View Full Version : ClockWork Factory Bugged?
3C HAVOK
11-19-2006, 12:15 AM
<DIV>I think this zone might be bugged. My guild went in the last night. It was our first time so we had to figure stuff out. The best i could figure is its a timed ring event type thing. Kill the first roamer then get pops right after, Cool got that. go to room, Looks like another trash group Pull trash group get another set of pops with a named, Ok got that. Now here is where the bug seemed to kick in. We took out time and got ported once, Ok can deal with that it happend on the first set of trash in the main room, Raid wiped, After this the entire encounter did not reset fully, So the we clear to bars again and they wont let us get past them(script thinks we should be inside allready i guess) when we can open the bars again we go in and then get two trash mobs then the named(not the dragon named) but not enough time to kill all three sets before we get ported again, It looks to me that once the script gets out of sequence that its bugged the rest of the time, I guess a guild can fix it by pulling the extra set thats in there wait get ported and then have the script back on track but the problem is you are taking armor damage and wasting time. I know this zone was working fine earlier in the week but i guess fridays patch jacked it somehow. We could be missing something but i know in the WW wiz channel there were lots of other guilds that were having issues with it as well. </DIV> <DIV> </DIV>
You havn't figured out the encounter yet. We beat it yesterday, was a good fight .. however it did remind me of another encounter. <span>:smileysurprised:</span><div></div>
Manyak
11-19-2006, 05:25 AM
<DIV>This zone IS bugged. Not cuz of the ports or whatever, cuz yeah thats just figuring out the encounter.</DIV> <DIV> </DIV> <DIV>We went in there the other night.....every time we got ported, 22 out of the 24 people had to relog cuz they got stuck at adding character to zone. No joke, i really mean almost the whole raid. Then of course, when they relogged, they loaded up inside the room. So we had to wait for about 15 mins for everyone to reload and get killed so that we could revive and get back to the entrance. Then of course, when everyone revives, eveyone gets stuck at the loading screen again. So another relog, and another 15 mins for people to get back, rebuff, regen mana, and wait off revived sickness for us to pull.</DIV> <DIV> </DIV> <DIV>So basically, we had to wait 30 mins between each pull of the TRASH to try and figure out the encounter. We just called it 2 hours and 5 pulls later.</DIV> <DIV>Dunno though, maybe thats just us. But if its gonna be like this every time we go in its SO not worth the effort.</DIV>
TalanRM
11-19-2006, 03:06 PM
The zone loading following the port repeatedly sent the overwhleming majority of our raid LD (the zone information would not load) last night too.
Drasic
11-19-2006, 04:19 PM
<div></div>Yes, we went in there last night too, and if it was not for the repeated zone reloading and placing us in the main room with half the raid getting stuck and having to relog, I'm sure we would have done better. In fact the second time we got the zone reload thing happen, we found we had about half the raid up at the entrance, and have down in the first room!We effectively had 6 attempts on the first clockwork sentry:<ul><li>First attempt failed when the second sentry plus the skirmishers popped so we wiped</li><li>Second attempt failed the same way as the first, but this time we had the added benefit of being zoned down to the main room with the Clockwork Menace with some of our people getting stuck at the loading screen and haveing to quit and restart eq2.</li><li>Since we were in the main room, we made the Third attempt against the clockwork sentry there. Bad idea! when we killed the clockwork sentry, of course we no only got the second sentr plus skirmishers, but also the protector and escorts. wipe again, and another one of those rezones with the nice touch that half the raid was at the zone in point and half in the room with the Clockwork Menance. Took us some time and a few deaths to get everyone in the same place (the room with the Clockwork Menace).