Author Topic: CoTF - Bixie Warfront - Saving Jacyll  (Read 23935 times)

Furro

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CoTF - Bixie Warfront - Saving Jacyll
« on: October 11, 2013, 11:19:01 PM »
Bixie Warfront - Saving Jacyll
*[10/30/2013] NOTICE: This post has been modified to reflect amendments posted within this thread *


Zone & Instance Info
 
Gather Zone: Bixie Warfront

NPC Name: Frislo
NPC Location: Marked on map

Keyword to Enter: Ready


Flag & Key Requirements
 
Zone Flag: None
Event Key: None
Group Mission: None
Event Flags:  Ethernere - The Doomscale Horde
 
* Minimum to be Piggy/85'/pushed into raid: Nothing required.



Brief Event Overview & Strategy

This event takes place in stages, and involves a drum mechanic that allows us to play a song which has both a positive and negative effect.  We use the songs to aid us in the battle in various ways (from silencing adds, to weakening enemy defenses and so forth).  To play appropriate songs during the event, assigned players will be set up in advance to orchestrate.  Details provided in the related sections of this post.

The event progresses through stages as the mobs are killed.  There is no delay between stages.


Stage 1 - Pelzia the Crazed and Six Bixie Battlemaster Adds

Both Pelzia and adds have AEs.

Pollen Cloud is a targeted AE DoT (30' range).  Spread out to limit it's impact.

Battlemaster adds hit fairly hard this stage.  Assigned tanks, by /target add# disc on your associated add.


Stage 2 - Warchanter Neezzee and Six Bixie Adds

Warchanter Neezzee casts  enjoys casting the self buff Chaotic Rune - 8600 DAMAGE SHIELD + A protective rune that casts Chaotic Feedback on those who cast spells on the bearer of this effect.  Chaotic Feedback is an 8000 MANA DRAIN + 26k DD. 

An appropriate song can remove this buff, however be aware it's likely to come into play at times so be prepared please and react properly by stopping your assault.

The bixie adds for this stage consist of THREE bixie enthrallers and THREE bixie compellers

Assigned tanks, by /target add# assignment to pick up these adds.  These adds hit for less then earlier stage battlemaster versions.


Stage 3 - General Vaxa and Three Lieutenants

General Vaxa is the final boss and has three lieutenant troublemakers:

Lieutenant Drix
Lieutenant Vyzik
Lieutenant Zizzix

Add tanks assigned to Lieutenants by /tar addname#, and are to disc on these adds.

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




Positioning



Pelzia and Battlemaster adds cast Stinging Blade - Frontal AE 53k DD + STUN. 

Tanks please face your adds towards a wall or corner as indicated in the diagram.  This way the stuns don't interrupt healers, casters and the raid at large avoids extra AE damage.

Add locations have associated /tar 0#'s that correlate with your assignments.

Notes: 
- 01 and 04 in not in their nearby corners because my concern is the frontal AE going through the wall and hitting tank positions 02 and 03.
- 00 isn't in a corner because of concern AE Rampage from boss would hit the tank.
- 05 tank be aware yours may leash, in the event it does, just shuffle it down the wall away from that corner.  Let me know if this occurs, and I'll adjust positioning to reflect for future.

In-game Map Locations:

Map File: bixiewarfront_3.txt

Locs for manual addition if desired:
Code: [Select]
P 806.7616, 1079.9542, -294.5477,  240, 0, 0,  3,  BOSS
P 1062.9149, 1146.2849, -294.5128,  240, 0, 0,  3,  ADD_05
P 1010.4250, 1225.1288, -289.6163,  240, 0, 0,  3,  ADD_04
P 982.0331, 1267.7947, -293.5275,  240, 0, 0,  3,  ADD_03
P 860.1707, 1269.3336, -294.2625,  240, 0, 0,  3,  ADD_02
P 831.6673, 1227.0432, -294.5681,  240, 0, 0,  3,  ADD_01
P 790.8632, 1180.2156, -294.5848,  240, 0, 0,  3,  ADD_00



Pelzia the Crazed

Hits for: 30000
Abilities: AE Rampages
AEs:
Stinging Blade - Frontal AE 53k DD + STUN
Wing Bashl - 13k AE + Knockback/up.
Pollen Cloud is a targeted AE (30' range) Melee Silence + Caster Spell SLOW + 26k DoT (60 min duration, part of our song repertoire removes the effect).  Spread out to help reduce your chances of being hit.


