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View Full Version : Zavith'Loa: The Molten Pools [Raid]


Gninja
10-15-2014, 06:30 PM
This is the first raid zone in the progression. Expected resists and hitpoint values are currently set to 600khp minimum and 100k resists. We will be doing some structured tests over the next couple days with a few organized guilds and will do some tweaking from that as well as squash any bugs we find.<br /> <br />3 Bosses<br />1 one-shot boss (will likely not be active for testing during beta)<br /> <br />It should not take long to get through the testing on this zone and once we have done our organized testing we will open up the second zone to be tested.<br /> <br />Feel free to post questions, comments, or report bugs with the zone in this thread. Just please be constructive as we will be removing any posts that are not helpful to keep the thread on topic.<br /> <br />I will be opening the zone to the public later tonight.<br /> <br /> <br /> <br />Current list of open issues:<br /> <br />- Trash encounters have too many hitpoints<br />- Burning Splash is not applying in Kerridicus encounter

Luzionist
10-15-2014, 06:34 PM
What is the reset timer of this going to be as it is only 3 bosses and how many items are the loot tables going to consist of, as well how many pieces will we see drop each kill?

Gninja
10-15-2014, 06:36 PM
The current plan is for a 3 day lockout. A couple drops per boss. We have not finalized how deep the tables will be yet.

fiyy
10-16-2014, 12:12 AM
Is there any plans for scheduled events where devs will be hanging out watching? Or just attempt to get friends together and give it a go?

Gninja
10-16-2014, 12:46 AM
Its more than likely going to just be as there is time I will hop on and let folks know I am around. If I am around and not actively testing I can join your guild for some testing. We are also looking at getting some ways for you to test on your own in terms of raid buffs etc.

Yajirushi62
10-16-2014, 10:10 PM
How many other T1 raid zones will there be since this one has a 3 day lockout? Also, if you stick with a 3 day lockout timer, will there be an easy way to set the zone so a guild can clear it twice in one weekend?

Gninja
10-16-2014, 10:11 PM
All of Zavith'Loa is tier 1 and the first two bosses in Highhold and Brokenskull Bay are tier1

Yajirushi62
10-17-2014, 03:13 AM
So there should be enough content to keep a guild breaking in occupied without it seeming like a grind? Awesome, thanks Gninja.

Karsa
10-17-2014, 03:02 PM
1st dungeon looks very cool. 1st mob was pretty straight forward. The 2nd mob seemed bit rough on scouts in particular, not sure if there is damage shield or something to that effect but scouts kept dying. We didn't have lot time with the second mob so maybe missing something strat wise I hope just not big fan having to "range" down the mob.

Gninja
10-17-2014, 04:35 PM
This zone is now open for public testing. There are a few remaining bugs that have no made it to beta yet but feel free to post anything you see as an issue. The One shot boss is NOT active in this zone and will remain disabled until the expansion goes live.

Bloodguts
10-17-2014, 09:02 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Gninja"> <aside> <div class="attribution type">Gninja said: <a href="index.php?goto/post&id=6116041#post-6116041" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">This zone is now open for public testing. There are a few remaining bugs that have no made it to beta yet but feel free to post anything you see as an issue. The One shot boss is NOT active in this zone and will remain disabled until the expansion goes live.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />Will the One Shot boss be tested internally and be functionally working for when it goes live?

Gninja
10-17-2014, 09:49 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Bloodguts"> <aside> <div class="attribution type">Bloodguts said: <a href="index.php?goto/post&id=6116197#post-6116197" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Will the One Shot boss be tested internally and be functionally working for when it goes live?</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />It will be tested just like everything else it just will not open for people to learn the fight before it goes live.

Ucala
10-18-2014, 09:16 AM
My group doesn't meet the requirements to zone into the raid zone <img src="/images/smilies/tongue.gif" alt="Tongue" /> strange

Buffrat
10-18-2014, 04:02 PM
I couldn't zone in yesterday when I tried, too.

Gninja
10-18-2014, 07:43 PM
The zone has to have a flag on it for it to let players in (by zone I mean Tranquil Seas) I flagged all the zones that were spun up yesterday but if they go down and come back the value goes away. I removed the requirement and checked it in so either today or tomorrow it should permanently go away. I will log on and set the flag for the spun up zones here in a few min as well.<br /> <br />The high health of the trash has already been addressed and should be working its way to beta. Same for the going immune. He is supposed to run around to random raid members but you are supposed to be able to hit him while he does it.

