Author Topic: TBM - Plane of Health - T2 - Stem the Tide  (Read 33135 times)

Furro

  • Global Moderator
  • Pies Anonymous
  • *****
  • Posts: 6089
  • Karma: +18/-12
  • freelance raider
    • View Profile
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #30 on: June 09, 2016, 01:19:16 AM »
Strategy Updates

This post is intended to replace our original strategy post.  As such, it covers essentially everything (with the exception of some superfluous info such as spell details/links, which may be taken from the OP and merged later).

The main idea behind this post is to get everyone on the same page.

Trigger Update Notes:

Before getting into the weeds on the rest of this post, below are reference notes for the trigger package changes:
  • The Death Strike emote trigger pattern was incorrect and fixed.  Accidental comma present prevented it from firing properly (or maybe the pattern changed at some point).
    • Running away correctly when targeted may not result in you actually being hit by Death Strike.  With the trigger broken prior, I can't make a determination based on personal experience.  Therefore I've included a "get curse cured before returning to raid" as part of the trigger.  Just be aware, this may need some adjusting after we test this working version.  I have a feeling though as long as the person targeted reacts properly by running away, they won't get the debuff (D.Strike).  I can see it working both ways though which is why I went with the precautionary curing route.
    • Included two helper triggers to show the last person targeted and when hit by D.Strike AE.  This will help us determine who failed.

  • Select triggers were separated from the main "Everyone" package, to reduce the noise:
    • Separate Paladin addon trigger for Pulsing Fumes, early warning when to queue up splash and exactly when to cast splash.
    • Separate Melee DPS Vortex of Tears trigger.  This spell mainly only affects melee dps.
* With these changes we need everyones triggers up to speed.  Delete your old set before importing new.  Ensure the triggers are toggled on appropriately.


Brief Event Overview

We begin by AE'ing trash to clear to the boss (Akkapan Adan).

After trash, we immediately engage Akkapan Adan.

Adds spawn at boss HP intervals: 88%, 76%, 64%, 52%, 40%, 28%, 16%, and 4%.  The boss cannot be killed unless all adds are dead.

Throughout the event we must deal with various AEs and emote mechanics as detailed in the Event Mechanics & Emotes section of this post.

Once all the adds and Akkapan Adan have been killed, the event is complete.


The remainder of this post focuses on strategy details and related areas of prep.  Please take the time to familarize yourself with these strategy details and prepare in advance by downloading and importing the related audio triggers and ensuring they are toggled on.  Further, please download the map file and test it in advance by going to Plane of Health (regular zone, non-instanced works) to ensure the positioning lines are correctly displayed.

If you have any questions, please reply to this thread and/or contact one of the FL Leads by PM via this forum or in-game /tell.  Thank you.


Event Mechanics & Emotes

There are several mechanics we need to deal with:

Boss Aggro Emote: You have been chosen for death by Akkapan Adan! <- RUN TO BOSS.  This avoids boss running amok, running through raid and MT chasing it needlessly.

Death Strike:
  • Targets a random player every 35 seconds.
  • When targeted, you have 10 seconds to run away from the raid or you'll AE DD everyone near you for 92k damage.
  • Run away, get curse cured by a Paladin to remove Death Strike (if present) before returning to the raid.  Trigger reminds about getting cured after 12s.
  • Setup a /tell hokey to your favourite Paladin for a cure.  Healers can RC AA / PS AA self cure.

Totem - Embodiment of Decay:
  • Spawns randomly at a player location at set intervals.
  • When near a totem it AE DDs for 77k per tick (You skin burns and blisters).
  • Adjust position accordingly; as detailed in the Strategy section of this post.
  • Trigger will fire when you're too close to a totem.

Vortex of Tears:

Seperate Melee DPS trigger addon is included for this, because it really doesn't affect Casters/Healers, due to positioning.
  • Vortex is a short range 78k AE DD around boss at 40s intervals (25' range).
  • This trigger will warn you just before the AE fires.
  • The trigger can be helpful depending on your HP.  Because boss AE Rampage + Vortex AE can be lethal depending on your HP.
  • Tanks shouldn't be using this trigger, it'll just add confusion and noise.  This is why it's an addon for Melee DPS only.

