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Feldr
03-28-2006, 09:18 PM
<div>My guild and a few others did a raid into Lab last week for the first time (all 65+).  The zone was intresting and definately different.  My guild does some raiding but nothing hardcore.  Were able to kill the first named, but could not kill the named mage (that calls the x2 eyes to assist during the fight) so we gave up on him.  Next we tried the room with the 3 named droags.  Wow, that was intresting...  Anyone want to share the strat on beating these guys? </div><div> </div><div>I have read that all these guilds think the zone is "easy" but how so?  I guess it could be the factor that our raid experience is not the best it could be.</div><div> </div><div>If anyone has done or seen a writeup for this zone, I would appreciate it.  Thanks.</div>

Gaellen
03-28-2006, 09:20 PM
If you post what you tried/what problems you had, you'll likely get a better response.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />i.e, did the adds run wild and brutalize your healers and mages?  did everybody die due to something specific?  were you just not able to keep the tank up?<div></div>

ChaosUndivided
03-28-2006, 09:27 PM
<div></div><p>Also, keep in mind, this raid zone is designed for level 69+ if your raiders are less than that you will have considerable difficulty.</p><p>As the posted above stated you'll get better help if you list your raid makeup, levels and what you tried.</p><p> </p>

Feldr
03-28-2006, 09:29 PM
<div></div><div><blockquote><hr>Gaellen wrote:If you post what you tried/what problems you had, you'll likely get a better response.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />i.e, did the adds run wild and brutalize your healers and mages?  did everybody die due to something specific?  were you just not able to keep the tank up?<div></div><hr></blockquote>Right,</div><div> </div><div>With the mage encounter, I was able to hold agro on him fine, but once the eyes show up, its all over.  The MA / OT just was not able to get control of the mobs and hence we wiped 3 times.  We did realize that those eyes are all seperate enounters, so individual taunting is necessary.  So, we did try to split tank the encounter but got frustrated when the guy just could not get control.  Are we using the correct strat?</div><div> </div><div>WIth the 3 named droags, we tried to split tank again.  The MA/OT was not able to get one off me and the healers just could not keep with it.  I think I lasted like 5 seconds.  I was thinking that if the OT could get just one of them off me and I held the other 2, then we could do it, but we only had 10% left at that try.  Is that the strat to use?</div><div> </div><div>FYI I am a 70 Guard with mostly Legendary gear. The OT was a 68 Guard (may have been part of the problem).</div><div> </div><div>Thanks again.</div><div> </div><div>EDIT: Just read the above post, yes there were quite a few below 68.  Mostly between 65 and 69, I dont think we had a healer at 70.  Ok then so 69+ is a must? Espically for healers, yes?</div><p>Message Edited by Feldrin on <span class="date_text">03-28-2006</span><span class="time_text">10:31 AM</span></p>

