Author Topic: UF - Lichen Creep - A Cunning Plan  (Read 18589 times)

Furro

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UF - Lichen Creep - A Cunning Plan
« on: August 24, 2011, 11:03:36 PM »
 
Lichen Creep - A Cunning Plan
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*[11/01/2011] NOTICE: This post has been modified to reflect amendments posted within this thread *


Zone & Instance Info
 
Zone: Lichen Creep

NPC Trigger: Excavator Borga
NPC Location: Western part of the zone (Loc -1355, 1305, -16)

Keyword to Enter: Ready



Flag & Key Requirements
 

                    
Zone Flag: Lichen Creep (Group zone, /ach Appease the Gatekeeper)
Event Key: Emblem of Brell (T7)
Group Mission: Bonfire of the Adherents mission
Event Flag: None

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


Brief Event Overview & Strategy

This entire event is timed.  We start out with various mephit miners, minions and keyholders.

Know your group number please, as select groups will be assigned area/roles, and specific Main Assists (MA).

Do not loot any trash mephits unless you are part of the chamber groups.


ARCHITECT CHAMBER GROUPS 1 & 2:

Players in Groups #1 and #2, are to /join FLArchitect:Architect channel.

You position with the raid, near Architect Mutze, who stands close to a portal pad.

Main Assist #1 (MA1 for short), is YOUR assist.  MA1 will call on you to kill "a mephit keyholder", that spawns from the portal pad.

Each mephit keyholder drops a KEY.  You must loot the Architect's Key, in order to port up into the chamber later on when MA1 calls your groups up.

Outside, while killing the mephits:
  • Wait for MA1's assist call!

 
  • Stay off the portal, so TANKS can aggro the mephits first.

 
  • Casters - Keyholder mephits are immune to Poison & Disease.
When MA1 calls your groups to port up, you step onto the pad, and you'll be ported into the chamber where Architect Mutze spawns.

Architect Mutze has a AE mechanic that a flashes an emote across your screen and requires you to MOVE either into the middle, or edges of the room. 

Watch for the flashing text, and react quickly!  If you fail to do so, 20k DD's will hit you and you'll die.  For some extra safety, we also use a /say caller to help, but be aware there will still be human delay.

MOVE AWAY = The air near the Architect heats up dramatically.

GET CLOSE! = The edges of the room heat up dramatically.

Note please: MAIN TANK, you MUST REACT AS WELL.  Architect won't summon you while the emote is in play.

Inside Chamber Architect Mutze - Important Tips:
  • No pets please, to reduce push.

 
  • Melee surround Architect to control push.
MONARCH CHAMBER GROUPS 3 & 4:

Players in Groups #3 and #4, are to /join FLMonarch:Monarch channel.

You position away from the raid; North-East direction, at the path leading to where Monarch Nene is standing at a portal pad.

Main Assist #2 (MA2 for short), is YOUR assist.  MA2 will call on you to kill "a mephit keyholder", that spawns from the portal pad.

Each mephit keyholder drops a KEY.  You must loot the Monarch's Key, in order to port up into the chamber later on when MA1 calls your groups up.

Outside, while killing the mephits:
  • Wait for MA2's assist call!

 
  • Stay off the portal, so TANKS can aggro the mephits first.

 
  • Casters - Keyholder mephits are immune to Poison & Disease.
When MA2 calls your groups to port up, you step onto the pad, and you'll be ported into the chamber where Monarch Nene spawns.

Monarch Nene has TWO Auras: Melee DS & Spell DS.  Every 30 seconds, the aura resets and it's random either Melee/Spell DS.  We can get back to back of the same aura for example.

Rangers: You can use BOW DMG on Monarch regardless of the emotes/Auras in play, it doesn't count as spell nor melee.

Time is critical on Monarch.  After the 4th emote, 2-3 random players will be charmed.  We must get her dead before this happens (under 2 minutes).

Inside Chamber Monarch Nene - Important Tips:
  • Main Tank - Turn off attack after the first DS trigger fires, and dry tank; using abilities to hold agro.  IF you can hold agro without swing procs from start, that's acceptable.

 
  • DPS - Avoid directly meleeing Monarch, it's too risky.  Use your Bows instead.
MINERS MEPHITS & PET CLASSES:
(players not assigned to chambers)

PET CLASSES - Your job is to sick your pets on miners as they spawn at the scaffolding nearby, and path towards the rocks.  Do not cast on the miners, as any spells will reflect back. 

You're using pets to melee dps them down.  Any miners that reach the rocks causes an emote, which counts towards a fail mechanic if we reach 14 total. 

In addition to keeping miner mephits in check, you also ASSIST MA3 on Minion Mephits with your NUKES to provide DPS there.

This is your job the ENTIRE EVENT.  We're counting on you.


MINION MEPHIT GROUPS 5 to 9:

MINION kill groups - Your job is to assist MA3, and kill minion mephits the entire time. 

DO NOT USE: Poison or Disease on Minion Mephits, they're immune to it.


TASKMASTER YEORICK - Final Boss:

We're on a timer.  Eventually Taskmaster Yeorick (TM for short), spawns and attacks.

This is strictly a RANGE DPS FIGHT. 

Everyone positions near Architect Mutze, and we pull/pin TM west corner for max range distance with Line of Sight.