Pulsing Fumes:
  • Paladins are corruption curing this with timed Splashes.
  • 69k DoT + AC debuff, lasts 48 seconds if not cured.
  • This is an addon trigger for Paladins only.  No one else should need the trigger; it would just add confusion and noise.


Strategy

This is a quick overview of the most critical aspects we need everyone to conform to.  Commit this to memory, read it each day before you go to work, read it when you get home from work, and read it before turning in for the night.  Log in to EQ, go to Plane of Health, practice/orient yourself with the map lines.  Also ensure your triggers are setup and toggled on.  Do this prep work so it's second nature when it comes time to hit this target.

Everyone
  • Never be in the path of the boss, because a totem can spawn on you ending up in boss/MT path and cause issues.  Positioning diagram illustrates this.
  • Aggro Emote: You have been chosen for death by Akkapan Adan! <- RUN TO BOSS.  This avoids boss running amok; causing damage and chaos.
  • React to the Death Strike Emote when targeted.
  • Keep up with the main raid:
    • If you fall too far behind you will not get cured, heals won't land, and you risk ping-ponging adds; slowing us down.
    • If you fall too far behind the aggro emote puts too much distance between you and boss to react properly (by running to boss).
    • If you fall too far behind and die, your corpse is out of range for drag/rezzing, causing delays/diversion for rezzers.

DPS
  • Never be on boss when adds are up.
  • Incorporate AE spells into your line-ups for add killing en masse.
  • Use short discs each time they are available.  Save long-timer discs/AE discs for larger add sets.
  • Pet Classes - Re-direct your pet on adds when they're up, we need all the dps we can muster on adds.
  • Use your judgement if caught in totem AE during adds.  If you see your HP dangerously low, adjust position.
  • Killing adds as quickly as possible is priority #1.
  • Melee DPS: The green line on map is a general guideline.  Naturally, you will be arcing behind the boss when no adds are up and boss is being DPS'ed.
  • Caster DPS: Follow the blue line on the map.

Enchanters & Bards
  • Do not mez anything.
  • Use AE Stuns on adds.

Add Tanks
  • Each tank is assigned an add.
  • Add pickups must be quick.  Use hotkey /xtar x, where x is ETW slot (discuss this tanks, if there's a better approach).
  • SKs co-ordinate your epic clicks when more than one in same group (some of you are doing this already, thanks).
  • Plan your discs accordingly.

Boss Main Tanks

Open your map, adjust it accordingly so you can glance at it to stay on course (red line on map).
  • Starting North, when a totem spawns, walk backwards and drag boss down the red line a short distance.
  • When adds spawn, walk backwards and drag boss down the red line a short distance.  This prevents boss AE rampage & vortex AE from hitting raid during adds.
  • Only the active MT should be in the boss path.
  • Do not kite the boss during adds.

Moving the boss is learned behavior.  It takes good judgement.  When a totem spawns for example, moving the boss widens the gap between the totem and you, which allows the raid to advance out of the totem AE.  I can illustrate this with a diagram if anyone needs, but here's a simple textual representation of totem/add situations requiring boss moves:

Totem situation:You -> Boss -> Totem AE ( raid in AE ).
After boss move:You -> Boss -> [ gap ] (raid not in AE, they advanced) -> Totem AE behind us.
 
Adds spawn:You -> Boss -> Adds ( raid in Boss AE Rampage ).
After boss move:You -> Boss -> [ gap ] (raid not in Boss AE Rampage during adds)

Note: If judging the distance to move is a big issue, I may be able to work out the correct distances and add map markers to the red line, and the MT could then move to each marker.

MT Hotkey aid for Aggro Emote (Pure Fury): [ Todo, waiting on response from Zak with better details, as I don't want to provide inaccurate instructions for this. ]


Paladins
  • Pulsing Fumes: Terrible fumes engulf you. Run from it! <- SPLASH when your trigger goes off on this emote.  You must do this to cure the raid.
  • We have a trigger as part of our package.  It will give you an early warning when to queue up your splash ring, and when to cast splash.
  • When not splashing, you'll be healing add tanks when adds are up.  When no adds up, you're healing MT.
  • Populate your ETW with Add Tanks and MTO, except for those in your group.  Patch heal them hard.
  • Armor rotation on MT needs to be done as follows:
    • Armor co-ordinated for during add stages, if we have four Paladins, do Armor at: 40%, 28%, 16%, 4%.  If less than four, offset it accordingly.
    • Maglor or Feroxide set this up, or if absent, another Paladin step up.
  • Mem Ardent Purity, so that you can Curse cure players targeted by Death Strike emote.
    • Players with Death Strike should be sending you a /tell for a cure.  You can then /rt to target them and cure them.

