OTG took it's first run at fighting the Blind One in hard mode. We used previously aqquired locks for the Trolls and pushed "quickly and recklessly" through the trash mobs to the BO chambers in under 30 minutes.
For people that have not done or read about this fight, it is akin to doing the BO with the Troll mushrooms, Istum's crawlers, Flagit's shield, and the Mistress' spores.
We set up for the fight as we initially would, using two tanks in the center and the rest of the raid spread out 12m apart. I put a champs at two of the three portals and the LM at the thrid to help control the spores when they spawned. The first mushroom spawn went ok as thebraid shifted away from the mushrooms. The second spawn put a mushroom on the tank group. The tanks moved the BO out to the edge and the raid squished over to one side. A red eye went onto the raid and before people could scatter four or five were down. A wipe insued shortly after.
The second attempt was nearly the same: manageble until the tank group had to move for a mushroom.
With no tangable reward for completion, it will be some time before we head back to his fight. It would take quite a bit of time to work out a new strat for each phase. This is nearly a completely new fight with the added dynamics. I am very impressed that PM was able to do this fight at level 60!
-- Post From My iPhone.
Thursday, April 29, 2010
Wednesday, April 7, 2010
DPS LM : Viable Raid Option?
Over the past few weeks I have been experimenting with my DPS spec LM in a ranged DPS raid slot. The results aren't quite straightforward: LMs can maintain quite good dps only as long as they can use AoE attacks. If a fight requires CC in tight quarters, the LM becomes a gimped DPSer compared to RK, HNT, and even a CHMP.
A DPS LM works great in DN for the most part. The excpetions are DMM trash pulls, the BO fight, and to some extent, the middle portion of the trolls. The major problem is the BO encounter: inductions make LMs ineffective Darkling killers, the acid aura keeps them out of melee range, and they can't use AoE in the final phase when the DPS race kicks in.
There are some DN fights that a LM excels in, including the Mistress. LMs can put out a substantial amount of AoE damage in a type of damage most mobs can be debuffed heavily to.
- Posted using BlogPress from my iPhone
A DPS LM works great in DN for the most part. The excpetions are DMM trash pulls, the BO fight, and to some extent, the middle portion of the trolls. The major problem is the BO encounter: inductions make LMs ineffective Darkling killers, the acid aura keeps them out of melee range, and they can't use AoE in the final phase when the DPS race kicks in.
There are some DN fights that a LM excels in, including the Mistress. LMs can put out a substantial amount of AoE damage in a type of damage most mobs can be debuffed heavily to.
- Posted using BlogPress from my iPhone
Tuesday, March 23, 2010
RK : 1st Age or 3rd Age
After spending a week working on RK LIs and doing a week of testing, here are some thoughts.
65 3rd Age Stone - Finding the perfect stone was a long trek for me, as I was demanding it be lightning damage and have four legacies: storm damage, storm critical, penetrate, and battle power cost. After taking 14 LIs to level 31 I finally found a keeper. This stone added around 16% damage in testing over my 1st Age level 60. Part was due to the tactical base rating plus the additional T9 relics and T3 crafter relics.
65 3rd Age Bag - I was content with my 59 1st Age because of the added points and becuase it doesn't have a tactical base stat. Based on the additional damage from the stone I decided to find a bag and get some T9 and crafted relics in it. I found a bag with CA power, SS damage, and SM return. I leveled it up, got a scroll on it, slotted relics. The results were suprising: nearly 8% more damage. That increase is pretty significant!
My RK now has a tactical damage output of 10,040 which is just above the on-level base cap, and gets up to 11k with will food and scrolls.
Work up a few LIs and get your relics up to T9 for tactical gems and you'll see almost 25% more damage!
- Posted using BlogPress from my iPhone
65 3rd Age Stone - Finding the perfect stone was a long trek for me, as I was demanding it be lightning damage and have four legacies: storm damage, storm critical, penetrate, and battle power cost. After taking 14 LIs to level 31 I finally found a keeper. This stone added around 16% damage in testing over my 1st Age level 60. Part was due to the tactical base rating plus the additional T9 relics and T3 crafter relics.
65 3rd Age Bag - I was content with my 59 1st Age because of the added points and becuase it doesn't have a tactical base stat. Based on the additional damage from the stone I decided to find a bag and get some T9 and crafted relics in it. I found a bag with CA power, SS damage, and SM return. I leveled it up, got a scroll on it, slotted relics. The results were suprising: nearly 8% more damage. That increase is pretty significant!
My RK now has a tactical damage output of 10,040 which is just above the on-level base cap, and gets up to 11k with will food and scrolls.
Work up a few LIs and get your relics up to T9 for tactical gems and you'll see almost 25% more damage!
- Posted using BlogPress from my iPhone
Thursday, March 18, 2010
RK : Calming Verse
Calming verse is one of a RKs most potent spells, however, a fair few RK use it correctly. This skill really should remain double traited and RKs should keep it up at all times.
There are two major things a RK needs to consider in a raid environment: damage/power ratio and aggro generation. Normally these are directly related: as dmg goes up so does aggro and power usage. To maxamize our usable damage, we need to increase our dmg/power ratio and/or limit our aggro generation.
