Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Zaknaffein

Pages: 1 2 [3] 4
31
Upcoming Events & Strategy / Re: TDS - Arx Mentis - Defense of the City
« on: November 07, 2014, 03:07:29 AM »
Quick and dirty GINA Triggers for this event. Not the official ones and will be fixxed/edited as we progress. Credit to Sirene for making the Pillars AE trigger.

32
Warrior / Re: Warrior Hotkeys
« on: October 12, 2014, 08:24:01 PM »
Awesome! Thanks for the feedback and tips here. Always welcome peoples opinions and if they know of a better way or easier way then love to hear it! Glad you found my Keys and triggers helpful.

I'm always tinkering and trying to think of new or different types of triggers I can make for my warrior here. For me the toughest part is stopping myself from making too many triggers, I don't need my screen covered in text or timers so I can't see anymore heh, or my audio to get too cluttered and backed up to where the audio fires a bit later than when the trigger actually hit.

The one for the >34k damage is one where I like to see if I'm getting whooped, and if I start taking a lot of damage that is > than I may hold off on hitting NTTB. Only a very few mobs though at the moment that hit this hard with frequency. There are actually more types of damage, I just stopped making them after all of the more common types were made. I can add in the rest with that search text.

I'll continue to tinker here, and in a few weeks I'll go over and adjust any triggers that need to be changed for the new expansion here.

Thanks again for the input and for making and sharing GINA, is appreciated :)

33
Upcoming Events & Strategy / Re: CoTF - Tower of Rot - Lord Kyle Bayle
« on: October 02, 2014, 07:02:36 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.

DOWNLOAD

34
Upcoming Events & Strategy / Re: CoTF - Argin-Hiz - Burn Out
« 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

35
Upcoming Events & Strategy / Re: CoTF - Void H Raid - The Journey Home
« on: October 02, 2014, 06:41:54 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.

DOWNLOAD

36
Raider Essentials / Re: The Classroom
« on: September 29, 2014, 02:53:17 PM »
Here's a Link Here before I take off here. Just one of many sites I use for oddball info, but this one has a sort of hodge podge assortment of links.

37
I was out on a camping trip last week so wasn't able to be there for raids but I can hazard a guess as to what the causes of some of the issues that are still going on.

Breakdown in communication/knowledge/skill. We need to make GINA mandatory for all raids, do away with the outdated GTT. If everyone used GINA and uploaded the triggers I've made for this event that I posted in my last post, it covers just about everything you need with details and descriptions and the option to turn off each trigger if you don't need it. I also would think a vent/ts whatever server for the raid would help as well.

 I was hesitant myself to switch over to GINA from GTT because I really am not tech savy and was intimidated by what other people were saying, and the thought of having to move all of my triggers over wasn't very appealing. I read the post Ssark made HERE though and followed his directions. It took me just a few hours to transfer and figure out the overlays and everything else about GINA. I think if I can figure it out, most anyone else can, and if you still need help there are plenty of people willing here to answer questions.

The agro associated with the %adds on spawn reminds me of Solteris 2 event and how those adds agro is when they spawn. Just need the tanks to be on point and in position when VZ reaches each 5% interval, don't hesitate to defelct/use discs and all of that either or yell at furro if you die from lack of heals. The map and location points Sirene posted there should help so tanks know where to stand at. I would actually just make your base camp there and not move to far from that general area really. Can assign tanks like we do for ToR perhaps to lcoations isntead of mobs.

The snares again are part of the GINA trigger package I have linked in my previous post. Healers could make triggers themselves for when a tank gets hit but that would be quite a lot of triggers to make, one for each warrior.. because making a generic text phrase for the trigger will get everyone within range who gets hit which would be annoying. OR, the tanks themselves can just use my triggers and then do what it says when it fires ~... It also is helpful if my curer doesn't have me on ignore so when I ask for specific cures in group I can actually get them, instead of staying snared and making you heal more and increasing the odds of me dieing.


38
Tmon I'm not sure if that is the most efficient way to handle the % based add waves. Every 5% we get 5 adds, and it's totally random as far as I know which ones spawn. If we don't have a warbrute spawn, but have a provost up, or two,  are you not attacking them? Instead of just being assigned to 1 mob type, why not make a hot-key something like this:

Line 1: /pause 5, /target a_rallosian_provost
Line 2: /pause 5, /target a_rallosian_warbrute
Line 3: /pause 5, /pet attack
Line 4: /cast <1-12> Fire nuke of death!

That will target your warbrute(s) first, and if none are up it will target the other Add that is weak to fire, provost. You can make it just target the two mob types, and then you can hit your other nuke keys or whatever works for you. As for what pet to use I really am not sure, maybe fire pet for the nukes, or earth pet and just don't equip it with any weapons so it's hitting with HtH? Or stun pet and have it attack the weak to stun mobs (Archer, marauder, salvebringers) whatever works the best really.

