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General Public => Upcoming Events & Strategy => Topic started by: Furro on July 17, 2014, 11:38:00 PM

Title: CoTF - Argin-Hiz - Burn Out
Post by: Furro on July 17, 2014, 11:38:00 PM
Argin-Hiz - Burn Out
*[07/25/2014] NOTICE: This post has been modified to reflect amendments posted within this thread *


Zone & Instance Info
 
Gather Zone: Argin-Hiz

NPC Name: Vasser Fayeil
NPC Location: Same NPC as mission and tasks inside Argin-Hiz.  Use CTRL-F for Find window or this map (http://www.eqfreelance.net/images/cotf-arginhiz-vasser_fayeil.jpg) for location.

Keyword to Enter: Send


Attuning to Argin-Hiz

In order to use the portal to Argin-Hiz located in Ethernere Tainted West Karana, you must first attune yourself to it.

Go to South Ro to the area just east of the Wizard spires, where you'll see a giant burning tree. Clicking on this will zone you into Argin-Hiz. Just east of the zone-in inside Argin-Hiz is the portal to the Ethernere Tainted West Karana.  That's it, you're now attuned to use the portal in Ethernere to reach Argin-Hiz!


Flag & Key Requirements

Zone Flag: None
Event Key: None
Group Mission: None
Event Flags:  Ethernere - The Doomscale Horde
Ethernere -  The Defense of Lendiniara
Dead Hills - Xulous Prime
Dead Hills - The Legacy of Bayle
Bixie Warfront - Saving Jacyll
Bixie Warfront - Pelzia's Plot
Neriak Fourth Gate - The House of Thex
Neriak Fourth Gate - Hate Rising
 
* Minimum to be Piggy/85'/pushed into raid: Nothing required.



Brief Event Overview & Strategy

Multi-stage event.  Defeating mobs within each stage advances us until completion.


Stage 1 - SIX Keepers of the flames

Six Keeper of the flame mobs attack.


Stage 2 - Avatars of Ro (Imps) & Beam AEs

Once the Keepers are down, 18 avatars of ro (Imps) fly down from above.  Four remain at middle pit unkillable and emote before casting unresistable beam DT AEs at indicators around the room.

The BEAM AEs are no joke: Blazing Beam (http://raidloot.com/Spells.aspx?id=39692) - 180k DD + 20k MANA and ENDURANCE Drain (15' wide).  Two of the four beams fire at the same time.

Imps are mezzable.  However, when an imp dies, it'll wake up TWO mezzed imps.  Imps have a 16k DS (Mischievous Flameshield (http://raidloot.com/Spells.aspx?id=39693), or to the effect of a DS).


Stage 3 - Efreeti Lord Aresh, Sword Adds & Auras

When all the imps are killed, Efreeti Lord Aresh spawns in the middle pit area.  It pops animated sword adds and two AEs are in play: Tears of Ro (http://raidloot.com/Spells.aspx?id=39695) - 65k DD 3x targeted AE rain.  And a pull effect called Fire Whip (http://raidloot.com/Spells.aspx?id=39694) - 80k DD + Pull.

Throughout this stage, flameguides roam above dropping AURAS around the room (click this LINK (http://www.eqfreelance.net/images/cotf-argin-hiz-burnout-raid-small-fire.jpg) to see what these look like, and avoid the areas).  Lit areas last 30 seconds.

Once the Efreeti Lord dies, the final stage activates.  BALANCE two High Keeper minibosses.


Stage 4 - Balance High Keeper Minibosses

High Keeper Arieal and High Keeper Jahar must be balanced within 2% or the higher one POWERS UP.

Arieal spawns pairs of phoenixes (birds).  These grow in size the longer they remain up and then EXPLODE to form a NEW bird.  Phoenixes also CHARM.

Jahar casts Sol Burst (http://raidloot.com/Spells.aspx?id=39705) - 85k PBAE DD (75' range) and Brain Burn (http://raidloot.com/Spells.aspx?id=39699) - 37k MANA DRAIN + Stun (single-target, MT exempt).

When ONE Keeper gets to 30% HP the other gets a new ability and heals them:


Our Strategy

Stage 1: SIX Keepers of the flames activate.

