Author Topic: Anniversary Raid - Plane of War - The Brothers Zek  (Read 34004 times)

Furro

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Anniversary Raid - Plane of War - The Brothers Zek
« on: May 08, 2014, 11:33:31 PM »
Plane of War - The Brothers Zek
*[09/28/2014] NOTICE: This post has been modified to reflect amendments posted within this thread *

Zone & Instance Info
 
Gather Zone: Plane of War

NPC Name: Jorgar the Pacifist
NPC Location: Marked on map (can use find to locate CTRL-F in game)

Keyword to Enter: Prepared


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


Brief Event Overview & Strategy

We have to balance TWO bosses while adds which have weaknesses spawn and deal with various AEs and emotes.  Very similar to the old version of this event called Zek Brothers as part of the Seeds of Destruction expansion.

100k+ Random Target Area Aura:

* This is VISUAL, you must have the following turned on in OPTIONS, under DISPLAY tab -> particles: Player tab, select: Raid + NPC.  If you cannot see the 100k ring emote then please ask for assistance in FLRaids channel.

Random locations are targeted with a VISUAL RING effect.  A few seconds later a 100k+ DD fires in that area.  Everyone caught inside the ring gets hit.

Emote warns, but without the VISUAL effects above toggled on, you WILL NOT SEE where to move to avoid it. 

Other Emotes that require CURES or ACTIONs when the related trigger fires:
  • Tallon's Balance is a spell DEBUFF that causes you to take MORE DAMAGE from detrimental AEs.  Get CURSE Cured to remove it.
  • Aggro and De-aggro debuffs in play, related triggers will prompt when to get either DISEASE or CURSE cured.
  • VZ MTs - Feign Death (FD) + Stun (single-target) - Stand up when trigger fires (or make a /stand hotkey and MASH IT).
  • Various others outlined in the related trigger section.

Timed & HP Percent Adds:

Both timed and HP percent adds are in play.  Adds are WEAK to certain types of SPELL/MELEE damage.

From event start, a Skirmisher and Priest add spawns every 1 minute 35 seconds.  Vallon Zek spawns up to five swarm (clone) adds every 50 seconds.  These despawn after a short period of time.

Additional adds spawn at 5% HP intervals of Tallon Zek and Vallon Zek.  If one boss is lower HP, adds spawn when other reaches % interval.
  • FIVE adds spawn at each interval.
  • Spawn in middle area.
  • Random mob type, but from different locations in middle area each time.

Tallon Zek & Vallon Zek:

Both bosses HP must be BALANCED throughout the event.  If they fall out of balance, they SWITCH PLACES and the lower boss HP matches higher boss HP + 5%.

We must dispatch event adds and work each boss down while maintaining balance.




Adds & Weaknesses - How it Works

Each mob has at least two weaknesses: SPELL and MELEE.

Spell:

Beyond the standard NUKE spell lines, other spell weaknesses function abnormally.  DoT spells act as NUKES.  For example, casting a FIRE DoT on a related weak mob results in a NUKE for each cast.  Casting the DoT over and over nukes the mob repeatedly.  SNARE works as a NUKE as well on the related weak mobs.  For example, a Ranger cast of Earthen Shackles (Level 69), can NUKE the mob for 4.5 million damage.

Spell damage scales.  The more of each damage the higher it scales.  In other words, on a COLD weak mob, the more of us using cold against it the higher the damage.

Melee:

Melee weaknesses are straight up bonuses to hits.  No bonus message is returned, however you will notice excessively high hits from normal against weak related mobs.

The best way to optimize in this area is be sure you're swapping weapons appropriately and focus on priority mobs we assign to your class, then other types.


Adds & Weaknesses - By Mob Name

Please reply with any relevant inaccuracies and proof if applicable/possible.

Timed Adds        Weaknesses       Notes
Skirmisher        COLD / PIERCE        - Kiteable (does not summon)
- Casts Backstab, which will DT if not corruption cured (Mortal Wound)
 
PriestCharm acts as DoT- Casts 1 Million HP Heal (Battlefield Healing)
  - Casts invulnerability at 20% HP (Divine Barrier)
  - Can heal other mobs/TZ/VZ while invulnerable (unless charmed of course)
  - Headshot/Decapable (dark-blue /con)
 
 
Percent Based Adds* If one boss is lower HP, adds spawn when other reaches % interval
(At 5% Intervals)
 
FlamespeakerCOLD / PIERCE- Summons
  - Mezzable
  - Single-target 77k DD (Battle Blaze)
  - Target AE SNARE (Chains of War, 1000'/30' range)
  - Target AE 42k DD + STUN (Column of Steel, 1000'/30' range)
 
WarbruteFIRE / H2H- Summons
  - Snareable
  - Target AE 18k DoT + STUN (Boulder Crush, 1000'/15' range)
 
ProvostFIRE / H2HAnti-kite code:
If you will not face me, Winana, I will find a new target!
Perhaps Dimbly will stand and fight!
  - Summons
  - Mezzable
  - Flurries
  - Headshot/Decapable (dark-blue /con)
 
LifetakerSNARE / SLASH- Summons
  - Mezzable
  - Do not use AA Snare
  - Headshot/Decapable (dark-blue /con)
 
WarmasterSNARE / SLASH- Summons
  - Do not use AA Snare
  - Caster PBAE 30k DD + STUN (Giant Stomp)
  - AE Rampage
 
Archer STUNS / BLUNT- Rain/Barrage 17.5k x 3 single-target and 50% chance of target AE 52k DD 1000'/10' range (Salvo)
  - Flurries
 
MarauderSTUNS / BLUNTAnti-kite code:
If you will not face me, Winana, I will find a new target!
Perhaps Dimbly will stand and fight!
  - Summons
  - Mezzable
  - Single-target Rampages
 
SalvebringerSTUNS / BLUNT- Target AE 10k DoT + MELEE SLOW + SNARE.  2 minutes duration.  (Slog, 1000'/10' range)
  - Disease cures Slog (110 counters)


Extended Target Window (ETW) Hotkey Setup

Given the size of the event area and limitations of /target, utilizing XTARGET is the most effective way of ensuring you target the correct mob as assigned by type to your class.

When % based adds spawn, they populate your ETW.  We want to SORT them in a certain order that compliments your class.  Then use another hotkey to isolate the highest priority target.  Below is an example:

Paladins: Priority STUNs on Archers, Marauders, Salvebringers

Sort-Adds Hotkey: Hit this hotkey to sort ETW when % adds spawn.

/xtar set 3 a_Rallosian_archer00
/xtar set 4 a_Rallosian_marauder00
/xtar set 5 a_Rallosian_salvebringer00

Depending what spawns, this will place archer mob in ETW #3 slot.  Marauder in #4 slot and Salvebringer in #5.

Note: In the above example, if you're not assigned a specific mob (the 00, 01 mob assignments), then you can leave off those mob ID numbers.  This way your hotkey works for multiple mobs of the same type in the event more than one spawn in a set (which happens fairly often).


Target-Adds Hotkey: Use this after hotkey1 to immediately target priority mob.

/xtar 5
/xtar 4
/xtar 3

This will target #3 ETW slot first if any available, if none, it'll target #4 slot, if none, #5 slot.  When your target is killed, hit the hotkey AGAIN to get the next available one if any.  Rinse/repeat.

Note: In the examples, we're using ETW 3, 4, 5.  Leaving 1 and 2 slots open for TZ/VZ.  Customize your hotkeys how you wish.  The main goal here is to enable you to target the mobs quickly and reliably using just two hotkeys: One to sort and other to target.



Classes to Mob Types for Xtarget Setup

Most of you know our classes to mob type assigns and priorities already.  But I thought listing them here may help others to prep in advance, as we normally do the /rs prep for assigns in this area in-game.