Healers

Remember the primal rule: A B C = Always be casting.

Follow the blue line on the map.  There are four main scenerios where you have to adjust position:
  • To keep up with the raid.
  • To move out of a Totem AE.
  • Aggro Emoted, RUN TO BOSS immediately.
  • Death Strike targets you and you have to run away from the raid.

Clerics:
  • Do not load a cure.  Paladins are curing.  If Death Strike targeted, you can use PS/RC AA or Epic etc.
  • MGB CR with Double IoS casts are co-ordinated and assigned during prep (for adds, based on boss HP%).
    • When CR is not active, keep Elixir of the Seas (GHoT) running.
    • If you're grouped with another Cleric, work out which one is covering GHoT for your group to avoid overlaps.
  • Symbol is optional if you're grouped with another Cleric that is handling it.  You have to work this out in advance.  I'm not assigning it.
  • Mix in splash each time it is available, as best able.
  • Clerics in MTO Group: MT is priority #1, nothing else matters but to keep that MT alive at all costs.
  • Clerics outside MTO Group: Make sure each Add Tank is slotted into your ETW except for those in your own group.
  • My spell line-up is as follows:
    • Spiritual Remedy
    • Undying Life
    • Graceful Remedy
    • Mystical Intervention
    • Issuance of Spirit (IoS)
    • Syllable of Convalescence (GHeal)
    • Elixir of the Seas (GHoT)
    • Unity of Nonia (Symbol, single-target)
    • Divine Intervention (DI)
    • Fifteenth Emblem
    • Shining Bulwark (SB)
    • Convalescent Splash

Druids:
  • Do not load a cure.  Paladins are curing.  If Death Strike targeted, you can use RC AA.
  • MGB SoTW casts are co-ordinated and assigned during prep (for adds, based on boss HP%).  Dimbly assigns it.
  • Dimbly spell line-up is as follows:
    • ... todo, waiting on Dimbly reply.
    • ...
  • Don't forget Boss Debuffs.  Dimbly assigns these during prep, ask him to repeat the assigns if you missed them.

Shaman:
  • Do not load a cure.  Paladins are curing.  If Death Strike targeted, you can use RC AA.
  • When CR (Cleric MGB'd GHoT AA) is not active, keep your Shear of Renewal (GHoT) running.
  • Mix in splash each time it is available, as best able.
  • Keep your group members HP topped off.
  • Make sure each Add Tank is slotted into your ETW.
  • Raccoo spell line-up is as follows:
    • Reckless Regeneration
    • Reckless Restoration
    • Krasir's Mending
    • Krasir's Recourse
    • Historian's Intervention
    • Glacial Gift
    • Spiritual Swell
    • Unity of the Doomscale
    • Ferocious Growth
    • Shear of Renewal
    • Roar of the Lion
    • Sluggishness or Srasku' Drowse, or other.


Positioning Details & Map File with Lines

We start North (top of map), and work our way down.

MT moves boss each time the following occurs:
  • Totem spawns.  To allow the raid more room to advance out of the totem AE.
  • Adds spawn.  To avoid Boss AE Rampage + Vortex AE to hit raid while they deal with adds.

Map file: pohealth_1.txt

Blue Line=>Casters/Healers
Red Line=>Boss Main Tank
Green Line=>Melee

Reminder: Everyone stay out of the yellow cone area marked "Active MT Only" please unless you are the current MT on boss.




Add Waves

Everyone with spell damage AEs, have them in your line-up.  Any complimentary AE discs with long timers, save them for the bigger waves.

It's a 9-10 minute window from the start of our run engaging boss to end with adds at various stages.  Use your discs efficiently.  That means that short refresh discs should be used everytime they are available.  Do not save up all your discs for the very end.  It's more effective to always be using your abilities when they are up.  The only exception to this are long-refresh discs/AE discs, which we would prefer you use for the bigger sets of adds.