I tweeked my GINA triggers a little bit as well if anyone uses them. Download them Here - Not official triggers ~

39
Updated my GINA triggers Here - These are not the Official triggers and are still a work in progress at the moment. Just un-check anything you don't want to use in them.

The adds seemed to be worked out and we'll get better on those now with more practice and what classes we have available I imagine. Next is to work out what DPS to put on which Zek and killing them off in between adds ~


40
Apparently I'm blind and never saw the Message
Zek Brothers: Lowered the damage done by the Zek Brothers slightly, and lowered AE rampage damage.
Adds & Weaknesses:
  • Lowered the HP and damage values of the adds in this event.
  • Increased bonus spell damage to adds and increased how quickly it scales up, but the bonus will only apply to the first hit every second.
  • Rallosian Priests now have a bigger bonus to melee damage, but will lose health over time while charmed.
  • Adds that are weak to fire now take more damage from hand-to-hand attacks.
  • Adds that are weak to cold now take more damage from piercing attacks.
  • Adds that are weak to stuns now take more damage from blunt attacks.
  • Adds that are weak to snares now take more damage from slashing attacks.

That makes things easier knowing that >< though I was on the right track sort of with just going by the usual mechanics and what I was seeing in logs!

I attempted a few times to go and poke my head out into the main room while the other two wars were tanking so I could capture some logs on the unknown mob weaknesses and test a few things out, though I found out that I really can't leave my room in there or bad things happen >< ..Or that I can't summon tank another direction or Clerics get grumpy and yell at me when I die! (the yelling part is probably why I died, too much grumpy cat typing to yell at me, not enough clicky heal!)

On a serious note, if you guys rely on group heals for this, I suggest we summon tank to the farther areas from Tallon to avoid his ae's, Mainly his Snare. I still can get hit with Event add snares but I don't seem to get hit by tallon's.. though I could be wrong, I'll have to scrounge around my logs some more. Snare, and if we get stunned from the FD right next to vallon are usually what kills warrior's on Vallon.

Didn't take long to see the split raid and being inside the zek rooms isn't a viable option, not sure what all happened on other side but one thing I noticed ere the % adds made a b-line for mild and wind it seemed.

[Thu Sep 04 20:58:39 2014] a Rallosian provost has taken enhanced damage from Evilash's fire spell!
[Thu Sep 04 20:27:35 2014] a Rallosian warmaster thrashes frantically under the influence of Minisca's snare spell!

So with the above logs and the logs from previous posters I think that covers all 9 mobs weaknesses? Not counting Priests ~
Should be able to fix up my triggers later tomorrow, and ditch my event add timer if that really is based on the zek's HP% Balance.
Rangers, chanters, bst, druids wizzie's monks and Paladins are all we need to win on the adds, np!~
Now to work on the DPS for the brothers!~

41
Just touching up on what we discussed very briefly during the event last time about splitting the raid.

If we can split the raid up half/half and put 4 groups in each room for our next attempt and see how that plays out. You said you had thought about doing this before but were worried about the targeted AE hitting the warrior's inside the rooms, which is a valid concern. Our last attempt we had the AE ring inside vallon's room a few times so we are going to get those rings inside either way. The ring does not cover the entire room, you would just need to keep the main tank topped off/cured of tallon's balance before it fires, if the tank is lucky he can avoid it if he time's it out with summon while the rest of the people inside the room just swap corners.

There are a couple of ways to then handle the event adds with this. We have 1 group made of the add tanks to pretty much do nothing but be on add duty. Have them do nothing but stand near the doors, then when the adds are due, or when the zeks are at the 5% intervals, go outside (Find out where all the spawn locations are so this get's easier/better) and agro/pull to a room to kill. One per side. You can either assign Xtargets to a room or tanks to a room or certain mob types to a room to be killed off in. There are plenty of options on how to handle that.

If we try this, I then would suggest we flip up our positioning in the rooms themselves. Instead of summon tanking backwards outside of the room ,flip it so the tanks and healers aren't in-between the doorway and the boss. This will help alleviate the tanks and healers getting agro on the adds perhaps. Place the dps between the doorway and the boss to intercept the adds as the tanks pull them in, less distance the adds have to move the better. Can tweek this as needed on positioning.

Without listing all the pro's and con's, I think this tactic is worth attempting. Details can be worked out once we see if this is viable or not.

I am attaching my GINA triggers I have made thus far for this event. These are not the official triggers. These are also a work in progress still!

The timers on the event adds don't seem to be 100% accurate, I think there can be a 6 second loss sometimes from the server on both my swarm and event add timers which then keeps adding on time as it's a repeating timer, though I'm not too sure. Will need to keep checking these.