Conrow
10-18-2014, 08:29 PM
Ok so my guild went into the zone tonight and did kill the first named and got a pull or 2 on the 2nd so far from what im seeing the trash has way too much hp the adverage trash fight was 15 minutes it kinda felt like pow all over again lol. and also the first named would go imune and run around the raid not doing anything for like 5 seconds then run back to the tank im not sure if thats intended or not so just letting you know about that. other than that the first named was rather straight forward and only took 2 pulls to kill him. also one more thing so you know you cant zone into the raid zone from any instance of TS other than TS1 if you are in 2 or 3 it tells you that your group does not meet the entrance req.

Ucala
10-19-2014, 05:11 AM
during the 2nd fight. if the raid wiped with the add alive (the main big add) he just stayed alive for us <img src="/images/smilies/tongue.gif" alt="Tongue" /> would never despawn

Gninja
10-19-2014, 10:28 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Ucala"> <aside> <div class="attribution type">Ucala said: <a href="index.php?goto/post&id=6116944#post-6116944" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">during the 2nd fight. if the raid wiped with the add alive (the main big add) he just stayed alive for us <img src="/images/smilies/tongue.gif" alt="Tongue" /> would never despawn</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />Have that written down to get fixed. Thanks!

Conrow
10-20-2014, 09:22 AM
ok so we went in tonight and the trash has a lot less hp now but the first named was doing something not sure what that was wipping up over and over again so he was made substatually more difficult than he was friday night not sure if it was intended or not but, from what i have seen in tonights pulls he is a bit too hard to be the easiest named in progression

Taiyla
10-20-2014, 03:05 PM
We raided the zone last night <img src="/images/smilies/biggrin.gif" alt="BigGrin" /> Had a good time and killed all 3 named available. Our thoughts and suggestions were sent to Gninja. I think the zone has some awesome art work! Can't wait to see what surprises will be put down in the "garden" area LOL. Thanks for opening the zone. We hope to see more of the raid zones soon!

Yajirushi62
10-25-2014, 04:05 AM
Went into the zone with a force of people geared in a mix of 1/1energized, 3/3potent, 4/3potent, and various jewelery pieces, and only 20 people.<br /> <br />Teradus the Gorger - It was a fun fight to figure out, not too much to figure out, though the sprints seemed a bit random.<br /> <br />Kerridicus Searskin - Looks like a fun fight, though we had trouble burning the name enough while keeping the adds down, never really got past 95% before we died from the memwipes.

Bloodguts
10-25-2014, 05:51 AM
Hell yeah. Memwipes + Riposte = Win

Gninja
10-26-2014, 04:12 AM
Which mobs have riposte? That should have already been cleaned up.

Errrorr
10-28-2014, 10:58 PM
Teradus the Gorger - Fight was simple enough, perhaps an emote on memwipe would be nice, or it not conflicting with joust. Otherwise ok.<br /><br />Kerridicus Searskin - 2nd named - AoE from the adds was pretty brutal on tanks, especially when adds died so easily and close together. Not sure if our dps was bad due to no uplifting procs broken + only having 22 people in raid, but seemed a reasonably high dps check. As a scout, this fight made me want to punch kittens. Not fun in the slightest personally.<br /> <br />The Crumbling Icon - The port to the lava + following death is pretty random and unavoidance. Random is not fun, and just annoys people. I liked the red text on certain players, made healers have to somewhat co-ordinate etc. I think the adds could do with some kind of explanation how they work, especially combined with the fact that if you fail the fight and try recover, you just reach the 'time' limit anyway. Took a few pulls but killed it in the end after working out exact strat.<br /> <br />Overall - Zone wasn't anything special, trash was annoying but we know that already. For a starter zone guess it'll keep people occupied for a week or 2.

Karnoz
10-29-2014, 10:11 PM
From the MT's point of view, the first and third fights were okay, aside from the mobs seeming to have way too many HP. Could simply be a matter of our Uplifting procs not working, though, which undoubtedly impacted our DPS significantly.<br /> <br /><div class="bbCodeBlock bbCodeQuote" data-author="Errrorr"> <aside> <div class="attribution type">Errrorr said: <a href="index.php?goto/post&id=6121532#post-6121532" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Kerridicus Searskin - 2nd named - AoE from the adds was pretty brutal on tanks, especially when adds died so easily and close together.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>I don't have any problem with the add AE's being brutal; that's what we have stoneskins and damage reduction temps for, after all.<br /> <br />What I <i>do</i> have a major problem with is the <i>way</i> over-used "let's repeatedly drain all the tank's power" effect.<br /> <br />Percentage-based power drains that virtually instantly leave you at zero power without any way of getting power back since the power drain recurs every second or so is a really crappy mechanic. From a tank's point of view, it effectively eliminates player skill from the equation: without power, you can't do anything to keep yourself alive, and you can't get power back by using potions, mana stones, hearts, shards, etc. since whatever small amount of power you may gain is more often than not going to disappear again an instant later.<br /> <br />To recap:<br /><ul><li>Let tanks take massive (non-auto-attack) spike damage that we need to use temps to counter. That's what those temps are for.</li><li>Allow us to actually <i>use</i> our temps, because 1) more often than not, healers won't be able to keep us standing on their own, and 2) being helpless isn't fun for anyone.</li></ul>

