Author Topic: HoT - Morell's Castle - The Awakening  (Read 6973 times)

Furro

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HoT - Morell's Castle - The Awakening
« on: June 22, 2012, 09:38:42 PM »
 
Morell's Castle - The Awakening
[/size]


Zone & Instance Info
 
Gather Zone: Morell's Castle

NPC Name: Towerguard Melbur
NPC Location: At the bottom of the steps that lead up to Sanctum Somnium.

Keyword to Enter: ready [ TBA inside different areas require keywords to reach based on split setup at raid time ]


Flag & Key Requirements
 
               
Zone Flag: Group zone access to Morell's Castle
Event Key: None
Event Flag: Completion of the other four Tier 3 raids (Guardian of the House; At World's End; Force of Eternity; Cazic's Final Stand)

 

Brief Event Overview and Strat

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

This event takes place in two main stages.

Know your group number please - As there are THREE separate areas to complete, each requiring special keywords to enter.

STAGE 1:
    Three minibosses must be killed within 60 seconds of each other.  Do not loot any items unless tasked to do so.
     
    Watch /rs for the co-ordinated final kill call.

STAGE 2:
    Dreamleech boss + Adds, and Random players targeted with massive DoTs that only sceptor holders can cure you!
     
    Each DoT can only be cured with the proper sceptor clicky.  Our sceptor holders will target and cure based  on YOUR TELL ONLY.
     
    When DoT'ed = You /tell the proper person required to cure your DoT.  Use the GTT overlays as a reminder who has what sceptor.  Do not be a clown and just stand around getting killed.  The DoTs are no joke; long duration with massive DMG/Effects (Slow, Silence, Mana Drain).
     
    At various HP of Dreamleech, adds come into play.  Assist your assigned MA please.
     
    At 60% Dreamleech changes - We need everyone to BACK OFF at this stage and only assist MA on the dream devourer adds that spawn and attack us.  Designated SUIT players will deal with Dreamleech as instructed.
Any questions, please reply to this thread, and/or ask in the FLRaids:raids channel.  Thanks.



Stage 1 -  Sandman, Nyade, and Dradir

  • All hit for 17000 - 19000.  No specials.

 
  • All three must be killed within 60 seconds of each other.

 
  • Related AEs target random players, and AE their location.  You don't want to be near others when it happens.  Spread out to avoid being caught by targeted players.
 
          spacer     spacer               spacer     spacer               
THE SANDMAN       Sandstorm - 40k DD + Melee SLOW, Melee SILENCE
(Sand area) (cast every 40 seconds on a random player)
   
   
NYADE Tidal Wave - 38k DD + Melee SLOW & SILENCE, Caster SILENCE
(Water area) (cast every 40 seconds on a random player)
   
   
DRADIR Dradir's Fury - 42k DD + SNARE + 3k MANA DRAIN DoT
(Forest area) (cast every 20 seconds on a random player)
 


Stage 2 - Xaendar the Dreamleech

  • Hits for 22000; flurries.

 
  • He shadowsteps to random locations.

 
  • Emotes players, who must get out of line-of-sight, or be hit with massive damage (Searing Vision).
     
  • Targets players every 20 seconds with a mix of SLOW, SILENCE, MANA DRAINs AEs.  Special item clicks used in Stage 1  cure each effect.
 
               spacer     spacer     spacer     spacer     spacer                         spacer          spacer     spacer     spacer     spacer     spacer     spacer     spacer          There's no AEs during this stage          spacer     spacer     spacer     spacer     spacer     spacer     spacer                    spacer     spacer     
AEs       Dreams of Darkness - 22k DoT + Melee & Caster SILENCE
Dreams of Drowning - 22k DoT + Snare + Melee & Caster SILENCE + 3k MANA DRAIN DoT
Dreams of Stifling Sands - 22k DoT + Melee & Caster SILENCE
   
    * Required Actions
    Get proper click cured from designated player(s).
   
