Author Topic: UF - Brell's Temple - Trial of Creation  (Read 15237 times)

Furro

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UF - Brell's Temple - Trial of Creation
« on: October 31, 2011, 11:36:25 PM »
 
Brell's Temple - Trial of Creation
[/size]
*[01/15/2012] NOTICE: This post has been modified to reflect amendments posted within this thread *


Zone & Instance Info
 
Zone: Brell's Temple

NPC Trigger: The Font Guardian
NPC Location: At the main junction, behind locked door (keystone required to open)

Keyword to Enter: Time

Event Timer:  Both East/West sides must be completed within 15 minutes of triggering the event.  An emote goes off every minute indicating how much time is remaining.

Leashing Mobs: Any mob leashed beyond their respective rooms will reset HP, and DT the person responsible.



Flag & Key Requirements
 

                    
Zone Flag: Brell's Temple (Group zone, /ach Appease the Gatekeeper)
Event Key: Emblem of Brell (T7)
Group Mission: Fire in the Hole
Event Flag: None

Note: Limited Piggy spots available based on number of flagged players in raid at the time.



Brief Event Overview & Strategy

For this event, we have 15 minutes to complete two seperate scripts located in West/East areas.

Know your group number please, as we must split the raid and do each side simultaneously.  During the learning stages, we will be kept together and focus on learning ONE side at a time.

Warning: EAST - PET OWNERS - DO NOT EQUIP YOUR PET WITH COLD/FIRE PROC WEAPONS!  You will kill us all if you do.

Warning: EAST - ALL MELEE - Check your weapons and make sure you do not have a COLD/FIRE PROC.  You will kill us all if you do.

The West side consist of 12 mobs with special Emotes/AE's.  Each mob drop TS components, which we combine into items and hand into Brell Serilis to complete the side.

The East side consists of Four elemental minibosses.  Each elemental has special mechanics: AE's, Adds, Emotes with DT/AE for failures.

Each elemental will form change every 25% HP and a timer threshold is met.  Elementals do not hit back, but have fun AE's/mechanics we have to work around.

Please ASSIST MA when called on, and not before.  Watch /rs for additional instructions during play.

ALL Trigger information is available further down in this post.



West Side

This side involves killing mobs of various types, which drop tradeskill components; and turn-in of the resulting combined items to Brell Serilis.


Mob Quick Overview:

  • All hit for 16000 - 22000 range.

 
  • Immune to mez, stun, charm, normal snare.

 
  • None flurry or rampage.

 
  • Summon when damaged.

 
  • Various AE's & Mechanics (details below).

Mob Details
 
Each mob has a special AE/mechanic we have to deal with.  Everyone must comply with the "Required Actions" details, or we'll suffer penalties. 

 
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MOB        AE
an ore golem Spiteful Demeanor - Spell block (Limits: Agro Modification, Effect, Effect Stun) (Self-buff).
Unimposing Demeanor - Skill Proc Imposition on skill Taunt
   
    * Required Actions
    Tanks: Do not use Taunt, or mob will Fade agro.
    Pet owners: Always pet hold after every mob (UD Aura will early agro pets).
   
   
a jeweled golem Refraction of Light - 30k DD (Targeted 8/9 PC AE 15')
    Silencing Splendor - Silence (single-target)
   
    * Required Actions
    Pure MELEE MOVE IN CLOSE to golem.
    Rangers: SPREAD OUT, AWAY from other players, BoW/Spell range DPS.
    Healers & Casters: SPREAD OUT, AWAY from other players.
    (you're doing this to avoid the 30k DD)
   
   
a clay ooze Coated with Clay - Limit Current HP, Repeating, Percent.  Snare. (single-target)
    (Prevents all forms of heals on player affected basically)
   
    * Required Actions
    TANK SWAPS.  We cannot cure Clay effect.
    Current MT Only: Utilize a trigger/rs call Tank Swap - Next tank name
   
   
a frenzied kobold Vein Corruption - 1000% SD Increase + PR 600 debuff (corr 36 cntrs)
    Bite of Sessett - 10k DD + 5k DoT (1 min duration)
   