</li><li>The Forth attempt was perfect. We followed the sentry up into the tunnel after he had pathed down to us and killed him and the adds when the popped.So, the protector and escorts were in the room with the Clockwork Menace. We went in, attacked, and of course the Clockwork Menace added and we wiped again. We got another zone with more people getting stuck at the loading screen with people having to restart eq2 to get back again. This time we all ended up in the Clockwork Menace room, but found that the gate back to the tunnel where we could see the sentinal pathing again was actually locked and could not be opened. Fortunately after someone got a little too close to the gate when the sentry was pathing down and got killed, the gate became openable again.</li><li>So attempt Five on the sentry worked perfectly again, so we move onto the protector+escort encounter again. This time we pulled them back into the tunnel to avoid the Clockwork Menace adding. That kill worked fine until Mad Tzikla and the ticking arachnids popped and killed us <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> We got another one of those Zones again and were placed in the main room, with serveral people stuck at loading again and having to restart eq2.</li><li>Ok, then everybody was back, and we were on the attempt number Six again the sentry in the first tunnel. This was looking fine, until the sentry was down to about 50% health when suddenly we all zoned again and ended up in the room with the Clockwork Menace with people stuck and having to restart eq2 again.</li></ul>That is when we decided enough was enough (after just under 2 hours in the zone and a few people naked) <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /><div></div><p>Message Edited by Drasic on <span class=date_text>11-19-2006</span> <span class=time_text>11:20 AM</span>
Burnout
11-19-2006, 10:13 PM
most of what you call buged - is simply non-understanding the zone mechanics/script. though some is really buged, the ld at release rate & the issue that every release/zone in-out in another instanze of the zone - causes horror lag in all instances.the zone has a basic script - no chance to ever clear the zone without getting behind it. and thats no bug.<div></div>
Gaige
11-19-2006, 11:06 PM
It works fine. We first pulled it last night.
CrazedMut
11-20-2006, 12:25 AM
This zone is definately bugged. When two thirds of your raid force are forced to quit to desktop because they get stuck on "loading entity resources" after the raidwide port, you can definately say it isn't "Working. As. Intended".<div></div>
TheBladesCaress
11-20-2006, 02:35 AM
<div><blockquote><hr>CrazedMutha wrote:This zone is definately bugged. When two thirds of your raid force are forced to quit to desktop because they get stuck on "loading entity resources" after the raidwide port, you can definately say it isn't "Working. As. Intended".<div></div><hr></blockquote>Same. Each time the teleport happens, most of the raid goes linkdead. We also lose half the raid when we revive. Also sometimes the gate gets bugged and you have to pull the mobs through it in order to make it openable.</div>
Here's a workaround, DONT GET PORTED.
TheBladesCaress
11-20-2006, 02:50 AM
<div><blockquote><hr>Pinski wrote:Here's a workaround, DONT GET PORTED.<hr></blockquote>Well, duh! We know that now... doesnt make the zone any less bugged when you do get ported, which will happen the first time you go in.</div>
Armagi
11-20-2006, 03:08 AM
<DIV>Tonight we were there. Teleport is just a matter wrong tactics you are using, this huge mob just can't reach you and SOE maybe just made spell like COH for him.</DIV> <DIV> </DIV> <DIV>The clue is that after the first roamer adds and second mob group after the door spawns .Then, After you killed that adds, named spawns and it's need to catch it fast before he wiped half of raid. </DIV> <DIV> </DIV> <DIV>Maybe becose bad class manage in the raid, but we ran nearly oop before this named and, most horrible, when the named becomes less then 50% of hp the big mob becomes alive and aggroes.</DIV> <DIV> </DIV> <DIV>I think it's too difficult instance for us, but is there any tactics to use?</DIV>