   
100% - 60%
 
a sleepwalker Spawn at outer part of event area
  (non-confrontational) Path towards inactive puppets around perimeter
   
  a puppet Goes active if a sleepwalker reaches it.
    Hits for 16000
     
    * Required Actions
    Assigned groups KILL Sleepwalkers before they reach puppets
    Enc: Mez puppets IF we fall behind on them.
   
   
60% - 49%
 
a dream devourer Hit for 17500; Single-target Rampage
   
    * Required Actions
    Stay away from the Armored Suits located around the room
    Designated players will use suits against Xaendar
    Everyone else: Assist MA please.
   
   
49% - 0% AEs back in play again
Sleepwalker adds in play again
    * Required Actions
    Assist your assigned MA(s) for adds/Xaendar



Sceptors & DoT Cure Assignments

LEAD: Ssark (Eristie)

Stage 1:
[list bull-greenarrow]
  • Each miniboss drops a sceptor.  It has a right-click effect that is used in Stage 2 to cure players of large DoTs.
  • Three players will be assigned to loot a specific sceptor.
Stage 2:
[list bull-redarrow]
  • During this stage, random players will be targeted with large DoTs.  The click-effect on sceptor CURES specific DoTs only.
  • Each player DoT'd is to /tell the correct person with the sceptor that can cure their DoT.
  • Upon receiving the tell, you /rt to target the player and/or manually target them and click your sceptor to cure them.
Note:
I've created GTT triggers that correlate each DoT to the appropriate sceptor.  Each looted sceptor will pop up an overlay to remind who looted it.  This way players can glance and look and properly direct the tell (hopefully!).  Refer to GTT area at bottom of post.
 

 
               spacer          spacer          spacer     
SCEPTOR CLICKY       CURES DoT
 
The Sandman's Scepter of Dreams Dreams of Stifling Sands - 22k DoT + Melee & Caster SILENCE
   
Nyade's Scepter of Dreams Dreams of Drowning - 22k DoT + Snare + Melee & Caster SILENCE + 3k MANA DRAIN DoT
   
Dradir's Scepter of Dreams Dreams of Darkness - 22k DoT + Melee & Caster SILENCE
   
 

Suits of Armor Shrouds
(Stage 2 - Dreamleech at 60%)

LEAD: Ssark (Eristie)

For this stage, we need FOUR individuals.

Four armor suits appear around the room.  The suits are monster shrouds; activated by running into them.

Four players using the suits have TWO effects at available to them: A snare, and DD Nuke.

One player keeps Xaendar snred and kited.  While the other three players use the nukes on him.

Be aware:  Players in suits, keep your distance and avoid any melee from Xaendar, or you'll die quickly.  If you die shrouded, you lose the suit.

Note:  Pets can damage Xaendar during this stage.

 

Text / Audio Triggers - Mandatory
[/size]


ALL Mandatory Setup


GTT All-in-One Puppy: hot_mc_raid.gtt

Audio Files:

* run-hide.wav
* dradir-sceptor.wav
* nyades-sceptor.wav
* sandman-sceptor.wav

 
Sleepwalker & Puppet Activation Triggers

To cover Sleepwalkers and Puppets activating.

Remember, Sleepwalkers activate, and begin to path towards a puppet.  Sleepwalkers do not hit back.  We must kill these before they reach a puppet. 

GTT Sleeper/Puppet Addon: hot-mc-raid-addon-sleepers-puppets.gtt

Audio Files: None


« Last Edit: June 02, 2021, 12:56:54 AM by Furro »

Ocsee Clene

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Re: HoT - Morell's Castle - The Awakening
« Reply #1 on: June 23, 2012, 03:25:54 AM »
I think since we have to send tells on the fly that no one with complicated names should be a sceptre looter.

Takearu and Hardaen are right out since they're too easy to mispell.

Furro

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Re: HoT - Morell's Castle - The Awakening
« Reply #2 on: June 26, 2012, 10:01:32 PM »
 
Bump.

If you're not prepped yet for this raid, make sure you are before attending.  It's on schedule this week.


