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General Public => Upcoming Events & Strategy => Topic started by: Furro on September 22, 2012, 11:43:35 PM

Title: VoA - Pillars - Unearthing Alra
Post by: Furro on September 22, 2012, 11:43:35 PM
Pillars of Alra - Unearthing Alra


Zone & Instance Info
 
Gather Zone: Pillars of Alra

NPC Name: a shade
NPC Location: located in the middle of the center island.

Keyword to Enter: ready


Flag & Key Requirements
 

Zone Flag: None
Event Key: None
Group Mission: None
Event Flag: Record of Fables (http://lucy.allakhazam.com/item.html?id=56995) Level: 4/5
Alaran Language: None

* Minimum to be Piggy/85'/pushed into raid: Nothing required.



Brief Event Overview and Strat

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

This is a two staged event, with a timer for first stage, and our resulting score will affect the outcome of the final stage boss.

Stage 1

Stage 2

 

Stage 1 - Pillar Trials

Below consists of a very brief overview of each area:


Light

Favours: Paladins, Clerics, Shaman, Bards, Rangers, Berserkers, Rogues.

Objective:
Actions, Emotes and Cures:
vulnerable miniboss in between.

Paladins, unless assigned to tank the miniboss, you are to chain stun the adds.  Assist MA and help heal others as well.  Do not use splash (because it has cures).
 
* GTT Pattern: Your skin burns with corrupted light
 
Action: HUG VULNERABLE MINISBOSS AND GET CORRUPTION CURED![/list]

Shadow

Favours: Shadowknights, Clerics, Druids, Bards, Monks, Rogues

Objective:

Nature

Favours: Shadowknights, Warriors, Druids, Necros, Rangers, Beastlords.

Objective: Kill 15 verdant lifetenders and the Focus of Anriella.

Actions, Emotes and Cures:
Distillate of Antidote VI+ (http://lucy.allakhazam.com/itemlist.html?searchtext=Distillate+of+Antidote+VI) and Distillate of Immunization VI+ (http://lucy.allakhazam.com/itemlist.html?searchtext=Distillate+of+Immunization+VI)[/list]
Cures:
You have been diseased or You have been poisoned

IF you missed the flash on screen emote, you can use the SPELL ICONS to help determine which one to cure.

(http://www.eqfreelance.net/audio/pillars-raid-nature-trial-cure.png) OR (http://www.eqfreelance.net/audio/pillars-raid-nature-trial-cure2.png) = CURE IT!


(http://www.eqfreelance.net/audio/pillars-raid-nature-trial-do-not-cure.png) OR (http://www.eqfreelance.net/audio/pillars-raid-nature-trial-do-not-cure2.png) = DO NOT CURE![/list]


Arcane

Favours: Warriors, Clerics, Bards, Enchanters, Wizards, Magicians.

Objective:
Gargoyles:
Alaran - Arcward of Melretia:

Actions:


Stage 2 - Vsariard, the Revelation

Final boss gains power depending how we did during the trials (ie, our score earlier matters).

Brief Overview - Trial Outcomes to Boss Power Relationships:

 
LIGHT
Overwhelming Light (http://lucy.allakhazam.com/spell.html?id=31804&source=Live)).
[/list]

SHADOW
      Fal'Kaa's Dark Grasp (http://lucy.allakhazam.com/spelllist.html?searchtext=Fal%27Kaa%27s+Dark+Grasp&source=Live)).[/list]

NATURE
Verdant Resonance (http://lucy.allakhazam.com/spelllist.html?searchtext=Verdant+Resonance) - 1-3k Spell DMG Reduction.  Max of 1000-1800 Hits

Verdant Absorption (http://lucy.allakhazam.com/spelllist.html?searchtext=Verdant+Absorption&source=Live) - 100 Million DMG Melee/Spell Rune. Max of 500-900 Hits

Verdant Spikes (http://lucy.allakhazam.com/spelllist.html?searchtext=Verdant+Spikes&source=Live) - Decrease DMG Shield 150-350. Max of 100-160 Spells[/list]

ARCANE
Soulpart (http://lucy.allakhazam.com/spelllist.html?searchtext=soulpart) - 46-76k DD + Pushback/up.
 
Casts every 40 seconds.  AE Damage and range type/distance depends on our prior trial score.
 
Severity can be anything from: Zonewide 76k AE, to 75'-100' range AE less damage, to randomly targeting five players only.  It pays to do well in the trials essentially.[/list]



Text / Audio Triggers - Mandatory

ALL Mandatory Setup


GTT All-in-One Puppy: voa-alra-trigs.gtt (http://www.eqfreelance.net/audio/voa-alra-trigs.gtt)

Audio Files: None -  Used text-to-speech feature.
 
