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Messages - Maglor

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31
Upcoming Events & Strategy / Re: HoF - Epicenter - An End to Fear
« on: September 07, 2013, 04:20:05 AM »
Ok.  I noticed a few things.

First -- the coccoons are like Kremlin onion dome tops on top of thin trunks.  They spawn in different locations depending on the adds spawning.  I noticed that they spawned in groups of 3-4 always close together at one time and when they break at the top, the mobs spawn.  The earlier ones (nascent, hatchlings) spawn along the walls in the room, but by the time we get to the skeletons (bonepile) they are spawning inside, or at least close to, the ring of the 7 crystals.

Second -- as is known the seven crystals are seven different colors.  Anguish is white, Terror is black, Madness is red, Misery is blue, Dread is green, Anxiety is aqua and Fright is yellow.  What I noticed is that when the crystal is broken a large dim aura radiates from the ground around where the crystal is, and the aura (or glow) is the same color as the crystal that was broken.  That said, the black blends right into the ground and is almost impossible to see, whereas the white does not produce much of a contrast and is almost as hard.  The other 5 are much more noticable.

For this reason, I strongly recommend that we do the crystals starting with Terror (black) the aura of which is the hardest to see when the crystal is broken.  Then proceed to the one that I think is the second hardest to see, Angush (white).  This is counterclockwise, opposite the direction we have been going, but I think it will make it easier.  We can actually let the fearspawns destroy the crystals for us -- just got to make sure they do not absorb the essence of the crystal before the one we want to absorb it does so.  In fact, while our desired fearspawn is absorbing Terror we can let the others destroy Anguish, then when our fearspawn is destroying Anguish we can let the fearspawns destroy Fright (yellow).  This is just my idea, of course, but it could allow us to control the spawns a bit better.  Even call it out ahead of time in the raid.

32
Upcoming Events & Strategy / Re: HoF - Epicenter - An End to Fear
« on: September 06, 2013, 03:35:16 AM »
All I know is that the skeleton adds did not summon, though I could ae agro them then kite them -- i was a bit faster than they were  (Had to, they all ganged up and destroyed the crystal I was guarding, so I ganked them before they could absorb the essence of madness.).  The special mob that was absorbing the essences summoned, however, as did Xaric.

33
Upcoming Events & Strategy / Re: HoF - Rebirth - Memories of the Faceless
« on: September 01, 2013, 05:04:40 AM »
I noticed that the named mobs we are trying to mez and not kill are also mobs who start out alive, around the four spires, and aiding us.  As they die, they become enemies of ours.  It seems to me that when they are ours they get major agro from our mobs.  It might be a good idea to see if we can heal them, that way we might be able to keep them alive longer, helping us, and not fighting us.

I know this because I finally noticed an NPC I know tanking one of our mobs -- The same name that had been a mob so often against us.  And yes, the NPC's health was getting lower and lower, even with a number of us whaling on the mob and tanks trying to get agro.  The mob noticed the NPC and only the NPC.

34
Ok.  SW known spawns, at least through the first 3 rounds.

1st round -- 2 gargoyles, red.  Hit hard.  Nothing much else.

2nd round -- 3 wraiths (nettlings).  These seem to hit harder than the gargoyles, and as you posted they drain stamina -- hard.  I know both DV and I had lost our stamina before one netling was down.  Makes it harder to tank -- even paladins.

3rd round -- 3 mephits.  Nothing special about them.

4th round -- 2 gargoyles, red.  2 wraiths (nettlings).

5th Round - 2 wraiths (nettlings).  1 Mephit.

Dunno about other tactics, but SW success definitely hinges on getting rid of all of a spawn before the next wave spawns.  If done fast enough, many can regain a bit of stamina, which can be useful.  I know we can do this.

Why is nobody else posting what spawns at the other 3 spots?  We need this info.

35
Upcoming Events & Strategy / Re: HoF - Threshold - Glimpse, the Unseen
« on: August 16, 2013, 04:07:58 AM »
On the first part, I noticed something about the adds.  It seems to me that we can get Glimpse down to 95% health no sweat, but after that there is a chance for an add each percentage point.  First attempt we got Glimpse down to 92% health but then had 1 add each health % we took him down for about 4 - 5 adds.  Second attempt the adds started at 94%.  And there is no set periodicity to them, sometimes the adds spawned during odd healths, sometimes even.  I think it is entirely random, but never more than 1 add per % of health.

