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Messages - Gimamam

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46
Raider Essentials / Rampage Tanking and Rampage List
« on: December 12, 2015, 06:51:20 PM »
I did not see a previous post directly referencing Rampage information on the FL boards so hope this helps.

Much of this information was taken from a post that was previously hosted on the steelwarriors boards/site. (Definitive guide to RAMPAGE - by Jilaman) While this was written back in PoP/Luclin era, the information is still valid in the most part. In some places as needed to clarification/updates are made at the end. This post will be updated as needed with additions/corrections made by anyone who provides valid info.

Original post:
--------------------------------------------------------------
1. Rampage only hits ONE person at a time.  You will see a lot of folks claiming a Rampaging mob can attack more than one player at a time. They are dead wrong. All rampage that exists today in Luclin and all previous expansions attacks only ONE player, period. This is the second most common misconception about rampage. (There are mobs that AE rampage in PoP, but this was written before PoP)

2. Rampage IS a proc. Rampage procs off of the normal attacks made by the mob you are fighting. If that mob isn't hitting anyone, you won't see any rampage messages. Also, because Rampage is a proc, DEX debuffs and other spells that decrease proc rate can indeed lower the rampage rate. Slows also reduce rampage rate because they reduce the rate of the normal attacks that proc rampage in the first place.

3. Rampage NEVER hits the person who is currently being attacked by the mob. Your main tank will never be taking rampage damage while he has aggro on the rampaging mob.

4. Rampage is a SINGLE attack. The person who is being hit by rampage will be hit by one of the mob's normal hits. This attack can be blocked, dodged, parried, and riposted normally.

5. Rampage DOES have a range, and that range IS different from the mob's normal melee range. This range differs from mob to mob. Some mobs can hit you with their rampage attacks literally no matter where you are in the zone; they have unlimited rampage range. Other mobs have rampage range that is barely larger than their normal attack range. Rampage range usually is larger than melee range.

6. Rampage does NOT follow line of sight rules. For normal attacks, if the mob can't see you, it can't hit you. Rampage works differently, and it will hit you even if you are hiding behind objects. If you are in range, you will be hit.

7. Rampage DOES NOT key off the main hate list. This is the most common misconception about how Rampage works. Any mob that can rampage has TWO hate lists, not one. The mob itself keys off of the main hate list just as every other mob in the game always has. The second hate list is for Rampage, and it works VERY differently from the normal hate list. Understanding how this second hate list works is the key to managing rampaging mobs.

Here are the rules for how the rampage hate list works. These rules determine where the rampage damage goes.

1. The order of the rampage list is based upon the order in which players gain aggro. As soon as you attack the mob, heal someone who is being attacked by the mob, or do anything else that causes the mob to aggro, you will be placed in the next spot on the rampage list.

2. NOTHING will get you off of the Rampage list except for Memwipe. Period. Feign death MAY get you off the rampage list IF you are lucky enough to score a memwipe when you feign, and we all know that's a crapshoot at best. Even death does NOT ALWAYS remove you from the rampage list; many rampaging mobs will start beating on someone who died to rampage the instant they are resurrected. Rumblecrush is notorious for this particular behavior, so plan your battle rezzing with care and make sure you rez the dead outside rampage range.

3. Nothing you do will move you up or down the rampage list. Taunt, evade, jolt, and other methods of controlling aggro such as chain snaring, stunning, hate giving and hate taking spells, as well as all weapons with hate generating procs all have NO EFFECT WHATSOEVER on your position in the rampage list. Chain healing and chain nuking also have absolutely no effect on positions in the rampage list, although they will get you to the top of the main hate list fairly fast.

The list forms in the order the mob aggros people, and it stays in that form, never changing EXCEPT to remove those who have scored memwipes with Feign Death. You CAN clear the list by repeatedly casting memblur and memwipe on the mob you are fighting, BUT remember that this will also clear the main hate list and that can cause all kinds of problems.

Now, things to remember...

Remember, rampage DOES have a range. If you are taking rampage damage and move out of a mob's rampage range, it will start attacking the next person on the rampage list until you move back in range, then it will start beating on you again.

The rampage list is SET IN STONE. This means if you know the order the mob aggroed people, you know exactly the order the rampage attacks will follow. This means you can control it.

