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Messages - Zaknaffein

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46
Quote from: Furro
Charm works providing a) mob debuffed properly b) same mob charmed when broken c) mob isn't taken from an OT and/or the current royal being killed.  If one or more occurs, it's a CF.  As soon as we have an errant royal on another OT and/or Bayle MT, it's a CF and we end up losing one or the other or both.

Yes in theory if it's properly de-buffed and charm lasts the full duration but even then it will still break, we will still have royals re-spawning from the need to continually have to kill royals. I don't know what's confusing the tanks or the CC teams but it isn't getting handled amid the confusion/chaos with this method. Every single attempt so far royals and fallen end up on the Bayle tank. I would be curious to see how rooting would work.

Quote from: Furro
We can OT all 8 Royals.  But it's entirely not the point here.  We can't tailor a strategy around having 13 Tanks in the raid.  We don't always have that many.  This is why you see things like our hybrids tanking the minibosses.  By the same token, we don't always have a form of charming, however it's more flexible and utilizes less resources (tanks/healing).  It's all about resources.  Bards, Enchanters, Necros can charm.  Rangers and Druids can Root.  We always have those classes, we don't always have the ability to OT 8x royals + 2x fallen + Boss and the potential for 2x extra fallen in the event of bad timing.  This is where I'm getting my 13 tank number from by the way.  3x tanks for Bayle, 2x for fallen, 8x for royals (with the OT royal technique).

Freelance raids are stacked with tanks. Most raiding guilds don't come close to what we average for tanks. Even with the recent lowered numbers for raids we still manage to get at least 10 tanks. Now of course we aren't going to always get the amount of desired classes for a given raid wether it's a tank/healing heavy raid, or a DPS requirement, you know that you work with what you got. Ideally we would want 6 warriors at least, 2 per mini boss,  4 on bayle for Def rotation, and two for the fallen adds. Reason I suggested 4 tanks for the fallen spawns is we always end up getting the %adds to spawn while the timed adds are up, or vice versa. If we can better control our dps then only two are needed(hell only one really with Defensive if they die fast enough like they should be) If we have less than that you can stretch out the warriors on the minis, we almost always end up tanking them w/out Defensive on anyways so you could even just do a two man tank rotation for them if we are that low on tanks. Even with a 3 warrior rotation there will still be a 1:30 min gap between Defensive refresh at the end of the cycle.  As for amounts needed to OT 8 royals, how difficult would it be for a SK to OT 2x Royals at a time? I have no idea how much healing is required down there/how tough they are so I am curious if we really need 8 tanks, one for each royal.

Quote from: Furro
Cycling royals to get the ones we want was done a couple months ago.  It takes too long because we're playing the RNG game, whereby it's 25% odds to get the mob we want.  We can be there a long ass time cycling mobs having to OT them all in the meantime OT'ing Bayle.  The longer we delay the greater the risk to losing someone.

I remember doing this. I think part of the problem was nobody really knew what we were doing so most were probably twiddling thier thumbs. Time to bleed de-buff is the bane of my existence in this raid. If I don't have multiple royals guards and some fallen beating on me, then the only other reason I die is because of this de-buff. I'd almost suggest that tanks Swap if they get it while tanking a mini boss or Bayle. Obviously if we get screwed and have 4+ spawn at 50% then ya we wouldn't want to mess around having to kill each one and hope it doesn't respawn again as a myrmodin. But if we get one or two, it may be worthwhile to kill them. As for the kiting, that's more of a play it by ear, IE. if you are below and aren't snared, or aren't tanking an evoker, then you could get away with kiting perhaps. Though if you do have it all the time then obviously won't work so great, I just know the only time I get snared is on the innitial spawns if it's a scout will I be snared up top.

As far as the fallen go, we make this more difficult then it needs to be really. If we can manage to not get both spawns up at the same time, be able to snipe them quickly (warriors just stand in between the two spawn locations, depending on which set is about to spawn, and pop Stormwheel the moment you see them move, or you can even pre target them if that's better/easier for you. Whatever gets the job done really) and kill them fast enough like we should be able to do it really shouldn't be too difficult. The only problem arises with the fallen is basically the luck factor on when/if an Advisor spawns.

