Key: None
            Group Mission: None
            Event Flag: Record of Lore Level: 3/5
            Alaran Language: None

            * Minimum to be Piggy/85'/pushed into raid: Nothing required.



            Brief Event Overview and Strat

            * Mandatory Audio/Text GTT Trigger information is available in the GTT section further down in this post.


            PREP

            Do not box during this raid.  Play a single-character of your choice, or ask what would compliment our setup at the time.
             
            Non Rez/Call classes buy several: Token of Resurrection (from Loyalty Vendor in PoK).  Use during battle to rez the dead and reduce healer burden.[/list]
             
            Consider BINDING outside at the NPC for quicker recovery.
             
            Mana classes, make sure you use modrods consistently, it's a long fight.  Using a rod when you're almost oom is inefficient.
             
            Clerics, make good use of your Quiet Miracle line to recover mana.
               
            Druids, read Dimbly's Persepective post for healing setup/tips.
             
            Beastlords, co-ordinate TB/MGB Paragon.  Single Beast, do TB PoS at engage; then at Avatar 50%.  Multiple Beast in setup, same, but spread Para at each Main room stage.
             
            Magicians, ensure modrod requests are fulfilled.  If setup allows, co-ordinate MGB modrods each main room inactive stage.

             
            ALL Classes, makeup and SAVE spell sets that compliment Tower stage(s) and Main Room.

            GENERAL OVERVIEW

            For this event, we take Avatar down 25% at a time, in order to spawn tower mini-bosses. 

            Each Tower Mini-boss MUST be balanced within 5% of each other AND each has a special mechanic.

            Once the mini-bosses are dead, we are returned to Avatar and must take it down another 25% to spawn the next Tower set and so on.

            Know your group number please.  You will be assigned to either WEST (Splendor) or EAST (Decay) towers; with an associated channel.

            * Warning: Any single failure the miniboss heals 25%; resulting in imbalance.  Turn your TV off imo <shakes fists>!
             

            MAIN ROOM - AVATAR

            Be aware:
            • Avatar shifts forms.  Distinguishable by robe color: Green Robe and Purple Robe
            • Regardless of which form a DD + Spell Interruption AE fires every 2% of Avatars Health (it'll lock your gems for 10 sec also).
            Required Actions:
            • SPREAD OUT, but be near your healer EACH TIME we are ported back to this room.  Avoid lingering at the drop point.
               
            • Do not position in a cubby!  This can block line-of-sight if an ID spawns on you.  In addition, when the stage ends, the portal totems appear and you could be standing in the portal cubby resulting in an early port to a Tower.
            • ALL MELEE - Do not stand near MT.  IDs can spawn on you, explode; resulting in the MT taking the damage as well.  Additionally, the same applies if an Ooze spawns on you, near MT, the MT is chain DD'd shortly after.
            • Watch /rs for MT on point each time we return from the Towers.  Strong heals are needed initially each time until we stabilize and reposition etc.
            Green Robe form - Avatar of Ladrys:
            • Inner Darkness (ID) adds: Explode after 10 seconds for 56k DD + Blind

            • Kill to prevent them exploding.
            • Everyone RANGE DPS these when they appear on ETW.  Do not wait for MA call.
            • Use a hotkey: /target inner_darkness for quick targeting.
            • Pet classes: turn /taunt on, sick pet on ID adds!
            Purple Robe form - Avatar of Sholoth:
            • Black ooze looking adds can spawn on you and chain cast: Sludge - 5k MANA DRAIN + 2k END + 53k DD + SNARE
            • MOVE when an OOZE spawns ON YOU!
            WEST TOWER - SPLENDOR (Green Robe)

            SPLENDOR -> Tower 1st Stage - Five players Buffless
             
            • Assist MA when called on for add killing.
            • Watch /rs calls for any balance adjustments.
            SPLENDOR -> Tower 2nd Stage -  Totem Hug Stage
             
            • Players emoted are hit with a MASSIVE DoT.  You die after 12 seconds unless you move to a Purity Stone that spawns in one of the window inlets.  Fail to move, you die, and BOTH Avatars heal for 25%!
            • When emoted, STOP WHAT YOU ARE DOING, and RUN TO THE TOTEM.  Even if you are in the middle of a spell cast, or burn, or whatever.  Your top priority is reaching the totem.  Nothing else matters when emoted.
            • Consider using /shownames off, to avoid extra visual clutter.