Ssark

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Re: HoT - Morell's Castle - The Awakening
« Reply #3 on: July 12, 2012, 11:18:46 AM »
Good first go at this.  A couple of notes from the peanut gallery:

On split
  • "Advice" is keyword to Towerguard Melbur in instance to spawn the three minis.  Then it's proximity/whack over the head aggro.
  • If in forest, you can run between the zone-in (Towerguard), Dradir's position in forest, and the final Puppet Room.
  • With Dradir, there's plenty of room for healers to avoid the mana drain dot.
  • 10-minute type refresh discs good to use here
  • Single caller to help raid maintain balance so they die within 60 seconds of each other not hard but useful (Poddo)
  • On finish, Hail the sleeping guard near your (now dead) mob to pop into puppet room.
General Final Encounter
  • Dreamleech boss shadowsteps.
  • Puppets confirmed mezzable, but not a lot of hps either
  • Did we not kill the sleepwalkers to avoid puppet adds?  Is it worth it?  They don't fight back... I saw the emote for the sleepers in both attempts.  Could explore if this helps us.
  • Gargoyles targetable, pullable during armor stage, perhaps deal with them early was suggested
  • Gargoyles did "feel" like they had more hps, tougher, would be nice to eliminate them early
  • Initial burn set up, would also like a final burn for the last 50%.
AE
  • Avoiding the AE is critical to success.  Hide behind north columns ASAP.  Looks to me like despite shadowstep, tanks were doing a new job on positioning round 2.
  • If you hide behind the back column (far north), with the adjusts it looks like the MTs made, you're pretty safe.  I hid Eristie there and ranged healed, and never moved her, and she was fine there second attempt.
Cures
  • Curers reported few issues other than line-of-sight.  Placing a marker back north seemed to help, or people just more conscious of it.
  • Hotkeys to tell curers you need a cure were effective with /rtarget buttons for the curers.
  • Curers were Poddo (Dradir), Doramurx (Nyades), Linyeniel (Sandman)
Armor Stage
  • For those four who get to do this, the armors to jump into were located at the hallway entrances to the room (I noticed two near hall to forest -- were other two near hall to sandman?), and look like ordinary suits of armor, not the mob suits of armor you will look like later when animated
  • You shroud, and have two spells: Freeze (snare) and Shock (DD).  Snakein reported both can be cast on the run.  The snare doesn't last long.  Can kite for a very long time, maybe even longer with 4 staying alive.  Flazor reported he got booted out of his shroud without being attacked.
  • Can take some time here to rez, recup for final 50% while team kites.  Good time to experiment killing gargs.
  • Team first evening was Flazor, Jube, Snakein, Ssark.

P.S. Had around 40-45 in raid, and looked doable with practice, great first two attempts.
[/size]

Jube

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Re: HoT - Morell's Castle - The Awakening
« Reply #4 on: July 12, 2012, 01:00:56 PM »
Suits: The Freeze (snare) ability is on a (5-10?) second refresh.
The Shock ability is much faster reuse (2-5?) second refresh.
I can only assume that the abilities have roughly the same amount of agro, if this is true then only 1 suit should be snaring to hold agro while also spamming the shock while the other 3 spam shock and staying just oor.

Suits cannot get hit. 1 attack = 1 dead suit
Expect that the mob will agro you at any moment because there was little to gurantee a single kiter with the 2 skills given. That being said try not to nuke while the mob is close or running close try to stay on opposite sides of the room. Perhaps 60 seconds of kiter agro only will help?

If we have adds to kill would it be better to only have one suit activly kiting and nuking until the adds are dead? This would be to reduce the chance of suits getting dead while raid is busy.

Wasn't paying attention but did anyone try to take on buffs while shrouded? Not likely but anything that could give us more time in te suits would be a huge advantage.

Can't we just trick the boss into thinking DV is a suit of armor and let him kite for 10 min? :D
« Last Edit: July 12, 2012, 01:01:24 PM by Jube »

Furro

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Re: HoT - Morell's Castle - The Awakening
« Reply #5 on: July 12, 2012, 05:17:54 PM »
 
Overall, good first run at this.  I believe 2nd stage we got Dreamleech to around 20%.