Fennir
03-28-2006, 09:33 PM
<div></div>We raid in alliance, and I'm not afraid to admit that this zone is hard for us, as well.  Our first time in, we could only kill the first named, as well, and on our second run, we only mananged to beat Predd and the Slavering Alzid before our armor broke.  We had a couple pulls on the 3-named group, but that was only really enough to learn that they hit like mack trucks. =)Anyways, since we're not in a raiding guild and this is an instanced zone, I have no problem giving out our strat for Predd and Alzid.  Who knows, maybe we'll get some help with the next encounter. =)Predd:  Has a big heat AOE and summons two adds at 59%.  He also resets if he leaves his room.  We usually clear his room and send a monk in to keep him on the other side of the room while we get into position.  A second MT group is setup to deal with the x2 adds, which we do not kill until Predd is dead (I think they just multiply if you kill them).   The summoned adds also have an AOE knockback, so the offtank usually pulls them into the corner away from the raid.  He only needs his groups healers to stay up, while the rest of the healers focus on the MT and Predd.Slavering Alzid:  This guy seems to memwipe when one of his adds die, and he also likes to fear and debuff on the pull.  Our strat has been to pull him with a Plane Shifted conjuror tank pet, which is immune to all control effects and has about 18k HP.  It doesn't last very long, but it's usually enough to get past the initial bombardment.   Because of the debuffs, I usually designate 1 or 2 healers from outside the MT group to cure Trauma anytime they can on the MT, because the MTs healers rarely have time to do so and 1 or 2 hits on a debuffed MT is usually a wipe.  We also pull the adds off and offtank them while we burn Alzid down, and take them afterwards, to cut down on the dmg incoming to MT.  Templar's sanctuary is great for this encounter, btw.My plan of attack for the 3-named group next time is going to be to try to split them two or three ways and take the healer first, but I don't know if it will work yet.  Any suggestions are more than welcome. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />edit:  we probably had 2 or 3 level 70s on our first run and no cleric.  we probably had 6 or 7 level 70s on our second run, and also had a cleric, which is key.<div></div><p>Message Edited by Fennir on <span class="date_text">03-28-2006</span><span class="time_text">11:35 AM</span></p>

vinterskugge
03-28-2006, 09:43 PM
<div>The best thing you can do to maximise your chances of success is to get everyone to level.  You'll have a much easier time with twenty-four 70s than you will with 65s and 66s in the raid.</div>

Gaellen
03-28-2006, 09:54 PM
<div></div>As said above, 70s will help.  Many mobs have AE's that will be resisted or do minimal damage to a 70, but below that, anybody mistiming a joust of positioned wrongly is pretty much dead.On the mage with the eyes, we have one offtank grab them as soon as they spawn and hold them till the named is dead.  As long as your offtank has a good group, he should only need one healer or maybe two, to stay alive.  We MT with a zerker, and the guardian in the MT group took the adds.  The knockback is a frontal cone so pulling the mobs away from the raid isn't really necessary if you turn them.  As there are only two, any zerker or guardian should be able to get aggro on them instantly (or they're missing some skills).  The mobs are seperate encounters so won't be effected by AEs, although if people are pulling aggro on the eyes they might want to ensure they're not using true AEs or targetting the wrong mob.On the Alzid, cure is your friend.  Ensure anybody feared calls it, and goes into crouch.  The pull above sounded really really complicated, our MT literally just pulls him back against a pillar directly while we all stand at max range. On the droag, it sounds like seperating the mobs is a problem?  This general strat would probably work - MT group taunts, second tank burns Rescue on the mob he wants.<div></div><p>Message Edited by Gaellen on <span class="date_text">03-28-2006</span><span class="time_text">08:57 AM</span></p>

ChaosUndivided
03-28-2006, 09:54 PM
<div></div><blockquote><hr>vinterskugge wrote:<div>The best thing you can do to maximise your chances of success is to get everyone to level.  You'll have a much easier time with twenty-four 70s than you will with 65s and 66s in the raid.</div><hr></blockquote><p>This is especially true for your Main Tank groups, Having the tanks 70 ( a must) and the debuffers/Healers with their t7 Adept 3 heals will make a world of difference.</p><p>For any droag type mobs, be sure to cure any trauma effects, as they cast debilitate which will reduce phyisical resistance by about 4000 on your main/off tanks.</p><p> </p><p>Keep in mind, the difference between a Yellow Conning Mob, and an Orange Mob is astronomical.</p>

Fennir
03-28-2006, 10:05 PM
Our pulls often have to be 'complicated.'  Our MTs are rarely geared to take the initial hits from a hard raid mob before debuffs come in.  When you're in an alliance, you do what you gotta do to not waste armor on bad pulls if you can avoid it.<div></div>

ChaosUndivided
03-28-2006, 10:15 PM
<blockquote><hr>Fennir wrote:Our pulls often have to be 'complicated.'  Our MTs are rarely geared to take the initial hits from a hard raid mob before debuffs come in.  When you're in an alliance, you do what you gotta do to not waste armor on bad pulls if you can avoid it.<div></div><hr></blockquote>Yep, most fights are won and lost in the 1st 30seconds.

