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Messages - Ramelorm

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16

This is the HARDEST ROS RAID EVER

GOOD LUCK


Edit: Link removed by the pie patrol <burp>

17
Necromancer / Re: How to Necro *Ring of Scale Edition*
« on: May 29, 2019, 07:38:33 PM »
Can we get list of all current swarm pets

18
Necromancer / Re: How to Necro *Ring of Scale Edition*
« on: May 22, 2019, 03:02:35 PM »
I am having trouble getting a "pet tank' hotkey set right.

Can any help, using the AA's, mentioned above

19
Freelance Ramblings / Might come back to eq to play
« on: March 22, 2019, 05:43:24 PM »
Hello fellow guild mates,


I am back from the dead ( literally )!!!


life is Good !!!


First i lost my long-time job at a Las Vegas hotel due to construction project going on in the hotel, they decided to lay off 500 people at once on a day back in Jan 2017. I was told i can reapply at a later date.


So i went looking for a job around the Las Vegas Valley, only to find Fast-food pays 7.25/hour and is mostly for kids who just got out of high school and need quick money, But I stuck around and tried to make it work, But to no Avail i was still struggling in LIFE.


I then went to several other jobs only to become HOMELESS and Ill. I lost my storage and all my personal belongs, to include my computer that had all my macros on+ it had all my personal information on it!!!!

So i went to the VA to see what they can do for a Homeless VET and they put me up in a halfway house to try to get on my feet. While in the halfway house I developed EYE problems.

I then went to get a eye check up and found out I had a TUMOR THE SIZE OF A QUARTER growing ON MY MOTER FUNCTION OF MY EYE AND ATTACHED TO MY BRAID. I WAS LIKE WTF!! how !!THEN THE REALLY BAD NEW CAME AND I HAD TO HAVE brain surgery 

https://www.facebook.com/photo.php?fbid=10217258662235596&set=t.1143013677&type=3&size=1200%2C1600!!!!


The doctor said nothing to worry about 90% chance it will succeed, so they did test after test after test on me, not knowing that my diabetes was out of control, one day it would be 300, and the next day it would read 50. The doctors had a hard time controlling it to a stable level. That took 18 days to get it under control, and I hadn’t even gone under the knife yet. So the got it under control day 19 and we had a MASSIVE wind/tornado blow thru and knock out power to the hospital right as they were doing preparation for surgery So my operation got canceled till that following Sunday. Again they prepped me for surgery and I finally went under the knife to get a MASSIVE SCAR

https://drive.google.com/open?id=15SIkfuDyZWr6r0UJ75E1TcHTyPhP8gEq


that PROCESS STARTED TO HEAL, BUT I FELT VERY TIRED. I went to sleep one day and  woke up 3 months later. Seems like the swelling in my brain was pushing on my skull from the surgery  and it  was taking along time to get, corrected and the swelling in the back of my right eye was GROWING to the point of my right eye is out of alignment, and now I’m seeing double and having headaches and this is the way the body coupes with internal pain by shutting down the parts it don’t need to heal.

I then woke up, feeling tired and, dragging. So I told doc and he tried to get me to do some walking , but I told him about the blurriness and headaches, so they brought in a retina specialist to look around.

 He told me that we are going to have to do some Major treatment of my eye!!, I was like maybe I will have to go back in surgery again, and he assured me no more surgery’s but the treatment he prescribed was PAINFUL with INJECTION IN MY EYE 2 TIMES AWEEK  AND MEDICATED DROPS. So this went on for 1 more month and the swelling started to go down, and now I still had DISTANCE problems


After 6 months of hospital stay, I got a OLD computer FROM MY Bro, to play my game , but it is kind of painful looking at the screen and my depth is still off, but I am trying to play


I would like a RETAG if possible to get back in the swing of things

 


20
Cleric / Re: Cleric guides
« on: March 22, 2019, 05:33:49 PM »
Here is a standard guide:

https://forums.daybreakgames.com/eq/index.php?threads/basic-healing-setup-for-raid-clerics-for-ros-multi-bind-method.247597/#post-3636672

some hotkeys;

/pause 6, /xtarget 1 < main tank >
/pause 55, Cast 9 <Shining Fortress>
/pause 45, /cast 4 < Ward of Assurance>
/pause 35, /alt act < mass group buff >
/pause 25, /alt act < Celestial Renewal

Fast-N-Big
/timer 15000, /pause 2, /alt activate 706
/alt activate 6488

This AA combo will hit Channeling the Divine which twincasts our heals, then pause 2 tenths of a second.
The next line uses flurry of life which crits heals for a 35% boost.

