Author Topic: UF - Brell's Temple - Trial of Deconstruction  (Read 7883 times)

Furro

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UF - Brell's Temple - Trial of Deconstruction
« on: August 18, 2011, 02:36:19 AM »
 
Brell's Temple - Trial of Deconstruction
[/size]
*[08/28/2011] NOTICE: This post has been modified to reflect amendments posted within this thread *


Zone & Instance Info
 
Zone: Brell's Temple

NPC Trigger: The Font Guardian
NPC Location: At the main junction, behind locked door (keystone required to open)

Keyword to Enter: Time

Event Timer:

Both East/West sides must be completed within 15 minutes of triggering the event.  An emote goes off every minute indicating how much time is remaining.

Leashing Mobs:

Any mob leashed beyond their respective rooms will reset HP, and DT the person responsible.



Flag & Key Requirements
 

                    
Zone Flag: Brell's Temple (Group zone, /ach Appease the Gatekeeper)
Event Key: Emblem of Brell (T7)
Group Mission: Fire in the Hole
Event Flag: None

Note: Limited Piggy spots available based on number of flagged players in raid at the time.



Brief Event Overview & Strategy

For this event, we have 15 minutes to complete two seperate scripts located in West/East areas.

The West side consist of THREE waves of various cliknar adds, at timed intervals.  6 at start, then 4, then 6 to finish this side.  We're killing from 1st pad on left as you enter room, working clockwise around the room.

Important:  For the final stage west (6x cliknar), there are TWO mob types: Shells and Bladeguards.  SHELLS = 70k AE, and Bladeguards = 8k melee DS.

For Shells, the 70k AE is targeted at a random player and AE's their location.  You MUST setup the proper trigger and run to the hallway when it fires to avoid killing everyone near you (warning pattern is: about to explode near your_name)

For Bladeguards -> ALL MELEE with AA Shielding Resistance (Archtype 5 ranks), bando to no dmg mainhand, and weapon offhand to avoid DS and still do DPS on bladeguards.  IF you lack the above AA w/setup, then RANGE DPS ONLY the bladeguards or you'll just die to DS and waste our time.   DO NOT use ANY Special melee attacks (ie, kick) against bladeguards, unless range dps'ing.

The East side is a bit more involved.  We kill clockwork minibosses, that drop items, which we then hand into creation NPCs located around the room.

East has THREE flavours of clockworks, each has an emote you'll have to react to or die and kill us all in a big epic scene.

BE AWARE:  WE are MOVING at different stages between WEST TO EAST, to make the best use of our timer.  Watch for the move calls, Assist MA, and react to emotes please.

ALL Trigger information is available on the forums, Strategy section, Trial of Deconstruction post at: forums.eqfreelance.net

Any questions, yadda yaddda free pie, please ask in the FLRaids:raids channel.  Thanks.


West Side

This side involves THREE timed waves of cliknar.  The first wave goes active the moment we begin the trial.

Details:
  • All the cliknar hit for 11000.

 
  • Immune to mez, stun, charm, snare.

 
  • None flurry or rampage.

 
  • Summon when damaged.

 
  • Killing all the cliknar completes the trial for this side.
At Start
 
        spacer     spacer        spacer     spacer     
#MOB        AE
3x - a cliknar forestriker Four-arm Shrug - 20k DD + Knockback (PBAE, 50')
    (occasionally mem-blur)
   
3x - a cliknar sandblight Sandstorm - 20k DD + Blind (PBAE, 50')
    Slicing Chitin - 10k DD + 5k DoT (single-target, unresistable)
    Smoldering Acid - 18k DD (Area PC AE, 80')

 
10 Minute Mark
(5 minutes from start)
 
        spacer     spacer     spacer        
             
2x - a cliknar lifemender Swarm of Fleas - 10k DoT + Increase spell refresh (single-target, disease 72 ctns)
    Joint Rot - 10k DoT + 150% Melee slow + Snare (corr 24 ctns)
    Health Infusion - 50k Heal (to nearby mobs)
   
2x - a cliknar chitinguard None
 

8 Minute Mark
(7 minutes from start)

        spacer     spacer     spacer     spacer     
             
3x - a cliknar shell Fiendish Detonation - 70k DD + 10k DoT + Stun (10s)(Area PC, w/emote ref below)
   
3x - a cliknar bladeguard Barrier of Blades - 8000 pt Damage-Shield (corr 9 ctns)
   
   

East Side

This side involves killing clockworks, which drop items, that we hand into the various creation mobs located around the room.