The weakness triggers I made are based off of Lisard's assist message. I started to make it for all the known suspects who MA for Freelance raids, but I didn't feel like making 80+ triggers because every single person uses different syntext for their assist message. It would be wonderful if everyone could make there's the same as lisard's: < %t >

We still need to figure out the Spell weakness for the following mobs:
Archer - Try Cold (Cold and Pericing seems to be paired up on a lot of mobs for weakness )
Lifetaker - Try Magic or Chronomagic (Slash seems to be paired up with Magic)
Marauder - Try Fire (Fire seems to be paired up with Blunt or HtH)
Slavebringer - Try Chronomagic
Warmaster - Try Magic

We still need to figure out the Melee weakness for the following mobs:
Lifetaker - Try Slash

As far as I know Disease and Poison aren't a weakness to any mobs, but have we tried very often?




42
Few things I noticed could use work/slight adjustments perhaps.

Positioning is one area we can tweak and do a bit better on. Right now we are spread out across the entire area, bunching in closer will help. a few suggestions on this are:
  • Put the VZ assigned groups inside of VZ's room in the SW corner. Keeping the dps outside of the room can cause issues when either the swarm adds spawn on top of them or the regular event adds come over to them. The purpose we didn't have VZ groups inside of his room I assume was to avoid the AE's that effect hate. This is really a non factor if the Tank on vallon uses the triggers I've attached below and hits stand at the appropriate time.
  • Put the TZ assigned groups inside of his room. The majority of people assigned to TZ are going to be hit by Tallon's Balance anyways, so I don't see a point of having a handful of caster dps way outside by thier lonesome, being easy prey for swarm adds or regular adds to run to and snipe.
  • Tallon Zek groups: Tallon's Balance: Check logs on the text of it landing on you and see if it's timed, if so we can create a trigger for this and better coordinate paladins to splash the tallon groups. I think* it's the same counters as mark of nife in ToR raid, so treat it the same perhaps
  • I wouldn't worry too much about cures on the VZ side. The only things that really need to be cured asap is Tallon's Balance, and if the MT gets hit with snare. May even consider swapping if the current warrior gets snared.



Swarm Adds:
  • The warrior's inside of VZ and TZ's rooms who are not currently tanking either of the Zek brothers, pick up any swarm adds that spawn inside the room. Sometimes you will need to use Undivided attention or other instant 100% agro abilities to peel them, Use flash accordingly.
  • Tanks outside, Can either assign tanks to the Swarm adds or just go with a FFA, all tanks agro them if they are close to one. They aren't up long enough to worry too much and assigning someone may just be more of a hindrance.
  • Time out the Vallon adds to see if they are on a timer when they spawn, is so can setup a repeating timer trigger

Event Adds:
  • Regular Event adds need to be killed faster. This is the main focus on the raid is finding those weaknesses and having the dps react fast with what mob is up and it's weakness, assist, and dps smartly on them. This event is timed at 30min, we need to get faster on the adds.
  • Bunch up closer to avoid mobs running around too much. We lose dps when this happens.
  • Figure out if the % based adds have set spawn locations, assing tanks to those spots if so.
  • Timed adds are 1min 30 seconds? Can figure out a repeating trigger for that if that's the case perhaps
  • I would consider using Enchanters to charm the priests instead of bards. Assign one enchanter a priest each and a Zek brother each, they can go inside the Room and be a part of the DPS team there, focusing only on keeping him charmed and dps'n thier assigned Zek.

At the start of the event, I would consider having a warrior start this event instead of a rampage tank paladin. With a warrior starting, they know when it will go active, and can hit fortitude or Flash, THEN start the event. Warrior's and Rampage tanks on both zeks, be standing next to your zek with attack on. Rampage tanks back out the moment the event goes live, use Flash if needed, or deflection. Main tank, Use Flash/Fort and be quick with using an agro ability. They can summon off the other brother's hate list, so just be quick with the burst agro to avoid that at the start.

At some point I believe the Zek brothers swap the MT, not 100% sure or at what % this might happen, but just be mindful of this if it does.

43
Upcoming Events & Strategy / Re: CoTF - Void H Raid - The Journey Home
« on: August 22, 2014, 12:45:10 PM »
Updated my GINA triggers and attaching it here if anyone is interested. If you used mine from my earlier post or from in game sharing, just delete what you have and upload the new set I have here. These are not the official triggers. ** See the post Below for the most current GINA set to download **

One thing I notice is we aren't putting melee dps on Lanys after Deathamster dies. I assume this is for fear of getting hit by her ae's. We can melee Lany's with no issues if we are smart about it. Qeynos Technique AE will hit you with DD and a DoT with curse counters. With the recently added triggers you can easily run oor of this AE before it fires. One thing you could do as a melee is to click the portal over to Ro's Flame island as it is right next to where we tank Lanys atm. If you are closer to other island portals you can also use them to avoid technique I'd imagine.