36
Upcoming Events & Strategy / Re: RoF - Shadow - Dispelling the Shadows
« on: August 03, 2013, 10:02:51 PM »
Ok.  I noticed a few things on the three attempts we did and I thought I would share them with you.

First off, as you can see the 8 globes that spawn around Luclin when she is at about 70%.  4 are white and 4 black, in approximately the pattern on the picture.  Yea, we can spawn adds if we attack them directly, but it looks like we have solved that problem.  But there are three things I want you to know.

First, the two major adds, the boss of light and the boss of darkness.  When all 8 orbs are white (light) the boss of light spawn at the SOUTH door and moves northward (white arrow) till it reaches Luclin.  I know this because I saw the spawn and watched the progression of the movement.  I did not see the boss of darkness spawn, but from where he was fought, I can assume that he came from the north (black arrow).

Second, the moons on the doors.  I know that people are not looking at this yet, but I want people to know because I suspect it will become critical.  When the event starts, the moon on the south door is a very pale grey while the moon on the north door is a darker grey, the east and west moons are half and half with the darker half facing the north and the lighter half facing the south in both cases.  When the boss of light spawns, the moon on the south door BRIGHTENS, becoming a pale blue that is quite bright.  When the boss of dark spawns, the moon on the north DARKENS, becoming very black.

Third, the spells that are killing us.  I did a splash and removed two debufs that are found in the short spell window.  I suspect that these are what is killing us.  Yes, pally splash removes them.  Strongly advise that we use pally splash liberally during this event.

Now, this is my own thinking, but I think that later on, making the four north moons dark and the four south moons light will play a role in the event.  I do not know what, but I am looking at the east and west doors which have not yet brightened or darkened yet.

37
Ok.  Found out that the tigers are NOT stunable.  Plus they hit hard.  Think we need to kill most, if not all.  Hopefully tigers do not respawn unless there is a failure (another reason to not fail the triggers), if so, we can kill them fast then focus on boss.

38
Oh, forgot.  All the slaves come through the door.  I bet so do the tigers.

39
Ok.  A few things.

1) The first slave drops agro like a rock when she is ready to run.  I know you like to pull everyone off before the first slave makes a choice, but maybe not need to.

2) Slaves are stunable.  I think good idea is to have a bard and pally duo the mezzed slave -- that way the slave will not agro the bard and the pally can keep agro allowing the bard to mez the slave.  Tis what I did with a bard (forget name) on the attempt we succeeded in getting to Kilsev.

3) During Kilsev there are a number of bags that drop.  They cause a nasty dot.  This dot is cureable. Not certain what it is, but it is not corruption.  Pally Splash AND Reverent Purity cures it.

40
Even there, people were staying on the soul stealers while goblins and minotaurs were wiping us.  Yea, the soul stealers harm us big time by debuffing us, but nothing that a good haste from a chanter or shammy cannot fix.  Thing is, soul stealers do not kill us.  Goblins and Minotaurs do.

And staying on Xorbb when Blackbird called the pullback -- unconscionable.

This is an event where execution is key -- specially if we have a lot of boxes like we seem to have right now.

41
Ok.  I have been noticing a lot of people hanging onto certain mobs when the call was for them to go to other mobs.  Sometimes half the raid has been staying on soulstealers when the goblins and minos are attacking and I have seen people staying on Xorbb when the call is going out to stop dpsing him.  Also, a few kept getting charmed by Xorbb.  Yea, I have got hit once or twice but really now, avoiding that charm is simplicity in itself.  Espcially when we are getting close to the end with all the adds, we have to avoid that charm.

Furro can't do it all himself.  We are here to get this job done and make it happen.  But if we keep being sloppy like this, it ain't happening.

42
Just an fyi.  I have been noticing people, casters mainly, standing on the wall.  I suspect this could be a key reason why we are wiping.

43
Hate to say this, but Splash shows no evidence of working on Turo's Smogscreen.  Just have to heal through it and endure.

44
Far as I am concerned, all you need is to know the colors of Velishan and what they mean.  Know that, Velishan is easy.

45
A few points.  Lelro and Lelri swing wildly if they are too far apart.  They need to be kept only so far apart, like in the Brell Serilis raid.  And when Zurel is up, the 4 elite soldiers do absolutely NO melee damage.  It is all non-melee, each hit for over 20K damage.

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