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Messages - Maglor

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1
This is the trigger I made that helps you to know if you are inside the tentacle aura.  The other one that Furro made lets you know if you are making the tentacles, but this one lets you know if you are inside ANY tentacle aura.

It has one command -- GET OUT OF THE AURA, FAST!

2
Upcoming Events & Strategy / Re: TBM - Plane of Health - T2 - Stem the Tide
« on: February 07, 2016, 01:28:49 AM »
Before we get to the boss, everything is stunable.

After we start the boss, I have a few observations, about the adds and a curse that is more easily curable than believed.

Looks like 7 adds is the max.  And there are 3 types of adds.

1 - A Pestilent (whatever).  Looks like the old Plane of Decay Death Knight.  Not Stunable or Mezable.
2 - Leacherous (whatever).  Looks like the old Plane of Decay caster.  Stunable with high resist.  Doubt if mezable.
3 - Bulbonian (whatever).  Looks lke the old Plane of Decay Bulbonian.  Mezable.  Some are stunable, others are not.

Also, Pulsing Fumes is cureable by a simple Pally Splash.  So get pallies to splash this away.  Much easier than running away to cure, though that is always an option.

3
I noticed that often I die to the following sequence:
You have taken 32500 points of damage.
You have taken 32500 points of damage.
You receive the Gift of Living Death.
You have taken 65000 points of damage.
You receive the Gift of Living Death.
You have taken 65000 points of damage.
You have been slain by Anashti Sul, Damsel of Decay.

I can be full health and BOOM, in a second or two, I am dead.  Happens more often than I like to think.

4
Paladin / Paladin Dedicated Healer
« on: January 22, 2016, 12:59:10 AM »
Sometimes a raid leader will require the pally to become the dedicated healer of the group.  This is not going to be too often, pally heals do not match what a cleric, a shammy, even a druid, can do.  But when push comes to shove, we do have some healing abilities.

First off, when you are the group's healer, do not even try to dps.  At all costs you have to keep yourself alive so you can heal everyone in the group.  For that reason, no stuns.  And, no agro spells.  You are healing, not dps'ing and the group will depend on you to keep them alive.

So, what should you have?

Automatically, you need Splash.  Get and have the strongest splash you can get.  This is not so much for it's healing ability but for its curing ability.  Yes, it does have a nice heal too, but the curing ability (unless you have overlapping pallies) is what you need for this.  It helps to cure just about everything.  That, plus the heal effect, makes it invaluable to the healing pally.

Now, you need heals.  Group heals and targeted heals.  Quick and slow.  Do know that the quick ones cost more mana so be stingy with them.  But remember, better to use a quick heal than to lose a person in your group.  So have Wave of Grief (or successor spell) for your main group heal and Aurora of Dayspring for your quick group heal.  Also, have Ardent Touch for your main targeted heal and both Burst of Dayspring and Blessed Light for your two quick targeted heals.  Do have all 5, you will need them.

Also, there is a duration heal.  Ardent Cleansing is the one you want, at least till you get past level 105.  I find it best to use the duration heal on side people who do not get much damage.

Now, the next spell is one that is not a heal whatsoever.  It is a DD spell, but it has a single use.  Brilliant Vindication allows you to cast the next spell as a double cast.  So if your group is getting weak, cast Brilliant Vindication on the mob then cast the group heal.  You can all but double your healing.

You also need the cures.  Along with Splash, have Ardent Purity up, it is great against poisons, diseases and curses.  Depurate have only if you need to cure corruption, which could be any raid so have it.  There are others but unless there are specific, pressing reasons, tis best to ignore them.

Finally, there is the one that you need as if you were meleeing -- Protective Proclamation.  This you want to cast on the mob.  Why?  Because it heals the tank and gives him a nice, temporary AC buff.

That gives you one and only one spell slot left.  Use it to cast a buff, mainly Brells, but think also about the Aegoism spell.

Now, abilities.  There is one ability that, when running right, lowers your hatred.  Marr's Salvation.  Have it up and use it on yourself and anyone who you do not want getting agro.  It is not a guarantee, but as it does lower hate over time, it can help a lot.

5
Paladin / Paladin Healing and DPS
« on: January 10, 2016, 04:29:08 AM »
Maglor here.  Biggest excuse of a Pally there is.

I want to start by talking about two areas that pallies do almost all the time – healing and dps.