    * Required Actions
    Vein Corruption on you will result in Bite of Sessett hitting you for: 100k DD + 50k DoT
    Paladins use: PAL/86 Cleanse Rk. II 30 corruption counters (rk3 is 40)
    DRU/SHM: Mem both Chant / Fanwalkers (different refresh timers)
    DRU/94, SHM/94 Chant of the Izon 24-30 counters (rk1-rk3)
    DRU/91 Fawnwalker's Breeze 18-23 (rk1-rk3)
    CLR: Group Corruption Cure spell will cure VC.
    BUFF: Get your Resist Poison stat highest possible.
   
   
a stringy plant Shambler Vines - Silence (melee/caster) + Snare.
    Shambler Throw - Knockback
   
   
    * Required Actions
    Moving into melee range removes Shambler Vines effect.
    RAID: FIGHT AT THE SPAWN POINT (Middle) -- After each knockback, aggro is reset.
    Tanks: Knockback = Aggro reset.
   
   
a woodland treant Autumnal Leaves - 50/50: Leafrot or Sweet Sap (ref. below).
    Leafrot- 10k DD + 10k DoT (8 disease cntrs)
    Sweet Sap - 15k DD + 15k DoT (1 disease cntrs).  Trigger Spell Inebriating Sap on the curer when cured (drunk/stun)
   
    * Required Actions
    NO CURES - Or you end up Drunk/Stunned.
    Paladins: DO NOT use Splash
    CLR: DO NOT USE EPIC, RC AA, Purity Ward, WoR spell
    CLR: Splash heal, Group Heals only with no cures.
    DRU/SHM: DO NOT USE RC AA
   



TRADESKILL ITEM DROPS:

Ssark is handling this setup/delegation.  Please follow his instructions.  As always, constructive feedback is encourage.  Thanks!

Delegated out to someone with knowledge of tradeskills.  Their job is obviously to loot the items, and complete the combines.

All the combines are no fail.

* Be Aware: Please do not loot any items unless you are assigned this task of combining for us.  Thank you.


            spacer         spacer                  spacer      spacer   
ITEM    MOB 
14Eternal Water        a frenzied kobold 
          a clay ooze 
          a stringy plant 
         
10Strand of Vines        a stringy plant 
          a woodland treant 
         
10Brellian Ore        an ore golem 
10Raw Gemstone        a jeweled golem 
8
Waxy Clay        a clay ooze 
8
Thick Kobold Hide        a frenzied kobold 
8
Raw Wood        a woodland treant 
           
2
Sweet Sap        a woodland treant 
         


TRADESKILL COMBINES

The person delegated to combine, please use portable kits, in order to avoid moving around often.


                  spacer   spacer                  spacer   spacer                        spacer   spacer                     spacer   spacer   spacer                     spacer   spacer               spacer      spacer   spacer   
FINAL ITEM    COMBINES   
Brell's Broad-headed Hammer        Block of Brellian Metal: Brellian Ore 2x + Eternal Water  [Forge]
          Mallet Head: Block of Brellian Metal 2x  [Forge]
          Kobold Leather Straps: Thick Kobold Hide  [Tailoring Kit]
          Leather Hilted Handle: Raw Wood 2x + Kobold Leather Straps 2x  [Fletching Kit]
          Brell's Broad-headed Hammer: Mallet Head + Leather Hilted Handle  [Forge]
               
               
Brell's Jeweled Bracers        Brellian Sheet Metal: Brellian Ore + Eternal Water  [Forge]
          Kobold Leather Padding: Thick Kobold Hide 2x  [Tailoring Kit]
          Gemless Bracers: Brellian Sheet Metal 2x + Kobold Leather Padding  [Forge]
          Sparkling Gemstones: Raw Gemstone 4x  [JC Kit]
          Brell's Jeweled Bracers: Gemless Bracers + Sparkling Gemstones  [JC Kit]
               
