View Full Version : Ossuary Heroics
Buffrat
10-16-2014, 11:17 PM
Both zones have crashing issues.<br /> <br />I can't remember zone names, but we never got past the first room of either due to crashes, so brief descriptions:<br /> <br />The zone with with red/black minotaur-ish statue in the first room had the trash mobs casting spells on me for millions of damage. The 2 headed skeleton's Skull Crush was hitting me for 8 million a pop and one of the bonecaster's spells was hitting me for 2.5mx2 a pop.<br /> <br />The zone with the first named having the exploding bone walls: Group couldn't figure out how to not die to bone walls. I'm also not entirely sure how the curse works but it might be unfair if it lands on the tank with 2.5 million hp.
Ucala
10-17-2014, 10:14 PM
Sanguine heroic zone.<br /> <br />the first name (statue) as well as his adds have the 7.7 bil hp bug that is in many group zones.<br /> <br />also the trash hits way way too hard
Ucala
10-18-2014, 12:09 AM
Resonance of Malice heroic. <br />group was illy, dirge, conj, ranger, zerker, warden<br /> <br /> <br />still have no idea what to do with the first name, we just deathsaved through the bone walls and stuff.<br /> <br />2nd name --<br />his porting method seemed a bit off. one time we got ported to the entrance of the zone for some reason (maybe it ports you to a random person in the group I guess?)<br /> <br />3rd name -- <br />the main guy that starts with U and throws the spear has way too much hp. <br />he also stopped porting/throwing spears after the other 2 died. script seemed to stop<br /> <br />4th name -- <br />still no idea what this name does<br /> <br />5th name -- <br />real amusing fight, it pushed it to the limits for the healer to solo heal.<br />we killed the main guy at the end though and the mini names were still here, dead but not dead phase thing and we didn't know what to do about that<br /> <br />also the trash hits harder than any of the names atm
Wigin
10-18-2014, 01:38 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Ucala"> <aside> <div class="attribution type">Ucala said: <a href="index.php?goto/post&id=6116289#post-6116289" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Resonance of Malice heroic.<br />group was illy, dirge, conj, ranger, zerker, warden<br /> <br /> <br />still have no idea what to do with the first name, we just deathsaved through the bone walls and stuff.<br /> <br />2nd name --<br />his porting method seemed a bit off. one time we got ported to the entrance of the zone for some reason (maybe it ports you to a random person in the group I guess?)<br /> <br />3rd name --<br />the main guy that starts with U and throws the spear has way too much hp.<br />he also stopped porting/throwing spears after the other 2 died. script seemed to stop<br /> <br />4th name --<br />still no idea what this name does<br /> <br />5th name --<br />real amusing fight, it pushed it to the limits for the healer to solo heal.<br />we killed the main guy at the end though and the mini names were still here, dead but not dead phase thing and we didn't know what to do about that<br /> <br />also the trash hits harder than any of the names atm</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />The first boss had very little leeway in timing but you should be able to dodge every bonewall if you do positioning correctly.<br /> <br />The second boss is porting you all to a random player. I will have to add a check to make sure that that player is actually close to the fight.<br /> <br />The third boss set the main boss doesn't do any real special mechanics the other two do stuff which is why those mechanics stopped once they were did and when they die they buff you so that you can burn him down faster.<br /> <br />The forth boss should be casting a cone ability in a random direction that can be dodged as well as a snare that you need to cure to move out of the way.<br /> <br />The fifth boss adds should either become killable or die after the main boss dies. I will check the script and make sure they clean up nicely.<br /> <br />When you say trash is doing more damage are you talking about auto attacks damage or ability damage?