I tried to find the map for that room but couldn't find it. But Mild did! and posted the exact locations for the spawns. Always was the brains behind creatively making write-ups with images ~ I never was good with that. Just have warrior(s) settup shop between the two red dots, depending on which spawns are due, and agro them/Pull to the middle to burn/kill. She also has the triggers for the timed Fallen there too which I highly recommend tanks use.

As far as group makeups: I know we won't always have these available, but ideal tank group makeups

Bayle/Captain tank group:
Warrior
Warrior
Warrior
Cleric
Cleric
Pally
-Something-

AM and HP/Fallen Warrior tank groups x2:
Warrior
Warrior
Cleric
Druid
Pally
-Something-

Royal OT groups x2(or Various combination if 1sk per royal of multiple groups, or just lump 4xsk and healers into 2 groups!)
Cleric
druid
SK
SK
Chanter
-Something-

Bards: I'd rather have them with DPS groups for this raid than with tank groups/cc groups.

47
The problem with charming is partly due to the nature of charm itself. It is unreliable in the sense it can randomly break before the full duration of charm wears off, then add in the penalties for using charm on this event which further compounds the problems with using charm and our usual raid setup (lack of un-boxxed enchanters and bards). So we have mobs that are randomly going to be loose, and the first things they agro will either be the bayle tanks, or other add tanks. Because we are charming the myrmodins, that means time to bleed debuff is being put on multiple tanks and the bayle MT, which is one of the worst things to have happen for this event. Continually having to deal with respawns of royals running loose and the charm breaks doing the same usually ends up causing more trouble then what the benefits of have a charmed pet gives us on this event. Also by not having to kill off royals continually we don't have multiple assists going off at the same time adding to chaos/confusion, and can then focus our dps more easily on the fallen when they start to spawn.

The only reason I die on this event is because I get time to bleed debuff, or the royal respawns/charm breaks and the Fallen spawns add on the Bayle tank and aren't picked off fast enough/ever.
By not charming we can at least take one of those problems out of the equation.

We can take it further even by choosing what royals we want to be off tanked or kited by killing off what we don't want. I suggest we kill off any myrmodins that spawn at 50% until none are up. The myrmodins and scouts put out the most DPS and the vicars/evokers the least from the parses I ran during our first few runs at this when I tanked them. For the tanks off-tanking the evokers you can set up the enchanters to Rune/Spray/Aleander them continually to help offset the spell damage intake. Depending on how many scouts we get, we could do a bit of a kite on the mobs too when tanks aren't snared down below, not reliable depending on what spawns though, IE if we get a bunch of evokers we don't want to kite those. I also suggest that at a certain %, that off-tanks start to dps thier mobs down so when we are set to kill all of the royals it will take that much less time to do so. Also I would minimize the use of paladins as off-tanks if possible so they can focus more on just Splashing and healing. We should be able to use all SK's for royals with our army of them. We could test out having one SK tank two royals each. By minimizing the damage spread on 8 different tanks, localizing it to half of that should help healers to focus more instead of being spread too thin.

For the Fallen adds, I would suggest that we do the Following:

  • Assign 4 tanks to them, Two tanks for the % adds, and two for the Timed adds.
  • Make audio/timer triggers for the Timed adds.
  • Warriors use Stormwheel blade THE MOMENT the Fallen go live. There is a short delay from when they spawn until they go live, so don't blow your load before they activate and go live.
  • Once you have the fallen as your target, use Warlords grasp to move them to a Designated corner for the raid to kill them. ( If you keep your target empty when you hit stormwheel, the fallen should instantly pop up as your target after you hit stormwheel making it a bit easier/faster to then pop them with warlords grasp)
  • Tanks set up in designated locations at 25% to maximize the effectiveness of useing stormwheel as your means to agro on spawn. Near the NE and SE corners of the room.