Details:
  • All the clockwork hit for 12000.

 
  • Clockworks come in three random flavours, with special emotes/abilities (details below, GTT setup further down).

 
  • Summon from 100%.

 
  • Handing in all 12 items to the proper creations, the event completes for this side.
             spacer     spacer          spacer  (occurs at 30-60 second intervals)spacer          spacer     spacer     spacer     spacer     
MOB        AE
a rotocopter sentinel Spinning Blade Pushback - Knockback (PBAE, 100')
(chopper) Whirring Copter Blades - 100k DD (PBAE, 25')
    (occurs at 20 second intervals)
   
a rusted skitterer Spreading Tetanus - 15k DD + 20k DoT (3 random players, viral spread anyone nearby, 128 poison ctns)
(spider)
   
a Brell-forged gnomework Spawns sub-entity: "greasy goo" (untargettable, unattackabe)
    One spawns every 30 seconds, on a random player.
    Anyone near/on goo is hit with:
    Greasy Goo - 8k/500/500 HP/Mana/End DoT + Snare + Melee inhibit (corr 12 ctns)
    Caustic Goo - 8k DD (single-target)



East: Item to Creation NPC Hand-ins

This will be delegated out to someone to do the loot/hand-ins as we kill.  For that player, you are to reference this list to avoid mistakes please. 

                                                                
        
Ball of Clay a muddite creation
Beaded Necklace a kobold creation
Bronze Headband a genari creation
Chitinous Barding a worker creation
Crystalline Mandible a sessiloid creation
Crystalline Stinger an ambuloid creation
Downy Feathers a telmira creation
Frozen Shield a coldain creation
Squirming Aphid a soldier creation
Spined Wristguard a gigyn creation
Studded Leather Collar a gnollish creation
Tinkerer's Tools gnomish creation





Text / Audio Triggers - Mandatory
[/size]

WEST SIDE
 
70k Area PC - Final Wave from cliknar shells: Fiendish Detonation - 70k DD + 10k DoT + Stun (10s)(Area PC, w/emote)

Ex:
[Sat Aug 27 22:07:09 2011] a cliknar shell shudders, about to explode near Netn!
[Sat Aug 27 22:07:16 2011] a cliknar shell begins to cast a spell. <Fiendish Detonation>

Warning Pattern: about to explode near your_name
Action: RUN TO HALLWAY (you have 6 seconds).  Main Tanks, don't do this, you'll leash the mob and get DT'd.

GTT Trigger File (with sound): Custom required.  Make it yourself.

Audio File: Run Away!


EAST SIDE

Each clockwork miniboss has a unique emote/AE we have to deal with. 

Some of these flash text on your screen as well.  Text flashed in yellow is the warning.  Red text a few seconds later indicates it's safe to return.  In addition, sometimes a pull/push affect is included to draw attention to this fact.


A ROTOCOPTER SENTINEL
(chopper)

Warning Pattern: generating a high-pitched screech

GTT Trigger File (with sound): bt-decon-chopper-warning-dt.gtt

Action: MOVE AWAY!  <- MAIN TANK INCLUDED, it won't summon you during the emote/AE.

Audio File: Run Away!


A RUSTED SKITTERER

Missing the warning emote for this at the moment.  We'll know better once we've done the event.  For now, I'm just going to pattern the spell landing on you.  You need to move fast, and get cured.


Pattern: Your skin is pierced by a rusty fang!

GTT Trigger File (with sound): bt-decon-spider-viral-dot.gtt

Action: MOVE AWAY!  <- MAIN TANK, setup a /rs, /ooc, /shout hotkey asking for Splash/Cures: TANK EMOTED - CURE.  Something to clue us in for Paladins to Splash, others to poison cure you.

Audio File: Run away and get cured!

Note: When the DoT Spreading Tetanus buff is gone, it's save to return.



A BRELL-FORGED GNOMEWORK

Greasy goo will spawn on random players.  If it spawns on you, MOVE OFF IT!  Then get CORRUPTION CURED.  Pretty simple.  Appears to have an aura too, so if you or anyone else steps on it, they'll be chain DD'ed for 8k dmg.  Don't stand on it, when it spawns on you, get off and get cured.  Enough said.