Breakdown by Class:
       
Wizards      Skirmishers, Archers, Warbrutes, Provosts
     
      Sort-Adds Hotkey:
      /xtar set 3 a_Rallosian_skirmisher
/xtar set 4 a_Rallosian_archer
/xtar set 5 a_Rallosian_warbrute
/xtar set 6 a_Rallosian_provost
     
      Target-Adds Hotkey:
      /xtar 6
/xtar 5
/xtar 4
/xtar 3
       
Rangers      Skirmishers, Flamespeakers, Lifetakers
     
      Sort-Adds Hotkey:
      /xtar set 3 a_Rallosian_skirmisher
/xtar set 4 a_Rallosian_flamespeaker
/xtar set 5 a_Rallosian_lifetaker
     
      Target-Adds Hotkey:
      /xtar 5
/xtar 4
/xtar 3
       
Magicians      Warbrutes, Provosts
     
      Sort-Adds Hotkey:
      /xtar set 3 a_Rallosian_warbrute
/xtar set 4 a_Rallosian_provost
     
      Target-Adds Hotkey:
      /xtar 4
/xtar 3
       
Enchanters      Archers, Salvebringers, Marauders
     
      Sort-Adds Hotkey:
      /xtar set 3 a_Rallosian_archer
/xtar set 4 a_Rallosian_salvebringer
/xtar set 5 a_Rallosian_marauder
     
      Target-Adds Hotkey:
      /xtar 5
/xtar 4
/xtar 3
       
Paladins      Archers, Salvebringers, Marauders
     
      Sort-Adds Hotkey:
      /xtar set 3 a_Rallosian_archer
/xtar set 4 a_Rallosian_salvebringer
/xtar set 5 a_Rallosian_marauder
     
      Target-Adds Hotkey:
      /xtar 5
/xtar 4
/xtar 3
       
Monks      Provosts, Marauders
     
      Sort-Adds Hotkey:
      /xtar set 3 a_Rallosian_provost
/xtar set 4 a_Rallosian_marauder
     
      Target-Adds Hotkey:
      /xtar 4
/xtar 3
       
Beastlords      Provosts, Marauders
     
      Sort-Adds Hotkey:
      /xtar set 3 a_Rallosian_provost
/xtar set 4 a_Rallosian_marauder
     
      Target-Adds Hotkey:
      /xtar 4
/xtar 3
       
Berserkers      Warmasters, Lifetakers, Archers, Marauders
     
      Sort-Adds Hotkey:
      /xtar set 3 a_Rallosian_warmaster
/xtar set 4 a_Rallosian_lifetaker
/xtar set 5 a_Rallosian_archer
/xtar set 6 a_Rallosian_marauder
     
      Target-Adds Hotkey:
      /xtar 6
/xtar 5
/xtar 4
/xtar 3



Add Spawn Locations



Spawn locations to add to map file (powar_1.txt):

     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



Out of Range & Positioning

Most of you may have a trigger already (at least caster types), but I thought mentioning it here might be helpful as well.

Having a text trigger fire when your target is out of range is helpful for caster types.

Pattern: Your target is out of range

Positioning:

Be mindful of your position in relation to your healer.  Healers be mindful of your groups members positions in relation to you.  You have to work together.

It's helpful to have your map open and adjusted to an area of your screen that doesn't obstruct your game-play, but still enables you to see your group members at a glance.

Each group is assigned to either East or West (TZ/VZ) respectively.  Which means it's important that if you are assigned East, that you're not over on the other side dpsing VZ and vice versa, which puts you out of range of your healer and potentially throws off the DPS balance we're orchestrating with the split.


Cures & Detrimentals

Within group during prep please discuss and set up appropriate hotkeys specific cure types.

Your text/audio triggers fire and indicate which type of cure you required.  But your healer doesn't know WHICH TYPE hit you.  You have to be SPECIFIC when asking for a cure or your healer may end up using long cooldown AA and/or has to look at your buffs to determine which effect you have and that delays the curing and their ability to heal others.

Hotkeys for EACH of the following, directed in group:

Disease
Curse
Corruption
Deterimental

Obviously, associate a polite message to go along with each, for example: Disease cure now please!

Why Cures Matter:

As healers, we don't have a one cast spell to cure all ailments.  We also have cooldowns for curing Detrimental effects.  By knowing what type of affliction you have we can be effective at curing it without wasting RC AA (Detrimental cure), which has a cooldown for example.

Your Class Matters:

As a healer, it takes us TWO casts to cure certain afflictions.  However, if you are a Ranger or Paladin for example, you can cure various types of DoTs as well and your actions compliment your healer.  For example, if you have a Tallon's Balance (TZ Debuff), it's Curse based 50 counters.  As a Paladin, you could cure yourself or use your hotkey asking for a cure AND cast a curse cure on yourself reducing the counters which allows your healer to cast only ONCE to remove the rest of the debuff.  This saves your healer time which can be used for healing and other things.  The same goes for other types of DoTs, such as Disease for example.  In the case of Barb of Tallon (there are 5 versions of Barb, refer to table in original post), note how they are Target AE areas.  They target an area and cast a small range AE and anyone caught in the AE is hit.  So if your Disease trigger fires, you know it's the Disease based Barb DoT OR Slog and chances are it potentially hit others nearby.  As a Paladin, you're best to cast a Splash to help cure others nearby as well.  Splash only removes 25 counters for Disease, but it's still helpful as it reduces healer burden by reducing the number of times a healer must cast to remove the effect.


Strategy & Positioning




Main Raid

The GREEN highlighted area designates the main raid (anyone not assigned elsewhere).  This still allows us to spread out comfortably but at the same time efficiently reach adds when operating two MAs within the area (effectively, we're not split up on two sides).

A fire is planted at the edge of the RED boundary where TZs AE limit is.  Players in the main raid area, please try and avoid crossing that campfire boundary to avoid the AE Debuff which will cause you to take more damage from AEs.

West - Vallon Zek (VZ)

Avoid the BLUE marked is area which indicates Vallon's Precision 100% HATE Increase DoT (125 ft).  Curse Cure to remove.

Vallon DPS Group:
  • In the event that area is 100k ring AE emoted, you can move North and South and still maintain line-of-sight in order to maintain DPS on VZ.
  • Try and stay out of the room, as the 100k ring AE targets player locations (or congregated areas of players).  We want to reduce the chance of 100k DD near MT.
  • Range DPS only please.

East - Tallon Zek (TZ)

Avoid the RED marked area which indicates Tallon's Balance AE boundaries (300 ft).  This AE is the debuff that amplifies AE damage.  Curse Cure to remove.

Tallon DPS Group:
  • Due to spell range limitations, you'll have no choice but to be in the debuff AE.  However, we'll have support in group to cure you.
  • In the event that area is 100k ring AE emoted, you can move North and South and still maintain line-of-sight in order to maintain DPS on TZ.
  • Try and stay out of the room, as the 100k ring AE targets player locations (or congregated areas of players).  We want to reduce the chance of 100k DD near MT.
  • Range DPS only please.


Tallon Zek

Abilities: Single-target rampages, AE Rampages, Flurries.

Various AEs in play not only add to the chaotics of this event, but they significantly increase the damage we take overall.  Please review the following and react accordingly.

ALL Players:

Tallon's Dalance is a spell DEBUFF that causes you to take MORE DAMAGE from detrimental AEs.  Use CURSE cures to remove it immediately (trigger provided in related section).  This debuff is massive.  If you're caught in the 100k DD aura for example and/or DoT/DD effect and have this debuff - You will die.

TZ Main Tanks: Get DISEASE cured to remove the de-aggro Barb spell.  Related trigger in other section.

TZ also casts various flavors of Barb of Tallon.  Targets player/location, 1000' range, 30' to 60' radius at location.

Spell details provided below.
     
Tallon's Balance      DoT Increase Spell Damage TAKEN by 1% to 50%.
      Caster PB AE, 300' range.  Lasts 10 ticks (60s).
      CURSE CURES (50 counters) to remove it.
      Pattern: Chromatic runes surround you.
     