Mezzable.  Assist MA as we work one at a time.

Keeper MTs - If your mob isn't being killed and is NOT mezzed, please ask for mez in FLRaids channel.  Dry tank until time to kill.

CC: Enchanters & Bards

Stage 2: Avatars of Ro (Imps) & Beam AEs

Once the last keeper dies from Stage 1 -- EVERYONE INVIS -- Move to campfire -- 20 Imps fly down from above.

Assigned Warrior ( Soandso ) - Fortitude + AE Aggro and pull the imps to the CC corner (North offset, will show you if you're not sure).  Once there, Rangers/Druids will root as described below.  Before your Fortitude drops, FADE and move away from the rooted mobs to avoid death.

CC: Rangers & Druids

Imp Tanks - Alternate assisting from MA to HA each imp from the CC pile for killing.  This allows for visible target ring to appear and is less confusing for rooters.

ALL MELEE - Damage Shield on imps will KILL YOU.  Bandolier to NO PRIMARY with OFFHAND WEAPON ONLY to avoid the DS.  DO NOT USE KICKS or BASH they return DS hits as well and you will die.


Stage 3: Efreeti Lord Aresh, Sword Adds & Auras

Raid position at our Campfire marker.

Sword adds spawn in pairs and are both Percent based and Timed.  They de-spawn in pairs shortly after.

Off-Tank Sword adds at raid until they de-spawn.  Enchanters and Paladins, some swords are Stunnable (but not all).

DO NOT DISC/BURN BOSS!  We want to avoid being overrun with Sword adds.

Tank boss at our campfire marker.


Stage 4: Arieal & Jahar Balance and Phoenix Adds

Our positioning is inner quad area with specifics for Main Tanks on respective minibosses and phoenix adds.

THREE Phoenix adds spawn at 9% intervals.  Kill all within 65 seconds or they AE, RESPAWN and WIPE US.

Phoenix Adds Tanks: They spawn from Ariel.  Pull them slightly away, but keep them centralized to allow melee DPS to optimize target transitions (less moving, compliments AE dps/discs).

Assigned groups only will be balance DPS for Arieal & Jahar.

Tank Arieal at WEST inner quad corner where Councilor Murant NPC is located.

Tank Jahar at SOUTH inner quad corner where Councilor Tarae NPC is located.

Notes:
- Jahar MTO: Be ready when current MT gets teleported at the later stages.  Keep an eye open for an emote warning for this action, might help for future trigger.
- Balance part: If they fall outside of 2% balance, then for every 1% difference in their health, the healthier Keeper gains damage output and the weaker one loses it (25% per 1% out of balance).



Beams & Auras

Make sure your options are set to a minimum level to SEE the auras in play.  Zoning is required for the changes to take effect.

To make the changes, in game go to Options (ALT-O), Display tab.  On that page there's a Particles area with three little tabs: Spells, Env and Player.  The cutout diagram below indicates the minimum levels required to see the auras.

(http://www.eqfreelance.net/images/particle_settings.jpg)


Auras and 3rd Person View

3rd person view is great for getting a birds-eye view of the area real quick as you pivot around to find where the auras are and move if necessary.  Some of you can set up your mouse to scroll or press a button to reach 3rd person fast when the warning fires.  Then revert back with a button and resume your class role.  What's important here is that you're doing what's necessary to SEE the auras which enables you to REACT to them properly.



Text & Audio Triggers - Mandatory

Beam and Aura Warning Triggers - Everyone:

Everyone needs these set up.  If you're dying repeatedly to these auras, you'll be removed from the raid and replaced.

Fortunately, we can use the SAME pattern for both the Beams in play for Stage 2, and the 4x roaming auras of death as part of Stage 3.

ALL Players:

GTT File: cotf-argin-hiz-auras.gtt (http://www.eqfreelance.net/ssark/triggers/CoTF/cotf-argin-hiz-auras.gtt)

Pattern: cackle with glee
Action: Check for Auras!

Pattern: a flameguide begins to cast a spell. <Blazing Beam>
Note: The actual beam AE firing.

Reminder: Always, adjust/tailor the trigger to your liking for what works for YOU.