* Note: For GTT users, EDIT the following triggers, replacing {S} with your characters name



Be aware: For GINA, the {S} works as a wildcard for your character, but will not work for GTT.
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Ramelorm on September 29, 2012, 01:14:39 AM
useful info here

http://www.elitegamerslounge.com/home/raidwiki/index.php?title=Unearthing_Alra

main page here http://www.elitegamerslounge.com/home/index.php?option=com_content&view=frontpage&Itemid=84
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Furro on September 29, 2012, 04:36:42 AM
Quote
useful info here

http://www.elitegamerslounge.com/home/raidwiki/index.php?title=Unearthing_Alra

main page here http://www.elitegamerslounge.com/home/index.php?option=com_content&view=frontpage&Itemid=84
 
Thanks, I know of this site already, and refer to it among other avenues of information (Allakhazams, SoE forums etc).   :)

Tonight was the first real attempts we've made on this event.  Last weekend, our setup didn't allow us to split properly into each area.

Overall, we did well believe it or not.  It'll take practice.  Face time on the event was the important thing tonight, and getting the general feel of each area.  We can tweak/adjust our tactics from here for our next run.


Edit:

It's late, but I'll quickly comment on a few other things while it's fresh in my mind.

Each area will have some minor tweaks to the group setups for our next run, depending on our makeup of course.

Light Pillar:

Lead: Furro

Intense area to start, but we got a handle on it.

The fragment adds were hard to see initially, but with practice, tanks got better against them.  Adds being stunnable really helps as well.

For those who were with us in this area, as we discussed in channel, losing any MT is going to wreck us.  It's a tight setup, so we have to be really on our game.  We were fortunate to have three bards tonight as well which helped alot on cures.  Don't expect that always.

Overall, we did well in this area after a few runs. 


Shadow Pillar:

Endotron was able to fill in Minisca's absence for this area tonight (Thanks!).  This was the area we were slightly short handed for.  But overall, it worked out as it takes time to learn the emotes, and add spawning is controllable in the interim.

They appeared to be making progress on the emote front.  Once the setup allows the two groups to fill out properly, they'll be able to spawn adds and work further.

One of the triggers was incorrect, Ssark will adjust the related file.  Thanks whoever picked up on that.


Nature Pillar:

Dimbly had planned to make some potions before raid, but he just didn't have time unfortunately.  However, for future, they will be extremely useful in Nature for quick self curing as appropriate.

Distillate of Antidote VI+ (http://lucy.allakhazam.com/itemlist.html?searchtext=Distillate+of+Antidote+VI) and Distillate of Immunization VI+ (http://lucy.allakhazam.com/itemlist.html?searchtext=Distillate+of+Immunization+VI)

Dimbly can list the components for combines.  Perhaps from here, we can pool the drops and parcel them to him to combine. 

Darkenvoid mentioned he'll post his observations with regards to the cure/ae's tomorrow.  If anyone in this area has any constructive feedback, please feel free to post and/or PM Dimbly.


Arcane Pillar:

Eristie/Ssark is lead for this area.

Landaru and Twilight were the two enchanters for mez/charm.

Since I was unable to idle in each pillar channel, I can't comment further.  Ssark will most likely post with any adjusts in this area.

Overall, the makeup looked right, minus 1 short, but I have a good idea what to slot in there with a full compliment.

Those of you who were in this area, if you have anything to add, please feel free to post, and/or PM Ssark.



Title: Re: VoA - Pillars - Unearthing Alra
Post by: Ssark on September 29, 2012, 11:15:03 AM
Arcane:

Essentially this starts easy, and gets geometrically harder.  Each garg we kill pops 2 others which must be dealt with, starting with 1.

We found that:
We tried:

Several of our first attempts were just learning CC methods, and how quickly mez acted, etc.

Then we tried a Mez-fest with 2 enchanters.  Essentially, let them PBAE, single target, whatever -- mez anything that popped.  Works great until we get 2 minutes in when there are 6+ gargoyles because:

1. The Arcward breaks mez and (maybe!) root too.  He can be charmed but he still wanders about breaking mez.
2. If the gargoyles are too close to each other, they break mez (and we think root) too.
3. If all the gargoyles die at the same time, they all make new gargoyles at the same time, too, giving you even more unhandled gargoyles at once.