Fast-N-Crit
/timer 15000, /pause 2, /Alt activate 997
/alt activate 8500


This AA combo will hit Celestial Rapidity which reduces casting time by 50%, then pause 2 tenths of a second.
The next line uses Healing Frenzy of life which crits heals + an additional 30-50%.

The /timer 15000 will grey out the hot button until both AAs have had time to reset.

Those two hotbuttons I rotate as oh, shit kind of healing.

A hotkey can be set up easily for a Cleric's Third Spire Rotation:

Social Name: 3rd spire rotation

1st line: /(healer channel #) Casting 3rd spire on MT.XXX (next cleric in the alpha list) is next for 3rd spire.

2nd line: /pause 5

3rd line: /alt activate 1472 (1472 is the numerical designation of the cleric's Fundamental Third Spire of Divinity)

4th line: /pause 870 (this is a pause of 1 min 30 sec. before sending a tell to the next cleric to cast their 3rd spire)

5th line: /tell XXX (the next cleric in the rotation) My 3rd spire is fading. Please cast your 3rd spire on the MT. Thanks.

Since our Third Spire of Divinity has a short range, you may/will have to move closer to the MT for it to affect him/her.






21
Shaman / Re: Shaman guides
« on: December 04, 2017, 12:29:23 PM »
Raccoo wrote  I hit Silent Casting, Fleeting Spirit, and I have a hotkey that hits First Spire, Focus Arcanum and Glyph.

can we get a pic of this hotkey

22
Freelance Ramblings / RIP zipzapp
« on: April 21, 2017, 04:58:01 PM »
Ive got some terrible news.
I found out today that Zippzap AKA Quickburn died of a heroin overdose on March 11th, he was 33 years old.
Those of us who knew him well, remember Zipp as a goofy but reliable friend who was very active when it came to helping players with tasks or missions or anything that you might need the services of a good tank for.
In the weeks before his death, his behavior took a dramatic turn for the worse.
He became depressed because of his very close brothers poor health and began to abuse drugs as his way of self-medicating.
His abilities in game became poor and his speech was often slurred.
I feared very much that something was wrong and tried to support him by whatever means I could. Marquele and I even invited him to take a weeks vacation in San Diego at our place to get out of his destructive environment, but he declined. Who knows how much it may have helped, but it will always be a horrible what if.

I prefer to remember him not for those last few weeks, but as a solid tank that was intelligent and quick to action and a good friend that was there to help any time you needed. Zippzap contributed emensely to data mining logs for spell info or emotes to help us beat new events and he put the guild on his shoulders at the beginning of TBM right when we lost all those tanks that we relied so heavily on.

Heroin is a killer. It kills the rich and poor, doctors and lawyers and the unemployed without any discrimination.
There is no high that is worth your life.
Rest in peace Zippzap, your troubles are over.

23
Freelance Ramblings / NERFS FOR SK AND ENCHANTERS
« on: February 09, 2017, 09:08:05 AM »
Massive nerfs to SK and Enchanters incoming.

Here is the SK one:

Quote:
- Buffs that allow you to regain health as a percentage of your melee damage will now only heal you for attacks made on your current target.
- - This change prevents ripostes made on creatures that aren't your current target from healing you while under the effects of abilities such as the Shadowknight AA ability Mortal Coil.