Stage 3 - Caught in Aura Trigger

When in the Aura you'll die in two hits.  This will warn you each time you take damage from being in the aura.  Move out of the aura when the trigger fires.

GTT File: cotf-argin-hiz-auras-stage-3.gtt (http://www.eqfreelance.net/ssark/triggers/CoTF/cotf-argin-hiz-auras-stage-3.gtt) * Added 07/24/2014

Pattern: The rolling blaze painfully burns your skin


Trigger Addition: Stage 3 - Imps Spawning & Invisibility Reminder

Everyone being invisible as we start this stage will help our point tank who gathers up the imps.  It'll also save you from getting early imp aggro and being killed.

When the trigger fires, cast invisibility and move to our campfire.

GTT File: cotf-argin-hiz-stage-3-invis-now.gtt (http://www.eqfreelance.net/ssark/triggers/CoTF/cotf-argin-hiz-stage-3-invis-now.gtt) * Added 07/25/2014

Pattern: I call to you, Solusek Ro! Send us your assistance! Help us repel these invaders
Action: Cast Invisibility now and move to campfire.


Stage 4 - Triggers

Covers Minibosses imbalanced, Phoenix spawns, Phoenixes exploding.

GTT File: cotf-argin-hiz-stage-4.gtt (http://www.eqfreelance.net/ssark/triggers/CoTF/cotf-argin-hiz-stage-4.gtt) * Added 07/19/2014


Minibosses imbalanced: the flames of the other grow much stronger
Phoenix spawn aggro message: a wildfire phoenix swoops down, talons outstretched and ready to strike
Phoenix exploding 105k PBAE: a wildfire phoenix has absorbed too much power

Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Mildaria on July 18, 2014, 12:06:02 AM
nm :)
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Gimamam on July 18, 2014, 05:00:29 AM
Have a couple of screenshots. settings that let me see the fires, and the fires themselves for stage 2 and 3.

With these settings the stage 2 fires where the beams will go look like this.  They a lot of the time appeared mostly opposite of each other, but i did see some that were just around the same doorway at least once.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Gimamam on July 18, 2014, 05:04:27 AM
Also, in stage three, this is what they look like for me. depending on the settings you may look different. also, i pointed out the two glowing orbs/balls/floaters within the aura - they seem to be the 'front' of the aura and the direction it is heading.  i watched these go up and down the stairs, and around the corners and then flip directions and go the same route they just came from.  also, the screenshot was taken from the outer ring on a wipe where i was feigned against the wall, it passed me without hitting me. pathing as the orbs show - to the right.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Gimamam on July 18, 2014, 05:05:14 AM
sorry for the spam :(.  found a better shot of the orbs.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Furro on July 18, 2014, 08:25:00 PM
sorry for the spam :(.  found a better shot of the orbs.

I think that's just the heart of the aura effect, ie. part of the graphics of the aura.  If you turn off certain options (how I had mine set earlier in the night), all you will see are the two little circling ball things and not the rest of the graphics.  In other words, I don't think they're indicative of anything related to which way the auras path will be.

I'll include your particle settings screen clips in the strategy post.  It's similar to what I have as well.  Thanks.



Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Furro on July 18, 2014, 09:45:24 PM
 
We took our first look at this event on Thursday, with promising results.  Some additions and changes going forward outlined below.


Beams & Auras

Make sure your options are set to a minimum level to SEE the auras in play.  Zoning is required for the changes to take effect.

To make the changes, in game go to Options (ALT-O), Display tab.  On that page there's a Particles area with three little tabs: Spells, Env and Player.  The cutout diagram below indicates the minimum levels required to see the auras.

(http://www.eqfreelance.net/images/particle_settings.jpg)


Auras and 3rd Person View

3rd person view is great for getting a birds-eye view of the area real quick as you pivot around to find where the auras are and move if necessary.  Some of you can set up your mouse to scroll or press a button to reach 3rd person fast when the warning fires.  Then revert back with a button and resume your class role.  What's important here is that you're doing what's necessary to SEE the auras which enables you to REACT to them properly.


Beam and Aura Warning Triggers - Mandatory

Everyone needs these set up.  If you're dying repeatedly to these auras, you'll be removed from the raid and replaced.

Fortunately, we can use the SAME pattern for both the Beams in play for Stage 2, and the 4x Auras of death as part of Stage 3.