If you have Feign Death, and use it, you will NOT take any rampage damage while feigned. When you stand, you will immediately start taking rampage damage again UNLESS you scored a memwipe with Feign Death, in which case you are now at the very bottom of the rampage list. This is, of course, subject to the usual feign death bug... if the mob doesn't buy the feign for whatever reason, you will continue to take rampage damage while Feigned.

Monks usually pull Rampage tank duty, especially if they have Combat Agility 3. The reason for this is that they will get hit by precious few of the rampage attacks due to their unmatched combat avoidance.
The usual strategy...

First, everyone needs to make a hotkey to the effect of "TAKING RAMPAGE DAMAGE NOW" and spam it the instant they start taking rampage damage. Healers need to be ON THE BALL and tracking that message so they can keep whoever it is alive. As long as the person taking rampage damage is alive, in rampage range, and doesn't Feign Death, you have locked rampage attacks down to that single person.

When you engage a rampaging mob, have your main tank get aggro first. Immediately send in all of your Monks and have them attack ONCE only to make sure they get the mob's attention. Note, you MUST make sure your monks attack BEFORE the first heal lands on the tank, or else that healer is going to be the first to take rampage damage and die very quickly. With rooted mobs this is trivially easy to do... just have your main tank hit the mob with an arrow, and then each monk follows suit in exactly the order you want them to take rampage.

Once that is done, engage normally. The monks will spam their enrage hotkeys as they take rampage damage. As long as you have healers keeping up with it, you've got it locked down.

Clerics, this means you have two main tanks to keep alive. If you have both ramp and ma in group it can be helpful to pr ramp tank and stay on ma)
--------------------------------------------------------------

Things to clarify/update:

Fade changed the way people could drop off the Ramp list - with the most recent changes, Fade is not reliable to most classes if they happen to be the next on the Ramp list.  The shaman, chanter, shadowknight, monk classes have abilities that will fully remove them from combat even against raid mobs (verify other classes please.)  Items such as the Lingering Essence of Cazic Thule (http://everquest.allakhazam.com/db/item.html?item=112245) will mezz you and remove you from combat.  There are also Feign Death potions - Planar Overdose (http://everquest.allakhazam.com/db/item.html?item=108258) that can feign death you, while not wiping your aggro immediately, it will after 1 min like standard feign death. Please post/update with any other clickies and abilities that are standard fare to lose aggro now.

In FL we like to have warriors, shadowknights, and paladins on the ramp list first - not so much monks these days.  Warriors have the straight mitigation and defensive discs to survive. SKs and paladins have mitigation and defensive discs, while not as nice as the warrior set, increase the survivability. They also have the added bonus of spell, aa, and proc invulnerability. Every paladin and sk should work towards and have available to them the Divine Hammer of Consternation (http://everquest.allakhazam.com/db/item.html?item=12657) or the Corrupted Hammer of Consternation (http://everquest.allakhazam.com/db/item.html?item=123584

If you are called on to Ramp tank - liberally apply your defensive discs, as mobs these days do hit quite hard and often on their ramp hits, and at times will land 1-4 hits in a row.

Rampage damage trigger and on who - attached below - Created by Zaknaffein.  Gives a very basic breakdown of who is doing the hitting, who is being hit, and how much. Modify to your needs.

Now to examples as that helps people understand in many cases.

Lets say there are 10 people on a raid about to engage BigBadBoss00.  Lets call them... Overeasy(war), Furro(cler), Curmugly(wiz), Dimbly(dru), Bdallya(chanter), Toransa(sham), Gimamam(sk), Maglor(pal), Mistatk(war), Sanolan(bard).  BigBadBoss00 has the rampage ability.  MTO is laid out as Overeasy, Mistatk, and Ramp is set as Maglor, Gimamam. Maglor would trigger the mob with attack on to be sure that he is getting the first hit in on the mob. Gimamam would be very shortly after with any method of getting on the aggro list - dot, arrow, melee hit, something.  This would put the two of them as the first two on the ramp hate list, followed shortly by Overeasy since he is now picking up the mob to tank. Mistatk shoots it with an arrow as it gets picked up by OE.  Bdallya, Toransa, Dimbly all cast debuffs on the mob now that its moving, and Furro starts healing. They are the next four on the list. Sanolan did not have his ae songs going yet, but started attacking when the mob was in camp, so he is next. Curmugly waits like a good dps until assist is called and is subsequently last on the list. The immediate effect is that the Ramp list is populated as follows:

1. Maglor - Currently being hit by Ramp damage.
2. Gimamam
3. Overeasy - Currently tanking.
4. Mistatk
5. Bdallya
6. Toransa
7. Dimbly
8. Furro
9. Sanolan
10. Curmugly

Well, Maglor didn't get a heal on time on a bad ramp round + AE and died, And Gimamam wasn't quick enough on the defensive and got eaten by the next ramp round. They get rezzed and start attacking again. The list has now shifted to make Overeasy the top of the ramp list - but since he is currently the active tank - he will not be hit by ramp + tank damage, the ramp hits would shift to the next in line.

