Author Topic: RoF - Shard's Landing - Calling Phantasm  (Read 13330 times)

Furro

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RoF - Shard's Landing - Calling Phantasm
« on: December 06, 2012, 11:08:38 PM »
Shard's Landing - Calling Phantasm
*[12/15/2012] NOTICE: This post has been modified to reflect amendments posted within this thread *

Zone & Instance Info
 
Gather Zone: Shard's Landing

NPC Name: Harbinger Glask
NPC Location: Inside the same tent as Overseer Drent in the crater's southwest (loc 185, 70, 1).

Keyword to Enter: ready


Flag & Key Requirements
 
Zone Flag: None
Event Key: None
Group Mission: None
Event Flag: None

* Minimum to be Piggy/85'/pushed into raid: Nothing required.



Brief Event Overview and Strat

* Mandatory Audio/Text GTT Trigger information is available in the GTT section further down in this post.
* Everyone in the raid only, /join murderer:murderer

Two staged event.

Stage 1

OVERVIEW:

We kill witnesses to reveal clues as to who in our raid is the murderer!  As each witness dies, multiple spectre adds spawn and attack.

Clues are relayed to the murderer channel.  If you match the criteria, you are to LEAVE the channel, thus narrowing down our list of suspects.

When determined in channel, the murderer does the following:
  • Stand on the stage at the front of the room; target self or no-one and say: I am the murderer
  • Once declared; if correct, a dagger appears on their cursor.  Equip and use the dagger against any witnesses or spectres ONE SHOT KILLS THEM.
Wrongly accusing a player as the murderer results in clues reset, witnesses respawn and attack, and a penalty AE.

When all the adds are eliminated, we advance to Stage 2.


STRATEGY:

Witnesses - Enchanters use Slackening Wave & Color Confluence to lock these down.

Spectres:
  • Mezzable 30 seconds at a time, then they go unmezzable (unenthalled/enthralled) for 30 seconds.
  • Necros & Bards single target MEZ these.  Enchanters as able, help.

Room Positioning:  On port in, move to the SE corner.  Witnesses locked down at corner.  Pull out one witness at a time, dispatch and deal with resulting spectre adds.  Repeat as more clues required.


Stage 2

OVERVIEW:

This stage involves High Priest boss, adds and targeted AE bomb emotes.
  • High Priest activates at front stage; hits for 30k, AE: 78k+ DD, Melee Slow/Mana/HP DoT (scales Remorse I - V)
  • Adds spawn at 20% HP intervals, and number of adds increases each time (2 at first, then 4, 6, 8, 10).
  • Random players targeted with BOMB emote.  Move away when trigger fires, to avoid AE DD in area.
  • Players in range of bomb; screen changes RED HUE.  In addition, there are BOMB FUSE messages in /say indicating you're in danger.  Move away to avoid.

STRATEGY:

Controlled DPS against High Priest to spawn adds at 20% intervals.  Assist MA on adds ALWAYS please.

High Priest Main Tanks: Do not summon tank (AE knockback present can knock you back, position with back to wall to help avoid being shot to the stands).

Phantasmal Fragment adds:
  • Do not kite these.  They will charm if kiting detected (test root park to see if this triggers charm please, and report results).
  • For now, OT extras until MA gets to them.

Room Positioning:  Everyone in the stands area.  HP MTO up on stage only, as outlined above.

Barrel Bomb Emotes: Critical to react to these.  Move when your trigger fires for both emote or fuses.

Any questions, please post in within this thread or ask in the FLRaids:raids channel.  Thanks.



Text / Audio Triggers - Mandatory

ALL Mandatory Setup

These emotes require FAST REACTIONS.  Do not hesitate when emoted, react immediately!

GTT All in one puppy: rof-sl-calling-phantasm.gtt

Audio Files: None, text to speech GTT feature used instead.

## Note: Also setup the murderer triggers customized to your character.  Refer to the related link further below.  Thanks.

Trigger Additions


RAID SHIFTS:

Adding FOUR cardinal triggers for shifting.  We'll only use TWO of the four, but depending which direction we decide works best for shifts, we'll need one or the other set.