Gaellen
03-28-2006, 11:01 PM
<span><blockquote><hr>ChaosUndivided wrote:<blockquote><hr>Fennir wrote:Our pulls often have to be 'complicated.'  Our MTs are rarely geared to take the initial hits from a hard raid mob before debuffs come in.  When you're in an alliance, you do what you gotta do to not waste armor on bad pulls if you can avoid it.<div></div><hr></blockquote>Yep, most fights are won and lost in the 1st 30seconds.<hr></blockquote>True for all of us.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />   Jura'nata is still top of my list for scariest fight ever for instant death on the pull chances.Make sure you're maxing your MT's mit and HP potential, that might help.  There are a ton of posts around here with good group setups, seems that everybody uses something a little different though, so it might be worth playing around with.Funny thing to note, every named in this zone does something different or has some different quirk or ability to work around.  Like, all of them.  It's pretty cool!</span><div></div>

KBern
03-28-2006, 11:15 PM
<div></div><blockquote><hr>Fennir wrote:<div></div>My plan of attack for the 3-named group next time is going to be to try to split them two or three ways and take the healer first, but I don't know if it will work yet.  Any suggestions are more than welcome. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /><hr></blockquote>:smileyhappy:

Feldr
03-29-2006, 12:49 AM
<div></div><div></div><p>Guys,</p><p>Thanks for the advice.</p><p>I will put this to the test and see how it goes.  Thanks again.</p><p>Message Edited by Feldrin on <span class="date_text">03-28-2006</span><span class="time_text">01:52 PM</span></p>

Keldo
03-29-2006, 04:36 AM
The 3 named is just about the hardest thing in there outside of Alzid Prime and Vyemm, or it was for us.  I would try to kill Predd before you attempt the 3 named encounter.<div></div>

Caetrel
03-29-2006, 11:36 AM
Tank Predd in a corner of the room nearest the way you come in, put your healers and casters in the adjacent corner on the other side of the door.  Have your OT pull the adds to the back of the room.The 3 amigos are prolly best OT'd that's what we did, and if you kill the Reaver first you eliminate the nasty AOE. There is also alot to be said for the MT pulling the AOE mob out of an encounter and holding it far away while an OT holds the rest of the mobs and the DPS can go to work without any AOE threat.    But in this case I'd burn down the AOE guy asap.<div></div>

Ellrin
03-29-2006, 11:37 AM
<div></div><div>We went in there for the first time the other day and was doing fine with all named dead up until we hit the 3 named Droag and ouch they hurt us quite badly, the first time you do an encoutner is always nasty.</div><div> </div><div>Having studied logs and working through some strats in my head we are going to have a tank on each mob, having them pop an <font size="2" color="#ffffff">Exceptional Freedom of Action andExceptional Freedom of Mind potion.</font></div><p>From what i could ascertain the Ravager (Scout mob) was doing the most damage so my plan was to off him first followed by the Prophet and then the Reaver.</p><p>We tried fighting them in the hallway preceeding to their spawn point and also in the room prior to the hallway but im begining to wonder if it might be a better idea to have them engaged where they stand.</p><p>If some of my ideas are way off, im not too proud to acceot advice in fact it would be most welcome <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>EDIT Just saw Fids post, makes sense to off the Reaver first.</p><div></div><p>Message Edited by Ellrin on <span class="date_text">03-29-2006</span><span class="time_text">10:39 AM</span></p>