Groups 1, 2, 3, 4 are to focus on Taskmaster.

Groups 5, 6, 7, 8, 9 are to maintain their assigned functions, keep pace with Miners/Minions to keep things in check.

Taskmaster has TWO different Emote/AE mechanics:  GRAB/PULL, and PAIN/SUFFERING.

GRAB/PULL = Bullwhip Grab targets random players lowest on hatelist.  Shortly after, Bullwhip Pull draws those players in close where they're hit with chain nukes.  The PULL is avoidable if you keep a good range distance away from TM. 

PAIN/SUFFERING = PAIN inhibits melee damage (200% slow).  SUFFERING inhibits nukes damage (5000 Spell DMG reduction).   Depending on your class, you'll need to get SINGLE-TARGET CORRUPTION CURED:

CASTERS you MUST get cured of SUFFERING, to get PAIN.

MELEE you MUST get cured of PAIN to get SUFFERING.

Warning: PALADINS, DO NOT USE SPLASH DURING TASKMASTER STAGE.  Single target corruption cures only, by player request (ie, make a hotkey for your group requesting a cure if you cannot as needed).


LACKEY MEPHIT ADDS - From Taskmaster:

5 to 8 of these spawn DURING TASKMASTER every 30-60 seconds, and are LOW HP (15k):
  • RANGERS: Use Fusillade of Arrows to kill them.
     
  • SHADOWKNIGHTS: Range agro, and use your pet explode PBAE DD Repulsive Sacrifice to hit up to 6 nearby your pet.
     
  • Everyone else, just hit/kill them as you see, don't wait for assist.  They're weak/low HP remember.
Any questions, please reply to this thread, or ask in the FLRaids:raids channel.



Mephit Minions, Miners & Keyholders

Various adds come into play throughout the event.
 
MINIONS:
  • Hit for 14000.

 
  • Pulse of Ash - 20k DD (PBAE, 300').
     
  • If not aggro'd, will randomly summon players to them.

 
  • Spawn from the scaffolding next to the Taskmaster's scaffolding, every 60 seconds for the entire event.
MINERS:
  • Non-confrontation (they don't hit back).

 
  • 3000 point spell damage-shield on them (Mephit Magma Skin), 75 point melee DS.
     
  • Spawn from the Taskmaster's scaffolding, every 60 seconds for the entire event.
KEYHOLDERS:
  • Hit for 14000.

 
  • Pulse of Ash - 20k DD (PBAE, 300')
     
  • One spawns from each portal every 50 seconds for a total of 12 mephits.  If not aggro'd, will randomly summon players to them.

 
  • They drop the keys to port into chambers to minibosses: Architect's Key, Monarch's Key.
     
  • Two minutes following the last keyholder spawns, Monarch Nene ports up to his chamber.  30 seconds later, Architect Mutze ports up to his own chamber.
Keyholder mephit spawn emotes:

Monarch Nene shouts, 'We need some help up here!'
Architect Mutze shouts, 'We need some help up here!'



Minibosses: Monarch Nene & Architect Mutze
  • Hit for 15500.

 
  • Unique AE/Emote Mechanic for each miniboss (see below).

 
  • Must be agro'd shortly after spawn, or adds below will powerup and wipe us.
/RS Caller Notes:  Related emotes when minis port to their respective chambers:

The Monarch steps into the nearby teleporter, retreating into his chamber.
The Architect steps into the nearby teleporter, retreating into his chamber.



Boss: Taskmaster Yeorick

  • Hits for 18500.

 
  • Timed activation (5 mins 30 seconds after Architect's port up emote).

 
  • Spawns 5-8 mephit lacky adds every 30 seconds.

 
  • Grab/Pull mechanic (see below).

 
  • Caster/Melee inhibit mechanic (see below).
Text / Audio Triggers - Mandatory
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Boss: Taskmaster Yeorick

GRAB / PULL:

Bullwhip Grab - 10-20k (rng dmg, pulls toward the caster)
Bullwhip Pull - Pulls toward the caster

Bullwhip Grab targets random players.  Shortly after, Bullwhip Pull draws those players in close where they're hit with chain nukes.

Action: When trig fires, move out of range so the pull doesn't draw you in.  Then come back in range when the effect is gone.

GTT Trigger File: lc-taskmaster-grab-pull.gtt

Audio File: Run Away!


CASTER / MELEE DMG INHIBIT:

Pain - Inhibit Melee Attacks 200%, Decrease Dmg 1000 all skillls (corr 36 ctns (Trig on Fade: Suffering))
Suffering - Decrease spell dmg -5000 (corr 36 ctns (Trig on Fade: Pain))

PAIN inhibits melee damage.  SUFFERING inhibits nukes damage. 

CASTERS you MUST get cured of SUFFERING, to get PAIN.

MELEE you MUST get cured of PAIN to get SUFFERING.

* DO NOT SETUP BOTH THESE TRIGGERS!  Doing so defeats the entire purpose.  It's ONE OR THE OTHER, depending on what class you play.

GTT CASTERS ONLY: lc-taskmaster-suffering.gtt

GTT MELEE ONLY: lc-taskmaster-pain.gtt

Audio File: Get Cured!


PALADINS:  Do not use splash on this stage.  You'll end up curing the wrong effects, and mess it all up.