Warchanter Neezzee

Hits for: 30000
Abilities: Single-target rampages, AE Rampages
AEs:
Chaotic Rune - 8600 DAMAGE SHIELD + A protective rune that casts Chaotic Feedback on those who cast spells on the bearer of this effect.  Chaotic Feedback is an 8000 MANA DRAIN + 26k DD.
Hush - SILENCE Melee/Caster
Spinning Blade - 55k AE DD + Stun/Spin (3s, 50' range)
Mind Sap - MANA DRAIN 8k+ and END DRAIN 3k+


General Vaxa and Lieutenants

General Vaxa Hits for: 30000
Abilities: AE Rampages

Lieutenants Hit for: 20000

General Vaxa & Lieutenants AEs:
Hive Mind - 5 million regen a tick self buff
Venomous Sting - Pull in, DoT 19k, lasts 60 mins (single-targets players).





Drum Beat Order and Communication

Lead: Dimbly

Only players selected for drum duty are to join channel FLDrum:drum

In the top chamber Jacyll is lying on the floor with a drum that is LEFT CLICKABLE, but you cannot target it.

Assigned drum clickers selected please set up the following communication HOTKEY based on your position in the click order:

DRUM CLICKED -- SOANDSO NEXT

Where SOANDSO is the next person in the order.  The last person in the order uses the first person in the order in their hotkey.




Text / Audio Triggers - Mandatory


Everyone - Damage Shield and Mana Drain Trigger Addition(s)

Stage 2 boss Warchanter Neezzee casts Chaotic Rune - 8600 DAMAGE SHIELD + A protective rune that casts Chaotic Feedback on those who cast spells on the bearer of this effect.  Chaotic Feedback is an 8000 MANA DRAIN + 26k DD. 

Select Drum song removes this effect, however it is not always consistent and therefore this trigger will be extremely helpful.

The DS will kill you if you're meleeing when the rune is up.  The mana drain from feedback will remove your mana in short order.

Trigger to warn when your casts results in feedback.

GTT File: cotf-bixie-warfront-saving-jacyll-chaotic-rune.gtt


Casting Pattern Reference: MANA DRAIN here for EACH cast.
[Sat Oct 19 22:11:24 2013] A surge of magic shocks your body.  You have taken 16492 points of damage.
[Sat Oct 19 22:11:27 2013] A surge of magic shocks your body.  You have taken 16492 points of damage.
[Sat Oct 19 22:11:31 2013] A surge of magic shocks your body.  You have taken 16492 points of damage.

Damage Shield Hits:
-- missing, need a tank/melee that was plowing by mistake for this pattern --


Drum Assigned Players

* Replace YOURNAME with your character name where applicable (2x).

Players assigned as part of Drum clickers, please import these triggers.

Triggers for player clicked drum, too early, and too weak, and other click communication triggers.

GTT File: cotf-bixie-warfront-saving-jacyll-drum-beats-v2.gtt

Pattern references:

You are too weak to play the drum
wait until the magical song has concluded

YOURNAME GO!
YOURNAME beats on the drum
GET READY TO CLICK DRUM
STOP!




Leads for Drums Only - Overlay Triggers

Overlays for who clicked the drum.  This helps for each lead in their respective areas to know who was the last person to successfully click the drum and also to fill in gaps in the event of drum player death.

GTT File: cotf-bixie-warfront-saving-jacyll-lead-drum-beat-click-overlay.gtt

Pattern Reference: 3 minute overlay
{s} beats on the drum



« Last Edit: June 02, 2021, 12:38:42 AM by Furro »

Maglor

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #1 on: October 19, 2013, 03:41:28 AM »
LURE -- seems to pull you to the big boss.  You can fight it by running away from the boss, but it is hard and if you are tanking you lose agro on the battlemaster you were on.