DISCUSSIONS: https://forums.daybreakgames.com/eq/index.php?threads/severe-and-shortsighted-sk-nerf-with-feb-8-test-server-patch.238299/

Here is the ENC one:

Quote:
- Enchanter - Rune spells at and above level 86 now have a recast time of 2.5 seconds.
- Enchanter - Modified "Unity" rune spells (Spectral Unity, Arcane Unity, Phantasmal Unity, and Enticer's Unity) in the following ways:
- - All spells now cast the highest ranks you know of their component runes. For example, If you know Enticer's Rune Rk. III and Polyrefractive Rune Rk. II, those are the two ranks you get when using any rank of Enticer's Unity.
- - All Unity rune spells now have a base recast time of 30/29/28 seconds and share timer 15. Type 3 augments will still reduce this recast time.
- - All spells had the additional hate modifier removed.
- - All spells now have their own mana cost in addition to the base mana costs of the triggered spells.

I forgot to add they nerfed charmed mob power also, in the previous post:

Quote:
Tuned down some charmed NPC combat values that were unintentionally stronger than non-charm combat values.
Patch notes


February 8, 2017
_____________________


*** Items ***

- Several items with typos in the names no longer have typos.
- The charms Burnt Effigy of Tsaph Katta and King's Key will now include group currency in their calculations as intended.
- Fixed an issue with the Empires of Kunark progression based charms (Stone Feather, Star Plate Charm, White Dragon's Tooth, and Petrified Egg) where the Droga mission "The Summoning of Droga" was not counting. Additionally, petrified Petrified Egg will now give more weight to group content than raid content, though raid content is still require for maximum potential.


*** Quests And Events ***

- Queen Velazul DiZok (Raid) - The popup message for Queen Velazul DiZok's Doomlight ability will now take precedence over her Reflective Scales ability.
- Fixed issues with the Substance Delivery Device used for quests in Droga.
- Beetles and frost spheres should no longer hand around after successfully defeating the Kar'Zok raid in Kor-Sha. When the Kar'Zok event resets, the on-screen message will now be correct.
- Completing Kor-Sha raid 1 will activate raid 3 if there is already a lockout on raid 2.
- Fixed an issue that was causing the Unstable Potion in the first Kor-Sha raid to not work properly.
- The daily bonuses for completing Heroic Adventures offered by Guard Hamarn in Ethernere Tainted West Karana have been significantly improved:
- - Guard Hamarn has been relieved of his duties. These bonus tasks are now offered by Clayton Teek in the Plane of Knowledge. You will be able to find him next to his brother Franklin Teek near the door to the Guild Lobby.
- - Clayton Teek has the ability to directly teleport you to the quest giver of any Heroic Adventure for which you have the daily bonus task to complete.
- - The amount of experience rewarded by the bonus tasks has been increased by an average of 300%. (The bonus task now offers approximately the same amount of experience of just completing the Heroic Adventure.)
- - The bonus now additionally rewards 50% of the experience needed to complete a Mercenary AA ability point as well as approximately the same amount of matching currency of completing the Heroic Adventure.
- - Heroic Adventures from The Darkened Sea, The Broken Mirror, and Empires of Kunark are now included in the list of possible adventures that bonuses are granted for.
- - The bonuses for the tasks 'Into the Hills', 'Scouting Ahead', and 'Disrupting the Ritual' have been removed from the list of possible adventures that bonuses are granted for.
- - The number of daily bonus tasks offered per day has been reduced from 4 to 2.
- The three love letters collection items behind the locked door in the Halas courtyard no longer spawn.
- Rumors abound that brave adventurers are needed in Kunark! Long-forgotten heroes in Cabilis, Overthere, and Firiona Vie are offering long-forgotten quests.