            Purity Totems & Your Positioning:

            • There are four green pads in the cubbies of the room.  It is on these green pads that the purity stones appear.
            • Position yourself so you can see three of these pads.  The immediate left and right of port in work well.
            • Make sure the large stone in the center of the room is not blocking your view of a green pad.
            • When you can see three, and you get the emote trigger, quickly scan your field of view to see if the totem is in one of three spots.  You should not need to rotate your character.
            • If it is in one of the three spots, run immediately to it.  If it's not in the three you can see, it must be in the one you can't.  Know where that is, and spin-run to it.
            • Don't finish your spellcast.  Don't polish your nails.  Don't finish the pie.  Move it.  You have a serious DoT on you that could even kill you before you reach the pad.
            • There is a fail emote.  This means when you fail, we all know you did.  Move it.
            [/list]
            SPLENDOR -> Tower 3rd Stage - Books

            • Assigned players will handle book passing.
              • Book order is given during prep; repeated before T3 engage.
              • Book works just like any clicky-item.  Drop it into an inventory slot, and right-click it.
              • Everyone add the FIRST player in the order to your ETW.  On engage, a random player receives the book on their cursor.
              • Anyone NOT in the Book order, that gets the book, is to PASS IT TO THE FIRST PERSON IN THE ORDER!
            • Inner Darkness (IDs) adds in play just like main room.  Kill FAST before they explode.


            EAST TOWER - DECAY (Purple Robe)[/size]

            DECAY -> Tower 1st Stage - Decaying Flesh & Zombie Illusion

            • Use/Ask for Single-Target Corruption cure ONLY WHEN ZOMBIE ROT Buff begins to fade (flashes).
            • Healers, maintain/discuss within your group setup, who is to maintain GROUP Heal-over-time spell.
            • Healers, mem Single-Target Corruption cure.  Only cure others when they ask.
               
            • Healers, DO NOT use RC AA, or Cleric epic click.
               
            • Paladins, DO NOT use Splash during this stage.
            DECAY -> Tower 2nd Stage - Jump/Window Stage
             
            • Random players emoted to JUMP OUT THE WINDOW!  IF you fail, you die, and Avatar heals 25%!
            • When emoted, STOP WHATEVER YOU ARE DOING AND JUMP.  Even if you are in the middle of a spell cast, or burn, or whatever.  Your top priority is jumping out the window.  Nothing else matters when emoted.

            DECAY -> Tower 3rd Stage - Books

            • Oozes spawn on you (just like main room).  MOVE when you see one spawn on you to avoid the chain DD + Blind!
              • Book order is given during prep; repeated before T3 engage.
              • Book works just like any clicky-item.  Drop it into an inventory slot, and right-click it.
              • Everyone add the FIRST player in the order to your ETW.  On engage, a random player receives the book on their cursor.
              • Anyone NOT in the Book order, that gets the book, is to PASS IT TO THE FIRST PERSON IN THE ORDER!
            • Watch /rs calls for any balance adjustments.
            Main Room: Avatar
             
            • Hits for 25000, flurries.
            • Changes forms every 65 seconds between: Avatar of Ladrys and Avatar of Sholoth
            • Regardless of form, both cast: Disruption - 18k DD + Interrupt Casting

              • Note: Disruption is a % based spell that hits everyone in the raid every time the Avatar loses 2% health.

              It has a 50% chance to interrupt whomever it hits.
            • Various other associated AEs and details listed below.
             
