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Messages - Maglor

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16
Upcoming Events & Strategy / Re: CoTF - Argin-Hiz - Burn Out
« on: July 25, 2014, 02:58:30 AM »
Stage 3 Swords.

Stage 3 reminds me a lot of the last stage of Queen Sendaii, when we have to burn the queen while keeping rejuvinating and respawning mobs from doing any damage.  The tactic used was to have multiple chanters chain ae stun near the queen, stunning all of the adds.  Yes, I remember when Freelance did it.  I gave Freelance the secret to Sendaii back then when I was raiding with my chanter for a different team.  I think a similar approach would work here.

Advise having chanters do either an AE or targeted AE stun centered around the Djinn.  A stun cycle, similar to a heal cycle, should work.  The stuns used need to be able to stun yellows and, last I knew, chanters were able to do that (they were able to with Sendaii, I remember that).  If swords are stunned into docility, everyone needs to burn the Djinn.  Once it is dead, kill the swords (if they do not despawn) and then deal with the last mobs.

If you do not have enough chanters, or any chanters, then have what stunners you can on the blues and the white swords.  I am convinced that stunning is the secret to this portion of the event.

17
Upcoming Events & Strategy / Re: CoTF - Argin-Hiz - Burn Out
« on: July 25, 2014, 01:40:37 AM »
Well, the kite and kill method took, I estimate, 10 minutes, maybe 15, but it worked nicely.

18
Upcoming Events & Strategy / Re: CoTF - Argin-Hiz - Burn Out
« on: July 19, 2014, 03:23:41 AM »
I have attached the following.  Should work well enough.

19
Upcoming Events & Strategy / Re: CoTF - Argin-Hiz - Burn Out
« on: July 19, 2014, 03:00:07 AM »
For third stage there seem to be 4 auras at any one time.  2 seem to target individuals and 2 seem to just sweep the outer rings.  Do not know if the latter part is correct but never saw less than 2 auras just sweeping the outer ring.

The audio message I posted earlier lets you know if you are in one of these auras.

20
Upcoming Events & Strategy / Re: CoTF - Argin-Hiz - Stage 3
« on: July 19, 2014, 01:43:48 AM »
You are missing a critical aura trigger.  "The rolling blaze painfully burns your skin."  This is the large aura that spawns during the 3rd stage.  If you get this -- RUN!

21
Ok.  Concerning the addds during the 3 mini-bosses.  Contrary to belief, there is no randomness as to what we will be getting.  The adds are fixed.  For example, when we are dealing with the adds of the High Priest, 1 crusader and 1 champion always spawn, never 2 crusaders or 2 champions.  Also, the adds will spawn when the High Priest reaches the required HP, not an average of the three.

This makes the assignments somewhat easier.  Yes, only 2 tanks can do it, but the tanks can and should be assigned just 1 of each set.  Neither should have to look for both as there are never 2 of each and we can control when they spawn to some degree by controlling the HP of the mini that spawns them.

So, when the High Priest is at 90%, 50% and 5% health, (not the others, only the HP) a crusader and a champion will spawn.  When the Captain is at 75% and 35% a blackguard and a disciple will spawn.  And when the Arch Magus is at 60% and at 20% health a convoker and a beguiler will spawn.  Always one of each.

22
Upcoming Events & Strategy / Re: CoTF - Neriak Fourth Gate - Hate Rising
« on: February 09, 2014, 02:12:47 AM »
We have been having some major problems with the banshees.  I think it is due to the mechanics of the way the banshees spawn and move.  They sometimes spawn far away, sometimes close at hand.  I know that I was targeted twice.  First time I was able to run for a while before I was caught, 2nd time the moment I got warning I was charmed.  And the banshees with their charmed pets can do tremendous damage.

What I am going to suggest may seem heretical but it is based on this and the fact that banshees die very fast.  Don't try to kite them.  Instead, draw them into the raid.  And regardless of anything else, make banshees the number one kill priority at all times.  That way they have their pets for maybe 20 seconds, tops.  Gets rid of them, then we resume as per normal tactics.

23
Upcoming Events & Strategy / Re: Dead Hills - The Legacy of Bayle
« on: January 25, 2014, 02:03:11 AM »
Adds spawn around every 2 minutes and 10% HP of Kanteer.
The adds spawn in sets of 3.  I noticed that they seem to spawn in 2 sets of 3, one after the other.  This seems to be timed to the HP of Kanteer.  The 2 minutes seem to be just 1 set of 3.

24
Upcoming Events & Strategy / Re: Dead Hills - The Legacy of Bayle
« on: January 24, 2014, 05:10:23 AM »
And yes, I know we have to be healing too.  Am working on a spell set that will allow us to tank the blues and heal at the same time.

25
Upcoming Events & Strategy / Re: Dead Hills - The Legacy of Bayle
« on: January 24, 2014, 05:09:32 AM »
Ok. These are my and Steel's observations, along with recommendations.