*** Spells ***

- Buffs that allow you to regain health as a percentage of your melee damage will now only heal you for attacks made on your current target.
- - This change prevents ripostes made on creatures that aren't your current target from healing you while under the effects of abilities such as the Shadowknight AA ability Mortal Coil.
- Druid - Increased all DoT lines in power and efficiency. Removed the ability for the same caster to stack multiple spells within these DoT lines (where it was possible). The following lines were consolidated:
- - Sunscorch (Vengeance of the Wild to Sunflash)
- - Stinging Swarm (to Horde of Aculeids)
- - Flame Lick (to Consuming Sunray)
- - Nature's Blazing Wrath (to Nature's Fiery Wrath)
- - Gelid Moonbeam (to Argent Moonbeam)
- - Chill of the Natureward (to Chill of the Copsetender)
- Enchanter - Rune spells at and above level 86 now have a recast time of 2.5 seconds.
- Enchanter - Modified "Unity" rune spells (Spectral Unity, Arcane Unity, Phantasmal Unity, and Enticer's Unity) in the following ways:
- - All spells now cast the highest ranks you know of their component runes. For example, If you know Enticer's Rune Rk. III and Polyrefractive Rune Rk. II, those are the two ranks you get when using any rank of Enticer's Unity.
- - All Unity rune spells now have a base recast time of 30/29/28 seconds and share timer 15. Type 3 augments will still reduce this recast time.
- - All spells had the additional hate modifier removed.
- - All spells now have their own mana cost in addition to the base mana costs of the triggered spells.


*** AA ***

- Fixed a bug that caused the pet feign death command to stop working consistently with the release of Empires of Kunark.
- Beastlord - Fixed an issue with Feral Swipe that caused its accuracy bonus to function as an accuracy penalty.
- Enchanter - Chromatic Haze and the effect of Gift of Hazy Thoughts will now increase the base damage of direct-damage spells that have a damage-over-time component; either increasing the initial direct-damage of a spell cast or increasing the base damage of the next damage-over-time tick of a qualifying spell.


*** NPCs ***

- The Emissaries of Shadowrest are retiring now that Shadowrest is no longer a repository for forgotten bodies. With one exception... the Emissary in Plane of Knowledge is still available should adventurers wish to visit Shadowrest and reminisce about the olden days.
- A goblin in Nurga was spawning outside the world. He is now back at home.
- Tuned down some charmed NPC combat values that were unintentionally stronger than non-charm combat values.


*** Mercenaries ***

- Mercenary equipment has been simplified and improved:
- - All existing pieces of mercenary equipment (excluding the Vestments of the Forsaken) are now 'Faded' items that can be converted to newer equivalent level and archetype items.
- - Vendors that sell mercenary equipment now sell the newer items.
- - The stats for all levels of mercenary equipment have been improved significantly.
- - There are now four archetypes of mercenary equipment corresponding to each of the four mercenary types: Defender, Soother, Assassin, and Sorcerer.
- - Mercenary equipment slots have been changed from head, chest, primary, and secondary to ear, neck, shoulder, and waist in order to correct a bug that would cause melee DPS and tank mercenaries to become less effective when wielding primary/secondary equipment.
- - Two new sets of mercenary equipment have been created for Empires of Kunark. One set can be purchased for Sathir Trade Gems in Lceanium while the other set can be obtained as rare drops from basepop and rare creatures.
- Level 100+ mercenaries have had their base stats improved:
- - Increased the total HP and evasion of tank mercenaries
- - Increased the evasion of healer mercenaries
- - Increased the evasion, offense, and HP of melee damage mercenaries
- - Increased the evasion of spell damage mercenaries
- Identified and corrected an error with melee damage mercenaries that caused them to delete their innate haste item.
- Healer and damage caster mercenaries will now update their target when casting spells.
- - This corrects an issue where casting target-of-target type spells would not resolve correctly when targeting a mercenary.
- Added an innate defensive effect that reduces incoming melee damage to Journeyman mercenaries. This effect will increase in power with each tier.
- Additional ranks of Mercenary Alternate Advancement Abilities have been added for levels 101-105. Additionally, the following Mercenary Alternate Advancement Abilities have been improved:
- - Increased the effectiveness of Furious Wrath from 1% to 2% per rank
- - Increased the effectiveness of Subtle Magic from 2% to 3% per rank