  • Bayle tanked in the SW corner.
  • Raid set up in the NW corner.
  • One set of fallen adds spawn location is in the NE corner next to the stained glass window (the first set always spawns here, these may be the % spawn location)
  • another fallen spawn location is SE corner, next to the stained glass window (these may be the timed spawn location)
  • another fallen spawn location is next to the one mentioned above in the SE corner, behind the Chair. (These may be the timed spawn location)
  • I have not seen any fallen spawn on the west side of the room, only in the NE and SE areas.
  • Suggest the middle of the room as the kill spot.
  • Tanks can position themselves halfway between the spawn locations and the middle of the room on the east side, then drag them to the middle once agroed.

48
Upcoming Events & Strategy / Re: CoTF - Argin-Hiz - Burn Out
« on: July 23, 2014, 01:52:06 PM »
The strategist in me is curious to see if the mass kite and kill method would work, but if it does not then here is a tactical suggestion for the imp stage.


  • Before the start of the Second stage, move the last mob in stage 1 to the raid spot.
  • Invis and stay at the raid spot when last mob in stage 1 dies, this will ensure you won't die when imps spawn but isn't necessary
  • Councilor Murant shouts 'I call to you, Solusek Ro! Send us your assistance! Help us repel these invaders!' - Make a trigger for this to say IMPS SPAWNING!

Make 3 groups, 2 CC groups and 1 Tank/Positioning group:

CC groupx2:
Enchanter
Ranger
Ranger
Bard
Druid
Shadowknight

Tank/Postioning Group:
Warrior
Warrior
Warrior
Bard
Cleric
Cleric

When the imps spawn:

Warriors make the following hotkey "AE IMP AGRO": - This hotkey will Agro everything from anywhere with out needing to do anything at all except hit this key. Fortitude last 24 seconds with BP mod(+0-6 seconds depending on the server tick)
Line 1: /Pause 2, /disc fortitude
Line 2: /alt activate 688 - Rage of the Forsaken
Line 3: /alt activate 132 - Enahnced Area Effect Taunt
Line 4: /disc Wade in to Battle rk. III - Wade into battle
Line 5: -empty-

  • Warrior1 hits thier "AE IMP AGRO" hot-key THE SECOND Imps spawn(Trigger will yell at you when this happens if you made one) and move to CC 1 Location.
  • When Warrior1 is at "CC1" Location, CC team 1 Enchanter will cast thier AE mez. NO ae snares, NO ae root yet ONLY ae mez from the Enchanter.
  • When "CC1" location imps are mezzed, Chanter will communicate such (or the warrior can creep backwards slowly until they notice a pile of imps not moving.) Warrior1 will then move the rest of the pile to "CC2" Location.
  • Warrior2 will then hit thier 'AE IMP AGRO" hotkey when imp pile is at "CC2" Location. When Warrior2 has Agro, Warrior1 will fade. CC team 2 Enchanter will then AE mez the Pile. NO ae snares, NO ae root yet ONLY ae mez from the Enchanter.
  • When the main imp pile is at "CC2" Location, CC team 1 rangers will ae snare thier mezzed mobs, SK will AE agro thier Pile, Bard will use Lure of the sirens song on thier pile to gather them all in tight in the corner. (If Lure of siren song range is too large and pulls mobs from the main imp pile, or from CC1 location, scrap this tactic)
  • When "CC2" Location imps are mezzed, Chanter will communicate such (or the warrior can creep backwards slowly until they notice a pile of imps not moving.) Warrior2 will then move the rest of the pile to "Tank" Location.
  • At this point there should only be 2 imps left un-mezzed from the original pile at the Tank Location. Warrior3 will take agro on these (DO NOT use any ae agro abilities like Rage of forsaken or wade into battle or ae taunt/stormwheel,  just use single target hate discs like undivided or warlords grasp or ageless enmity to pull off of Warrior2) and DRY TANK with Defensive and Flash. Warrior2 will fade after warrior3 has agro. Raid Assists and starts to kill.
  • When remaining two imps are at "Tank" Location, CC team 2 rangers will ae snare thier mezzed mobs, SK will AE agro thier Pile, Bard will use Lure of the sirens song on thier pile to gather them all in tight in the corner. (If Lure of siren song range is too large and pulls mobs from the main imp pile, or from CC2 location, scrap this tactic)
  • When the First imp dies, 2 mezzed imps will break free. CC teams 1 and 2 SK's will HA any mez/root breaks back to thier pile. Use deflection if needed until mezzers can re-mez(Assuming imps that break mez from imp deaths can be re-mezzed)
  • Raid Kills the second imp at Tank location.
  • As the first 4 imps are killed, Bards will use Dirge of the sleepwalker(AA mez) on the 4x Inactive imps that go active as the first 4 imps are killed.
  • Warrior3 will then find the 4x Innactive imps that went active and raid will assist them and kill ( bards can send the warrior a tell to assist them on thier mob to make it easier to find)
    After those 4 are dead, Pull from a mezzed pile and raid kills 1 at a time.


