Zone Flag: | None | |
Event Key: | None | |
Group Mission: | None | |
Event Flags: | Ethernere - The Doomscale Horde | |
Ethernere - The Defense of Lendiniara | ||
Dead Hills - Xulous Prime | ||
Dead Hills - The Legacy of Bayle | ||
Bixie Warfront - Saving Jacyll | ||
Bixie Warfront - Pelzia's Plot | ||
Neriak Fourth Gate - The House of Thex | ||
Neriak Fourth Gate - Hate Rising |
90% | FOUR Royal Guard adds spawn. | |
Guards respawn 45 seconds after being killed. | ||
75% | THREE mini-bosses spawn (Arch Mage Harron, High Priest Belyea, Captain Whitson) | |
Must BALANCE Health of all three mini-bosses while dealing with the timed and percent based adds that spawn from mini-bosses. | ||
When mini-bosses dead and Bayle at 50%, FOUR more Royal Guards spawn (respawn 45s if killed) | ||
Royal Guards in play prior throughout potentially. | ||
50% | EIGHT Royal Guard adds spawn. Respawn 45s after being killed. | |
25% | At 25% these adds spawn: | |
TWO Fallen Guard adds spawn. | ||
At 5% intervals starting at 25% of Kyle Bayle's health the following adds spawn: | ||
Every 5% of Kyle Bayles health spawns TWO Fallen Guard adds. | ||
Every 75 seconds spawns TWO additional Fallen Guard adds. | ||
Note, only one fallen advisor can be active at once. | ||
5% | Kyle Bayle HP LOCKS until all adds dead. | |
Royal Guards stop respawning at this point. | ||
Fallen Guard adds CONTINUE TO SPAWN every 45 seconds until all adds are dead. | ||
Once all adds dead, Kyle Bayle's HP unlocks. |
Mini-boss | Spells & CC Info | |
Arch Mage Harron | Riotous Servant (http://raidloot.com/Spells.aspx?id=42209) - Self buff, spawn Gargoyle swarm pet. | |
Telekaria (http://raidloot.com/Spells.aspx?id=42205) - 92k DD + Stun, Target AE (1000' range, 40' area around max 12 targets). | ||
Harron's Protection (http://raidloot.com/Spells.aspx?id=42190) - Self buff, reduce incoming SPELL and DoT damage by 50% (100 million cap) | ||
Adds: | SNAREABLE and ROOTABLE. Immune to Charm and Mez. | |
a convoker | Riotous Servant (http://raidloot.com/Spells.aspx?id=42209) - Self buff, spawn Gargoyle swarm pet. | |
Circle of Emberskin (http://raidloot.com/Spells.aspx?id=42210) - 4000 DS, cast on players. | ||
a beguiler | Tashanira (http://raidloot.com/Spells.aspx?id=42211) - Increase Spell Damage Taken by 100%, debuff resists (hatelist based). | |
Slumber (http://raidloot.com/Spells.aspx?id=42212) - MEZ Target AE (500', 20' area range, up to 4 targets at a time) | ||
CURER silenced from using Splash (Target Ring AEs), for 60s. Recourse spell: Splashbane | ||
High Priest Belyea | Mark of Nife (http://raidloot.com/Spells.aspx?id=42207) - Reverse DS, recourse on curer prevents free-target casting (Splashbane) | |
Belyea's Protection (http://raidloot.com/Spells.aspx?id=42191) - Self buff, reduce incoming SPELL, DoT, MELEE damage by 25% (100 million cap) | ||
Adds: | MEZZABLE. Immune to Snare, Root and Charm. | |
a crusader | Thunderous Persecution (http://raidloot.com/Spells.aspx?id=42213) - 46k DD + Stun + Casting Interrupt. Target AE (500', 40' area, 8 targets) | |
a champion | Time to Bleed (http://raidloot.com/Spells.aspx?id=42201) - Increase Hit Damage Taken by 20% (single-target) | |
Captain Whitson | Time to Bleed (http://raidloot.com/Spells.aspx?id=42201) - Increase Hit Damage Taken by 20% (single-target) | |
