Author Topic: RoF - Chapterhouse - A Matter of Life and Death  (Read 16901 times)

Furro

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RoF - Chapterhouse - A Matter of Life and Death
« on: April 27, 2013, 04:42:08 PM »
Chapterhouse - A Matter of Life and Death



Zone & Instance Info
 
Gather Zone: Chapterhouse of the Fallen

NPC Name: Holy Defender Ioris
NPC Location: Side room just north of the zone-in from the Commonlands (SE of the Shard's Landing portal, loc: -125, -70, -1).

Keyword to Enter: Ready


Flag & Key Requirements
 
Zone Flag: None
Event Key: None
Group Mission: None
Event Flags: High Priest Syltetzalvek (Shard's Landing raid)
  Danela's Stand (Crystal Caverns raid)
  The Madness of King Tormax (Kael Drakkel raid)
  Zeixshi-Kar's Shard" (Zeixshi-Kar's Awakening raid)
 
* Minimum to be Piggy/85'/pushed into raid: Nothing required.


Brief Event Overview & Strategy

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

For this event, the boss Marnek Jaull switches between HUMAN and SKELETON forms based on its health.

Wraith adds spawn at 4% intervals of Marneks HP, and are ONLY vulnerable to players in SHROUD FORM.

Leave Wraiths for SHROUDED PLAYERS TO DEAL WITH.  Wraiths will kill your pets, and chain stun normal players. 

Assigned players will GET SHROUDED using the NORTH POOL and KILL WRAITHS using the "Wraith Lure" bane ability.  Each time a player shrouds, a SKELETON ADD SPAWNS.  Assigned groups, assist your MA to kill each skeleton when called upon.

If a shroud buff fades, the player is DT'd.  To avoid this, the player must use the SOUTH POOL (Blue) to REMOVE the shroud shortly before the buff fades.  Once removed, a short buff prevents them from shrouding again briefly.

CC - Skeletons adds are IMMUNE to STUN, but some are mezzable (random which ones).

Throughout the event, a Corpse Collector NPC drags DEAD player corpses to the water and spawns an ANIMATED CORPSE ADD for each corpse.  REZ the dead immediately to prevent this please (do not use call, it leaves corpse).


MARNEK HUMAN FORM

Human forms at: 100%, 70%, 40%, 10% HP

AE RAMPAGES, and casts short range PBAE  DD + Stun.  ONLY assigned players range DPS when called on please.

Shrouded players DO NOT GO NEAR MARNEK while it is human form.  Aura around Marnek will kill you.

Everyone - Use SOUTH BODY OF WATER to CURE Scorching Bones DoT.  NOT THE SHROUD POOLS.

Everyone - IF hit by Necrotic Roots (DoT + ROOT) - Ask for "CURSE CURE Please" in group.  Make a hotkey ahead of time please.  Cleric, Druids, Shaman, Rangers, Paladins, all react and use your cures to remove it.  A single cast from Cleric or Druid will not remove it.  Each group will have at least TWO available curers.


MARNEK SKELETON FORM

Skeleton forms at: 80%, 50%, 20% HP

Permanently rooted in this form (but not always).  Does not summon.  We are NOT main tanking during this form.

Everyone - DO NOT GO NEAR MARNEK.  Surrounding AURA damages any player NOT shrouded.

During this form, Marnek LIFETAPS three non-aggro LIVING SACRIFICES in the center of the room.  The lifetaps increase the longer he remains in skeleton form.  If it kills a Living Sacrifice, it gains an AE (mana/endurance drain + blind), that comes into play during Human form.

Assist MA only when called on please to keep pace with killing Skeleton adds.

Additional assigned shrouded players will act as our DPS AGAINST Marnek during skeleton form.

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



Class Specific Play Adjustment Notice

Shadownknights, Monks, Bards: Draw/Pull Abilities

Please avoid the following draw/pull type abilities/spell lines against Marnek or Skeleton adds during this event:
   
ShadowknightHate's Attraction
MonkMoving Mountains
BardLure of the Siren's Song

Usage of any of the above lines is causing a DT effect towards the MT and/or caster.

Note: Animated Corpses do not seem to be affected by the aforementioned spell/ability lines



Shrouds & Pools

Lead: Minisca, Dimbly, Ssark

Channel - FLShrouds:shrouds

After a few runs at this, we've learned a lot about Shrouding up, DPSing Marnek and the wraiths.  Here is a our current strategy: if you are in G8/G9, please review carefully.