ALL Players:

GTT File: cotf-argin-hiz-auras.gtt (http://www.eqfreelance.net/ssark/triggers/CoTF/cotf-argin-hiz-auras.gtt)


Pattern: cackle with glee
Action: Check for Auras!

Pattern: a flameguide begins to cast a spell. <Blazing Beam>
Note: The actual beam AE firing.

Reminder: Always, adjust/tailor the trigger to your liking for what works for YOU.

Title: Re: CoTF - Argin-Hiz - Stage 3
Post by: Maglor on July 19, 2014, 01:43:48 AM
You are missing a critical aura trigger.  "The rolling blaze painfully burns your skin."  This is the large aura that spawns during the 3rd stage.  If you get this -- RUN!
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Maglor on July 19, 2014, 03:00:07 AM
For third stage there seem to be 4 auras at any one time.  2 seem to target individuals and 2 seem to just sweep the outer rings.  Do not know if the latter part is correct but never saw less than 2 auras just sweeping the outer ring.

The audio message I posted earlier lets you know if you are in one of these auras.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Maglor on July 19, 2014, 03:23:41 AM
I have attached the following.  Should work well enough.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Mildaria on July 19, 2014, 07:23:20 PM
If we can stay invis and be patient, the imps path into 4 piles (NE, SE, SW, NW) around the center flame:

(http://i.imgur.com/8dcHVC4.png)

They periodically path around to different corners, so the numbers in each pile aren't always equal. This is in the group mission, but is likely similar to the raid.

It may be easier to start CC'ing them from this setup.

Imp phase begins:
     Councilor Murant shouts 'I call to you, Solusek Ro! Send us your assistance! Help us repel these invaders!'

40 seconds later, the first beam emote goes off. It may take longer than this for all the imps to spawn and path to the middle.

After being unengaged for 2 minutes, the event resets.

Edit:

Balance failure emote (High Keepers):
     As one High Keeper grows weaker, the flames of the other grow much stronger. This imbalance is embraced by Solusek Ro, and is surely dangerous.

phoenix AE timer:
Aggro message:
     a wildfire phoenix swoops down, talons outstretched and ready to strike.

65s later, the phoenix explodes:
     a wildfire phoenix has absorbed too much power. It pulses with fire and then explodes, only to be instantly reborn.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Furro on July 19, 2014, 10:19:04 PM
 
We made further progress on this event Friday reaching the final stage.  The following are our adjusts going forward.

Stage 1 - Keepers of the flames

Enchanters & Bards:
Keeper MT - Kill the final one North inner quad area, so we're already centralized when we enter Stage 2.


Stage 2 - Avatars of Ro (Imps) & Beam AEs

When the final keeper dies from 1st stage, everyone INVIS and move North inner quad corner.

Assigned SKs with a bard for selos, will aggro and kite the imps around the room.  Assigned snarers snare them.

Assigned Monks - Use your Moving Mountain AA to snag an imp from the kite and bring it to CC corner for Enchanters to MEZ.

Rinse/repeat this until the ALL imps are CC'd in the Enchanter Mez corner. 

Assigned players only - root imps once they are in the mez corner.  Assigned SKs PBAE aggro mezzed imps in corner to prevent Enchanter deaths if mez/root breaks.

MA assist the designated imp tank, which will peel an imp from the CC area to raid for killing.  Rinse/repeat.

Imp Tank - Tank around North inner quad so that DPS always knows where to go and look to respond to MA calls each time as they avoid beams.

Melee DPS:  Imps have a MASSIVE DS.  Avoid it by using OFFHAND WEAPON only and non-damage main hand.  This way you can optimize your DPS and not just throw stones/bow from afar.

CC - Enchanters:


Stage 3 - Efreeti Lord Aresh & Fireballs

Full BURN on Efreeti Lord for this stage.  Avoid the roaming auras each time they spawn.

Enchanters & Paladins - Stun swords to help hold them at bay.



Stage 4 - Balance High Keeper Minibosses

No beams or auras appear to be in play for this stage.  Our primary focus is balancing two minibosses and killing adds fast before they explode.