Whitson's Protection (http://raidloot.com/Spells.aspx?id=42192) - Self buff, reduce incoming MELEE damage by 50% (100 million cap) | ||
Adds: | STUNNABLE. Immune to Mez, Snare, Root and Charm. | |
a blackguard | Tactical Deceit (http://raidloot.com/Spells.aspx?id=42214) - CANCELS ALL AGGRO + reduce Hate Reduction abilities (single-target) | |
Pattern: You suddenly feel less hated | ||
Dark Disconcertion (http://raidloot.com/Spells.aspx?id=42215) - Stunspin PBAE (40' range) | ||
a disciple | Feigning Death (http://raidloot.com/Spells.aspx?id=42216) - FD FRONTAL AE (4 targets) | |
Pattern: You unwillingly feign death | ||
Notes: | ||
Adds tethered to any accessible area on the floor. | ||
Mini-bosses tethered to their immediate raised floor area with stained glass windows. |
a royal myrmidon | Time to Bleed (http://raidloot.com/Spells.aspx?id=42201) - Increase Hit Damage Taken by 20% (single-target) | |
a royal scout | Vineswell (http://raidloot.com/Spells.aspx?id=42202) - SNARE Target AE (1000', area 40', max 6 targets). Snares again if cured (Virulent Vines (http://raidloot.com/Spells.aspx?id=42203)) | |
a royal evoker | Fire Beam (http://raidloot.com/Spells.aspx?id=42204) - 120k DD FRONTAL AE | |
Telekaria (http://raidloot.com/Spells.aspx?id=42205) - 92k DD + Stun, Target AE (1000' range, 40' area around max 12 targets). | ||
a royal vicar | Rodcet's Touch (http://raidloot.com/Spells.aspx?id=42206) - Heals mobs. | |
Mark of Nife (http://raidloot.com/Spells.aspx?id=42207) - Reverse DS, recourse on curer prevents free-target casting (Splashbane) |
a fallen defiler | Greater Siphon (http://raidloot.com/Spells.aspx?id=42217) - 110k PBAE Lifetap (40' range, 12 targets) | |
a fallen warlord | Time to Bleed (http://raidloot.com/Spells.aspx?id=42201) - Increase Hit Damage Taken by 20% (single-target) | |
a fallen advisor | Shadow of the Fallen (http://raidloot.com/Spells.aspx?id=42218) - VIRAL 30k DoT and DoT 2000 MANA and ENDURANCE Drain | |
Pattern effect on you: You succumb to viral decay | ||
Warning Emote: MISSING | ||
Telekaria (http://raidloot.com/Spells.aspx?id=42205) - 92k DD + Stun, Target AE (1000' range, 40' area around max 12 targets). | ||
a fallen revenant | Bloodsaber's Touch (http://raidloot.com/Spells.aspx?id=42219) - Death-touch (single-target) | |
Bloodsaber's Visage (http://raidloot.com/Spells.aspx?id=42220) - Self-buff, mitigation. | ||
a fallen protector | Mark of Nife (http://raidloot.com/Spells.aspx?id=42207) - Reverse DS, recourse on curer prevents free-target casting (Splashbane) | |
Thunderous Persecution (http://raidloot.com/Spells.aspx?id=42213) - 46k DD + Stun + Casting Interrupt. Target AE (500', 40' area, 8 targets) | ||
Interesting strategy posted on Evilgamer.net regarding way to beat ToR and avoid some of the mana drain issues. The strategy from there is cut and pasted below.
Ours is as follows.
Trigger event.
Beat on boss
Offtank / mez the 4 blues till 3 the mini named spawn,
Kill the blues - Kill adds as they spawn
Beat the 3 mini named to under 5% and then kill 2 of them Leave arch mage up and off tanked while rest of raid meds back to full.
Kill arch mage and then beat boss down to 28%
During this phase keep the blues mezed / off tanked but kill the evoker/vicar mobs till you have 8 scout/myrmidon mobs.
Once he is at 28% ish (not below 26%) then beat all 8 blues to 10% health.