Shrouds

If called to shroud in G8/G9, it is done in a rotation established in FLShrouds:Shrouds.  Watch for controller calls.  To shroud up, drop down into northwest anteroom and stand on pad.  You will get two abilities: Wraith Lure and Marnek's Bane.  The Lure taunts wraiths, and is primarily used by G8.  The Bane ability damages Marnek in skeleton form, and is primarily used by G9.  When you first shroud, add both of these to a hotkey bank and have it ready each time you raid.

The shrouded form lasts for about 2 minutes.  When it runs down to about 20-30s, run to the south anteroom pad to deshroud.  If you do not deshroud when the buff wears off, you die.  We ask you to do this a bit early in case you get rooted or have a hard time finding your way to the south pad.

NO ONE but those called in G8/G9 should ever shroud.  NO ONE but G8/G9 should be near the NW anteroom.

Neither group may DPS on Marnek in human form.  Neither group should attempt to Melee DPS Marnek in skeleton form.  (This was attempted but even with 1M HP he tears through it quickly, and we cannot afford any deaths -- the risk is not worth the benefit.)

If you are one of the 10 shrouders in G8/G9, make a hotkey.  The hotkey should 1) announce in /shout warning the raid that a skeleton is about to be produced 2) inform the shroud channel that you are about to shroud 3) send a /tell to the person after you that they are on deck.  Example:

Code: [Select]
/shout Skeleton INC! (Ssark)
/7 Ssark (G8) is shrouded.  Endotron (G8) is next!
/tell Endotron you're next up once my skeleton dies.

Shrouded Group Roles:

Controller: calls out Group 8 rotation during human phase for Group 8, and watches buffs/orders additional shrouders.  During skeleton phase, reminds shroud groups about # of skeleton adds, watches health of human sacrifices and helps accelerate Marnek health drop if needed.  Preferably a member of Group 9, but not necessarily.  Should not be a healer.

Haster: someone who hastes the shrouded folks once they've entered the form.  Can be anyone in raid, including those not in G8/G9.  Should have members of G8 on ETW (they are on wraiths and need haste more than G9 later).

Healers: 2 people, one in G8 and the other in G9, who keep the shrouders alive when they're not shrouded.  If unable to rez, they must call for rez since bodies may be dragged to north pool, giving us an Animated Corpse and likely wiping us.  They should have opposite group on ETW.  Be aware that when your target is shrouded, your heals are insignificant to the number of hps and damage being done to these folks.

Group 8: Wraiths

During human form:
Group 8 has its own 5-person rotation (all 5 except healer).  Starting at 97% the first person shrouds, a skeleton is spawned.  When skeleton dies, next shrouder goes.  By this time wraith has spawned and two shrouders are beating on it; the controller determines if a third should go or not, depending on DPS.  If wraith dies, current shrouded move to south ring to return to human form; next person in rotation waits until rotation starts again at next 4%.  This continues every 4% until 80% when Marnek goes into skeleton form.

During skeleton form:
Group 8 continually shrouds, one after another, sometimes with all 5 people shrouded.  Their primary focus is always the wraiths, but they are to nuke Marnek whenever possible.  There is no need for controller to announce shrouded; simply watch the skeleton spawned by the person before you, and when it dies, shroud up.

Group 9: Marnek Nukers

During human form:
If able to fade often (bards, monks, etc.) can help on skeletons while Marnek is human.  Otherwise, G9 should wait patiently off to the side, help heal others in G8/G9 if possible, but do not get on Marnek hatelist to avoid dots/root.  Do not shroud while Marnek is in human form.

During skeleton form:
Group 9 has its own 5-person rotation (all 5 except healer).  At around 81%, Group 9 begin their shroud rotation, sometimes with all 5 shrouded at once.  Their primary focus is always on Marnek -- when the Bane button pops, target Marnek and hit it.  They may help on wraiths, but Marnek is the primary focus.  This continues until Marnek reverts back to human form.



Text / Audio Triggers - Mandatory

ALL Mandatory Setup

These emotes require FAST REACTIONS.  Do not hesitate when emoted, react immediately!

GTT All in one puppy: rof-chapterhouse.gtt

Audio Files: None, text to speech GTT feature used instead.


Supplemental Marnek Form Change Trigger

Helpful for Shroud team to know when Marnek goes to Skeleton form.

In addition, helpful for MTO to get off Marnek, and Healers knowing that MTO is not in an active tanking role during this form and can divert more healing efforts to the add tanks and overall raid.

Adjust the trigger to suit your needs; there's no sound association, just a text pop up.