CV is so helpful because it works on both these at once. Traited CV increases our dmg/power ratio by 10% while dropping our aggro generation by 20%. It addresses both of our limiting factors, and it does it with a instacast (cast on the run) spell.
RK should double trait this spell an get used to reapplying it evey time it comes off. It will me your raid, and your epeen, very happy.
- Posted using BlogPress from my iPhone
There are two major things a RK needs to consider in a raid environment: damage/power ratio and aggro generation. Normally these are directly related: as dmg goes up so does aggro and power usage. To maxamize our usable damage, we need to increase our dmg/power ratio and/or limit our aggro generation.
CV is so helpful because it works on both these at once. Traited CV increases our dmg/power ratio by 10% while dropping our aggro generation by 20%. It addresses both of our limiting factors, and it does it with a instacast (cast on the run) spell.
RK should double trait this spell an get used to reapplying it evey time it comes off. It will me your raid, and your epeen, very happy.
- Posted using BlogPress from my iPhone
Wednesday, March 17, 2010
How To : Duo the Sword Halls Part 3
Challenge Three : Troll
This challenge takes a bit longer but is the easiest of the three.
The first wave is a signature with two normals. Burn the normals first starting with the defiler. The signature has a channel heal and a self heal that can be interrupted.
The second wave is two digs and a normal. Burn the normal then the sigs, nothing new here.
The troll is fairly easy though it can be tough on power. Bring the troll to a safe spot where his earthquake skill won't hit you. Avoid his fronal aoe if not tanking. Remove his corruption to help limit damage if need be. Simple tank and spank, just make sure to stay positioned in your safe spot.
Congrats on duoing a three man!
- Posted using BlogPress from my iPhone
This challenge takes a bit longer but is the easiest of the three.
The first wave is a signature with two normals. Burn the normals first starting with the defiler. The signature has a channel heal and a self heal that can be interrupted.
The second wave is two digs and a normal. Burn the normal then the sigs, nothing new here.
The troll is fairly easy though it can be tough on power. Bring the troll to a safe spot where his earthquake skill won't hit you. Avoid his fronal aoe if not tanking. Remove his corruption to help limit damage if need be. Simple tank and spank, just make sure to stay positioned in your safe spot.
Congrats on duoing a three man!
- Posted using BlogPress from my iPhone
How To : Duo Sword Halls Part 2
Challenge Two : Morrovals
The morroval trash mobs are the hardest part of duoing SH due to the stuns and heals. Always kill the normal level mobs first.
First pull is two normal morrovals that can stun and one signature that can stun, heal, and channel bats.
Second pull is two signature and one normal. This is the frustrating one. Take the normal one first. You may need to ignore the boss for a minute while you finish up the adds.
The boss herself isn't too hard. She has two special attacks, which both can be interrupted. The first is a channel skill for bats and the second is a self heal. Keep those two down and the fight is fairly easy. Remove corruption if you need power.
- Posted using BlogPress from my iPhone
The morroval trash mobs are the hardest part of duoing SH due to the stuns and heals. Always kill the normal level mobs first.
First pull is two normal morrovals that can stun and one signature that can stun, heal, and channel bats.
Second pull is two signature and one normal. This is the frustrating one. Take the normal one first. You may need to ignore the boss for a minute while you finish up the adds.
The boss herself isn't too hard. She has two special attacks, which both can be interrupted. The first is a channel skill for bats and the second is a self heal. Keep those two down and the fight is fairly easy. Remove corruption if you need power.
- Posted using BlogPress from my iPhone
How To : Duo Sword Halls Part 1
By popular request, my tips on how to duo the Sword Halls 3-man.
Challenge 1 : Fire Guy
The first wave is one signature and two normal mobs. This should be fairly easy. The sig has a heal that can be interrupted while the fire trail can not be.
The second wave is two signature and one normal mob. Try and interrupt the heal induction to burn them faster.
The fire boss can be a pain, but if you understand his specials you will be fine. The main special is only interruptable by a conjunction and he bends down to the ground. This is the fire snake, and he needs to be kited to avoid fire wound that will stack. The other special is interruptable and he reaches into the air. Following this special you can stand and attack him until he does the fire snake special.
Take your time and avoid the fire. Remove his corruption for a heal if needed.
- Posted using BlogPress from my iPhone
Challenge 1 : Fire Guy
The first wave is one signature and two normal mobs. This should be fairly easy. The sig has a heal that can be interrupted while the fire trail can not be.
The second wave is two signature and one normal mob. Try and interrupt the heal induction to burn them faster.
The fire boss can be a pain, but if you understand his specials you will be fine. The main special is only interruptable by a conjunction and he bends down to the ground. This is the fire snake, and he needs to be kited to avoid fire wound that will stack. The other special is interruptable and he reaches into the air. Following this special you can stand and attack him until he does the fire snake special.
Take your time and avoid the fire. Remove his corruption for a heal if needed.
- Posted using BlogPress from my iPhone
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