Several commented (including Mistatk) that the roots/mezzes seemed to break at the same time.  So, we'd have it held and looked good, but suddenly all hell would break loose with 6-8 loose gargoyles.  With small heals and a lot of cloth wearers (they make a beeline for the chanters too of course) and one WS ranger, the pillar wipes quickly. :)

What we are going to try next:
Ranger-root CC, with one enchanter handling the Arcward (charm kills him), the other using single-target mez to kill off one gargoyle at a time.

We'd also like to see how a bard works in this room.

IF we happened to have 3-4 enchanters/bards in raid, we could also try mezfest again, perhaps with different result because we have more enchanters to continue the mez/dot fest.  Like if we had 6 enchanters and 6 wizards, this pillar might be finished in about 60 seconds. :)

Group makeup recommendations at pillar for next attempt:
2 druids for light heals and calls when things go wrong - otherwise we can nuke crystal or help with Vinelash
2-4 wizards or mages for nukeage on crystal
More vinelashing punting CC rangers - talk to Huevos
Same number or less tanks (we had 2)
2+ enchanters or bards -- didn't see how bard charm/mez affected both these, would be interesting to see

Incidentally, the CC-root-kill-one-at-a-time method is posted as the method on EGL, but I do think the Mezfest Idea can work with enough of the right classes. :)
[/size]
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Darkenvoid on September 29, 2012, 02:19:47 PM
Some observations from Nature.

Cures:  If you're targeted as one of the 6 ppl when the dots are cast, you get both the poison and disease dot.  GTT will tell you which of the 2 needs curing.  Combo type cures are no good here, if you cure both or don't cure the right one in time, you get a nasty silence.  Carrying dis and poison cure pots should make this part easy.  I also suggest having a group cure me hotkey for each of the 2 dots b/c the pots have a 1 min refresh time, but unlikely you'll get hit that often.

Lifetenders:  to start there were 2 of these on the far side of the room behind the rooted boss.  These hit for 9.5k, snare, but don't stun.  When killed they split into 2-3 more friends.

Kindling:  spawned in the side halls and hit a bit less than the lifetenders.  When fire nuked 3'ish times a short range AE went off that did dmg to any lifetenders around.  Upon exploding, the kindling changes to a grey color and run away for a bit.

Dogs:  Didn't mess with them, but if the info above is right, they can be dr00d charmed and make nice dps.

Boss:  Also didn't get far enough to mess with him, but he's rooted, doesn't summon at 100% and has a huge DS buff.  The info above says that he takes double dmg from dots when he DS is on, but hps lock at 10% until 15 lifetenders die.

What we tried: 
At first we set up in the main room on the back wall where we zoned in.  We pulled the 2 lifetenders to us and killed a few of them with a combo of dps and kindle AE's.  Upon splits we got swarmed over.  3rd and 4th time we ran to the hall on the right and set up in the back.  This put tanks between the inc adds and casters.  We seemed to live longer, but might have been b/c ppl were getting better at cures.

Random musings on what I learned:
- I'm not convinced that setting up in the side room was a good plan.  We lived longer, but its a timed event and made pulling the mobs to us harder.  In the main room the necros have LoS to dot the boss during the fight.
- Kiting seemed to be the way to go.  We need someone doing full time snares and kiting swarms of lifetenders.  The main room also offered far more space for this.
- Few options for killing the lifetenders.  We can focus dps on them and kill them one at a time while kiting others, or tank a few at a time since they hit sort of gimpy and use kindling to AE them down.  Multiples is likely to be most efficient, but when they split there's a good chance we get overrun.
- I'd like to try this section with 3 knights, 2 rangers, 2 necros, 3 healers (2 druids for charms), slower, and a mage or two.  Use 2 of the knights for kiting / crowd control, and one for tanking.  Rangers snaring / healing / fire nuking kindlings. Start by pulling one of the 2 lifetenders and kiting the other.  Druids go charm a dog, maybe 2.  Necros toss some dots on the boss in between dps on lifetenders.  When lifetenders split, the kiters try to pull mobs off the raid so we keep it to 1-2 mobs in camp if possible.  Rangers tag kindlings into the raid and blow them up.
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Furro on September 29, 2012, 05:05:26 PM
Quote
Some observations from Nature.

Cures:  If you're targeted as one of the 6 ppl when the dots are cast, you get both the poison and disease dot.  GTT will tell you which of the 2 needs curing.  Combo type cures are no good here, if you cure both or don't cure the right one in time, you get a nasty silence.  Carrying dis and poison cure pots should make this part easy.  I also suggest having a group cure me hotkey for each of the 2 dots b/c the pots have a 1 min refresh time, but unlikely you'll get hit that often.

Agree here, having pots was the plan. 