1. Overeasy - Currently tanking.
2. Mistatk - Currently being hit by Ramp damage.
3. Bdallya
4. Toransa
5. Dimbly
6. Furro
7. Sanolan
8. Curmugly
9. Gimamam
10. Maglor

If OE called a tank swap and Mist picked it up - their positions on ramp list would not shift at all, but now that Mist is tanking - OE would now take the ramp damage.

1. Overeasy - Currently being hit by Ramp damage.
2. Mistatk - Currently tanking.
3. Bdallya
4. Toransa
5. Dimbly
6. Furro
7. Sanolan
8. Curmugly
9. Gimamam
10. Maglor

At this point - Gimamam and Maglor will NOT have ramp again until the other 8 people on the list are dead, currently tanking, or mem wiped off the ramp list.
If Overeasy had to run out of range for an emote - the ramp hits would fall to Bdallya until OE moved back into mob range.

Simple example, but should illustrate.  For real raid purposes - expand this to 54 people.

Most times, debuffers/healers end up at the top of the list because of overzealousness, tank inaction, or tank death.

Rampage list is something fully controllable on mobs that do not memblur mid fight.  Every SK, paladin, and extra warrior should be prepared in every fight that has a Rampage mob to hit the mob early with an ability to get on the hate list near the top.

PLEASE ask questions. PLEASE post any info that is missing.


47
Quote
Coffins spawn at percentages: 91, 61, 41, 26 of Anashti's HP.  Perhaps just before those percentages, back off Anashti to avoid being targeted again by the debuff

this is good info, but you also have to remember when she warps back downstairs, under the coffin, the aura WILL go through the floor and WILL tag people that were clean and on the coffin upstairs.

Z-axis is NOT accounted for.

48
Shadow Knight / DPS considerations.
« on: November 30, 2015, 01:24:24 AM »
In an attempt to increase SK DPS on the whole, here is some things I use that may or may not come in handy for other folks:

I have 2 multibind keys - 1 and 2.

1 is tied to Bash, Vicious Bite of Chaos, Banestrike, Chattering Bones, and my lifetap/spear chain.
2 is tied to Bash, Lacerating Blade, Repel, and my clickies that do damage - 2 swarm pets, necromantic bone, and theft of hate bp.

For some reason Discs, clickies, and AAs seem to have a conflict chaining, so that's why the keys are built like that. 

1 is setup to fire in order: Bash, Banestrike(/alt activate 15073), Vicious Bite of Chaos(/alt activate 825), Chattering Bones(/alt activate 3822), Spear, Dichotomic Fang, Dire lifetap (highest level), Touch of lifetap (highest level), Touch of lifetap (5 levels lower), and Touch of lifetap (10 levels lower)
This will fire whatever is off cooldown - frontloaded for the most damage items first.  Spear being on the front of spell spam helps to also boost aggro as it is a good bump on that number while tanking.

2 is setup on the longer cooldown items that will not be used as often. Bash, Repel, Lacerating Blade (1ish minute cooldown), Amulet of the Drowned mariner (5min cooldown), Vicious Rabbit (5min cooldown), Necromantic Dragon Bone (3 minute cooldown), and finally Breastplate of Wailing Hatred (3 minute cooldown)

Bash is on both sets of hotkeys for the extra dps as well as being constantly pushed for when unholy guardian is up for the lifetap proc.

3 sets of burn hotkeys:
1 fires off unholy guardian then /stopdisc so the buff for the lifetap off bash comes up. and glyph of cataclysm.
2 fires off spell loaded burning so that dots and lifetaps hit for much higher damage.  This fires off Gift of the Quickspear(/alt activate 2034), unholy aura disc, Cotf T2 BP for proc, Visage of Decay(/alt activate 747), and First spire(/alt activate 1450).
3 fires off melee loaded burning. This fires off Visage of Death(/alt activate 9403), T`Vyl's resolve (/alt activate 742), Carmine Blade disc, Reflexive Rancor disc, Lacerating Blade disc.