For those of you who have raided with us in the past for Arthicrex 1 raid in UF, you'll already have the NORTH/SOUTH trigger set.  Just download the East/West in that case.  For everyone else, get BOTH sets.

move-north-south-triggers.gtt

move-east-west-triggers.gtt



Shards Landing Raid - Character Trigger Customizer

The following Shards form will create a trigger set customized to your character based on: Class, Race, Deity, and Origin (Home City).  Dynamic details (ie: AA, Time Played, Flags etc), are not included for obvious reasons.

As we relay details in the Murderer channel, if your trigger fires; leave the channel as instructed. For any Special Case clue(s), an appropriate trigger will activate prompting your attention for interaction (for example, AA ranges, Time Played etc).

By having a customized trigger set it helps us reduce human error and accurately identify the murderer in a timely fashion.



Selection notes:  Please ensure you're selecting the proper details.  If in doubt, in case of Origin and special case situations, please verify in-game and/or reply post or ask in FLRaids channel.  Thanks!


« Last Edit: June 02, 2021, 12:54:20 AM by Furro »

Furro

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Re: RoF - Shard's Landing - Calling Phantasm
« Reply #1 on: December 07, 2012, 10:54:00 PM »
Attempt: Thursday, Dec 7, 2012

On Thursday, we sized up this event.  We did well overall, and gathered some important information.


Murderer & Clues

When we begin, everyone IN OUR RAID ONLY, is to /join murderer:murderer

Based on the clues given, players eliminated are to LEAVE the murderer channel.  This will help isolate the accused.

Warning: Do not go up to the stage and declare you are the murderer unless explicitly told to do so by Ssark, Eristie, Dimbly, or the channel lead in charge of determining the murderer. 

Murderer:
  • Once determined you are the murderer, you will be told to go to the stage, target self or no-one and /say: I am the murderer
  • You get a dagger.  Equiped and used it will one-shot kill witnesses.  You are only to use it when told by MA.



Adjusts - Various Adds

A WITNESS:
  • Hit for 15000
  • Mezzable & Stunnable
  • Enchanters use Slackening Wave & Color Confluence to lock these down
  • Tanks - Mark up only for aggro; do not break mez

A LINGERING SPECTRE:
  • Hit for 17000
  • Spawn from each witness that is killed.  Number doubles each time.
  • Immune to Root/Snare, and mez.




High Priest - Percent Based Adds

A PHANTASMAL FRAGMENT:
  • Hit for 17000
  • Rootable & Snarable
  • Rangers - Lock down temporarily, as MA works through each one.

« Last Edit: December 07, 2012, 11:03:38 PM by Furro »

Furro

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Re: RoF - Shard's Landing - Calling Phantasm
« Reply #2 on: December 15, 2012, 09:21:21 PM »
   

Brief Event Overview and Strat

* Mandatory Audio/Text GTT Trigger information is available in the GTT section further down in this post.

Everyone in the raid only, /join murderer:murderer

For this event, we kill witnesses to gain clues as to who in our raid is the murderer!  (never me of course, Halflings would never do such a thing...).  Following each witness killing, a lingering spectre spawns that we kill as well.

The clues given are based on class, race, diety and origin, along with other details.

We only kill enough witnesses needed to determine WHO the murderer is among us!

When ready, "The Murderer" must stand on the stage, target self or no-one, and say: I am the murderer.  Once done, if correct, they will receive a dagger on their cursor.  They equip it and only use it when directed by MA as each attack kills the witness outright, spawning spectres.  We must control our witness kill rate to avoid being overwhemled by spectre adds.

If the wrong person declares they are the murderer, we suffer AE Penalty, the severity of which is based on how many incorrect guesses made.

Once the remaining witnesses are killed, a wave of EIGHT lingering spectres spawn and attack.  Assist MA please, test/report Mez/Stun/CC methods.

During this time, the High Priest may go active and attack, be ready MT.  It spawns adds at 20% HP intervals.  Adds increase at each stage (2 first, then 4, 6, 8, 10).  Assist MA please.

