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Messages - Zaknaffein

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16
Freelance Ramblings / Re: Old Achievements
« on: August 03, 2015, 07:53:24 PM »
My druid and bard need moar rank 3 spells!

Xorbb for Clicky twincast, yay xorbb

17
Necromancer / Re: Necro DPS
« on: May 15, 2015, 08:06:44 PM »
Side note: fighting lanys and calix I have been focusing on lanys cause we cant seem to get her down to calix hp, even w/o putting dots on calix. I dot lanys when can and try to proc my impose for blood dd+30 -130% dot increase off of calix, mainly + mana tap cause peps w/rez need mana.I do dot him but if i load up on calix then sparky spawns at 70%, making it even harder to dmg lanys. I have been having a hard time keeping agro down even with FD. Seems like i can cast 4 dots and agro is getting crazy. Any way to gain more agro from lanys and calix would be awesome for me.
Thanks

I wouldn't go crazy on the dots when calix spawns honestly. Lanys goes live when Calix is 90ish %,. Lanys goes through some script first then goes Live, when she does Calix blurs agro. I have seen you and other necros and casters on agro the moment she blurs because I assume ya'll are dotting her up and aren't FD'n before she blurs, and the other casters don't stop nuking while she blurs. It's a good way to either go splat, or end up as rampage on Calix.

There is no reason to go crazy on the DPS on Calix from 100%-90% and really we should just be coasting till after Lanys goes live and calix blurs. You should just use flash dots and or other quick nukes/dots from 100-90% and FD yourself at 91% ish till after Calix blurs. Then put on the Gas for DPS to burn each down to 60% after the Blur. I'm not sure if dotting Lanys is a good idea either with her blur and mechanics, I'd just stick to calix really as a necro until the Lanys blurs stop at 40%.

I also don't like how we position at the moment and keep just a few melee dps on lanys, but that's another discussion.

18



I made slight adjustments to the Following triggers: Download
Vulnerabilities
Lanys Active
Lanys Tank Swap
Lich Adds Timer

Basically all I have done is added a new Overlay for my timers and text to go to and made it large and put it Top Center to make it a little easier to read, and I made the Timers/Text a little more User Friendly to help with the Lichs and to increase DPS and such.

No Strat talk atm cause it's late and really our Strat is pretty much on point, a few ideas I have on some points but can talk later on that. We just need to excecute and bump up our DPS more, and gear up our Warriors a bit more.

*Furro work your magic and fix my Images please ><


19
The thing with the Wk1 raid and other instances was with other tanks at the time, some didn't like me and I have a pretty good idea of why. Some of it's a tank thing, ego and alpha dog kinda stuff, some of it's because of other things/people. Nothing about you or Freelance leadership.

The trigger for Lucia Blur: Here. It's probably the same or very similar to what Sirene has.

I didn't see Sirene's post here until earlier today, the Picture I made just shows the positions I've been trying to setup fora while now. I can't really see what the adds are doing or where they are cause I'm on the boss, and lately boxing my druid so most of my attention is on him really. Not sure why it isn't showing though. Try this link?

Awesome Picture

I'm not very great with this sort of stuff so I'm probably doing something wrong /shrug.

Saving the last fulgia until Lucia beams are on hold, I've been blasted a few times at the start of the third stage, can hurt. Would need to rely on someone to spot for the beams though cause idk when they are starting/stoping. I never see her emote about it.









20
I've tried many times to set up designated spots to tank the minis at before, but for some reason it changes just about every week and I have yet to figure out why. I assume it's from new tanks being assigned along with our multiple changes in where we first set up as a raid. Or it could just be the, "there was no spot and we just went on the fly of where to tank them at first, and therefore this is now where I tank my mob and I won't change it" mentality.

I have found that Freelance is very very stubborn for some reason on where mobs get tanked, and HATE changing or having a mob moved to a different and often better spot. For instance when I first started to raid here, the WK1 Raid, I got so much shit for putting the boss in the corner/cubby type area instead of tanking it out in the open like you guys did. It's kinda weird, like a phobia to changing where a mob gets tanked and if you do then it's a mob mentality.