Strategic Blow      40k DD + 7k DoT + STUN (Single-target, 30 ticks)
     
Barb of Tallon      29k DoT + HATE REDUCTION 200% (Target AE 1000'/30')
      CURE DISEASE (65 counters) to remove it on MT
      Pattern: Your stomach lurches and refuses to obey you.
     
Barb of Tallon68k DoT + MELEE SLOW + Snare (3.5m duration, Target AE 1000'/30').
Barb of Tallon      52k DD + STUN (Target AE 1000'/60')
Barb of Tallon      SPELL / MELEE SILENCE - 1 tick (Single-target, 1000' range)
Barb of Tallon      47k DoT + SPELL SLOW (Target AE 1000'/30', 2 ticks duration)



Vallon Zek

Abilities: Single-target rampages, AE Rampages, Flurries.

Various AEs also in play for VZ with their own unique severity.  One AE fires every 10 seconds.

ALL DPS & Healers :

When you have Vallon's Precision debuff, you'll get HUGE aggro. 

Depending where you end up assigned (ie, VZ DPS/support), this can affect you at any time (ie, you may get summoned, caught in the AE etc.).  It's important to get cured when your trigger fires to remove this debuff.

VZ Main Tanks:

Get CURSE cured to remove the de-aggro (Vallon's Subversion) spell.  If you don't, Healers and DPS get summoned and die.

Vallon Zek Swarm Pets:  Several spawn at once.  Hit for 5-10k.  To keep them off our MT, an assigned SK (or two) will be part of the VZ support team to aggro these and OT briefly until they despawn.

Spell details provided below.
     
Vallon's Subversion      DECREASE HATE Generated by 300% (10 minute duration, single-target)
      CURSE CURES (90 counters) to remove it.
      Pattern: to chuckle at your pathetic skills
     
Vallon's Precision      INCREASE HATE Generated by 100% (2 min duration, Caster PB AE, 125' range)
      CURSE CURES (60 counters) to remove it.
      Pattern: You have been marked
     
Tactical Strike      Feign Death (FD) + Stun (single-target)
      Pattern: You are struck by the force of the Zeks
      Pattern: YOURNAME has fallen to the ground



3rd Person View & Ring Emote Visual Effects

It helps to be in 3rd person view to quickly identify; when emoted, how far you have to move to get out of the ring of death (100k+ DD).

Spell Visual Effects

These are the settings I use and can confirm that they do work at a minimum to see the ring of death (110k DD area).

Options (ALT-O) -> Display tab, where there are three tabs listed under Particles (Spell, Env, Player).  Of the three, each has one or more of the following: Near Clip, Density, On For, Opacity.

Spell     
Near Clip:      Near
Density:      Low
On For:      Me + NPC
Opacity:      50%
     
Env     
Near Clip:      Near
Density:      Low
Opacity:      50%
     
Player     
Near Clip:      Near
Density:      Low
On For:      Raid + NPC
Opacity:      50%



Text & Audio Triggers - Mandatory

ALL Players:

GTT File: pow-anniversary-raid-all-players.gtt * Updated: 09/08/2014

100k+ Random Target Area Aura:

Random locations are targeted with a 100k+ DD.  Any players in the area are warned before the Aura effect will fire at that location.  If you have the proper spell effects turned on, you will see the ring-like area marked.  Move out of the area to avoid the massive damage.

Pattern: appears to be taking aim at this area
Action: Run away from the immediate area.

Tallon's Balance - Debuff increases your damage taken by spells.  Curse cures it. 
Pattern: Chromatic runes surround you
Action: Get CURSE Cured!

Vallon's Precision - Debuff increases your HATE by 100%.  CURSE CURES (60 counters) to remove it.
Pattern: You have been marked
Action: Get CURSE Cured!

Skirmisher Add DT Marker: Single-target.  Corruption cures it.
Pattern: You are bleeding.
Action: Get Corruption Cured! (30s timer)

Note: Kept period in the pattern, to prevent firing when you go unconscious.

Salvebringer adds cast Slog - Target AE 10k DoT + MELEE SLOW + SNARE.  2.5 minute duration (1000'/10' range).  Disease cures 110 counters.
Pattern: Your body slows down
Action: Disease Cure!

When Tallon Zek & Vallon Zek are out of balance they emote and SWITCH PLACES.  Lower boss HP matches higher boss HP + 5%.
Pattern: Vallon Zek says 'SWITCH!'
Notification: TZ/VZ Out of Balance - Switched Places


/Con Add Weakness Triggers

All you have to do is /con the targeted mob, and it's weakness will pop up in text.

GTT File: pow-anniversary-raid-zek-con-adds.gtt * Updated 09/08/2014


Tallon Zek & Vallon Zek - Main Tanks

* Replace YOURNAME where applicable.

GTT File: pow-anniversary-raid-mts-tz-vz.gtt * Added: 05/09/2014

Tallon Zek (TZ) - Main Tanks:

Get DISEASE cured to remove the de-aggro Barb spell.
Pattern: Your stomach lurches and refuses to obey you
Action: Get DISEASE Cured!


Vallon Zek (VZ) - Main Tanks:

Get CURSE cured to remove the de-aggro (Vallon's Subversion) spell.
Pattern: to chuckle at your pathetic skills
Action: Get CURSE Cured!

Stand when hit by Feign Death from Tactical Strike spell.
Pattern: YOURNAME has fallen to the ground


Trigger for Timed Adds - Skirmisher & Priest

My previous time was slightly off.  Going based on feedback, we get two timed adds every 1 minute 35 seconds.

Vallon Zek shouts, 'I know not, brother.  Perhaps we should defeat them in the same manner as always!'
                                                                   
This only goes off ONCE per event.  Therefore we're going to use a repeating overlay trigger with an early warning text/voice.

GINA File: pow-anniversary-raid-timed-adds.gtp

Note: This is a GINA file because we need a repeating trigger with early warning built in.  GTT does not have these features.


Trigger for Vallon Zek - Swarm Adds

Vallon Zek spawns up to FIVE swarm adds (clones).

Vallon Zek shouts, 'I know not, brother.  Perhaps we should defeat them in the same manner as always!'

GINA File: pow-anniversary-raid-vz-swarm-adds.gtp

Note: This is a GINA file because we need a repeating trigger with early warning built in.  GTT does not have these features.
« Last Edit: May 31, 2021, 02:01:55 PM by Furro »

Furro

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #1 on: May 09, 2014, 02:04:55 AM »
 
Targeted AE trigger fixed (shortened it, so there's no double space issue preventing it from firing).  Remove old and get/import new one in main post.

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #2 on: May 09, 2014, 09:55:53 PM »
Tactical Adjusts

We took our first look at this event on Thursday.  It indeed does appear very similar to the old Zek Brothers event as part of the SoD expansion. 

Outlined below are updated triggers and tactical changes we'll apply going forward.


Brief Event Overview & Strategy

We have to balance TWO bosses while adds which have weaknesses spawn and deal with various AEs and emotes.  Basically a mirror of the old version of this event called Zek Brothers as part of the Seeds of Destruction expansion.

100k+ Random Target Area Aura:

* This is VISUAL, you must have the following turned on in OPTIONS, under DISPLAY tab -> particles: Player tab, select: Raid + NPC.  If you cannot see the 100k ring emote then please ask for assistance in FLRaids channel.

Random locations are targeted with a VISUAL RING effect.  A few seconds later a 100k+ DD fires in that area.  Everyone caught inside the ring gets hit.

Emote warns, but without the VISUAL effects above toggled on, you WILL NOT SEE where to move to avoid it. 

Other Emotes that require CURES or ACTIONs when the related trigger fires:
  • Tallon's Dalance is a spell DEBUFF that causes you to take MORE DAMAGE from detrimental AEs.  Get CURSE Cured to remove it.
  • Aggro and De-aggro debuffs in play, related triggers will prompt when to get either DISEASE or CURSE cured.
  • VZ MTs - Feign Death (FD) + Stun (single-target) - Stand up when trigger fires (or make a /stand hotkey and MASH IT)

Adds & Weaknesses:

Adds spawn throughout the event.  They are WEAK to certain types of spells/melee damage.  Please refer to the details below and Bando/Adjust your spell lineups to optimize your play.  The bonus damage from using proper weaknesses is massive.