Quote
Lifetenders:  to start there were 2 of these on the far side of the room behind the rooted boss.  These hit for 9.5k, snare, but don't stun.  When killed they split into 2-3 more friends.

Didn't these have a DS as well?  I was hoping reverse DS (Paladin spell), would remove it; making the charmed dogs take less damage.


Quote
Kindling:  spawned in the side halls and hit a bit less than the lifetenders.  When fire nuked 3'ish times a short range AE went off that did dmg to any lifetenders around.  Upon exploding, the kindling changes to a grey color and run away for a bit.

Right, we knew this going in.  Was interested to see how effective it'd be, as added dps this way would be ideal.  Sounds like it worked out so far.



Quote
Dogs:  Didn't mess with them, but if the info above is right, they can be dr00d charmed and make nice dps.

Right, Dimbly knows this and I assume both druids where charming one each last night (or maybe not given the setup just getting familiar without them to start).

Dogs charmed is free DPS imo, and should be utilized to expedite our kill raid on ltenders.


Quote
Boss:  Also didn't get far enough to mess with him, but he's rooted, doesn't summon at 100% and has a huge DS buff.  The info above says that he takes double dmg from dots when he DS is on, but hps lock at 10% until 15 lifetenders die.

I knew of the DS on boss, but didn't catch the info about it taking more damage if the DS was left on.  Good to know, thanks.


Quote
What we tried: 
At first we set up in the main room on the back wall where we zoned in.  We pulled the 2 lifetenders to us and killed a few of them with a combo of dps and kindle AE's.  Upon splits we got swarmed over.  3rd and 4th time we ran to the hall on the right and set up in the back.  This put tanks between the inc adds and casters.  We seemed to live longer, but might have been b/c ppl were getting better at cures.

On the cure front, hopefully we'll have some pots ready next run.


Quote
Random musings on what I learned:
- I'm not convinced that setting up in the side room was a good plan.  We lived longer, but its a timed event and made pulling the mobs to us harder.  In the main room the necros have LoS to dot the boss during the fight.
- Kiting seemed to be the way to go.  We need someone doing full time snares and kiting swarms of lifetenders.  The main room also offered far more space for this.
- Few options for killing the lifetenders.  We can focus dps on them and kill them one at a time while kiting others, or tank a few at a time since they hit sort of gimpy and use kindling to AE them down.  Multiples is likely to be most efficient, but when they split there's a good chance we get overrun.

You guys will have to explore the kiting route to buy time and/or OT inbetween imo.  It sounds like it'll be a mix of both atm.


Quote
- I'd like to try this section with 3 knights, 2 rangers, 2 necros, 3 healers (2 druids for charms), slower, and a mage or two.  Use 2 of the knights for kiting / crowd control, and one for tanking.  Rangers snaring / healing / fire nuking kindlings. Start by pulling one of the 2 lifetenders and kiting the other.  Druids go charm a dog, maybe 2.  Necros toss some dots on the boss in between dps on lifetenders.  When lifetenders split, the kiters try to pull mobs off the raid so we keep it to 1-2 mobs in camp if possible.  Rangers tag kindlings into the raid and blow them up.

Nature was tight on setup.  With 9 or so in that area last night.  I was able to toss ya another tank (SK at the time).  So hopefully that helped a little.

I'll see what I can do for future setups on the ranger/healer front.


Good feedback, thanks Dv.





Title: Re: VoA - Pillars - Unearthing Alra
Post by: Ssark on September 29, 2012, 05:27:31 PM
For SHADOW:

I did update the trigger file above, but the problem is that you need to edit the one with YOURNAME in it ("glares angrily") with your character's name if using GTT.  If you're using GINA, use {S} or {C} as appropriate.

Thanks to Endotron for the note on that.
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Furro on September 29, 2012, 05:45:36 PM
Quote
For SHADOW:

I did update the trigger file above, but the problem is that you need to edit the one with YOURNAME in it ("glares angrily") with your character's name if using GTT.  If you're using GINA, use {S} or {C} as appropriate.

Thanks to Endotron for the note on that.
 
Thanks.  I've updated the trigger section of the strat post with a note regarding this and that it requires a manual edit.

Title: Re: VoA - Pillars - Unearthing Alra
Post by: Buukala on September 29, 2012, 07:54:18 PM
Quote
Arcane:

Essentially this starts easy, and gets geometrically harder.  Each garg we kill pops 2 others which must be dealt with, starting with 1.