I'm going to pattern/trigger both the DoT and Aura DD.  This way, if you happen to step in the aura you'll know to move, and/or when you're targeted and hit by the DoT you'll know to get cured.  Yes, I'm so nice taking the time to make these tedius audio triggers for everyone!  I should be reimbursed in pie.. Mmmmm, pie... hm.. <snaps out of trance>  oh, ok trigs inc below:


DoT Pattern: You are covered in a thick greasy goo

GTT Trigger File (with sound): bt-decon-goo-dot.gtt

Action: GET OFF THE GOO!  Get corruption cured!

Audio File: Move away and get cured!


AURA Pattern: this goo is caustic!

GTT Trigger File (with sound): bt-decon-goo-dd.gtt

Action: GET OFF THE GOO!

Audio File: Alert5 Ding sound!




« Last Edit: June 02, 2021, 12:59:30 AM by Furro »

Xabkortiz

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Re: UF - Brell's Temple - Trial of Deconstruction
« Reply #1 on: August 18, 2011, 06:34:23 PM »
Only six creations at random are in the east room.

Items drop from the clockworks one at a time in sets of 12. This means you won't get any repeat items and that the maximum number of clockworks you'll have to kill is 12. It most often takes 10-11 kills to get all six required drops. If you're lucky, it'll take less kills than that. If you're unlucky, you'll have to kill all 12 spawns. You won't have to kill any more than 12 unless you make a mistake

Every 30-60 seconds for Spreading Tetanus.
« Last Edit: August 18, 2011, 06:55:27 PM by Xabkortiz »

holr

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Re: UF - Brell's Temple - Trial of Deconstruction
« Reply #2 on: August 18, 2011, 09:13:06 PM »
Unless i'm mistaken, the dmg from the goo is only if your in the aura and doesn't need to be cured per se' (but you can check for sure). Once you leave the aura, you are no longer taking damage.

Incidently, if anyone has their "Keystone" that you got for completing "fire in the hole" task, it will let you in the door to the task giver in BT if you arrive late.

and this Harnessed Flame of the Creator drops occassionally


"Mmmmm Katnip"

Furro

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Re: UF - Brell's Temple - Trial of Deconstruction
« Reply #3 on: August 18, 2011, 09:33:29 PM »
Quote
Unless i'm mistaken, the dmg from the goo is only if your in the aura and doesn't need to be cured per se' (but you can check for sure). Once you leave the aura, you are no longer taking damage.

Incidently, if anyone has their "Keystone" that you got for completing "fire in the hole" task, it will let you in the door to the task giver in BT if you arrive late.

and this Harnessed Flame of the Creator drops occassionally


Greasy Goo - 8k/500/500 HP/Mana/End DoT + Snare + Melee inhibit (corr 12 ctns)

Caustic Goo - 8k DD (single-target)

There's two.  When you're targeted and a goo pops on you, you're hit iwth the Greasy Goo (DoT).  If you stand there in the goo, you'll be chain DD'd with the Caustic Goo. 

Moving and curing the DoT helps.  Paladins can splash it off easily.


Quote

Incidently, if anyone has their "Keystone" that you got for completing "fire in the hole" task, it will let you in the door to the task giver in BT if you arrive late.

TD had alot of probs with people not able to get into the instance without the keystone/fire in the hole mission.  Raspers even mentions attend reqs that the mission is required + Emblem. 

Without the mission, and someone else opening the door, when talking to the NPC to enter, it just bounces you back to the regular BT zoneline apparently.  This is what was described to me happening to some TD people.  It's 2nd hand info, but why take the chance for the sake of a minor mission too.  That's why we've been just telling everyone to get the mission done to be safe. 





Furro

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Re: UF - Brell's Temple - Trial of Deconstruction
« Reply #4 on: August 18, 2011, 09:37:15 PM »
Quote
Only six creations at random are in the east room.

Items drop from the clockworks one at a time in sets of 12. This means you won't get any repeat items and that the maximum number of clockworks you'll have to kill is 12. It most often takes 10-11 kills to get all six required drops. If you're lucky, it'll take less kills than that. If you're unlucky, you'll have to kill all 12 spawns. You won't have to kill any more than 12 unless you make a mistake

Every 30-60 seconds for Spreading Tetanus.

Right, this is the same as I read as well.  When I went in there to check it out it was no different.

Btw, did you resub yet? Or can't find timecard anywhere?  I know you had problems finding places that sell the cards before.  Thulack order his cards online and they send the code via email.  Not sure if that's an option for ya, but might work. 