CURERS:  Mem SINGLE TARGET Corruption cures ONLY.  Paladins you can single target cure as well and will be spread around for such duty in group.

Everyone else, make a hotkey for in group asking for Curruption cure helps.



Chamber Miniboss: Monarch Nene

CASTER / MELEE DAMAGE SHIELD:

Monarch's Incinerating Aura - 35k SPELL Damage Shield
Monarch's Burning Body - 5k MELEE Damage Shield

Monarch self-buffs one of these TWO shields.  To not die like a mofo, you have to pay attention to which is in play and STOP attacks/casts appropriately.

SPELL DS Trigger: lc-monarch-sparks-spell.gtt

MELEE DS Trigger: lc-monarch-heat-melee.gtt

Audio File: Alert5.wav

* RANGERS & Bow Users:  Bow damage isn't considered melee, and therefore shouldn't result in the DS hitting you.



Chamber Miniboss: Architect Mutze

This mephit self-buffs one of TWO Auras.  Basically, one heats up the air NEAR the mephit, the other heads up the EDGES of the room.  Within either results in the same chain cast 20k DD's.

FLASHING TEXT only appears when either aura is in play.  There's no warning emote text to my knowledge.

We'll help with a /say caller for when to MOVE AWAY, and GET CLOSE, depending on the aura.  But don't depend on this!  Be prepared to react to the flashing text on the screen:

MOVE AWAY: The air near the Architect heats up dramatically.

Trigger File: lc-architect-move-away.gtt

Audio File: move-away.wav

GET CLOSE TO ARCHITECT: The edges of the room heat up dramatically.

Trigger File: lc-architect-get-close-to-architect.gtt

Audio File: get-close-to-architect.wav


Note: We're using a /say caller, so as to not fire the triggers of others not assigned to the immediate chamber.






« Last Edit: June 02, 2021, 12:59:02 AM by Furro »

Xabkortiz

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #1 on: August 25, 2011, 01:36:22 AM »
Once the Monarch and Architect port up to their chambers, they have to remain aggro'd. If they're left idle, the mob spawns in the event area will become much tougher:

"a mephit minion" will start spawning as "a mephit overminion" (hits for a max ~18,000). "a mephit miner" will become "an invulnerable mephit" (you won't be able to kill the miners, leading to an eventual reset).

If you're not able to keep up with killing the mephit miner spawns, you'll see this emote repeat itself:

A mephit miner announces, 'We have collected another satchel of the stones. It won't be long until we have enough to enact the plan!'

This can happen 14 times with no consequence. On the 15th occurrence, the event fails and resets:

The mephits rejoice in unison, 'Haha haha! They will all float! The plan is a success!'

nubatamax

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Relatively safe path to the raid NPC
« Reply #2 on: September 02, 2011, 01:36:14 PM »
Some remarks on moving around in Lichen Creep;

a rock golem smasher: SI, and KoS. avoid them.
a deranged mephit: SI, but non-KoS. it's safe to run up to them. but if you agro other KoS mob, they will join and help other mobs.

If you are not familiar with this zone, you might want to add the followings to your lichencreep_3.txt file.