First of all, pally dps sucks.  Unless we are fighting undead and then only in non-raid situations.  Yea, Sony (now Daybreak) saw fit to nerf us for offensive powers.  We do get some discs that can help, if we think carefully and apply it right, but we are never going to be the big time dps in a raid.  But then, we never should be.  Our focus is not on dps but on tanking, and healing.

Second of all, pally healing is not all that good normally.  Individually it is mediocre at best.  Pally heals will never come up to druid heals, let alone shammy or cleric heals.  But it is not meant to be as good.  But it is meant to be there and it is extremely versatile.

Paladins are the tanks that can heal.  And that is our weakness, and our strength.  But in a raid, we are rarely called upon to do any prime tanking.  Oh we can, do not get me wrong.  And there are times when we will be called upon to tank all hell out.  But normally we are either pure healers or we are being asked to dps.

So why am I combining them? Simple.  Unless a paladin is being called to do pure healing, they always combine healing and dps.  We are known as the tanks that can heal but we are also the dps that can heal.

So let’s talk pally dps and healing.

First off, DPS.  Pally dps is mainly a 2 handed weapon combined with some .  Paladins have a few “offensives” that improve dps.  Holyforge if you are fighting undead, but not much else.  Oh sure, it is a minor improvement against the living, but it is designed for the undead so save it for them.  But against everyone else, pallies have a number of offensives that work quite well.

You have the Second Spire of Holiness, a nice little dps increase.  You have the Righteous line of discs, which give you 20 or so crits.  You have Inquisitors Judgment, which gives you a number of crits.  You have the Pureforge Discipline, which does for everything what Holyforge does for only undead.  Intensity of the Resolute is a one shot per raid disc that is a nasty bit of offensive workmanship.  And finally you have the big one – Valorous Rage, a nasty little bit of work that really improves your dps for about 2 minutes, with a 15 minute cooldown.  This last one is definitely worth it.

In addition, you have a few nasty little direct damage spells and aa’s.  Consecration, an anti-undead spell, and its line, actually works on the living.  So do the various crush lines, though as those improve your agro you really do not want to use them much.  Banestrike gives a nice little bit of damage – all damge helps.  And of course, Reflexive Righteousness, which gives you a few fast and hard hits.
So, offensively, what should you be doing?  Well, it depends.  If you know that the mob should be dead real fast, you can blow all of your offensives and try to dish out some really impressive dps.  Not that you will, tanks never do, but you can be respectable at least.  If, however, you know that the mob will take some time, then you will want to stagger the discs and blasts.  Long term thinking is likely better than short term thinking.

Now, HEALING.  Paladins are the tanks that can heal.  As a result, even when you are tanking, you need to keep healing spells up all the time.  It is part of you and part of your abilities.
There are a number of healing and curing spells available to the Paladin.  But when the paladin is focusing on DPS, most of them are relatively worthless.  Of what use is the specific target heal or cure spell to the paladin when he or she is focusing on dpsing the mob?  All it does is to slow down the damage the paladin can dish out.

For this reason, the paladin healing spell lineup should necessarily be limited to those which he can cast and heal others without causing him to break contact with the mob.
For this reason Splash is probably the best healing spell a pally can have in a raid.  It is simple, AE targetable and most of all allows you to heal and cure almost the entire raid (if the members are close enough) without for one second removing your sword on the mob you are slice and dicing.  True, a single pally splash is, well, lame.  But when 4 or 5 paladins splash at the same time  ... oh boy!  They just cured and healed the whole raid -- at least those who are in range of their collective splashing!

You also want group heals and group cures, nothing else.  Group cures (when they come out with them), group corruption cures, group heals, this is the healing blood of the paladin.

There are two more healing spells that a paladin should always have up.  The Admonish and the Protective line of spells.  These lines have the unique ability of healing the target of your target, i.e. the tank himself.  And they also have a few other nice abilities.  The Admonish line does some damage to the mob as well as heal the tank.  The Protective line also heals the tank and at at the same time gives the tank a nice little armor buff.  As every bit helps in keeping the tank up, these two lines are virtually required for a pally to have.

Finally, there is the Vindication line.  No, it does not do any healing per se, it is a damage spell, but its real strength is that once cast it allows you to cast the next targetable or group heal spell as a twincast heal.

So, what spells should a pally use?