Strategy & Positioning:

We'll be splitting the raid up into TWO main groups.  I'll work up a diagram to help describe this.  But essentially it'll be middle-East and middle-West (not the far extremes).

Each side will have their own MA.  Tanks will be assigned to mob types.

Tallon Zek & Vallon Zek - Assigned MTs, Range DPS only and related support for these two bosses.  Positioning will be clear once I make the diagram.




Tallon Zek

Abilities: Single-target rampages, AE Rampages, Flurries.

Various AEs in play not only add to the chaotics of this event, but they significantly increase the damage we take overall.  Please review the following and react accordingly.

ALL Players:

Tallon's Dalance is a spell DEBUFF that causes you to take MORE DAMAGE from detrimental AEs.  Use CURSE cures to remove it immediately (trigger provided in related section).  This debuff is massive.  If you're caught in the 100k DD aura for example and/or DoT/DD effect and have this debuff - You will die.

TZ Main Tanks: Get DISEASE cured to remove the de-aggro Barb spell.  Related trigger in other section.

TZ also casts various flavors of Barb of Tallon.  Targets player/location, 1000' range, 30' to 60' radius at location.

Spell details provided below.
     
Tallon's Balance      DoT Increase Spell Damage TAKEN by 1% to 50%.
      Caster PB AE, 300' range.  Lasts 10 ticks (60s).
      CURSE CURES (50 counters) to remove it.
      Pattern: Chromatic runes surround you.
     
Strategic Blow      40k DD + 7k DoT + STUN (Single-target, 30 ticks)
     
Barb of Tallon      29k DoT + HATE REDUCTION 200% (Target AE 1000'/30')
      CURE DISEASE (65 counters) to remove it on MT
      Pattern: Your stomach lurches and refuses to obey you.
     
Barb of Tallon68k DoT + MELEE SLOW + Snare (3.5m duration, Target AE 1000'/30').
Barb of Tallon      52k DD + STUN (Target AE 1000'/60')
Barb of Tallon      SPELL / MELEE SILENCE - 1 tick (Single-target, 1000' range)
Barb of Tallon      47k DoT + SPELL SLOW (Target AE 1000'/30', 2 ticks duration)


Vallon Zek

Abilities: Single-target rampages, AE Rampages, Flurries.

Various AEs also in play for VZ with their own unique severity.  One AE fires every 10 seconds.

ALL DPS & Healers :

When you have Vallon's Precision debuff, you'll get HUGE aggro. 

Depending where you end up assigned (ie, VZ DPS/support), this can affect you at any time (ie, you may get summoned, caught in the AE etc.).  It's important to get cured when your trigger fires to remove this debuff.

VZ Main Tanks:

Get CURSE cured to remove the de-aggro (Vallon's Subversion) spell.  If you don't, Healers and DPS get summoned and die.

Vallon Zek Swarm Pets:  Several spawn at once.  Hit for 5-10k.  To keep them off our MT, an assigned SK (or two) will be part of the VZ support team to aggro these and OT briefly until they despawn.

Spell details provided below.
     
Vallon's Subversion      DECREASE HATE Generated by 300% (10 minute duration, single-target)
      CURSE CURES (90 counters) to remove it.
      Pattern: to chuckle at your pathetic skills
     
Vallon's Precision      INCREASE HATE Generated by 100% (2 min duration, Caster PB AE, 125' range)
      CURSE CURES (60 counters) to remove it.
      Pattern: You have been marked
     
Tactical Strike      Feign Death (FD) + Stun (single-target)
      Pattern: You are struck by the force of the Zeks
      Pattern: YOURNAME has fallen to the ground


Text / Audio Triggers - Mandatory

ALL Mandatory Setup

ALL Players:

GTT File: pow-anniversary-raid-all-players.gtt * Added to and Updated: 05/09/2014

100k+ Random Target Area Aura:

Random locations are targeted with a 100k+ DD.  Any players in the area are warned before the Aura effect will fire at that location.  If you have the proper spell effects turned on, you will see the ring-like area marked.  Move out of the area to avoid the massive damage.

Pattern: appears to be taking aim at this area
Action: Run away from the immediate area.

Tallon's Balance - Debuff increases your damage taken by spells.  Curse cures it. 
Pattern: Chromatic runes surround you
Action: Get CURSE Cured!

Vallon's Precision - Debuff increases your HATE by 100%.  CURSE CURES (60 counters) to remove it.
Pattern: You have been marked
Action: Get CURSE Cured!


MAIN TANKS:

* Replace YOURNAME where applicable.

GTT File: pow-anniversary-raid-mts-tz-vz.gtt * Added: 05/09/2014

Tallon Zek (TZ) - Main Tanks:

Get DISEASE cured to remove the de-aggro Barb spell.
Pattern: Your stomach lurches and refuses to obey you
Action: Get DISEASE Cured!


Vallon Zek (VZ) - Main Tanks:

Get CURSE cured to remove the de-aggro (Vallon's Subversion) spell.
Pattern: to chuckle at your pathetic skills
Action: Get CURSE Cured!

Stand when hit by Feign Death from Tactical Strike spell.
Pattern: YOURNAME has fallen to the ground
« Last Edit: May 11, 2014, 07:01:54 PM by Furro »

Furro

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #3 on: May 10, 2014, 11:07:04 PM »
Tactical Additions & Adjustments

Below is a diagram and various other details collected from our Thursday attempt.  Also included an overlooked DT marker/trigger from the Skirmisher add.


Positioning




West - Vallon Zek (TZ)

Avoid the BLUE marked is area which indicates Vallon's Precision 100% HATE Increase DoT (125 ft).  Curse Cure to remove.

Vallon DPS Group:
  • In the event that area is 100k ring AE emoted, you can move North and South and still maintain line-of-sight in order to maintain DPS on VZ.
  • Try and stay out of the room, as the 100k ring AE targets player locations (or congregated areas of players).  We want to reduce the chance of 100k DD near
  • Range DPS only please.

East - Tallon Zek (TZ)

Avoid the RED marked area which indicates Tallon's Balance AE boundaries (300 ft).  This AE is the debuff that amplifies AE damage.  Curse Cure to remove.

Tallon DPS Group:
  • Due to spell range limitations, you'll have no choice but to be in the debuff AE.  However, we'll have support in group to cure you.
  • In the event that area is 100k ring AE emoted, you can move North and South and still maintain line-of-sight in order to maintain DPS on TZ.
  • Try and stay out of the room, as the 100k ring AE targets player locations (or congregated areas of players).  We want to reduce the chance of 100k DD near MT.
  • Range DPS only please.


3rd Person View & Ring Emote Visual Effects

It helps to be in 3rd person view to quickly identify; when emoted, how far you have to move to get out of the ring of death (100k+ DD).

Spell Visual Effects

I'm not 100% sure without testing what the options are to ensure visibility of the 100k ring emote.  To adjust from my previous post, here is what I currently have mine set to (again, untested).  Hopefully we can determine the minimalist setting as I play on an old computer! -- Confirmed these settings below allowed me to see the ring of death clearly (updated 05/10/2014).

Options (ALT-O) -> Display tab, where there are three tabs listed under Particles (Spell, Env, Player).  Of the three, each has one or more of the following: Near Clip, Density, On For, Opacity.

Spell     
Near Clip:      Near
Density:      Low
On For:      Me + NPC
Opacity:      50%
     
Env     
Near Clip:      Near
Density:      Low
Opacity:      50%
     
Player     
Near Clip:      Near
Density:      Low
On For:      Raid + NPC
Opacity:      50%


Add Waves & Spell Details

We seem to always start out with the following two adds:

a Rallosian priest
a Rallosian skirmisher

The adds may be timed or tied to HP of TZ/VZ etc.  This is a WIP.

Spell details provided below.
       