Furro

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Re: UF - Brell's Temple - Trial of Deconstruction
« Reply #5 on: August 19, 2011, 03:58:42 AM »
Quote
 

EAST SIDE

Each clockwork miniboss has a unique emote/AE we have to deal with. 

Some of these flash text on your screen as well.  Text flashed in yellow is the warning.  Red text a few seconds later indicates it's safe to return.  In addition, sometimes a pull/push affect is included to draw attention to this fact.


A ROTOCOPTER SENTINEL
(chopper)

Warning Pattern: The rotocopter's propellers spin rapidly, generating a high-pitched screech!

GTT Trigger File (with sound): bt-decon-chopper-warning-dt.gtt

Action: MOVE AWAY!  <- MAIN TANK INCLUDED, it won't summon you during the emote/AE.

Audio File: Run Away!




The pattern for this was incorrect.

EDIT your GTT warning for the above trigger, and change the pattern to: generating a high-pitched screech

I edited the linked trigger file already.



Quote
 

Warning Pattern: You are pushed back by the wind of whirring blades!

GTT Trigger File (with sound): bt-decon-chopper-safe-dt.gtt

Action: SAFE TO RETURN!

Audio File: Alert5 Ding sound!



Removed the above quoted one.  Just delete the related trigger, it wasn't working anyway.

Incorporated the SAFE TO RETURN message into the warning trig with a 5 sec timer.  When the timer elapses, it's safe to return.

Just adjust the trigger how you like it basically.  For some, the red text flashing will be enough.  For casters, you'll be range DPS'ing anyway, but the warning message can serve to remind in case etc.  Anyway, it's fixed for completeness!






Furro

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Re: UF - Brell's Temple - Trial of Deconstruction
« Reply #6 on: August 21, 2011, 04:19:34 PM »
 
Good first run on this event this weekend. 

We went in light on Thursday to size it up; worked on east side, with a minor throw at west.

Tail end on Saturday, with 36-37, we hit west side for practice and test engage tactic.  Completed west side, worked east in the mix.  Overall, our best run.  I'm confident we'll gain ground next week.

Those missing missions still, please try and get them done this week before Thursday, so you're able to participate in the T7 events.




Furro

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Re: UF - Brell's Temple - Trial of Deconstruction
« Reply #7 on: August 27, 2011, 08:56:24 PM »
 
Adjusts/Changing prep so it's more clear/updated for future runs:


Brief Event Overview & Strategy

For this event, we have 15 minutes to complete two seperate scripts located in West/East areas.

The West side consist of THREE waves of various cliknar adds, at timed intervals.  6 at start, then 4, then 6 to finish this side.  We're killing from 1st pad on left as you enter room, working clockwise around the room.

Important:  For the final stage west (6x cliknar), there are TWO mob types: Shells and Bladeguards.  SHELLS = 70k AE, and Bladeguards = 8k melee DS.  Depending on your class, you ASSIST as follows for this stage only:

NECROS, MAGES, WIZARDS - NUKE cliknar Bladeguards (but sick your pets/swarm on shells!)

ALL MELEE with AA Shielding Resistance (Archtype 5 ranks), bando to no dmg mainhand, and weapon offhand to avoid DS and still do DPS on bladeguards.  IF you lack the above AA w/setup, then RANGE DPS ONLY the bladeguards or you'll just die to DS and waste our time.   DO NOT use ANY Special melee attacks (ie, kick) against bladeguards, unless range dps'ing.

The East side is a bit more involved.  We kill clockwork minibosses, that drop items, which we then hand into creation NPCs located around the room.

East has THREE flavours of clockworks, each has an emote you'll have to react to or die and kill us all in a big epic scene.

BE AWARE:  WE are MOVING at different stages between WEST TO EAST, to make the best use of our timer.  Watch for the move calls, Assist MA, and react to emotes please.

ALL Trigger information is available on the forums, Strategy section, Trial of Deconstruction post at: forums.eqfreelance.net

Any questions, yadda yaddda free pie, please ask in the FLRaids:raids channel.  Thanks.




Old Prep for reference:
Quote
 

Brief Event Overview & Strategy

For this event, we have 15 minutes to complete two seperate scripts located in West/East areas.

The West side consist of THREE waves of various cliknar adds, at timed intervals.  6 at start, then 4, then 6 to finish this side.

The East side is a bit more involved.  We kill clockwork minibosses, that drop items, which we then hand into creation NPCs located around the room.

There are THREE flavours of clockworks, each has an emote you'll have to react to or die and kill us all in a big epic scene.