The two main things to consider when designating tank locations for the mini bosess and Lucia are:

  • Where we first set-up the raid when we begin to kill the fortitio wave and the prolox/fulgia wave of adds.
  • The kill order of the mini bosses.

Currently we set up on the South Side at the start to kill the Fortitio and Proloxia/Fulgia mobs. Because we are killing Ursus first I was putting him at his spawn location as the tank location due to the mechanic of the Mini's going DA at 20%, and then walking back to thier bind point, hence killing Ursus where he spawns. This way the tank and melee don't have to reposition themselves when he goes active again.

Next is Adria and putting him closest to the raid to have more of a gap between tatio and adria, less chance of beems hitting or thier ae's. Also we won't be going through tatio's beem to get to adria.

One important thing to keep in mind is that the tanks keep thier Mini facing away from Lucia so they aren't putting themselves between the mini and lucia, or right in the path of the beam. The melee dps will have to dps from the front to avoid the beam as well.

Casters don't "have to" stay in the original area we start, but it would be easier so they dont have to move a whole lot, and also to keep them bunched up together so the bugs aren't spread out so much making it easier to charm them as Bards Charm song has a very short range. The less spread out we are on this the easier it is. The casters stay grouped up, and the Tanks/Melee stay grouped up. Just make sure as a melee you stay on the outside perimeter of the Mini's to stay out of the beam.

Keeping the minis relatively close to each other and to Lucia is important as well. We just need to keep the bosses far enough away from Ursus so that his gravity Aura doesn't reach the other tank groups or Lucia tanks. The reason behind this is to keep Lucia within reach of Warlords Grasp. Warlords Grasp is the Warrior AA that will yank Lucia off of the the tank she warps to, the farther the mini boss are apart and from lucia, the longer lucia will stay on the mini boss she warps to. Keeping the Minis within 100 range of Lucia will mean she can instantly be pulled back to her designated spot after she blurs/warps. I have  trigger for the blur I can pass along if any other tanks want.

Keeping the last Fulgia Alive untill Lucia stops her beems may not be a bad idea.

Tanks that are assigned first on the minis also pe ready before the last fulgia dies. When I say ready I mean your mob on target, next to it and hitting fortitdue or flash BEFORE or RIGHT AS that last Fulgia mob dies while Spamming your mob with undivided attention, then moving to position. (Ursus Tank just stays put)

I'm not opposed to changing up where we tank or where we first set up as a raid initially for this.



Fear my Paint skillz


21
Putting these up in the post here so others can see and refer to it before we attempt this raid again this week so that they might familiarize themselves a bit. Knowing what spawns where for each wave of adds will help a lot for tanks and mezzers/charmers. We can go from there with a tactic on how to handle each wave, whether its positioning or assignments so on so forth like we were talking about the other night.

The Raid sets up in the SW corner so keep that in mind.

90% Adds: 8 mobs Total
North Side: 2 Vitali and 2 Ledalus
East Side: Nothing
South Side: 2x Vitali and 2x Ledalus
West Side: Nothing

65% Adds: 12 mobs Total
North Side: 2x Vitali and 2x Ledalus
East Side: 2x Carcass and 2x Workers
South Side: 2x Vitali and 2x Ledalus
West Side: Nothing

40% Adds: 16 Mobs Total
North Side: 2x Carcass and 2x Workers
East Side: 4x Carcass
South Side: 2x Carcass and 2x Workers
West Side: 2x Vitali and 2x Ledalus

15% Adds: 14 Mobs Total
NorthSide: 2x Vitali and 2x Ledalus
East Side: 4x Carcass
South Side: 2x Vitali and 2x Ledalus
West Side: 2x Workers

6% Adds: 22 Mobs Total
North: 2x Vitali and 2x Ledalus
East Side: 2x Vitali and 2x Ledalus and 2x Carcass
South Side: 2x Vitali and 2x Ledalus and 2x Workers
West Side: 2x Vitali and 2x Ledalus and 2x Carcass