Priest      Divine Barrier (Invulnerability)
(a Rallosian priest)      Battlefield Healing 1 million point heal
     
Skirmisher      Bleeding Wound 17k DoT + Recourse Death-Touch if not cured (Mortal Wound), single-target.
(a Rallosian skirmisher)      CORRUPTION CURES (46 counters) to remove it.
      Pattern: You are bleeding.




Additional Text/Audio Trigger for the Death-Touch

ALL Players:

Skirmishers cast a DT mark, single-target.  Corruption cures it.

Pattern: You are bleeding.
Action: Get Corruption Cured! (30s timer)

Single - Bleeding Wound Trigger - GTT File: pow-anniversary-raid-all-players-bleeding-wound-dt.gtt * Added 05/10/2014

Note: Kept period in the pattern, to prevent firing when you go unconscious.
« Last Edit: May 11, 2014, 07:04:49 PM by Furro »

Furro

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #4 on: May 11, 2014, 07:49:51 PM »
 
Tactical Additions & Adjustments

Outlined below are adjustments based on our 2nd attempt at this event on Saturday.

Overview:
  • Adds and weaknesses updated.
  • Add Timing: two adds spawn at 1 minute 30 second intervals
  • Positioning changed for main raid (diagram update highlights general area)
  • Three tanks will be assigned to tag via /tar, the VZ Clone (swarm adds), from the doorway to VZ chamber.
  • Confirmed the visual effects settings in Options does work to see the ring of death emoted area (110k DD).

Adds & Weaknesses

It appears SOME but not all of the weaknesses are the same as the old version of this event.  Building on what we have seen so far, the table below is what we can confirm through the emote when a correct weakness is applied to a mob.  The pattern for weaknesses is:

[Sat May 10 20:40:33 2014] a Rallosian skirmisher has taken enhanced damage from Curmugly's cold spell!

Weakness     Immunity  Confirmation
Priest   Unknown  Immune to stuns, root/snare.  Confirmed
(a Rallosian priest)          
         
Skirmisher  COLD Damage  Immune to stuns, root/snare.  Confirmed
(a Rallosian skirmisher)       

Notes:
- Priest mobs are dark blue /con and therefore susceptible to Headshot and like abilities.
- Priest mobs cast Invulnerability at around 20% health.  We were able to kill them fast enough (5-10s), to prevent this from occurring.



Raid Positioning Updated

Updated: 05/11/2014



The GREEN highlighted area designates the main raid (anyone not assigned elsewhere).  This still allows us to spread out comfortably but at the same time efficiently reach adds when operating two MAs within the area (effectively, we're not split up on two sides).

A fire is planted at the edge of the RED boundary where TZs AE limit is.  Players in the main raid area, please try and avoid crossing that campfire boundary to avoid the AE Debuff which will cause you to take more damage from AEs.


Add Timing

Two adds spawn at 1 minute 30 second intervals.  This is based on our assist messages, as there is no emote warning.

I suspect that at set intervals of TZ/VZ health the pairing of mob types will change.
« Last Edit: May 11, 2014, 08:12:02 PM by Furro »

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #5 on: May 11, 2014, 10:38:42 PM »
Just a comment on what we ended up doing on the TZ MT group.  The healers had to be in the AE range of TZ for heals and cures to reach.  The best way that we ended up dealing with the curse cures was for the whole MT group to be in range of the cleric.  Dimerall said that the cleric group heal cured curses and it seemed to work fine when we stayed close.  Single cures on that at two casts per cure means someone is spending most of their time trying to cure it before spell damage.  I think splash is a pain for the RT.  It may be the use of the DA hammer, getting bounced around, or the range especially since we were summon tanking.

Other than that, the biggest problems were being summoned to the RZ side, silence, and the spell slow.  There was a bad start or two, but if we got past the first 10 seconds, things went well.  It appears that this is the easier side by far based on what I saw in ETW.  Well as long as spell slow and silence don't interfere with the healing too much.

Furro

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #6 on: August 23, 2014, 09:26:34 PM »
 
With T2 down, we can return our attention to this challenging raid.  Back in early May we sized it up over a couple nights.  Since then, the event has been Hotfixed as follows:

Zek Brothers: Lowered the damage done by the Zek Brothers slightly, and lowered AE rampage damage.

Adds & Weaknesses:
  • Lowered the HP and damage values of the adds in this event.
  • Increased bonus spell damage to adds and increased how quickly it scales up, but the bonus will only apply to the first hit every second.
  • Rallosian Priests now have a bigger bonus to melee damage, but will lose health over time while charmed.
  • Adds that are weak to fire now take more damage from hand-to-hand attacks.
  • Adds that are weak to cold now take more damage from piercing attacks.
  • Adds that are weak to stuns now take more damage from blunt attacks.
  • Adds that are weak to snares now take more damage from slashing attacks.



Adds & Weaknesses Reminders

There are seven different types of adds that come into play (based on Allah, old event had like 10 types).  On our early attempts, we saw priests and skirmishers.  Tactically for this area it's important we take advantage of the mobs weaknesses.

The risk with priests is they DA themselves then chain heal.  On prior attempts we were killing them as fast as possible.  But now we know they are Charmable which acts as DoT.  Enchanters and Bards, if you could please charm priests immediately on the pop.  Sick them on other adds, or maybe we can use them against VZ and the AE rampage will kill them off faster.

Skirmishers, we know Cold is their weakness.  Additionally, they should take extra damage from piercing.

For the remaining adds, we'll continue based off the old version of weaknesses and work from there trying other types of damage.  Report any enhanced damage that we have not previously recorded as we progress please.

Reminder the pattern we're looking for is highlighted in red:

[Sat May 10 20:40:33 2014] a Rallosian skirmisher has taken enhanced damage from Curmugly's cold spell!

Note: For melee damage bonuses, there may not be an enhanced message.  However, melee you're familiar with your hits and any bonus should stand out.

Add types are:

a Rallosian archer
a Rallosian flamespeaker
a Rallosian priest
a Rallosian provost
a Rallosian salvebringer
a Rallosian skirmisher
a Rallosian warmaster


/Con Triggers Review

Changed priest /con trigger to: Charm acts as DoT / Melee Bonus.

Skimisher /con is already correct.

The other /cons remain unchanged for now.
« Last Edit: August 23, 2014, 09:36:20 PM by Furro »

Zaknaffein

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #7 on: August 30, 2014, 01:48:04 PM »
Few things I noticed could use work/slight adjustments perhaps.

Positioning is one area we can tweak and do a bit better on. Right now we are spread out across the entire area, bunching in closer will help. a few suggestions on this are:
  • Put the VZ assigned groups inside of VZ's room in the SW corner. Keeping the dps outside of the room can cause issues when either the swarm adds spawn on top of them or the regular event adds come over to them. The purpose we didn't have VZ groups inside of his room I assume was to avoid the AE's that effect hate. This is really a non factor if the Tank on vallon uses the triggers I've attached below and hits stand at the appropriate time.
  • Put the TZ assigned groups inside of his room. The majority of people assigned to TZ are going to be hit by Tallon's Balance anyways, so I don't see a point of having a handful of caster dps way outside by thier lonesome, being easy prey for swarm adds or regular adds to run to and snipe.
  • Tallon Zek groups: Tallon's Balance: Check logs on the text of it landing on you and see if it's timed, if so we can create a trigger for this and better coordinate paladins to splash the tallon groups. I think* it's the same counters as mark of nife in ToR raid, so treat it the same perhaps
  • I wouldn't worry too much about cures on the VZ side. The only things that really need to be cured asap is Tallon's Balance, and if the MT gets hit with snare. May even consider swapping if the current warrior gets snared.