FlintAH
03-29-2006, 11:55 AM
<div><span><blockquote><hr>Ellrin wrote:<div></div><div>We went in there for the first time the other day and was doing fine with all named dead up until we hit the 3 named Droag and ouch they hurt us quite badly, the first time you do an encoutner is always nasty.</div><div> </div><div>Having studied logs and working through some strats in my head we are going to have a tank on each mob, having them pop an <font size="2" color="#ff0000">Exceptional Freedom of Action andExceptional Freedom of Mind potion.</font></div><p>From what i could ascertain the Ravager (Scout mob) was doing the most damage so my plan was to off him first followed by the Prophet and then the Reaver.</p><p>We tried fighting them in the hallway preceeding to their spawn point and also in the room prior to the hallway but im begining to wonder if it might be a better idea to have them engaged where they stand.</p><p>If some of my ideas are way off, im not too proud to acceot advice in fact it would be most welcome <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>EDIT Just saw Fids post, makes sense to off the Reaver first.</p><div></div><p>Message Edited by Ellrin on <span class="date_text">03-29-2006</span><span class="time_text">10:39 AM</span></p><hr></blockquote>Iirc they are on the same timer and cant be stacked.</span></div>

Ellrin
03-29-2006, 12:11 PM
<div>boooooooooooo</div>

Luhai
03-29-2006, 03:50 PM
Ellrin, you cannot engage them where tey stand because there is a drake roaming into their room.We've been in the lab once and we failed on that encounter, too.Alzid, Predd and the other guy in the forge were pretty easy as soon as we had found out how they worked but those 3 droags were way too much for us. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />We pulled them back into the other small room and tried to tank them with 3 tanks.Our MT would stand just fine but the other 2 Tank died just too fast, mostly within the first 10 seconds.Those guys would just hit too hard.I hope it gets better as soon as most of us are 70. (we had lots of 66-69 at that time)One strange thing we noticed: the MT and a bit later the MA (after a failed fight) would suddenly catch a strange dot from one of the droags hitting about 8 times for around 170 divine(?) damage and being feared although they didn't have a dot on them.At that time noone was engaged in combat. Some time later the droags attacked that tank.It might be a bug or some strange script but it sure was irritating...

Ellrin
03-29-2006, 03:54 PM
<div>Yeah i was thinking of pulling that wanderer out first, still nto sure it would work though.</div>

Pitt Hammerfi
03-29-2006, 10:01 PM
<div></div><div>keep trying guys, the more times you go there the further youll get in, those 3 are tough, levels help a lot</div><div> </div><div>yeah try to maybe split 1 named off  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div>yeah the floor has a fear trap it will try draw you into the room <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><p>Message Edited by Pitt Hammerfist on <span class="date_text">03-29-2006</span><span class="time_text">09:02 AM</span></p>

KBern
03-29-2006, 10:10 PM
<div></div>The fear trap was not working Sunday.

mochl
03-29-2006, 11:36 PM
<div><span><blockquote><hr>Ellrin wrote:<div>Yeah i was thinking of pulling that wanderer out first, still nto sure it would work though.</div><hr></blockquote>If youre talking about the drake that patrols close to the 3 named Droag (Reaver Prophet Ravager(?)) you can pull it. Conjurers get a lot of assignments in the lab. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />As far as beating them goes, the Reaver is a pain. Likes to AE and mem wipes as far as i can tell. We stay in the room before the hall that leads to the 3 named, conjurer pulls with planar shifted earth pet. I interecept with a group taunt and the OT single taunts the Reaver off. We play the fight pretty close to how you have to fight Ciriktna in PPR if you dont have a ring, everyone stays close and burns him down. If a Guardian is your OT make sure to have someone to dump aggro on him to help out. Burn the reaver down and the rest of the encounter is cake.To the op... your strat on the mage is close to what we do. We havent had a problem getting a tank to lock the adds down yet. As long as your offtank isnt the main assist he should be able to lock them down and hold both of them while the raid burns them down. They're pretty light on HP and shouldnt pose much of a problem as long as your OT has the buffs to stay up.The 3 named droag is definitly one of the tougher fights in there no doubt. Another fight has you fighting a giant gazer that is immune to melee for half the fight and immune to magic attacks for the other half. He has a few warlock adds and a few warden adds that need to be locked down... they do something "neat" when killed. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> The fight with Lord Vyem(sp?) is actually one of the easiest fights once you stop trying to be fancy and technical about it.</span></div>