*** Progression Servers ***

- Pride of the Legion - A lower level version of Stone Seer Kaigek spawns in pre-revamp Droga and drops the Broken Medal.
- Demi Lich Skullcap - Lowered the restrictions on the spawns needed for this quest so that it can be completed in Kunark era.
- Small Bricks of Titanium are now available on progression servers when Velious unlocks.
- Bite of the Shissar items have been restricted to the unlocking of Underfoot.
- Plane of Time NPCs will now use the Mitigation of the Mighty buff.
- Tome of Deflection Discipline is restricted to the unlocking of Seeds of Destruction on all merchants.
- Corrected some Progression-server-only requirements for Planes of Power zones. When Planes of Power launches they will require full flagging. Once Lost Dungeons of Norrath launches they will behave as they did from the first time zone access was increased (in 2003) until we again lowered their requirements during the Dragons of Norrath era. The 85/15 rule remains unchanged for these zones.
- The Plane of Valor can now be entered at level 55 without other flags when Lost Dungeons of Norrath is open. This requirement lowers to level 46 when Dragons of Norrath opens.
- The Halls of Honor can be entered at level 63 when Lost Dungeons of Norrath is open. This will now lower to 57 when Dragons of Norrath opens. Previously neither exception would work on Progression servers.
- The Temple of Marr can now be entered at level 62 without other flags when Lost Dungeons of Norrath is open. This requirement now lowers to 57 when Dragons of Norrath opens. Previously there had not been an alternate level requirement for this zone on Progression servers until DoN unlocked it.
- Drunder, the Fortress of Zek can now be entered at level 62 without other flags when Lost Dungeons of Norrath is open. This requirement will lower to 57 when Dragons of Norrath opens.
- The Bastion of Thunder can now be entered at level 62 without other flags when Lost Dungeons of Norrath is open. This requirement will lower to 57 when Dragons of Norrath opens. Previously neither exception would ever take effect on Progression servers.
- The Tower of Solusek Ro can now be entered at level 57 when Dragons of Norrath opens. Previously there was no alternate level requirement available at any time on Progression servers.
- The Elemental planes (Air, Fire, Water, EarthA and EarthB) can only be entered via flag until Dragons of Norrath opens. At that point any level 60 will be able to enter these zones.
- The shady merchant and shady smuggler in Nadox are on vacation until Dragons of Norrath unlocks.
- Hateplane 2.0's Agent of Change instance will not become available until LDoN unlocks on the server.


*** Miscellaneous ***

- Guild Looking for Player and Player Looking for Guild should now again persist across world restarts.
- Load balanced (/pick) zones will now 'lock' if any two versions of a load balanced zone have a player count less than or equal to 1/3 of the zone's threshold. A locked zone will:
- - Transfer all player corpses to the base zone and any new corpses will get moved to the base zone immediately.
- - Block entry to the zone and will be removed the from the /pick options.
- - Start despawning mercenaries is there are any in the zone.
- You will now see the mount and illusion key ring features as active immediately after purchasing without the need to zone/relog.
- Invalid reward sets should no longer display in your list of pending rewards.
- Corrected some default text that contained duplicated punctuation.
- Corrected an issue that could cause a player to get stuck in an instance if entering from a pickzone.
- The Plane of Tranquility now has load balancing enabled.
- When there is a world XP modifier in effect, the experience message when killing NPCs will now state that 'You gain experience (with a bonus)!' instead of the standard XP gain message.


*** UI ***

- Adjusted the label positions in the Mercenary tab of the inventory window to be more consistent with the Stats tab.
- - Additionally, Mercenary Armor Class and Attack will now display their component parts and a mercenary's heroic stats are now displayed.
- Completing certain achievements will no longer automatically generate messages if you have enabled social sharing.
- - Enabling the ability to post a message with a screenshot to your Twitter or Facebook account will no longer result in automatically generated achievement messages.
- - A button to quickly access the social sharing window has been added to the EQ button command list.
- When logging on, /announce will no longer state if announce is turned on or off. It will state the status if you run the command.


- Changed -
EQUI_Inventory.xml


*** Previously Updated ***

- The first step of Drogan Toes will no longer suggest that you should get Drogan Toes from the quest giver, Vasyryx Teken`tlar.
- Plane of Time NPCs will now use the Mitigation of the Mighty buff.
- Bite of the Shissar items have been restricted to the unlocking of Underfoot.
- Tome of Deflection Discipline is restricted to the unlocking of Seeds of Destruction on all merchants.
- The shady merchant and shady smuggler in Nadox are on vacation until Dragons of Norrath unlocks.