L -261.8911, 361.6469, -77.1340,  -279.5945, 315.7418, -79.5423,  0, 0, 240
L -244.1171, 407.7336, -75.2164,  -261.8911, 361.6469, -77.1340,  0, 0, 240
L -220.5385, 459.8066, -75.2174,  -244.1171, 407.7336, -75.2164,  0, 0, 240
L -212.8991, 515.9724, -75.2184,  -220.5385, 459.8066, -75.2174,  0, 0, 240
L -218.1131, 597.1292, -75.2197,  -212.8991, 515.9724, -75.2184,  0, 0, 240
L -206.0574, 655.2946, -75.2206,  -218.1131, 597.1292, -75.2197,  0, 0, 240
L -182.8040, 701.5035, -75.2214,  -206.0574, 655.2946, -75.2206,  0, 0, 240
L -168.7885, 750.7766, -77.1640,  -182.8040, 701.5035, -75.2214,  0, 0, 240
L -156.9060, 800.7866, -79.8831,  -168.7885, 750.7766, -77.1640,  0, 0, 240
L -106.4748, 843.2267, -80.0211,  -156.9060, 800.7866, -79.8831,  0, 0, 240
L -26.7052, 855.4634, -79.4415,  -106.4748, 843.2267, -80.0211,  0, 0, 240
L 47.4001, 813.8886, -78.1175,  -26.7052, 855.4634, -79.4415,  0, 0, 240
L 122.8967, 779.9968, -75.2637,  47.4001, 813.8886, -78.1175,  0, 0, 240
L 261.6480, 771.7831, -38.7215,  122.8967, 779.9968, -75.2637,  0, 0, 240
L 338.1168, 711.0382, -11.4646,  261.6480, 771.7831, -38.7215,  0, 0, 240
L 402.1011, 608.4980, -9.4634,  338.1168, 711.0382, -11.4646,  0, 0, 240
L 491.6797, 543.0252, -8.8747,  402.1011, 608.4980, -9.4634,  0, 0, 240
L 591.4207, 541.9141, -8.8748,  491.6797, 543.0252, -8.8747,  0, 0, 240
L 734.0000, 404.0000, -8.8750,  591.4207, 541.9141, -8.8748,  0, 0, 240
L -1314.2849, 1357.7155, -16.4929,  -1314.2849, 1357.7155, -16.4929,  0, 0, 0
L -1392.0579, 1374.7196, 4.5421,  -1314.2849, 1357.7155, -16.4929,  0, 240, 0
L -1413.0344, 1419.1168, 13.1456,  -1392.0579, 1374.7196, 4.5421,  0, 240, 0
L -1360.5458, 1447.8915, 13.1459,  -1413.0344, 1419.1168, 13.1456,  0, 240, 0
L -1334.0955, 1471.2166, 10.5558,  -1360.5458, 1447.8915, 13.1459,  0, 240, 0
L -1304.8422, 1482.3030, 2.5966,  -1334.0955, 1471.2166, 10.5558,  0, 240, 0
L -1287.2468, 1513.8514, 2.5966,  -1304.8422, 1482.3030, 2.5966,  0, 240, 0
L -1276.8860, 1555.4419, 3.4471,  -1287.2468, 1513.8514, 2.5966,  0, 240, 0
L -1204.9830, 1674.8468, 19.7698,  -1276.8860, 1555.4419, 3.4471,  0, 240, 0
L -1081.9905, 1701.2002, 19.6771,  -1204.9830, 1674.8468, 19.7698,  0, 240, 0
L -1081.9905, 1701.2002, 17.8612,  -840.3708, 1745.2805, 18.0273,  0, 240, 0
L -840.3708, 1745.2805, 18.0273,  -683.0764, 1705.8632, 19.9547,  0, 240, 0
L -683.0764, 1705.8632, 19.9547,  -621.7683, 1677.8027, 19.9544,  0, 240, 0
L -621.7683, 1677.8027, 19.9544,  -533.4233, 1567.6002, 19.6344,  0, 240, 0
L -533.4233, 1567.6002, 19.6344,  -425.5573, 1512.4156, 19.6340,  0, 240, 0
L -425.5573, 1512.4156, 19.6340,  -235.3294, 1472.9282, 17.2846,  0, 240, 0
L -235.3294, 1472.9282, 17.2846,  -139.1532, 1406.1493, 15.0717,  0, 240, 0
L -139.1532, 1406.1493, 15.0717,  -105.3793, 1314.8090, 2.8954,  0, 240, 0
L -105.3793, 1314.8090, 2.8954,  -97.3708, 1269.0883, -2.4146,  0, 240, 0
P -1314.2849, 1357.7155, -16.4929,  240, 240, 0,  3,  Raid_NPC

Or, I've merged these lines with my map file and uploaded it in here.
http://eqfreelance.net/ftpnuba/lichencreep_3.txt
You can just download this file into your map folder, you should see blue and green lines on your map if you do.

If you come from Corathus Creep... invis and (do I have to tell "invis and"?) follow the blue line, or succor to get to the Arthicrex zone spot first. This blue line is long but simple way to get to the Arthicrex zone spot (You could make shortcuts by climbing walls and such, but not mentioning them here).
From the Arthicrex zone, follow the green line to get to the NPC (Excavator Borga). Avoid stepping off the line and shifting to inner side. SI golems are somewhat close and you may end up in agroing them.
« Last Edit: September 13, 2011, 03:48:46 AM by nubatamax »

Furro

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #3 on: September 02, 2011, 03:51:04 PM »
 
Just a couple things here.

When you add locs to your map, it's best to do it out of game, then restart EQ.  You can do it from within game, as long as you reload your UI after (if you're in the zone you're modding your map for), if you're out of zone, it might work I forget atm.

Personally, I restart EQ for any map modding, due to the fact that each UI reload increases the chances my EQ crashes at some future point (which is why I rarely crash really, because I'm almost never on alts/other chars and reloading UI's within the same game session <hint hint>).


Regarding the Corathus route Nuba mentions.  It'll put you in the lower area of the zone, and there's a ramp leading up (he probably line marked this etc, I havn't looked).  But the point is, to get up there, you take the route which is potentially directly in the path of uh, Cliknar Hunter I think it's called (a rare, SI).  So use caution if you take this route as you may run smack into it.

The route easiest for me, but may not be for others is: BR -> UQ -> Arthicrex -> Lichen.  This puts me in the upper area upon zoning in, and just follow left wall (but avoid golem SI sometimes before crossing the little lava river).  Then keep going, on right SI golem just before bend on right where NPC is. 

Regardless of the route, the stuff in zone is mostly weak and as long as you don't agro too much most can just kill it on the spot and keep moving.

I strongly recommend anyone not familiar with LC/etc, to visit these zones prior to the night we raid.  It takes like 10 mins of your time to zing over and look around, learn the NPC location.




Furro

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #4 on: September 11, 2011, 05:13:20 PM »
 
Tail end of the night, first attempt on this Saturday to size up.  Overall, we got a feel of the event.  As with anything we do, subsequent runs will acclimate us and we'll be able to adjust/flesh out a tactics that work for us.  Adjusts are already in place for next run.

Thanks everyone who was able and willing to make the run.

If you're still missing the zone AtG missions and Bonfire of the Adherents, please try and get them done by next week so you're able to participate in our next run.