               
Brell's Candled Crown        Candle Wicks: Strands of Vines  [Tailoring Kit]
          Bundle of Candles: Waxy Clay + Candle Wicks  [Pottery Wheel]
          Brellian Sheet Metal: Brellian Ore + Eternal Water  [Forge]
          Gemless Brellian Crown: Brellian Sheet Metal  [JC Kit]
          Sparkling Gemstones: Raw Gemstone 4x  [JC Kit]
          Jeweled Brellian Crown: Sparkling Gemstones + Gemless Brellian Crown  [JC Kit]
          Brell's Candled Crown: Jeweled Brellian Crown + Bundle of Candles 2x  [JC Kit]
               
               
Brell's Hooded Cloak        Strands of Thread: Strands of Vines 2x  [Tailoring Kit]
          Kobold Leather Hood: Strands of Thread + Thick Kobold Hide  [Tailoring Kit]
          Kobold Leather Cloak: Strands of Thread + Thick Kobold Hide 3x  [Tailoring Kit]
          Brellian Sheet Metal: Brellian Ore + Eternal Water  [Forge]
          Hood Clasp: Brellian Sheet Metal + Strands of Thread  [KC Kit]
          Brell's Hooded Cloak: Strands of Thread + Hood Clasp +  [Tailoring Kit]
          Kobold Leather Hood + Kobold Leather Cloak   
               
               
Keg of Brellian Brew        Brellian Brew: Sweet Sap 2x + Eternal Water  [Brew Barrel (portable)]
          Brellian Sheet Metal: Brellian Ore + Eternal Water  [Forge]
          Brellian Metal Bands: Brellian Sheet Metal 2x  [Forge]
          Bundle of Wooden Staves: Raw Wood 4x  [Fletching Kit]
          Brew Keg: Bundle of Wooden Staves + Brellian Metal Bands  [Fletching Kit]
          Keg of Brellian Brew: Brew Keg + Brellian Brew  [Brew Barrel (portable)]
               
               
Brell's Basic Companion        Muddite Torso: Waxy Clay 2x + Eternal Water  [Pottery Wheel]
          Muddite Head: Waxy Clay + Raw Gemstone 2x + Eternal Water  [Pottery Wheel]
          Pair of Muddite Limbs: Waxy Clay + Raw Wood + Eternal Water  [Pottery Wheel]
          Unfired Muddite Companion: Muddite Head + Muddite Torso +  [Pottery Wheel]
          Pair of Muddite Limbs 2x + Waxy clay + Eternal Water   
          Brell's Basic Companion: Unfired Muddite Companion  [Kiln]
               
               



East Side

This side involves FOUR Prime Elementals.  Each Elemental has a special mechanic/add/AE.

Details:
  • None of the Elementals hit back.

 
  • Each Elemental has a special Add/AE mechanic.

 
  • Each Elemental changes forms at 25% HP increments.  But, we will not be able to change the 1st three forms until they have been active for at least three minutes (final Air Elemental doesn't have the 3 min timer).
* Pet owners: DO NOT Equip your pets with FIRE/COLD proc weapons!
 
 
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MOB        DETAILS
FIRE ELEMENTAL Flickering Fire Form - 3500 Melee DS.  Increase COLD Spell DMG 60% (Self Buff)
(a prime fire elemental)  
(add: a lava golem) "a lava golem" add self buff: Flaming Fire Form - Spell DS 12000.  Increase Cold Spell DMG 60%
(100% - 76%)  
   
    * Required Actions
    A lava golem spawns every 60 seconds (15k hitter).  ASSIST MA.
    MELEE: ONLY use Range DPS against Fire Elemental.
    Rangers: Bow DMG immune to Elemental DS self-buff.
    CASTERS: ICE Damage will do bonus on Elemental & Adds
    Pet Classes:  Do not equip pets with Fire/Cold proc weapons
    (these procs will be a problem later otherwise)
    Warriors: Blast of Anger may cause you to take extra damage (test/report to confirm please).
    Listless Proc buff, may cause extra damage towards player (test/report to confirm please).
   