Swarm Adds:
  • The warrior's inside of VZ and TZ's rooms who are not currently tanking either of the Zek brothers, pick up any swarm adds that spawn inside the room. Sometimes you will need to use Undivided attention or other instant 100% agro abilities to peel them, Use flash accordingly.
  • Tanks outside, Can either assign tanks to the Swarm adds or just go with a FFA, all tanks agro them if they are close to one. They aren't up long enough to worry too much and assigning someone may just be more of a hindrance.
  • Time out the Vallon adds to see if they are on a timer when they spawn, is so can setup a repeating timer trigger

Event Adds:
  • Regular Event adds need to be killed faster. This is the main focus on the raid is finding those weaknesses and having the dps react fast with what mob is up and it's weakness, assist, and dps smartly on them. This event is timed at 30min, we need to get faster on the adds.
  • Bunch up closer to avoid mobs running around too much. We lose dps when this happens.
  • Figure out if the % based adds have set spawn locations, assing tanks to those spots if so.
  • Timed adds are 1min 30 seconds? Can figure out a repeating trigger for that if that's the case perhaps
  • I would consider using Enchanters to charm the priests instead of bards. Assign one enchanter a priest each and a Zek brother each, they can go inside the Room and be a part of the DPS team there, focusing only on keeping him charmed and dps'n thier assigned Zek.

At the start of the event, I would consider having a warrior start this event instead of a rampage tank paladin. With a warrior starting, they know when it will go active, and can hit fortitude or Flash, THEN start the event. Warrior's and Rampage tanks on both zeks, be standing next to your zek with attack on. Rampage tanks back out the moment the event goes live, use Flash if needed, or deflection. Main tank, Use Flash/Fort and be quick with using an agro ability. They can summon off the other brother's hate list, so just be quick with the burst agro to avoid that at the start.

At some point I believe the Zek brothers swap the MT, not 100% sure or at what % this might happen, but just be mindful of this if it does.
« Last Edit: August 30, 2014, 04:55:20 PM by Zaknaffein »

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #8 on: August 30, 2014, 07:19:07 PM »
Few things I noticed could use work/slight adjustments perhaps.

Positioning is one area we can tweak and do a bit better on. Right now we are spread out across the entire area, bunching in closer will help. a few suggestions on this are:
  • Put the VZ assigned groups inside of VZ's room in the SW corner. Keeping the dps outside of the room can cause issues when either the swarm adds spawn on top of them or the regular event adds come over to them. The purpose we didn't have VZ groups inside of his room I assume was to avoid the AE's that effect hate. This is really a non factor if the Tank on vallon uses the triggers I've attached below and hits stand at the appropriate time.
  • Put the TZ assigned groups inside of his room. The majority of people assigned to TZ are going to be hit by Tallon's Balance anyways, so I don't see a point of having a handful of caster dps way outside by thier lonesome, being easy prey for swarm adds or regular adds to run to and snipe.
  • Tallon Zek groups: Tallon's Balance: Check logs on the text of it landing on you and see if it's timed, if so we can create a trigger for this and better coordinate paladins to splash the tallon groups. I think* it's the same counters as mark of nife in ToR raid, so treat it the same perhaps
  • I wouldn't worry too much about cures on the VZ side. The only things that really need to be cured asap is Tallon's Balance, and if the MT gets hit with snare. May even consider swapping if the current warrior gets snared.

Agreed with assigned in VZ room area.  Main issue seemed to be with them outside the room, the VZ swarm adds spread out making it more difficult for tanks to snag them.  It looks like VZ swarms are hatelist based as well, so with assigned on VZ being in one area it'll keep those swarms together.

With regards to the hate debuffs, it was a much bigger issue a few months ago when we made attempts.  At the time, our MTs were losing aggro to our assigned VZ dps and it was a big cf.  It's way better now, perhaps due to cotf abilities and/or a combo of timing with the FD and curing in our recent attempts.

TZ assigned groups inside his room.  This is also something I was thinking about as well.  At the time, keeping them out was to help avoid a player being ring targeted and the MTO being caught in it.

Tallon's Balance has a 300 ft range.  Assigned TZ dps/mto are not going to avoid it.  The bulk of the raid however can easily avoid it.  The big issue on TB seems to be it's cast frequently from Dimblys reports he was curing constantly.  I can't parse TB because I'm over at VZ and therefore the casts are not showing up due to range.  Dimbly or others assigned on TZ can provide the data in this area by parsing for:

Tallon Zek begins to cast a spell. <Tallon's Balance>

I'm actually thinking it'll be easier if TZ DPS doesn't cure Tallon's Balance.  That'll allow Dimbly to focus better on healing TZ MTO, and RT which is in his group.  As for TZ MTO group, given their set up, they can maintain cures on TB through their healing repertoire (heals with cures, RC AA etc).

I wouldn't worry too much about cures on the VZ side. The only things that really need to be cured asap is Tallon's Balance, and if the MT gets hit with snare. May even consider swapping if the current warrior gets snared.

Tallon's Balance shouldn't be hitting you on VZ side.  Unless my range is off (which it might be), and TB covers a segment of VZ room and you happen to be on the inside wall closest to TZ.. From my logs, I was never in this position and only got TB'd 5 times, and those were instances I believe where I was summoned by TZ on a wipe situation.

Re: VZ cures.  I'm actually less concerned with the hate debuffs as I am with being hit by Barb which either silences or spell slows me.  This happened several times last night, although our detrimental cure RC AA and/or epic seemed to remove it.  We have no way to avoid the Barb though, it's a random thing from TZ and has a 1k range.



Swarm Adds:
  • The warrior's inside of VZ and TZ's rooms who are not currently tanking either of the Zek brothers, pick up any swarm adds that spawn inside the room. Sometimes you will need to use Undivided attention or other instant 100% agro abilities to peel them, Use flash accordingly.
  • Tanks outside, Can either assign tanks to the Swarm adds or just go with a FFA, all tanks agro them if they are close to one. They aren't up long enough to worry too much and assigning someone may just be more of a hindrance.

Warriors picking up swarms.  This is something we already were doing on the 2nd or final attempt last night.  It seemed to work out fairly well.  With VZ G6 in the room, we shouldn't have any vz swarms really ending up outside and that'll make it much easier to deal with them.  I'm also going to adjust G6 to have one more swarm tank add.  So combined it'll be two swarm tanks + our inactive VZ MTO. 

Gimamam was saying he noticed it didn't seem to be the same number of swarms each pop (could be mistaken, not sure if he's basing this on ETW or what), but that it might be three pop and sometimes five pop.  Could be random.  At any rate, knowing how many can pop will help us work out a /tar method to snag them immediately 1x per available tank.  Any extra, a tank will naturally pick up or off a healer/dps in the room.

Providing only assigned players are on VZ, the swarms should be confined to VZ room with adjusts previously mentioned.  In other words, anyone not assigned to VZ should not be on it's hatelist.

VZ note regarding slow/debuff.  The G6 Shaman can drop a Malo totem at VZ before we start the event, that'll help with slow landing.  VZ by design is highly spell resistant.



Event Adds:
  • Time out the Vallon adds to see if they are on a timer when they spawn
  • Regular Event adds need to be killed faster. This is the main focus on the raid is finding those weaknesses and having the dps react fast with what mob is up and it's weakness, assist, and dps smartly on them. This event is timed at 30min, we need to get faster on the adds.
  • Bunch up closer to avoid mobs running around too much. We lose dps when this happens.
  • Figure out if the % based adds have set spawn locations, assing tanks to those spots if so.
  • Timed adds are 1min 30 seconds? Can figure out a repeating trigger for that if that's the case perhaps
  • I would consider using Enchanters to charm the priests instead of bards. Assign one enchanter a priest each and a Zek brother each, they can go inside the Room and be a part of the DPS team there, focusing only on keeping him charmed and dps'n thier assigned Zek.


Re: Timing vallon adds:  I assume you mean the swarm adds.  This is something we can potentially parse based on aggro messages, as I don't believe there's an emote for it.  Gimamams estimate is they appear to be every 50s or so roughly.


Re: Regular Event adds killed faster:  This is something we're already stressing.  The event is largely centered around exploiting the add weaknesses to kill them within 5s or so each.