Be Aware:  We do not setup COTH for anyone slacking or otherwise.  It's a mickey mouse operation and imo makes for lazy raiders.  Take the initiative imo and don't slack.  Learn the route to the start NPC.  Be aware of your virtual surroundings and the SI creatures within it.  Learn to /con, learn the /loc system,  learn how to install proper maps, and add NPC names to them as needed.

I'm not trying to sound harsh here all.  Just a standard don't be a slacker /rant by your friendly Halfling!
« Last Edit: September 11, 2011, 05:21:35 PM by Furro »

Furro

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #5 on: October 02, 2011, 06:38:06 PM »
 
Our second run on this Saturday, each attempt improvement was made.  Our attempt few weeks back was extremely light on setup and as a result we were unable to keep pace with the adds.  With a few extra bodies this time, and some adjusts we were able to keep add pace and reach port up stage.  I'm confident we'll see further advancement in next weeks run.  This is our priority focus, in addition to farm targets for next week.

For those still missing ATG/Bonefire, you need to get a move on and get it done ASAP.  Slackers don't get any pie.

For those having trouble navigating through LC, here's my advice:  During the week, zone on over and start learning how to get to the NPC alive.  Nubatamax provided locs, map link and basically all you need to know to move around LC smartly.  The rest is up to you; use common sense, and /con junk.  The basics of navigating any zone really.

As stated before, we don't do COTHs.  If you die en route, run back and pay more attention this time.

PS, I'm not trying to be a dick here, but we waste alot of time on gather, and it's entirely because of slowpokes, coupled with people not prepping properly to reach zones, setup trigs (which are all available on these forums, easy imports etc).  My /rant is done here, just a heads up, I'm cracking down on slackers.  If you're serious about raiding with FL, then try not to be a slacker holding up the rest of us.  We're a nice bunch, but when you starve a Halfling of pie, he gets grumpy.  Mmm, pie... er, ok that's all for now here.  <burp>.




Furro

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #6 on: October 15, 2011, 11:12:14 PM »
Quote
 

Brief Event Overview & Strategy

This entire event is timed.  We start out with various mephit miners, minions and keyholders.

Assigned groups will be looting certain keys when told, which are used to port into chambers that have a miniboss to kill.

For now, we'll centralize in one area, killing mephits.  Once all 24 keyholder mephits are killed, assigned groups will loot their proper keys and port into the chambers when told.

Once inside, they must kill their miniboss.  Each has emotes to deal with.  I'll cover them here ahead of time:

MONARCH NENE - Does TWO Emotes every 30 seconds.  One will affect MELEE (5k DS per hit), the other SPELLS (35k feedback for casting).  Her affect lasts only 6-10 seconds, so re-engage quickly when it's gone.

Rangers: You can use BOW DMG on Monarch regardless of the emotes, it doesn't count as spell nor melee.

Time is critical on Monarch.  The above emote happens 4 times, followed by 2-3 random players being charmed.  Get her dead before this happens is the goal (under 2 minutes).

ARCHITECT MUTZE - Does FLASHING EMOTES, you can't use audio triggers for these, as they're not text.  We'll use /say callers to help warn for these emotes.  Details in the GTT section further down.

There's TWO Emotes for Architect, basically one to MOVE AWAY to the WALLS, the other to MOVE IN CLOSE TO ARCHITECT.  Failure to do this correctly, and the aura hits you for 20k chain nukes.

MTs - You MUST REACT AS WELL.  Architect won't summon you while the emote is in play.

Anyone NOT assigned to the Architect/Monarch groups, you remain below and keep killing the minion/miners that continue to spawn.

We're on a timer.  Eventually Taskmaster Yeorick activates and attacks.  Everyone needs to setup a trigger for the Pull/DD effect.  When your trigger fires, you RUN AWAY out of range and you won't be pulled in and DD'd to death.

Taskmaster spawns 5-8 mephit lackey's every 30 seconds approximately.  We'll kill and resume on Taskmaster.

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



Updating this to better reflect our recent progress/adjustments:

Please read and adjust your play accordingly.  Original post updated.


Brief Event Overview & Strategy

This entire event is timed.  We start out with various mephit miners, minions and keyholders.

ONLY assigned groups will be looting certain keys, which are used to port into chambers that contains a miniboss to kill.  When all keys are looted, those groups will be called on to port up by stepping on the pad.

EACH Miniboss has special emotes to deal with.  Details provided as outlined below:

ARCHITECT Groups 1, 2 - IF you're new to this, for details /tell FLBot LC Architect.

MONARCH Groups 3, 4 - IF you're new to this, for details /tell FLBot LC Monarch.

Reminder:  Keyholder mephits are immune to: Poison and Disease.

PET CLASSES - Your job is to sick your pets on miners as they spawn and path towards the rocks.  Do not cast on the miners, as any spells will refect back.  You're using pets to melee dps them down.  Any miners that reach the rocks causes an emote, which counts towards a fail mechanic if we reach 14 total.  You also ASSIST MA3 on Minions with your NUKES to provide DPS there.

MINION kill groups - Your job is to assist MA3, and kill minion mephits the entire time.  DO NOT USE: Poison or Disease on these, they're immune to it.

We're on a timer.  Eventually Taskmaster Yeorick (final boss, TM for short), spawns and attacks.  TM has TWO different Emote/AE mechanics:  GRAB/PULL, and PAIN/SUFFERING.