    Warning: When this elemental changes into Earth Elemental,
    we have 30 seconds to kill any remaining lava golems.
    IF any are left alive after the timer, they'll gain a DT proc.
   
   
EARTH ELEMENTAL Elemental has no AE/Self-buffs.
(a prime earth elemental)
(add: a crystal golem) "a crystal golem" self-buff: Reflective Crystal - Reflect all spells (1000% resist increase, 100% Reflect chance)
(add: an earth golem) "an earth golem" -  Casts 30k DD & Root on Main Tank (Earthen Fist, Earthen Root)
(75% - 51%)
   
    * Required Actions
    TWO adds spawn every 60 seconds: a lava golem, an earth golem (15k hitter).
    ASSIST MA on EARTH GOLEM first.  Snare/kite Crystal golem, and/or we'll OT depending on setup
    Tanks: Earth golem mem-blurs itself, be ready for it.
    Casters: Do not nuke/cast on crystal golem (remember, the reflect).
   
    Warning: When this elemental changes into Water Elemental,
    we have 30 seconds to kill any remaining earth/crystal golems.
    IF any are left alive after the timer, they'll gain an AE DT proc (Destroy).
   
   
WATER ELEMENTAL Elemental Specials: Cold nuke/procs heal it.
    Fire based nukes/procs cause AE DT!
(a prime water elemental)
(add: a water mephit) 5x "A water mephit" adds spawn every 60 seconds (4k hitters, low HP)
(50% - 26%)  
   
    * Required Actions
    EVERYONE: DO NOT USE FIRE/COLD Spells/Procs of any kind!
    Pet Owners: DO NOT Equip your pets with Fire/Cold weapon procs
    DRUIDS: DO NOT USE Shell of the Reptile
    Sympathetic Proc Augs:  CHECK your gear, bag the Cold/Fire symps
    Enchanters: Test charm on mephit adds, sick them on Elemental for dps.
    MELEE: CHECK your WEAPON PROCS, make sure none are COLD/FIRE!
   
    Warning: When this elemental changes into Air Elemental,
    we have 30 seconds to kill any remaining water mephits.
    IF any are left alive after the timer, they'll multiply exponentially and wipe us.
   
   
AIR ELEMENTAL Whirling Air Form - Increase MAGIC Spell DMG by 30% (Self Buff).
(a prime air elemental) In addition an AURA: Knockback
(add: an insubstantial force) Both add types cast: Disintegrating Winds - Decrease Hitpoints by 998 to 49949 per tick (Growing by 999 each tick)
(add: a whirling force)
(25% - 0%)
   
    * Required Actions
    EVERYONE RANGE DPS Elemental; to avoid the knockback Aura.
    CASTERS: Remember bonus 30% DD DMG for Magic on Elemental
    MELEE: Cure the Winds DoT by meleeing the whirling force adds
    (test/report, it should work (it's based on 30 melee hits to fade the DoT))
    PALADINS: Splash of Sanc* will help remove Wind DoT on other players.
    Enchanters: MEZ the insubstantial adds to kill them (chain mez them).
    Enchanters: insubstantial adds are NOT MEZZABLE.  Just mez to DMG as per above.
   
   


Text / Audio Triggers - Mandatory
[/size]

WEST SIDE


./Consider Triggers: bt-creation-west-cons.gtt

Simply target the mob, and /con it.  Pop up text with important details will appear like magic!


Silence, Cure, Do Not Cure Triggers:  ALL Mandatory
 
GTT Trigger File (with sound): bt-creation-west.gtt

Audio Files:

Alert5.wav
Get Cured!
Silence!
Do Not Cure!


TANKS - ALL:

A trigger for Coated with Clay during "a clay ooze" tanking.  When affected, no heals can land on you!  MT Only: Make a hotkey /rs call west asking for cure.