Burn Hotkey 1 looks like:
line 1: /pause 2, /disc unholy guardian discipline rk. iii
line 2: /stopdisc
line 3: /alt activate 7019

Burn Hotkey 2 looks like:
line 1: /pause 2, /disc unholy aura discipline
line 2: /pause 3, /useitem 32 5
line 3: /alt activate 2034
line 4: /alt activate 1450
line 5: /alt activate 747

Burn Hotkey 3 looks like:
line 1: /pause 2, /alt activate 9403
line 2: /alt activate 742
line 3: /pause 2, /disc Carmine Blade rk. iii
line 4: /pause 4, /disc lacerating blade rk. iii
line 5: /disc reflexive rancor rk. iii

There are also other buttons not bound to those initial burn key dumps that get hit:
Reinforced Malaise (increases dot damage 100% at rank 5), 7th year vet reward aa - intensity of the resolute, the harmtouch/leech touch/thought leech keys, 4-5 swarm pets, and some dd clickies.  I also have and use the girdle of the weaponmaster, the +500 dmg to procs does add up.  There are also the ancient hedgewizard brews and the mana infusion potion that can add up on damage.

As of this post - harm touch was doing 337225 initial damage, and 7 ticks of 36226. leech touch with unholy aura running hit for 300k ish. and thought leech hit for 871000 on a crit with the secondary damage of 162500.

Burn spell setup is Spear of Vizat, Dichotomic Fang, Dire Declaration, Touch of Lutzen, Touch of Falsin, Touch of Urash, Plague of Holmein, Blood of Bonemaw, Dire Strangulation, Plague of Piqiorn, Blood of Ralstok, Plague of Klonda.

All of the dots and buffs have Gina trigs on wearing off to know recast or hit the next hotkey in the chain.

Depending on the raid setup - if there are many necros, I drop the dots and go primarily with the lifetap chaining.

Starting the fight/burn, general order is to put a couple dots on the mob when engaging in melee, hit burn hotkey 1, do a quick check that unholy guardian did /stopdisc properly, then hit burn hotkey 2, reinforced malaise, and start pounding the 1 and 2 buttons to spam out the bashes and multibinds, redotting as needed.

Visage of decay and reinforce malaise with buff extensions last for 1m46s ish. first spire will only last 1m34s ish, so it will wear off before the spell burn is really over - when first spire wears off, i hit intensity of the resolute so that it is running through the end of spell burn, and is still up for when the melee burn key is hit.

When visage of decay drops, hit epic for the accuracy increase and hit burn hotkey 3.  continue spamming dots/lifetaps while meleeing with the increase damage from Visage of decay.

Continue through the end of the fight with spell spamming until oom or the mob is dead.

49
Shadow Knight / pretty pretty UI!
« on: November 29, 2015, 11:17:57 PM »
Curious what other folks UI looks like. Just kind of a jumble of stuff. All channels/tells go to the window on the right. Main is for group/raid/guild. Info is for all the other stuff (randoms/other/disc ending/spell failures). Chat 4 is the dump of all the other parser shit no one wants to see.

ETW, Buffs, Songs, Target, Potion, EQ button, Tribute, and Combat abilities windows resized via XML for my own use.

50
Freelance Ramblings / Re: Old Achievements
« on: August 03, 2015, 04:13:55 AM »
i too would also like to hit some of the RoF raids for the ach or just finishing out some spells.  i know there were some unlockables that would still be pertinent for today's game that people might still use (clicky twincast comes to mind)

51
his point is that there is a huge amount of damage being taken out at lanys - i brought this up as well regardless of lifescourge or not - if we get a calix ae and the dot tick and the lichs - however unlikely or unlucky that is.... we will lose alot of people. there were a couple times when i had group topped off on healing and then bam! 3 are instagibbed and the remaining 3 are at 3-10% left on life. (*shaman procced ALOT of preincarnations out there)

52
Raid Performance / Re: Debuff Breakdown - Spells & AA
« on: February 21, 2015, 06:15:46 PM »
i wonder if you actually read what i posted - there was nothing in there about too busy. there was nothing in there about forgot.

i told you to join the cc channel. where last nights nomia had a good example of the chanters rotating through, as they do many nights.  i wonder if you took the time to notice the debuff was up.

at one point. 2 out of 3 had a resist. i guess they were too busy buffing to instantly recast the 9 minute cooldown.

but hey, i wanted to be informed and i took steps to make it happen. the exact steps i listed in my first post. join the channel, make a trigger..