GRAB/PULL = Bullwhip Grab targets random players.  Shortly after, Bullwhip Pull draws those players in close where they're hit with chain nukes.  The PULL is avoidable if you keep a good range distance away from TM.  Example:  Grab will land regardless, just stay away from TM to avoid the PULL effect when it triggers shortly after.

PAIN/SUFFERING = PAIN inhibits melee damage (200% slow).  SUFFERING inhibits nukes damage (5000 Spell DMG reduction).   Depending on your class, you'll need to get SINGLE-TARGET CORRUPTION CURED:

CASTERS you MUST get cured of SUFFERING, to get PAIN.

MELEE you MUST get cured of PAIN to get SUFFERING.

Warning: PALADINS, DO NOT USE SPLASH DURING TASKMASTER STAGE.  Single target corruption cures only, by player request (ie, make a hotkey for your group requesting a cure if you cannot as needed).

LACKEY ADDS - 5 to 8 of these spawn DURING TASKMASTER every 30-60 seconds, and are LOW HP (15k).  RANGERS use HoA to kill them.  SHADOWKNIGHTS, range agro any and help finish them off.  SK's, you can try your pet explode spell (Repulsive Sacrifice) to PBAE up to 6 near your pet which is attacking TM (then remake a new pet for next set of adds).

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


« Last Edit: October 15, 2011, 11:12:44 PM by Furro »

Furro

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #7 on: October 18, 2011, 11:41:46 PM »
 
Made good progress on our attempts this past weekend. 

Key areas to work on going forward:

  • Chamber MT losses heavy at times.  As a result, afterwards these tanks are not available for MT on Taskmaster.  Although healer setup dictates success in this area to a degree, we need to reduce kill time on minis, to reduce tank exposure in all setups.

 
  • sub-note:  MT deaths early in, limits our MT lineup later on.  This is why we need to keep tanks up more reliably.
  • Taskmaster & adds.  All about execution of our strat at this point.  Further attempts will flesh out any issues.

This upcoming weekend, we'll devote more priority to our farm targets (tick tock, decon, fungal), and try to slot in LC for Friday, or Saturday, depending on turnout, but mix it in with other events.

As always, thanks for your support during the learning process for these events.




« Last Edit: October 18, 2011, 11:42:12 PM by Furro »

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #8 on: October 20, 2011, 12:39:50 AM »
Repulsive Sacrifice doesn't kill the pet.

Furro

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #9 on: October 20, 2011, 01:02:19 AM »
Quote
Repulsive Sacrifice doesn't kill the pet.
 
Weird, I maybe thinking of previous version of that spell, or something different.

Either way, good to know.

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #10 on: October 20, 2011, 09:24:21 AM »
Quote
 
Made good progress on our attempts this past weekend. 

Key areas to work on going forward:

  • Chamber MT losses heavy at times.  As a result, afterwards these tanks are not available for MT on Taskmaster.  Although healer setup dictates success in this area to a degree, we need to reduce kill time on minis, to reduce tank exposure in all setups.

 
  • sub-note:  MT deaths early in, limits our MT lineup later on.  This is why we need to keep tanks up more reliably.
 
  • Taskmaster & adds.  All about execution of our strat at this point.  Further attempts will flesh out any issues.

This upcoming weekend, we'll devote more priority to our farm targets (tick tock, decon, fungal), and try to slot in LC for Friday, or Saturday, depending on turnout, but mix it in with other events.

As always, thanks for your support during the learning process for these events.





recap of the event with suggestios;

Mechanics & Timers

The entire event is on a timer which starts from the moment it's triggered.

The minions spawn every 60 seconds, as do the miners.

Each portal spawns a keyholder every 50 seconds. The first keyholder spawns at the Monarch's portal. 25 seconds later, a keyholder spawns at the Architect's portal. 25 seconds later, another one spawns at the Monarch's portal. This process repeats itself until 12 keyholders have spawned at each portal (for a total of 24).
 
Keyholder spawns are accompanied by emotes:

Monarch Nene shouts, 'We need some help up here!'

Architect Mutze shouts, 'We need some help up here!'

Each mephit keyholder drops a key (either "Monarch's Key" or "Architect's Key", depending where the keyholder spawned from). Four strong groups (two per portal) in your raid should loot these keys; Best Burst DPS and  2 strong healers...maybe all monks or ranger/ BST mix.
 
Two minutes after the final keyholder spawns (the 24th in total), Monarch Nene ports up to his chamber. 30 seconds after that, the Architect ports up to his own chamber. You'll see emotes when this happens: Port early like we been doing, except Cleric  Retort MT and all going up
 
The Monarch steps into the nearby teleporter, retreating into his chamber.

The Architect steps into the nearby teleporter, retreating into his chamber.

The people who looted the keys from the keyholders need to port up to those chambers and kill the those two nameds.
 
You can port up any time. You don't have to wait for the Monarch or Architect emotes, so you can port up ahead of time and set up before they get there. MAX DPS for entire fight if these teams die, put  those MT at the end of TM rotation after they are battle rezzed and buffed below
 
5:30 (5 minutes, 30 seconds) after the Architect's port-up, Taskmaster Yeorick attacks. This will happen regardless of your status with the Monarch and Architect, so you'll want to have them killed before that timer runs out.
 