GTT Trigger File (with sound): bt-creation-west-tanks.gtt

Audio File: Alert5.wav



EAST SIDE


./Consider Triggers: bt-creation-east-cons.gtt

Simply target the mob, and /con it.  Pop up text with important details will appear like magic!

That's it for now.

« Last Edit: June 02, 2021, 12:58:54 AM by Furro »

Dimbly

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Re: UF - Brell's Temple - Trial of Creation
« Reply #1 on: November 04, 2011, 06:41:57 PM »
Attached is a process sheet (checklist) I've compiled for the appointed Tradeskill slave for this raid.  Bring a Sewing Kit, Fletching Kit and Jewelry Crafting Kit to the raid. 

When the raid starts, be standing next to the room forge. This will be your home base until you have made all the combinations you can in your sewing, fletching, JC kits and forge.  I noticed there's a delay of 20 seconds or so after a critter is felled.  I think that down time will allow you to zip in and loot the TS materials and do a few sub-combinations, checking them off the list as you do.  When you've checked-off everything you can do standing next to the forge, move to the brew barrel, then to the pottery wheel, and then to the Kiln.  Turn-in the 6 items to Brell.  The most important part of this strategy:  YOU NEED TO LIVE.

Before this is brought up by someone, At this point I don't intend to bring a portable forge, brew barrel, pottery wheel or Kiln.  These portable kits expend a charge every time they are utilized.  Each kit can hold 5 charges, after which they will need to be thrown into a Gnomish Recharging Kit with a piece of Crude Coal.  Given the volume of combinations that will need to be made, I just don't think it will be the most efficient use of time to have to recharge the containers.  Following the strategy I've outlined above, I think I could run to the next world container faster.

Edit:  Oh also, you will notice that your JC Kit will record the combination of Raw Gemstones x4 as Polished Gemstones as opposed to "Sparkling Gemstones."  And your Fletching Kit will record the combination of Raw Wood x2 + Kobold Leather Straps x2 as Hilted Hammer Shaft as opposed to "Leather Hilted Handle."  It took me a while to find them to add to my Favorite Recipe List.

After we've done the raid a few times, I may change/amend the checklist and/or my strategy.  We'll see how it goes.
« Last Edit: November 04, 2011, 07:08:52 PM by Dimbly »

Furro

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Re: UF - Brell's Temple - Trial of Creation
« Reply #2 on: November 05, 2011, 09:09:23 PM »
Quote
 

Brief Event Overview & Strategy

For this event, we have 15 minutes to complete two seperate scripts located in West/East areas.

Know your group number please, as we must split the raid and do each side simultaneously.  During the learning stages, we will be kept together and focus on learning ONE side at a time.

Warning EAST: PET OWNERS - DO NOT EQUIP YOUR PET WITH COLD/FIRE PROC WEAPONS!  You will kill us all if you do.

Warning EAST: ALL MELEE - Check your weapons and make sure you do not have a COLD/FIRE PROC.  You will kill us all if you do.

The West side consist of 12 mobs with special Emotes/AE's.  Each mob drop TS components, which we combine into items and hand into Brell Serilis to complete the side.

The East side consists of Four elemental minibosses.  Each elemental has special mechanics: AE's, Adds, Emotes with DT/AE for failures.

Each elemental will form change every 25% HP and a timer threshold is met.  Elementals do not hit back, but have fun AE's/mechanics we have to work around.

Please ASSIST MA when called on, and not before.  Watch /rs for additional instructions during play.

ALL Trigger information is available further down in this post.



Added EAST reference to /rs prep to be clear the Fire/Cold mechanics are specific to that side only.  There was some confusion about that last night.

Cleaned up inaccuracies for several cures in the west mob details table. 

GTT Trigger Addition, Deletions, and Changes.


West Side

WEST side was our focus Thursday for first run at this event.

Adjusts/Comments:

/raidsay Caller to stress mob details

Tanks, DO NOT USE /taunt key at all, on anything west side.  Remove it from your agro hotkeys also.