... but you must have been too busy.

53
Raid Performance / Re: Debuff Breakdown - Spells & AA
« on: February 20, 2015, 04:20:16 PM »
join the cc channel. MC is discussed.
make a trigger to see when its cast and by who.
find out from an enchanter with max hastened aa's what the cooldown is on it. for a 3 min duration and something like a 15 minute reuse, and with what usually is 1-3 enchanters on the raid - there is still downtime.
oh. and it can and does get resisted.~

54
tell that sloot FV to stop hitting the raid with her emotes!

55
got hit 3 times. the two damage values in my previous post and one full resist.  i didn't see an emote of any kind.

i didn't see an emote from the fire either.

i think they get a preset hate list that is sorta shared off the other mobs since they are active for a minute or two while we finish off wave one, and it ends up being mostly healers that are getting hit with them since i couldn't hit them with aggro spells till they were freed. 
i saw messages from mildaria, you, goet, etc regarding seeing the fire emote.

might have people pay extra attention next time for an earth emote.

56
seems like only the person who will be the center of the ae is getting the emote, but if they dont move its still a lot of people getting hit.

you didn't happen to get any emotes for the humas maxio did you?

57
i would be led to believe that the emote about fire at your feet is a precursor to the magia ignas proloxis casting ignas maxio on your location.  it is a targetted ae for 40' range around the target that does 45999 per tick for 3 ticks and snare of 65%.  with dot shielding it seems that it was doing 26900 or 29900 per tick to most people i saw in log.

the ae from the magis humas proloxis was called humas maxio and it was immediate damage and stun on the target with an ae range of 30'.  it does 88560 damage and has a knockback/toss to it.  personal damage shows between 54828 and 57414 with one full resist out of the three times it hit me.

if one has a warning emote - perhaps the other does as well.  i did not see any instances in my log of the fire at your feet emote to gauge.

once they start casting, the ignas maxio spell goes off every 30 seconds. it is instant cast.
the humas maxio spell goes off every 35 seconds. it too is instant cast.

magia virotis fulgia casts claustro vitoris. single target. i could not get a good read on how often as i would be assuming that the paladins were keeping them stunned.
magia facultis fulgia casts the claustro facultis. single target. again as above, could not get a good read on how often as the times got staggered in log.

the magis humas proloxis hit me for 40003 damage on one hit. so controlling them quickly is imperative.



58
Upcoming Events & Strategy / Re: TDS - Arx Mentis - Defense of the City
« on: November 08, 2014, 05:23:58 AM »
Phase 1 seems pretty straight forward at this point - kill 12 mobs on west with the magio and vitali dying first.  the 10 praetor august are mezzable.  seems that they are hard enough hitting and we have enough knights/warriors to pick them up in the interim before they can wreck other people and get mezzed.  they seem highly resistant, so deflection early might help.

phase 2. we have like 30 seconds and then north, east, and south move from their initial formation to a semicircle formation around their magio and vitali.  at that point the 10 warrior mobs on each location can be damaged.  the magio and vitali can be targetted, but cannot be subject to any spell or melee. the magios will cast on the raid.  all mobs are stationary at this time, and the warrior mobs are set to be belly casters.  killing 5 of the warrior mobs at any of the three locations will let the magio and vitali get damaged. killing half of the total 36 troops or 6 minutes of time will get the Captain Tita to spawn and run down.

a tank can aggro the formation from range, the warriors will take them as a target and will not attack other players that go into range/melee/cast spells on them as long as that tank is top target.  this has been found to allow a tank - SK in my case - to aggro all 10 mobs and let an enchanter go into range and cast mezz on them.  with Bewilder the 101 mezz it was lasting in the range of 1m30s and allowed the enchanter paired with me to get all 10 mobs pre-mezzed before starting with mob #1 again.

We have 6 minutes to get our shit sorted and the mobs premezzed before captain comes down. at that point any mobs that are not mezzed or dead become unstationary and active. which means if we aren't on top of it - we can have up to 36 mobs on us + captain.  any mobs that were mezzed remain mezzed.

once captain comes down. the mobs are no longer belly casters.

the vitali on north was kiteable when captain came down, did not summon from 100.  i do not know of the same status on the magio as i did not pick it up

please add any other observations.