            Avatar of Ladrys       Aura of Resplendence - AURA: 40% SPELL SLOW
            (Green Robe) Purification - 29k DoT + Spell Fizzler + 50% Melee Slow
               
              Adds: inner darkness Mirror - Selfbuff: Illusion player; 40% Attack Speed
              (every 10-25 seconds) Inner Darkness - PBAE 43k DD + Blindness (40' range)
              (doppleganger)
               

                * Required Actions
                Everyone: Range DPS adds before they explode
                (we have 10-15 seconds to kill each add)
               
            Avatar of Sholoth Aura of Decay - AURA: 70% MELEE SLOW
            (Purple Robe) Wave of Filth - 41k DD + Melee Silence (Random players)
               
               
              Add: a pool of waste Sludge - 5k MANA DRAIN + 2k END + 42k DD + SNARE
              (non-confrontational) (chain casts while standing in pool!)
              (black ooze appearance) 
               

                * Required Actions
                CASTERS: DPS Avatar in this form
                MELEE: Stay away from MT and range DPS.
               
               

            West Tower - Vision of Splendor

            • Hits for 20000; flurries.
            • Each Tower Miniboss must be balanced within 5% HP of each other (heal penalty for unbalanced).
            • Abilities & AEs vary depending on our SPLIT STAGE (based on Avatar %; not to be confused with % of Minis HP).

            (ie, 75% = Avatar was taken down to 75%, we're on the first split balance stage)

            [/list]

            SPLENDOR       
              (Green Robe)
               
            First Stage       Burst of Brilliant Light - 16k DD + Knockback/up
            (Avatar 75%) Resplendence - SILENCE + 19k DoT (Random players targeted)
               

                * Required Actions
                3-5 players MUST remain BUFFLESS
                This includes Songs, procs, Auras, everything (minus rez/debuffs)
                We'll select 5 "volunteers" for this joyful duty
               

               
            Second Stage Filth - 39k DoT (single-target, 3xRNGs; totem cures it)
            (Avatar 50%) Purification - 29k DoT + Spell Fizzler + 50% Melee Slow
               
              Add: a pure essence Spawn at HP intervals
                Hit for 18000+
                Immune to mez and stun.
               
                * Required Actions
                THREE Players emoted every 30 seconds.
                The players must move to the Purity Stone to remove Filth
                EACH Failure = 25% heal to both minibosses!
                The Purity Stone (totem) shifts locations also; for added fun.
               
                Everyone: Priority kill the pure essences ASAP
               
               
            Third Stage AEs: None
            (Avatar 25%)
               
              Adds: inner darkness Mirror - Selfbuff: Illusion player; 40% Attack Speed
              (every 10-25 seconds) Inner Darkness - PBAE 56k DD + Blindness (40' range)
              (doppleganger)
                Hits for 15000; single-target rampages
                Immune to mez and stun
               

                * Required Actions
                4-5 players will be assigned to BOOK PASS (aka hot-potato concept)
                Everyone else: Assist MA; priority adds when up
               
               

            East Tower - Shadow of Decay

            • Hits for 20000; flurries.
            • Each Tower Miniboss must be balanced within 5% HP of each other (heal penalty for unbalanced).
            • Abilities & AEs vary depending on our SPLIT STAGE (based on Avatar %; not to be confused with % of Minis HP).

            (ie, 75% = Avatar was taken down to 75%, we're on the first split balance stage)
            [/list]
             

            DECAY       
              (Purple Robe)
               
              First Stage Rot - 23k DoT + Root + Stun + Recourse (Decaying Flesh)
              (Avatar 75%) Decaying Flesh - MELEE SLOW 80% + 16k DoT + Recourse (Zombie Rot)
                Zombie Rot - Zombie Illusion

               

                * Required Actions
                PALADINS: DO NOT USE SPLASH
                PRIESTS: DO NOT use RC / Cleric Epic clicky
                Everyone: Use/Ask for SINGLE-TARGET Corruption cure ONLY WHEN Zombie Rot buff is fading

                Do not cure ROT, we need it to turn you into a zombie
                (we don't want you detrimental curing because that removes the zombie illusion we need on)
                (things like RCAA, CLR Epic, Paladin Splash, all have a detrimental cure component)
               
