Author Topic: VoA - Rubak Oseka - Time and Tides  (Read 11954 times)

Furro

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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

« Last Edit: May 20, 2013, 12:27:54 AM by Furro »

Furro

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #1 on: July 21, 2012, 05:15:05 AM »
 
Took our first run at this last night to size up.

Several adjusts are in place for next run.  I'll explain tomorrow though, hour is late atm.

Thanks everyone who was able to stay bit overtime to get a look at this.



Furro

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #2 on: July 21, 2012, 11:15:57 PM »
 
Strategy Adjusts


POSITIONAL CHANGES & CLARIFICATIONS:
  • Raid basecamp changed to Alcove 2 (the middle one, refer to modded pic/map below).

 
  • Tanks & Healers - Labeled map and provided locs to indicate what INNER and OUTER spots are related to Tank/Heal augmentations.
BURN & KILL ORDER ADJUSTMENT:

As a result of our positional changes, and other factors, we have to change our Burn/Kill order.

  • We'll kill HP3 in a full burn, then do HP4, to clear out that Alcove.  From that point on, we'll pull each remaining HP to our basecamp (Alcove 2), as needed.

 
  • At some point, either between HP3 and HP4 and onward, depending on our Mez'd Templar count, MA will call everyone to clean those up, before resuming on the next HP.
 
TANKS:
  • Save an appropriate disc for Xalzik.  At one or more points during the event, you're going to end up tanking a Xalzik.  Having your best disc available for it will greatly increase your chances of survival.  Xal hits for 23k versus Osekas 16k's.

 
  • Xalziks is confirmed as HP3 always from event trigger.

 
  • Paladins - Self-healing will greatly increase your survival against HPs.  We're spread thin on healers.  Most likely you'll have only two healers from the get go covering you.  Any heals you provide will compliment this.

 
  • Shadowknights, your taps will do wonders as well.  Tap hard, and don't forget your epic click.

 
  • Hit Point Camp Fires or Banner at your your tank location wouldn't hurt.  Having an extra 1500 HP is nice when you're getting flurried for 16k or 23k+.
SLOWERS:

  • Each HP needs to be slowed.  Work out a system as to who is slowing which HP.

 
  • Xalzik dispells itself, stripping ALL buffs.  You'll need to re-apply slow when this happens.  Emote: High Priest Xalziks begins to purify aleself.

ZEALOTS:
  • These should be easier to spot with basecamp at Alcove 2.  We'll still assign a group to help cover Alcove 1, and those individuals will need to position in a way to get good vantage as Zealots pop from there (the path is super short to water from Alcove 1).

 
  • Remember, everyone needs to help on these currently.  We can't afford a single one to reach the water and spawn another High Priest.

 
  • Be aware visually, and watch /rs MA calls for assist against them.  Just don't exclusively rely on MA, as there will be delays, more than a single Zealot spawns each time.

 
  • Pets will help greatly on these, as they can immediately path to any mob instantly.



Additional Text / Audio Triggers

Two additional triggers, to cover Zealots reaching water spawning another HP, and each time Xalziks strip their buffs, they'll need reslowing/debuffing immediately.

GTT File:

zealot-water-xalzik-debuff.gtt

Audio File: None, text-to-sound used within GTT.  Modify to tailor your setup if needed.


« Last Edit: July 26, 2012, 09:32:12 PM by Furro »

Endotron

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #3 on: July 21, 2012, 11:58:52 PM »
*grunt*

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #4 on: July 22, 2012, 12:02:36 AM »
Read the book, laughed, cried, memorized it!

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #5 on: July 22, 2012, 12:03:46 AM »
update read

Ramelorm

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #6 on: July 23, 2012, 06:01:17 AM »
FYI:

slows are either  not  landing or  taking  to long...  :-[
   Solution: possible  have  shaman drop totems at entrance  of  each alcove... :)
   have  necro use there debuff spells to help get it  slowed, also have  necro  drop there level 55 DARK RUNE or the upgrade ( BONEMELD FETISH)), also a aura or 2 on path leading  down to water to get mobs dotted, ( aura names withring decay , and the  upgrade < SPHERE OF  WITHING >, this will hit  any stragglers  tht get by, also have  chanters possible  drop ae  in cove

sk debuffss not  landing, maybe  with totems  down we  can get them debuffed

have  dedicated  DPS team taking  care of  zelots, and other adds; rangers, monks, BST, wizzies ( they have snare too )

DONT have  sk move away from there  hp. I witnessed a  wipe of MT, and ST while i was instructed  to drop epic , and  aid main raid force. When this occured tht HP group wiped  immediatly. :'(

HP 5 & HP 6   are the  furthest pull and  longest  fights, maybe we can get some extra healing over there, we had  1 cleric and  shaman, who were awesome, but  when " Fit hit  the  SHAN ", it  got  ugly, maybe a AE healing  totm of  some sort  near  there, like ( cleric, druid, shaman ward )

maybe  trying  tanking the main raid mob near pearl, while  outter tanks  pull there mob  to respective alcoves, then once the main raid mobs been called or spotted in other coves, that  group calls it out in FLraid .

