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Messages - Kianara

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16
That is not correct.  You need to personally witness all of them in 1 hour .. it is not a "zone-wide" achievement.  I've done this several times, and people have missed the achievement because they missed one of two of the ones we spawned.

You are correct though, they do NOT need to all be KILLED within 1 hour .. just SPAWNED in 1 hour.

17
Upcoming Events & Strategy / Re: EoK - Chardok - T2 - Queen Velazul Di`zok
« on: February 19, 2017, 03:27:21 AM »
Ok, so my theory was a bust lol

But, here's the few notes I was able to get:

Each Captain spawns with a set add type, and set number of adds:

Ersar - 2 guards
Derest - 3 menders
Asendak - 3 blademasters
Seldar - 4 warcasters

At 80%, she eats one of the Captains and we get a Captain to respawn with their associated adds.  Going to guess this happens at 80%, 60%, 40%, and 20%

[Sat Feb 18 21:00:08 2017] Queen Velazul Di`Zok shouts, 'Useless! If you can't stop these invaders, I'll find someone who can! DIE, Di`Zok Captain Asendak!''

Maybe make a trigger to notify us of this, so we have a heads up of another one + adds spawning?

18
Upcoming Events & Strategy / Re: EoK - Chardok - T2 - Queen Velazul Di`zok
« on: February 18, 2017, 03:30:16 PM »
I noticed last night, that when we killed the first Captains last night, the Captains that spawned afterwards were different captains, with different adds.  It's my theory that there's 4 Captains total, each with their own sets of adds.  As we kill one, another will spawn.  Once we kill all 4 different Captains, then we'll be able to finally start damaging Queen.

So my suggestion would be to kill all of the initial adds, then kill ONE captain.  Kill the adds that spawn with the next captain, then kill another captain.  The kill the next spawned adds, then we should be left with 2 Captains up.  At that point we could kill both and begin damaging Queen.

Just a thought :)

19
Druid / Re: Druid guides
« on: January 04, 2017, 02:32:15 AM »
Lol completely forgot about this.  I have a post somewhere on the Sojo boards, I'll have to find it

20
Curable AE - Decay I(II, III, etc).  48 disease counters, if not cured by the time it expires, it reapplies as the next strongest version.  Each "version" reduces HME max by 10% (I is 90% cap, II is 80% cap, etc).  1 cast of copsetender cures it, although as long as we stay within range of pally splashes, shouldn't be too much of a problem.  If someone wants to make a trigger, the log text is "you feel weak" (this is also triggering an old CoA trigger, so make sure you disable that one (if you have it) so you don't get a double-trigger).

21
Upcoming Events & Strategy / Re: TBM - Plane of Health - T2 - Stem the Tide
« on: February 06, 2016, 11:34:13 PM »
There's also the visual cue when you're too close to a totem, screen goes pretty much greyscale .. when you're out of range coloring returns to normal.

22
Upcoming Events & Strategy / Re: TBM - Plane of Health - T2 - Stem the Tide
« on: February 06, 2016, 03:35:55 AM »
According to tonight's attempts, here's observations on the adds (at least as far as spawns are concerned):

Spawn every 12%, increasing in numbers:

88% - 1 add
76% - 3 adds
64% - 5 adds
52% - 5 adds
40% - 7 adds
28% - 7 adds

Assuming the pattern holds, would be:
16%  - 9-11 adds
4% - 11 adds (not sure if they spawn this close to the end, assuming they do though)

23
Just adding my experience to this .. I highly doubt standing in one spot has anything to do with tentacle spawns.  First attempt tonight, I never moved once and never got a tentacle. 

Also a suggestion.  In the past, I've noticed a lot of people are late on their calls for curse cures, plus typing takes their attention away from the fight.  So, I had my group set up hotkeys sending me a tell for cures, I then made one with this:
/pause 5, /stopcast
/pause 5, /rt
/cast 7 (or whatever spell slot you have your curse cure in)

Had a MUCH easier time keeping up with curing and keeping group alive .. as long as you, and they, are paying attention.  The dot is deadly, and it's easy enough to deal with if you have the triggers (and you should!).  Just something other curers may want to work out with their groups as well.  Alive raiders = a good thing :)

24
Druid / Re: Druid guides
« on: November 29, 2015, 03:56:52 PM »
I'm working on a few atm, as soon as I can get my notes to be orderly and legible I'll get some things posted :)

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