               
            Second Stage Wave of Filth - 41k DD + Melee Silence (Random players)
            (Avatar 50%)
               
              Add: a cesspool Spawn at HP intervals
                Hits for 18500
                Immune to mez and stun
               
                * Required Actions
                Everyone: NO LEV BUFFS OF ANYKIND
                React to JUMP OUT WINDOW EMOTE immediately!
                Jumping when you're not supposed to = Death
                Jumping late = Death
                Jumping early = Death..  see a pattern here.. <grin>
                You have 9 seconds to jump.  You won't die if you jump in that time.
                Failure = Minibosses heal 25%; causing imbalance

                Assigned Assist MA: Priority kill cesspools or penalty = minis heal
               
               
            Third Stage AEs: None
            (Avatar 25%)
               
              Add: a pool of waste Sludge - 5k MANA DRAIN + 2k END + 53k DD + SNARE
              (these ones hit back!) (chain casts while standing in pool!)
              (black ooze appearance)  Hits for 15000
                Immune to mez and stun
               

                * Required Actions
                4-5 players will be assigned to BOOK PASS (aka hot-potato concept)
                Everyone else: Assist MA
               
               


            Book Passing!

            LEAD: Ssark (Eristie)

            Related to 3rd Stage (Avatar 25%) - BOTH Towers.

            This is a placeholder area.  Ssark is handling this, I'll append the writeup when he has it ready.

            We're assigning 4-5 players PER TOWER to do this.

            Concept works identically to the mission version.  Book on cursor, you target next player in order assigned, click book to pass it.  Idea is to maintain a "Chant" buff on 1 person within each tower continuously.  Any single failure the miniboss heals 25%; resulting in imbalance and pie in the face... Ok seriously, I wouldn't waste pie like that.. er, anyway.  It's an important role, but not difficult.  Volunteer your services if you're up for it and make Ssark's job alot easier please.  Thanks.


            PREP

            • I will have a hotkey (promise!) to assign 4-5 people book passing duty.  In addition, we'll try to have all of those people in the same group, and none of them will be healers.
            • Like in other segments, this (book passing) is Job 1.  However, I suspect after the passers get used to it, they'll be able to do other things like do a quick spell cast once in a while, send a pet in, or melee a bit.  Just remember what is Job 1.
            • Each book passer should have the next TWO in the chain in his Extended Target Window.  This is in case the next one dies.  I know, they're in same group, and I'll try to put them in group order, but if you have room in the ETW (and non-healers should), this is a great way to quickly REMIND you who they are.
            • Each book passer should have a key that announces to splendor or decay channel, "Passing book to %T".
            • Everyone in channel should know who the first person to pass the book to is.  If the book lands on one of the 4-5 people in duty, they simply start the chain from there.
            • Know what happens when you get the book, and when you pass it.  When you receive it, you'll have a few seconds (2-3 tics) to pass it.  When you pass it, you'll be silenced for a while, which also means you can't pass the book again.

               
              DURING EVENT
              • Get the book passed to the first person, or if lucky, it's in the chain of 4-5 people already and we can skip this step.  The loop:
              • When you RECEIVE the book, put it in inventory, and count to 6.
              • Now TARGET the first person in your ETW (if alive), or second person.
              • Right-click the book.  This will silence you for 2-3 ticks.
              • Click your hotbutton to tell the channel that you've passed the book, and to whom.
              • Person mentioned in channel, start at Step 2.
              • EVERYONE should be prepared for what to do, even if not in chain, in case you accidentally get the book.
              • Healer in book passer group, your priority is to keep them alive, and rez the dead quickly.  Know where the book is going next, and make sure that person's alive.  Secondary: heal the MT, you should be able to sneak in some good MT patches nonetheless.


              Raidin in the BUFF! :D

              LEAD: TBA

              For all you clowns who like to slack on your buffs, here's your chance to shine imo!  <arms flailing!>

              Related to 1st Stage (Avatar 75) - Splendor Tower only

              3-5 players MUST remain BUFFLESS

              This is very tricky to do.  Because there are alot of buffs that will land on you suck as: Procs, Epics from others/self, Twincast procs, HoTs, AURAs and even Shawl 2.0 proc

              Basically ANY BUFF except for REZ/REVIVE EFFECT will cause a fail.