Never be on boss when adds are up.

Killing adds as quickly as possible is DPS priority #1.

HP%  AddsDPS
88%1  <- this should die before it even goes active.
76%3  All DPS, AE damage
64%5  All DPS, AE damage
52%5  All DPS, AE damage
40%7  All DPS, AE damage, Mag/Wiz any discs to augment AEs
28%7  All DPS, AE damage, Mag/Wiz any discs to augment AEs
16%11  All DPS, AE Dmg, Bers/Rogs AE discs (long timers)
4~%11  All DPS, AE Dmg, Bers/Rogs AE discs (long timers)


Text & Audio Triggers - Mandatory

Delete existing triggers for this event before importing new.  Expand the set and toggle on any sub-folders as appropriate.

Everyone - GINA File: tbm-plane-of-health-stem-the-tide-06-07-2016-1227pm.gtp (updated 06-07-2016 (12:27pm))

Paladin Only - GINA File: tbm-plane-of-health-stem-the-tide-paladin-only-pulsing-fumes-06-06-2016-810pm.gtp (added 06-06-2016 (8:10pm))

Melee DPS Only - GINA File: tbm-plane-of-health-stem-the-tide-melee-dps-only-vortex-ae-warning-06-06-2016-1131pm.gtp (added 06-06-2016 (11:31pm))

Note: Paladin and Melee DPS trigger sets are addons only.  Those respective players need to also import the "Everyone" set as well.

Everyone set includes:
- Adds spawned
- Totem effect messages (1st person)
- Death Strike - Targets YOU - Run away from the raid - 10s warning.  AE DDs everyone around you.  Get curse cured before returning to the raid.
- Death Strike - Who was targeted.  For identifying who was targeted in event of emote failure by x person (ties in with buckle pattern trig for failues)
- Death Strike - Last person targeted FAILED the emote.  This is an aid trigger to help identify who is failing this emote resulting in extra AE damage taken.
- Pure Fury - Aggro emote - RUN TO BOSS.

Paladin set includes:
- Pulsing Fumes, early warning when to queue up splash and exactly when to cast splash.

Melee DPS set includes:
- Vortex cast overlay, 40s warns when down to 3s that it's about to cast.  It's a very short range AE (25') from boss.  As a melee, you can back away from boss a few steps, avoid it, then re-engage.  This can be helpful if you can't take AE Rampage + Vortex combination of damage, which can be significant together.


GINA Issues?  Help Below:

If you're new to GINA and/or having issues with importing/enabling our trigger files, please read Ssark's GINA Manual.  If you're still having issues after following Ssark's guide, reply to the Audio and Text Triggers Alternative - GINA thread located in the Raiders Essentials section of our forums, and we'll work to resolve the issue(s).


Map Download

This is the same map file as linked earlier in the post.  It's helpful to have it here as well to ensure it stands out and allows for easier reference if we have to direct someone to download it.

Map file: pohealth_1.txt

Right click the file, and "Save As", or something similar depending on your browser.  Save the file in your Everquest maps folder.  Most commonly this is: C:\Program Files (x86)\Sony\EverQuest\maps

If prompted whether you want to overwrite the existing file (or something similar, depending on your operating system), click "Yes/OK".

You cannot update your map if you are in the zone that the map file is for.  In other words, don't be in Plane of Health when you save the map file.  Or you can do it while out of game.

If you have any questions/issues with the above map instructions, please re-read them and repeat the steps.  If you still have issues, reply to this thread and we'll try and assist.  Thanks.

Brenlaven

  • Slacker
  • *
  • Posts: 49
  • Karma: +0/-0
    • View Profile
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #31 on: June 09, 2016, 05:21:26 AM »
You cannot update your map if you are in the zone that the map file is for.  In other words, don't be in Plane of Health when you save the map file.  Or you can do it while out of game.

Assuming the devs have not broken it (again)...you can update the map while in the same zone.

You can update the file for the zone you are in and then click the "Current Zone" button and it will update your map.  In the past you had to zone but now you can update map files while in zone.  However, it would still be better if everyone downloaded this file and the triggers BEFORE starting the raid to make sure it is working / loaded for the raid.