Well, considering that we can be called upon to offtank mobs that get away at any time, always have the Preservation line up – this armors you for a short time.  Also have 3 stuns.  I recommend three stuns that do NOT move the mobs when cast – some do so do not use them unless you have to.  Also, a crush line is nice – but make sure it is the crush that is NOT tied to one of the stun lines.  Of course, you will need the self-heal “Invigorating Steel”as well as the Protective and Admonish.  And the Vindication.  You need Splash, the most current one available.  Have Consecration up, it is too useful.  The rest should be group heals – the targetable group heal and the locked in group heal.

6
Paladin / Re: Help me Obi Tank, you're our only hope..
« on: December 31, 2015, 01:13:37 AM »
I totally agree with this.  Pallies have definite advantages tankwise.  True, the Gods of Sony made us the weakest of tanks but we still got a lot to go for us.  So if a mob is going hog wild, GRAB IT.

7
That is correct.  That said, her casting of the Holistic buff seems to be timed.  If she has just cast it when she "disppears", she does not cast it again when she goes down.  Gives us time to destroy the coffin without getting the buff (if we get it cleaned off first) and the nasty slow.

8
I am afraid I caused 3 Honored adds yesterday.  But each of the times was from the exact same cause.

Each time, I, along with others, was racing up to destroy the coffin.  We get up there and start.  Anashti Sul then cast Holistic Health on us.  Then, with this new Holistic Health on us, we get snared the moment the coffin is destroyed.  Result -- we cannot get back down fast enough and end up spawning an Honored.

9
Regarding the Life Blood Golem, I think it is going to take almost a full minute for us to take it down, and that is if everyone gets onto it.  I had noticed that our attacks on Anashti were limited a lot because of the Golem and often it was because when the golem spawned we broke off attacking Anashti and took on the golem, then Anashti would cast her Holistic Health on a couple that were still near her, the golem would die, everyone would return to Anashti and nobody would be able to do any real damage to her.  I know I was trying out various approaches dealing with the golem but nothing seemed to work until I noticed the golem was spawning just before everyone had to go to the aura to remove the holistic health buff.

Based on this, I would recommend the following approach.  When the golem spawns, the tank grabs it and moves it into position.  But nobody else goes to the golem until they have to get into the aura to clear the holistic health buff.  At that time, everyone runs to the golem and takes it down.  When the golem is dead, everyone runs back to Anashti and, within a few seconds, receives the holistic health buff and starts to dps Anashti.

I think later on, when we get better weapons, we can start trying other things to speed up the raid.  But for now, I think this will maximize our dps on Anashti without letting the golem survive long enough for there to be 2 golems at any one time.

10
I strongly suspect that the curse of life is tied to the golem.  I noticed that Anashti always cast Curse of Life on people whenever the golem spawned and I do not think it is a coincidence.

Advise that when we try again, have those who have Curse of LIfe on them focus on the golem, even if they have the Hoalistic Health debuff.

11
Ok.  A few things I have noticed.

First off, Vim and Vigor are connected.  Natch.  But when they get to far, it is Vim that goes to Vigor, not the other way.  At least I have never noticed the other way.

Second, there are never more than 2 auras.  And they always follow the same exact path.  When the first aura is in a specific spot, the 2nd aura spawns.  The first aura continues until it reaches a specific spot, then it disappears.  So the timing of the auras is fixed.

Will try to get a diagram of the spiral path when I can.

12
This has the other Lanys trigger, the one that tells melee to stop fighting Lanys and casters to start.

13
I have noticed something that I think is a weakness.  We are not taking advantage of the weaknesses of Lanys.

She always alternates between being vulnerable to melee and being vulnerable to spells.  It seems to me that we could take advantage of that.  Have two MA's and have them call out to assist on either Lanys or Calix.  When Lanys is vulnerable to melee, have the Melee slam her with the casters hitting on Calix, and when Lanys is vulnerable to casters, have the casters slam her with the melee hitting up Calix.

With melee constantly hitting Lanys while she is "rested" and casters hitting her when she is "exhausted" it just does not seem to be working that well.

Also, what seems to be killing us is Surge of Pain.  Pally Splash does not remove it, does not even touch it.  Stainn figured out that cleric RC takes care of it, but that mana hit is hard on us.

14
Raider Essentials / Re: Audio and Text Triggers Alternative - GINA
« on: February 08, 2015, 04:57:51 PM »
I have just got a new computer and have installed Gina, natch.  But now it gets interesting.

Under XP I could download all of the Gina triggers, no problem.  But under 7, Gina does not recognize the trigger files as Gina files.

Any advice?

15
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.

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