The Taskmaster hisses, stepping down from his vantage point aloft the scaffolding. Can we pull TM under scaffolding and have  Wizzes spamm AE nuke lackies, while  Rangers HoA from Architect platform. Druid run and drop Ward under scaffold, then fall back to either blue rock or platform, while continueing to chain spam heals, Cleric spam heals on MT. MT ensure they have /rs message  < blah blah is now tanking, all heals to me > so we have smooth flow on transition of tanks during  TM fight
From here, you just need to kill the Taskmaster for the win (fight details are in a section below).

FYI: if emote hits platform team, have them fall back to blue rock and continue to do above tactics.

IMO: we have failed several times in geting  TM to far end of tanking area, if we can get TM under scaffolding this will be shorter  pull, and less chance of raid getting Bullwhipped and faster kill on TM
The only hard day was yesterday

Furro

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #11 on: October 20, 2011, 06:08:13 PM »
Quote
recap of the event with suggestios;

Mechanics & Timers

The entire event is on a timer which starts from the moment it's triggered.

The minions spawn every 60 seconds, as do the miners.

Each portal spawns a keyholder every 50 seconds. The first keyholder spawns at the Monarch's portal. 25 seconds later, a keyholder spawns at the Architect's portal. 25 seconds later, another one spawns at the Monarch's portal. This process repeats itself until 12 keyholders have spawned at each portal (for a total of 24).
 
Keyholder spawns are accompanied by emotes:

Monarch Nene shouts, 'We need some help up here!'

Architect Mutze shouts, 'We need some help up here!'

Each mephit keyholder drops a key (either "Monarch's Key" or "Architect's Key", depending where the keyholder spawned from). Four strong groups (two per portal) in your raid should loot these keys; Best Burst DPS and  2 strong healers...maybe all monks or ranger/ BST mix.
 
Two minutes after the final keyholder spawns (the 24th in total), Monarch Nene ports up to his chamber. 30 seconds after that, the Architect ports up to his own chamber. You'll see emotes when this happens: Port early like we been doing, except Cleric  Retort MT and all going up
 
The Monarch steps into the nearby teleporter, retreating into his chamber.

The Architect steps into the nearby teleporter, retreating into his chamber.

The people who looted the keys from the keyholders need to port up to those chambers and kill the those two nameds.
 
You can port up any time. You don't have to wait for the Monarch or Architect emotes, so you can port up ahead of time and set up before they get there. MAX DPS for entire fight if these teams die, put  those MT at the end of TM rotation after they are battle rezzed and buffed below


All of the above we already know and are doing.  The thing people have to remember is our setup varies.  So here's the skinny, I put 3 MT's in each chamber group, the rest DPS tweaked per miniboss.  We often only have so many tanks to go around, and that leaves us limited on options when TM activates later.

Given the above setup, if we're lucky, we might have 1 warrior left for TM.  When this is the case, that war is put on point for TM MT order.  When we don't have the setup, after chambers are down, we assess who's available/discs etc before TM goes active and shuffle the order accordingly.  The updated order is then relayed to the healer channel.

This is why I mentioned in my post; and stressed at the time, that we need to reduce our MT chamber deaths significantly. 

On the healer side of things for chambers, it's not so cut and dry saying 2 healers per.  It depends on our tankage at the time.  I've been using 3 healers + shaman currently when setup allows.  We've done it with 2 clerics + shaman, but it was dicey and really not reliable given our tank setup at that time.

Other chamber notes:

For Monarch, we need to increase our kill time by at least 30 seconds, if not more.  We need Monarch dead in about 1 minute, to 1 min 30 seconds to avoid the charm.  Once the charm AE fires and hits 3-4 people, our tank death increases dramatically.  In fact, we've lost our MT's several times due to charm of a healer, and subsequent loss of heals on the MT's. 

This is why we have burns setup for both chambers, to reduce MT exposure/risk.

For both Monarch and Architect, I can't stress how important it is to react to emotes/calls properly.  Individual player failures cause systemic problems, which are amplified moreso then normal within a small 2 group setup.  In other words, every death hurts us in a massive way.  When I see a BST die everytime to the DS on Monarch for example, that player can't produce the DPS/ADPS we're relying on.  This is why I point out to people (as well as others mention), who messed up and/or needs to react better to avoid mishaps.  It's not personal, just business.


Quote

5:30 (5 minutes, 30 seconds) after the Architect's port-up, Taskmaster Yeorick attacks. This will happen regardless of your status with the Monarch and Architect, so you'll want to have them killed before that timer runs out.
 
The Taskmaster hisses, stepping down from his vantage point aloft the scaffolding. Can we pull TM under scaffolding and have  Wizzes spamm AE nuke lackies, while  Rangers HoA from Architect platform. Druid run and drop Ward under scaffold, then fall back to either blue rock or platform, while continueing to chain spam heals, Cleric spam heals on MT. MT ensure they have /rs message  < blah blah is now tanking, all heals to me > so we have smooth flow on transition of tanks during  TM fight
From here, you just need to kill the Taskmaster for the win (fight details are in a section below).

Ranger HoA we already have in place.  It's just a matter of making the TM engagement smoother.  A SK pet DD explode combo with HoA RNG will help too I believe.