Example: 
About a minute after the event activates, "High Priest Xalziks" will turn into "High Priest of Oseka" and, consequently, one of the "High Priest of Oseka" will turn into "High Priest Xalziks". When this happens, there is no change in health.
 
If you kill "High Priest Xalziks" while other "High Priest of Oseka" are still alive, one of the remaining mobs will turn into "High Priest Xalziks", group tht  see HP xalziks call it  out  in FLchannel

/say HP xalziks in camp 6
/shout HP xalziks in camp 6
/rs HP xalziks in camp 6
/FL channel HP xalziks in camp 6

must  think old  school  for  this event

Example:
shaman slows: malo ( level 55 ) + turgurs

we are making  incredible  progress and  i think we can beat  this  in 3 more tries .... :)

« Last Edit: July 23, 2012, 08:57:19 PM by Ramelorm »
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Furro

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #7 on: July 26, 2012, 09:23:31 PM »
 
Rubak Adjusts
[/size]

Updated to reflect adjusts: 07/31/2012

 
 
Positioning

  • Adjusting our HP positioning, to open up end-points of each alcove to utilize as whirlpool run-to spots.

 
  • G1 is Group 1, which is situated in Alcove 1.  G3 is in Alcove 2, and so on.

 
  • Players at locations G2 and G4 (this is base camp area), use the nearby bomb/pearl spot as your run-to when whirlpool emoted.

 
  • G6, use the path up, and/or Alcove 4 as your run-to when whirlpool emoted.

 
  • The purple colored rings around each HP are TWO big deal AEs you want to avoid:  Up From the Depths - PBAE 36k DD + Knockback/up + STUN (60' range).
Updated map: HERE (rubak_3.txt *updated 07/26/2012).

Manual locs for those who wish to go this route:
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



Whirlpools

* React when emoted immediately, and move to the proper location.
 
During prep, check your run-to spot; be aware of your surroundings basically.  If you're not sure, ask for assistance in group please, and/or FLRaids channel.


Templars

  • Assigned group to kill these as we go.

 
  • On engage, there's a 20-30 second delay before they begin to spawn one per minute approximately.

 
  • They supposedly spawn north-east side of the Pearl area.  This group needs to figure it out and provide feedback.

 
  • Everyone - CALL in FLRaids if a Templar ends up warping to your area.  This will help the kill group isolate them faster.


Zealots

Continue using an Assigned Kill Group for these.  However a few points:
  • Alcove groups and/or others, CALL in FLRaids when excessive Zealots spawn.
     
  • Everyone - Watch for MA calls, as we're going to need your help to clean up Zealots at times.
Note:

Zealots can get out of control just due to bad luck where they're spawning.  Sometimes we'll get 3x Zealots spawning at Alcove 1, which has the shortest distance to water.  As a result, the group can't kill them fast enough.  Another example, is Alcove 1 spawns 3, then next round Alcove 2 spawns 3... With the first alcove barely cleaned up, the Zealots from Alcove 2 are almost at the water...  Stuff like this wrecks us without raid DPS helping.



High Priests

HP Kill Order is: 4, 2, 6, then 5, 3

  • Circle pin the current HP being killed.  Do not run it up a wall.

 
  • When a High Priest dies, the next is pulled into position.

 
  • HP appear to be changing (from Oseka 16k hitter, to Xalzik 23k hitter), every 96 seconds (1 min 35 sec approx).  Be aware of this, as our current MT will be taking alot more damage and need a little extra support.


High Priest Tanks & Healers

I've deleted the earlier Healer Augment System, as it was potentially confusing some, and open to different interpretations.  Instead, we're going to keep it SIMPLE.

Quick Rundown:
  • Group numbers match HP numbers.