Re: Bunch up closer to avoid mobs running around too much

We're moving the bulk of the raid back where I outlined in the diagram (back middle of open event area).  We didn't get much feedback as to where the adds were spawning, but it's potentially in that middle event area location.

We have to be careful of anti-kite mechanics for certain mobs as well:

[Fri Aug 29 20:08:31 2014] a Rallosian marauder says 'If you will not face me, Winana, I will find a new target!'
[Fri Aug 29 21:55:04 2014] a Rallosian marauder says 'If you will not face me, Emgugz, I will find a new target!'
[Fri Aug 29 23:54:38 2014] a Rallosian provost says 'If you will not face me, Furro, I will find a new target!'

[Fri Aug 29 20:08:31 2014] a Rallosian marauder says 'Perhaps Dimbly will stand and fight!''
[Fri Aug 29 21:55:04 2014] a Rallosian marauder says 'Perhaps Mildaria will stand and fight!'
[Fri Aug 29 23:54:38 2014] a Rallosian provost says 'Perhaps Bigazkidz will stand and fight!'


Re: % and Timed adds:

A repeating timer can be started based of an aggro message of one of the priests or skirmishers.  Those two currently appear to be the set of timed adds (which may change further into the event).


Re: Charming priests and Enchanters vs Bards.

This really all depends on our setup.  We had two enchanters last night, sometimes we have one.  I'm trying to keep TZ and VZ groups self contained.  I can expand on it later as we get better on adds.  But currently this is the setup:

TZ: G1 and G2

G1 is MTO + Healing support
G2 is DPS + Enchanter ADPS/Slower for TZ + Druid ADPS/Healer for MTO G1.

This is basically all they need to maintain MTO + work TZ down efficiently.  Our problem isn't DPS on TZ actually, it's adds ending up on healers in TZ/VZ room, which kills healers then our tanks die.  Camaden said basically the only time he died to TZ was when event adds ate his healers.


VZ: G3 and G6

G3 is MTO + Healing support
G6 is Melee DPS + Swarm Tank(s) + Healing

This setup is fine providing a) G6 doesn't get run over by swarm adds, and b) G1 healers don't get killed by event adds (which happened several times last night).  The former will hopefully be alleviated with G6 relocated to VZ room, the latter by moving the raid to the back middle of the main room and everyone being vigilant in identifying WHERE adds are spawning from.  If we pinpoint the add spawn locations it'll help tremendously.

Another helpful thing would be identifying WHAT is spawning exactly at 95% stage when we get 4x adds (according to Gimamam, two yellows and two even cons).  These are the adds that are wiping us out in TZ/VZ and beyond.  We need to know if the add sets are identical each time, for example:

95% = 4x adds of x/y type.  If it's not random, we can plan our dps to target specific adds that plays to their class strengths.  The moment they spawn, they go FFA on their assigned adds.  It's really all about exploiting the add weaknesses imo.  Anything up longer then 5s we're doing something wrong (outside of priests).




At the start of the event, I would consider having a warrior start this event instead of a rampage tank paladin. With a warrior starting, they know when it will go active, and can hit fortitude or Flash, THEN start the event. Warrior's and Rampage tanks on both zeks, be standing next to your zek with attack on. Rampage tanks back out the moment the event goes live, use Flash if needed, or deflection. Main tank, Use Flash/Fort and be quick with using an agro ability. They can summon off the other brother's hate list, so just be quick with the burst agro to avoid that at the start.

At some point I believe the Zek brothers swap the MT, not 100% sure or at what % this might happen, but just be mindful of this if it does.

Re: Event Start:

I agree, and mused about this in group last night if you recall.  We lost Mildaria at least twice due to botched starts on TZ side.  Having the Warrior MT trigger is the best route.

Re: Zek swaps.

Yeah, I think that might happen as well, as the old version of this raid did it if I recall (been a while).  Anyway, we'll have to deal with it when the time comes.




I'll try and post later with a condensed list of adjusts.

Furro

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #9 on: August 30, 2014, 10:27:44 PM »
 
Event Adjusts

We got a better handle on add weaknesses last night.  Our main issue in this area is picking up adds before they warp to TZ/VZ players.  Pin pointing where exactly the adds spawn will help us get them faster.

The adjusts below will hopefully aid in this area as well as fix some other trouble spots we're encountering.


Event Start

TZ Main Tank /attack on, use Fortitude then trigger event.  RT be ready.
 

Tallon & Vallon Adjusts

TZ Assigned: G1, G2
  • G2 DPS, RT and Support position in TZ room.
  • G2 Healer focus on MTO/RT in addition to ADPS role.
  • G2 Enchanter focus on Slow, Debuffs and runes in addition to ADPS/debuff role.
  • G1 No changes, continue what you're doing.

VZ Assigned: G3, G6
  • G6 position in VZ room to help contain Swarm adds.
  • G6 Swarm add tanks and inactive VZ G3 MTO pick up the swarm adds.
  • G6 Shaman in group drop Malo totem prior to event start.


Main Raid Positioning

Currently groups 4, 5, 7, 8, 9 - Stick to the designated area outlined in GREEN indicated in the strategy post.



Adds & Weaknesses

Current work up based on our experiences and feedback.

Adds        Weaknesses        Notes
Skirmisher        COLD        - Kiteable (does not summon)
FlamespeakerCOLD- Summons
 
WarbruteFIRE, SNARE / H2H
ProvostFIRE / H2HAnti-kite code:
If you will not face me, Winana, I will find a new target!
Perhaps Dimbly will stand and fight!
 
LifetakerSNARE acts as DoT- Summons (headshot/decapable? DB/con
  - Do not use AA Snare
WarmasterSNARE acts as DoT- Summons
  - Do not use AA Snare
ArcherSNARE acts as DoT- Do not use AA Snare
 
MarauderSTUNS, MEZ / H2HAnti-kite code:
If you will not face me, Winana, I will find a new target!
Perhaps Dimbly will stand and fight!
SalvebringerSTUNS / BLUNT
 
PriestCharm acts as DoT

* EDIT: See updated details in original strategy post at top of thread - 09/08/2014
« Last Edit: September 08, 2014, 07:53:40 PM by Furro »

Nuttann

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #10 on: August 30, 2014, 11:02:46 PM »
As far as Tallon's Balance, it seem like it is about every 40 sec. based on the first run.  I might have been OOR (summoned or such on gaps)

One set of cast/landing.
[Fri Aug 29 20:36:20 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 20:36:20 2014] Studleyeric is surrounded by the runes of Zek.
[Fri Aug 29 20:36:20 2014] Dimerall is surrounded by the runes of Zek.
[Fri Aug 29 20:36:20 2014] Chromatic runes surround you.
[Fri Aug 29 20:36:20 2014] Higheels is surrounded by the runes of Zek.
[Fri Aug 29 20:36:20 2014] Camaden is surrounded by the runes of Zek.

First run:
[Fri Aug 29 20:36:20 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 20:37:00 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 20:37:43 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 20:38:23 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 20:39:05 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 20:39:46 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 20:40:31 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 20:41:16 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 20:41:59 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 20:59:52 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 21:00:36 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 21:01:25 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 21:02:07 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 21:02:51 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 21:03:37 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 21:04:22 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 21:05:25 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 21:06:12 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 21:06:55 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 21:07:48 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>
[Fri Aug 29 21:08:48 2014] Tallon Zek begins to cast a spell. <Tallon's Balance>

Zaknaffein

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #11 on: September 04, 2014, 12:13:14 AM »
Just touching up on what we discussed very briefly during the event last time about splitting the raid.

If we can split the raid up half/half and put 4 groups in each room for our next attempt and see how that plays out. You said you had thought about doing this before but were worried about the targeted AE hitting the warrior's inside the rooms, which is a valid concern. Our last attempt we had the AE ring inside vallon's room a few times so we are going to get those rings inside either way. The ring does not cover the entire room, you would just need to keep the main tank topped off/cured of tallon's balance before it fires, if the tank is lucky he can avoid it if he time's it out with summon while the rest of the people inside the room just swap corners.