  • Warrio1 and Warrior2, Use flash when fortitude drops if extra time is needed, just keep the imp pile in front of you when you do this. Have Warrior2 hit his"AE IMP AGRO" key BEFORE Warrior1 Fortitude/Flash time is up.
  • Make a Backup CC team if needed/enough of the right classes to help Bards with the mez break/Innactive imps going active
  • Treat this stage as a raid unto itself. No need to save warriors fortitude for later stages.
  • Warriors are better equiped to do the ae agro/moving imp pile than SK. Fortitude is avoid any dmg from ANY direction, and the recent AA/Discs we recieved are absolutley insane AE agro.
  • Warriors warlords grasp AA can move the imps from the mez piles and agro lock on them w/out mez break from a distance.
  • If two Warriors are not enough to get from CC1 Location to Tank location, use a third Warrior to use the AE imp agro key.
  • Warriors who used fortitude, put them at the end of tank rotations in Stage 4. Fort refresh is 22min
  • SK's use the smallest range AE hate abilities to cut down on cross agroing other imp piles
  • If inactive imps can be targeted with the /target command then bards assigned make following targets: a_tiny_avatar_of_ro15 through 19 to mez.
  • If more than 14 imps on initial spawn, make tank location into CC3 location. make another CC group for that location. Make the raid location the tank location as well and have warrior3 use the ae imp agro key at CC3 location and drag the remaining imps to tank/raid location to kill.
  • Make adjustments as needed.

Warriors may find some of the GTT triggers I put on the thread I made Here useful.

49
Warrior / Warrior Hotkeys
« on: June 20, 2014, 09:34:49 PM »
Most warriors these days can agree that the class, like most other classes, have an abundance of activated AA and discs we have at our disposal. Creating hot-keys to utilize all of our classes ability to the best  is almost a must now more than ever, though some may still disagree and prefer to use each disc and activated AA on it's own key and while there are some abilities that warrant this the majority are better used in conjuncture with other abilities. There is no wrong or right way in how one plays the class for the most part, as a lot can be argued or left to interpretation on play styles and what works best and most efficiently in different circumstances. The hot-keys I have made from testing and research and from the advice from other warriors has made my play easier and more efficient. I always am interested in strategy and how other warriors arrange hot-keys and welcome feedback on ways to improve on what I have made.

The main keyboard #'s 1-12 are as follows:

1. Get it - This is the main agro one I use on every mob I tank. It is usually the first key I hit, unless I pop Flash of Anger or am the first tank in the lineup, then I'll use Fortitude and Unbroken attention before using this key.
  -This key is linked with another hot-bar page's key with Taunt, so the first thing that fires is taunt then the rest fires after.-
    Line 1: /pause 4, /alt activate 688 - Rage of the Forsaken
    Line 2: /pause 4, /disc Cyclone Roar Rk. III - Cyclone Roar
    Line 3: /pause 4, /disc Tormenting Shout Rk. III - Tormenting Shout
    Line 4: /pause 4, /disc Phantom Aggressor Rk. III - Phantom Aggressor
    Line 5: /pause 4, /disc Roar of Challenge Rk. II - Roar of Challenge