              Players Tasked with this Duty:

              You're going to have to watch your buff window, and as stuff comes up, right click and BLOCK IT.  This way, if it registers a fail, you'll have it blocked at least for next attempt/round.

              Double check and avoid the following as well during prep:
              • Bag/Remove Hotkey for EPIC
              • Remove Shawl 2.0
              • Avoid Twinproc/lines (adjust your spell lineup imo and SAVE a special lineup that doesn't have trouble spells)
              • Block AURAs
              Other Players During this Stage and assigned to Splendor Tower:  AVOID THE FOLLOWING
              • No MGB'ing
              • No Circle of Power/Mana etc clickies
              * Note: We'll try and keep those tasked with this duty in the same group and make the group number known.  This way you're not hampered in your ability to play your role (ie, Cleric Epic, Shaman Epic, Spires, Auras etc.).

               

              Text / Audio Triggers - Mandatory


              ALL Mandatory Setup


              GTT All-in-One Puppy: voa_rt_raid.gtt

              Audio Files:
               
              runaway.wav

              * jump.wav
              * totem.wav
              * get-corruption-cured.wav


              ALL Addon Mandatory Setup

              Success & Fail Trigger Addons: For both TOTEM and JUMP OUT WINDOW Stages.  EVERYONE must import these.

              Reason:  It's possible that you react, but the server doesn't register it properly and you need to QUICKLY REPEAT YOUR ACTION AGAIN before the fail timer.


              * Replace YOURNAME with your character name where applicable.

              GTT Your Success & Fail emote Triggers for TOTEMS & JUMP OUT WINDOW:

              voa_rt_raid_success_fail_action_emotes.gtt  (remember to EDIT YOURNAME!)

              Audio Files:
               
              * you_were_successful.wav

              * you_have_failed.wav


              Classes:  Beastlords, Rangers, Paladins, Shaman, Druids, Clerics

              Additional trigger for the above classes. 

              Reason: The Spell Interrupt AE prevents healers from sustaining heals on the main tank.  When this trigger fires, we need everyone to HEAL THE MAIN TANK.  This will cover the drop off in healing we're experiencing and help ensure tank survival during these periods.

              Remember: Target Avatar and /assist; to ensure you have the main tank.  I say this because some of the above classes may not be used to healing in this fashion.  It's extremely important you add coverage during the interrupt stages.

              * Important:  Even if the MT looks full health.  HEAL ANYWAYS!  Time your heal lands, the tank has taken damage, and lag does delay what appears to be a full HP bar on your target.


              Avatar Spell Interrupt AE: voa_rt_heal_mt_spell_interrupt_ae.gtt

              Audio File: * heal-mt.wav

              [/list][/list]

              1333
              Upcoming Events & Strategy / VoA - Beasts' Domain - King of the Beasts
              « on: April 18, 2012, 06:18:42 AM »
               
              Beasts' Domain - King of the Beasts

              Image Source: Allakhazam

               
              Zone & Instance Info
               
              Gather Zone: Beasts' Domain

              NPC Name: Kalda Treg
              NPC Location: far northwestern part of the zone (loc: 315, 2800, 10)

              Keyword to Enter: prepared


              Flag & Key Requirements
               

              Zone Flag: None
              Event Key: None
              Group Mission: None
              Event Flag: Record of Lore Level: 3/5
              Alaran Language: None

              * Minimum to be Piggy/85'/pushed into raid: Nothing required.



              Brief Event Overview and Strat

              For this event, King of the Beast has several huge timed AE DDs, Charms and roots and spawns various hard hitting adds.

              Every 20% of the Kings HP, adds spawn that we must kill.

              Additionally, every three minutes the King spawns more adds.

              The King eats any adds not killed fast enough and regens HP as a result.

              ENCHANTERS: MEZ GRENDALINS & SELYRAHS until MA gets to them with raid DPS.