CrazedMut
11-20-2006, 03:34 AM
<div><blockquote><hr>Pinski wrote:Here's a workaround, DONT GET PORTED.<hr></blockquote>Stop. Shouting.</div>
3C HAVOK
11-20-2006, 03:35 AM
<P>We got all that and im pretty sure i have the script figured, what was happening it seemd is we would get Mad tik after killing the first set of adds in the room the first time in the zone. We wiped to him. after that it was random when he would pop and the script was running, we would get ported after revive, we would get him after 4 sets of trash it was just totaly random, we would be locked out of the bars after killing the trash in hall and not be able to get in with no way to pull the stuff on the other side. Just seemed realy buggy after fridays patch. I was not sure what the deal was, going to try again tonight and see what happens. As best i can figure its part Lyc and Part HOS Timed like Lyc with a venny port thrown in if you take to long. Ill keep an eye on the mobs hp and see if that has anything to do with it though. </P> <P> </P> <P> </P> <P> </P><p>Message Edited by 3C HAVOK on <span class=date_text>11-19-2006</span> <span class=time_text>02:37 PM</span>
Expiate
11-20-2006, 04:35 AM
hey kena and dye! how've you been?anyway, theres a really easy way not to get ported, I'm pretty sure you folks are smart enough to figure this out <span>:smileyvery-happy:</span><div></div>
CrazedMut
11-20-2006, 05:32 AM
My quibble is not with the way the port is supposed to work, it seems to be easy enough to avoid. My quibble IS with the way an entire raid has to linkdead themself when they are ported because they get stuck on "loading entity resources". That's a bug. Not intended. No siree. Prove me wrong.<div></div>
TheBladesCaress
11-20-2006, 06:01 AM
<div><blockquote><hr>WinOpiate wrote:hey kena and dye! how've you been?anyway, theres a really easy way not to get ported, I'm pretty sure you folks are smart enough to figure this out <span>:smileyvery-happy:</span><div></div><hr></blockquote>Yeah took me all of 8 minutes to figure it out... <span>:smileywink:</span></div>
Untalent
11-20-2006, 09:23 AM
<div><blockquote><hr>Armagilo wrote:<div>Tonight we were there. Teleport is just a matter wrong tactics you are using, this huge mob just can't reach you and SOE maybe just made spell like COH for him.</div> <div> </div> <div>The clue is that after the first roamer adds and second mob group after the door spawns .Then, After you killed that adds, named spawns and it's need to catch it fast before he wiped half of raid. </div> <div> </div> <div>Maybe becose bad class manage in the raid, but we ran nearly oop before this named and, most horrible, when the named becomes less then 50% of hp the big mob becomes alive and aggroes.</div> <div> </div> <div>I think it's too difficult instance for us, but is there any tactics to use?</div><hr></blockquote>This is what happened to us. I think we need to get geared up a bit more unless someone can enlighten us? Each time we'd get to the guy just inside the door... he would die and then a named would spawn then we'd wipe because we were getting low. The other attempts we just took too long I guess and got teleported in and crashed/wiped.</div>
Roriondesexiest
11-20-2006, 11:06 PM
We had this issue with the doom trio in labs (yeah we are new at raiding..) if anyone died there you would have to crash out if you revived... Seems to happen to anyone that dies during that fight. <div></div>
Untalent
11-21-2006, 03:51 AM
Probably going to try this again soon. Could some one give me some info on what we could be doing wrong or on what to be doing? Thanks<div></div>
Kyriel
11-21-2006, 08:06 AM
<DIV>First raid zone we beat. therefore, its not bugged :smileyvery-happy:</DIV>
Artamere
11-21-2006, 10:07 AM
Does anyone know if this has been fixed? We have it on the schedule for Wednesday. !st time in was a pain in the [expletive haxx0red by Raijinn]. I dont mind dying, but people having to reboot everytime they die is too much for me to handle.