Brenlaven

Nintap

  • Slacker
  • *
  • Posts: 11
  • Karma: +1/-0
    • View Profile
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #32 on: June 17, 2016, 11:19:33 PM »
   Just some thoughts..we are trying to gain /ach for kill in under 15 min. Suppose we burn boss from get go with burns that don't affect the AE burns needed later in hopes to get boss down to the 5 add-64% or 5add-52 % stage quickly. Objective here is to shave off some time of the overall raid. Adds would still be AE'd as normal.
   Of course we are trying to do this (get boss down fast), but maybe have some emphasis on this in the strat.   Thanks Nin.


Brenlaven

  • Slacker
  • *
  • Posts: 49
  • Karma: +0/-0
    • View Profile
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #33 on: June 17, 2016, 11:43:20 PM »
   Just some thoughts..we are trying to gain /ach for kill in under 15 min. Suppose we burn boss from get go with burns that don't affect the AE burns needed later in hopes to get boss down to the 5 add-64% or 5add-52 % stage quickly.

Well, the last few runs have been AE the adds then rush the boss and engage him....the adds are dying fast enough that at least some burns should be still running and perhaps folks that are holding back on those adds or using shorter burn stuff could use longer running burns for adds leading into boss.  This would give you more DPS at the front end of the fight to get the boss lower sooner as you suggest.

Black wolf is 3:45 minutes long and the adds don't take that long to die it seems...so that would mean black wolf could be up still to help with DPS.  IoG may be too short of a duration to help carry forward. Mana Burn is 4 (?) or 5 (?) minutes maybe...so it might be one to consider but with the long refresh if there are limited Wizzy on raid it might be better to hold off until later.

It is really a DPS channel discussion IMO but I am not sure it has happened...and I don't know if the necros still think they should not be in the DPS channel.

Good thinking tho...the right mindset...kill faster...more loot...ach happen...move on to pie!

Brenlaven

  • Slacker
  • *
  • Posts: 49
  • Karma: +0/-0
    • View Profile
How to handle adds
« Reply #34 on: June 18, 2016, 05:44:05 AM »
The last two runs went pretty good.  Still a lot of deaths and a couple of people not running to the boss instead of running away.

Death Strike buff is still confusing people.  The triggers were adjusted, Furro wrote this long strat post.  People need to ask for clarification (here or in game).  The current strat appears to be...when emoted on Death Strike run FROM the raid...wait for it to hit you then cure (tell to a pally or self cure it) THEN move back to the raid.

When the boss is going to kill you...run TO the boss! Melee DPS goes to zero when the boss is chasing a caster or a heeler.  This was part of the reason the last run was slower.

On the add spawns...there seems to be conflicting information floating around....and the strat post either has hidden well or doesn't address clearly about tanking the adds where they spawn (totem or not) versus moving the adds.

Some are saying to move the adds out of the totem aura....others are saying to stand fast and AE the adds down.  This needs to be clarified by Furro/Gimamam.

The add tanks AND the add tank HEELERZ need to know and be ready for tanking in totem aura if that is the decision.  It is critical the heelerz are not asleep at the switch if add tanks are standing in the aura.  The same for melee DPS group heelerz...if melee is standing in the aura longer the heelerz have to be ready.

For SKs, Deceitful Deflection is very useful for tanking multiple adds and/or standing in the aura...since it will heel you for each target in range.  This doesn't mean SKs can stand in the aura without heelz or that the SKs can tank all the adds at once...just that SKs have ways to help stay alive in the aura.

If the adds are to be moved...they are to be moved TOWARD the boss...out of the aura (to the melee line?)

Ultimately, it would seem on early waves to be easier to stay in the aura and AE the adds (less adds so easier to kill them all)...and later waves deal with moving out of the aura as necessary.

A combo of standing where adds spawn early waves and moving out of auras on last couple waves might be enough to reduce the time on the event.

Freelance is getting there...just have to smooth out the deaths and figure out how to handle the adds (no conflicting ideas).

Brenlaven


Celebairn

  • Slacker
  • *
  • Posts: 8
  • Karma: +0/-0
    • View Profile
    • Email
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #35 on: June 18, 2016, 07:52:19 PM »
Mana Burn is 4 (?) or 5 (?) minutes maybe...so it might be one to consider but with the long refresh if there are limited Wizzy on raid it might be better to hold off until later.