Miniboss Tanks:

Phoenix (bird) add tanks:

DPS:
 

Stage 4 - Trigger Additions

Covers Minibosses imbalanced, Phoenix spawns, Phoenixes exploding.

GTT File: cotf-argin-hiz-stage-4.gtt (http://www.eqfreelance.net/ssark/triggers/CoTF/cotf-argin-hiz-stage-4.gtt)


Minibosses imbalanced: the flames of the other grow much stronger
Phoenix spawn aggro message: a wildfire phoenix swoops down, talons outstretched and ready to strike
Phoenix exploding 105k PBAE: a wildfire phoenix has absorbed too much power


Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Furro on July 20, 2014, 05:31:55 AM
 

Stage 2 - Avatars of Ro (Imps) & Beam AEs

When the final keeper dies from 1st stage, everyone INVIS and move North inner quad corner.

Assigned SKs with a bard for selos, will aggro and kite the imps around the room.  Assigned snarers snare them.

Assigned Monks - Use your Moving Mountain AA to snag an imp from the kite and bring it to CC corner for Enchanters to MEZ.

Rinse/repeat this until the ALL imps are CC'd in the Enchanter Mez corner. 

Assigned players only - root imps once they are in the mez corner.  Assigned SKs PBAE aggro mezzed imps in corner to prevent Enchanter deaths if mez/root breaks.

MA assist the designated imp tank, which will peel an imp from the CC area to raid for killing.  Rinse/repeat.

Imp Tank - Tank around North inner quad so that DPS always knows where to go and look to respond to MA calls each time as they avoid beams.

Melee DPS:  Imps have a MASSIVE DS.  Avoid it by using OFFHAND WEAPON only and non-damage main hand.  This way you can optimize your DPS and not just throw stones/bow from afar.

CC - Enchanters:
  • Your healer or other designate can act/help as a Beam Lookout, and warn if you're in the path so you can move and maintain your CC role.
  • Use the East corner for your CC operation, that way you're still close to North for imp peeling.



Ok scratch our previous mez tactic above.  We played with this more this evening and apparently it's too difficult for some to invis at the proper time. ;)

Our tactic is now as follows:

Stage 2 - Avatars of Ro (Imps) & Beam AEs

Kiting all the imps.  Players will be assigned a specific imp via hotkey /tar A_tiny_avatar_of_Ro##, where ## is your imp number.

You acquire your imp, snare it, and DPS it down as you kite it around.  DO NOT ROOT IT EVER.  We have people running around, we don't want them running into rooted imps.

We're not mezzing, we're not rooting.





Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Luthernhamner on July 22, 2014, 03:48:17 AM
A couple of random observations.
The trouble we had with mezzing was every time we mezzed one, three more would kill the chanter.
Also, I tried to count the imps.  There are supposed to be 18 including the 4 in the middle, leaving 14.
I wasn't able to get an accurate count, but i'm pretty sure there were more than 14.  18 maybe?
A couple of times I needed to park Luther and go mez something with Eyegora
Tight up against the outside wall next to ramps that go vertical, but on the ground floor seemed pretty safe from the beams.

In this game there are many forms of crowd control.  Mezzing is the most obvious but not the only one.
Other forms of CC include rooting, off tanking and kiting.  I agree we should definitely give kiting a shot.
I'm a little concerned that the kiter might run into a beam of death. 

If the kiting thing doesn't work out, here's another thought.
If a single kiter could round up the whole group, and establish agro.  (I know big IF there)
Kite them around the outer circle, or maybe the inner.
Then a chanter could ae mez 6, they stop, and hopefully the rest follow the kiter. 
Chanter 2 then grabs 6 more, and chanter 3 the last 6.  Each chanter could take a different corner.
Maybe assign a couple of people to round up stragglers.
Have a sk ae taunt the stack so if mez breaks they don't eat the chanter for lunch.

If we had three stacks of six we could keep them mezzed all night. 
Even if one chanter got beamed, another could hold two groups for awhile
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Mugsie on July 22, 2014, 08:45:30 PM
Phase 2 Idea
Gather raid out of LOS of imps.
Send in someone DA to round them up, they then run out a designated gateway to a mark (campfire?) and against the wall, making sure all the imps pile onto the mark. Bards can deftdance for extra time / sk deflection.
Druids / Rangers vinelash the mass. Cycle through and ensnare, paralytic spray as needed or other punt roots.
Drop tash / malo totems, ae debuffs ect.
Since imps dont summon you can either work down one at a time or allow aes to be used, but be careful about breaking multiple roots at once.