Roriondesexiest
11-21-2006, 07:24 PM
<blockquote><hr>Artamere61 wrote:<div></div>Does anyone know if this has been fixed? We have it on the schedule for Wednesday. !st time in was a pain in the [expletive haxx0red by Raijinn]. I dont mind dying, but people having to reboot everytime they die is too much for me to handle.<hr></blockquote>Got everything figured out but took us a bit last night, didn't finish it but will try on Saturday. And yes on some wipes 1/2 to 3/4 of the raid had to crash their client out to get back in game...<div></div>
Urglu
11-21-2006, 07:36 PM
<DIV>First of all, yes this zone IS bugged, and those of you who knew the script from Beta probably avoided the problem, so go kill the 10,000 trash mobs in EH since you all seem to like that sort of thing, and let the rest of us discuss this.</DIV> <DIV> </DIV> <DIV>Secondly, the bug is not the port, and will not prevent you from completing the zone. Along with freezing up over half the raid, the port is also grabbing corpses, which makes you unable to revive sometimes. The most annoying part is that even after reset you can sometimes end up in the big interior room with nonactive mobs and no way back out. Use evac, it should reset from there. </DIV> <DIV> </DIV> <DIV>For first timers, this bug is particularly troublesome, since you will likely wipe a few times figuring out the script and surprises, and you spend more time reloading, forcequitting or trying to reset. I would suggest all the raid leaders bringing your guild in for the first time explain the expected problems beforehand, as it is very much a buzz kill, especially until you figure out how to avoid it. </DIV> <DIV> </DIV>
Rocksthemic
11-21-2006, 08:29 PM
<blockquote><hr>Urglunt wrote:<div>First of all, yes this zone IS bugged, and those of you who knew the script from Beta probably avoided the problem, so go kill the 10,000 trash mobs in EH since you all seem to like that sort of thing, and let the rest of us discuss this.</div> <div> </div> <div>Secondly, the bug is not the port, and will not prevent you from completing the zone. Along with freezing up over half the raid, the port is also grabbing corpses, which makes you unable to revive sometimes. The most annoying part is that even after reset you can sometimes end up in the big interior room with nonactive mobs and no way back out. Use evac, it should reset from there. </div> <div> </div> <div>For first timers, this bug is particularly troublesome, since you will likely wipe a few times figuring out the script and surprises, and you spend more time reloading, forcequitting or trying to reset. I would suggest all the raid leaders bringing your guild in for the first time explain the expected problems beforehand, as it is very much a buzz kill, especially until you figure out how to avoid it. </div> <div> </div><hr></blockquote>Thank you for the constructive advice. And while we haven't beaten the encounter, I do know that it is possible to beat. The part where half the raid goes LD though when you revive is teh suck =/<div></div>
The_Real_Ohno
11-21-2006, 08:51 PM
<BR> <BLOCKQUOTE> <HR> Rocksthemic wrote:<BR> <BLOCKQUOTE>Thank you for the constructive advice. And while we haven't beaten the encounter, I do know that it is possible to beat. The part where half the raid goes LD though when you revive is teh suck =/<BR> <HR> </BLOCKQUOTE></BLOCKQUOTE><BR>It happens any zone really, any instance we are in and revive at least a few ppl will go LD by being stuck at the loadin resources screen. Does suck for downtime.
The_Real_Ohno
11-21-2006, 08:53 PM
This zone is beatable btw. We havent encountered this bug the couple times we have cleared it. Sucks to hear others are havin issues, can be very frustratin.
Lunah
11-22-2006, 08:10 PM
Might seem like a silly question but here goes...how many power cells do you need to zone into the raid zone. I am hoping just one person needs one, but knowing my luck it would be everyone or at least one in each group. Also you do keep the power cell correct? Would hate to have to kill the Mechnomancer again every time.
Caetrel
11-22-2006, 08:11 PM
We have just 2 power cells and zone in just fine, so one should flag your raid no problem. <div></div>
Lint26
11-22-2006, 08:49 PM
I zoned my raid force in with just the one.
<blockquote><hr>Urglunt wrote:<DIV>First of all, yes this zone IS bugged, and those of you who knew the script from Beta probably avoided the problem, so go kill the 10,000 trash mobs in EH since you all seem to like that sort of thing, and let the rest of us discuss this.</DIV> <DIV> </DIV> <DIV>Secondly, the bug is not the port, and will not prevent you from completing the zone. Along with freezing up over half the raid, the port is also grabbing corpses, which makes you unable to revive sometimes. The most annoying part is that even after reset you can sometimes end up in the big interior room with nonactive mobs and no way back out. Use evac, it should reset from there. </DIV> <DIV> </DIV> <DIV>For first timers, this bug is particularly troublesome, since you will likely wipe a few times figuring out the script and surprises, and you spend more time reloading, forcequitting or trying to reset. I would suggest all the raid leaders bringing your guild in for the first time explain the expected problems beforehand, as it is very much a buzz kill, especially until you figure out how to avoid it. </DIV> <DIV> </DIV><hr></blockquote> Dissolution wasn't in beta, we had no idea how the script worked until after we tried it a few times and beat it. Either way, the LD issue isn't just this zone, it's everywhere. If you have too many people revive at the same time, people will go LD. If you zone too quickly after you revive, you will go LD. Either way, this zone is beatable without knowing the script from beta.
