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Messages - Ssark

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166
Freelance Ramblings / Tick Tock TUCK
« on: July 03, 2011, 01:44:31 AM »
SS: us engaging and thunking ole Tick Tock!

167
Freelance Ramblings / Re: Raid Schedule Review
« on: June 17, 2011, 11:05:59 AM »
I voted for all seven days.  Not helpful, I know, except that I have no other 'raid' schedule and since we're usually done by 11pm, I can get up for my usual 8-4:30pm Eastern work schedule.  If we run late, I just leave between targets when I need to, and I like that FL is good with that.

I'd like to have at least one raid on a weekend night (Fri-Sat), if only because I can stay up late.

Summertime is always tough... there are a lot of vacations, the sun is warm and stays up late, and lots of other fun things to do besides eat pie and mash pumpkins (not sure what those other fun things are, but I hear people talk about them).  The Hack didn't help either, as folks like me got pulled into other games like Starcraft 2.

Ssark

168
Freelance Ramblings / Grats on Brath
« on: June 04, 2011, 03:33:27 AM »
What was it, 39 people?  Second try, and it looked pretty good too.  Grats to everyone, glad to see that walking turd fall down.

169
Upcoming Events & Strategy / Re: VoA - Pillars - Unearthing Alra
« on: October 14, 2012, 10:06:00 PM »
Arcane (Updated 10/13/2012)

Favors: Warriors, Clerics, Bards, Enchanters, Wizards, Magicians.

Objective:
    Kill the unstable coalescence (crystal looking), while dealing with gargoyles and an alaran Arcward of Melretia.

Enemies:

Coalescence (crystal) - Only takes damage from direct damage spells.

Gargoyles:
  • Spawn at one of the six points of the glass hexagon on floor
  • MEZ to kill (acts as DoT, 7% damage per tick, much higher if close to crystal).
  • Rootable; but immune to snare.
  • Summon at 100% after being moved for about 10 seconds.
  • Immune to spells until they have the electric look to them.
  • When one dies, two or three wil spawn in center of room as above.  Five seconds later; they activate and must be dealt with
  • Maximum of 5 gargoyles up at once
  • Will wake each other if too close together
Alaran - Arcward of Melretia:
  • Non-aggro NPC; walks around BREAKING MEZ on the gargoyles.
  • They spawn at random intervals.
  • Charmable, and causes damage (like mez does to gargoyles).
  • Can still break mez even when charmed

Group makeup:

Group 4
    Warrior LEFT
    Enchanter LEFT
    Druid
    Ranger
    Nuker
    Nuker
Group 5
    Warrior RIGHT (optional) - could be replaced by Nuker
    Enchanter RIGHT
    Druid
    Bard/Enchanter CHARM - essential for Arcward
    Nuker
    Nuker
Actions:

Nukers
    Simply target the unstable coalescence and bomb away.  It does not fight back.  Do not attempt to engage gargoyle constructors or arcwards.
Druids
    Put entire opposite group in your ETW
    Your heals will suck, no focus bonuses
    Keep warriors, ranger, enchanters alive at all costs
    One should debuff the crystal on entry, otherwise focus 100% heals
Warriors (Both)
    Do not attack mobs
    Your job is to position gargoyles, not tank or dps them
    Position as marked on map and as below.  Do not position where are a gargoyle already is!
    Always move back to center for next gargoyle once yours has been mezzed.
    Do not go too far forward or gargoyles can spawn behind you!
Warrior LEFT
    Grab first gargoyle, bring to crystal for mez, move back into center position.
    Grab left gargoyle on first split, also bring to crystal for mez
    Continue to grab gargoyles on left side of a 2-pop and move to locations on left side of room or at crystal.
Warrior RIGHT
    Wait for first split, grab right gargoyle on first split, bring to right side position.
    Continue to grab gargoyles on right side of 2-pop and move to empty locations on right side of room.
Enchanters
    Mez, mez, and mez more.  Single target only, AE is too small radius and gargoyles will wake.
    Target your tanks' (LEFT or RIGHT, in your group) target and just before positioned, start casting mez and time it so it gets mezzed just as it reaches the position.
    Be quick!  It's controlled chaos.
    One mez should kill a gargoyle anywhere in room, as long as it remains mezzed.  Set and forget.
Enchanter LEFT
    You have first two gargoyles at crystal, so set Arcane Disjunction aura at crystal
    Stay more to left side or back, move around if needed
Enchanter RIGHT
    You have time, so put Arcane Disjunction aura at center of glass floor, and tash the crystal
    Stay more to right side of the room, move around if needed
Ranger
    You control the chaos.  Punt/position gargoyles that get loose.  If RIGHT warrior is not in group, you must always punt and position the RIGHT side gargoyle.
    Use long-term root, but remember, they summon after 10 seconds.  If you find an unmezzed stray, make a hotkey with "mez my target" for channel so enchanters can quickly get on it.
Enchanter/bard CHARM
    Your first priority is to find the Arcward when it spawns and move toward it, then charm it.
    Charm acts as a DOT, so eventually it will die.
    Drag it (follow) away from any gargoyle in room (good position on stairs?)
    Make it sit and stay
    Remember to re-charm, and remember it *can* break mez even when it is charmed.
    Help mez any stray gargoyles