We found that:
  • Roots of all forms work, including ranger punts
  • Mez acts as a significant DoT
  • Heals are very limited; spells heal exactly the amount, as if you had no AA and no heal foci whatsoever; so
  • Tanking is nearly impossible and probably not needed (if we were short tanks, we could do without them in Arcane)
  • We had enough crystal DPS with Curmugly and crew
  • Ranger CC methods and Enchanter mez don't mix well.  One overwrites the other a lot (maybe they can comment on this)
We tried:

Several of our first attempts were just learning CC methods, and how quickly mez acted, etc.

Then we tried a Mez-fest with 2 enchanters.  Essentially, let them PBAE, single target, whatever -- mez anything that popped.  Works great until we get 2 minutes in when there are 6+ gargoyles because:

1. The Arcward breaks mez and (maybe!) root too.  He can be charmed but he still wanders about breaking mez.
2. If the gargoyles are too close to each other, they break mez (and we think root) too.
3. If all the gargoyles die at the same time, they all make new gargoyles at the same time, too, giving you even more unhandled gargoyles at once.

Several commented (including Mistatk) that the roots/mezzes seemed to break at the same time.  So, we'd have it held and looked good, but suddenly all hell would break loose with 6-8 loose gargoyles.  With small heals and a lot of cloth wearers (they make a beeline for the chanters too of course) and one WS ranger, the pillar wipes quickly. :)

What we are going to try next:
Ranger-root CC, with one enchanter handling the Arcward (charm kills him), the other using single-target mez to kill off one gargoyle at a time.

We'd also like to see how a bard works in this room.

IF we happened to have 3-4 enchanters/bards in raid, we could also try mezfest again, perhaps with different result because we have more enchanters to continue the mez/dot fest.  Like if we had 6 enchanters and 6 wizards, this pillar might be finished in about 60 seconds. :)

Group makeup recommendations at pillar for next attempt:
2 druids for light heals and calls when things go wrong - otherwise we can nuke crystal or help with Vinelash
2-4 wizards or mages for nukeage on crystal
More vinelashing punting CC rangers - talk to Huevos
Same number or less tanks (we had 2)
2+ enchanters or bards -- didn't see how bard charm/mez affected both these, would be interesting to see

Incidentally, the CC-root-kill-one-at-a-time method is posted as the method on EGL, but I do think the Mezfest Idea can work with enough of the right classes. :)
[/size]

If you try to only kill one garg at a time, you will not kill them all sufficiently.  The goal should be to kill all gargs and the crystal, and that's only going to happen if you can juggle dealing with the gargs and killing them simultaneously.  Our usual strat is thus:

2 Warriors to aggro and move gargs from spawn to root area.  Druid (better roots) roots gargs in place.  Chanters mez them.  If they get too close to one another, due to breaks or other issues, ranger punts them to a different area and druid re-roots, and it gets remezzed.  Need a minimum of 4 wiz/mage nuking crystal at full (not burn, save big burn for Phase 2) DPS power, utilizing CoM clickies, Enchanter 2nd spire, and if possible Glyph of Lost Secrets for mana pres.  Need a minimum of 2 mezzers, preferrably chanters, but bards work.  However bards are much more crucial in Light and Shadow, so if you have 2 chanters, save the bards for elsewhere.

That doesn't mean it's the only way to do it, but I thought some info from someone who's done the Arcane pillar many, many, many times would help.

Also, in regards to feedback from all pillars, keep in mind the trick to this raid is that you only get so much of a force.  After that it's up to us as raiders to maximize what we're given.  During our trial runs on this, I frequently got told "If only I had an XXX class....", well you're not going to get it, you need to figure it out.
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Furro on September 29, 2012, 09:10:41 PM
Quote
[quote author=6A4A584B52390

Also, in regards to feedback from all pillars, keep in mind the trick to this raid is that you only get so much of a force.  After that it's up to us as raiders to maximize what we're given.  During our trial runs on this, I frequently got told "If only I had an XXX class....", well you're not going to get it, you need to figure it out.


The feedback people provide from being in one or more pillars is helpful in order to help others maximize their efforts further imo.  Those players (in your runs as you refer to), saying "If only I had..."., yeah that'd be great if we could cheery pick as well, but we all know we have to work with what's available. :)

We're early in on this event.  I still say last night was our first real night on it, since last week we didn't have the proper numbers to split and go beyond 1 minute before a reset. 

Overall, we did well.  We'll apply what we've learned first hand and adjust based on the feedback here going forward.


Title: Re: VoA - Pillars - Unearthing Alra
Post by: Buukala on September 29, 2012, 11:28:50 PM
Oh, I didn't mean that feedback isn't useful.  It's fine to fine tune it with picking and choosing what you can.  But at the end of the day, Furro makes the choices and we have to live with what we're given.