First, the Captain is red.  Hits hard.  Every time I died it was to the Captain.  I could stand up to several blues with some effort but the captain would take a swipe at me and boom, dead.  Recommend warriors only focus on him.

The mini’s.  All 3 are white and all 3 are sergeants.  High resistance to pally stuns and undead slows, but vulnerable to pally undead blasts.  They are not immune to the stuns and slows, just a very high resistance.  They do not do too much damage.  Recommend having SK’s tank them.  Also, when we have chanters have them tash the sargeants to see if we can get stuns and slows to hold -- if we can that would solve a lot of problems.

One mini, Sergeant Grady, has a nasty root.  He gets agro on you if you have agro on any of the minis or on the Captain.  His root seems to be zone wide.  It is definitely a huge range, one of the SK’s in my group died a ways away due to the root and I could not rez him.  Strongly suggest we burn Grady before we try anything else.

Blues are wimpy, their only key is they keep respawning.  They are not pally slowable but all (except maybe the scouts) are stunable.  Recommend that pallies tank these with stuns and undead blasts.  Will figure out the correct stun spell lineup because a stunned blue cannot do any damage whatsoever.  Which is nice.

26
Found out something about Bonecrusher that may or may not be important.  It summons and all but kills people.  I know cause it summoned me and nearly killed me (I barely survived).  Also, it summoned Steel and killed him.  I caught onto the verbage that goes with it:

"The one called <Name>! Take that one's essence, my pet."

I think that this one brings a PC to the attention of Nightmare Devourer, though I am not certain:

"Get the one called <Name>, my creation!"

I know the lettering is accurate.

Don't know how important this knowledge is, but think I should at least inform you.

27
Upcoming Events & Strategy / Re: CoTF - Bixie Warfront - Saving Jacyll
« on: October 19, 2013, 03:41:28 AM »
LURE -- seems to pull you to the big boss.  You can fight it by running away from the boss, but it is hard and if you are tanking you lose agro on the battlemaster you were on.

28
Upcoming Events & Strategy / Re: NToV - Dragons 1 - 12
« on: September 24, 2013, 03:43:58 AM »
Hi.

This is COP’s own strategies with the New Temple of Veeshan Dragons that we have actually killed.  You may use these strategies or come up with your own.

Lady Mirenilla.
Nasty hitter with a breath weapon, ae spell and a tail swipe.  Permarooted.
We fight her where she stands.  We face her towards the east and have the healing staff (with one or two exceptions) hiding behind the wall at “A”, out of the way of the ae spell.  We do our best to make sure people fight her only on the sides to avoid the breath and tail.  Burn from the start.

Koi Doken

Nasty hitter with a song.  Mobile.  Has a pushback AE.  Summons.
He sits in water normally and this does not suit us.  We always do Koi after we kill Lady Mirenilla.  We pull him to where Lady Mirenilla is.  Rush in and burn.  Same tanking positioning but this time tank against the wall.  Even casters we get them close up.  Clerics and healers at A.

Koi has a pushback but as long as you are inside the targeting ring the pushback is minimal, if at all.  If tank has good control, summon is a minor issue -- person just returns to position and resumes.  Burn from get go.

Dagarn the Destroyer

Nasty hitter with a tail swipe.  Mobile.  Loves to flurry, sometimes even hits everyone.
We tank him in the room he is in.  Tank rushes in and faces him towards the northeast, pushing his tail into the wall.  Healers try to hide at B (Frost may change this).  Hit him from sides, avoiding front and back as much as possible.  Burn from get go.

Feshlak
Nasty hitter with breath weapon with a crystal root/stun ability.  Think Zeixshi-Kar.  Permarooted.  Seems to fear people.  His area does not allow easy mobility.
We face Feshlak due WEST and have two groups dedicated to freeing rooted and frozen people from the crystals.  Due to the tiny room, melee fights him up close and personal, not range fight him.  We also walk, not run, due to the lava – the fear can make us fall into it.  Healers try to remain at G.  Burn from the start.

The following Dragons we only fight after we have completely cleared the hallways between the "clear" signs and all the way down to even the crossroads to the big boss.

Jorfleag

Nasty hitter with a tail swipe and breath weapon.  Mobile.  Timed self-heals after he reaches 20% health.
Jorfleag is near Lady Nevederia.  Agro range of Lady Nevederia is too wide so we pull Jorfleag to C.  Tank grabs, turns him around and pushes tail into wall. We try to keep Jorfleag at about the same location, moving him a bit if he gets too close or too far from healers.  Healer staff at D, hidden behind wall to protect them.  We do NOT burn this one from the beginning.  This is an endurance fight.  We fight him down and let him heal himself 3 times.  At the third heal, we have a chanter or shammy MGB a haste, I mgb a HP/AC buff and only then do we burn.