2. Self Buffs - This key is filled with self and group buffs. If you plan to use Wade in to Battle then hit that before hitting this key as Determined Reprisal shares the same timer.
    Line 1: /alt activate 2011 - Imperator's Command - Will use Imperator's Charge instead depending on what buffs I currently have. Command will not stack with a Paladins Group Armor of the Inquisitor etc.
    Line 2: /alt activate 606 - Mark of the Mage Hunter
    Line 3: /disc Determined Reprisal Rk. III - Determined Reprisal
    Line 4: /disc Field Protector Rk. III - Field Protector
    Line 5: /disc Pain doesn't Hurt rk. III - Pain Doesn't Hurt

3. Rawr - This is my mash key. I use this on every mob I am attacking, and frequently due to the nature of refresh timers on what I have in it.
  -The key 3 is linked with another hot-bar page. When I press 3 the first thing that will fire is Cyclone Roar, then Bash and the following discs will fire and then the AA in the hotkey will fire in order:
  -The Disc Cyclone Roar is linked as well.-
  -The ability Bash is linked.-
  -The disc Throat Jab is linked as well.-
  -The disc Insult is linked as well.-
  -The disc Shield Topple is linked as well.-
  -The disc Roar of Challenge is linked as well.-
  -The disc Tormenting Shout is linked as well.-
  *The actual hotkey itself then looks like this and will fire after the previous mentioned discs fire*
    Line 1: /pause 1, /alt activate 691 - War Stomp
    Line 2: /pause 1, /alt activate 3732 - Gut Punch
    Line 3: /pause 1, /alt activate 801 - Knee Strike
    Line 4: /pause 1, /alt activate 15073 - Banestrike
    Line 5: /alt activate 552 - Call of Challenge

4. Tank me - My defensive key. Used when tanking named or multiple mobs. Will usually hit this key while Flash is on.
    Line 1: /pause 2, /disc Last Stand Discipline Rk. III - Last Stand
    Line 2: /pause 2, /alt activate 130 - Resplendent Glory
    Line 3: /pause 2, /alt activate 1686 - Brace for Impact
    Line 4: /pause 2, /alt activate 967 - Blade Guardian
    Line 5: /disc warrior's bulwark rk. III - Warrior's Bulwark

5. Def Down - Used when Defensive is down or when I need a little extra boost but need to save Defensive. *Be Sure to hit your Shield stance hotkey after defensive is down and you are still tanking
-The key 5 is linked to another hot-bar page. When I press 5 the following Discs will fire in order followed by what I have in the hotkey itself:
    -The Disc Dichotomic Shielding is linked.
    -The Disc Pain Doesn't Hurt is Linked.
    -The Disc Wade In To Battle is linked.
    -The Disc Stout Defense is linked.
    -The Disc Field Protector is linked.
    -The Hotkey itself looks like this and will fire along with the above discs-
    Line 1: /pause 2, /alt activate 2011 - Imperator's Command
    Line 2: /pause 2, /alt activate 734 - Hold the Line
    Line 3: /pause 2, /alt activate 1402 - Third Spire of the Warlord
    Line 4: /disc Field Protector Rk. III - Field Protector
    Line 5: /useitem 24 6 - Necromantic Dragon Bone

6. Agro Now - I use this key primarily on tank switches when I'm up after I pop Fortitude. Will use this as needed to establish more agro on events that mem blur or FD or on Burn fights.
    Line 1: /pause 2, /alt activate 912 - Warlord's Fury
    Line 2: /pause 2, /alt activate 10367 - Ageless Enmity
    Line 4: /pause 2, /alt activate 3646 - Blast of Anger
    Line 4: /pause 2, /disc Insult Rk. II - Insult
    Line 5: /timer 3600, /alt activate 10367 - Rage of Rallos Zek