Ucala
10-18-2014, 04:04 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Wigin"> <aside> <div class="attribution type">Wigin said: <a href="index.php?goto/post&id=6116334#post-6116334" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">When you say trash is doing more damage are you talking about auto attacks damage or ability damage?</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>both. <br /> <br /> <br />mainly ability damage.<br />bonecasters and an ascended senty were the biggest things, they abilities were hitting for millions
Ucala
10-22-2014, 12:22 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Ucala"> <aside> <div class="attribution type">Ucala said: <a href="index.php?goto/post&id=6116233#post-6116233" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Sanguine heroic zone.<br /> <br />the first name (statue) as well as his adds have the 7.7 bil hp bug that is in many group zones.<br /> <br />also the trash hits way way too hard</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>still needs a fix
Bloodguts
10-22-2014, 07:38 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Wigin"> <aside> <div class="attribution type">Wigin said: <a href="index.php?goto/post&id=6116334#post-6116334" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">The first boss had very little leeway in timing but you should be able to dodge every bonewall if you do positioning correctly.<br /> <br />The second boss is porting you all to a random player. I will have to add a check to make sure that that player is actually close to the fight.<br /> <br />The third boss set the main boss doesn't do any real special mechanics the other two do stuff which is why those mechanics stopped once they were did and when they die they buff you so that you can burn him down faster.<br /> <br />The forth boss should be casting a cone ability in a random direction that can be dodged as well as a snare that you need to cure to move out of the way.<br /> <br />The fifth boss adds should either become killable or die after the main boss dies. I will check the script and make sure they clean up nicely.<br /> <br />When you say trash is doing more damage are you talking about auto attacks damage or ability damage?</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />Trash was reducing resists way too much with their various AoEs and we kept getting one shotted. <br /> <br />First boss didn't attempt it so can't give feedback on it.<br /> <br />Second boss dont' recall anything in particular. We burned it really fast.<br /> <br />Third boss we interrupted the guy with the Bone Spear and killed him first. the one that starts with P was just randomly one shotting people for some reason and we couldn't tell where he was. We eventually killed him but we didn't get any buffs from A or P, therefore Usher, who has over 6 billion HP, took about 20 minutes to kill.<br /> <br />Fourth Boss wasn't doing anything special, killed her fast.<br /> <br />Fifth boss, now this fight is ******** as hell! If you bring a group with a lot of AE dps, you'll push his health threshold by mistake with AEs alone and then you'll get the Tone of Pain effect which will kill you. I'm fine killing adds, but having to kill adds and not pushing his threshhold every 10% was painful. maybe make it every 25% or 20% to balance the fight out a bit.
Darkon
10-23-2014, 07:26 AM
Ossuary : Sanguine Fountains -><br /> <br />Trash encounter in the final room wrecks.<br /> <br />AE hits for like 30 billion and 'a summoner of bones' heals for like 50% health/sec. Probably not intended..
Darkon
10-23-2014, 07:42 AM
D'Nari the Bone Sculptor : -><br /> <br />One add has no health, other has a zillion.<br /> <br />Spawned adds render under the world.<br /> <br />Black circle effects last way longer than their graphic does.
Darkon
10-23-2014, 07:50 AM
Dying repeatedly to 'More than one sculpture of bones being present sends D'Nari the Bone Sculptor into a rage slaying your party!' without the add ever being visible. I think it's rendering under the world.
Uncle
10-23-2014, 05:01 PM
buffrat good to see you all blew that zone up..<br />id like to add I was in on the first named and having to stare at the mobe buff /debuffs bars for a det to remove going to get irrating fast
Darkon
10-23-2014, 08:19 PM
Finally killed D'Nari with one of our guilded DPS classes by just annihilating it.<br /> <br />Ritualist K'Deru seemed easy. I tagged her after her first port/split, and we just burned the tagged version. Ezpz.
Darkon
10-23-2014, 08:22 PM
High Inquisitor V'Raudin stacked us with some detriment and we burned it.<br /> <br />Groupwide dps was 61m though with our conjuror being #1 at 31m..