Now the fun starts.
Mini burn the Boss to 5% HP lock should be very quick.
Knights deflection tank the horde of adds.
Full burn on the Reds defiler and advisors first.
AoE from Zerkers and Rogues to kill blues
All adds down then finish the boss when his HP unlock.
Crash bug: Tower of Rot Raid Instance
Cazic Thule server
Thursday, 26, 2014, at 22:52:40 EDT
Script was at the stage with: Arch Mage Harron, High Priest Belyea, Captain Whitson. They were all around 70% health approximately.
Friday, 27, 2014, at 21:12:20 EDT
Script was at the stage of Lord Kyle Bayle 25% health and two fallen advisors.
These were unrecoverable crashes. Everyone had to kill EQ and reload/relog in.
Bug reported in game.
We have been unable to reproduce this internally. Also, is your client crashing or is it hanging? It's a difference that tells us where we can look for diagnostic information.
Our CS team is trying to gather information about the issue and if you send in the requested information it'll help us reproduce the issue. Quote here: ...
It's not a client crash that pops up a dialog box enabling us to send in a report. It feels more like a server side instance crash. Everyone in the raid is hanging; frozen. It's as if EQ had a pause button. You can move around, cannot cast, or chat or do anything else. Spell icons greyed out etc. Only recovery is for players to task out and kill the EQ process, re-login. Once inside, the instance is completely gone, some players have rez effects, others corpses gone completely.
In addition, we're not doing anything special during the event itself. We're not kiting any adds or bosses, we're not leashing any adds causing them to reset either.
There's a reference to pet's and familiars being killed by the hidden exclamation (!) entity, which may be causing the instance to crash. It was reported in another related Tower of Rot crash thread here. The info could be a red herring, but may be helpful or relevant. Details posted below:
Thanks for your time,
Furro
Leader of Freelance - Open Raid Team - CT Server
Ah ok, that's a different matter as well. I see that the raid is stuck in an infinite loop. Thanks for the info.
We've been looking into the crash and trying to figure out what might be causing it. Hopefully we'll have a fix soon!
- Lord Kyle Bayle - Raid - The table and chairs in the center of Lord Kyle Bayle's room will turn to ash when the fight begins.
- Lord Kyle Bayle - Raid - Kyle Bayle will no longer regenerate hit points while invulnerable.
- Lord Kyle Bayle - Raid - Kyle Bayle's royal guards will now respawn every 45 seconds (up from 30 seconds).
- Lord Kyle Bayle - Raid - Kyle Bayle's fallen guards will now spawn every 75 seconds (up from 45 seconds).
- Lord Kyle Bayle - Raid - Only one fallen advisor can now be active at once.
- Lord Kyle Bayle - Mission - The table and chairs in the center of Lord Kyle Bayle's room will turn to ash when the fight begins.
when it hits you:
The mark of Nife flashes before your eyes.
upon fading:
The mystic symbol fades.
Interesting strategy posted on Evilgamer.net regarding way to beat ToR and avoid some of the mana drain issues. The strategy from there is cut and pasted below.
Ours is as follows.
Trigger event.
Beat on boss
Offtank / mez the 4 blues till 3 the mini named spawn,
Kill the blues - Kill adds as they spawn
Beat the 3 mini named to under 5% and then kill 2 of them Leave arch mage up and off tanked while rest of raid meds back to full.
Kill arch mage and then beat boss down to 28%
During this phase keep the blues mezed / off tanked but kill the evoker/vicar mobs till you have 8 scout/myrmidon mobs.
Once he is at 28% ish (not below 26%) then beat all 8 blues to 10% health.
Now the fun starts.
Mini burn the Boss to 5% HP lock should be very quick.
Knights deflection tank the horde of adds.
Full burn on the Reds defiler and advisors first.
AoE from Zerkers and Rogues to kill blues
All adds down then finish the boss when his HP unlock.