- The EverQuest Team


my 2 cents

DAM !!!! >:(

24
Upcoming Events & Strategy / Re: EoK - Chardok - T2 - Prince Selrach Di`zok
« on: February 04, 2017, 12:18:34 PM »
We really don't care how ROTE does it, as a raid team we enjoy the challenge and fun of developing our own strategy for targets.

At least to the 55% point we got him to, this seems like a straight up DPS event while the brazier team does their thing.  I would imagine with a full turn out, this should go down tonight!

noted, but your 2 cent worth is really not appreciated and should be kept to yourself!!!!

i was passing on info so that FL maybe able to bet it

25
Upcoming Events & Strategy / Re: EoK - Chardok - T2 - Prince Selrach Di`zok
« on: February 04, 2017, 06:26:37 AM »
Freelance team,

i have done this event with ROTE and here is how they did it

Form on Stairs and Shrink
start event
Bards will travel around room after  RL announce /loc
Main Raid  will engage Prince on Stairs
Secondary tank will engage  two alchemists spawn, entire raid will BURN DPS  two alchemists spawn, while MT keeps prince occupied ( yes 3 targets up at sametime )
STAY OUT OF DARKNESS ENTIRE RAID

suggestion;

let start using TEAM SPEAK, it will make the rest of the raids alot easier, from here on out it is not feasible  to type faster enough and keep up with current raid events and give direction, For example the VAULT !!!!!
Teamspeak https://www.teamspeak.com/teamspeak3
 

26
Freelance Ramblings / pet nerfed
« on: January 20, 2017, 10:07:30 AM »
NERF BAT IS " SWINGING " and mage pet got NERFED REALLY BAD!!!!!!!

https://forums.daybreakgames.com/eq/index.php?threads/devs-pets-are-paper-on-test-please-abort-patch.237816/

looks like they losing 500 AC and only going to be as good as player in TDS gear

Hey all, I am confused by this, so what they are saying is that any ac buff that currently goes on a pet is increased 300-400%? but on everyone else it works as intended? is this for all spells with ac buffs? And if the nerf is really like 500ac do they not want pets to tank anymore? Because it will be much harder to tank losing that much AC.
ddaa”

Because pets have no soft caps and such they get full AC value from buffs, now they will just get the same value that player toons get (1/3 ish of the listed amount)


27
Necromancer / Re: Necromancer Guide - TBM
« on: December 14, 2016, 07:13:32 PM »
TBM and beyond Necro Raid  spell guide

http://necrotalk.com/showthread.php?p=136636#post136636



PARSE NOTES

Cascade of Decay normalized to ~600dps boost overall, however this was only on one spell cast every time a dot wore off. Over an extended period of time it will normalize to its base DPS pending RNG.

Smouldering Shadow RK II- Long term normalized dps- 2200 to 2700 pending RNG

Pyre of Jorobb RK II - long term normalized dps - 4200 - 4600, successive crits raised it to 5.4k

Pyre of Marnek RK III - Long term normalized dps - 4100

Blazing Shadow RK II - Pitiful

Pyre of Hazarak Rk II - 2700 - 2900

Annihilation RK II - Normalized DPS - 3200

Termination RK II - Normalized - 2500-2900

Doom RK II - Pitiful

Plexipharia's Pallid Haze RK II - 2500-2700

Truncated for simplicity
....

Overall observation - After 150s or so, DPS normalizes to spell base-damage + worn effects. Necros have an estimated base crit chance of 68% (70% w/ Necro 2.5). If you do not already have your 2.0, and are over level 80, get to work.
Under raid circumstances, this is easily over 100% with Circle of Power, Fierce Eye, and Auspice up. Based on these figures, under raid circumstances we can expect ~30% overall increase in the (if it holds true) observed normalized DPS, without any AA's running nor tribute, being the spell base damage + effects. The only spells that don't follow this rule are Glistenwing and our latter tier Splurt lines. Glistenwing seems to have a high crit rate, 85%+ of the time without added bonuses, and our Mortiferous Wounds and Necrotizing Wounds triple in DPS once their end effect is triggered.
The 30% boost in DPS is speculative. Based on raw numbers we should be critting 68/70% of the time, I'm assuming a 100% crit rate would do far more if RNGesus hates you and you crit very seldomly.