Darkon
10-23-2014, 08:24 PM
The Embodiment of Gore also seemed to just fall over.<br /> <br />'sanguine spray' had like 1 health.<br /> <br />The bone add that ran up the stairs also had 1 health.<br /> <br />Idk.
Buffrat
10-23-2014, 08:28 PM
I feel like the final fight was not done at all. 0 incoming damage, adds have 1 hp, the curse did nothing but increase power use, idk what the arcane did, I just cured it.<br /> <br /><img src="http://i.imgur.com/WhKW4S6.png" class="bbCodeImage LbImage" alt="[IMG]" />
Ucala
10-24-2014, 04:44 AM
eh tried doing the zone. 2nd name is broken with what darkonx says <img src="/images/smilies/tongue.gif" alt="Tongue" /> was hoping it was fixed already
Carlieus
10-24-2014, 04:45 AM
Sanguine second name is bugged one of the adds had way to much HP and adds spawn underground
Arieva
10-24-2014, 10:07 AM
Ossuary: Sanguine Fountains<br />First named..gargoyle looking guy. Group makeup: SK, conji x2, ranger, dirge, channeler.<br />Couldn't kill it. Fight seems broken. Dispels of buffs on mob come too fast to reasonably be kept off. Would possibly take 2 mages doing nothing but watching for it to pop to dispel it quickly enough. If it stayed on for over a second the tank was smashed. This setup did Highhold zones fine, but couldn't kill first name here in . So if its intended to be 2 heals the damage might be fine..if not needs adjusting.<br /> <br />Had to basically not attack named at all to burn slowly enough to allow for adds to be managed. Auto only. Short of tank and healer which I'm sure were kept more than busy, this fight was a joke. Stand around with auto on till add pops...someone snares it or otherwise distracts it. Mage stands around with finger on dispel, otherwise twiddling thumbs. If we've got the strat right..horrible fight as is currently. Only thing that seemed to be working well was the circle script.<br /> <br />Note: Not a makeup of super uber top world wide raiders like many names I recognize from above posts. We're the average guys not quite clearing guardians edifice (but close)
Buffrat
10-24-2014, 01:09 PM
It's possible/probable your tank just didn't know what his buttons did if they were dying in under a second. As a mystic, I was putting out about 1.2m hps on the second named in that zone with a paladin pug who I'm 95% sure didn't know what his abilities did, then when I invited Darkon to come in my hps dropped to ~400-600k (basically afk healing). Any gear differences (there weren't many anyway) are irrelevant since the zone buff makes everyone a god.
Arieste
10-25-2014, 01:34 AM
Sanguine Fountains: The Sanguine Fiend<br /> <br />We pulled this guy for abotu an hour with random pug. . Figured the script etc. Then something buggy happened. After a bunch of pulls during which he reliably did it, on the next few pulls he stopped broadcasting his red text messages for the AEs (close/far/front/etc.) We definitely stayed alive long enough for at least a couple of of those those AEs to be cast. (guess is we got lucky and were in correct position. He did not broadcast for 2 pulls. Then on the next pull it was working again.