Wizards, we often have zero.  I'm not discounting utilizing them when they're available however.  It all comes down to working with what we have at the time.  We do have access to two wizard alts who have mentioned recently they're willing to switch/focus play on them for LC.  So that's something we can tap into if needed at least.


TM Pull-to-spot:

Our initial pull to location was too far away obviously (for us anyway, lots of locations can work).  We adjusted it.  Last week, our new location the puller failed to bring TM there; as he got disoriented and ran the wrong way (too far basically), and it brokedown from there.  Not making excuses here, just stating what happened.

I agree however, that our pull-to location currently is not necessarily ideal.  There's really no reason to split up the raid (ie, distance minion kill groups during TM, from raid range DPS on TM).  Because of how the AE's work, it's far more important everyone cures the proper effect related to their class, and that they're NOT within the recourse pull effect of TM following grab AE.

I'll pop into the dz again tonight before raids and check out a spot closer and work out the distances.  The rocks for minion kill groups, with TM in the other corner near scaffolding "should" be sufficient.  But again, I want to see the distance inside, and check line of sight for range dps.

You referred to Druid dropping ward, I assume you mean their healing ward to help heal the recourse pull dmg.  Every bit helps, and if this is what you mean, obviously it's helpful and I agree.

Your other mentions of /rs tank message, healers spam heals, we already do.


Quote
FYI: if emote hits platform team, have them fall back to blue rock and continue to do above tactics.

IMO: we have failed several times in geting  TM to far end of tanking area, if we can get TM under scaffolding this will be shorter  pull, and less chance of raid getting Bullwhipped and faster kill on TM
 

Re: emote.  You mean the AE Grab/Pull I suspect here, in relation to melee DPS in range of TM.  When Grab hits, they move away to avoid the PULL recourse.  This is how I originally wrote up the strat actually, and it's doable as long as players are able to back up within 6 seconds to avoid the pull briefly, then go back in after the effect is gone.  Not always feasible for some, due to lag and/or their ability to react quickly.  But for those who are able to pull this off, they can provide more DPS then range fighting it (ie, monks/rogues/bsts).


Regarding your: "IMO we have failed several times geting".. comment.

TM engage/setup has been botched; but we already know the issues.  I agree a clearer pull-to location can work as mentioned above, as long as we can cover LoS/Range factors.

Overall, we're early in on timespent/attempts on this event, and we've made good progress.  I'm confident we'll improve with subsequent runs, we have the adjusts in place, we know where we need work. 

Thanks for your comments/observations Rame.





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Re: UF - Lichen Creep - A Cunning Plan
« Reply #12 on: October 20, 2011, 10:43:17 PM »
Why 3 MTs in the tower groups?  You said yourself if we lose 2, we're done on the taskmaster anyway.  Point is, you've made it clear we can only lose at most one tank on the tower group.
Why not add a healer or a dps and drop a tank from the tower groups?



Furro

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #13 on: October 21, 2011, 08:32:57 PM »
Quote
Why 3 MTs in the tower groups?  You said yourself if we lose 2, we're done on the taskmaster anyway.  Point is, you've made it clear we can only lose at most one tank on the tower group.
Why not add a healer or a dps and drop a tank from the tower groups?


 
If we lose 2, we're not done on TM.  We'd still have other tanks from the other chamber potentially to MT TM.

As discussed in game however, we can optimize our chamber tank/dps further by utilizing hybrid tanks.  Or reducing the tanks to two per chamber.

So an example would be: 1 War, 1 SK, 1 Pal, Healer 3x.  The 2nd group would be DPS, no change.  SK/Pal if it came to either tanking can pull out all the stops, and we'd be left with more of a MT lineup for TM later on.  At the same time, our SK/Pals can and do burn well.

Anyway, some tweaking here is in order, and in place for tonight.




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Re: UF - Lichen Creep - A Cunning Plan
« Reply #14 on: October 21, 2011, 10:15:26 PM »
 
Quote
 


Text / Audio Triggers - Mandatory
[/size]


Boss: Taskmaster Yeorick

GRAB / PULL:

Bullwhip Grab - 10-20k (rng dmg, pulls toward the caster)
Bullwhip Pull - Pulls toward the caster

Bullwhip Grab targets random players.  Shortly after, Bullwhip Pull draws those players in close where they're hit with chain nukes.

Action: When trig fires, move out of range so the pull doesn't draw you in.  Then come back in range when the effect is gone.

GTT Trigger File: lc-taskmaster-grab-pull.gtt

Audio File: Run Away!



REPLACE your GTT grab-pull, with these new ones I made up.  Based on my logs, I don't see the old trig working at all, as the pattern I used was never echoed.

NEW TRIGGERS:  ONE is for when the GRAB is directed at you (the grab effect will land, and you'll take 10k DMG).  Then 3 seconds later the PULL will drag you into Taskmaster, unless you're out of range (I believe it's 100'). 

I named the new trigger the same as the old one, to confuse everyone further.  No need to thank me!  /em hides.

GTT Trigger File: lc-taskmaster-grab-pull.gtt

Once you've deleted the old GTT grab-pull trigger, and imported the new one.  You can test both by doing the following patterns:

GRAB Pattern: The Taskmaster's bullwhip wraps around your leg.

PULL FADE Pattern: The bullwhip loosens its grip.