HellRaiserXX
03-30-2006, 07:12 PM
<div></div><p>Your strat for Predd is basically correct.  Figure out how to hold those adds and youll be fine.</p><p>Slaver is easy just takes forever to kill.  We did it once offtanking the adds and killing named and once just MTing the whole thing. </p><p>The Trio.  I am not going to give you the winning strat, but Ill tell you how to start and you figure it out from there.  Ravager has the AE and the mem wipe and the miti debuff, he has to die first. I won't say how you're supposed to manage it or anything cause I think its a lot more rewarding when you figure something out for yourself. Split tanking them we found was not a good idea, just have the back up tanks ready if one runs off.  Curing that Trauma makes a huge difference.</p><p>The Gazer Eye is a punk, kill all his adds and he does no DPS just have to wait for a bit whilst his stoneskin wears off.  We accidently ran into him and were still able to kill him, while rushing to bring in a bard so he could loot a no trade item that had dropped. It was quite a cluster #$%^, but was lots of fun lol.</p>

Ja
04-01-2006, 12:12 AM
<div></div><p>If you need some information about the mobs in the Lab, I try to post what i can here:</p><p> </p><p><a href="http://eq2.raidmobs.com" target="_blank"><strong>http://eq2.raidmobs.com</strong></a></p>

Jora'
04-03-2006, 03:45 AM
Vyemm is definitely super tough atm. We could kill Harla Dar with a single raid force the other day, but after spending 8 hrs in lab, and 3 sets of armor just on vyemm trying to deal with the massive ae's (joust the crusing/magic ae) and still not quite bringing her down. its very frustrating when the rest of the zone is a joke, and Vyemm is a seemingly insurmountable, frustrating road blockI had hard its possible to get in vyemm's belly to not get he magic ae, but that didnt seem to work eitherBig problem was positioning Vyemm throughout the fight. If vyemm spun or moved on aggro wipe, there was almost always a raid ending frontal ae :/

Jora'
04-03-2006, 03:47 AM
Vyemm is definitely super tough atm. We could kill Harla Dar with a single raid force the other day, but after spending 8 hrs in lab, and 3 sets of armor just on vyemm trying to deal with the massive ae's (joust the crusing/magic ae) and still not quite bringing her down. its very frustrating when the rest of the zone is a joke, and Vyemm is a seemingly insurmountable, frustrating road blockI had hard its possible to get in vyemm's belly to not get he magic ae, but that didnt seem to work eitherBig problem was positioning Vyemm throughout the fight. If vyemm spun or moved on aggro wipe, there was almost always a raid ending frontal ae :/ everyone in raid was l70, with 6 healers and the same dps that easily beat harla dar

ChaosUndivided
04-03-2006, 04:36 AM
<div></div><div></div><blockquote><hr>Jora' wrote:Vyemm is definitely super tough atm. We could kill Harla Dar with a single raid force the other day, but after spending 8 hrs in lab, and 3 sets of armor just on vyemm trying to deal with the massive ae's (joust the crusing/magic ae) and still not quite bringing her down. its very frustrating when the rest of the zone is a joke, and Vyemm is a seemingly insurmountable, frustrating road blockI had hard its possible to get in vyemm's belly to not get he magic ae, but that didnt seem to work eitherBig problem was positioning Vyemm throughout the fight. If vyemm spun or moved on aggro wipe, there was almost always a raid ending frontal ae :/<hr></blockquote><p> </p><p>I think they actually made him easier since I'm hearing rumours of his crush AE now capping at 4500 Damage.</p><p> </p><p>Keep working at it and you'll eventually get it, theres a lot of little things that can go wrong and a lot of variables to take into account.</p><p> </p><p>Message Edited by ChaosUndivided on <span class="date_text">04-02-2006</span><span class="time_text">05:38 PM</span></p>