Mugsie
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Huevos on July 23, 2014, 03:45:03 AM
Also, I tried to count the imps.  There are supposed to be 18 including the 4 in the middle, leaving 14.
I wasn't able to get an accurate count, but i'm pretty sure there were more than 14.  18 maybe?

I had 20 on tracking.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Zaknaffein 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.



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-




Warriors may find some of the GTT triggers I put on the thread I made Here (http://forums.eqfreelance.net/index.php?topic=2973.0) useful.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Furro on July 23, 2014, 06:29:41 PM

In this game there are many forms of crowd control.  Mezzing is the most obvious but not the only one.
Other forms of CC include rooting, off tanking and kiting.  I agree we should definitely give kiting a shot.
I'm a little concerned that the kiter might run into a beam of death. 


The way I have it worked out, the kiters will be paired up with one or two others.  For example, you can't snare, so I'd pair you with say a Ranger, who can snare and provide DPS to work down the imp as you kite it.  If you die, aggro will naturally go to the Ranger who can resume kiting and still dps.


Phase 2 Idea
Gather raid out of LOS of imps.
Send in someone DA to round them up, they then run out a designated gateway to a mark (campfire?) and against the wall, making sure all the imps pile onto the mark. Bards can deftdance for extra time / sk deflection.
Druids / Rangers vinelash the mass. Cycle through and ensnare, paralytic spray as needed or other punt roots.
Drop tash / malo totems, ae debuffs ect.
Since imps dont summon you can either work down one at a time or allow aes to be used, but be careful about breaking multiple roots at once.

Mugsie

Gathering raid out of LoS won't work, because there will always be one player who isn't out of los when the stage starts (even if los did work, which I'm skeptical it does).  DA round up won't work either due to someone not being out of los will always get aggro.

Rooting mobs with a kite situation adds more obstacles to avoid.  Kiter running by a rooted mob by mistake gets hit/killed.  Players avoiding beams and accidentally getting too close to a rooted mob gets hit/killed.  Players getting rezzed next to a rooted mob gets hit/killed.

Our strategy is basically simultaneous kite-killing.  Whereby, we have 2-3 players assigned per imp (for fail safe, support and dps).  Their goal is to kill their imp and avoid beams.  The imps only have around 5 million HP, and with 2-3 players, it should only take 1 minute roughly to kill their imp.  Once their imp is dead, they'll be free to help others.


Also, I tried to count the imps.  There are supposed to be 18 including the 4 in the middle, leaving 14.
I wasn't able to get an accurate count, but i'm pretty sure there were more than 14.  18 maybe?

I had 20 on tracking.

We'll set up for 18, and an extra can be given to two teams in case of 20.


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 (http://forums.eqfreelance.net/index.php?topic=2973.0) useful.

Too complicated.

As mentioned earlier, we're looking to do simultaneous kite-killing because it has the greatest success rate and doesn't hinge on any single player doing something for success.  For example, if someone misses their /tar assign, we have two others in their team with the same assign.  If a kiter dies, they have two others for backup.  If all three kiters on the same imp miss a /tar, we can /tar imps to figure out who missed their target and address it.  The moment a team has their imp, they can immediately begin kite-killing it.

Let's say it's 18 imps.  That's teams of three.  3 x 18 = 54 raiders.  Worst case we have 20 imps, resulting in two extra unassigned.  We'll know in short order just by doing a /tar ..18/19 whether it's truely 20 active or not (middle beam imps have different names).  Putting that aside, it's not rocket science for one team to kite two imps vs single.  Soandso, Soandso, Soandso, you guys have 2 imps.. first clown /tar 18, 2nd get 19.  /tell whatshisface, when you guys have your imp dead, assist Soandso, they have two imps to deal with.