As an example, when my Light Pillar team told me "Man, if we could get some SKs in here so they could HA the adds it would be so much better", I had to tell them that they weren't getting one because we needed them in Shadow, and we didn't have enough.  Not to mention that Light is a terrible pillar for SKs.  Basically what I'm trying to say is it's more beneficial to squeeze as much functionality and awesomeness out of what you have instead of trying to  alter the raid leaders plan.  If the plan is to have 2 enchanters in Arcane, and only 2 enchanters are in raid, as much as it would be nice to have one in Light to help stun adds, or maybe in Nature to help with charming, then Light and Nature are just going to have to make do without it.

Unlike most raids, this one has very little wiggle room.
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Ssark on September 30, 2012, 03:40:41 AM
What did you do about the Arcward then?
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Buukala on September 30, 2012, 07:20:26 PM
Arcwards are charmed by chanters and usually sent to go sit down somewhere away from the gargs.  At times you will have 2 Arcwards up.  The chanters need to be able to keep mez on the gargs and charm at the same time.

Title: Re: VoA - Pillars - Unearthing Alra
Post by: Dimbly on September 30, 2012, 10:48:13 PM
Nature STRAT.

THE OBJECT:  Kill 15 Verdant Lifetenders & The Focus of Anriella.


-Enter the Instance.

-Raid will rush the Lifetenders next to Anriella and tank one there.

-KITE TEAM will take the other and begin to kite counter-clock-wise around the southern pillars, picking up the Okiina Kindling that will spawn

15 seconds later in the southern hall doorways and include them in the kite.

-CHARM TEAM will charm Naeya (dogs) that will aggro as we rush the Lifetenders.

-Everyone (but KITE TEAM) will assist MT and kill the Lifetender being tanked.

-Dot up Anriella.

-Everyone self-cures to satisfy/cure the emotes using the proper curing spell or potions.

-KITE TEAM (and others with fire nukes) will nuke Okiina Kindling 3 times to cause them to burst into flame and AE the Lifetenders being kited.

-KITE TEAM will reacquire Okiina Kindling and kite them.

-Keep Anriella Dotted.

-Lifetenders spawn and aggro on a timer and when one is killed.

-When one is killed, 2 more spawn.

-KITE TEAM continues to aggro ALL spawns.

-MT will pick one out of the pack and bring back to camp.

-Damage commences on the new Target Lifetender, continuing to cast DoTs on Anriella


-RINSE & REPEAT


KITE TEAM:

Will consist of 2 Rangers (Possible Sub: a BST/Bard/SK filling one slot).  The KITE TEAM will be responsible to maintain Aggro on everything

except the one Lifetender being tanked/killed.  In order to help keep aggro on the kite team, the Assistant (the one not actively kiting) will

act as team healer/puller/nuker.  The Assistant MUST keep adds off of the raid.  The active Kiter maintains aggro with snares/AE nukes/taunt -

whatever it takes.  The kiter should know that nothing summons except Naeya (dogs). At some point, as the assistant gets aggro from

healing/nuking/pulling, aggro may flop and the Assistant will become the kiter and vis versa.  Be ready to be fluent and flexable. Everything

hinges on the proficiency of the kite.


CHARM/HEAL TEAM:

Will consist of at least 3 druids (Possible sub: Shaman/cleric filling one slot).  Your responsibility will be to act as a tag team, healing

TANK & DAMAGE TEAMs, charming Naeya (Dogs), assist KITE TEAM by nuking Okiina Kindling, and debuffing & Dotting Lifetenders/Anriella.  Healing

is obvious.  When the raid first rushes the Lifetenders, Naeva(dogs) will aggro socially.  You will charm the naeya and sic them on Anriella

and/or the Lifetender being tanked. If your dog takes as much as 5% damage, when charm breaks, it will instantly summon you.  (Know that if

your charmed dog is on Anriella the dog will need to be kept healed as Anriella has an unremovable DS.) When charm breaks the druid without a

Dog charmed needs to step in and charm the loose dog whilst the former charmer heals himself, or heals the charmer whilst he regains control.


TANK TEAM:

Will Consist of MT (SK/PAL) and backup.  TANK TEAM will be responsible to tank/kill Lifetenders and pull/aggro the next Lifetender from the

kite.


DAMAGE TEAM:

Will consist of everyone else in the Nature sub-raid.  DAMAGE TEAM will be responsible to DOT Anriella, kill the Lifetender being tanked & FIRE

nuke the 2 Okiina Kindling in the kite.  Fire nuke need only be fast not powerful (test and report).  The Okiina Kindling will need to be hit

with your fire nukes 3 times in rapid succesion, at which point they burst into flame, blurring any aggro on them, and AE'ing any Lifetenders

nearby (hopefully the entire kite).  Don't draw aggro to yourself from the kite if you can help it.