              PALADINS & ENCHANTERS: BRAXI = Stunnable.

              DPS: Due to the huge AE's + Roots, please only RANGE DPS the KING for now, as we need everyone mobile to deal with adds outside AE ranges.

              Melee - If you get summoned when our tank is charmed, please DISC DEFENSIVELY to survive until the MT can peel it off you.

              Everyone please assist MA when called on as we switch between ADDS and KING.

              Any questions, please reply to this thread, and/or ask in the FLRaids:raids channel.  Thanks.


              Boss: King of the Beasts

              • Hits for 35000
              • Various associated AEs and details listed below.
              KING       Call of the Domain - Charm (single-target)
              Entangling Domain Vines - Root (single-target)
              King's Charge -  70k DD PBAE (20' range)
              King's Quake - 34k DD PBAE + Stun (100' range)
              King's Roar - Melee delay + Spell Silence PBAE (100' range)
              King's Slam - 91k DD + Knockback/up (single-target, 75' range)
              King's Toss - 75k DD + Knockback/up (single-target, 75' range)
              Magic of the Domain - 8k DoT, but beneficial SD/ATK Speed + Stats (single-target, Charm recourse on fade)


              Adds

              • Hit for 21000
              • Adds located around the King's area.
              • Adds both timed and percent based
                • King summons adds every three minutes
                • At 20% HP increments
              • Various adds susceptible to Stun, Charm, Mez, depending on mob type and/or random.
              • King consumes adds not killed fast enough and regenerates health.

               
              BRAXI       Stunnable, Charmable
                GRENDALEAN Mezzable, Stunnable
                SELYRAH Mezzable
                a beast Random CC weakness possibly (test/report)
                 
                  * Required Actions
                  CC: Lock down what you are able until we can dispatch.
                  Raid: Off King, assist MA on adds.
                 

              1334
              Upcoming Events & Strategy / VoA - Sarith - The Defeat of Prexus
              « on: March 08, 2012, 07:45:57 PM »
               
              Sarith - The Defeat of Prexus


              Zone & Instance Info
               
              Gather Zone: Sarith, City of Tides

              NPC Name: Guard Captain Naraind Reles
              NPC Location: In the northwestern building

              Keyword to Enter: prepared


              Flag & Key Requirements
               

              Zone Flag: None
              Event Key: None
              Group Mission: None
              Event Flag: Record of Stories Level: 2/5
              Alaran Language: None

              * Minimum to be Piggy/85'/pushed into raid: Nothing required.



              Brief Event Overview and Strat

              For this event, we must deal with several mini-bosses and adds, as we progress through areas of the zone; eventually ending up at the top of Rubak shell confronting High Priest Vyers Rinad.

              For each stage, please assist MA when called on.

              Any questions, please reply to this thread, and/or ask in the FLRaids:raids channel.  Thanks.



              Captain Rysen, Oseka's Oracle Yesleth & Adds

              • Each mini spawns among a group of various adds.
              • Various associated AEs and details listed below.
               
              Captain Rysen       Bronze Cross - 26k DD + minor KB (single-target)
              Neck Jab - Silence + 8k DoT (single-target)
                 
                  * Required Actions
                  1st mini.  Spawns among 12 adds
                  Straight forward, assist MA when called on
                 
                 
              Oseka's Oracle Yesleth Forgotten Tides - 20k DD + minor KB (100' range, special type 32)
              Tidal Pull - Root (single-target)
                Oseka's Lifeforce - 100k Heal (self-buff)
                 
                  * Required Actions
                  2nd mini.  Spawns among 8 adds.
                  Straight forward, assist MA when called on
                 
                 


              Sharks in the Water Stage

              Following the death of Yesleth, THREE sharks spawn in the waters around the BIG RUBAK SHELL.
               
               
              Leveth the Shark King        Shark King's Presence 300 AC, 50 ATK + 25% Haste/Acc + 50% Dodge (self-buff)
              (North-East Side) Mutilate - 29k DD + Melee SLOW + Big stats debuff (single-target, 100' range)
              (adds *name) Swallow - 14k DoT + Stun (single-target)
                 
                  * Required Actions
                  On engage, spawns 2 low HP adds (repop 2 mins)
                  Assist MA calls please.
                 