Gungo
11-22-2006, 10:13 PM
<DIV>There is no bug in this zone. It is basically not knowing the encounter.</DIV> <DIV> </DIV> <DIV>Hint 1: The summon happens when the menace spawns because guilds on beta tried to cheat the encounter and pull the menace to Zone in and zerg him. So now he summons the raid.</DIV> <DIV>***BUG is LDing when he summons. ***</DIV> <DIV> </DIV> <DIV>Hint 2: Everything resets when you wipe. Next time keep an eye on the who, when, where and how's. you do that and you will realise this encounter is fairly simple.</DIV>
Aandien
11-22-2006, 10:29 PM
<P>There are some annoyances with this encounter that can mess you up -- and yes, it is slightly buggy. To avoid them, simply do not revive if your wiping until the entire raid is dead and the event has reset. If you revive too early, those that revive (assuming you made it to the first named but wiped on him) will get ported into the room right as it resets -- as the clockwork menace goes active for a split second during the reset -- and forces a port; thus you can get your raid force split up by reviving too early.</P> <P>As long as you either a) never wipe on the events leading up to the clockwork menance going active or b) have a disciplined enough raid force to stay dead when your wiping and not revive until the encounter is reset -- then you will never see this bug and you will probably believe the encounter works perfectly. I would assume the people saying this encounter isn't bugged -- falls under one or both of the above categories.</P>
TheStormrider
11-23-2006, 12:53 AM
<P>Ok lets cut to the chase<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Whats the order to kill the named? Cmon. All you smartie pants 'Ohh we beat it' Whats the order<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Cmon, I dare ya. </P> <P>*prod*</P> <P> </P>
Feltrak
11-23-2006, 03:16 PM
<DIV>We first pulled it when we went in a couple nights ago. Works fine as long as when you wipe, you just let everyone die and then have everyone revive. It's all one big script, and is meant to reset as soon as you wipe. I recomend staggering the revives, as in, wait 10-15 seconds between each group reviving. </DIV> <DIV> </DIV> <DIV>There's really no order to killing the named... IMO this fight can be done several different ways. Play with the different nameds a bit and you'll figure out what best suits your raid force.</DIV> <DIV> </DIV> <DIV>Here's out leet strat. Stout is our MT, Lindaor is our offtank (Lindaor is a 3 time gold glover.) I hope this helps.</DIV> <DIV> </DIV> <DIV><IMG src="http://i137.photobucket.com/albums/q227/feltrak/cfu2.jpg"></DIV> <DIV> </DIV> <DIV> </DIV> <DIV>GL</DIV>
Manyak
11-24-2006, 12:10 AM
<DIV>i cant decide wether to call this mob a mini-cheldrak or a big drayek</DIV><p>Message Edited by DaMutation on <span class=date_text>11-23-2006</span> <span class=time_text>11:12 AM</span>
TheStormrider
11-24-2006, 07:27 PM
<DIV>It is sort of funny when you see people on servers where you know they arent in the know pretending to be in the know. They always cover their lack of knowledge up with 'its a secret' 'I dont want to ruin it for you' or 'youll see!' chuckle.</DIV> <DIV> </DIV> <DIV>Fine, ill be the first to start a real discussion and admit, were stumped.</DIV> <DIV> </DIV> <DIV>We havent found any 'tricks yet' and we have tried from every angle to complete it. </DIV> <DIV> </DIV> <DIV>The first sentry group when he dies sais in tick-tock '8 minutes till updates are to be completed' this starts your timer. We run down stairs and kill the next group</DIV> <DIV>kill the mad guy, and then there are spawnables.