 
  • Each group backs up one other, except for G1 (because we don't kill that HP; it's the remainder).
Example:
    HP1 = Group 1 -> Mistatk, Ironwind -- (
this priest remains up entire event) [adjusted 07/31/2012]
HP2 = Group 2 -> Hardaen, Pandrax -- (help HP3 when yours dies)
HP3 = Group 3 -> Theoli, Abominator -- (help HP1 when yours dies)
HP4 = Group 4 -> Darkenvoid -- (help HP1 when yours dies)
HP5 = Group 5 -> Dodack, Ribbitting -- (help HP2 when yours dies)
HP6 = Group 6 -> Clawbar, Doramurx -- (help HP5 when yours dies)[/list]

Groups you have to adjust as we Pull/Kill each HP:
    When HP4 dies, HP2 is pulled, allowing Group 4 room to reach HP1 and help.

    When HP2 dies, HP6 is pulled.  Group 6 adjusts for range.

    When HP6 dies, HP5 is pulled.  Group 5 adjusts for range.

    When HP5 dies, HP3 is pulled.  Group 3 adjusts for range.

    When HP3 dies, we all heal HP1 MT and ready ourselves for mass Zealot spawns after clicks.
Note: When each HP is being brought in for killing, MA will have it targeted before calling DPS in.  Melee with heal spells can help by /assist healing that MT.  This will help counter some heal gaps as the main group adjusts positions.



Additional Text / Audio 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
« Last Edit: August 01, 2012, 02:18:15 AM by Furro »

Furro

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #8 on: August 01, 2012, 02:15:56 AM »
 
Adjusts

  • ADDED another Whirlpool Run-to location North-East side of the pearl.
     
  • Marked Templar Kill Group location on the little hill that drops down from base camp (to catch adds as they pop immediately).
     
  • High Priest kill order changed to: 4, 2 1, then MA will call to bring in the lowest health one.

 
  • Adjusted MT/Healer secondary assigments to reflect HP kill order changes.

 
  • Further refinements to our group makeups in order to maximize their potential based on class/role and assigment(s).
[/size]

Updated to reflect adjusts: 07/31/2012


 
« Last Edit: August 01, 2012, 10:36:34 PM by Furro »

Furro

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #9 on: August 01, 2012, 10:41:34 PM »
 
Bump.

Changed above post and diagram.  I accidently erased a WP run to spot, and marked the wrong Templar group location in the process as well. 

So, the WP run to spots are fine, just added another one.  Changed the G9 Templar group location to be down the little slope/hill from base camp.  The above bullets have been properly edited to reflect these changes as well already.

* Be aware:  Key thing with WP reacting if you're at base camp is to not drop them on the G9 group.  So make sure when emoted you're running to a marked location.  Thanks



« Last Edit: August 01, 2012, 10:43:34 PM by Furro »

Furro

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #10 on: August 06, 2012, 03:31:55 AM »
 
Update:

Killed 4 HP.  We're making good ground on this event.  Practice, practice, practice.  Focus!



Recap of Adjusts

Some of these bullets are reiterations of what was in play this past run, as well as additional stress points where improvement is necessary:

  • HP Kill Order for Xalziks: 3, 4, 6, 1, then MA calls which ever Xalzik HP is next.

 
  • When the 3rd HP is killed; additional assigned DPS will split off and reinforce killing Zealots in order to ensure NONE reach water.

 
  • Reacting to Whirlpool emotes is critical.  Failure of these at base camp especially is causing disruptions of our DPS killing Zealots, as well as our main DPS on the HP.  In addition, healers caught in the pull effect causes heal interruptions.

 
  • Debuffs:  We have been getting alot of feeback of resists from Caster DPS.  Lack of debuffs in this area is hampering our kill times for HP.  Ensure you are following your debuff assigns per Landaru or myself please.  We're counting on you.  Thanks!

   
[/list]



Furro

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #11 on: August 09, 2012, 03:55:05 AM »
 
Defeated Wednesday, August 8, 2012

Nice work everyone!


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Re: VoA - Rubak Oseka - Time and Tides
« Reply #12 on: August 09, 2012, 10:06:24 AM »
Congrats!  Sorry I couldn't be there, guessing you won because no one could figure out how to train me with a whirlpool, so they went to the right place. :)

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #13 on: August 09, 2012, 03:17:10 PM »
People still need to work on  whirlpool placement as I saw several of them dropped on  both the templar group and  some others.    We could also be better with clicking but i think that comes with practice.

frostfox

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Re: VoA - Rubak Oseka - Time and Tides
« Reply #14 on: August 09, 2012, 04:55:03 PM »
I missed it to ssark ..you know he plans these things ..he said frost and ssark not here lets win this and then laugh at them
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