Ro's Flame should* be a none factor, as long as the MT is facing her away from the raid, and nobody else is on the same side as the MT. If this happens, then only 1 person gets hit with RO's Flame that needs to be cured. Where the issue might arise is having Melee on Lanys when the adds start to spawn due to how we position her in relation to where we Kill the adds and how the Beam (Lifetap for lanys) works. Right now we put the melee in-between the adds and Lanys which is something we don't really want when adds are up so we can either just make sure they aren't in-between the adds and Lanys when adds spawn to make the Lifetap a non factorr. Or we change up our positioning, but I don't think that is ideal atm as I imagine that will just confuse most people.

Jist is we lose a lot of dps by not meleeing her.

Another note, we should be burning Down the house after the first Comet DT has gone off and we click back to the main island. Once up top Warrior pops fortitude and burns agro( while maintaining the positioning and facing Lanys away from raid) while the raid throws the kitchen sink at her.

With the AE charm on Zebuxoruk when he is <30%, I suggest that whoever is Hit by it (Only Hybrids and Melee can get hit by this) and the new trigger there fires, it's a very small AE range from the targeted palayer. I suggest they run to east side of the main island, or up the ramp to the dragon, or you can even click a portal to an island. (Not Queynos Island as Lanys and those groups will be up there at this point)

44
Upcoming Events & Strategy / Re: CoTF - Void H Raid - The Journey Home
« on: August 20, 2014, 03:31:01 PM »
Just reiterating on what I talked about briefly in the channel last night.

The trigger phrases Mildy posted pertaining to which relic Lanys is about to use will more than likely address the main reasons we are wiping to this raid currently and will go a long way in being able to defeat this raid once triggers are made for them and a strat in how to handle the two ae's when they are about to fire. Whether it's just positioning the main raid force a certain distance from lanys or using designated islands to run to before technique fires, to not putting pets on lanys/pulling pets off before ro's flame fires or any other minor adjustments that need to be made. Pets can and will wipe out the tank core if they manage to get on the wrong side of lanys when she casts ro's and pet owners aren't paying attention. Laso the MT facing lanys the wrong way will do the same, or not getting cured.

Queynos Technique and Ro's Flame are what we end up wiping to more often than not. Either from attrition due to adds/ae's slowly killing off players or dps at a stand still on lany's due to Positioning and taps healing lanys.

Our positioning of where lanys is tanked in relation to where we gather the adds has improved, Gima and bren have found a good location I think. Lure of the siren song is a great way to pile mobs in a certain location and is probably under utilized in some of our raids, but perhaps that's because of the inherit risk factor to the bard. If tanks don't have agro on their mobs when the bard hits that ability or aren't at the location the bard pulls the mobs to, chances are they will go splat if you don't hit deftdance or fade out fast enough.

Lifescourage is important to avoid as well, but right now with how we seem unable to avoid Zeb's Viral charm at the end there I'm less inclined to believe we can fully avoid this debuff from hitting multiple people at this time. I think after we improve on avoiding and improving our ability to handle the technique and ro's flame relics can we then adress the ae charm and Debuff and other targeted or viral type ae's. I am curious if Pets are susceptible to Zeb's Viral charm and spreading it, seeing as they can be hit with Ro's flame and cause it to fire and ae the raid. I doubt pets can be targeted with Lifescourage though.

For charms, this is up to the warriors to be on point and make sure the next tank up is 2nd in agro. Easiest way is to just be next to lanys and then start moving backwards and hit taunt at the same time. When you get a successful one in, once you move out of her range, proximity agro will take over and the current MT will get agro back. Current MT can also just hit an agro ability when the next tank in order communicates that they are attempting to get a taunt in. This way you won't get 1 rounded or keep agro long enough or need to use flash. Knowing though now when she is about to charm the MT we can handle this differently perhaps on the main island.

Deathmaster puts out some heavy Spell damage on the MT with his frontal arc and then after 50% when he starts throwing out some dots, along with the melee damage. Only thing on him is just more dps and keeping the MT topped off, or having chanters rune/spell guard MT and facing him away from the raid. The beams he casts towards lanys don't seem to be in play here as lanys was still on her last island.

45
Upcoming Events & Strategy / Re: CoTF - Void H Raid - The Journey Home
« on: August 03, 2014, 06:15:20 PM »
Made some triggers soley based on the write-up here and our first run at the raid last night. Some may need to be edited or fixxed/Deleted as this is still a work in progress. These are not offical, just the ones I have started to make for myself.

Can someone better at this than I post the Locations of each island and it's Name so I can copy it to my map file.

Pages: 1 2 [3] 4