In case any of the add tanks need it as a reminder on their map for the 90% and 50% adds. here are some locs of spawns for after the table is ash:
P 109.8350, -22.3672, 811.1189, 0, 0, 0, 3, NW_chair_spawn
P 107.7255, 18.5197, 811.1389, 0, 0, 0, 3, SW_chair_spawn
P 108.6382, 49.4357, 811.1255, 0, 0, 0, 3, SW_arch_spawn
P 132.3836, 48.5330, 811.1138, 0, 0, 0, 3, SE_arch_spawn
P 132.6986, 19.0670, 811.1432, 0, 0, 0, 3, SE_chair_spawn
P 132.8502, -20.3920, 811.1370, 0, 0, 0, 3, NE_chair_spawn
P 130.7578, -48.4980, 811.1378, 0, 0, 0, 3, NE_arch_spawn
P 108.7019, -46.8945, 811.1339, 0, 0, 0, 3, NW_arch_spawn
90% adds are at the chairs, 50% adds are at the arches on first wave, chairs on second wave.
Was thinking about the 5% mark, specifically with the blue scout adds. I would think that if the groups that are assigned to the scout adds actually began killing them just prior to 5% (within the 30s spawn timer), we could get a few dead and free up some tanks/healing for the red con adds that will spawn. Not sure if they die before the 5% if they would still respawn if hit 5% before the 30s respawn timer. Was just a thought. Either way, seems like last night we were slow to get on the scout adds.
Now I admit I have missed one or two ROT's, especially the one where we actually succeeded, but it was my impression that we were trying to deal with all of the royal vicars and royal evokers because they could be so deadly. Instead all we do is offtank them and they are around to do their thing (vicar's heal) when we get Bayle down to 10% or even 5%. No longer any attempt to clean them out and replace them with Myrmidons and Rogues who are much less dangerous. Those vicars are healing everything and the evokers are doing nasty damage at the worst times.
Also, it looks to me as if we do not do anything about the viral dot. The times I tanked a mob and got the dot, I was forced to stand there and keep tanking it.
Do we have some dps or a grp that stays on Bayle at all times? Just based off what I saw last night, there were a number of instances that we had fallen adds spawn, and then once they died, bayle still had to be brought down the 5% to spawn the next set and then because of the time it took, we were getting the timed adds again before we get get the next % adds. As a result we stalled out and stuck in a holding pattern dealing with timed adds only. This also could have been due to fallen adds not really dieing fast enough, but it seemed also that it was taking too long to get bayle down to next % threshold after adds were down.
The problem with charming is partly due to the nature of charm itself. It is unreliable in the sense it can randomly break before the full duration of charm wears off, then add in the penalties for using charm on this event which further compounds the problems with using charm and our usual raid setup (lack of un-boxxed enchanters and bards). So we have mobs that are randomly going to be loose, and the first things they agro will either be the bayle tanks, or other add tanks. Because we are charming the myrmodins, that means time to bleed debuff is being put on multiple tanks and the bayle MT, which is one of the worst things to have happen for this event. Continually having to deal with respawns of royals running loose and the charm breaks doing the same usually ends up causing more trouble then what the benefits of have a charmed pet gives us on this event. Also by not having to kill off royals continually we don't have multiple assists going off at the same time adding to chaos/confusion, and can then focus our dps more easily on the fallen when they start to spawn.
The only reason I die on this event is because I get time to bleed debuff, or the royal respawns/charm breaks and the Fallen spawns add on the Bayle tank and aren't picked off fast enough/ever.
By not charming we can at least take one of those problems out of the equation.
We can take it further even by choosing what royals we want to be off tanked or kited by killing off what we don't want. I suggest we kill off any myrmodins that spawn at 50% until none are up. The myrmodins and scouts put out the most DPS and the vicars/evokers the least from the parses I ran during our first few runs at this when I tanked them. For the tanks off-tanking the evokers you can set up the enchanters to Rune/Spray/Aleander them continually to help offset the spell damage intake. Depending on how many scouts we get, we could do a bit of a kite on the mobs too when tanks aren't snared down below, not reliable depending on what spawns though, IE if we get a bunch of evokers we don't want to kite those. I also suggest that at a certain %, that off-tanks start to dps thier mobs down so when we are set to kill all of the royals it will take that much less time to do so. Also I would minimize the use of paladins as off-tanks if possible so they can focus more on just Splashing and healing. We should be able to use all SK's for royals with our army of them. We could test out having one SK tank two royals each. By minimizing the damage spread on 8 different tanks, localizing it to half of that should help healers to focus more instead of being spread too thin.