Jora'
04-03-2006, 08:22 AM
definitely agree. Killing Harla Dar/clearing floor with 1 raid was just so much easier. Vyemm = 24 frustrated guildies when is often between 20-50hp% each pull, jousting all ae's. It was on a whole new level compared to Harla Dar<p>Message Edited by Jora' on <span class="date_text">04-02-2006</span><span class="time_text">10:06 PM</span></p>

JNewby
04-03-2006, 09:38 PM
<div></div><blockquote><hr>ChaosUndivided wrote:<div></div><blockquote><hr>vinterskugge wrote:<div>The best thing you can do to maximise your chances of success is to get everyone to level.  You'll have a much easier time with twenty-four 70s than you will with 65s and 66s in the raid.</div><hr></blockquote><p>This is especially true for your Main Tank groups, Having the tanks 70 ( a must) and the debuffers/Healers with their t7 Adept 3 heals will make a world of difference.</p><p>For any droag type mobs, be sure to cure any trauma effects, as they cast debilitate which will reduce phyisical resistance by about 4000 on your main/off tanks.</p><p> </p><p>Keep in mind, the difference between a Yellow Conning Mob, and an Orange Mob is astronomical.</p><hr></blockquote><p>I tanked them at 69 <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> def not ideal.. and not recomennded but we had little choice.. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p> </p>

Kizee
04-03-2006, 11:30 PM
<div>Off topic:</div><div> </div><div>My guild can't field 4 groups for this place yet.</div><div> </div><div>How many groups do you need to kill the trash to farm for patterns? Do you still need 4 groups or can 2 or less do it?</div><div> </div><div>Thanks much.</div>

ChaosUndivided
04-04-2006, 12:27 AM
<div></div><blockquote><hr>Kizee wrote:<div>Off topic:</div><div> </div><div>My guild can't field 4 groups for this place yet.</div><div> </div><div>How many groups do you need to kill the trash to farm for patterns? Do you still need 4 groups or can 2 or less do it?</div><div> </div><div>Thanks much.</div><hr></blockquote>Really depends on gear/group some of the trash can be nasty, but we've cleared all the trash before with two groups, so it's def doable.

Gaellen
04-04-2006, 01:12 AM
Doable with 2ish, if you remember to cure trauma.<div></div>

Kizee
04-04-2006, 01:23 AM
<div><blockquote><p>Cool thanks guys.</p><p>Something that my guild will have to try in near future. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p></blockquote></div>

Noaani
04-04-2006, 09:54 AM
<div>I am glad to hear that 2 groups for trash mobs in here is about right. Our guild is having trouble getting 4 full groups too, players gone off to other things (DDO, Oblivion etc) but we are having no trouble with the trash mobs using 2 groups of "mostly" 70s, and are killing the first three names with 2.5 - 3 groups. Would imagine when we finally get 4 full groups of 70s in there, we'll breeze through most of the zone.</div><div>Kinda looking forward to it now :smileyhappy:</div><p>Message Edited by Noaani on <span class="date_text">04-03-2006</span><span class="time_text">10:57 PM</span></p>

Gertack_v2
04-09-2006, 07:40 AM
Vyemm appears to have more HP now than he did back as late as 3/25...  or I'm going crazy and a 7 minute fight is intended.<div></div>

ChaosUndivided
04-09-2006, 08:59 AM
<blockquote><hr>Gertack wrote:Vyemm appears to have more HP now than he did back as late as 3/25...  or I'm going crazy and a 7 minute fight is intended.<div></div><hr></blockquote>We took him down first pull last night, he didn't seem to be any different, although we didn't parse the fight.