PS.  The one appealing factor with Fort + AE Aggro is gathing the imps at engage for 18-24s, allowing teams to /tar their imp and get it snared without immediate aggro.  Then the Warrior could fade and lose all aggro, the snared mobs would go for their kiter which is distanced.  It comes with risk of course, but we wouldn't sacrifice multiple Warriors and our success wouldn't hinge entirely on the Warrior timing Fort + AE aggro flawlessly.  For example, if the Warrior fails, it's not like the /tar/kite/snares are not happening still.

We can live with having one Warrior without Fortitude for the final stage, given a 3-4 Warrior raid set up.

By the way, thanks for replying everyone.  Always appreciate suggestions/feedback for events.

Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Ramelorm on July 23, 2014, 08:34:33 PM
some info

In between stage 1 and stage 2.... the imps dont see thru invis. Invis the raid and chanters can set up to mez.


DO NOT corner or wall tank Arieal. The phoenixs can pop inside the wall and will bug the mission and raid if you cant agro them to kill them

They are stunnable and despawn after 90 seconds. So steady dps on Efreeti and have chanters stun lock them until they poof

Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Furro on July 23, 2014, 08:46:26 PM
some info

In between stage 1 and stage 2.... the imps dont see thru invis. Invis the raid and chanters can set up to mez.


DO NOT corner or wall tank Arieal. The phoenixs can pop inside the wall and will bug the mission and raid if you cant agro them to kill them

They are stunnable and despawn after 90 seconds. So steady dps on Efreeti and have chanters stun lock them until they poof

You're a funny guy Sert.  I take it you didn't read anything in this thread before posting. ;)
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Furro on July 24, 2014, 08:57:06 PM
You are missing a critical aura trigger.  "The rolling blaze painfully burns your skin."  This is the large aura that spawns during the 3rd stage.  If you get this -- RUN!

Thanks Maglor, been busy with a slew of other adjusts and updates etc.  Added this trigger for stage 3.


Stage 3 - Caught in Aura Trigger

When in the Aura you'll die in two hits.  This will warn you each time you take damage from being in the aura.  Move out of the aura when the trigger fires.

GTT File: cotf-argin-hiz-auras-stage-3.gtt (http://www.eqfreelance.net/ssark/triggers/CoTF/cotf-argin-hiz-auras-stage-3.gtt) * Added 07/24/2014

Pattern: The rolling blaze painfully burns your skin


Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Rulolin on July 24, 2014, 11:33:57 PM
For the fire imps I would suggest that we start with everyone invised, and two rangers in opposite corners who hit weponshield, then vine lash mobs into corner.

Rulolin
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Maglor on July 25, 2014, 01:40:37 AM
Well, the kite and kill method took, I estimate, 10 minutes, maybe 15, but it worked nicely.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Maglor on July 25, 2014, 02:58:30 AM
Stage 3 Swords.

Stage 3 reminds me a lot of the last stage of Queen Sendaii, when we have to burn the queen while keeping rejuvinating and respawning mobs from doing any damage.  The tactic used was to have multiple chanters chain ae stun near the queen, stunning all of the adds.  Yes, I remember when Freelance did it.  I gave Freelance the secret to Sendaii back then when I was raiding with my chanter for a different team.  I think a similar approach would work here.

Advise having chanters do either an AE or targeted AE stun centered around the Djinn.  A stun cycle, similar to a heal cycle, should work.  The stuns used need to be able to stun yellows and, last I knew, chanters were able to do that (they were able to with Sendaii, I remember that).  If swords are stunned into docility, everyone needs to burn the Djinn.  Once it is dead, kill the swords (if they do not despawn) and then deal with the last mobs.

If you do not have enough chanters, or any chanters, then have what stunners you can on the blues and the white swords.  I am convinced that stunning is the secret to this portion of the event.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Mildaria on July 25, 2014, 03:58:54 PM
AE stun works for at least the first few sets of sword adds, but the ones at the end are all stun immune. In the group mission I tried charm/mez and they were immune to these also.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Furro on July 25, 2014, 09:31:26 PM
 
Good attempts last night.  We've smoothed out our issues with Stage 2 imps.  Although Kite-Killing worked, our CC-Rooting tactic seemed more controllable and less logistical to setup/maintain.  We're going to stick with this root approach going forward.