Furro

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #2 on: October 19, 2013, 10:44:07 PM »
 
We took our first look at this event Friday, to explore mechanics and size it up.  Some adjusts are outlined below.

Event Adjusts
  • Bixie battlemaster adds spawn.  Tanks assigned, /tar A_bixie_battlemaster0# according to lineup.  These cast frontal AE as well, if possible face them outwards from raid.
  • Drum mechanic explored.  Assigned players of select classes will maintain the drum beat.
  • Drum mechanic - Triggers added to aid in this area.
  • Stage 1 - Pelzia the Crazed, tank off to side area, facing away from raid.
  • Stage 1 - Pelzia the Crazed added effect Pollen Cloud - 20k DD + Melee silence, caster spell slow DoT (60 minute duration, Targeted AE 30' range).  This effect will be removed by specific Drum beat effect.


Bixie Battlemaster Adds

Adds spawn with each stage (most likely).

Hit for: 10000 to 25000 (depending on Drum effect)
AEs:
Lure -  Pull into mob effect (single-target)
Stinging Blade - Frontal AE 53k DD + STUN


Drum Assigned Players - Trigger Addition

Players assigned as part of Drum clickers, please import these triggers.

Triggers for player clicked drum, too early, and too weak.

GTT File: cotf-bixie-warfront-saving-jacyll-drum-beats.gtt

« Last Edit: October 19, 2013, 10:47:34 PM by Furro »

Tmon

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #3 on: October 20, 2013, 03:34:50 PM »
The purpose of this write up is to share some background from my experience during the drum portion of the event, so if you are called upon to hit the drum as part of a “drum group” or simply called upon to hit the drum to change the song (because of your particular player class), you will have some understanding of the drum portion of the raid.

Jacyll is a bard located in the upper level spherical room.  Go up the stairs and continue upward through the tunnel passage until you reach the spherical room.  The drum in question is Jacyll’s drum, which he is playing before the raid starts.  You can safely go inside the room before the start of the raid.  Jacyll is standing on an elevated platform (a stage) in the center of the room and is surrounded by an hourglass enclosure.  There is a second NPC, Fristo, standing close to Jacyll but outside the hourglass.

The raid starts by speaking with Fristo and then attacking/breaking the hourglass to exposes Jacyll.  Shortly after the hourglass is broken, Jacyll falls unconscious, drops his drum no the floor next him and the song(s) he was playing stop, which triggers the start of the raid battle.  With the hourglass broken, you can ascend the steps onto the stage, stand next to Jacyll and hit his drum to continue certain songs, depending on your player class, which benefit the raid

To bang the drum, you simply click it (left click) one time.  You cannot target the drum, so don’t worry about that, just left click the drum one time.  When you click the drum, you will immediately receive a debuff called Weakness, don’t try to remove it, just leave it alone.  The Weakness debuff will prevent you from hitting the drum again for 3 minutes. When you hit the drum one of four songs, depending on your class, will show up in your short term buff bar (where bard songs show up).  After you hit the drum, your particular song will last for 30 seconds.

For those who are not math challenged, if you consider a six member drum group each playing a 30 second song, you get a total of three minutes.  So by the time we return to the first person in the drum group, the Weakness debuff will be gone and the first person can hit the drum again.  If you are part of a six person drum group, it is important that you do not click the drum until the currently running song is at its end (e.g., when there is 1 second left on the song).  However during the raid there may be times when the “drum leader” will call upon someone outside the drum group or from another drum group to hit the drum "out of group order" and change the song for the benefit of the raid.

Because there can be may be many people in the drum room at the same time, it is recommended that the person who is supposed to next hit the drum be the only person standing on the drum stage; everyone else should be off the stage waiting for their turn.  This tends to help reduce confusion and the anxiety to hit the drum accidently.