BE AWARE:  WE are MOVING at different stages from WEST TO EAST, to make the best use of our timer.  Watch for the move calls, Assist MA, and react to emotes please.

We'll delegate someone to do the looting and item hand-ins as we go for East.  Someone remind me in case!  I'm old..

ALL Trigger information is available on the forums, Strategy section, Trial of Deconstruction post at: forums.eqfreelance.net

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




Edit: Fixed keyword to enter instance to "time", it was incorrect prior.
« Last Edit: August 27, 2011, 09:12:43 PM by Furro »

Furro

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Re: UF - Brell's Temple - Trial of Deconstruction
« Reply #8 on: August 28, 2011, 10:33:51 PM »
 
Overall, strong teamwork and dedication on this everyone!  We downed it last night with 38 in attendance and 29 seconds remaining on the clock!  Detailed below are some tweaks for future runs.


Adjustments & Emphasis Points

  • Room moves: West 6x cliknar, move East, finish side, move back finish West 2nd/3rd waves.

 
  • West - Final wave.  Shells are top priority first.  Follow MA.  Prior tactic of caster/melee by mobtype eliminated.

 
  • West - Audio Trigger added for player targeted 70k AE from Shells.

 
  • West - Joint Rot - During 2nd wave (lifemenders), corruption cure this ASAP (significant DPS hit and tanks suffer from DoT DMG).
     
  • East - Chopper: Learn to react, you'll be called out if you die to this.  Setup the trig, and make sure it works.

 
  • East - Ooze: Learn to not stand in this, you just waste our healers time and we risk losing the MT when attention is diverted.
 

Brief Event Overview & Strategy

For this event, we have 15 minutes to complete two seperate scripts located in West/East areas.

The West side consist of THREE waves of various cliknar adds, at timed intervals.  6 at start, then 4, then 6 to finish this side.  We're killing from 1st pad on left as you enter room, working clockwise around the room.

Important:  For the final stage west (6x cliknar), there are TWO mob types: Shells and Bladeguards.  SHELLS = 70k AE, and Bladeguards = 8k melee DS.

For Shells, the 70k AE is targeted at a random player and AE's their location.  You MUST setup the proper trigger and run to the hallway when it fires to avoid killing everyone near you (warning pattern is: about to explode near your_name)

For Bladeguards -> ALL MELEE with AA Shielding Resistance (Archtype 5 ranks), bando to no dmg mainhand, and weapon offhand to avoid DS and still do DPS on bladeguards.  IF you lack the above AA w/setup, then RANGE DPS ONLY the bladeguards or you'll just die to DS and waste our time.   DO NOT use ANY Special melee attacks (ie, kick) against bladeguards, unless range dps'ing.

The East side is a bit more involved.  We kill clockwork minibosses, that drop items, which we then hand into creation NPCs located around the room.

East has THREE flavours of clockworks, each has an emote you'll have to react to or die and kill us all in a big epic scene.

BE AWARE:  WE are MOVING at different stages between WEST TO EAST, to make the best use of our timer.  Watch for the move calls, Assist MA, and react to emotes please.

ALL Trigger information is available on the forums, Strategy section, Trial of Deconstruction post at: forums.eqfreelance.net

Any questions, yadda yaddda free pie, please ask in the FLRaids:raids channel.  Thanks.


Amendment: Text / Audio Triggers - Mandatory

WEST SIDE
 
70k Area PC - Final Wave from cliknar shells: Fiendish Detonation - 70k DD + 10k DoT + Stun (10s)(Area PC, w/emote)

Ex:
[Sat Aug 27 22:07:09 2011] a cliknar shell shudders, about to explode near Netn!
[Sat Aug 27 22:07:16 2011] a cliknar shell begins to cast a spell. <Fiendish Detonation>

Warning Pattern: about to explode near your_name
Action: RUN TO HALLWAY (you have 6 seconds).  Main Tanks, don't do this, you'll leash the mob and get DT'd.

GTT Trigger File (with sound): Custom required.  Make it yourself.

Audio File: Run Away!



Old Prep for reference:
Quote
 

Brief Event Overview & Strategy


For this event, we have 15 minutes to complete two seperate scripts located in West/East areas.

The West side consist of THREE waves of various cliknar adds, at timed intervals.  6 at start, then 4, then 6 to finish this side.  We're killing from 1st pad on left as you enter room, working clockwise around the room.