                 
              Desalin the Sea Terror Terror of the Seas - Fear + 10k DoT (single-target)
              (South Side) Mutilate - 29k DD + Melee SLOW + Big stats debuff (single-target, 100' range)
                Swallow - 14k DoT + Stun (single-target)
                 
                  * Required Actions
                  If MT not hybrid w/fearless; watch for MT swaps please
                  DPS be mindful we may have to swap feared tank.
                 
              Nhron the Sea-Eater Sea-Eater's Grasp - Root + 8k DoT + minor Melee Slow (PBAE, 75' range)
              (West Side) Mutilate - 29k DD + Melee SLOW + Big stats debuff (single-target, 100' range)
                Swallow - 14k DoT + Stun (single-target)
                spell -
                 
                  * Required Actions
                  Casters/Healers - Stay 100' out to avoid AE


              Final Battle - High Priest Vyers Rinad

              Once all the sharks are dead, we face High Priest Vyers Rinad.
               
              • Hits for 25000
              • Spawns TWO low HP hadal type adds.  If not killed, they sacrifice and HEAL the High Priest.
              • At set stages of High Priests' HP, various adds spawn and other chaotic factors outlined below.
              • NO PETS, Swarm pets, or pet proc weapons at any stage during High Priest.
               
              HIGH PRIEST        Oseka's Lifeforce - 100k Heal (self-buff)
              (Top of shell) Tidal Pull - Root (single-target)
                Flood - 20k DD (100' range, special type 32)
                 
                85% Some trash talk from High Priest
                 
                75% Hadal adds spawn along the spokes of Rubak shell
                 
                60% Hadal adds spawn faster
                 
                45% HP self-buffs: Oseka's Barrier - 300 AC + 10000 Cold Resist + 5000 Magic Resist (casters, adapt lineups please to optimize DPS)
                 
                25% HP Clone spawns: a High Priest Vyers tidal clone
                  From this point, over time, further clones spawn until HP dead.


               

              1335
              Upcoming Events & Strategy / VoA - Valley - The Herald of Oratory
              « on: February 29, 2012, 05:10:21 AM »
               
              Valley of Lunanyn - The Herald of Oratory


               
              Zone & Instance Info
               
              Gather Zone: Valley of Lunanyn

              NPC Name: Zarbak
              NPC Location: In the Rallosian camp, northeastern part of the zone's lower section

              Keyword to Enter: Go


              Flag & Key Requirements
               

              Zone Flag: None
              Event Key: None
              Group Mission: None
              Event Flag: Record of Stories Level: 2/5
              Alaran Language: None

              * Minimum to be Piggy/85'/pushed into raid: Nothing required.



              Brief Event Overview and Strat

              * Be aware all: Fail mechanism (player preventable) - Zek Gods start out concentrating at 200.  Each enemy that breaches the defenses lowers the gods concentration.  Event failure occurs when concentration reaches zero.

              This is a scaled up version of the group mission Herald of Oratory.  Rawr!

              Basically, we use friendly mobs placed at key choke points to fend off a constant onslaught of enemy Erillion mobs.

              The Herald of Oratory eventually paths in to the lower pit area and activates.  She has a AURA DMG/REGEN SHIELD that must be broken for us to damage it effectively.  More on this in a moment.

              Every 20 seconds from 75% onward, the Herald charms 1-3 of our friendly NPCs and uses them against us!

              Every 20 seconds from 40% onward, the Herald calls for help from the pathing Erillion enemy mobs!

              Assigned players, will begin by placing friendly units at our two key choke points.  Addtional DPS/healer units will be placed at Heralds spot point (the DPS units are needed to break the shield on Herald)

              Once Herald reaches the final location, and an emote appears that the shield is down, our MT will engage, and MA will call assist.