The EMOTE:

Every 60 seconds Anriella will randomly inflict 6 members of this pillar with Poison &/or Disease.  You will need to satisfy this emote within

12 seconds by curing the proper emote with low level Poison/Disease cure (3 counters).  If you fail to cure or cure the wrong spell you will be

penalized.  Penalty consists of being Silenced/Rooted/Tree Illusion.  The penalty lasts for 48 seconds.  This is no joke.  GTT will tell you

which to cure if you've downloaded the prepared .gtt file.  You will also see large Yellow text across you screen.


THE ENEMY:

The Focus of Anriella (Boss Treant)
-Perma-Rooted
-Non-aggro
-Weakness to DoTS and Charmed Naeya
-Has a large (unremoveable DS)

Verdant Lifetender (little Treants)
-Can be snared/rooted
-Puntable
-Do not summon
-Will break root on another Lifetender in close proximity

Okiina Kindling (shrubs)
-Can be snared/rooted
-Puntable
-will "burst into flames" (PBAE DD) when hit by 3 Fire-based nukes

Naeya Syr'vitral (dogs)
-lvl 93 animal
-Can be snared/Rooted
-Puntable
-Can be Charmed
-Will Summon


Minutia:


While in the Pillar of Nature, your class will be affected in the following ways:


Bard: +18 seconds to Brass songs
Beastlord: +90% Aggro; +10% Damage Dealt; -20% Damage Taken
Berserker: +40% Aggro; +5% Damage Dealt; -15% Damage Taken
Cleric: +25-91% to Heals; +45% Aggro; +20% Damage Taken
Druid: +70-110% to Heals; Negate Spell Damage Focus; Negate Mana Preservation Focus
Enchanter: Negate Spell Duration Focus; Negate Mana Preservation Focus
Magician: -0.75% Pet Hitpoints; Negate Critical Nuke Chance; Negate Spell Damage Focus; Negate Mana Preservation Focus
Monk: +75% Aggro; -20% Damage Dealt; -20% Damage Taken
Necromancer: +25% Damage Taken
Paladin: +20-91% to Heals; -30% Damage Dealt
Ranger: +40-80% to Heals; +25% Damage Dealt; Negate Accuracy Effects; Negate Ranged Damage Effects
Rogue: -15% Damage Dealt; Negate Shroud of Stealth; Negate Invisibility
Shadow Knight: +20% Damage Dealt; +25% Damage Taken
Shaman: +18 seconds to DOTs; Negate Heal Focus
Warrior: -65% Aggro; +5% Damage Dealt; +10% Damage Taken; Negate Melee Mitigation
Wizard: Negate Critical Nuke Chance; Negate Spell Damage Focus; Negate Mana Preservation Focus
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Ssark on October 06, 2012, 01:42:27 AM
Corrected triggers:

http://eqfreelance.net/ssark/voa-alra-trigs.gtt
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Furro on October 09, 2012, 12:54:07 AM
Quote
Corrected triggers:

http://eqfreelance.net/ssark/voa-alra-trigs.gtt

Updated main post with new GTT file.

For those wondering, the change is Shadow pillar, one of the patterns was incorrect.


Title: Re: VoA - Pillars - Unearthing Alra
Post by: Furro on October 09, 2012, 11:23:01 PM
 
Furthered our progress on this event last Friday.  It'll be a higher priority from now on until we get it down.

Practice, practice, and more practice.  This raid is no different then anything we've tackled in the past.  Focus, push the envelope of your play and it'll come together.  You can already see it in the few attempts made so far.

See you at raids!



Title: Re: VoA - Pillars - Unearthing Alra
Post by: Furro on October 11, 2012, 11:18:24 PM
 

(http://www.eqfreelance.net/images/pillars-light-scaled-border-white.jpg)


Light Trial Adjusts:
 

 

 

 


Clerics - Just before port in, I do the following:
Shaman - Before port in:
Druids - Not likely you'll be in this trial, but if you are:
Paladins - Before port in, buff healers with Marr's Salvation


GTT - Trigger for adds spawning, with a 60 second overlay.  Adjust it to fit your needs:

voa-alra-light-adds-spawn-with-timer.gtt (http://www.eqfreelance.net/audio/voa-alra-light-adds-spawn-with-timer.gtt)



Title: Re: VoA - Pillars - Unearthing Alra
Post by: Ssark on October 14, 2012, 10:06:00 PM
Arcane (Updated 10/13/2012)

Favors: Warriors, Clerics, Bards, Enchanters, Wizards, Magicians.