JEWELED GOLEM:
  • Melee move in close.
  • Rangers, spread out and BoW instead.
  • Healers/Casters, spread out.
  • When you spread, look around and make sure there isn't someone too close to ya.
Note: I just know some of you guys were trying to kill me on purpose standing next to me!  <shakes fists!>


OOZE:

MT gets hit with an effect that prevents us from healing them.  Heal over time still works (PR may also).  However, we're going to be tank SWAPPING when this happens.  So make sure you follow /assist.

MT, be sure to react when your trigger fires, setup a hotkey so next tank takes over, and next tank hit your /rs tanking hotkey to help clue in healers.

Paladins: Splash DOES NOT CURE the Clay effect.  Tanks just have to wait until it fades.  Next tank in order steps in place.


KOBOLD: 

CURE Vein Corruption DEBUFF, or you will die.  It's that simple. 

Vein debuff causes the Bite of Sessett DD/DoT to hit for 100k + 50k DoT a tick.  Without the vein debuff, the bite DD/DoT = 10k + 5k DoT.


PLANT:

Silence + Snare, and a knockback AE.  Fun.

EACH time there's a knockback, the plant resets to middle of the room.

DO NOT RUN TO IT.  LET THE MT PULL BACK TO BASECAMP (campfire marked).  Stay tight together at basecamp

Move using strafe will help get yourself back into basecamp faster, following each knockback.

Engage when MA calls you in.



TREANT:

DO NOT CURE ANYTHING.  Going to brute force our way through this one.

CLERICS SPLASH HEAL the raid.  Use Group Heals without cures between splash refresh and patches on MT.

All else stands, Paladins DO NOT USE SPLASH, CLR no Epic/purity ward, WoR.  CLR/DRU/SHM no RC AA.



Text / Audio Triggers

Updates/Additions.

* TANKS: Do your changes FIRST, to prevent a duplicate trigger pattern.


* EVERYONE:

DELETE GTT Trigger: a clay ooze scowls at you
DELETE GTT Trigger:  You are coated with rotting leaves.

Import NEW GTT Trigger File: bt-creation-west-con-ooze-adj1.gtt

Import Additional NEW GTT Trigger File: bt-creation-west-plant-knockback.gtt


* TANK Trigger Changes:

DELETE GTT Trigger: You are coated by thick clay
DELETE GTT Trigger: You are flung back by shambler vines!

Import NEW GTT Trigger File: bt-creation-west-tanks.gtt




Furro

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Re: UF - Brell's Temple - Trial of Creation
« Reply #3 on: November 11, 2011, 05:29:29 PM »
 
East Side

Practiced this side more last night.  Worked out positioning better, and keeping our tanks up on the add pops.  We're making progress.  Our rough edges will smooth out with more practice.

3rd stage mephit charm/subling tactic will be tested on our next run.  We intended to test last night, but didn't make it to the stage.


West Side

This side I'm fairly sure we can pull off with two groups at the moment.

a stringy plant:

The biggest issue last night was during this plant mob, and our pull to tactic wasn't working well at all.

Let's revert back to our original tactic of fighting plant at it's spawn point, everyone in close when knockback/reset happens.  So all rush to middle and re-engage plant.  Repeat.

Changed the mob detail area in the table to:

RAID: FIGHT AT THE SPAWN POINT (Middle) -- After each knockback, aggro is reset.



Text / Audio Triggers

Update related to the plant reversion to old tactic.

* EVERYONE:

DELETE GTT Trigger: You are flung back by shambler vines!
DELETE GTT Trigger: Vines constrict your every movement!

Import NEW GTT Trigger File: bt-creation-west-plant-knockback.gtt




Before Changes:
Quote
 
West Side


Mob Details
 
Each mob has a special AE/mechanic we have to deal with.  Everyone must comply with the "Required Actions" details, or we'll suffer penalties. 

 
        spacer     spacer     spacer     spacer     spacer     spacer     spacer     spacer     
MOB        AE
a stringy plant Shambler Vines - Silence (melee/caster) + Snare.
    Shambler Throw - Knockback
   
    * Required Actions
    Moving into melee range removes Shambler Vines effect.
    RAID: After each knockback, aggro is reset.  WAIT for MT to pull again, and MA call to engage.
    Tanks: Knockback = Aggro reset.
   