Just want to clarify this... the mana burn debuff effect has a duration of 2 min with a limit of 500 procs, but during a raid full burn it lasts much much less than that, like 10 seconds before the 500 charges are gone. When we're using it outside of everyone on full burn like during Wither and Decay, it lasts around 30s.

Brenlaven

  • Slacker
  • *
  • Posts: 49
  • Karma: +0/-0
    • View Profile
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #36 on: June 18, 2016, 10:19:22 PM »
Just want to clarify this... the mana burn debuff effect has a duration of 2 min with a limit of 500 procs,
Very helpful!  Seems Mana Burn is for focused burst DPS...

Raccoo

  • Pie Hoarder
  • ***
  • Posts: 160
  • Karma: +5/-0
    • View Profile
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #37 on: June 20, 2016, 03:11:01 AM »
Quote
Mix in splash each time it is available, as best able.

I've noticed on Furro's parse show me casting spiritual swell 50+ and next highest shaman has in the teens for the last 2 attempts. I know we can do better on this, it will help the melee/add tanks stay alive longer.

Over ez

  • Slacker
  • *
  • Posts: 13
  • Karma: +0/-0
    • View Profile
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #38 on: June 24, 2016, 02:19:29 AM »
Hey, I know pretty much nothing about dps but, if we want to kill faster for achievement:

It might help if we don't use MA on adds for this.  Just have each dps target the closest mob and attack until it dies, rinse wash repeat.

What we gain:
Melee dps moves less far
Nukes will not be wasted as much (mob dies before nuke lands = wasted nuke)
Fast dots will work more for the same reason (more dps)

These 3 things mean more dps - faster kills for achievement

What we lose:
Add Tanks need to live longer

No idea what else we lose - ignorant here.
« Last Edit: June 24, 2016, 02:22:46 AM by Over ez »

Padraigg

  • Jr. Pie Eater
  • **
  • Posts: 62
  • Karma: +7/-1
  • freelance raider
    • View Profile
    • Email
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #39 on: June 24, 2016, 01:55:03 PM »
The thing that kills dps more than anything......Rez Effects!  Too many dps are dying to a number of different things.  Emote fails, dying to adds, staying in totem auras, etc.  I know I die on average 3 times (if not more) during this event usually to add agro or to an emote fail.  So there is a really good chunk of time during this event that I (and a lot of dps) are spending with rez effects on which renders us fairly useless during that time period.  We need to figure out how to stay alive more!

Gimamam

  • Pie Hoarder
  • ***
  • Posts: 107
  • Karma: +6/-0
    • View Profile
    • Email
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #40 on: June 24, 2016, 04:24:09 PM »
with the limitations on fling effects, sometimes moving the add away from a totem proves quite difficult. i'm not sure if the add is stunned or stopping to cast or what - but i have been standing personally out of the totem with the mob 100% on my aggro, with me as target, and had dps yelling for me to move it.  i'd love to move it, but it simply is not following me. and when it summons me back to the totem or three, i'm taking that damage + the mob hitting for 30k's, i get the importance of moving the mobs.

the unfortunate of this fight is that it is high movement. and with this much movement, people forget to stay bunched up, linger in a location too long, or healers in transit aren't healing, etc..

bunching up will serve a long way to help us as splashes from clerics, ios, shaman rains, paladins can land more reliably.  and before you get into the argument of xyz isn't casting enough of those type of spells, it definitely at times is something that needs work.

paramount to our speed and survival is working as a team.  if you can see a position that someone can improve upon, please speak to furro, myself, or that class lead.  or if you can position yourself in a non-blame, non-confrontational helpful manner to speak with that person to help them improve, please take the initiative.

this has slowly become better and better on the fight. yes we have alot of deaths, and there are minor tweaks to what you do individually to benefit the whole.  As of this time, there are tanks assigned to each add wave to fort/defl and gather all mobs onto one person temporarily for the other tanks to pick up their individual mob.  this has in my opinion helped hugely on the add waves, more so on the later sets, but even the lesser waves are getting the attention they need.

if you find that you are standing in a totem or two totems, your dps is 0 when you are dead. there is a certain amount of personal responsibility for your own survival - getting out of the totem and using ranged damage, doing dps to a non assist target that is out of the totem range, or the unfortunate - doing 0 dps to that specific target for a few moments while you heal, is better than you dying.