High Priest also spawns BOMBS (barrels), that target random players.  You must REACT AND MOVE AWAY when emoted.  The bombs detonate a few moments later AE'ing everyone nearby.  Pattern is: You should move

IF in range of a bomb, the screen changes to a RED HUE.  There are also BOMB FUSE messages in /say indicating the timer.  Your other trigger will fire if too close.  Adjust your position to not be in the range of these messages, or you'll be hit by that bomb when it detonates.

Any questions, please ask in the FLRaids:raids channel.  Thanks.



CHANGED ABOVE TO THE FOLLOWING:

* Mandatory Audio/Text GTT Trigger information is available in the GTT section further down in this post.
* Everyone in the raid only, /join murderer:murderer

Two staged event.

Stage 1

OVERVIEW:

We kill witnesses to reveal clues as to who in our raid is the murderer!  As each witness dies, multiple spectre adds spawn and attack.

Clues are relayed to the murderer channel.  If you match the criteria, you are to LEAVE the channel, thus narrowing down our list of suspects.

When determined in channel, the murderer does the following:
  • Stand on the stage at the front of the room; target self or no-one and say: I am the murderer
  • Once declared; if correct, a dagger appears on their cursor.  Equip and use the dagger against any witnesses or spectres ONE SHOT KILLS THEM.
Wrongly accusing a player as the murderer results in clues reset, witnesses respawn and attack, and a penalty AE.

When all the adds are eliminated, we advance to Stage 2.


STRATEGY:

Witnesses - Enchanters use Slackening Wave & Color Confluence to lock these down.

Spectres:
  • Mezzable 30 seconds at a time, then they go unmezzable (unenthalled/enthralled) for 30 seconds.
  • Necros & Bards single target MEZ these.  Enchanters as able, help.

Room Positioning:  On port in, move to the SE corner.  Witnesses locked down at corner.  Pull out one witness at a time, dispatch and deal with resulting spectre adds.  Repeat as more clues required.


Stage 2

OVERVIEW:

This stage involves High Priest boss, adds and targeted AE bomb emotes.
  • High Priest activates at front stage; hits for 30k, AE: 78k+ DD, Melee Slow/Mana/HP DoT (scales Remorse I - V)
  • Adds spawn at 20% HP intervals, and number of adds increases each time (2 at first, then 4, 6, 8, 10).
  • Random players targeted with BOMB emote.  Move away when trigger fires, to avoid AE DD in area.
  • Players in range of bomb; screen changes RED HUE.  In addition, there are BOMB FUSE messages in /say indicating you're in danger.  Move away to avoid.

STRATEGY:

Controlled DPS against High Priest to spawn adds at 20% intervals.  Assist MA on adds ALWAYS please.

High Priest Main Tanks: Do not summon tank (AE knockback present can knock you back, position with back to wall to help avoid being shot to the stands).

Phantasmal Fragment adds:
  • Do not kite these.  They will charm if kiting detected (test root park to see if this triggers charm please, and report results).
  • For now, OT extras until MA gets to them.

Room Positioning:  Everyone in the stands area.  HP MTO up on stage only, as outlined above.

Barrel Bomb Emotes: Critical to react to these.  Move when your trigger fires for both emote or fuses.

Any questions, please post in within this thread or ask in the FLRaids:raids channel.  Thanks.




REMOVED:  Redundant mob hit detail and overlapping information.

« Last Edit: December 15, 2012, 09:44:20 PM by Furro »

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Re: RoF - Shard's Landing - Calling Phantasm
« Reply #3 on: December 20, 2012, 09:46:17 PM »
 
Trigger Additions


RAID SHIFTS:

Adding FOUR cardinal triggers for shifting.  We'll only use TWO of the four, but depending which direction we decide works best for shifts, we'll need one or the other set.