Objective:

Enemies:

Coalescence (crystal) - Only takes damage from direct damage spells.

Gargoyles:
Alaran - Arcward of Melretia:

Group makeup:

Group 4Group 5Actions:

NukersDruidsWarriors (Both)Warrior LEFTWarrior RIGHTEnchantersEnchanter LEFTEnchanter RIGHTRangerEnchanter/bard CHARM
Triggers:
voa-alra-arcane.gtt (http://www.eqfreelance.net/ssark/triggers/VoA/voa-alra-arcane.gtt) - For enchanters/ranger/warriors (mezgargoyle.wav (http://www.eqfreelance.net/ssark/triggers/VoA/mezgargoyle.wav) also needed)
voa-alra-arcane-spec.gtt (http://www.eqfreelance.net/ssark/triggers/VoA/voa-alra-arcane-spec.gtt) - For counting HP unlocks (optional)[/list]

(http://www.eqfreelance.net/ssark/images/VoA/Arcane.jpg)
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Furro on October 15, 2012, 03:24:09 AM
 
For the record, I purposely toned down my Light Pillar diagram, so that Ssarks would look better! Honest!  </blush>

Progress Update

Got more time in on this event this past week, and it was productive.

Aside from some minor adjusts to fill in different roles or to tweak our performance, we're careful to keep the same players in each trial every run.  It's paying off; the first timers to their areas have acclimated, the regulars are improving and our tactics are coming together.  It's becoming second nature, and that's what we want.  Less time to think what to do, and more time to instinctively react.

Arcane, lead by Ssark; has improved on the CC front.  With a DPS push, this area will be completed very soon.

Nature, lead by Dimbly; has steadily improved.  They have taken Anriella to 22-23% on several occasions and 6 LTs killed.  I'm confident they can close the needed DPS gaps with some extra umph!

Light, lead by myself, had our best run to date on Saturday.  Heralds around 57%, with 6-7 adds killed.  Our DPS push helped to keep pace with the adds, but we need to go further and take it to another level.  All those who are regular to this trial, take advantage of some banked AA for Glyphs, and look for ways to improve your own personal DPS performance (including being on the ball, reacting to adds immediately without delay and be there on queue for adps buffs).  This is the trial we need a perfect score in more then any other.  People are relying on us.  We will not let them down.

Shadow, this trial is in standby mode; pending a few more bodies complimenting our current raid makeup.  When this happens, they will engage it further and rip it to pieces! 

We know what to do.  We know how to do it.  Now is not the time to wimp out.  If you're standing on the sidelines missing the action, it's up to YOU to step up and join us.

Challenges are meant to be overcome, and Freelance raiders are fearless when it comes to facing any such challenge in our path.  My confidence is unwavering.  I know what we have, I know what we're capable of.  Face the challenge by standing along side your fellow Freelancers; push the envelope of your game; be a team player, and show your true Freelance raiding spirit!

See you at our next raid!

Title: Re: VoA - Pillars - Unearthing Alra
Post by: Ssark on October 23, 2012, 09:01:34 PM
Just a quick Arcane update...

We managed to kill off all the gargoyles so none were left spawning.  Problem was, we hadn't done such a good job controlling them so they healed the crystal a bit, and we were short nukers, so even with all of us bombing away at the end it was still about 74% and the score was a 5.

I'm confident the strategy is correct.  With a little bit more practice on CC, and a lot more stress on nukage, we should be able to start scoring regularly below 5.

The team is real excited to jump back in there and finish this darn thing off!
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Ssark on November 12, 2012, 09:15:36 PM
Arcane learned this week, it's really tough to do with just 2 enchanters.  They're very busy with the gargoyles and don't have time for the Arcward.  I think we either need a third enchanter (in place of a warrior), or a bard.  I've edit the post above to reflect this.

Also, the DPS from the robe-crew was fantastic.  Before we wiped, we had the crystal down to under 60% in 3-4 minutes.  Well done NUKE CREW!
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Furro on February 02, 2013, 02:34:36 PM
Defeated Friday, February 1, 2013

Nice work everyone!
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Buddii on March 23, 2013, 11:01:06 PM
Is there any chance of FL hitting this one more time for those of us that missed the win?
Title: Re: VoA - Pillars - Unearthing Alra
Post by: Furro on March 28, 2013, 09:47:29 PM
Is there any chance of FL hitting this one more time for those of us that missed the win?
 

Unlikely in the near future; if at all, that we'll revisit this event.  We just have too much progression ahead of us at this junction unfortunately to return to anything pre-Sep.