Now these are just based on my visuals on our few attempts so these may not be 100% accurate because I could never see the North side, and I am going on the assumption that it's the same for each attempt on what mob type spawns where at which %. Most can see that the add waves at 40% and at 6% are the two that will wipe us if we aren't on our game. The 40% wave is all on our Enchanters and Bards. The 6% will rest on our tanks/healers and CC team.. basically a group effort and such :)

90% - no CC needed just the Vitali and Ledalus to deal with here. We just need two tanks at North and two at South. One snagging the two Vitali and the other snagging the Ledalus. We can settup 8 tanks if we really want here so we just have it 1 tank per add. I suggest that Knights be put to Ledalus mob, and Warriors put to Vitali because Vitali are immune to spells, this goes for each wave on these mob types for which tank types to assing on these mob types.

65% - we can do the two tanks at North and South sides, while we only should need 1 tank at the East side to keep the Workers/Carcass from running over the Chanter assinged there. Put an Enchanter and bard or two on the East side to handle the carcasses and workers that spawn there at this Wave.

40% - This wave rests on our CC teams shoulders pretty much. North side assign 1 tank(Knight) 1 Chanter and 2 bards to Charm the workers, Bards can work out which one to target to charm so they don't try to charm the same worker here. 1 tank and 1 Enchanter to Handle the East side carcasses. South side another 2 bards 1 Chanter and a tank (Knight), and the West side 4 tanks perhaps, one tank per mob there. Id suggest that this Wave the knights assigned to North,East, and South sides Use deflection here till thier CC teams get thier mobs taken care of.

15%. - 2-4 tanks North side. East Side Enchanter and Knight, South Side 2-4 tanks, and the West Side 2 Bards.

6% - This wave will be the most challenging spreading us thin on tanks, so we'll have a few tanks with multiple mobs I'm sure here. I would settup a warrior to fort/ae at each side at the start. North side 2-4 tanks here. East side 2-4 tanks and an Enchanter. South side 2 bards and 2-4 tanks. West Side 2-4 tanks and an Enchanter.

Of course a lot of this hinges on how many Chanters and Bards we have show up. Preferably bards cover charms on the Workers id think, and chanters handle the mezzes on Carcasses, unless there's some reason not to do that. I would also suggest a Designated kill location, like a campfire like you said yesterday, for our tanks to bring the Vitali mobs as they are the ones who cast all the AE DD spells during this raid, outside of the carcass but hopefully they are a non factor and mezzed away from the raid near where they spawn.





23
Turning the raid into a marry go round would lose too much dps that we are already lacking in. We have trouble stun locking 4 mobs while we have 4 paladins and 3 enchanters and we have trouble with positioning in all areas whether it's mob positioning or PC positioning, and we have yet to do this raid without someone using an AE spell or attack and waking up half of the mezzed Fortitios, and we seem to enjoy root punting the prolox mobs way off behind the hills on the far walls so FV can go and get herself killed.... moving as a coordinated pile every 20 seconds is out of the question :p

I said this on our first few attempts at doing this raid, that we need to learn to just heal through the AE damage because there will never be a time when we don't have the AE's hit the main raid pile. The nature of the AE's on how they work coupled with this being an open raid team and having new people join us on a very regular basis who have never done the raid guarantee that there will be missed emotes. We have to get over the blame game or the think-tank mentality of how to avoid the ae or how to stop it from happening because bottom line is, it's going happen each time we do this raid. I have a hotkey that cures the AE with Ognit, and a few other high priority players should do the same, IE a Good Warrior or two, A Good Enchanter or two and a good cleric or two and our MA (Myself, Mist, OE, Mildy, Furro, BD, Orumptiyum). It's 10 people every 3min ~


First Stage: The Fortitio.
Do what we have been doing so far with this first wave of having a knight Deflect/start and AE mez. Go back to the kill the first 4, then the remaining 4 we bring each mob at a time to 20%, then AE fuck them up and kill them asap. We weren't very good at doing this when we tried it, but it is the best way to limit how often the AE will fire/hit us.