For those of you who have raided with us in the past for Arthicrex 1 raid in UF, you'll already have the NORTH/SOUTH trigger set.  Just download the East/West in that case.  For everyone else, get BOTH sets.

move-north-south-triggers.gtt

move-east-west-triggers.gtt


HIGH PRIEST AE DD/DoT Warning:

Having a 5 second warning overlay before the big AE comes in everytime helps healers be ready for group/splash heals, and others with heals to be at the ready to patch group members.

rof-sl-calling-phantasm-single-ae-hp-trigger.gtt


Trigger Removal

We don't need the BOMB FUSE emote.  It was an extra precaution I thought would help.  But after reviewing the logs, and experiencing the event at this stage a few times, it's not required.  There's already an emote warning us we are in the bomb radius.

* Remove GTT trigger: \[Bomb Fuse\]\~

« Last Edit: December 20, 2012, 10:30:28 PM by Furro »

Furro

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Re: RoF - Shard's Landing - Calling Phantasm
« Reply #4 on: December 26, 2012, 09:52:17 PM »
 
We pressed hard on this event last week, with progressive results for our efforts. 

On Saturday, with tactical adjusts applied based on previous runs, we overcame our add hang-up at the 30% HP mark (6 adds).  We'll continue with this approach, but refine further to address related CC issues (details below).

CHANGES:
  • No more room shifting East/West.  When your bomb trigger fires, simply move a few feet away.  If it fires again, just move bit further.  You have 10 seconds to move before the bomb explodes.
  • Raid split into TWO sections, positioned towards front of room area, North-East, and North-West respectively.
  • Multiple MAs assigned to group(s).  Please only assist when called on; to avoid damaging other mobs causing them to summon, triggering anti-kite mechanic; charming their target as a result.
  • Add tanks - You'll be assigned by name, with backups as available for your respective area (NE/NW).
  • SK/Monks - Assigned to add tanks, or tank (if SK).  Your job is to HA each add into camp when it is time to kill it.  Your tank assists off you, MA assists off the tank to avoid early stealth assists from DPS/et al.
  • Enchanters, Bards Necros and Rangers, assigned by player name to ETW slot number.  Each add round, MEZ your mob immediately when it spawns.  Rangers, DO NOT ROOT until the MEZ breaks after 30 seconds.  Then root/park the mob, which lasts 20 seconds before immunity.
  • DPS - Your burns are the ADDS, always.  Each add must be killed within 10-15 seconds.


Reminder:

We stress this often, but it's especially important in this event.  Classes outside of conventional healers (Rangers, Paladins, Beastlords), please help keep your group/tank alive by tossing heals their way.  It's extremely difficult to battle rez/call during this event.  These heals serve has huge reinforcement and can make the difference between us losing or saving an add tank, healer, dps, or MT.

If you have to rez/call someone with a token and/or whatever method.  Please try and time it just following a room AE for greater chance of initial survival.  Thanks!

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Re: RoF - Shard's Landing - Calling Phantasm
« Reply #5 on: December 29, 2012, 07:26:33 PM »
Defeated Friday, December 28, 2012

Outstanding work everyone!


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Re: RoF - Shard's Landing - Calling Phantasm
« Reply #6 on: March 29, 2013, 08:39:04 PM »

The following Shards form will create a trigger set customized to your character based on: Class, Race, Deity, and Origin (Home City).  Dynamic details (ie: AA, Time Played, Flags etc), are not included for obvious reasons.

As we relay details in the Murderer channel, if your trigger fires; leave the channel as instructed. For any Special Case clue(s), an appropriate trigger will activate prompting your attention for interaction (for example, AA ranges, Time Played etc).

By having a customized trigger set it helps us reduce human error and accurately identify the murderer in a timely fashion.



Selection notes:  Please ensure you're selecting the proper details.  If in doubt, in case of Origin and special case situations, please verify in-game and/or reply post or ask in FLRaids channel.  Thanks!



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Re: RoF - Shard's Landing - Calling Phantasm
« Reply #7 on: March 29, 2013, 11:50:30 PM »
I think everyone is getting the same trigger for Crescent Reach, regardless of whether they said yes or no.  I said no, and got "All Iksar, Vah Shir, Humans, Trolls, Ogres, Guktan, Halflings, Barbarians, Drakkin and Dark Elves OUT, and ANYONE from Crescent Reach OUT".  That's not right for an elf from Faydwer.