Author Topic: UF - Lichen Creep - A Cunning Plan  (Read 18588 times)

Furro

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Re: UF - Lichen Creep - A Cunning Plan
« Reply #15 on: November 01, 2011, 05:47:28 AM »
 

Saturday, with some tweaks in place, we got in a few more attempts.  We ironed out some other issues that cropped up as well that night.  I'll list them below for reference, for those that were not with us, and to keep things up-to-date.


Chamber Channels:

We need to operate two channels to allow for communication specific to, but seperate from Monarch and Architect groups.

In the channels:
  • MA direct your assist calls.
  • Relay specific positioning info.
  • Burns setup/adjusts, and calls if losing ground/pace on mephits/time.
  • Adjusts/anything I may have missed.
Channels:

FLMonarch:Monarch
FLArchitect:Architect


MONARCH GROUPS

Some changes were made between attempts based on discussion and team feedback.  The list below are the adjusts going forward:

  • MT turn off attack after the first DS trigger fires, and dry tank; using abilities to hold agro.  This will prevent accidental DS hits from that point onward.  IF the tank can hold agro from get go without swing procs, that's acceptable.
  • During trash mephit kills outside - Backup MT, position yourself inbetween the trash mephits spawn point, and portal pad.  So you're the first to proxy agro, and snap up the mob (this is important if we fall behind on spawns).
  • DPS / Healers - Do not stand/fight, at/and/or in front of the backup tank, and/or near where the mephits spawn directly from.  You'll end up dead when a mephit spawns and agros you over the backup tank.
  • DPS: Inside the chamber, do not try and directly melee Monarch.  We normally setup in a way with Rangers, because of BoW immunity to the DS.  A single melee round; while DS Aura is active however, will basically kill you, or cut you down enough that our healers divert attention to heal you, which takes away heals on the MT.
ARCHITECT GROUPS

Much better positioning, and less push as a result of no pets, and surrounding the mob for better control.  This was very well done, and our main trouble spot in prior runs.

Channel notes for these groups:
  • No pets please, to reduce push.
  • Melee surround Architect to control push.
TASKMASTER STAGE

Assigned puller(s) are setup in advance.  They pull TM to our west pin spot, where our MT takes over.

Main Tank, and/or others not assigned TM pull, DO NOT USE any sort of swarm/pet projections to speedbump TM, and slow down the pathing.  This causes issues for our pullers getting TM to our MT as quick as possible, and can result in TM closing the range distance we have setup for everyone else to avoid the PULL effect.

Position Adjust:  At Architect Mutze, for a bit more buffer distance.




Updated Brief Event Overview & Strategy to reflect recent adjusts, specific chamber detail/setup, and positioning:


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.
Previous Version:
Quote
 
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.