GidionSWE
04-09-2006, 12:54 PM
<div>ya its all about strategy and positioning once u learned it ull get him first pull atleast we did last time and going back there today.</div>

Yarginis
04-09-2006, 06:08 PM
<div></div>I worked this up going back over my parser after last night for Paradus Predd. (Just him for now, sorry)<img src="http://img152.imageshack.us/img152/2613/pardaspredd9yi.jpg">Curious if my findings seem to be in line with what everyone else has seen, or if not what I need to adjust. Estimating the 2 adds was tricky because they parse as one mob (same name), so I had to manually seperate them by studying timestamps. If anyone has info on other mobs (or more on him) that'd be wonderful. Unfortunatly this was the only named I was there for (Arrived late and we couldn't take the 3 named spawn), so I don't have log data to construct  a similar readout for the others. Tank's for this fight were Pally MT, and Zerker on the adds.(And yes, I know the image <b>sucks</b>, unfortunatly when I tried to paste this nice layout into the forums it trashed it, and I didn't feel like reconstructing the whole thing on here 1 line at a time - [expletive haxx0red by Raijinn] forums)<div></div>

sunbeamt
04-10-2006, 12:27 AM
Yargnit,That is one awsome parser you using.  Do you mind telling me which one you are using and the link to it?BTW, for Vyemm he has three ae's.Screaming ChaosWrath of FuryEnergy VortexScreaming Chaos and Wrath of Fury do crushing damage.  Energy is Magic.Now, the question is....do you stay in there and DPS as much as you can (stopping at the mem wipe) or joust back and forth.  Some guilds are not geared to handle 8 min long fights.  Mana becomes an issue.<div></div>

Yarginis
04-10-2006, 04:39 AM
Here ya go: <a href="http://home.maine.rr.com/eqaditu/ACT/" target="_blank">Advanced Combat Tracker</a>. It also has an AE timer built into it. It lists damage by spell, heals by heal etc. It also is designed to auto-calculate AE timers be selecting that option from the spell. (However it won't work if the spell has a DoT component cause these hace the same effect name as the spell, so you must calculate these yourself with timestamps) It can also output graphs of the encounters, just be sure to tell it not to do advanced graphing real-time unless you are running a dual-core and have it set to a seperate processor than eq2 cause that eats a lot of cpu.<div></div>

Ca
04-10-2006, 08:30 AM
<div></div><div>Does anyone know if they beefed up the zone since last week? Up till now we've gotten to Alzid/Vyemm with relatively little trouble. Tonight, Doomsworn Zatrakh and the Corsolander seemed much beefier. The MT would be in the green, suddenly 2 trauma DoTs would go up, and bam he was dead before you could even get off a cure.</div><div> </div><div>People are quick to say "they changed the encounter" so I'm just curious if this is the case...</div>

vinterskugge
04-10-2006, 12:00 PM
<div>They didn't.  The whole zone seemed easier than usual last night, and I left at 100% armour (without needing to use a strip macro).</div>

FlintAH
04-10-2006, 12:09 PM
I dont think the servers have even come down this week.<div></div>

Caetrel
04-10-2006, 12:20 PM
Holy misinformation Batman!  I said reaver, meant Ravager.  He is the source of all evil in that encounter.<div></div>

sunbeamt
04-11-2006, 03:43 AM
The question I have for Vyemm.  Do you guys jousts it?  Or stay in the AE to keep the DPS constant? I feel the mana of the healers we have will not be able to take a 7 min fight.  However, getting ur crushing mig up is going to be tough.  Can get MR pretty high tho (over 8 k)<div></div>

Felshades
04-12-2006, 04:29 PM
man... this all sounds like fun, but i'm having a problem getting the alliance to kill the named because some of them want to farm the trash o.O <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> i still think they need to remove relic drops off the trash mobs and have the named drop one of each armor type(plate chain cloth, leather).  make it WORTH killing those suckers.  the common attitude is "why lock ourselves out for six days for one named when we can keep coming back every six hours for trash drops???" bleh.  soe you screwed up on this one. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> /sigh <div></div>

