Author Topic: TDS - Arx Mentis - T1 One Off - Captain Tita's Ghost  (Read 8035 times)

Furro

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TDS - Arx Mentis - T1 One Off - Captain Tita's Ghost
« on: November 13, 2014, 11:14:35 PM »
Arx Mentis - Captain Tita's Ghost


Zone & Instance Info
 
Gather Zone: Katta Castrum: Deluge

NPC Name: Firiona Vie
NPC Location: On the main floor of the zone-in temple.  Marked on map (can use find to locate CTRL-F in game)

Keyword to Enter: TBA


Flag & Key Requirements

Arx Mentis group zone flag is NOT required.

TDS flagging rundown: Four T1 wins to be flagged for T2.  Twelve T2 wins to flag for T3.

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

For this event, we have to deal with Captain Tita's Ghost and her undead minions.

Captain Tita spawns adds at the following HP intevals: 90, 65, 40, 15, 6 and HP locks at 2% until all adds are dead.

Adds have special mechanics and weaknesses outlined below, including anti-kite.

We must kill all the adds and Captain Tita to defeat the event.

Please assist MAs always on adds and be mindful of assignments.

Event WIPE results in a lockout.  We get one shot per week.


Captain Tita's Ghost
  • Captain Tita spawns various types of adds at HP intervals: 90, 65, 40, 15,  and 6.
  • She hits harder every 30 seconds.  Hit bonus resets every time a set of adds spawn.
  • If more than half of the active adds are being kited she hits harder every 10 seconds instead of 30 seconds.

Boss HP & Adds Breakdown:

90%     4 phasmia ledalus
     4 phasmia vitali
     
65%     2 aggressive carcass
     2 malleable worker
     4 phasmia ledalus
     4 phasmia vitali
     
40%     8 aggressive carcass
     4 malleable worker
     2 phasmia ledalus
     2 phasmia vitali
     
15%     4 aggressive carcass
     2 malleable worker
     4 phasmia ledalus
     4 phasmia vitali
     
6%     4 aggressive carcass
     2 malleable worker
     8 phasmia ledalus
     8 phasmia vitali
     
2%     HP locked until adds dead.


Add Details

There are four types of adds. 

In addition to their abilities and weaknesses outlined further below, when an add is kited they will change their name and behavior over a short period of time:
  • 5 seconds: Bored (Zzz)
  • 15 seconds: Annoyed (throws a pie in your face)
  • 20 seconds: Furious (arms flailing about!)
  • If kited for 25 seconds they will forget about their most hated target and gain aggro on everyone else in the zone for a variable amount.

Phasmia Ledalus     SPELL Damage only.  Immune to melee damage.
     Ledalus Shield - Melee Shield
 
Phasmia Vitali     MELEE Damage only.  Immune to spell damage.
  Damaging spells reflected back at caster.
  Eldritch Binding - SNARE + Melee SLOW (single-target, disease cures)
  Pillar of Claws - 135k DD (emote, same as Defense raid)
  Burning Essence - 121k DD Target AE (Range Based Mod: 100% at 20' to 0% at 60')
 
Aggressive Carcass     MEZ acts as DoT.  Immune to ALL types of damage.
     DO NOT STAND NEAR THEM, they AE Pillar of Claws - 135k DD when mezzed.
     Rotting Husk - Self buff, absorb 100% Melee, Spells and DoTs.
 
Malleable Worker     CHARM acts as DoT.  Immune to ALL types of damage.
     They break charm if they are either the most hated target of another creature or being attacked by another creature.
     Malleable Mind - Self buff, absorb 100% Melee, Spells and DoTs.





Text & Audio Triggers - Mandatory

Pillars of Claws emote to move away from the raid for 12 seconds or you'll kill us all.

Same emote as Defense of the City raid.  See related strategy post for trigger set.
« Last Edit: May 31, 2021, 02:00:13 PM by Furro »

Zaknaffein

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Re: TDS - Arx Mentis - T1 One Off - Captain Tita's Ghost
« Reply #1 on: March 31, 2015, 01:41:12 AM »
Putting these up in the post here so others can see and refer to it before we attempt this raid again this week so that they might familiarize themselves a bit. Knowing what spawns where for each wave of adds will help a lot for tanks and mezzers/charmers. We can go from there with a tactic on how to handle each wave, whether its positioning or assignments so on so forth like we were talking about the other night.

The Raid sets up in the SW corner so keep that in mind.