Important:  For the final stage west (6x cliknar), there are TWO mob types: Shells and Bladeguards.  SHELLS = 70k AE, and Bladeguards = 8k melee DS.  Depending on your class, you ASSIST as follows for this stage only:

NECROS, MAGES, WIZARDS - NUKE cliknar Bladeguards (but sick your pets/swarm on shells!)

ALL MELEE with AA Shielding Resistance (Archtype 5 ranks), bando to no dmg mainhand, and weapon offhand to avoid DS and still do DPS on bladeguards.  IF you lack the above AA w/setup, then RANGE DPS ONLY the bladeguards or you'll just die to DS and waste our time.   Do not use ANY Special Attacks with offhand and above AA setup.

The East side is a bit more involved.  We kill clockwork minibosses, that drop items, which we then hand into creation NPCs located around the room.

East has THREE flavours of clockworks, each has an emote you'll have to react to or die and kill us all in a big epic scene.

BE AWARE:  WE are MOVING at different stages between WEST TO EAST, to make the best use of our timer.  Watch for the move calls, Assist MA, and react to emotes please.

ALL Trigger information is available on the forums, Strategy section, Trial of Deconstruction post at: forums.eqfreelance.net

Any questions, yadda yaddda free pie, please ask in the FLRaids:raids channel.  Thanks.

Old Trig section for reference:
Quote
 
Text / Audio Triggers - Mandatory
[/size]

WEST SIDE

For the final wave in this room, the cliknar shells have cast Fiendish Detonation. 

I don't have a pattern for this, and/or it may even be "flash on screen" and not have a textual warning that will show in the logs.  Regardless, we'll know once we reach that point and from there I'll update this section accordingly.

That's it for this side.  Other then that we need to keep mobs spread out where they activate from to help prevent the smaller radius AE's from landing on everyone.



« Last Edit: August 28, 2011, 10:39:34 PM by Furro »

Furro

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Re: UF - Brell's Temple - Trial of Deconstruction
« Reply #9 on: October 02, 2011, 06:56:49 PM »
 
We've been trying to get this event down on Thursdays, but our setup doesn't always allow for it.  But that's the goal.  The reason is, it's quick/simple, and can be done with lower numbers.  In addition, it opens up a bigger slot when we're often sporting higher attendance on Friday/Saturdays for pushing progression events.

Two further tweaks for this event to help counter our timer problems:

WEST:

1st wave - Short burn, with 10 min refresh discs.  Ssark will co-ordinate this during prep.

2nd wave - Paladins, make damn sure you're splashing afterwards to remove Joint Rot (it's a big DPS killer 150% melee slow).

3rd wave - Big burn, and by then your short discs will be available again as well.  PS, clowns emoted, react to AE so you don't kill half the raid.  Thanks.

EAST:

2-5 more DPS assigned to round out 2 groups instead of 1.5.  This will allow us to drop 1-2 more minis before west groups join us, and as a result give us an edge on drops.  This is where we lose most of our time believe it or not, as we're often having to kill all 12 minis east as a result of RNG screwing us on drops.  Basically, by killing minis faster in conjuction to west doing their thing, we'll be further ahead. 

By the way, Paladins splash to cure Greasy Goo (you know this already).  But the reason I say it's critical is because it's another melee dps killer (inhibits melee), and the SNARE portion.  IF MT is snared with this, and chopper is the next pop, he can't move away as fast to avoid the DT.  In addition, IF people have SNARE ON and we MOVE WEST, they're snared and move slower and as a result we're not in position west as fast.  This all impacts our timer. 

Futhermore, still rezzing 3-5 clowns on this side who are failing to react to the chopper and/or standing in the ooze like a champ.  This affects our DPS/Healing, depending who dies as a result.  So really, use your brain please, turn off the TV, get your crap setup properly so you're not a slacker being a detriment to the team instead of an asset.

PS: If the chopper happens to be pulled too close to the wall, then again, adjust and move..  Don't expect things to always be positioned properly, crap happens.  Learn to react/adjust on the fly.  Anyway, mentioning this because I saw few people get nailed when it happened just this past run.

PPS: When spider is up East, move in closer so you're covered with splash.  I see lots of clowns OOR being DoT'd and as a result it's a drain on healer resources.  1 CLR Group heal with cures removes this DoT as well.  But again, if you're OOR of it, welcome to your bind point.

./rant off.. pie.. where's my pie..







« Last Edit: October 02, 2011, 06:59:15 PM by Furro »