headbusta
10-30-2014, 09:13 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Karnoz"> <aside> <div class="attribution type">Karnoz said: <a href="index.php?goto/post&id=6122018#post-6122018" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">What I <i>do</i> have a major problem with is the <i>way</i> over-used "let's repeatedly drain all the tank's power" effect.<br /> <br />Percentage-based power drains that virtually instantly leave you at zero power without any way of getting power back since the power drain recurs every second or so is a really crappy mechanic. From a tank's point of view, it effectively eliminates player skill from the equation: without power, you can't do anything to keep yourself alive, and you can't get power back by using potions, mana stones, hearts, shards, etc. since whatever small amount of power you may gain is more often than not going to disappear again an instant later.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>This. Also not a fan of the incrementing crit chance debuffs (Derig/Irdul), I know the Derig one is supposed to force a tank swap eventually but I've always just tanked it all the way through. And the Irdul one doesn't seem to serve any purpose other than making tank dps more terrible than it already is...

Yajirushi62
11-01-2014, 04:48 AM
Honestly, the titans on Kerridicus Searskin need to lose their memwipe or something if you want it to the be the easiest zone, following old T1 raid patterns, the zone that can be done by casuals and pugs.<br /> <br />Right now Kerridicus Searskin will be a 15 minute fight for any low-end raid guild that comes in, even with the new gear that we have heard nothing about and the new prestige.

Gninja
11-03-2014, 07:39 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Yajirushi62"> <aside> <div class="attribution type">Yajirushi62 said: <a href="index.php?goto/post&id=6122907#post-6122907" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Honestly, the titans on Kerridicus Searskin need to lose their memwipe or something if you want it to the be the easiest zone, following old T1 raid patterns, the zone that can be done by casuals and pugs.<br /> <br />Right now Kerridicus Searskin will be a 15 minute fight for any low-end raid guild that comes in, even with the new gear that we have heard nothing about and the new prestige.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Keep in mind that the zone buffs do not grant the DPS increase you will get from expansion gear so you will have more dps by the time you get there on live.

Gninja
11-03-2014, 07:39 PM
<div class="bbCodeBlock bbCodeQuote" data-author="headbusta"> <aside> <div class="attribution type">headbusta said: <a href="index.php?goto/post&id=6122389#post-6122389" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">This. Also not a fan of the incrementing crit chance debuffs (Derig/Irdul), I know the Derig one is supposed to force a tank swap eventually but I've always just tanked it all the way through. And the Irdul one doesn't seem to serve any purpose other than making tank dps more terrible than it already is...</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />If you are choosing to just continue tanking it rather than swapping then you are choosing to take the reduction in stats. It is not forcing you to do it.

Gninja
11-03-2014, 07:40 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Gninja"> <aside> <div class="attribution type">Gninja said: <a href="index.php?goto/post&id=6120110#post-6120110" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Which mobs have riposte? That should have already been cleaned up.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />Still waiting for this one... If you tell me which mobs riposte I WILL remove it.

headbusta
11-03-2014, 09:40 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Gninja"> <aside> <div class="attribution type">Gninja said: <a href="index.php?goto/post&id=6123796#post-6123796" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">If you are choosing to just continue tanking it rather than swapping then you are choosing to take the reduction in stats. It is not forcing you to do it.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />It's not much of a choice to make.<br /> <br />On Derig you'd have to swap tanks every 2 rounds to drop the crit debuff before you stop critting at all (unless you have a set of gear to have a ridiculous amount of crit, which tanks are already stat starved enough so that doesn't make sense). So your choices are:<br /> <br />1) leave the same tank on the named full time, leaving with 1 tank with terrible dps only holding the mobs through transfers<br /> <br />2) have 2 tanks and swap out after every 2nd round, leaving a tank that's going to be critting 30-50% of the time (maybe less) to try to pick up swarm adds, so the dps will be tanking them basically<br /> <br />3) have 3 tanks and swap after every 2nd round, leaving 1 tank to stand there and do nothing cause they can't crit, while the 3rd tank tanks the adds till he swaps in for the next round<br /> <br />on a fight with dps check like Derig, no one that CAN do it with options 1 or 2, is going to chose option 3 cause they would just run an extra dps class<br /> <br />On Irdul the debuff doesn't wear off (unless we're missing something), so either it's intended that you kill Irdul while swapping him across multiple tanks, and each of them gets slightly debuffed before you kill him. Or the same tank has to take all 10 increments and then get 4 curse cures and resets the increments. Once again this comes down to why would you bring 2-3 tanks when all that's needed for the fight is 1, and on a dps check mob why would you bring an extra tank when you could bring more dps.<br /> <br />Cause when the options are have 2-3 tanks each doing ~1 million dps...or have one tank doing 700k cause he's debuffed but you get to add 2 more dps doing 5 million + dps, it's pretty clear you're going to chose dps classes to fill those spots.<br /> <br />Tank swaps like old Sara Greenheart or the first named in Underdepts (Tel'Koran?) where it was "Mob X doesn't like Tank Y anymore, switch or die" or Maestro in SoH with Mark of Anonymity actually gave a reason to switch. Even the forced swaps on Kreizenn and Vulak are better, of course we've never tested it but I'm guessing there is no hard fail for not having a 2nd tank on Kreizenn and he could just watch the same tank every time if there was only 1 in raid?