   

« Last Edit: November 11, 2011, 05:53:18 PM by Furro »

Furro

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Re: UF - Brell's Temple - Trial of Creation
« Reply #4 on: January 15, 2012, 07:00:16 PM »
 
Update: 01/14/2012

EAST Side: Ssark now has the TS combines memorized in recipe book.

WEST Side: Air elemental defeated.  Several adjusts in place to polish up our Insubstantial and Swirling add handling.

Changed strat post, Insubstantial adds are not mezzable.  Mez only acts as a DoT to damage them.


Furro

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Re: UF - Brell's Temple - Trial of Creation
« Reply #5 on: January 26, 2012, 01:59:09 AM »
   
Update: 01/21/2014 - First run with split setup, acclimation.  Several adjusts outlined below for next run.

Summary of Adjusts

General:
  • Run separate raids to isolate /rs calls specific to each side and allow for effective communication.
WEST: Tradeskill Side
  • Designated /rs caller to remind each mobs' special mechanic before every engage (players have been contacted/prepped via PM).

 
  • MT setup adjusted to maximize disc efficiency and predictability for next tank.

 
  • Druids use your Nuke/Heal lines (Remote Sun*) to bypass Coated with Clay which prevents normal direct heals from landing on MT (during Ooze mob).
     
  • Clerics use your Nuke/Heal lines (Contravention*) to bypass Coated with Clay which prevents normal direct heals from landing on MT (during Ooze mob).
EAST: Elemental Side 
  • Burst DPS Group(s) taken further by individual assignment of different players tasked to 'short burn' at very specific designated stages; including add #/% detail to start their burn on elemental.  A delegated coordinator tasked to direct/ensure proper timing of these elemental transitions (MA1 cannot be tasked with both add & timing responsibilities, it's too much).

 
  • Warrior: Reminder - STOP USING Blast of Anger against lava golems during Fire elemental stage.  Causes increased damage.
     
  • Shaman: Reminder - STOP CASTING Apathy / Lethargy (proc slow buff lines) on Tanks during Fire elemental stage.  Causes increased damage
     
  • WATER Stage - Enchanters Use your AA Charm Edict of Command (6 min no-break duration w/aa) on a water mephit, and hold it for usage during AIR Stage against Airy Elemental (reminder, haste your pet before sending it in on Airy).  Note: you can use it during water on other mephits, but do not blindly send it on water elemental, as its' dps can/will mess up our control/timing efforts for transitions.
WEST - Tradeskill Side

Mob Type to Tactical Review.  Only mobs with tactical adjusts are listed.  The rest are fine.

OOZE: Healers use Nuke/Heal lines to bypass Clay heal prevention effect on Tank.

KOBOLD: DRU/SHM Group corruption cure doesn't remove Vein Corruption in one cast.  This means TWO hybrid priests must BOTH cast their cures when no Cleric is present in group.  Paladins should Splash to help as well.

PLANT: Fight it close to middle, to reduce distance after knockback/reset.


EAST - Elemental Side

This is to outline our current hold/dps transition start points.  These details are duplicated in abbreviated format during raid prep time by those assigned to this area (delegated handlers have been contacted/prepped via PM).

Here's the breakdown per Elemental Stage:

FIRE: Elemental hold at 77%

Transition Start: When the 3rd golem pops, and reaches 50% health.

EARTH: Elemental hold at 53%

Transition Start: When the 4th set of golems spawn, and the crystal golem is 50% health.

WATER: Elemental hold at 28%

Transition Start: When the 4th set of mephits spawn.

AIR: FULL BURN - No holds.

Note: This only covers transitions, and applies to specific Group #/names designated during prep.