Second Stage. Fulgia and Proloxis.
We crumble pretty fast and become headless chickens on this stage way too often. I use to just pop fort and ae when this stage started because way too many were dieing when these 8 mobs went live.. waaaay too many.. Tanks have gotten better though so I usually will fade off all of the agro I've built up on the Fulgia and prolox from tanking the Fortitio so they no longer all b-line to me. We started using a good strat on the fulgia last night with just having 1 warrior fort/ae the pile to the designated location, then the assigned tanks peeling off that warrior when in position(and hoping they are stun locked when at the position). The best way to handle these two piles of 4 mobs each, is to setup a warrior near each pile before the last mob from the previous wave dies, then have them Fort/AE thier pile when they go Live instead of using 8 tanks total who each have to use a deflect or other discs where 1 for each pile will suffice. We also need to get waaay better at stun locking the Fulgia, unless we have low turnouts of paladins and enchanters there really isn't a reason these 4 cant be locked down. As for the prolox, rooting is the safest, but I'd just be mindful of the direction the rooter is facing before they knock thier mob way off to no mans land where nobody is going to be looking and therefore FV secretly goes to kill herself. Which set to kill first depends on how many stunners we have for the fulgia really, or at least how well they are being stun locked I guess. Rooting seemed to be easier/better handled than stun locking so that's why Fulgia die first though one would rather the prolox die first because the KB ae is annoying.

Third Stage! 3 Minis and boss
This one again is rough at the onset. By preserving the warriors/knights deflect and Fortitude by using only two in the previous stage we should have at the least 4 with the discs up and gtg when these go live. I would use warriors to tank these btw instead of knights (again depends largely on turnout and who is in the raid). Warriors are just better off tanking especially when we will have 4 mobs tanked at once and we are stretched thin already. The positioning is bad on this part too, as I don't think we have ever tanked the 3 minis in the same location on this raid yet. Setup designated spots for each mini and the boss to be tanked. I've already expressed my thoughts on where on previous raids and why, they don't need to be way the hell apart from each other just spread out enough that the beams don't overlap on the raid targeting the minis and the Mini's AE's aren't criss crossing the raid pile from being too close, the AE's all have really small ranges. This is  something that can be shown in game of where to plant each mini as I've tried to do on previous raids before we go. Also we should kill the annoying mini who does the gravity flux aura first because that's annoying as hell.  Paladins at this stage also do group armor and spire, we are getting better at this but still could use some work. Go check out the post I made on the Forums here under Buffs post don't make it a suggestion make it an order. Another thing on the last stage I've mentioned in the tank channel before is to not spread the minis so far apart, as when the boss jumps the mini tank the farther the MTO has to run to her to drag her off you, the longer she has to beat you down and kill. Warriors use warlords grasp when she warps, best and quickest way to get boss off who she warps to and back in position.

We make this raid a lot harder than it needs to be, but a few tweeks here and there on minor things that a lot take for granted and we should be fine.

24
I would suggest people go and do the group mission Confronting Callix if they have not done so, or to go and do it again just to get your bearings and get in some practice as the group mission here is pretty much the same deal as the raid version mechanics wise.

I only boxed the mission once when it came out but I did make a few triggers for myself.  Download
They may be completely different for the raid, and I only made a few and didn't spend a whole lot of time tinkering or making a trigger for everything, just what I needed to box the mission.

From what I remember, the first phase of killing Gordianus was easy, I pulled him to a corner and avoided the auras there w/out needing to move and had him facing the raid to avoid the AE/KB.

For lanys and callix, the biggest issues for boxing were the spectre adds, so i burned fast to stop them from spawning. Lanys blur was annoying too boxing this but shouldn't be as big of an issue in a raid setting. I ignored all of the ae's and just healed through them myself. Rampage was an issue but that's just because mercs got stomped easily from it.

I've heard the spark worker adds are rough and need to die asap in the raid version and that the two bosses put out some heavy melee dmg.

Should be a fun raid ~



25
Raider Essentials / Re: Raid Buffs - Hercules Edition
« on: March 04, 2015, 05:27:10 PM »
Quick and Dirty Hotkey our paladins can make to somewhat better organize an Armor and spire rotation during events.