Trigger Addon: rof-chapterhouse-marnek-form-change.gtt


Paladins

Try these two triggers I made.  One will show the players targeted with POOL DOT.  The other will show who is being CORPSE DRAGGED (ie, dead).

When the POOL DOTTED player overlay displays, you can manually /tar them (just use first 3-4 chars of their name imo), and then PATCH HEAL them.  That'll help the person survive longer to reach the pool.

For the corpse trigger, it's obvious, but /tar that person and REZ them.

Trigger Addon: rof-chapterhouse-dot-heal-rez-targets.gtt



« Last Edit: June 02, 2021, 12:41:20 AM by Furro »

Furro

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #1 on: April 27, 2013, 05:22:14 PM »
Event Adjusts

Took our first look at this event on Friday, April 26. 

Adjusts going forward:
  • Shrouds - Assigned players placed in two groups, with dedicated healers/support
  • MA changed from Paladin to SK; giving Paladins more freedom to heal/rez effectively.
  • Campfire placement at entrance to South tunnel.  This should aid as a visual when DoT/disorientation occurs
  • Added positional markers to diagram for: Raid, Marnek, Shrouds/Wraiths

Reminders:

When hit by Scorching Bones DoT, please make sure you use SOUTH BODY OF WATER to CURE YOURSELF immediately.  Do not use NORTH water; it doesn't do anything, and you risk spawning an extra skeleton add if you accidentally run over the portal en route.

Since CALL leaves a corpse, please try and use REZ only.  Remember, it's the corpses that gets dragged which eventually leads to an Animated Corpse add spawning.

Restock on Token of Resurrection's please all those who don't have the ability to rez others.

« Last Edit: April 27, 2013, 05:39:30 PM by Furro »

mistatk

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #2 on: May 01, 2013, 02:26:33 PM »
Not sure if this is addressed somewhere here.

CC - Skeletons adds are IMMUNE to STUN, but some are mezzable (random which ones).

Discussion in 'The Veterans' Lounge' started by Eaiana, Sunday at 8:56 PM.

After reading this discussion, seems HA or other forms of "flinging" the skeleton adds around causes an anti-kite type death touch mechanic.

Obviously if you get DT'd you know and I didn't see anyone mention it during raid, but something to watch for regardless. 

Furro

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #3 on: May 01, 2013, 03:41:54 PM »
Not sure if this is addressed somewhere here.

CC - Skeletons adds are IMMUNE to STUN, but some are mezzable (random which ones).


Addressed already in the strat OP.



Discussion in 'The Veterans' Lounge' started by Eaiana, Sunday at 8:56 PM.

After reading this discussion, seems HA or other forms of "flinging" the skeleton adds around causes an anti-kite type death touch mechanic.

Obviously if you get DT'd you know and I didn't see anyone mention it during raid, but something to watch for regardless.

I read that thread a few days back as well.  We did have one person mention the DT on Saturday; but I recall it wasn't a tank (probably happened when we were wiping and the skeleton travelled).

Either way, SK avoiding HA is prudent in this area.



We're on track in terms of tactics; and early in on attempts with favourable results.  Further face time will no doubt show progressive gains.


Pagus

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #4 on: May 01, 2013, 06:52:23 PM »
I have tried mezzing on just about every mob type in this event.. and none are mezzable.  Maybe further in the event script there may be mezzable mobs, but so far none have been mezzable. just fyi

Furro

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #5 on: May 04, 2013, 08:20:16 PM »
I have tried mezzing on just about every mob type in this event.. and none are mezzable.  Maybe further in the event script there may be mezzable mobs, but so far none have been mezzable. just fyi

Good to know.  Replying so you know I've read your comment.  Thanks Pagus!


Furro

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #6 on: May 04, 2013, 08:21:38 PM »
 
Event Adjusts

Good attempt last night, reaching the Skeleton Marnek form for the first time.   Outlined below are a few adjusts to polish our strategy going forward.


Sacrifice NPCs (during Skeleton Form Marnek)

During this form, Marnek LIFETAPS three non-aggro LIVING SACRIFICES in the center of the room.  The lifetaps increase the longer he remains in skeleton form.  If it kills a Living Sacrifice, it gains an AE (mana/endurance drain + blind), that comes into play during Human form.

With the Skeleton form last night, the Sacrifices came into play.  Only ONE sacrifice appears to take damage at any given time.

PREP Adjusts:
  • BUFF the Sacrifices
  • Raid NPC Mark each Sacrifice for heal monitoring by all via ETW show raid marks 1, 2, 3

* Warning:  If any sacrifice dies, we will wipe to the resulting penalty AEs.