</DIV> <DIV> </DIV> <DIV>It seems the tactictioner lowres his AE damage</DIV> <DIV> </DIV> <DIV>It seems the armourer lowers his resists/armour</DIV> <DIV> </DIV> <DIV>it seems the weaponsmith lowers his damage, dont know if it affects tail swipe.</DIV> <DIV> </DIV> <DIV>it seems the energizer may control his healing or something? Not sure havent been with the guild on every attempt, trying to get the group makeup correct.</DIV> <DIV> </DIV> <DIV>We dont have the dps to take out all 4 groups + the other smaller lead in groups in 8 minuts.</DIV> <DIV> </DIV> <DIV>We tried keeping the guy alive that starts the timer, until the other groups were killed, but to no avail. The script prevents it from moving forward or so it appears.</DIV> <DIV> </DIV> <DIV>The named above despawn when the TREX activates. The 'helpers' or adds in the room dont, or it appeared they didnt and they end up being the 'adds that come in' or maybe the energizer is the one that brings in the adds.</DIV> <DIV> </DIV> <DIV>Logic would say kill the tactitioner, and the energizer, and youll have an easier fight.</DIV> <DIV> </DIV> <DIV>We havent found a great spot for the pull yet. </DIV> <DIV> </DIV> <DIV>Its been speculated that if you fight him on the platform, hes easier. its been speculated that if you engage all the mobs before they despawn, they ont get in the upgrades. </DIV> <DIV> </DIV> <DIV>So, anyone have anything else they can add or clear up?</DIV> <DIV> </DIV> <DIV>Tread Tankage</DIV> <DIV> </DIV> <DIV> </DIV>
Mr. Dawki
11-24-2006, 07:37 PM
<P>Pinski wrote:<BR>Here's a workaround, DONT GET PORTED.</P> <HR> ZOMG!!! your a freeking genious <P>how the hell did you get so smart</P> <P>we had it all wrong the whole time</P> <P> </P> <P>oh yeah and all of our people crash at game loading screen in that zone too</P>
Fatuus
11-29-2006, 12:51 AM
<BR> <BLOCKQUOTE> <HR> Burnout wrote:<BR>most of what you call buged - is simply non-understanding the zone mechanics/script. though some is really buged, the ld at release rate & the issue that every release/zone in-out in another instanze of the zone - causes horror lag in all instances.<BR><BR>the zone has a basic script - no chance to ever clear the zone without getting behind it. and thats no bug.<BR> <BR> <HR> </BLOCKQUOTE><BR>On 2 occassions during the script we had the doors refuse to open after killing the second mob.
Leawyn
11-29-2006, 02:47 AM
<BR> <BLOCKQUOTE> <HR> Fatuus wrote:<BR> <BR> <BLOCKQUOTE> <HR> Burnout wrote:<BR>most of what you call buged - is simply non-understanding the zone mechanics/script. though some is really buged, the ld at release rate & the issue that every release/zone in-out in another instanze of the zone - causes horror lag in all instances.<BR><BR>the zone has a basic script - no chance to ever clear the zone without getting behind it. and thats no bug.<BR> <BR> <HR> </BLOCKQUOTE><BR>On 2 occassions during the script we had the doors refuse to open after killing the second mob.<BR> <HR> </BLOCKQUOTE><BR>Maybe you shouldn't be in the hallway when he dies then?
Rocksthemic
11-29-2006, 06:12 AM
Off topic question... where do you get tic-toc language? I can't seem to find where it starts. <div></div>
Wolfvi
11-29-2006, 09:57 AM
Zones not bugged, killed it a few times now and Fu has had no problems. Just think Cheldrek <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.