90% Adds: 8 mobs Total
North Side: 2 Vitali and 2 Ledalus
East Side: Nothing
South Side: 2x Vitali and 2x Ledalus
West Side: Nothing

65% Adds: 12 mobs Total
North Side: 2x Vitali and 2x Ledalus
East Side: 2x Carcass and 2x Workers
South Side: 2x Vitali and 2x Ledalus
West Side: Nothing

40% Adds: 16 Mobs Total
North Side: 2x Carcass and 2x Workers
East Side: 4x Carcass
South Side: 2x Carcass and 2x Workers
West Side: 2x Vitali and 2x Ledalus

15% Adds: 14 Mobs Total
NorthSide: 2x Vitali and 2x Ledalus
East Side: 4x Carcass
South Side: 2x Vitali and 2x Ledalus
West Side: 2x Workers

6% Adds: 22 Mobs Total
North: 2x Vitali and 2x Ledalus
East Side: 2x Vitali and 2x Ledalus and 2x Carcass
South Side: 2x Vitali and 2x Ledalus and 2x Workers
West Side: 2x Vitali and 2x Ledalus and 2x Carcass

Now these are just based on my visuals on our few attempts so these may not be 100% accurate because I could never see the North side, and I am going on the assumption that it's the same for each attempt on what mob type spawns where at which %. Most can see that the add waves at 40% and at 6% are the two that will wipe us if we aren't on our game. The 40% wave is all on our Enchanters and Bards. The 6% will rest on our tanks/healers and CC team.. basically a group effort and such :)

90% - no CC needed just the Vitali and Ledalus to deal with here. We just need two tanks at North and two at South. One snagging the two Vitali and the other snagging the Ledalus. We can settup 8 tanks if we really want here so we just have it 1 tank per add. I suggest that Knights be put to Ledalus mob, and Warriors put to Vitali because Vitali are immune to spells, this goes for each wave on these mob types for which tank types to assing on these mob types.

65% - we can do the two tanks at North and South sides, while we only should need 1 tank at the East side to keep the Workers/Carcass from running over the Chanter assinged there. Put an Enchanter and bard or two on the East side to handle the carcasses and workers that spawn there at this Wave.

40% - This wave rests on our CC teams shoulders pretty much. North side assign 1 tank(Knight) 1 Chanter and 2 bards to Charm the workers, Bards can work out which one to target to charm so they don't try to charm the same worker here. 1 tank and 1 Enchanter to Handle the East side carcasses. South side another 2 bards 1 Chanter and a tank (Knight), and the West side 4 tanks perhaps, one tank per mob there. Id suggest that this Wave the knights assigned to North,East, and South sides Use deflection here till thier CC teams get thier mobs taken care of.

15%. - 2-4 tanks North side. East Side Enchanter and Knight, South Side 2-4 tanks, and the West Side 2 Bards.

6% - This wave will be the most challenging spreading us thin on tanks, so we'll have a few tanks with multiple mobs I'm sure here. I would settup a warrior to fort/ae at each side at the start. North side 2-4 tanks here. East side 2-4 tanks and an Enchanter. South side 2 bards and 2-4 tanks. West Side 2-4 tanks and an Enchanter.

Of course a lot of this hinges on how many Chanters and Bards we have show up. Preferably bards cover charms on the Workers id think, and chanters handle the mezzes on Carcasses, unless there's some reason not to do that. I would also suggest a Designated kill location, like a campfire like you said yesterday, for our tanks to bring the Vitali mobs as they are the ones who cast all the AE DD spells during this raid, outside of the carcass but hopefully they are a non factor and mezzed away from the raid near where they spawn.




« Last Edit: April 24, 2015, 08:05:12 PM by Zaknaffein »

Furro

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Re: TDS - Arx Mentis - T1 One Off - Captain Tita's Ghost
« Reply #2 on: April 02, 2015, 09:37:50 PM »
The main issue we tend to get hung up on this event is the CC Mezzing at 40%.  Although we have gotten to the 6% stage a few weeks back after returning to the event from a long hiatus, we were in rough shape and just didn't muscle through.

The biggest thing about CC Mezzing the Carcass adds is not having them wind up in the raid where they end up casting Pillars of Claws (135k AE DD), which promptly takes out a large portion of the raid.

To tackle CC mezzing on this front, I've tweaked our assign hotkeys so that they clearly define which CC will handle mezzing for the outlined directions they come from.  In addition, for the critical 40% stage, specific tanks will be assigned for each respective direction for these adds to head them off with Deflect/Fort.  This will help prevent the CC adds from reaching the raid and hopefully alleviate the issue where we end up having the AE'ers in the raid and it going largely down hill from there.

PS: Pet classes, please ensure when adds are up that you're assisting with your pet as well.  Every ounce of DPS matters to dispatching the adds as soon as possible.  The boss powers up the longer we take.

Furro

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Re: TDS - Arx Mentis - T1 One Off - Captain Tita's Ghost
« Reply #3 on: April 03, 2015, 03:58:32 AM »
Thursday, April 2, 2015

Captain Tita's Ghost Defeated!  Nice work everyone!