We have made strides. our initial fights - 46m 11s, 45m 48s, 36m 20s

our last three wins - 17m 50s, 19m 18s, 18m

starting to consistently get under 20m.  we are in a much better position than we used to be.


Padraigg

  • Jr. Pie Eater
  • **
  • Posts: 62
  • Karma: +7/-1
  • freelance raider
    • View Profile
    • Email
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #41 on: June 24, 2016, 05:10:56 PM »
To clarify, my comment on staying in totems was no way intended to blame tanks for not moving them.  I understand the challenges tanks have in moving mobs that are being damaged/casted on.  My statement was just in general, people dying while being in the aura.  I don't feel that is the main cause of deaths either, was just putting that in the list.  Last night seemed to be highlighted by emote failures more than anything.  I am not sure if there are issues with the trig itself, confusion on course of action when trig goes off, or what, but it does seem there is A LOT of failures leading to a lot of deaths.  I do know that a couple of months back, there was a change in the emote text where a comma was removed.  Not sure if everyone has their trigs updated to reflect that change.

Also, may be worth removing the audio portion of the totem aura trig.  If I am in a totem aura, I get spammed by constant audio for it (even after I move out of it, it will continue to go off for a couple of seconds.)  Wonder if that is drowning out the audio for the run away trig for some people and are just not hearing it. 

I do agree that we are getting better as Gima and others have stated, but there are some things we need to improve on to smooth it out, and certainly if want to get the achievement.  Fewer deaths can certainly be on the list of things we need to improve on.  I am sure there are other areas as well....


Brenlaven

  • Slacker
  • *
  • Posts: 49
  • Karma: +0/-0
    • View Profile
Making progress
« Reply #42 on: June 24, 2016, 11:42:46 PM »
Overall, the strat is getting smoother. Lots more deaths than anyone wants (other than Curmugly he isn't dying enough IMO).

Smoothing out the boss movement and aggro control on the boss will help.  Optimizing DPS on the adds (by DPS toons not dying as much?) seems the logical next step in the process to reduce the overall time.

The wipes at the start were horrible.  That needs to improve long before worrying about making a specific time mark.

While Furro disagrees...if DPS continue to die on adds once they go active it might be worth it to DPS for 3 or 4 seconds then...back...up...so at 6 seconds the adds can go active and can be picked up by tanks and maybe let the DPS live.  Pad's point of rez effects hurting DPS would seem to mean it is worth "wasting" 6 seconds when the adds spawn so the add tanks can pick up the mobs.  This is up to the DPS toons...just remember dead DPS do zero DPS.  This is a just a theory and guess work so do what is best for your class.

Continuing on this strat...it seems that AEing/killing the low number add waves where they spawn (totem or not) has been working well enough.  Heelerz have been doing a great job keeping the tanks alive it looks like for those waves.

As Gima and Furro have mentioned...it is up to the toon to know if they can stand in aura and help DPS an add or two.  This will improve over time.

The current add strat appears to be..(until Furro gives an official comment) to tank the adds with 5 or less mobs where they stand. Later waves are moved out of the aura as best as possible as Gima said.  This has been working well...or well enough.

Again, Gima's point on adds...a stun locked add or an add that is simply busy standing around while a tank has 100%+ aggro out of an aura means the tank can't really do anything about moving that add.  There has been a lot less whining about moving the adds it seems as well...

Add tanks could work on trying to move in a common direction (toward the boss) to clump adds better..but it is herding cats on this one...

It will get better...just have to keep focused on each attempt each week.

Brenlaven



Raccoo

  • Pie Hoarder
  • ***
  • Posts: 160
  • Karma: +5/-0
    • View Profile
Re: TBM - Plane of Health - T2 - Stem the Tide
« Reply #43 on: September 04, 2016, 04:34:09 AM »
We might want to consider assigning healers to splash certain players (I usually aim for the MA that is in my group). Have melee stay close together so they can all benefit (figure they should be following MA anyway, right?).