Overall, we did reach Stage 4 again, however our handling of Stage 3 put us in rough shape.  We've made adjustments to Stage 3 for our next attempt.  Outlined below is our strategy including all stages:

Our Strategy

Stage 1: SIX Keepers of the flames activate.

Mezzable.  Assist MA as we work one at a time.

Keeper MTs - If your mob isn't being killed and is NOT mezzed, please ask for mez in FLRaids channel.  Dry tank until time to kill.

CC: Enchanters & Bards

Stage 2: Avatars of Ro (Imps) & Beam AEs

Once the last keeper dies from Stage 1 -- EVERYONE INVIS -- Move to campfire -- 20 Imps fly down from above.

Assigned Warrior ( Soandso ) - Fortitude + AE Aggro and pull the imps to the CC corner (North offset, will show you if you're not sure).  Once there, Rangers/Druids will root as described below.  Before your Fortitude drops, FADE and move away from the rooted mobs to avoid death.

CC: Rangers & Druids

Imp Tanks - Alternate assisting from MA to HA each imp from the CC pile for killing.  This allows for visible target ring to appear and is less confusing for rooters.

ALL MELEE - Damage Shield on imps will KILL YOU.  Bandolier to NO PRIMARY with OFFHAND WEAPON ONLY to avoid the DS.  DO NOT USE KICKS or BASH they return DS hits as well and you will die.


Stage 3: Efreeti Lord Aresh, Sword Adds & Auras

Raid position at our Campfire marker.

Sword adds spawn in pairs and are both Percent based and Timed.  They de-spawn in pairs shortly after.

Off-Tank Sword adds at raid until they de-spawn.  Enchanters and Paladins, some swords are Stunnable (but not all).

DO NOT DISC/BURN BOSS!  We want to avoid being overrun with Sword adds.

Tank boss at our campfire marker.


Stage 4: Arieal & Jahar Balance and Phoenix Adds

Our positioning is inner quad area with specifics for Main Tanks on respective minibosses and phoenix adds.

THREE Phoenix adds spawn at 9% intervals.  Kill all within 65 seconds or they AE, RESPAWN and WIPE US.

Phoenix Adds Tanks: They spawn from Ariel.  Pull them slightly away, but keep them centralized to allow melee DPS to optimize target transitions (less moving, compliments AE dps/discs).

Assigned groups only will be balance DPS for Arieal & Jahar.

Tank Arieal at WEST inner quad corner where Councilor Murant NPC is located.

Tank Jahar at SOUTH inner quad corner where Councilor Tarae NPC is located.




Trigger Addition: Stage 3 - Imps Spawning & Invisibility Reminder

Everyone being invisible as we start this stage will help our point tank who gathers up the imps.  It'll also save you from getting early imp aggro and being killed.

When the trigger fires, cast invisibility and move to our campfire.

GTT File: cotf-argin-hiz-stage-3-invis-now.gtt (http://www.eqfreelance.net/ssark/triggers/CoTF/cotf-argin-hiz-stage-3-invis-now.gtt) * Added 07/25/2014

Pattern: I call to you, Solusek Ro! Send us your assistance! Help us repel these invaders
Action: Cast Invisibility now and move to campfire.
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Furro on July 26, 2014, 05:19:04 AM
 
07/25/2014:

Fearless Freelancers Burned through the night!  Burnout raid DEFEATED with 43 raiders!

Outstanding work everyone!  Thanks to all who were able to stay a bit overtime as well to muscle out the win!
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Xantra on July 26, 2014, 04:00:48 PM
Regarding the Imps DS from Stage 2.
On our first attempt I encountered 3 of the 20 that had a damage shield effect.
On the the second attempt only 1 of them had an active DS that damaged me.

(Yes, they all did have the Mischievous flameshield Buff up)
Title: Re: CoTF - Argin-Hiz - Burn Out
Post by: Zaknaffein on October 02, 2014, 07:00:43 PM
Posting up a link here to download a full set of GINA triggers for this raid in Preparation for the upcoming mandatory switch to GINA for our Audio and text triggers for raids. - These are not official triggers.
* May add in a trigger for the DS on the imps if you get hit by it

DOWNLOAD (https://www.dropbox.com/s/mvlt165ezp4ydoh/Argin%20Hiz%20-%20Burn%20Out.gtp?dl=0)