For the Fallen adds, I would suggest that we do the Following:
- Assign 4 tanks to them, Two tanks for the % adds, and two for the Timed adds.
- Make audio/timer triggers for the Timed adds.
- Warriors use Stormwheel blade THE MOMENT the Fallen go live. There is a short delay from when they spawn until they go live, so don't blow your load before they activate and go live.
- Once you have the fallen as your target, use Warlords grasp to move them to a Designated corner for the raid to kill them. ( If you keep your target empty when you hit stormwheel, the fallen should instantly pop up as your target after you hit stormwheel making it a bit easier/faster to then pop them with warlords grasp)
- Tanks set up in designated locations at 25% to maximize the effectiveness of useing stormwheel as your means to agro on spawn. Near the NE and SE corners of the room.
- Bayle tanked in the SW corner.
- Raid set up in the NW corner.
- One set of fallen adds spawn location is in the NE corner next to the stained glass window (the first set always spawns here, these may be the % spawn location)
- another fallen spawn location is SE corner, next to the stained glass window (these may be the timed spawn location)
- another fallen spawn location is next to the one mentioned above in the SE corner, behind the Chair. (These may be the timed spawn location)
- I have not seen any fallen spawn on the west side of the room, only in the NE and SE areas.
- Suggest the middle of the room as the kill spot.
- Tanks can position themselves halfway between the spawn locations and the middle of the room on the east side, then drag them to the middle once agroed.
Charm works providing a) mob debuffed properly b) same mob charmed when broken c) mob isn't taken from an OT and/or the current royal being killed. If one or more occurs, it's a CF. As soon as we have an errant royal on another OT and/or Bayle MT, it's a CF and we end up losing one or the other or both.
We can OT all 8 Royals. But it's entirely not the point here. We can't tailor a strategy around having 13 Tanks in the raid. We don't always have that many. This is why you see things like our hybrids tanking the minibosses. By the same token, we don't always have a form of charming, however it's more flexible and utilizes less resources (tanks/healing). It's all about resources. Bards, Enchanters, Necros can charm. Rangers and Druids can Root. We always have those classes, we don't always have the ability to OT 8x royals + 2x fallen + Boss and the potential for 2x extra fallen in the event of bad timing. This is where I'm getting my 13 tank number from by the way. 3x tanks for Bayle, 2x for fallen, 8x for royals (with the OT royal technique).
Cycling royals to get the ones we want was done a couple months ago. It takes too long because we're playing the RNG game, whereby it's 25% odds to get the mob we want. We can be there a long ass time cycling mobs having to OT them all in the meantime OT'ing Bayle. The longer we delay the greater the risk to losing someone.
Quote from: FurroCharm works providing a) mob debuffed properly b) same mob charmed when broken c) mob isn't taken from an OT and/or the current royal being killed. If one or more occurs, it's a CF. As soon as we have an errant royal on another OT and/or Bayle MT, it's a CF and we end up losing one or the other or both.
Yes in theory if it's properly de-buffed and charm lasts the full duration but even then it will still break, we will still have royals re-spawning from the need to continually have to kill royals. I don't know what's confusing the tanks or the CC teams but it isn't getting handled amid the confusion/chaos with this method. Every single attempt so far royals and fallen end up on the Bayle tank. I would be curious to see how rooting would work.
Quote from: FurroWe can OT all 8 Royals. But it's entirely not the point here. We can't tailor a strategy around having 13 Tanks in the raid. We don't always have that many. This is why you see things like our hybrids tanking the minibosses. By the same token, we don't always have a form of charming, however it's more flexible and utilizes less resources (tanks/healing). It's all about resources. Bards, Enchanters, Necros can charm. Rangers and Druids can Root. We always have those classes, we don't always have the ability to OT 8x royals + 2x fallen + Boss and the potential for 2x extra fallen in the event of bad timing. This is where I'm getting my 13 tank number from by the way. 3x tanks for Bayle, 2x for fallen, 8x for royals (with the OT royal technique).