Kyriel
11-29-2006, 01:20 PM
<BR> <BLOCKQUOTE> <HR> Urglunt wrote:<BR> <DIV>First of all, yes this zone IS bugged, and those of you who knew the script from Beta probably avoided the problem, so go kill the 10,000 trash mobs in EH since you all seem to like that sort of thing, and let the rest of us discuss this.</DIV> <DIV><snip></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Erm, no, the script is not bugged. And while some of us were in beta, we sure didn't get all of our guild in beta, we had no raid attempts in beta. But, alas, we killed it for the 2nd time, so it's not bugged. Dropped a craptastic (emphasis on the crap) breastplate. </P> <P>P.S. I'm a raider and I do not like killing 10,000 trash mobs with 20million HPs. Stop with the stereotyping, im SO offended!!11</P>
HisMajes
11-29-2006, 01:35 PM
<DIV>Ahemm.... whaaaaaaaa.</DIV>
Druid03
11-30-2006, 08:38 AM
<P>hmm, we tried this zone tday</P> <P>2 members went LD (got kickd to char select screen) and couldnt log back in.....and we couldnt open the door to get in the room</P>
Grozmok
11-30-2006, 12:24 PM
<div></div>Let me give some hints on this.<strike><font size="2">THE CLOCKWORK MENACE</font></strike> <font color="#ff0000" size="5">TRUKKASAURUS</font>Once you kill the first mob, you have 8 minutes until Truckasaurus spawns (should be obvious). This means:-Chain pull. If you don't have one mana regen per group, I wouldn't bother with the zone.-Have preheals up as soon as the last fight ends.The first 3 encounters are very easy. The only slightly difficult one is Mad Tzik, and that is only until you learn his abilities. They are:-Curse of Insanity: You should know what this does.-His adds, after 10-15 seconds, blow up, draining a % of your power. This is death, when you have CoI on. This means, BURN the arachnids.After that, the fight is really up to you. (If you haven't cleared the first 4 encounters within 4-5 minutes, you are really lacking some DPS and have to move groups around a little.) The mobs are as follows:Tactician: Disables Trukkasaurus' mem-blur. This occurs every 5-6 seconds, if you do not disable it.Armorsmith: Enables minimal health regen, and more mitigation on Trukkasaurus.Energizer: Reduces AE damage.Weaponsmith: Disables the 8 second stifle and knockback (NOT the tailswipe)It should be obvious which ones you wish to disable. Once you disable the appropriate ones, this fight is easier than most of the named in Labs, and just is a long fight. The adds (4 in total) cannot be disabled. Death, and these adds being up to long, heal him to 100%.Let me also note that, despite others' claims, Trukkasaurus becomes alive once you kill any two of the technicians listed above, so choose wisely. I suggest having a brawler heading to each of the ones you wish to disable while you are finishing off Tzik.The adds hit pretty hard, in fact, all 4 together hit harder than the boss himself. However, with a few AE classes, they die very easily -- granted you have disabled the appropriate technicians.For those who still need help, I'll leave you with one last hint: I have named this fight both Trukkasaurus, and the <font color="#000000">Tactician's Weapons<font color="#ffffff">.However, this fight reminded me altogether too much of Godking (/shudder). The abilities the technicians disable make them obvious choices as to which to get rid of; if the fight was more open-ended, ie the other technicians doing more important roles, then I'd enjoy this fight a lot more.However, I highly suggest you don't highlight what I said above -- finding out this fight was a blast.And, also. If you don't want to warp, don't yell anything in the zone.As for the crashing, I suggest having one group, or two groups, rez at a time. All 24 members reviving at the same point causes several of them to crash.Regards,Euron Greyjoy <The Kraken></font></font><div></div><p>Message Edited by Grozmok on <span class=date_text>11-29-2006</span> <span class=time_text>11:26 PM</span>
Kyriel
11-30-2006, 08:21 PM