7. Super DPS - This is my dps key when Intensity of the Resolute is up. I will hit this key first in my DPS weave. If Intensity is not up then I use my other order of DPS keys.*Before you start your DPS weaves, be sure to have your 2hander weapon equipped and have hit your 2hand stance hotkey.
    Line 1: /pause 2, /alt activate 7019 - Glyph of the Cataclysm
    Line 2: /pause 2, /alt activate 1401 - Second Spire of the Warlord
    Line 3: /pause 2, /alt activate 800 - Vehement Rage
    Line 4: /pause 2, /alt activate 487 - Intensity of the Resolute
    Line 5: /timer 144000, /disc Mighty Strike Discipline - Mighty Strike

8. DPS 1 - The first Key I use when Intensity is down when I go into dps mode, or the second Key I use when Intensity is up and after Mighty Strike is done. *Before you start your DPS weaves, be sure to have your 2hander weapon equipped and have hit your 2hand stance hotkey.
    Line 1: /pause 2, /alt activate 1401 - Second Spire of the Warlord
    Line 2: /pause 2, /alt activate 800 - Vehement Rage
    Line 3: /disc Brutal Onslaught Discipline Rk. III - Brutal Onslaught
    Line 4: /pause 5, /useitem 24 20 - Highwater Breastplate of Havok
    Line 5: /timer 9000, /alt buy 7019

9. DPS 2 - The second key I use when Intensity is down after Brutal Onslaught is done. *Before you start your DPS weaves, be sure to have your 2hander weapon equipped and have hit your 2hand stance hotkey.
    Line 1: /pause 5, /disc Fellstrike Discipline - Fellstrike
    Line 2: /timer 15000, /alt activate 2007 - Wars Sheol's Heroic Blade
    Line 3: -Empty-
    Line 4: -Empty-
    Line 5: -Empty-

10. AE Agro - I rarely use this key, only on occasions I need to get ae agro or on an event where Ageless is down and I need to get agro and there aren't mezzed mobs nearby.
    Line 1: /disc Wade In to Battle Rk. III - Wade in to Battle
    Line 2: /alt activate 132 - Enhanced Area Taunt
    Line 3: /alt activate 109 - Rampage
    Line 4: /disc Stormstrike Blades Rk. III - Stormstrike Blades
    Line 5: /alt activate 111 - War Cry

11: Endurance Now - Used when I need to fade from combat, or if I need a permanent invis. I also use this if I'm out of endurance and in combat to drop and hit rest. If tanking though and I hit this I need to make sure rest fired, then hit my "Agro Now" key.
    Line 1: /pause 2, /attack off
    Line 2: /pause 8, /alt activate 744 - Howl of the Warlord
    Line 3: /timer 1800, /disc Breather Rk. III - Breather
    Line 4: -Empty-
    Line 5: -Empty-

12. Heal - HP boost abilities along with some self heal abilities. Used when tanking named.
    Line 1: /pause 2, /alt activate 300 - Warlord's Tenacity
    Line 2: /pause 2, /alt activate 911 - Warlord's Resurgence
    Line 3: /pause 5, /useitem 24 23 - Kreljnok's Sword of Eternal Power
    Line 4: /potionbelt activate 4 - Arx Mentis Medicine
    Line 5: /useitem 24 19 - Overflowing Urn of Life



The next set of hot-keys I have are linked to the Num-pad #'s on my keyboard. The majority of these keys are Activated Abilities on their own separate from the macro keys I've made.

1. Tank Clickies - Used after I have just been ressed usually and my other tank keys are currently on cooldown.
    Line 1: /pause 5, /useitem 24 4 - Bloody Orc Signet
    Line 2: /pause 10, /useitem 24 5 - Gladiator's Plate Chestguard of War
    Line 3: /pause 10, /useitem 24 7 - Blood Drinker's Coating
    Line 4: /alt activate 804 - Warlord's Bravery
    Line 5: /useitem 24 15 - Diplomatic Paper's
   

2. Enhanced Area Taunt - Good for getting agro on command if other abilities are down like Ageless and Unbroken, will sometimes use on mezzed mobs before I break.

3. Wade in to Battle - Used when I want to agro multiple mobs with out using mez-breaking abilities and when AE taunt is down.