Depending on the player class, there are four different songs played on the drum:

Caster - Irregular Drum Beat (Silence Adds - Increases Melee Damage)
Priest - Strong Drum Beat (Cures Pollen plus a One Second Stun)
Melee - Soft Drum Beat (Weakening Enemies – Increased Casting)
Hybrid - Dispelling Drum Beat (Dispels One Buff Slot)

When the drum is hit and by whom, is still being coordinated, but hopefully this provides some helpful background if you are called to participated in hitting the drum.
« Last Edit: October 20, 2013, 07:05:48 PM by Tmon »

Furro

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #4 on: October 24, 2013, 09:21:27 PM »
 
Event Adjusts
  • Select player assigned as drum clickers and instructions given in related channels
  • Drum click communication (clicks), to be done via /tells for reliability.
  • Drum click order and classes further refined for each stage.
  • Drum related triggers added to help facilitate communication
  • Stage 1 - Bixie Add Tanks:  Please DISC on these adds, as they hit harder then adds later on.  Your discs will be back up by Stage 3 for Lieutenants by assignment.
  • Stage 2 - Trigger added for DS/Mana Drain rune and spell casting effect
  • Stage 2 - Main Tanks: Caution when meleeing this mob as the DS when active will kill you.
  • Updated AEs/adds for various bosses/stages to more accurately reflect our experiences.




Drum Assigned Players - Trigger Changes and Additions

* DELETE YOUR OLD BIXIE WARFRONT TRIGGERS BEFORE IMPORTING THE NEW SET

* Replace YOURNAME with your character name where applicable (2x).

Players assigned as part of Drum clickers, please import these triggers.

Triggers for player clicked drum, too early, and too weak, and other click communication triggers.

GTT File: cotf-bixie-warfront-saving-jacyll-drum-beats-v2.gtt

Pattern references:

You are too weak to play the drum
wait until the magical song has concluded

YOURNAME GO!
YOURNAME beats on the drum
GET READY TO CLICK DRUM
STOP!




Leads for Drums Only - Overlay Triggers

Overlays for who clicked the drum.  This helps for each lead in their respective areas to know who was the last person to successfully click the drum and also to fill in gaps in the event of drum player death.

GTT File: cotf-bixie-warfront-saving-jacyll-lead-drum-beat-click-overlay.gtt

Pattern Reference: 3 minute overlay
{s} beats on the drum




Everyone - Damage Shield and Mana Drain Trigger Addition(s)

Stage 2 boss Warchanter Neezzee casts Chaotic Rune - 8600 DAMAGE SHIELD + A protective rune that casts Chaotic Feedback on those who cast spells on the bearer of this effect.  Chaotic Feedback is an 8000 MANA DRAIN + 26k DD. 

Select Drum song removes this effect, however it is not always consistent and therefore this trigger will be extremely helpful.

The DS will kill you if you're meleeing when the rune is up.  The mana drain from feedback will remove your mana in short order.

Trigger to warn when your casts results in feedback.

GTT File: cotf-bixie-warfront-saving-jacyll-chaotic-rune.gtt


Casting Pattern Reference: MANA DRAIN here for EACH cast.
[Sat Oct 19 22:11:24 2013] A surge of magic shocks your body.  You have taken 16492 points of damage.
[Sat Oct 19 22:11:27 2013] A surge of magic shocks your body.  You have taken 16492 points of damage.
[Sat Oct 19 22:11:31 2013] A surge of magic shocks your body.  You have taken 16492 points of damage.

Damage Shield Hits:
-- missing, need a tank/melee that was plowing by mistake for this pattern --

Note: The pattern for now is spell only, but the trigger pop up refers to stopping spell/melee damage.  If/when we get a pattern reference for melee suffering DS hits, then we'll include it into the trigger set.
« Last Edit: October 30, 2013, 11:57:14 PM by Furro »

Nuttann

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #5 on: October 24, 2013, 11:27:04 PM »
I just wanted to clarify something.
The following doesn't clearly address the question on timing that I had asked the last attempt.

     "/tell Soandso SOANDSO GO!
      /tell CLASS_CHANNEL DRUM CLICKED -- SOANDSO NEXT

      Designated drum LEADS will initiate the start of clicks by telling the related channel and sending the person a tell.

     When SOANDSO clicks the drum, they are to hit their HOTKEY to instruct the next
     person to run up and click the drum.  That person clicks drum, and hits their HOTKEY
     to instruct the next person and so forth until the drum lead calls: STOP!"