Krumble
10-25-2014, 07:57 AM
<div class="bbCodeBlock bbCodeQuote"> <aside> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">It's possible/probable your tank just didn't know what his buttons did if they were dying in under a second. As a mystic, I was putting out about 1.2m hps on the second named in that zone with a paladin pug who I'm 95% sure didn't know what his abilities did, then when I invited Darkon to come in my hps dropped to ~400-600k (basically afk healing). Any gear differences (there weren't many anyway) are irrelevant since the zone buff makes everyone a god.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>I was the SK (Gromm). First off, we're talking about the first named, not the second named. Second, I'm familiar with what my buttons do, thanks. <img src="/images/smilies/smile.gif" alt="Smile" /><br /> <br />As for feedback:<br /> <br />1) The spell Rain of Malice was casting pretty fast for an aoe that has to be dodged by the tank. No way to stay in and mitigate the disease dmg, even with the resists the beta buff gives (Some hits were for 10mil +, with the right temps up could drop it as low as 2.4 mil but was still a one-shot). Not a huge deal. With some practice can be dodged, but a little bit more time to react would be nice.<br /> <br />2) If the buff (hardened bones I believe is the name of it) was not dispelled off the named, I was taking auto attack hits for as high as 9,776,772 slashing dmg (I have 21k mit base and about 24k mit with my temporaries up). I don't have enough dmg-reduction to bring that down to reasonable. Once SK's Furor is down and I'm relying on Death March, Crusader's Faith, Diamond Flesh, Divine Aura, etc to try and survive, it's game over. Now, without the buff, the damage was easily manageable, but during our attempts the named was throwing the buff up very quickly and as a result I was taking a lot of one-shots regardless of what temps I had running. Bugged perhaps?<br /> <br />All I know is, as a tank, this fight sucked. No matter how I cycled my defensive goodies, it wasn't enough. For reference, I've completed all the other heroic zones required for the mount and have had very little trouble.
Buffrat
10-25-2014, 10:37 AM
My post had nothing to do with any specific named, it was a generalization.<br /> <br />Make a timer. If it's 60s or more, hateful + chaotic blade will get you through every one. If it's 45s-59s, rotate hateful + chaotic and manawall. If it's 30s-44s, hr+cb, manawall, hr+cb, furor, hr+cb, manawall, hr+cb, cf+sontalak's claw (or all your DRs), hr+cb, manawall, hr+cb, furor, etc.<br /> <br />How fast is pretty fast?
Darkon
10-25-2014, 12:02 PM
You shouldn't be dying in there as an s. It really is just rotating buttons.
Krumble
10-25-2014, 05:49 PM
<div class="bbCodeBlock bbCodeQuote"> <aside> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">How fast is pretty fast?</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>His buff was coming up every couple of seconds. Mage would dispel and it would be back up before her dispel refreshed.<br /> <br /><div class="bbCodeBlock bbCodeQuote"> <aside> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">You shouldn't be dying in there as an s. It really is just rotating buttons.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Didn't matter what I rotated. No matter what I had up, short of SK's Furor, it was not enough to take his auto attack damage below one-shot city <b>when his buff was on</b>. Buff was coming on him every couple of seconds, and I think that was the problem. It was like he was chain casting it. We had an issue with a trash mob in there chain casting skullcrush and another mob in there chain casting adds (swirling bones or something like that).
Ucala
10-25-2014, 07:29 PM
we still can't figure out the first name strat in Sanguine. /shrugs<br />name spawns adds on the corners of the room, can't let the adds reach the name, but you can't root the adds, and you can't joust the name anywhere cause resets fights. and you can't kill the adds cause they either take no damage or have a ton of hp
Arieste
10-25-2014, 07:52 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Ucala"> <aside> <div class="attribution type">Ucala said: <a href="index.php?goto/post&id=6119972#post-6119972" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">we still can't figure out the first name strat in Sanguine. /shrugs<br />name spawns adds on the corners of the room, can't let the adds reach the name, but you can't root the adds, and you can't joust the name anywhere cause resets fights. and you can't kill the adds cause they either take no damage or have a ton of hp</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Adds are mezzable. At least.. yesterday our coercer was mezzing them. but they would occasionally break and there is very little room space-wise to remez.