4. Forceful Attraction - I use this key if I want to move piles of mobs around.
 
5. Warlord's Grasp - Great for tagging pulls or moving a mob. Also I'll use this in groups or raids when/if I lose agro on trash mobs. I love this AA

6: Blast of Anger - Useful on it's own key to get a chunk of agro when needed.

7. "Pet agro" - Used at the start of a fight sometimes to generate more agro after Phantom Aggressor Pet has faded/been killed. Also Used after a blur or on fights that require a lot of agro quickly.
    Line 1: /alt activate 3213 - Projection of Fury
    Line 2: /alt activate 10367 - Ageless Enmity

8. Unflinching Attention - Used When I am first in the tank rotation. This ability does not give you the actual hate generated by the previous tank so once it fades the mob will go back to that person unless you have generated more agro than the previous tank. I have died due to other tanks thinking this is enough to take over tanking on switches. Also useful if I do lose agro though, Pop this then hit my "agro" key or "get it" key.

9. Breather - On it's own for use after getting rezzed.

Offensive - I have this key Linked to G on the keyboard. used after "DPS 1" Key is done while Intensity is active, or when "DPS 2" is done if Intenisty is not up. Be sure you won't have to tank and use defensive. *Before you start your DPS weaves, be sure to have your 2hander weapon equipped and have hit your 2hand stance hotkey.
    Line 1: /pause 2, /alt activate 7019 - Glyph of the Cataclysm
    Line 2: /pause 2, /disc Offensive Discipline Rk. III - Offensive
    Line 3: /pause 2, /disc Strike Through Rk. III - Strike Through
    Line 4: /alt activate 2007 - Wars Sheol's Heroic Blade
    Line 5: /alt buy 7019

* Stormstrike Blades, Fortitude and Flash of Anger I keep in the Combat Window as I use Ctl+the correlating # position in the combat window to use these, so Ctl+2 will fire Stormstrike, Ctl+3 will fire Fortitude and Ctl+4 Flash of Anger. I can rest my left hand on the keyboard and easily palm the Ctrl button and hit the #'s 2, 3, and 4. Stormstrike is a great way to get instant agro on mobs that have just spawned, or mobs that you might not be able to target easily to throw direct agro at it on incoming, you will get the mob on target once you hit it with stormstrike. Use common sense though with using this tactic.

Stance Hot-keys:

Tank:
Line 1: /bandolier activate shield
Line 2: /pause 5
Line 3: /alt activate 687 - Defensive Proficiency
Line 4: /timer 300
Line 5: -Empty-

DPS:
Line 1: /bandolier activate DPS
Line 2: /pause 5
Line 3: /alt activate 685 - Two-Handed Proficiency
Line 4: /timer 300
Line 5: -Empty-


Dual Wield:
Line 1: /bandolier activate Agro
Line 2: /pause 5
Line 3: /alt activate 686 - Dual-Wielding Proficiency
Line 4: /timer 300
Line 5: -Empty-

Personal Tribute and Trophies - I have made two hotkeys to turn on my tribute and then turn it off. The last line in my hotkey to turn tribute on is just a self trigger I have made for which is a timer that yells at me to turn tribute off when the time is up. I also have guild tribute and trophies as well included.

Tribute On
Line 1: /tribute personal on
Line 2: /trophy personal on
Line 3: /tribute guild on
Line 4: /trophy guild on
Line 5: /g 60mintimer

Tribute Off
Line 1: /tribute personal off
Line 2: /trophy personal off
Line 3: /tribute guild off
Line 4: /trophy guild off
Line 5: -Empty-

The Personal Tribute I use are:
Bulwark of Honor Tier 10
Bulwark of Honor II Tier 1
Dance of the Hero Tier 10
Hero's Deftness Tier 10
Symphony of the Rabbit II Tier 2

The Trophies I use are: - In order to use more trophies, you will need to complete the Achievement: Master Scavenger of The Darkened Sea and Achievement Call of the Forsaken Master Scavenger as well as Achievement: Master Scavenger of The Broken Mirror: to unlock the AA: Trophy Collector.
Essence of Talendor Tier 9
Essence of the Fallen Tier 4
Replica of the Qeynos Claymore Tier 1
Golden Helmet of Rallos Zek Tier 1
Trophy of the Landing Tier 1
Trophy of the Seafarer Tier 1
Trophy of Duality Tier 1