Spell Sets:
- Set 1, Raid Refresh (personal name for it) All of your spells will change based off of this list -

(1) Impose for Blood RK III (2) Pyre of Jorobb RK III (3)Ignite Synapses RK III

(4) Pyre of Marnek RK III (5) Ignite Thoughts RK III (6) Annihilation RK III

(7) Pyre of Hazarak RK II (8 ) Termination RK II (9) Flesh To Poison RK II

(10) Dichotomic Paraxism (11) Smouldering Shadow RK II (12) Mind Extract RK II

- Spell GoDR Burn, primary burn phase set-

(1) Vollmondnacht Orb Rk II

- Set 2 rstart, keep those wounds up & Initial starter, load "refresh" and then load this to replace 7, 8, and 9-


(7) Mortiferous Wounds RK III (8 ) Pernicious Wounds RK III (9) Necrotizing Wounds RK II

- Set 3, Raid set2 (personal name for it) -

replace 3 slots, * for Damsel of Decay
(7)Liquefaction RK III (8 ) Livianus' Decay Rk III (9) Glistenwing Venom RK III
(7*) Pyre of the Lost RK III (8*) Doom RK II (9) Glistenwing Venom RK III

- Set 4, raidset3 (personal name for it) -
Replace 3 slots
(7) Plexipharia's Pallid Haze RK III (8 ) Halstor's Pallid Haze RK II (9) Naeya Venom RK II


==Cast Orders, by phase==

Initial Phase- refer to above for spell names.

Cast Order: (Rstart): 7 8 9 10 11 2 3 4 5 6

-Switch to Raidset2

Cast order: 7 8 9

-Switch to Raidset3

Cast Order: 7 8 9

Rinse/repeat Raidset Refresh, Raidset 2, and raidset 3 until Wounds trigger, then mem rstart and refresh wounds asap. Use refresh time between casting 6 and 8 to cast 7 and refresh FtP/Dicho/throw an Impose hoping for proc. On raidset 2, if dicho is up, use that as a filler while Doom is coming off of loadtimer, otherwise 798 or switch your lineup so doom is in slot 9.

--Initial Burn Phase--
**Note** If the spell set loaded has Flesh to Poison, try to refresh it prior to your wounds triggering and start loading the the rstart set 10-12 seconds before Pernicious triggers. Pernicious is the Wound you should keep an eye on, Mortiferous will trigger before, and by the time the set is loaded Pernicious will have triggered, and Necrotizing should trigger right after you land Pernicious again.

-Switch to rstart

Cast Order: 7 8 9

-Switch to GoDR Burn

Activate: Silent Casting, Focus of Arcanum, Hand of Death, Gift of Deathly Resolve, Third Spire - Dichotomic has a twincast blocker, cast BEFORE you trigger godr or you're just wasting time/casts.

Cast order: (GoDR Burn) 1 10 2 1 3 4 1 5 6 1 7 8, mem raidset2 1 7 8 1 9, by this time GoDR should be wearing off.



The patch last week changed GoDR to give two charges per DD cast, elimination the need for us to have two DD's up for a godr phase.

--Phase 2, Maintain--
Following a burn phase,
Switch to Raidset2
Cast Order: !1 7 !1 8 !1 9

Important to note- Impose for Blood RK III only woven in if its proc is not actived. Notated by a '!1'
I have not used this in quite some time, it throws off timing of dots between casts. It should be noted using this tactic during certain burn phases (like when you have enchanter Chromatic strike) is a decent time to throw a DD in an attempt to proc Impose's Hand of Death.

Important to note- an '*' denotes if it is down. If you're like me, you generally refresh it every four to five switches. A 'switch' being loading a different spell set. During various phases this may change, such as Lady of Light's Golem phase, W/D's phases, etc. Use your own judgement.

