Add spawn locs:
Spawn points for map file: (or download attached map file)
P 237.0000, 2513.0000, 2.8900, 0, 100, 255, 3, priest
P 162.0000, 2513.0000, 2.8900, 0, 100, 255, 3, skirmisher
P 163.0000, 2436.0000, 2.8900, 0, 100, 255, 3, A5
P 237.0000, 2439.0000, 2.8900, 0, 100, 255, 3, A6
P 288.0000, 2563.0000, 2.8900, 0, 100, 255, 3, A4
P 287.0000, 2387.0000, 2.8900, 0, 100, 255, 3, A2
P 113.0000, 2561.0000, 2.8900, 0, 100, 255, 3, A3
P 112.0000, 2388.0000, 2.8900, 0, 100, 255, 3, A1
Every 1:35 we get a priest and skirmisher at the specified points.
Every 5% of VZ's HP we get 5 adds in random places of any of the A1-A6 locations. Sometimes two or more adds have the same spawn point in a single wave.
If adds are not picked up quickly, they assist TZ and VZ, and go after people in those rooms. TZ and VZ share aggro lists - if the tanks on one side die, tanks and healers from the other boss team get summoned and killed.
When we wipe on this event, here is what I'm noticing most often -
Adds are not picked up, so they run into TZ/VZ rooms. They kill a couple people in the room, and one of the boss teams begins to seriously struggle/die. The boss then summons people from the other boss team. Now both boss teams are borderline wiping, and VZ/TZ begin summoning and killing DPS (once the MTs for one team have all died, pretty much everyone else in the raid has more aggro, and will be killed first). From here our DPS slows immensely and we lose our chances of beating the event during the time limit.
I don't know if something else is causing adds to not get picked up (maybe add tanks died earlier or something else), but I see this as our biggest issue. Adds are all controllable in some way - either mez, stun, or snare. We need to memorize add weaknesses and act on them. I have a little postit on my monitor with the add types and banes on it - it makes it easy to check during the raid, as I don't have them memorized.
Another suggestion to ease add kills is to make an /xtar hotkey (ex: stunnable adds) -
/xtar set 3 a_Rallosian_archer00
/xtar set 4 a_Rallosian_marauder00
/xtar set 5 a_Rallosian_salvebringer00
This assigns slot 3, 4, and 5 of your extended target window to each mob, respectively. I hit this key when adds pop, and easily find out if anything currently up is stunnable. (This wont work for multiple spawns of each type, but it helps). If no mobs of that name are up, you get a red message saying the NPC does not exist.
Another thing I wanted to bring up is dealing with the snares on this event. Many of you already know this, but just as a refresher / for those who don't - there are 3 types of snare:
Radiant Cure, the Cleric Epic, and Pure Spirit have a 95% chance of removing detrimental spells (works on Barb of Tallon / Chains of War). PAL Splash has a 60% chance of removing detrimental spells. Slog must be cured by disease. When you need a cure, it really helps if you specify what type you need. I suggest asking for a disease cure if you get Slog, and for the others ask for a detrimental cure. Otherwise, there is a good chance your curer will cast the wrong cure.