*Add in a /pause to each line in the hotkey as needed.
*In order for this to work properly every paladin would need to make this hotkey and use the GINA trigger associated to it.
*You can mess with your own hotkey and add in a /target xtarg or a /target (players name) as the first line in the hotkey or whichever may work best for you, or keep as is and just manually target the intended tank to cast them on.
*You can make seperate hotkeys for armor and Spire since armor is a 20min refresh and spires are 10, this just consolidates them into one for less hotkeys needed.

Line 1: /alt activate 2019
Line 2: /alt activate 1440
Line 3: /[Channel # for tank channel]Group Armor on %t by [Your Name Here], [Name of the paladin who is next in the Armor rotation] is next
Line 4: /timer 12000
Line 5: -Empty-

For example if I were to make this hotkey and Sanolan is after me in the rotation, then Line 3 would look like this:
/2 Group Armor on %t by Zaknaffein, Sanolan is next

*The next paladin's name in the hotkey needs to be manually changed per event as dictated.


GINA Trigger


26
Warrior / Re: Warrior Hotkeys
« on: February 20, 2015, 10:24:12 PM »
We have so many Discs, Buffs, Clickies, and AA that all give a %mitigation reduction with a cap on total amount it does become quite the bog of what is best in which situation. Brace for impact is "the best" for most situations, the only thing is it's a defensive proc buff and so it won't always be on you for ever hit you take.

NTTB and Diplomatic paper's are both useful as they Provide reductions to spell damage as well as melee dmg. Again very situational though for the most part, if I do use NTTB now, I pair it with Defensive just because Defensive lowers the chances of hits being < 34k.

Warlord's Bravery has a hit cap of 15 hits, keep that in mind.

I stopped using our BP clicky line a while ago, as it was more detrimental to have it. They are very situationally used though if you have just died and have none of the others up/on you.

A lot of what I have in my "Buffs" hotkey I also have on their own seperate keys and use them individually often, as I'm sure you know from grouping in raids.

27
A quick few thoughts on this raid:

Main tank Group makeup:
I would like to change up the MT group compositions a little for this event to help combat the negative heal amount associated to the auras in play while tanking the boss.

Warrior
Warrior
Paladin
Bard
Cleric
Cleric

Paladins have three amazing abilities that will go a long way on this event to help our #1 reason for wiping on this, along with there own healing capabilities.

Group Armor of the Inquisitor
Duration: 2.2m (22 ticks), Extendable: Yes, Dispelable: Yes
3: Increase Healing Taken by 58%
7: Increase AC by 435

First Spire of Holiness
Duration: 90s (15 ticks), Extendable: No, Dispelable: Yes
4: Increase Healing Taken by 30%

Blessed Aura
2: Increase Healing Taken by 5%

Bards will also help tremendously here with a few of the songs they can twist in:

Pulse of Sionachie Rk. III
1: Increase Healing by 14%
2: Limit Max Level: 105 (lose 5% per level)
3: Limit Effect: Current HP
4: Limit Max Duration: 0s
5: Limit Type: Beneficial
6: Limit Spell: Exclude Complete Heal
7: Limit Spell: Exclude Complete Heal
8: Limit Combat Skills: Exclude
9: Increase Current HP by 184 per tick
10: Increase Current Mana by 122 per tick
11: Increase Current Endurance by 19 per tick

Rytan's Reckless Renewal Rk. III
1: Increase Chance to Critical Heal by 25%
2: Increase Chance to Critical HoT by 25%

As well as all of the songs that will add an abundant amount of AC.

Rampage:
Rampage needs to be set and maintained. We have it bounce around and kill too many people. She will assist off of her adds as a means to set her rampage, so even the MT and the other warriros standing next to the boss targeting her with auto attack on, will not get ramapge even when the first MT swaps out. Every run I have seen her ramapge on the knights who are targeting the adds with autoattack on. And every time I have watched that knight die and then rampage gets loose which usually ends up on FV at some point, leaving less healers focused on the MT to have to heal up FV. One way we can set up a RT is to have all of the knights assigned to an add go in and get your assigned on pre-target, then back out of the room. Have a warrior start the event with Fortitude on, then the knights go in and pop Undivided attention disc on thier add and move it to the designated kill location. We will also need another warrior then at the same time take agro and end up tanking, leaving the first warrior who started the event on rampage. This warrior needs to stay relatively close to the boss at all times or Rampage will bounce. Staying just outside of her blue aura will work.