Important to note- an '~' denotes a spell that should be kept up at all times if possible. Use your own judgement. Does not apply to Mind Extract when a bard is in group or on Damsel of Decay/Enslaver of Souls. It is a disease resist check.

* saving Funeral Pyre, Emalmber's Carapace in case a secondary burn phase is anticipated shortly, prior to Spire being available *

-Raidset Refresh-
Cast Order: 1, 2, !1, 3, !1, 4, !1, 5, !1, 6, !1, 7, !1, 8, 9*, !1, 11, !1, ~10, ~12 - except on Damsel of Decay/Enslaver of Souls

-Raidset2-

Cast Order: 1, 2, 3, 4, 5, 6, 7, ~10

-Rstart-

Cast Order: *7 *8 *9

==Burn Compositions==
Large burn phase:
Silent Casting, Focus Arcanum, Hand of Death, Third Spire, Gift of Deathly Resolve
Fast Burn phase:
Mercurial Torment, Funeral Pyre, Third Spire if it is available.
Optional boost to certain fights:
Embalmer's Carapace.
*Note on Embalmer's, it has a 1,000,000 point rune, **the info I had listed for this was incorrect, it stacks with everything**, and has a self-damaging debuff when the rune is broken or it fades. This can be largely cured by Embrace Decay.





My notes during raids:
Necros are a unique class. We can solo most group content in the game, have terrible group DPS, yet are kings of long-term fights. With this being the case, our DPS is primarily single-target. I would say in raid scenarios, only single-target. We have tools we can use to bring our DPS up to par fairly quickly, however that is on an 18 minute timer.
Necro DPS is extremely time-sensitive. By that, I mean timing our burns to the trigger effects of Wound. On events like Enslaver of Souls, where we need to get her to 70% as fast as possible, waiting 2.5 minutes for wounds to trigger before activating burns isn't really an option. I tested Funeral Pyre, which shortens "all" DoT timers by 50% and increases damage by 40%, with the Wounds in GH and it seemed their timers were unaffected.
However, as I was saying, when your Wounds trigger they hit for ~90,000, ~100-110,000, and 120-130,000 each. Without Third Spire. For ten ticks. With this knowledge inhand, a GoDR full burn coupled with three fully triggered wounds will yield necros some crazy insane damage output, and thus DPS.
A prime example of this; one night with Reso on W/D after all five of the necros started using this set, when we went to kill the green mob us five necros accidentally killed the wrong mob by activating burns to kill the green one, with triggered wounds and a full round of DoTs on the red one. The red mob seems to take 3x damage, and the five of us managed to outdamage not only ourselves on the green mob but the entire rest of the raid. At one point, with the correct mob targeted and DoTs burning, I was pulling 300,000 DPS to the wrong mob.
There's the catch-22 with Necro dps, without some form of cancelling magic on a mob we have to be careful of when we trigger burns, and for what mob.
Specific event types-
Cascade of Decay does not trigger Damsel of Decay nor Enslaver of Souls. Tested 7/11/2016, ya'll didn't see her yell my name out for healing and it was active.
Mind Extract is a disease resist. Cannot be cast on mobs that do not have mana.
All of the lifetaps mentioned in this post are magic resist checks. There are, however, disease based ones. Refer to eqresource and/or the eq spell parser
Our Dichotomic is Magic-resist
The "Ignite Thoughts" line of spells have two parts. The first is the base damage, the second is extra damage based on mana drain. Events like the Golems in PoFear that do not have mana will not get this bonus in damage.


28
Freelance Ramblings / EOK Trailer
« on: November 20, 2016, 06:08:25 PM »
Freelance Team,

here is the trailer  for EOK https://www.youtube.com/watch?v=duxIifeBaQ4&feature=youtu.be

Notice the 3 Raids,

one is VS the Goblin lord in Drog
one is a snippet of Lceanium
and i did a frame by frame and saw we will be fighting the dragon in a separate raid

also got a list of loot to /drool over

Raid armor http://eok.eqresource.com/raidarmor.php

Raid gear http://eok.eqresource.com/raidgear.php

*note * H/E/M  around 5700 !!!!!!!!!  ;D  :)

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