Quote
Good first go at this.  A couple of notes from the peanut gallery:

[/list]
General Final Encounter
  • Dreamleech boss shadowsteps.
  • Puppets confirmed mezzable, but not a lot of hps either
  • Did we not kill the sleepwalkers to avoid puppet adds?  Is it worth it?  They don't fight back... I saw the emote for the sleepers in both attempts.  Could explore if this helps us.
  • Gargoyles targetable, pullable during armor stage, perhaps deal with them early was suggested
  • Gargoyles did "feel" like they had more hps, tougher, would be nice to eliminate them early
  • Initial burn set up, would also like a final burn for the last 50%.

Puppets are stunnable also confirmed according to Maglor.

We weren't killing sleepwalkers to prevent Puppets from activating/spawning.  This was my fault though, I covered it in the strat post, it wasn't included in the raid prep and therefore the MA/others didn't know perhaps.  I'll cover it next run in prep to make sure we're all on the same page here.

Also, adjusting the DPS resources given to MA for sleepers/adds in general.

For some reason I didn't include a GTT for sleeper activations.  This is something that could be added universal, so every is aware, coupled with MA to further direct focus.

Dream devourers = Gargoyles, and I didn't think would work they way they did (ie, being able to target them off the ledges).  This allows us to take them out during that stage (which we did, at least 2), but were there others left up?  I was busy at the time, so I just assumed they were all killed when MA/MT went back on boss.  At any rate, we need to make sure all those gargs are down before re-engage on boss.  If we have to, slow down our shroud dps to delay the re-activation at 49%. 


Quote
Suits: The Freeze (snare) ability is on a (5-10?) second refresh.
The Shock ability is much faster reuse (2-5?) second refresh.
I can only assume that the abilities have roughly the same amount of agro, if this is true then only 1 suit should be snaring to hold agro while also spamming the shock while the other 3 spam shock and staying just oor.

During prep, Dimbly suggested a kiter for this stage, so I assigned Darkenvoid and I believe Biba to shadow him.  In retrospect, we're going to have to use shroud kiter w/snare, since regular players can't land spells/etc on Dreamleech during this stage anyway.

Good job on the shrouds.  It was pretty chaotic, and for the first attempt, no other way to do it then just go and see/improvise.


Quote
Suits cannot get hit. 1 attack = 1 dead suit
Expect that the mob will agro you at any moment because there was little to gurantee a single kiter with the 2 skills given. That being said try not to nuke while the mob is close or running close try to stay on opposite sides of the room. Perhaps 60 seconds of kiter agro only will help?

Take as much time as you need to ensure the kite is secured.


Quote
If we have adds to kill would it be better to only have one suit activly kiting and nuking until the adds are dead? This would be to reduce the chance of suits getting dead while raid is busy.

Aye, mentioned above, we could have handled adds better last night.  We'll do better in this area next run.


Quote
Wasn't paying attention but did anyone try to take on buffs while shrouded? Not likely but anything that could give us more time in te suits would be a huge advantage.

Never thought of this, but even a FoE or something would give a little edge.  Maybe bard selos in with shrouders (at least the snarer), would help if it works.

Test/report others reading.





Furro

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Re: HoT - Morell's Castle - The Awakening
« Reply #6 on: July 12, 2012, 10:38:53 PM »
 
Additional Triggers

To cover Sleepwalkers and Puppets activating.

Remember, Sleepwalkers activate, and begin to path towards a puppet.  Sleepwalkers do not hit back.  We must kill these before they reach a puppet. 

GTT Sleeper/Puppet Addon: hot-mc-raid-addon-sleepers-puppets.gtt

Audio Files: None



Furro

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Re: HoT - Morell's Castle - The Awakening
« Reply #7 on: July 31, 2012, 11:58:34 PM »
 
Adjust:

Tanks - During the 1st stage minibosses.  Try and corner and/or wall pin them somewhere so we can optimize our DPS further.


08/06/2012 Edit: Tried this, didn't realised they were leashed.
« Last Edit: August 07, 2012, 01:14:47 AM by Furro »