<BR> <BLOCKQUOTE> <HR> Grozmok wrote:<BR> Let me give some hints on this.<BR><STRIKE><BR><FONT size=2>THE CLOCKWORK MENACE</FONT></STRIKE> <FONT color=#ff0000 size=5><STRIKE>TRUKKASAURUS</STRIKE></FONT><BR><BR> <P><snip><BR> <HR> </BLOCKQUOTE> <P><BR>ROBOT CHICKEN.</P> <P>(or robot meatbeast.)</P>
Druid03
12-05-2006, 09:41 AM
<P>hmm, after we kill Mad Tzik nothing happens :smileysad:</P> <P>we lookd for levers and clickies to click but nothing</P> <P>are we missing something? i thought 3 nameds spawnd after you killd that one?</P> <P> </P> <P>just wondering if we keep getn a bugd zone or we are missing something heeh :smileytongue:</P> <P> </P> <P>thnx</P>
gnarkill
12-05-2006, 01:03 PM
<div><blockquote><hr>Druid03 wrote:<div></div> <p>hmm, after we kill Mad Tzik nothing happens :smileysad:</p> <p>we lookd for levers and clickies to click but nothing</p> <p>are we missing something? i thought 3 nameds spawnd after you killd that one?</p> <p>just wondering if we keep getn a bugd zone or we are missing something heeh :smileytongue:</p> <p>thnx</p><hr></blockquote>After Mad Tzik dies...try looking around the zone for the named a bit more...no one said they automatically come on there own free will <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></div>
Druid03
12-05-2006, 01:14 PM
<DIV>yeah we did run around the zone after we killd him, tried to hail them and stuff (we saw all 3 non-aggro)....</DIV> <DIV> </DIV> <DIV>but they never attackd</DIV> <DIV> </DIV> <DIV>oh well, we'll keep tryn to figure it out......if we knew what to do in every zone it wouldnt be fun :smileyvery-happy:</DIV>
gnarkill
12-05-2006, 01:51 PM
<div></div><div></div><div><blockquote><hr>Druid03 wrote:<div>yeah we did run around the zone after we killd him, tried to hail them and stuff (we saw all 3 non-aggro)....</div> <div> </div> <div>but they never attackd</div> <div> </div> <div>oh well, we'll keep tryn to figure it out......if we knew what to do in every zone it wouldnt be fun :smileyvery-happy:</div><hr></blockquote>There are 4 and try right clicking them not hailing =) Telling you this isnt spoiling it....You gotta figure out which ones to kill and why...thats the hard part...After that if your guild can kill Chel'Drak...you should have no problem with the big guy</div><p>EDIT: The tool above you pretty much spoiled it for you so just read that <span class="time_text"></span></p><p>Message Edited by ta2demon on <span class=date_text>12-05-2006</span> <span class=time_text>01:03 AM</span>
Grozmok
12-05-2006, 11:58 PM
<div></div>Noone has to read it. I laid out the fight for them, and from there they have a few different stategies they can choose. That's the beauty of the fight, it's up to you what you want to kill.And, sorry for my sharing of information; I thought that was what the forum was meant for, not your meaningless flaming.<div></div><p>Message Edited by Grozmok on <span class=date_text>12-05-2006</span> <span class=time_text>10:59 AM</span>
<div></div><div></div><div></div>I watched a friend down the Clockwork Menace the other night. It was a fantastic fight. Some people need to be more open minded. Grozmok I applaud your efforts of contribution to the wider community and agree with what you say. To those that think Grozmok is spoiling i recommend they start taking responsibility for your own actions. Everyone has a choice to read or not to read. Even if you know the information, that's only 30% of the raid done. 70% is plain and simply blood sweat and tears. Also I guess some people havent heard of raidmobs.com Blue Skies <div></div><p>Message Edited by hkbaby on <span class=date_text>12-06-2006</span> <span class=time_text>02:38 PM</span>
Wuoshi
12-18-2006, 05:21 PM
<DIV>Sorry if this out of topic</DIV> <DIV> </DIV> <DIV>But I read somewhere this zone is scalable. Is that the case ? I mean, is there a way we can mentor down the level of the instance (to get green mobs), as we are not that great a raidforce <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Thanks</DIV>
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