The question was when to hit the drum.  First person definitely hits when told to start.  The others in chain either have to wait for the timer like Tmon mentioned (assuming that you can see it) or wait until called to hit by the lead.  Conflicting statements were made last time including click right away when told you are next, but I believe the final word from Dimbly was that he would call each click.  So when told to be ready to hit drum, but wait for the call.

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #6 on: October 24, 2013, 11:51:18 PM »
Thanks for your question Nuttann. 

Each drum group (Priest, Hybrid, Melee, Caster) will have a maximum of 6 participants.  When you hit the drum a song plays in the Song Window (alt E) for the next 30 seconds unless someone else hits the drum.  When someone else hits the drum the former song is overwritten.  When you hit the drum the raid gains the benefit (and the unbenefit) and the drummer is given the debuff Weakness.  Weakness acts as a 3 minute timer disallowing you to hit the drum again until Weakness wears off.  Unlike the caster song, when a priest or a hybrid hits the drum is the only time the benefit of playing the song is realized.  As Tmon pointed out the math makes it so that if a song is allowed to play in full for everyone in the chain (30 seconds x6), Weakness wears off (allowing you to hit the drum again) when we are back to the top of the order.  So it makes sense for a caster song order to allow the full song to play before hitting the drum.

As a Priest and/or Hybrid this same logic would seem to hold true.  However whereas the purpose of the Caster song is to keep enemy casters quiet, our job is to clear a detrimental effect (Pollen Cloud/Venomous Sting) off of the raid or off of the mini-boss (Chaos Rune/ Hive Mind) if you are a hybrid drummer.  If we click/hit the drum BEFORE that detrimental effect is apparent, that drummers effort is wasted and we lose 3 minutes until his Weakness debuff has worn off.  Hopefully as a priest/hybrid the detrimental effect we are trying to counter will happen no less than 30 seconds between instances so that we can try and maintain a readiness for the next drum hit.  But it may not always happen that way

-- So anyway the short answer to your question is:  Click the drum when it's your turn and the detrimental effect is active, Thereafter informing the next person in the chain to BE READY to click the drum.
« Last Edit: October 26, 2013, 04:13:13 PM by Dimbly »

Nuttann

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #7 on: October 25, 2013, 12:12:53 AM »
Thanks for confirming.

Re: tells and triggers -

Perhaps it should be

/tell Soandso SOANDSO GET READY TO CLICK DRUM
/tell CLASS_CHANNEL DRUM CLICKED -- SOANDSO NEXT

instead of telling Soandso SOANDSO GO.  The voice for the GO says to go click drum While the text and the voice for the GET READY states to get ready.

Furro

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #8 on: October 25, 2013, 09:07:13 PM »
 
Event Adjusts
  • Tanks - Assigned positions for adds and bosses in event area (see diagram for reference)
  • Stage 1 - Drum clickers: G8 and Priest order remain up in chamber for clicks.
  • Pollen Cloud is a targeted AE (30' range) Melee Silence + Caster Spell SLOW + 26k DoT (60 min duration, part of our song repertoire removes the effect).  Spread out to help reduce your chances of being hit.


Positioning




Pelzia and Battlemaster adds cast Stinging Blade - Frontal AE 53k DD + STUN. 

Tanks please face your adds towards a wall or corner as indicated in the diagram.  This way the stuns don't interrupt healers, casters and the raid at large avoids extra AE damage.

Add locations have associated /tar 0#'s that correlate with your assignments.

Notes: 
- 01 and 04 in not in their nearby corners because my concern is the frontal AE going through the wall and hitting tank positions 02 and 03.
- 00 isn't in a corner because of concern AE Rampage from boss would hit the tank.
- 05 tank be aware yours may leash, in the event it does, just shuffle it down the wall away from that corner.  Let me know if this occurs, and I'll adjust positioning to reflect for future.