Runes:
Enchanters to keep up runes on the MT to help soften the blow from the very large AE dmg. The AE Iceplosion is what seems to tip my health over the edge, or far enough below Zero on me to kill. This is a timed AE and is part of the GINA set, so you can use that as your timer of when to refresh or put up a rune on the MT perhaps. Healers can also use this timer and try to top off the tank before the AE fires, like we do for Zebuxoruk in the Void raid.

I've already gone over it a few times in the tank channel, but warriors try to save your flash disc for when the healing totems are active which is every 10%? I think someone said.

For the adds at the start, knights just stick to where your mob on it's first death and wait for it to pop up again to snag it. Think of the red skelly's in Demiplane that pop up soon after they die!

We really need to get better at keeping the tank up on this, the few suggestions I have will help with that, and then gearing up the warriors will go a long way as well ~ But if we keep letting the MT die as often as we do, we will just be killing adds during the undead phase and nothing else. We need every type of healer to help during the undead phase as Her aura seems to get buffed up in terms of the Negative heal portion of it's effects.

28
The corner near the doorway is very small in width and would more than likely get pushed out easily with our lack of push control. Even though It is the best corner in terms of what you want when cornering a boss, I wouldn't consider it the best for us. The Left side directional emote would also give us trouble here as well. What would be better for us is using the same inner Corner we do, but just flipping the boss so that he is facing the raid. This will give us a corner to push into without worrying about push moving it around, and we can avoid the Poor Geometry causing him to flip around as often as he was with the tank between the corner and the boss. We also take the Back side directional Emote out of play by using this position.

Secondary healers need to spot heal during Emotes as well. Something along the lines of casting your fastest heal when emote fires, then move to position, then heal again. There are 9 Seconds from when an emote warning goes off until it Fires. If you can still dps where you end up then just stay put until the next emote perhaps. For Primary healers I'd suggest the same, but where you end up moving to you can just stay put until the next Directional emote fires. Keep in mind the frequency of the emotes going off increases the lower the bosses life gets.

Use Post effects for this raid. It's simple and effective in allowing you to see when you are safe from the emote, and when you are not. Go to your Options Window > Display Tab > Click on Advanced > Click on Enable Post Effects.

Tank swaps are getting better but some can still use some work on reaction time as well as which discs and AA to use in unison. For warriors I suggest using some of my hotkeys found Here More specifically my "Agro Now" key, for swaps. For knights it would be something similar, just use ageless then any sort of instant hate abilities in conjuncture with.

If anyone chooses to use my triggers they are slightly different. Download Here. These are not ofical triggers

29
Raider Essentials / Pets
« on: November 16, 2014, 07:40:12 AM »
We need to figure out a way for our Pet classes to be able to control there pets agro on raids. Pets cause more problems than they are worth when the owner does not understand how to control thier own pets agro. For instance tonight in Plane of war raid, every single melee dps died at one point or another because someone doesn't understand agro mechanics and how they work in this event the way we do this raid. It became exceptionally smoother after the pet owners died. Something to think on next time we do this raid ~

This problem is not confined to one raid though. I have yet to be on a raid here where at some point a pet is the reason melee dps have died.

I can recall plenty of instances and specifics for every single raid we do at the moment, but the bottom line is having a pet that is not being controlled will cause raid members to die.




30
Upcoming Events & Strategy / Re: TDS - Arx Mentis - Defense of the City
« on: November 09, 2014, 10:21:27 PM »
Just wanted to go over a few things as I think some may still not fully understand what's going on during certain stages of this event.
 
When the event goes live, each of the 4 squadrons become active, but only the west side will become targetable and will break there formation (become un-rooted) and we can kill them. There is 1 wizzard and 1 cleric mob per squad. These are un-mezzable and each one will be able to cast there spells when the event is started. So when the first Squad is being killed, there are 4 wizzard mobs that continually cast the Targeted PB AE claw spell, and then 3 once we kill the first wizzard.