We have learned that once he heals himself there is a definite minimum time before he heals himself again.  So even if he falls below 20% health he will not heal himself until the timer has run out.  There is no timer for the first heal, however, so save the burn.

We have learned that sometimes it is possible to interrupt his self-heal.

Lady Nevederia.
Nasty hitter with a breath weapon with a periodic knockback-stun.  Permarooted.
We face Lady Mirenilla East.  Healing staff is located at E with backs to wall so they cannot be shoved back any farther by the knockback (I believe they are out of range but not certain).  When she casts her knockback you will be pushed back for about 10 seconds then there is a strong likelihood of a spin-stun at the end.  She will summon back whomever has main agro though (I know, I have tanked her).  Burn from the get go.

Sevalak
Nasty hitter with a very nasty knockback ability that literally sends you flying.  Mobile
This time we have the healers at C and pull him to X along the wall.  Knockback is in the direction Sevalak is facing.  Tank faces him East– this seems to minimize the distance melee flies when knocked back.  Good ae heal or a couple of pally splashes will heal the damage everyone receives from the knockback.  Burn from the start.

Cekenar
Nasty hitter with a tail swipe, nasty breath and a nasty DOT.  Mobile
Like Sevalak, we pull this one, only we pull him to D. tail facing north tank against wall (near fire).  Healer staff is located at C.  Melee fight him from the flanks to avoid the breath and the tail swipe.We burn from the start.
And as we have learned, it is impossible to cure the DOT.  It is viral and spreads, likely wiping the raid if we are not careful.  However, the DOT disappears after a bit and unless one is standing to another who has the DOT one can usually survive it if they have enough hit points.  Person will lose half of the damage they will receive half way through the DOT with the rest lost at the end when the DOT expends itself.  So we make it that when someone is dotted, they run away down a hallway and away from the raid.  If they survive, and it is probable they will, (definite if they can heal themselves somewhat) they run back and resume the fighting.

Anyway, these are our strategies.  I hope you find this useful.

One thing:  We tried Lord Vyernm, one time.  We found out that the area he is on is slippery area, like standing on ice.

29
Upcoming Events & Strategy / Re: HoF - Epicenter - An End to Fear
« on: September 14, 2013, 02:54:45 AM »
I have noticed it takes a long time to get the Tentacle mob down once we get it all 7 essences.  I suspect that we need to kill it somewhat faster, meaning do more dps on it before it gets the 7th essence.  Yes, it may slow the dps on Xaric, but maybe worth it cause we can always increase the dps on Xaric at any time.

My thought.  I think we have to get Cazic up, get rid of the adds that spawned before cazic was up, then tear apart Xaric.

As for the mobs, I found they can be stunned.  BUT -- they are highly resistant to it.  Do not expect many stuns to land.

30
Upcoming Events & Strategy / Re: HoF - Epicenter - An End to Fear
« on: September 08, 2013, 02:12:51 AM »
If the fearspawns kill a crystal, that would put them directly in the aura.  Not to mention that the fearspawns dont just attack the next crystal in order, they attack different crystals.  Would be very difficult if not impossible to control that way.  IMO, we need to tag them quickly and keep them as far away from crystals as we can.   And if anything like group mission, as the fearspawn types progress, more spawn at a time.

I agree here.  We can't be letting mobs manipulate (DPS) the crystals down for us.  The crystal isn't hard to take down.  I'm in Group 1, and we're taking the crystal out in short order as we advance to each one during the absorption process.

Another side note here, when our name tentacle absorbs an aura, it adopts the associated AE.  So the order of the crystals matters because some AEs are more severe than others.   We're tweaking the order in this regard.

Bunch of other stuff in the logs I'm parsing through (emotes, AEs), and our raid/tank positioning matters as there are directionals we can be avoiding.  I'll post more later.

I understand the issues here.  I just wanted to offer an alternative.  Besides, the real trick is not so much to stop the mobs from destroying the crystals as it is to prevent them from absorbing the essense of the destroyed crystal -- that is the real trick.

But my real point was to point out the color aura around the crystal area.  Even with our efforts, it sometimes proves futile.  Today I noticed 4 skeletons spawn and immediately go for the same crystal -- the Anxiety crystal.  We did not get the skeletons off it before they destroyed the crystal.  This, of course, spawned the aura.  There is, of course, no real problem -- except if 2 different fear-mobs absorb different auras and we have to destroy one of the fear-mobs.  Then I think the only clue where we need to drag the fear-mob we want is the color aura on the ground.  I know this happened once -- I literally overruled the tank and pulled the correct mob right to the center of the spot where we had killed the fear-mob that had wrongly absorbed the terror aura.  No mean trick that, and it is something I do not want to have to do again.  So knowledge of the colors on the ground can be critical to positioning our mob to the correct spot.

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