Freelance raids are stacked with tanks. Most raiding guilds don't come close to what we average for tanks. Even with the recent lowered numbers for raids we still manage to get at least 10 tanks. Now of course we aren't going to always get the amount of desired classes for a given raid wether it's a tank/healing heavy raid, or a DPS requirement, you know that you work with what you got. Ideally we would want 6 warriors at least, 2 per mini boss, 4 on bayle for Def rotation, and two for the fallen adds. Reason I suggested 4 tanks for the fallen spawns is we always end up getting the %adds to spawn while the timed adds are up, or vice versa. If we can better control our dps then only two are needed(hell only one really with Defensive if they die fast enough like they should be) If we have less than that you can stretch out the warriors on the minis, we almost always end up tanking them w/out Defensive on anyways so you could even just do a two man tank rotation for them if we are that low on tanks. Even with a 3 warrior rotation there will still be a 1:30 min gap between Defensive refresh at the end of the cycle. As for amounts needed to OT 8 royals, how difficult would it be for a SK to OT 2x Royals at a time? I have no idea how much healing is required down there/how tough they are so I am curious if we really need 8 tanks, one for each royal.
Quote from: FurroCycling royals to get the ones we want was done a couple months ago. It takes too long because we're playing the RNG game, whereby it's 25% odds to get the mob we want. We can be there a long ass time cycling mobs having to OT them all in the meantime OT'ing Bayle. The longer we delay the greater the risk to losing someone.
I remember doing this. I think part of the problem was nobody really knew what we were doing so most were probably twiddling thier thumbs. Time to bleed de-buff is the bane of my existence in this raid. If I don't have multiple royals guards and some fallen beating on me, then the only other reason I die is because of this de-buff. I'd almost suggest that tanks Swap if they get it while tanking a mini boss or Bayle. Obviously if we get screwed and have 4+ spawn at 50% then ya we wouldn't want to mess around having to kill each one and hope it doesn't respawn again as a myrmodin. But if we get one or two, it may be worthwhile to kill them. As for the kiting, that's more of a play it by ear, IE. if you are below and aren't snared, or aren't tanking an evoker, then you could get away with kiting perhaps. Though if you do have it all the time then obviously won't work so great, I just know the only time I get snared is on the innitial spawns if it's a scout will I be snared up top.
As far as the fallen go, we make this more difficult then it needs to be really. If we can manage to not get both spawns up at the same time, be able to snipe them quickly (warriors just stand in between the two spawn locations, depending on which set is about to spawn, and pop Stormwheel the moment you see them move, or you can even pre target them if that's better/easier for you. Whatever gets the job done really) and kill them fast enough like we should be able to do it really shouldn't be too difficult. The only problem arises with the fallen is basically the luck factor on when/if an Advisor spawns.
I tried to find the map for that room but couldn't find it. But Mild did! and posted the exact locations for the spawns. Always was the brains behind creatively making write-ups with images ~ I never was good with that. Just have warrior(s) settup shop between the two red dots, depending on which spawns are due, and agro them/Pull to the middle to burn/kill. She also has the triggers for the timed Fallen there too which I highly recommend tanks use.
As far as group makeups: I know we won't always have these available, but ideal tank group makeups
Bayle/Captain tank group:
Warrior
Warrior
Warrior
Cleric
Cleric
Pally
-Something-
AM and HP/Fallen Warrior tank groups x2:
Warrior
Warrior
Cleric
Druid
Pally
-Something-
Royal OT groups x2(or Various combination if 1sk per royal of multiple groups, or just lump 4xsk and healers into 2 groups!)
Cleric
druid
SK
SK
Chanter
-Something-
Bards: I'd rather have them with DPS groups for this raid than with tank groups/cc groups.