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Re: UF - Brell's Temple - Trial of Creation
« Reply #6 on: February 04, 2012, 09:59:06 PM »
Adding another tradeskill document that may help... if you need another format, shout.


Furro

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Re: UF - Brell's Temple - Trial of Creation
« Reply #7 on: February 16, 2012, 02:03:23 PM »
 
Defeated Friday, February 10, 2012:

Outstanding effort, focus and execution from everyone pulled off this victory. 

Repeating this raid is going to be necessary as it is part of the hidden entry requirements to zone into Audience with Brell Serilis instance.

I'm confident we can repeat our recent performance and flag those who were unable to attend previously.

Looking to hit this raid again either Friday, or Saturday, depending on our setup.  Your continued support for the team is greatly appreciated!


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Re: UF - Brell's Temple - Trial of Creation
« Reply #8 on: February 20, 2012, 06:14:37 PM »
One of the difficulties on the West/Tradeskill side of this raid is the necessity to cure the 32 nasty corruption counters that the kobold puts on us.  This means we need to cast twice or coordinate with another curer.  Just as a note 94+ druids, Your Fawnwalker's Breeze is a group spell that cures 16-23 (depending on which rank you have) counters and Chant of the Izon is a group spell that cures 20 - 30 counters and are on different timers.  Memorizing them both will save 3.8 seconds as you won't have to wait for the cool-down timer, potentially saving the life that saves yours and procures a win.
« Last Edit: February 20, 2012, 06:24:49 PM by Dimbly »

Remdayen

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Re: UF - Brell's Temple - Trial of Creation
« Reply #9 on: February 22, 2012, 03:31:53 AM »
So should the Paladins also be working on coordination of Splashing these cures, obviously we get the message flash on GTT, however is there something we can do to make it work better/

Furro

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Re: UF - Brell's Temple - Trial of Creation
« Reply #10 on: February 23, 2012, 02:59:22 PM »
Quote
One of the difficulties on the West/Tradeskill side of this raid is the necessity to cure the 32 nasty corruption counters that the kobold puts on us.  This means we need to cast twice or coordinate with another curer.  Just as a note 94+ druids, Your Fawnwalker's Breeze is a group spell that cures 16-23 (depending on which rank you have) counters and Chant of the Izon is a group spell that cures 20 - 30 counters and are on different timers.  Memorizing them both will save 3.8 seconds as you won't have to wait for the cool-down timer, potentially saving the life that saves yours and procures a win.

Thanks for posting Dimbly.  Added the spells you mentioned to the strat post, in the related kobold section:

DRU/94, SHM/94 Chant of the Izon 24-30 counters (rk1-rk3)
DRU/91 Fawnwalker's Breeze 18-23 (rk1-rk3)

Shaman can also assist on the cures with chant as well.

If you're able, please mention these cure lines for TS side healers in channel during prep/etc. 
« Last Edit: February 23, 2012, 02:59:35 PM by Furro »

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Re: UF - Brell's Temple - Trial of Creation
« Reply #11 on: February 23, 2012, 03:25:48 PM »
Quote
So should the Paladins also be working on coordination of Splashing these cures, obviously we get the message flash on GTT, however is there something we can do to make it work better/

The issue with splashing to remove VC is that if you just has a treant mob prior and there is a lingering Sap buff still on people (which you don't want to remove).

Paladins should use their group corruption cure line to help: PAL/86 Cleanse Rk. II 30 corruption counters (rk3 is 40).  Could be a VoA version, no time to look up rq atm.

If able, please mention this during prep in the FLTanks channel so other Paladins on TS side will be in the know.

I've updated the strat post, kobold section with Cleanse so it's clear.

Thanks for posting Rem!

Remdayen

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Re: UF - Brell's Temple - Trial of Creation
« Reply #12 on: February 23, 2012, 06:48:45 PM »
91 Paladin Spell for Group corruption cure is Purify. Rank I is 40 counters, 42 for Rank II and 44 for Rank III.