Arieva
10-25-2014, 09:07 PM
I think we understand the strat, but execution on the first named in Sanguine is overly difficult. I don't think its supposed to be as difficult as it is but I'm not sure. Even beta buffed we can't get past first room. First night we went in there the mob seemed to have waaaaay too few HP. We basically had to call for no real dps on him and auto attack him down until add would spawn..snare the crap out of the add, rinse repeat. Second night we went in...2 healers kept tank alive better except for on the one ability gromm mentions higher up in thread. HP of the mob seemed muuuuuch higher, much more than the difference of missing one dps class for the extra healer would explain. There was also one time we popped in there and couldn't even activate the name because as gromm mentioned..trash seemed to be chain casting abilities and wiping us. <br /> <br />Also following the strat is difficult with the leash points on the mob. One corner of the room the named leashes before he gets to the corner. I'd extend the leash points clear out to the outer corners and make it so you can utilize all the room including the entrance stairs. Snaring works but you have to have room to work, I don't believe the zone should require a chanter
Ucala
10-25-2014, 09:19 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Arieste"> <aside> <div class="attribution type">Arieste said: <a href="index.php?goto/post&id=6120003#post-6120003" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">The 1st mezzed went away for us shortly after the 2nd was mezzed. we ran out of time to keep trying it by then, but seemed like we had the strat down.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>if the adds are meant to disappear, that didn't happen with us <img src="/images/smilies/tongue.gif" alt="Tongue" />
Ucala
10-26-2014, 08:14 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Arieste"> <aside> <div class="attribution type">Arieste said: <a href="index.php?goto/post&id=6119982#post-6119982" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Adds are mezzable. At least.. yesterday our coercer was mezzing them. but they would occasionally break and there is very little room space-wise to remez.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>yea noticed that, seems that isn't the right way though, cause you would have countless adds by the end of the fight. and still would fail on mezzing atleast one.<br />if the name didn't have 7.7 bil hp it might be different
Arieste
10-26-2014, 08:36 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Ucala"> <aside> <div class="attribution type">Ucala said: <a href="index.php?goto/post&id=6119995#post-6119995" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">yea noticed that, seems that isn't the right way though, cause you would have countless adds by the end of the fight. and still would fail on mezzing atleast one.<br />if the name didn't have 7.7 bil hp it might be different</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />The 1st mezzed went away for us shortly after the 2nd was mezzed. we ran out of time to keep trying it by then, but seemed like we had the strat down.
Azentalis
10-28-2014, 07:11 AM
We killed it but have to joust red circles while staying inside blue circles it seemed like it? I don't know if it bugged out but our kill pull we didn't have any circles to deal with. We straight burned and had like the first 3 adds mezzed before there were too many and then mez breaks. But the adds when reaching the named never caused him to do his ae's and we were able to straight burn it down. <br /><br />As for the 2nd named we couldn't kill it at all. The named starts out with 2 adds and one of them dies super quick while the other takes forever to kill. He also spawns these pillar of corpses mobs. The original 2 adds have a similar name as the pillar mobs but were pretty sure it is the pillar adds that are causing us to wipe. After about a minute or so into the fight we blow up because there are too many pillar mobs up at once. Pretty sure someone at the beginning of this post said the adds are spawning under the world because we can't see them to target them. We had really high dps in this group, around 85m, and this named on a straight burn would only be down to 50% hp after a minute. Which of course made us blow up. If we try to kill the original add instead of named then it is only around 25% after a minute and we blow up. With those pillar adds spawning under the world not sure how we are supposed to kill it.
Buffrat
10-29-2014, 09:29 AM
You're not dispelling fast enough. 10 mill dps is like a single dps class this expansion, but yeah the hp is bugged.<br /> <br />Tested the mob today. Hit the tank for 200k, hit for 600-900k when it needed to be dispelled, then back down to 200k. Was easy. Tank got destroyed if we failed 2 or 3 dispels, but luckily you have like an hour to dispel it before it fails.
Arieva
10-29-2014, 08:45 PM
Ok I'm completely convinced this zone is entirely broken. Maybe those that killed it, did it before it was bugged out this bad...<br /> <br />with 10 mil dps we spent 15 mins to get the first mob down 25%. Thats an hour long fight...<br />Its hitting like a freight train. Did someone put the x4 buff package on this mob? Seriously...is this thing supposed to have 40 billion HP and these kind of hits???