Triggers:
    voa-alra-arcane.gtt - For enchanters/ranger/warriors (mezgargoyle.wav also needed)
      -- identifies when Arcward breaks mez, when gargoyles are too close, and when gargoyles are unmezzed and heal crystal
    voa-alra-arcane-spec.gtt - For counting HP unlocks (optional)[/list]


    171
    Upcoming Events & Strategy / Re: VoA - Pillars - Unearthing Alra
    « on: September 30, 2012, 03:40:41 AM »
    What did you do about the Arcward then?

    172
    Upcoming Events & Strategy / Re: VoA - Pillars - Unearthing Alra
    « on: September 29, 2012, 05:27:31 PM »
    For SHADOW:

    I did update the trigger file above, but the problem is that you need to edit the one with YOURNAME in it ("glares angrily") with your character's name if using GTT.  If you're using GINA, use {S} or {C} as appropriate.

    Thanks to Endotron for the note on that.

    173
    Upcoming Events & Strategy / Re: VoA - Pillars - Unearthing Alra
    « on: September 29, 2012, 11:15:03 AM »
    Arcane:

    Essentially this starts easy, and gets geometrically harder.  Each garg we kill pops 2 others which must be dealt with, starting with 1.

    We found that:
    • Roots of all forms work, including ranger punts
    • Mez acts as a significant DoT
    • Heals are very limited; spells heal exactly the amount, as if you had no AA and no heal foci whatsoever; so
    • Tanking is nearly impossible and probably not needed (if we were short tanks, we could do without them in Arcane)
    • We had enough crystal DPS with Curmugly and crew
    • Ranger CC methods and Enchanter mez don't mix well.  One overwrites the other a lot (maybe they can comment on this)
    We tried:

    Several of our first attempts were just learning CC methods, and how quickly mez acted, etc.

    Then we tried a Mez-fest with 2 enchanters.  Essentially, let them PBAE, single target, whatever -- mez anything that popped.  Works great until we get 2 minutes in when there are 6+ gargoyles because:

    1. The Arcward breaks mez and (maybe!) root too.  He can be charmed but he still wanders about breaking mez.
    2. If the gargoyles are too close to each other, they break mez (and we think root) too.
    3. If all the gargoyles die at the same time, they all make new gargoyles at the same time, too, giving you even more unhandled gargoyles at once.

    Several commented (including Mistatk) that the roots/mezzes seemed to break at the same time.  So, we'd have it held and looked good, but suddenly all hell would break loose with 6-8 loose gargoyles.  With small heals and a lot of cloth wearers (they make a beeline for the chanters too of course) and one WS ranger, the pillar wipes quickly. :)

    What we are going to try next:
    Ranger-root CC, with one enchanter handling the Arcward (charm kills him), the other using single-target mez to kill off one gargoyle at a time.

    We'd also like to see how a bard works in this room.

    IF we happened to have 3-4 enchanters/bards in raid, we could also try mezfest again, perhaps with different result because we have more enchanters to continue the mez/dot fest.  Like if we had 6 enchanters and 6 wizards, this pillar might be finished in about 60 seconds. :)

    Group makeup recommendations at pillar for next attempt:
    2 druids for light heals and calls when things go wrong - otherwise we can nuke crystal or help with Vinelash
    2-4 wizards or mages for nukeage on crystal
    More vinelashing punting CC rangers - talk to Huevos
    Same number or less tanks (we had 2)
    2+ enchanters or bards -- didn't see how bard charm/mez affected both these, would be interesting to see

    Incidentally, the CC-root-kill-one-at-a-time method is posted as the method on EGL, but I do think the Mezfest Idea can work with enough of the right classes. :)
    [/size]

    174
    Upcoming Events & Strategy / Re: VoA - City of Bronze - The Order of Three
    « on: September 14, 2012, 11:30:15 AM »

    The NE problem
    So what was the problem in NE last night?  Maglor and I stayed after, and he'll have a new map shortly I think (he traced out the path).  But for now, the map below will help illustrate the problem:



    The mobs in NE path two different ways, as illustrated.  The red dot is a location for the NE group for the following reasons:
    • The one path runs right over it, the other can be pulled via Hate's Attraction right down to the location.
    • It is out of any possibility of the continuing AE in the NE.  Other groups know this too, but if you get into the area where the colored flames are (quadrant if you like), there's a tasty little AE that screws with a group of just four people.
    • It also sees two paths to the south, and our understanding is that there is a possibility that SE corner adds can path up this way (very rarely), but this group can see that add and tackle it.

