Zone Flag: | None | |
Event Key: | None | |
Group Mission: | None | |
Event Flags: | Storm the Citadel (Raid) achievement (4/4) |
Indagatrix Adria (Fortitio Elite) | PBAE 22k DoT + Melee SLOW. | |
Indagator Tatio (Fulgia Elite) | 29k DoT VIRAL (40' viral range). Missing warning emote. | |
Indagator Ursus (Proloxis Elite) | Target Area AURA spawns - 19k DoT + PULL. |
Squad 1: | Vis Fortitio | Vis Percussio (http://raidloot.com/Spells.aspx?id=48039) - Self-buff: 14k DD Proc + Stun | |
Vita Fortitio | Vita Anuimis (http://raidloot.com/Spells.aspx?id=48040) - Self-buff: Lifetap | ||
Indagatrix Adria | Vita Tardius (http://raidloot.com/Spells.aspx?id=48045) - PBAE 22k DoT + MELEE SLOW (30s) | ||
(Fortitio Elite) | Elite also casts Vis and Vita spell procs. | ||
Squad 2: | Vitoris Fulgia | Claustro Vitoris (http://raidloot.com/Spells.aspx?id=48041) - 96k DD + Stun (single-target) | |
Facultis Fulgia | Claustro Facultis (http://raidloot.com/Spells.aspx?id=48042) - 87k DD + Mana Drain 3500 (single-target) | ||
Indagator Tatio | Repenta Vitoris (http://raidloot.com/Spells.aspx?id=48046) - 29k DoT VIRAL (40' viral range) | ||
(Fulgia Elite) | MISSING WARNING EMOTE. | ||
Elite also casts Vitoris and Facultis spells. | |||
Squad 3: | Ignas Proloxis | Ignas Maxio (http://raidloot.com/Spells.aspx?id=48043) - 46k DoT + Snare (Target AE 40' range, 18s) | |
Humas Proloxis | Humas Maxio (http://raidloot.com/Spells.aspx?id=48044) - 88k DD + Knockback + Stun (Target AE 30' range) | ||
Indagator Ursus | Gravitas Maxio (http://raidloot.com/Spells.aspx?id=48047) - Target Area AURA spawns - 19K DoT + PULL | ||
(Proloxis Elite) | Elite also casts Ignas and Humas spells. |
Resonating Beam (http://raidloot.com/Spells.aspx?id=48051) | Frontal AE 112k DD + Mana Drain 4500 + Endurance Drain 1850 + DISPEL (range 1000', AE Range 20') | |
Ports randomly to one of four locations, spins and casts the Beam every 30 degrees. | ||
Also directs beam towards Elites. | ||
Resonating Pulse (http://raidloot.com/Spells.aspx?id=48052) | PBAE 145k DD + Mana Drain 5000 + Endurance Drain 2000 + DISPEL + Stun (30' range) | |
When Elites are dead Resonating Pulse AE comes into play. | ||
Energy of the Citadel (http://raidloot.com/Spells.aspx?id=48057) | PBAE 50k DD. | |
Energy of the Citadel (http://raidloot.com/Spells.aspx?id=48057) | Casts every 60 seconds and 2% HP from get go. |
P -281.0000, 27.0000, 113.0000, 240, 0, 0, 3, Principal_Indagatrix_Lucia
P -375.0000, 16.0000, 113.0000, 99, 99, 99, 3, Magia_Adria
P -375.0000, 30.0000, 113.0000, 99, 99, 99, 3, Magia_Tatio
P -375.0000, 0.0000, 113.0000, 99, 99, 99, 3, Magia_Ursus
P -295.0000, 14.0000, 113.0000, 0, 176, 240, 3, a_magia_vis_fortitio00
P -295.0000, 22.0000, 113.0000, 140, 30, 210, 3, a_magia_vita_fortitio00
P -295.0000, 30.0000, 113.0000, 0, 176, 240, 3, a_magia_vis_fortitio01
P -295.0000, 38.0000, 113.0000, 140, 30, 210, 3, a_magia_vita_fortitio01
P -295.0000, 46.0000, 113.0000, 0, 176, 240, 3, a_magia_vis_fortitio02
P -295.0000, 54.0000, 113.0000, 140, 30, 210, 3, a_magia_vita_fortitio02
P -310.0000, 14.0000, 113.0000, 0, 176, 240, 3, a_magia_vis_fortitio03
P -310.0000, 54.0000, 113.0000, 140, 30, 210, 3, a_magia_vita_fortitio03
P -276.0000, -64.0000, 113.0000, 255, 76, 0, 3, a_magia_facultis_fulgia00
P -284.0000, -56.0000, 113.0000, 255, 76, 0, 3, a_magia_facultis_fulgia01
P -294.0000, -66.0000, 113.0000, 0, 176, 80, 3, a_magia_virotis_fulgia00
P -296.0000, -74.0000, 113.0000, 0, 176, 80, 3, a_magia_virotis_fulgia01
P -284.0000, 113.0000, 113.0000, 255, 0, 255, 3, a_magia_ignas_proloxis00
P -280.0000, 116.0000, 113.0000, 255, 255, 255, 3, a_magis_humas_proloxis00
P -276.0000, 120.0000, 113.0000, 255, 0, 255, 3, a_magia_ignas_proloxis01
P -272.0000, 124.0000, 113.0000, 240, 240, 240, 3, a_magis_humas_proloxis01
Scavenger adds spawn every 55 sec, Lucia gives the message:
Principal Indagatrix Lucia says 'Beware, magia. The parasites are returned, drawn by the magic of our conflict!'
We also saw the following message:
Fire begins to form around your feet.
I wasn't able to tell what this indicates.
The raid needs to be more aware of Lucia's beam - she casts a 100k frontal DD, rotates 2 inches, then casts it again every 2-4 seconds. It only has 20' range so people need to either back up if she shadowsteps close to you, or reposition to stand behind her. One of our attempts she shadowstepped in front of us, then started incinerating the entire raid right as the big group of adds went active. We had no chance. :P
When the first group of adds die, it seems like the southern adds would be more dangerous and should die first (MA did call these first) - they're snareable, but all mobs in this event cast anti-kite Chains of Binding.
seems like only the person who will be the center of the ae is getting the emote, but if they dont move its still a lot of people getting hit.
you didn't happen to get any emotes for the humas maxio did you?
I think Ignas/Humas Maxio fire where the player gets the warning emote, not 10 seconds later when the AE goes off.
Here's my bards log from last night: (red/orange = Ignas Maxio warning + resist, blue/teal = Humas Maxio warning + resist)
[Fri Mar 06 18:18:50 2015] Jilkk feels faint claws scraping their skin. It begins to grow stronger. (Ignas Maxio warning)
[Fri Mar 06 18:18:50 2015] Nellixx feels faint claws scraping their skin. It begins to grow stronger.
[Fri Mar 06 18:19:00 2015] Electricity runs all over Gimamam's body. (Humas Maxio warning)
[Fri Mar 06 18:19:00 2015] Electricity runs all over Kaloha's body.
...
[Fri Mar 06 18:40:32 2015] You resist the Ignas Maxio spell![/color]
My suggestion is to have the raid stay in a pile, and move as a group every 10-15s. Given the short duration between emotes, this may not be feasible. Alternatively, we could all spread out, and just move when someone near you is emoted.
I think Ignas/Humas Maxio fire where the player gets the warning emote, not 10 seconds later when the AE goes off.
Also we should kill the annoying mini who does the gravity flux aura first because that's annoying as hell.
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.
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.