Krumble
10-30-2014, 02:57 AM
<div class="bbCodeBlock bbCodeQuote"> <aside> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">You're not dispelling fast enough. 10 mill dps is like a single dps class this expansion, but yeah the hp is bugged.<br /><br />Tested the mob today. Hit the tank for 200k, hit for 600-900k when it needed to be dispelled, then back down to 200k. Was easy. Tank got destroyed if we failed 2 or 3 dispels, but luckily you have like an hour to dispel it before it fails.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Dispells were coming off the moment the buff landed. We never had more than one buff up at a time. Not once. Auto attacks from the mob when a single buff was on were landing for up to 2 million after wards and mitigation (stonekins were showing up to 6 mil dmg). Last time we were in there, a dev came in to watch what was happening and was talking to the dirge in our group. Dev confirmed that it was not working properly. I spoke with Gnija this afternoon on the beta server in tells (I was on Karcus, my necro). He told me that he was aware of the bugs, that he had reworked the entire zone yesterday, and that a fix should go in tomorrow. Looking forward to trying again once it gets patched.
Arieva
10-30-2014, 03:12 AM
Clearly buffrat is testing a different zone...or getting instances that aren't bugged. And sure, 10 million may be what your dps is doing..not the average player. Thanks.
Arieva
10-30-2014, 11:46 PM
Second named (now that first is adjusted and killable):<br />Sculpture bonepiles would randomly disappear right after spawning. It seemed to be associated with deaths about the same time.<br />2 folks in the encounter were basically stuck in a neverending deathloop, healer being one. We finally stopped rezzing them. Healer gets put in a cage at beginning of encounter and we aren't able to kill it in time. From there on out in encounter 2-3 ppl seem to be either completely unsurviveable, or very squishy. I was the 3rd person marked and I noticed as long as I didn't hit the name while red aura was on me, I was ok. The other 2 however, one being the healer were just out of the fight....<br /> <br />Named was killable but definitely seemed extremely glitchy.<br /> <br />3rd name..fairly straightforward.<br />4th name..fairly straightforward. <br />Final boss...Bonepiles ran to name and we just ignored them. Got the rest of it just fine. Not sure if bonepiles are working as intended, they didn't seem killable and were taking no damage. Rest was straightforward.
Yajirushi62
11-01-2014, 02:20 AM
Resonance of Malice<br />Ursher K'Dal has 20.1billion hp, looks to have exactly 20,164,607,652hp<br />From the adds both having 1.9bil hp, it would appear that this name should have roughly 2.1bil hp.
GIndotto
11-01-2014, 05:07 PM
Ran Resonance of Malice with Yajirushi last night, excellent zone!<br /> <br />A few things:<br /> <br />First fight: the final bone wall script (third mob port iirc) should probably have +1 second added on to the Bone Explosion or we, that final run is "have a group DP up or die" which with solo healing would be hard to do with the Curse. Also the curse is interesting as you don't cure it, and wait for it to almost expire and try to death prevent or stoneskin the cursed individual? With a single healer in this zone that would be impossbile, this curse should probably be changed to a "don't cure before 20 seconds" type thing or something, it's just a chaotic mess but still fun either way with two healers. HP seemed spot on. Curse needs adjusting (please don't butcher it altogether) and the Bone wall on third port +1 second.<br /> <br />Second fight: Straightforward and a lot of fun except one of our fail pulls we got several "sacrifices" spawned and they didn't depop. There were literally about 35 of them in the room in various spots, I don't think this was intended as it made progressing the zone impossible without spending nearly 30 minutes INDIVIDUALLY pulling each one. Yeah no. HP though seemed about right.<br /> <br />Third fight: (as Yajirushi noted) Ursher K'Dal has about 10x the HP as the other two mobs. Other than that the fight was fun and straightforward. You could probably put the Ursher near 3 Bil HP and it would make the fight interesting (his counterparts have 1.9 bil, he lasts the longest though either way cause of class iirc).<br /> <br />Fourth fight: I think this was the one with the mob roaming the standing coffins. Whatever this script was didn't work. We got one AE she cast called Banshee Scream or something Scream, it did little to no dmg and we just turned her and burned her. Not sure if she's supposed to port around the coffins and make LOS bad and maneuver around the coffins or what, but there was zero script except for a weak hitting AE every 20-30 or so.<br /> <br />Final fight: Suddenly the radiating damage increased ten fold! lol! roughly 200k HPS the entire zone but this mob suddenly myself and the other healer were doing 350K, or about 800K combined. Not sure if you intended that but thankfully I didn't notice any big enough ticks to hammer anyone down to red in one hit. Was a lot of healing but it was more rubberband on the health bar than anything. With a solo healer though this fight is too much, although I want to go back and try solo healing. As for the fight we kept killing the 4 adds with appropriate names for the organ except the mob would port to the organ for 3 seconds after they died, then they'd all pop back up and the mob would come back. Not that it was boring this way but I feel the script was trying to do something that we weren't following and maybe just healed through the fail? idk. Needs to be looked at but the health and pace of the final fight felt OK!