There are a couple of ways to then handle the event adds with this. We have 1 group made of the add tanks to pretty much do nothing but be on add duty. Have them do nothing but stand near the doors, then when the adds are due, or when the zeks are at the 5% intervals, go outside (Find out where all the spawn locations are so this get's easier/better) and agro/pull to a room to kill. One per side. You can either assign Xtargets to a room or tanks to a room or certain mob types to a room to be killed off in. There are plenty of options on how to handle that.

If we try this, I then would suggest we flip up our positioning in the rooms themselves. Instead of summon tanking backwards outside of the room ,flip it so the tanks and healers aren't in-between the doorway and the boss. This will help alleviate the tanks and healers getting agro on the adds perhaps. Place the dps between the doorway and the boss to intercept the adds as the tanks pull them in, less distance the adds have to move the better. Can tweek this as needed on positioning.

Without listing all the pro's and con's, I think this tactic is worth attempting. Details can be worked out once we see if this is viable or not.

I am attaching my GINA triggers I have made thus far for this event. These are not the official triggers. These are also a work in progress still!

The timers on the event adds don't seem to be 100% accurate, I think there can be a 6 second loss sometimes from the server on both my swarm and event add timers which then keeps adding on time as it's a repeating timer, though I'm not too sure. Will need to keep checking these.

The weakness triggers I made are based off of Lisard's assist message. I started to make it for all the known suspects who MA for Freelance raids, but I didn't feel like making 80+ triggers because every single person uses different syntext for their assist message. It would be wonderful if everyone could make there's the same as lisard's: < %t >

We still need to figure out the Spell weakness for the following mobs:
Archer - Try Cold (Cold and Pericing seems to be paired up on a lot of mobs for weakness )
Lifetaker - Try Magic or Chronomagic (Slash seems to be paired up with Magic)
Marauder - Try Fire (Fire seems to be paired up with Blunt or HtH)
Slavebringer - Try Chronomagic
Warmaster - Try Magic

We still need to figure out the Melee weakness for the following mobs:
Lifetaker - Try Slash

As far as I know Disease and Poison aren't a weakness to any mobs, but have we tried very often?



« Last Edit: September 07, 2014, 04:18:34 AM by Zaknaffein »

Furro

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #12 on: September 04, 2014, 11:45:45 PM »
 
Tactical Adjusts - Adds

The biggest threat to this raid are the adds.  We dispatch them quickly by taking advantage of their weaknesses.

Each player class has a significant edge in one area of damage; some share multiple areas.  What we need is for everyone to be focused on mobs by type that compliments their class edge(s).

Classes to Mob Types:

WIZARDS, RANGERS, BEASTLORDS, ROGUES - COLD/PIERCE - Skirmishers, Flamespeakers

WIZARDS, MAGICIANS, MONKS, BEASTLORDS - FIRE/H2H - Warbrutes, Provosts

NECROS, BERSERKERS, SHADOWKNIGHTS - SNARE/SLASH - Lifetakers, Warmasters, Archers

ENCHANTERS, PALADINS / MONKS, BEASTLORDS- - STUN/BLUNT Marauders, Salvebringers

BARDS, ENCHANTERS - Charm -> Priests


Crib Note List: WIP

Summons / Anti-Kite code List:
Provost
Lifetaker
Warmaster
Marauder

Non-Summoning List:
Skirmisher (not snareable)
Flamespeaker
Warbrute
Archer
Salvebringer
Priest

 
Adds & Weaknesses

Added column for Best Classes by damage for each mob weakness


Adds      Weaknesses        Best Class       Notes
Skirmisher      COLD        WIZARDS, RANGERS, BEASTLORDS / ROGUES (Piercing)- Kiteable (does not summon)
FlamespeakerCOLDWIZARDS, RANGERS, BEASTLORDS /  ROGUES (Piercing)- Summons
 
WarbruteFIRE, SNARE / H2HWIZARDS, MAGICIANS / MONKS, BEASTLORDS
ProvostFIRE / H2HWIZARDS, MAGICIANS / MONKS, BEASTLORDSAnti-kite code:
If you will not face me, Winana, I will find a new target!
Perhaps Dimbly will stand and fight!
 
LifetakerSNARE acts as DoTNECROMANCERS, RANGERS, SHADOWKNIGHTS / BERSERKERS (Slashing)- Summons (headshot/decapable? DB/con
  - Do not use AA Snare
WarmasterSNARE acts as DoTNECROMANCERS, RANGERS, SHADOWKNIGHTS / BERSERKERS (Slashing)- Summons
  - Do not use AA Snare
ArcherSNARE acts as DoTNECROMANCERS, RANGERS, SHADOWKNIGHTS / BERSERKERS (Slashing)- Do not use AA Snare
 
MarauderSTUNS, MEZ / H2HENCHANTERS, PALADINS / MONKS, BEASTLORDSAnti-kite code:
If you will not face me, Winana, I will find a new target!
Perhaps Dimbly will stand and fight!
SalvebringerSTUNS / BLUNTENCHANTERS, PALADINS / MONKS, BEASTLORDS
 
PriestCharm acts as DoTBARDS, ENCHANTERS
« Last Edit: September 05, 2014, 04:39:06 AM by Furro »

Nuttann

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #13 on: September 05, 2014, 03:22:08 AM »
On the TZ side, the curse cure wasn't always crucial to cure.  It lasts 60 seconds and is recast every 40 seconds.  As long as you stay in range and don't have some reason that it doesn't stick, he refreshes it.  I stopped curing that from myself and even on others focused on those with the poison dot.  Druids only have RC for the snare so not a lot that we can do there.  Is it reasonable to ignore it if you don't have someone in group that can cure whole group?  With druids that is 6 x 2 casts of single cure :-(.  When I paid less attention to it, people still lived but I got more time to cast other stuff.  If we can stay in range and let the spell hit us ...   If group has a class that can group cure curses, then doing that is better in case someone gets outside the range before it gets refreshed.

When we had to move for the targeted AE, the group would get split up and with the limited distance of spells might be out of heal or cure range.  This started to mean that group members were OOR for cures and I had to run toward them.  We we tried moving as a group in room, that was an issue due to other things, but what about just outside the room?  Just outside the SE and SW corners.  It is a short run, yet far enough to get outside the AE as long as we were bunched.

Derresh

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Re: Anniversary Raid - Plane of War - The Brothers Zek
« Reply #14 on: September 05, 2014, 04:38:17 AM »
- The Brothers Zek - Plane of War - Adds that are weak to fire now take more damage from hand-to-hand attacks. Adds that are weak to cold now take more damage from piercing attacks. Adds that are weak to stuns now take more damage from blunt attacks. Adds that are weak to snares now take more damage from slashing attacks.

cleared my log since it was 2gb to big to search right before last attempt so missing confirmation on provost and warmaster emote weakness.

[Thu Sep 04 23:24:26 2014] a Rallosian skirmisher has taken enhanced damage from Minisca's cold spell!
[Thu Sep 04 23:26:12 2014] a Rallosian flamespeaker has taken enhanced damage from Kevsaiyan's cold spell!
[Thu Sep 04 23:37:02 2014] a Rallosian warbrute has taken enhanced damage from Gimamam's fire spell!
provost?
[Thu Sep 04 23:30:48 2014] a Rallosian lifetaker thrashes frantically under the influence of Borean's snare spell!
warmaster?
[Thu Sep 04 23:27:14 2014] a Rallosian archer is sent reeling from Dekabos's stun spell!
[Thu Sep 04 23:27:21 2014] a Rallosian marauder is sent reeling from Curmugly's stun spell!
[Thu Sep 04 23:31:12 2014] a Rallosian salvebringer is sent reeling from Feroxide's stun spell!

Using patch notes and above emote confirmations its easy to pair their spell+melee weakness.

The mob types being kited need to be confirmed, so melee can ignore those and focus on stationary unkiteable targets 1st.

Seemed to me the stun weak mobs took the longest to die. Lack of enough spell stunners on each side?