 I am not 100% sure on this but I believe the wizzard mobs base who they target with the AE on highest agro, or they use the same ruleset for rampage agro. We can not cast on them yet, so they most likely just assist the mobs we are killing/mezzing and that's who they target to AE. At the start I imagine the ae's are hitting Knights who initially agro the first squad and the enchanters, and/or there healers. Once they get mezzed a few times(Mezz has a chance to blur the mob, so all of the agro built by the initial Knights who tagged them goes away) Agro is most likely to end up on whomever is tanking the mob being killed, through rune procs and defensive procs building up agro. This I can tell by the amount of times I get the AE after we have gotten all of the first wave locked down and I've tanked about 2 mobs worth of procs going off, because I start getting spammed on Zak with the AE trigger, usually 2x or all 3 wizzards directing it at me each time.

A few ways we can handle this, I can make a hotkey that informs when I have gotten the Emote if I am tanking and need to move, so the melee dps don't move with me and get bombed. I can also convey that when I hit that hotkey if I'm tanking that another tank snap agro off me so the melee can continue to dps instead of it just being able to be range dps'd. Best way is to have a warrior use Warlords grasp on the mob if we choose this tactic.

A lot of people were mad that I seemed to be kiting the mob we were killing for no reason, but trust me there is a reason, and you don't want me in the middle of the raid having 3x the ae go off on you all.  Also Whenever a mez wore off or was broken I would get summoned to that mob, while I have snare on me and trying to move away from the raid before the AE fires, while being summoned back to the mob I was tanking, while mezzing on my bard. It was fun~

Once the first squad is killed we move on to the next stage. Few ways to handle the agro on this as it seemed to bounce a lot on the melee dps. These are rooted and don't summon so if you do get agro just back up. We could have a warrior fort/ae taunt in the middle of the squad throwing out Wade and all the ae agro we can, throwing phantom agressor on the first mob, and projection on the second and then just spamming the third with cyclone and incite lines. We can have SK's toss out agro too, seemed to work for the most part but that first mob may still bounce before they can lock agro. Range may be an issue for them as well, I'm not sure here but I know I am able to stand far away and still use my agro discs. One Important thing for this stage, Pet owners really need to control there pets agro. Also no rogue pets. Noticed a few times a pet would creep up to highest agro, and since we are range tanking, that will start eating up the mleee dps when pets top agro. *Not sure how feasible it would be, but perhaps the raid can be split up and dps/kill 4 warriors per squad in the 6min before captain and her adds go live?

When Captain Tila goes live, the main tank group can creep down the side of the temple while the rest of the raid is working on the other squads that go live. It will be tough keeping captain close enough w/out the tank getting the debuff going down the temple but it can work I think. Everyone must realize though that we can't move her like we typically would other mobs, if we do it's a death sentence for whoever is tanking her. The other thing is that whomever is tanking the remaining wizard and cleric mobs from the last two squads, will have the captain agro you when those mobs die, so be aware of that. The current warrior tanking her might end up getting the debuff after tila is done going after whoever was highest agro when the wizzard or Cleric mob died, I'm not sure on this yet. *One thing we could try to combat the tank getting the anti-kite debuff is to setup a kill spot that we pull the wizzards/clerics to, and slowly pull captain to. This way when the wizzards and clerics die, captain won't be moving all over when those tanks pop up to her highest on the hate list and then back to the warrior.

During this stage and until the end, we are mezzing about 25 mobs? Give or take I think. There will be mezz breaks during this. I was being summoned around to each pile on zak it seemed except the pile that Sirene and I were keeping locked on our bards, Endotron had a good lock on all the mobs there when they broke. Not too big of a deal really as I'd rather they agro me than a healer/mezzer though I'd rather not have to use my discs on the adds instead of needing them for the boss, but you must also understand that if I am tanking an add that we are killing, and a mez breaks or fades somewhere else, it will summon me if I'm top agro(which I was) and the mob that the raid is killing will either summon me back, or start to move to where I am. Instead of complaining about this another tank could see this and take agro/tank to stop the ping pong perhaps.

A few things to tidy up and tweek but a win is a win. Good job on our CC teams and the rest of the raid :)



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