    As soon as we move up that hall north toward the darker green path we're potentially in the AE again, although it doesn't always fire in the area.

    So, given that what happened last night?

    • First run, no problems actually, the main raid wiped.
    • Second run, we got nailed a few times with the Carnifex AE and the healer was killed.  He's being kited to our west, and the AE must have a fairly nice radius. 
    • Third run, one of us made the mistake of running too far north to get a mob, and as the pullers know, these mobs insta-summon and spin you (anti-kiting mechanics actually), so that trashed us.  To adjust for Carnifex AE, we shifted a bit to the east (into the little corner there), and that seemed to help, though pulling mobs down the north corridor was tough.  The Carnifex kiter also changed his kiting some, I believe.

    Essentially, any of those groups (NE, NW, S) lose a healer or a tank, we wipe.  It's that simple.  As a raid we were light on flagged folks last night (and max pigs), so some of those kinds of issues will fade as more people become T4 flagged.

    Anyway, we made some adjusts, and it's all correctable, and I think we're ready for the next run.

    [/size]

    175
    Upcoming Events & Strategy / Re: VoA - City of Bronze - The Order of Three
    « on: September 09, 2012, 09:52:57 PM »
    ignore on the forum, Maglor.  When I go to respond to your PM here, it tells me I am not allowed. :)

    176
    Upcoming Events & Strategy / Re: VoA - City of Bronze - The Order of Three
    « on: September 07, 2012, 11:22:35 PM »
    I tried to respond to you PM, Maglor, but it said either the username was wrong (hard to believe since I replied) or you have me on ignore. :)

    Here are my observations (to be integrated into a master list):

    NE corner

    Mob #1 = Raptor = pathed due south to Sepulcher Courtyard, we engaged, wish we would have let it go to see rest of path :)

    Mob #2 = Mound = pathed from NE just like your diagram even the little twirl in the dead end room
    Mob #3 = Mound = also followed Mob #2 path

    Very little data atm.

    Also though in NE, we didn't have much trouble with aura.  For us, the easiest thing to do was to stay just outside the corner room and wait... but that won't show us the full paths and how we could be more efficient and maybe combine with out groups! :)

    Ss

    177
    Upcoming Events & Strategy / Re: VoA - City of Bronze - The Order of Three
    « on: September 07, 2012, 09:18:10 PM »
    How long could you go before the event kicked you out for not engaging the center?  How many mobs did you actually see?

    All I'm saying is, before making a definitive statement, we review other folks who may have seen something different.  That's of course why you post and get comments. :)

    Certainly the path posted in the NW looks like what Endotron described last night.

    If we simply take the paths, then we should have a backup plan for when one doesn't take that exact path and ends up at main raid.

    178
    Upcoming Events & Strategy / Re: VoA - City of Bronze - The Order of Three
    « on: September 07, 2012, 09:11:21 PM »
    Nice work, but...

    There is definitely a second path taken in NE.  Luthernhamner and I saw it last night.  It heads straight south to the Sep courtyard, and we engaged it there.  Mobs #2 and #3 moved in the path you suggest.

    I do not believe there is just a single path for each corner, but there may be only 2 or so.

    In NE we also did not have an issue hanging out in the actual corner.  Also, removing the slower made it much more dicey (with just Ssark/Eris/Luth).

    179
    Upcoming Events & Strategy / Re: VoA - City of Bronze - The Order of Three
    « on: September 06, 2012, 10:29:01 AM »
    NE had same experience.  Group was Luth+Land+Eris+Ssark.  Raptors and Mounds popped right where mini was each time, no issues with auras or AEs, and we stayed right about in that corner.

    DPS and heals were enough.  Must keep an eye on poison DOT and simply splash or group cure often on the mounds.

    Event DOES reset to Stage 2 after Stage 1 is complete, verified by zone walkthrough.

    180
    Upcoming Events & Strategy / Re: VoA - Rubak Oseka - Time and Tides
    « on: August 09, 2012, 10:06:24 AM »
    Congrats!  Sorry I couldn't be there, guessing you won because no one could figure out how to train me with a whirlpool, so they went to the right place. :)

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