In-game Map Locations:

Map File: bixiewarfront_3.txt

Locs for manual addition if desired:
Code: [Select]
P 806.7616, 1079.9542, -294.5477,  240, 0, 0,  3,  BOSS
P 1062.9149, 1146.2849, -294.5128,  240, 0, 0,  3,  ADD_05
P 1010.4250, 1225.1288, -289.6163,  240, 0, 0,  3,  ADD_04
P 982.0331, 1267.7947, -293.5275,  240, 0, 0,  3,  ADD_03
P 860.1707, 1269.3336, -294.2625,  240, 0, 0,  3,  ADD_02
P 831.6673, 1227.0432, -294.5681,  240, 0, 0,  3,  ADD_01
P 790.8632, 1180.2156, -294.5848,  240, 0, 0,  3,  ADD_00


Furro

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #9 on: October 26, 2013, 10:37:32 PM »
 
Quick Adjusts
  • Changed 02, 03 add positions, to avoid potential leashing (diagram updated).
  • Changed G8 drum click setup: Added more priests to help remove the Pollen Cloud DoT in a more timely fashion.

We're making progress.  Tanks are surviving longer to adds, the positions help reduce frontal AE.  Our main focus now is polishing our drum clicks and general acclimating to the event itself.

« Last Edit: October 26, 2013, 10:39:28 PM by Furro »

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #10 on: October 30, 2013, 11:55:31 PM »
 
Event Adjusts

We seemed to have the most success on our earliest attempts and drum click setup at the time.  So with a minor tweak, we're reverting to the original setup and going from there.

Removed related drum channels, communication methods and associated leads.  Simplified the operation as outlined below.


Drum Beat Order and Communication

Lead: Dimbly

Only players selected for drum duty are to join channel FLDrum:drum

In the top chamber Jacyll is lying on the floor with a drum that is LEFT CLICKABLE, but you cannot target it.

Assigned drum clickers selected please set up the following communication HOTKEY based on your position in the click order:

DRUM CLICKED -- SOANDSO NEXT

Where SOANDSO is the next person in the order.  The last person in the order uses the first person in the order in their hotkey.

Furro

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #11 on: November 07, 2013, 09:40:26 PM »
 
Made some headway on this last week.  Mainly at this point it's about practice and minor tweaks. 

Event Adjusts
  • Stage 2 - Add tanks, on this stage use your DPS discs against your assigned add.  Stage 1, remains unchanged with defensive discs.
  • Stage 2 - Warchanter Neezzee Tanks, hold aggro without swings, as the DS/DD proc will kill you when rune is active (even briefly).
  • Stage 2 - Healers & Casters, remember Warchanter casts a short range Spinning Blade - 55k AE DD + Stun/Spin (3s, Caster PB 50' range).  This goes off every 25s.  This is avoidable AE damage.  Be conscious of your position please to avoid the DD and Stun effects which hamper your performance.
  • Stage 2 - Rune on/off trigger added


DPS - For when rune is on Warchanter and when it wears off

When rune is on and off.

When rune on, stop melee/casting.  When rune off, resume.

GTT File: cotf-bixie-warfront-saving-jacyll-rune-on-off-trigger.gtt

References:
[Fri Nov 01 22:41:58 2013] Warchanter Neezzee is shielded by magical runes.
[Fri Nov 01 22:31:15 2013] The runes fade.


« Last Edit: November 07, 2013, 11:47:24 PM by Furro »

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #12 on: November 08, 2013, 03:32:10 AM »
Defeated Thursday, November 7, 2013!

Outstanding work everyone!


« Last Edit: November 08, 2013, 07:26:26 AM by Furro »

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #13 on: November 08, 2013, 04:01:52 PM »
Not the greatest screenshot but....Big congrats FL!

« Last Edit: November 08, 2013, 04:37:27 PM by Minisca »
Mini

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Re: CoTF - Bixie Warfront - Saving Jacyll
« Reply #14 on: December 08, 2013, 06:35:43 PM »
Regarding the Drum rotation, we have a useful trigger that serves to better inform the next person to get ready to click the drum. I propose a slight change to reduce false firing, which occurs with the current trigger search text.

Current Trigger Search Text: GET READY TO CLICK DRUM
Proposed Trigger Search Text: YOURNAME GET READY TO CLICK DRUM

Hotkey:
Line1: /tell Soandso SOANDSO GET READY TO CLICK DRUM
Line2: /tell CLASS_CHANNEL DRUM CLICKED -- SOANDSO NEXT

« Last Edit: December 08, 2013, 06:42:17 PM by Tmon »