Marq
11-04-2014, 06:42 AM
Did some on sunday and finished on monday so here goes a bit, most has been said already.<br /> <br />1st named looked pretty nice and simple for a first mob. The AE is easy to time and joust, the memwipe tho could use some kinda notice and pref maybe not have it overlap the joust, tho its more a minor nuisance. Mob didnt seem to hit anyone when it wiped and ran thru the raid (not even the person it went to). Nice and simple fight for a starter up.<br /> <br />2nd named, took a few tries to figure out who and what causes everything to go to bad or worse. Good ideas, tho would like to see the stoneskin down timer increased a little bit. Ofc dps isnt what it prolly will be, but for entry zone its a really harsh long fight, not hard but really long if dont get too much time to go in (really sucked for scouts). Tanks didnt seem to take too much a beating from the adds blowing up, only went really bad if some of the other ppl ran in too early and got to dot too and multiplied it more (or killed healers with it). Very annoying fight, simple but dunno if its really on par for a starter raid.<br /> <br />3rd named, seemed sorta iffy. The stacking debuff is easy to handle with 2 tanks if. The port and root in lava basically always seemed to kill the person ported instantly with no notices on being ported or anything. Very very dull fight to scouts in old gear and just beta buff cause they couldnt really go in or they'd die to lava splash (dunno if placing mob diff can help on that). Adds after 50% seemed to have a sorta good logic as long as ppl watched what they hit. The red emote call could maybe use a sec or 2 more before it goes off, on live it will likely be too laggy to react to. Tanking it had some very random lava splash death to 8-9mil hits, when the usual was around 600k or so. Seemed okish for a boss fight, maybe a few tunings needed. Could use some notice of being a timed fight (Maybe like Blaa blaa idol seems to draw power, if you take too long it will kill you, or something that hints it limited). Once we got strat idea down, seemed easier then the 2nd named.<br /> <br />And is there supposed to be a 2nd quest after the one you get here? tried looking for it in Pirate raid but couldnt see anything around zonein or first name.

Errrorr
11-04-2014, 08:30 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Marq"> <aside> <div class="attribution type">Marq said: <a href="index.php?goto/post&id=6124084#post-6124084" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">And is there supposed to be a 2nd quest after the one you get here? tried looking for it in Pirate raid but couldnt see anything around zonein or first name.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Quest should update after first 3 nameds and give you a load more to kill for next updates.

Yajirushi62
11-04-2014, 10:40 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Gninja"> <aside> <div class="attribution type">Gninja said: <a href="index.php?goto/post&id=6123797#post-6123797" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Keep in mind that the zone buffs do not grant the DPS increase you will get from expansion gear so you will have more dps by the time you get there on live.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Yes, but our dps won't go up too much without getting the T1 raid dropped uplifting procs, and with the adds memwiping every 30s, leaving even two up will start to kill our raid since they can one-shot anything but a tank.<br /> <br />Also, we're currently in the middle of rebuilding our raid-force, we lost about two groups of players recently and are finally at the point we can manage to scrape together three groups of players about half the time, so are we just stuck not raiding current content (and losing players while we don't raid), or do we try the impossible task of killing a name with one-shot memwiping adds?

Meshuggahx
11-05-2014, 01:17 AM
We just did this zone, was mostly fun, took us about 3 hours to clear it which is not bad for easy zone. I personally enjoyed it as a mage, our scouts less especially on the named that pops golems and the lava guy. Trash hp also is fine imo, took 1-2 mins to clear a trash encounter which is fine. Our monk did seem to get hit harder than our zerker but that's more related to class balance than zone balance.