              When the shield goes back up.  Everyone backs off.  MT continues tanking; raid RANGE DPS until MA calls you back in when the shield down.

              Randomly, throughout the event, the Herald will target several players with Lifestealing Gust (40k DD + Silence).  IF you do not CURSE CURE IT, you will be hit with 120k DD and a free visit to bind.  GTT trigger is available on the FL forum, related strat post.

              Everyone else, assist MA please when called on.  An assigned group will be killing adds Herald charms starting at 75% via MA2.

              Warning: Herald shield up is a BIG RING around her.  Back off when the shield is up!

              Important:  40% stage, EVERYONE Get out of the MOBS DMG AURA (big rings around mobs indicate it).  Kiters will tag pathers and move them away.  But you still have to adjust.

              ALL Trigger information is available in the GTT section further down in this post.

              Any questions, please reply to this thread, and/or ask in the FLRaids:raids channel.  Thanks.



              Boss - Herald of Oratory

              Abilities: Raging Halfling Pie Withdrawal (sounds like something you don't want to mess with).
              Hits: As hard as an angry Halfling with 5 necro spec pets standing next to him!
              AE:

              Lifestealing Gust - 40k DD + Silence (caster/melee), Single-target (50 curse counters).
              On Fade recourse = Lifestealing Gust - 120k DD (free trip to bind.  Ref. GTT import in related section below).
              Shimmering Sound Barrier - 15% Spell Reflect chance + 50 DS (self-buff)
              Sonic Disruption -/-



              Adds - Quick Overview

              Various enemy adds approach pathing in from different fronts:
              • They hit harder than a drunken Halfling wielding apple pies.
              • Any enemy that breaches our defenses and reaches the Zek Gods will "break their concentration", resulting in eventual event failure/reset.
              * Note: For any/all adds.  Please test/report for mob weaknesses (weapon types, casters DD's (fire, cold etc), and report.
                 
              MOB        DETAILS
              an Erillian Archon --
              an Erillian Caster --
              an Erillian Exploder --
              an Erillian Infiltrator --
              an Erillian footsoldier --
              an Erillian juggernaut --
              spacer
                 
              spacer
                 

              Placeable Friendly NPC Units - Overview

              Friendly NPC units we use to place at key choke points to fend off the pathing enemy attackers.

              Quick Rundown:
              • Units are from the NPC Quatermaster Gelbla; bought using Marks of the Gods as currency.  Player /say #, where # is the related unit you wish to purchase.
                   
              • Chest at beginning of event drops 51 Marks to get us started.
              • Each enemy killed spawns a chest that its location that drops various amounts of marks.
              • Bought units are placed by right clicking the item, a target ring appears and you click where you wish to place the unit.
              • Rings around units prevent overlapping/stacking them all in one location.

              #  NAME     HP     DAMAGE     SPEED     RANGE     COST
              1 Soldier Medium Low Medium Medium 2 Marks
              2 Archer Low Very Low High Very High 4 Marks
              3 Fire Lord Medium High Low High 6 Marks
              4 Smoker Medium Medium High Medium 8 Marks
              5 Bruiser High Very High Low Medium 7 Marks
              6 Soother Very Low Healer High Very Low 1 Mark
              7 Breather Low Slower Very Low Very Low 9 Marks



              Text / Audio Triggers - Mandatory

              ALL Classes - Mandatory

              Anyone and everyone who can CURSE cure themselves/others, should be helping to cure others in their respective groups.  This reduces healers tasked with it in addition to other healing related duties.  Thanks all.

              AEs:
              Lifestealing Gust - 40k DD + Silence (caster/melee), Single-target (50 curse counters).
              On Fade recourse = Lifestealing Gust - 120k DD (free trip to bind).

              Trigger File: voa-valley-herald.gtt

              Audio File: get-cured.wav


              AURA - ALL Classes - Mandatory

              Fires whenever the AURA from pather mobs or Herald shield hits you.  This will give you a heads up that you have to MOVE out of the aura or you'll die.

              * NEW AURA TRIGGER File: voa-valley-aura.gtt

              Audio File: move-away.wav

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