GIndotto
11-01-2014, 05:14 PM
Sanguine Fountain:<br /> <br />First off it sounds like your tank did not have a proper level 100 MC shield equipped. A plate tank's avoidance drops a TON without one, I didn't notice until Buffrat pointed it out to me (uncontested dropped nearly 20% with a 95 shield). If he did though he's doing something wrong or the dispells were not updated with our fixes.<br /> <br />I can confirm that with my ****** Paladin I was able to tank the first mob with a solo healing Mystic, which would not be my first choice of solo healer. Also the 40 billion HP seemed fixed when we tested it, maybe the zone hasn't been pushed to patch, be patient either way.<br /> <br /><b>ALSO: Please note we were told by Gninja that Sanguine Fountains is the new Vulak'Aerr's Dominion of AoM. While the mobs might not be x2's and the zone not labeled "Challenge Heroic" you are in a zone you probably aren't geared for. I spent hours in Dominion with 2 healers and a tank and got my *** kicked all over. Took a few weeks to gear up and get a perfect setup so to speak for the zone. I would imagine SF to be nearly identical in progression.</b><br /> <br />Either way was interesting to read feedback on another group's foray into Sanguine Fountains. The Ossuary zones look awesome!
Ucala
11-02-2014, 01:28 AM
just completed Sanguine Fountains, and man where do I begin <img src="/images/smilies/tongue.gif" alt="Tongue" /><br />group was illy, dirge, guard, fury, conj, ranger.<br /> <br />first name -- seemed to work fine except that the adds have basically no hp so it's like 1 shot and dead (doubt that is intended).<br /> <br />2nd name -- one add has a ton of hp and the other add has almost no hp. the cage that traps someone (usually the healer) has way too much hp as well <img src="/images/smilies/tongue.gif" alt="Tongue" /> (also the cage seemed random, some pulls we got it within the first 10s, the kill pull we never got the cage) still no idea how we beat him.<br /> <br />3rd name -- I even have a picture for this guy.<br /><a href="http://s635.photobucket.com/user/CamToast/media/cube.png.html" target="_blank" class="externalLink" rel="nofollow"><img src="http://i635.photobucket.com/albums/uu77/CamToast/cube.png" class="bbCodeImage LbImage" alt="[IMG]" /></a><br />other then he is a cube, the fight didn't seem do to anything, when we failed the script he summoned a x4 add that did nothing really (eventually a red text killed us first time) but other then that, nothing.<br /> <br />4th name -- all his dets were being applied to us, but they did no damage to us, the only thing working was the CB/pot reduction by 25% per stack (also 50% more damage which I assume worked since same det, but since the fight wasn't giving any damage at all, hard to tell).<br /> <br />5th name -- his script seemed to work ok but he just didn't do any damage, the healer didn't have to heal at all.<br />aside from killing the blobs, we just burned the name (and dispelled him). the bone fields that he summons didn't do anything either since no damage was going on in the fight anyway, fight ended with the fury at 23k hps.<br />boss fight was just over 5 min long with 22 mil group dps<br /> <br />also nearly all the names hp is way too high (aside from the first name).<br /> <br />the devotee trash mobs stacks were crazy hard hitting and wouldn't reset if we wiped to them. but I think another dev in the game fixed that issue.