Pins
04-12-2006, 05:45 PM
<blockquote><hr>Felshades wrote:man...this all sounds like fun, but i'm having a problem getting the alliance to kill the named because some of them want to farm the trash o.O <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> i still think they need to remove relic drops off the trash mobs and have the named drop one of each armor pe(plate chain cloth, leather).  make it WORTH killing those suckers.  the common attitude is "why lock ourselves out for six days for one named when we can keep coming back every six hours for trash drops???" bleh.  soe you screwed up on this one. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> /sigh <div></div><hr></blockquote>Because loot shouldn't be the main reason you're raiding. If your main reason for raiding is loot, then you're missing out on the fun part of raiding. That fun part being killing the hard stuff. Trash gets boring after so many times, killing tricky encounters does not, until they become super easy <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

vinterskugge
04-13-2006, 01:04 AM
<BR> <BLOCKQUOTE> <HR> Pinski wrote:<BR><BR><BR> Trash gets boring after so many times, killing tricky encounters does not, until they become super easy <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><BR> <HR> </BLOCKQUOTE> <P> </P> <P>Kind of like how lab is now then? :p<BR></P>

Felshades
04-13-2006, 03:21 AM
<blockquote><hr>Pinski wrote:<blockquote><hr>Felshades wrote:man...this all sounds like fun, but i'm having a problem getting the alliance to kill the named because some of them want to farm the trash o.O <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> i still think they need to remove relic drops off the trash mobs and have the named drop one of each armor pe(plate chain cloth, leather).  make it WORTH killing those suckers.  the common attitude is "why lock ourselves out for six days for one named when we can keep coming back every six hours for trash drops???" bleh.  soe you screwed up on this one. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> /sigh <div></div><hr></blockquote>Because loot shouldn't be the main reason you're raiding. If your main reason for raiding is loot, then you're missing out on the fun part of raiding. That fun part being killing the hard stuff. Trash gets boring after so many times, killing tricky encounters does not, until they become super easy <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><hr></blockquote>uhm.. i dont know anyone on my server that raids for the fun... they only raid for loot.  thats what pisses me off. i want the aa and the damned challenge for killing these things, they want the loot.  just as an aside.. i do NOT have a single relic armor peice, nor do i have any fabled to start with.  i'm wearing some t5 crap ffs.  i'm not in it for the loot.  however... most are. /sighs. ah well c'est la vie... and so on ><<div></div>

Pins
04-13-2006, 01:00 PM
<BR> <BLOCKQUOTE> <HR> vinterskugge wrote:<BR> <BR> <BLOCKQUOTE> <HR> Pinski wrote:<BR><BR><BR> Trash gets boring after so many times, killing tricky encounters does not, until they become super easy <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><BR> <HR> </BLOCKQUOTE> <P> </P> <P>Kind of like how lab is now then? :p<BR></P><BR> <HR> </BLOCKQUOTE><BR>Except vyemm yah.  Court of Al'afaz 2.0.  Vyemm is the new Sunchild in the zone.

Scow
04-13-2006, 08:49 PM
Resit Gear and make sure everyone has their spells Adapt three better.  Plus alot of the people that arent 70 are not going to even be able to hit these mobs if they are orange to them. Also getting good gear for you tanks and dps dealers do some raids on the t6 content such as Courts and other instances where you can get better fabled gear with good resits to equip yourself with.

Malcomb
04-16-2006, 09:37 AM
<DIV>Seems like Vyemm likes to hide in the walls.. anyone else have this issue?</DIV>

wulfgarthegreat
04-16-2006, 08:16 PM
On pardass if you have a decent geared zerker just have him tank the whole thing including the adds easy for a zerker to get if you time it right.