With the recent change to clicky items being made into permanent buffs, these keys no longer apply so much unless you get dispelled

Clickies 1
Line 1: /pause 2, /useitem 24 2 - Memento of the Ungod's Suffering
Line 2: /pause 20, /useitem 24 0 - Band of Solidarity
Line 3: /pause 10, /useitem 11 - Arcus Eminus
Line 4: /pause 20, /useitem 24 1 - Chestplate of the Dark Flames
Line 5: /timer 28800, /useitem 24 14 - Gunthak Swabby's Eyepatch

Clickies 2
Line 1: /pause 10, /useitem 24 21 - Bloodmetal Inlaid Gnollish Totem
Line 2: /pause 10, /useitem 24 3 - Violet Conch of the Tempest
Line 3: /pause 10, /useitem 6 - Durable Pauldrons
Line 4: /pause 10, /useitem 1 - Praetor's Ledalus Stud
Line 5: /timer 38400, /useitem 3 - Royal Guardian's Chilling Visor

*GINA triggers for Warrior's. Download them HERE. * Delete your old Version of my warrior triggers before uploading the new ones.

I use different Overlays for timers and Text for my triggers so check them after you download as you may have to change which overlay they go to.

** Up to Date as of 11-26-15


   

50
Freelance Ramblings / Re: Old video of my guild
« on: May 01, 2014, 08:12:34 PM »
Nice video. Is that... Korn?

Now that I think of it, Vishimtar was probably the first raid to need audio triggers (I don't really remember when that function came out). And look what kind of mess we're in now. Thanks Vish!

Depends what guild you were in really and what kind of tech savy members there were in it. We had a member create a program for us just for the OMM emote that would play a .wav file for that one trigger and nothing else. OMM was the first raid that if you missed your emote there was a pretty good chance you would wipe the raid. I don't remember when GTT came out, there was yalp before gampars and maybe other programs but I don't remember off the top of my head. I didn't start using gtt until I think around TSS or SoF as I was cocky enough to think I didn't need some program to watch the emotes for me because I was attentive enough and could react fast enough. When I finally did download and start to use gtt, I berated myself for waiting as long as I had as this was a glorious and fantastical program.

51
Raider Essentials / Re: Tanks & Mitigation Buff
« on: March 29, 2014, 11:36:16 PM »
thx gigtuoka, works well. wonder how hard, useful, it would be to make one for the other mt's, so Im not constantly asking , who has FS up or if current tank is running FS etc, course deaths may throw off that timer.

The three attachments are triggers I've made that track other warrior's Defensive timers and cool-downs. You have to sign in to see and use them. I have a few more oddball triggers that I use for both my warrior and bard if anyone is interested.

Examples: Timer for nttb and an emote that goes off when it refreshes so I can pop it again. Funeral Dirge for the bard to track who hit theirs and when its going and then fades. so on so forth ~

52
Raider Essentials / Re: Tanks & Mitigation Buff
« on: March 29, 2014, 10:12:26 PM »
Spirit Guardian:
    1: Cast: Spirit Renewal if HP Below 50 Percent
    3: Stacking: Delayed Heal Marker (10)
        Spirit Renewal:
                4: Increase Current HP by 22000 per tick (4 ticks)
                5: Cast: Lingering Spirits
                    Lingering Spirits:
                        3: Stacking: Block new spell if slot 3 is 'Delayed Heal Marker' and < 1000



Divine Interposition RK. III:
    1: Divine Intervention with 51963 Heal
    2: Stacking: Block new spell if slot 3 is 'Delayed Heal Marker' and < 7
    3: Stacking: Delayed Heal Marker (7)

The Shaman ability is blocking DI
Code: [Select]
/blockspell add me 30900, 30901, 30902, 38064, 38065, 38066, 40833

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