Sebekian
11-02-2014, 07:36 PM
I spent about 3-4 hours in Ossuary of Malevolence last night, the heroic contested zone, to try to get some of my achievement updates. I have to say, the zone seems pretty insane. I understand that there are some complicated scripts this expansion but this seemed beyond a script issue. I'm shocked that there are T1 beta buffs instead of T2 for one thing considering it was taking 4-5 minutes to kill one group of adds and they're all over the place in there. We had some flesh stripping beetle adds in one part of the zone consistently hit our tank for over 60 million points of piercing damage on their "Consume Flesh" AOE and the group average was 34.4 million damage, and they come in groups of 3... A lot of the names have random 1 shots it seems like and the trash has INSANE amounts of hp. I can't see anyone doing this zone on live unless you're in one of the top guilds worldwide, even with the beta buffs, it's nearly impossible to make any real progress in there. I believe we ended up getting 2 names down but the rest was just a bit much.<br /> <br />I think you should re-examine a number of the names in there and especially the trash mobs to examine the ridiculous amounts of damage they are doing currently.<br /> <br />The Necromancer named, Os Daae, did an AOE that was cast 5 times and averaged 181 million points of damage, it's likely an interrupt issue but is it really necessary to make them THAT overpowered, just curious if this was intentional.<br /> <br />-Seb
Anastaise
11-02-2014, 07:55 PM
Did Ossuary Sanguine Fountain Zone today. What is up with the groupwide damage detriments only hitting the healer. On every fight we did I was taking millions in damage and the rest of my group took zero damage - it was hitting me for over 500k per tick after awhile. Also on D'Nari the Bone Sculptor when I would get stuck in the Bone Cage there are no beneficials, so I would die before they could burn down the cage. Once you die on this fight you cannot be rez'd as you will instantly die for the rest of the fight. I had to sit there and watch my group kill the mob and they never took any damage and I just stayed dead after numerous attempts at being rez'd and death prevented. The Embodiment of Gore seemed bugged. We tried killing the blood blobs and tried not killing them, but he one shot the group either way. The huge bone golem adds were buggy and would stay up after the encounter resets and would aggro if you resurrected players in the room.
Ucala
11-03-2014, 05:53 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Anastaise"> <aside> <div class="attribution type">Anastaise said: <a href="index.php?goto/post&id=6123408#post-6123408" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Did Ossuary Sanguine Fountain Zone today. What is up with the groupwide damage detriments only hitting the healer. On every fight we did I was taking millions in damage and the rest of my group took zero damage - it was hitting me for over 500k per tick after awhile. Also on D'Nari the Bone Sculptor when I would get stuck in the Bone Cage there are no beneficials, so I would die before they could burn down the cage. Once you die on this fight you cannot be rez'd as you will instantly die for the rest of the fight. I had to sit there and watch my group kill the mob and they never took any damage and I just stayed dead after numerous attempts at being rez'd and death prevented. The Embodiment of Gore seemed bugged. We tried killing the blood blobs and tried not killing them, but he one shot the group either way. The huge bone golem adds were buggy and would stay up after the encounter resets and would aggro if you resurrected players in the room.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>he one shot the group due to you failing script<br />we had the random 1 shot happen the first pull we did it. <br />it seems that when the yellow buff comes up you have just a few sec to dispel it or else it would turn red and couldn't be dispelled, awhile after that you get 1 shot for failing. <br />but I could be wrong /shrugs
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