Scorching Bones & Necrotic Roots

Preface: Healers cannot remove the root in a single cast.  Keep this in mind as you read further.


Everyone - IF hit by Necrotic Roots (DoT + ROOT) - Ask for "CURSE CURE Please" in group.  Make a hotkey ahead of time please.  Cleric, Druids, Shaman, Rangers, Paladins, all react and use your cures to remove it.  A single cast from Cleric or Druid will not remove it.  Each group will have at least TWO available curers.


Emphasis above on the DoT + ROOT situation.  It's important that you do not ask for a cure unless you are afflicted by BOTH DOTS.  Ie, you have Scorching Bones AND Necrotic Roots on, and the root obviously prevents you from running to the south pool to cure yourself of Scorching Bones. 

To take this one step further, we'll layer in BARDS to help with single target cures for ONLY PLAYERS affected by BOTH DOTS.  We'll do this via /tell hotkey.   Depending on our bard situation, I'll assign groups to each bard and those players adjust your hotkey /tell to reflect the assignment.

Be aware, since our raid setup changes, the availability of bards does as well.  In these situations, we'll add additional curers either an extra healer by assignment or other class (Ranger/Paladin).

The root DMG portion does impact our raid.  You can clearly see this in the logs how much personal damage you take from it.  We'll compensate in this area with Paladin splashes, auxiliary healers (Rangers), and Clerics continue your twin splashing and maintain Group HoT/Heal + IoG.

Adjusts:
  • Each player hotkey /tell curer (Bard/Classx) by assignment ONLY if afflicted by BOTH DOTS.
  • Paladins continue Splashes to cover Root/DoT damage and heal party/etw MT/add tanks.
  • Rangers, you'll continue to be spread out in groups to act as auxiliary healers in addition to your DPS roles


Corpse Collector Adds

As many of you with us have seen, a single Corpse Collector add can wreck us in short order, as the death mechanic quickly diverts attention rez; which brings the situation to a head in short order.

Adjusts:
  • Paladins, continue on REZ duty in addition to your healing roles.  This worked out well last night.
  • Paladins, use cycle nearest corpse keybinding please (ask in channel how to setup if not sure).
  • In event we get a Corpse Collector, BOTH MAs are to converge and all DPS burn it down.


Marnek Skeleton Form Trigger

Brenlaven noticed the form change emote:

Marnek enters the realm of the dead, shielding himself from attacks from the living.

I'll add this as a supplemental trigger for now.  It'll be mainly helpful for the Shroud team, but additionally for MTO to get off Marnek, and Healers knowing that MTO is not in an active tanking role during this form and can divert more healing efforts to the add tanks and overall raid.

Adjust the trigger to suit your needs; there's no sound association, just a text pop up.

Trigger Addon: rof-chapterhouse-marnek-form-change.gtt



« Last Edit: May 04, 2013, 08:25:48 PM by Furro »

mistatk

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #7 on: May 05, 2013, 12:50:48 PM »
[Fri Apr 26 23:14:48 2013]  begins to cast a spell. <Moving Mountains>
[Fri Apr 26 23:14:48 2013] A skeleton is drawn by force.
[Fri Apr 26 23:14:48 2013] You die.  You have taken 1295000 points of damage.
[Fri Apr 26 23:14:48 2013] You have been knocked unconscious!
[Fri Apr 26 23:14:48 2013] You have been slain by a skeleton!

[Sat May 04 22:53:11 2013]  <Lure of the Siren's Song>
[Sat May 04 22:53:11 2013] A skeleton is attracted to the haunting song.
[Sat May 04 22:53:11 2013] Marnek Jaull is attracted to the haunting song.
[Sat May 04 22:53:11 2013] a skeleton says 'You will not evade me Mistatk!'
[Sat May 04 22:53:12 2013] You die.  You have taken 1290000 points of damage.

[Sat May 04 23:44:03 2013] You die.  You have taken 1300000 points of damage.
[Sat May 04 23:44:03 2013] You have been knocked unconscious!
[Sat May 04 23:44:03 2013] You have been slain by a skeleton!

Not saying those spells alone caused, but here is some stuff people can look in there logs for to see if they are triggering DT mechanic on MT when peeling off skeletons.


mistatk

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #8 on: May 05, 2013, 12:55:18 PM »
Edit: both those spells also have
1: Pull target towards caster (6)

maybe something with spells that have that particular effect, not sure what all classes have similar.

