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Messages - Brenlaven

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46
On the adds...the rock SW of the D add...it is possible if you stand at the tallest point of that rock to target any of the adds even B...without having to move at all.  Not every caster will fit on that rock but if one caster group (or half a caster group?) wanted to try standing on that rock and DPS adds it means no need to move at all and just cast.  Not having to move is better DPS right?

47
The cleansing steam positioning seems to be working well. There is still a lot of improvement needed on picking up soothers for some reason and the pool of radiance oozes. As we do the target more this should get better...but going out of mana because there is a mob other than the one that should be in the corner is frustrating given how hard these mobs hit.

On the radiant ooze (combo ooze mob)...I sent a tell to Zak to stop pulling it to the assigned corner for the cleansing steam. There are 3 assigned tanks for 3 spots for cleansing steam and those 3 tanks are also (hopefully) planning to pick up the radiant ooze.  Having an extra tank help but pull it to one of those 3 spots (assuming the tank for that spot isn't dead) doesn't help imo. Instead, I suggested he pull it to the pillar in the center (thus forming a box) if it was needed.  His reply that was where the heelerz stand there...which would be a problem if they all got mezzed.

So, if extra tanks want to help (which is fine) and they can't make a box because heelerz are there...can we move the heelerz?  Last night, Zak didn't engage the ooze at all and that is fine...the 3 tanks are assigned a job and did it with a few deaths to casters but it wasn't a wipe event.  Instead of having no help if we planned for a possible fourth spot (the box idea) then if Zak or another tank wants to help they know where to tank the ooze and still leave the 3 other spots ready to tag the mob.

Comments?

48
The run away dot (Death Strike per the writeup?) is curable. Drood group cure Copsetender's Breeze will remove it in one cast. There should be no need to run at all if you are in range of your group curer.

Other classes will have to look at what spells they can use to cure that dot but if there is a drood in my group I expect to be cured by the drood not by running around.

But if you do need to run you do not have to go halfway across the zone.  It has a 50' AE range so the guess is that you have to move 50' or so to remove it.  People run way to far to remove it! This spreads the raid out...groups are scattered all over so the group heeler can't even single target heel a group member because they ran so far away.

Other than the totem, all other dots seem curable as well either via group cure or RC (and maybe splash?). So leveraging cures with groups trying to clump around the curer should help organize this raid a bit more.

For groups with melee, it would help if the group heeler was closer to the boss rather than at the outer circle. This would allow for group cures as well as group heelz.  Not sure if that is implied or not...I am a SK not a heeler.

49
First, that video seems to be of multiple attempts unless that one toon can both tank and pull bokon at once. Second, the DPS they bring is probably different than what Freelance brings. Not necessarily in total DPS but in range versus melee. Who hasn't put Quickburn on ignore yet for whining how Machin Shin leaves 'x' type DPS up top and 'y' type DPS goes below.  So just take those videos as tools to pick up minor things Freelance can consider...

BTW, not suggesting Pad is doing the QuickBurn shuffle...just reminding folks that each raid force is different.

One thing is they slow the bokon. Not a big deal maybe. But the video showed slow hitting bokon.

Also, the order of the roots seem more consistent. There are two greenish root icons (Blusterbolt/Flusterbolt?) then one of them is overwritten by Vinelash (Ranger/Drood) or Spore Spiral (Drood) or some ranger single target normal root brown icon. In almost every case that seems to be the order.

Another is the tank lines up the bokon to be punt rooted to the fire.  This punt root is probably Blustherbolt/Flusterbolt but I don't know the recast timer.

Drood Paralytic Spore (single target punt root) lasts for 3+ mins but is overwritten by Vinelash (70 secs max?) which is not helpful. But the recast on Paralytic Spore is 1 minute while Vinelash is just the global cooldown timer.  So the CC team has to decide if they want to try to use longer term roots like Paralytic Spore / Spray (multi mob version) as just another positioning tool since they both punt the mobs like Blusterbolt/Flusterbolt and then reapply Vinelash over and over to hold them in place.

If the CC team can reapply Vinelash consistently (it has a refresh after all) and keep the bokon on the fire then maybe Freelance can reduce the use of a tank to keep them all on the fire once port down happens. But for now that tank strat seems to be helping quite a bit.

So if CC team want to work out a line them up and punt them to fire tactic that is great. Minisca is wanting to coordinate the use of oozes better as well to kill more in a single shot. Combining these tweaks should help with the bokon.

I don't focus on the the DPS of the boss when she ports down so this may be happening already but another observation from that video is that only the tank and back up tank are on the platform. All other melee DPS seem to be in the water around the platform. Again, DPS differences but this means the tentacles will spawn in the water so maybe the tank doesn't have to stand in a tentacle on a second port down. Her hitbox seems large enough to be in the water and still hit her...so if it isn't happening perhaps that can be tried on the next run.

Good stuff Pad. The video shows a few things to consider as Freelance refines the strategy.  8% and 5% are close and these minor adjustments might help get her dead.

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