59
Upcoming Events & Strategy / Re: CoTF - Void H Raid - The Journey Home
« on: August 21, 2014, 03:59:55 AM »
some, not all of the emote issues for some people will be helped with the patch having increased the range on them.

as for lifescourge on a player - it follows the same rules as the adds/lifetaps from what i've seen.  it wont hit you/anyone in between if you are out of LoS on her. seems per mildaria's notes, its 10 second window - just dive onto an island or behind that middle raise or that wall there.

i dont recall getting hit with a lifescourge past 35% when the adds started spawning - i was behind the raise from that point on.


if you wanted - keep the caster/ranger dps on the fire with the healers. and the melee dps with bren/me/endo/steel/etc - the add tanks and just keep the casters going on dps countering lanys' regen? the melee dps wouldn't get hit with lifescourge there, and they'd avoid the running around following adds also keeping them out of the qeynos technique by being on lanys.  casters wouldn't need to reassist at that point.


60
Upcoming Events & Strategy / Re: CoTF - Void H Raid - The Journey Home
« on: August 10, 2014, 06:20:47 AM »
ok, modified the map - added the spawns of the adds.  also put on there where the fire was that we were splashing at and killing the adds.

read up on Alla a little - When she shouts - "Yes, Let hatred consume you!" - i believe that is the spawn of the fire rings. here is the spell info:
Fires of Hatred
1: Decrease Hitpoints by 29320
Other cast: Soandso ignites the fires of hatred.
Cast on you: You are burned by the fires of hatred.
Cast on other: Soandso is burned by the fires of hatred.
Target Type:   Targeted AE
--- Casts "Fires of Hatred" if below 14% health (targeted AE dmg, preceded by an aura, avoidable by stepping out of it).

this didn't happen till after the slaughterers started spawning - fits with the mission description of 14%

as for your post furro - mostly right, however lifesap is between her and the ritualist/slaughterer adds and hitting everyone in between.  this i preceeded immediately by the "Isn't it lovely how my followers would sacrifice themselves for me?" however, when you see that its too late, its already firing.  i can't find a timer on that as to whether she casts that after adds are up for 5 seconds or 10 or 15 etc.  there was nothing that i could find warning of it in advance.

lifescourge is spot on.

the two of them should be avoidable by being out of LoS.  we did good on keeping deathmaster behind the wall from lanys, it might be of benefit to have the adds dragged back there as well. keep things out of LoS.

The Ritualist adds - this trigger seems to coincide: "Are you going to let them send your dragon away? Fight for us!".  seems to be at 45 seconds each starting at 35%

The trigger you posted - "Cultists, honor your allegiances!" - per observation and watching the timer on screen - are for the slaughterers alone. at 55 seconds each. 25%

just a heads up on DM - he picks a target and casts this ae type spell on people around the target:
[Sat Aug 09 19:52:18 2014] Deathmaster Sarenth says 'Fall, ether... consume Gimamam...'
[Sat Aug 09 19:52:18 2014] Deathmaster Sarenth begins to cast a spell. <Etherfall>
[Sat Aug 09 19:52:18 2014] Droplets of Ethernere rain upon you. You have taken 14950 points of damage.
[Sat Aug 09 19:52:21 2014] Droplets of Ethernere rain upon you. You have taken 14950 points of damage.
[Sat Aug 09 19:52:24 2014] Droplets of Ethernere rain upon you. You have taken 14950 points of damage.

Zebuxoruk - ae charm on target
[Sat Aug 09 19:27:13 2014] Zebuxoruk's ravings begin to seep into Gimamam's mind.  Stay away lest you also go mad!
shortly after i was charmed as well as at least 6 more people/pets.
[Sat Aug 09 19:27:14 2014] You lose control of yourself!
[Sat Aug 09 19:27:42 2014] You have control of yourself again.

comet pattern - get off the middle island!!
[Sat Aug 09 20:15:56 2014] Lanys T`Vyl shouts 'This island shall be your grave, lost forever in the sea of the Void!'
[Sat Aug 09 20:16:10 2014] You are destroyed by a comet.  You have taken 399950 points of damage.

See was not on ETW at this point. we were still dealing with adds. - i had thought we had won because she was off etw until someone yelled to get off island. just in time to die.

I'm sure there is more - but i'm tired.






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