Furro

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #9 on: May 05, 2013, 04:00:23 PM »
[Fri Apr 26 23:14:48 2013]  begins to cast a spell. <Moving Mountains>
[Fri Apr 26 23:14:48 2013] A skeleton is drawn by force.
[Fri Apr 26 23:14:48 2013] You die.  You have taken 1295000 points of damage.
[Fri Apr 26 23:14:48 2013] You have been knocked unconscious!
[Fri Apr 26 23:14:48 2013] You have been slain by a skeleton!

[Sat May 04 22:53:11 2013]  <Lure of the Siren's Song>
[Sat May 04 22:53:11 2013] A skeleton is attracted to the haunting song.
[Sat May 04 22:53:11 2013] Marnek Jaull is attracted to the haunting song.
[Sat May 04 22:53:11 2013] a skeleton says 'You will not evade me Mistatk!'
[Sat May 04 22:53:12 2013] You die.  You have taken 1290000 points of damage.

[Sat May 04 23:44:03 2013] You die.  You have taken 1300000 points of damage.
[Sat May 04 23:44:03 2013] You have been knocked unconscious!
[Sat May 04 23:44:03 2013] You have been slain by a skeleton!

Not saying those spells alone caused, but here is some stuff people can look in there logs for to see if they are triggering DT mechanic on MT when peeling off skeletons.

Assuming your log excerpts above are unaltered, then it's a hidden entity casting the spells, and tied to the perceived anti-kite mechanic for skeletons.

When I say unaltered above, I'm stating that you didn't remove caster names associated with <Moving Mountains> and <Lure of the Siren's Song>.  Because that would change the discussion, and reveal players casting those abilities. 

From my log parses, I came up with none of the above casts.  But that doesn't mean they didn't happen, just that I wasn't in range of the message(s).  As an MT, you're near both Marnek and Skeletons as they spawn.




rattman

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #10 on: May 05, 2013, 04:39:39 PM »
Well, i do know that lure of the siren is a bard song......I was not casting it, so I did not see that message.  I was thinking about using that or sonic displacement on the corpse draggers to see if we could get a little more time to stop the animated corpse.

Furro

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #11 on: May 05, 2013, 05:07:24 PM »
Well, i do know that lure of the siren is a bard song......I was not casting it, so I did not see that message.  I was thinking about using that or sonic displacement on the corpse draggers to see if we could get a little more time to stop the animated corpse.

Aye, Lure is bard.  Moving Mountains is Monk. 

I'm skeptical you'd be able to land any spells on the corpse draggers.

It's important we address how initial death occurs.  For example, if a skeleton add pop isn't picked up fast enough and kills a healer or someone other than a tank.  From there, it can spiral out of control quickly with multiple deaths.

Like most death/add mechanics, the penalty is harsh.  This is equally so, due to the hard hitting nature of Animated Corpse adds.  As we all know, handling a single AC during skeleton Marnek form is extremely difficult to recover from because of the time issue with sacrifices.  It's no picnic in live Marnek form either of course, but given the two, the worst time for us to get an AC add is the former as opposed to the latter.

Overall, we're improving our handling of AC adds.  But as mentioned above, we must be vigilant in prevention from it occurring in the first place.

For our short time on the event, we're making good progress.  Last nights' run Marnek to 55% was our best run to date.


mistatk

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #12 on: May 05, 2013, 06:55:03 PM »
Sorry, I did edit.  I removed the name of the caster, didn't wanna single anyone out.

Furro

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #13 on: May 05, 2013, 07:50:26 PM »
Sorry, I did edit.  I removed the name of the caster, didn't wanna single anyone out.

No biggie including names, we're all adults here.  It's important we know who's doing something that's potentially causing an issue, so that we can let them know and prevent the undesirable mechanic from happening.

In my previous posts, I only replied to the instance of HA by SK, and not Monk/Bard variations.  So it's not like someone was doing it on purpose, but most likely they just didn't realize we were talking about the same thing.



Posting here for clarity:

Event Adjusts

Shadownknights, Monks, Bards:

Please avoid the following draw/pull type abilities/spell lines against Marnek or Skeleton adds during this event:
   
ShadowknightHate's Attraction
MonkMoving Mountains
BardLure of the Siren's Song

Usage of any of the above lines is causing a DT effect towards the MT and/or caster.

Edit: Animated Corpses do not seem to be affected by the aforementioned spell/ability lines
« Last Edit: May 09, 2013, 01:04:33 AM by Furro »

Evilash

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #14 on: May 07, 2013, 01:55:24 AM »
EDIT- Looks like the anti HA mechanic is working on the corpses too, not sure how I survived last week
« Last Edit: May 10, 2013, 04:22:43 AM by Evilash »