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Messages - Hurl

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Hey Furro, happy to return the favor, as our guild has used eqfreelance for a couple expansions to help work through raids.  Sailea (other coleader of Prosperitas) reached out to you a while back for help with PoWar, and you were very kind to aid us.

As far as the golems, just clearing the players away from their spawn location and tanks being quick to aggro (I'm one of the tanks on golems) we've never lost control of a golem using this mechanic.  If players are close to their spawn location, or the golems are dragged through the raid, it's pretty much a disaster.

Cheers!

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eqfreelance has helped us many times in the past, especially with some Plane of War tweaks earlier his year.  Wanted to share the changes we did last Tuesday to beat the event.

Coffins spawn at 91 / 61 / 41 / 26.  seem to spawn always 1% ahead of what you'd think.  We remind folks in TS to get cured before they run up to dps coffin.  Coffins's are always 100% most important mechanic.  If we slack, and spawn a mini, we drop the dz and try event again.

Directional emotes start past 50%. Skull in the middle of the room calls a direction, and beams a substantial DoT in that direction.  If this direction is towards East, and you've just killed a coffin, people should hold upstairs for 10s if possible to not get DoT beamed running back to the raid.

The first golem spawns 3.5 mins (+/- 10s) after 90% coffin.  (There's no rush to get to 90%.  Important event timers start after this first coffin spawns).  Subsequent golems spawn every 3 mins (+/- 10s).

Placement change last Tues was critical to the win.   We tank Anashti in the South between the two rocks.  You'll notice that when Anashti respawns after a coffin, she always pops in that lovely brown fountain, north side.  This is the same location as the golems spawn.  By putting Anashti in the South, and tank sitting in the north side of the fountain spamming /tar Lifeblood, you won't have the golems run through the raid killing dps/healers.  Take that golem North, keep one tank on it, with 2nd tank maintaining 2nd aggro remotely. 

Also, when a directional emote is called to the South, we don't move Anashti.  The war takes an extra 33k per tick, it's a rounding error on the incoming damage.  Better to anchor her in the same spot, and move the raid.

Important -- keep people away from the golem spawn location.  We've found whenever others are in proximity, the golems go into their own funky aggro logic, randomly putting people at the top of their hate list.  Keep everyone south at Anashti.  Only people that are away from Anashti are the golem tanks and support healers.  Isolating golems and pulling them North = the strat change that let us win.  (I had our most geared wars on the golems.  Anashti really isn't that hard to tank, but the golems are very spiky).

DPS

Once anashti and the raid is back in place after 90% coffin, we go full burns.  Goal is to get the event through the 60% coffin into the low 50's before first golem.  Once golem spawns (have someone with a stopwatch in TS giving a 10s warning for next golem.  massive help), tank intercepts at fountain and takes into place in the North. Wiz / Mage range kill it.  We're killing golems in about 100s (w/o burns), plenty of time before the next one.  All other dps stay on Anashti. 

Keeping the golems down, and only dealing with one at a time is huge!  Multiple golems (we've found) destabilize the event quickly.

The goal for us really was -- let's not rely on a super high dps night to beat this event.  Let's come up with sustainable strat that would work regardless of the dps that showed up on a given night.

We're now in a sustainable pattern of whittling Anashti down.  It didn't take that long to get to 40%, and then the 25% coffins.

Here's the last surprise.  Somewhere below 10%, Anashti throws up a debuff that prevents healing.

At 15%, you'll want to hold DPS on anashti.  Note to necros, that means dots off at 20% or so!  Go through a Golem cycle, and as soon as that golem dies, burns at this point should be up for all classes.  Burn her the hell down expecting no heals -- wars/knights have to save fort/deflection for this phase. Literally, no heals will land.

Emotes -- our Gina trigger for holistic health -- we tell people to get cured with 15s left.  I didn't look at yours, but that's the margin of error we give folks.   Want as many anti-regen procs on her as possible.

Curse of Health -- correct, tied to around when the golems spawn.  4 people get it.  This mechanic can wipe the raid. If those 4 people stand in the aura/light until it fades, they won't blow people up.  And, it's more deadly than 90k.  I had a player (via Curse of Health) hit me for 170k.  It literally wipes out anyone near them.    This effect kills more people in the raid than anything else.  We beat the event, but we could have beat it 3 mins faster had not people wiped out each other.

Happy Thanksgiving!

Hope this helps,
Hurlagnome (Prosperitas / FV)

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