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Old 10-26-2014, 04:11 AM   #1
Gninja

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This zone should be open to anyone who has defeated the Cumbling Icon in Zavith'Loa: The Molten Pools. It should be available next update. Please leave any feedback on the zone here!
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Old 10-26-2014, 05:45 AM   #2
Monstuhr

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Gretha the Frenzied. Appeared to be a simple tank and spank. Occasionally he spawned adds "swarm" that died immediately when they spawned. The buff that made him immune to damage stayed on maybe another 20s after the swarms died. There was a cocoon that didn't seem to do anything. The healing was basically non-existent. He literally just stood there and we just dpsed him until he died. I think he is missing a number of elements or the elements he has are not doing anything.
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Old 10-26-2014, 03:10 PM   #3
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Can you change that so that the Zone is available to everybody ?
- Some of our RAID Members did not attand the RAID in Zavithloa last time we did it, so we would have to clear that Zone again, to "flag" them to get into CH
- I personally attanded the Icon kill with my Main Toon, but since the Gear was put into the Solo Sig Line, I recopied my Toon from Life and did the Sig Line again, to get a look to the new Gear and eventually did another run thru it and /bug'ed the remaining issues i found, so my Toon will probably also not be able to get into CH because its recopied and does not have the Achievement on him
- Usually we swap Lineups going thru the Zones, taking Healers in and out to get more DPS or can stand Heal Checks better. A lot of people here miss the Achievement from the Icon.

So it would help us all testing much easier if the Zone would just be opened for everyone for testing. The means of "Progression" will be interesting on Live Servers only i suspect.
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Old 10-26-2014, 05:27 PM   #4
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I'd assume it's like every EQ2 keying mechanic in recent history where you only need one person per raid to get the entire raid in. Especially given that it's a relatively early tier zone.

Torso guy in the zone was pretty funny once you get it figured out. Messaging was enough on it, the only thing off there was that his increment buff resets (falls off) once he enrages, but the AE stays at its full power until the enrage finishes. It's still plenty doable that way, but considering the increment is what is (supposedly) controlling the damage on the DoT the counters should technically be left visible until the enrage finishes for that to stay true. Not a big deal if the script forces it that way though or would otherwise break things, since it's more a visual/nit-picky thing.

The Punisher guy I really like how the RW-dot is set up, especially how it's proportional and not a hard cap -- really lets the raid (leader) decide how hard to push it based on how much they can handle. Rest of the script is also thoroughly messaged with more than enough grace time given, considering where the zone is progression-wise.

Monstuhr covered the last named (Grethah) above. Seemed like the script was pretty broken on it.
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Old 10-27-2014, 05:27 PM   #5
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Yeah Grethah got "rebalanced" and tripped over the nerf bat a little too hard. I am working on it today.
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Old 10-27-2014, 05:49 PM   #6
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I thought the nerf bat was more like that game where you put your head on the bat, spin around, and try to run.
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Old 10-27-2014, 07:32 PM   #7
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Want to see Ttobey/Kander doing this on the next EQ2Insider please.
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Old 10-28-2014, 07:16 AM   #8
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Genesis- permafrost

attempted the torso guy as others have said seems like it going to be a fun encounter with the pulls we took. I really didn't notice any difference in the mob when he enraged graphic wise the triggered effect on the mob went up like clock work. The tells to do something or else seemed to be spot on from what I can tell.

Lastly trash HP in there was way too high and needs toned down some.

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Old 10-29-2014, 12:08 AM   #9
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Torso - Fun fight. I liked it. Seemed well tuned.
Grevog - I liked this fight too. Reminded me of Sarah Greenheart/Tacticians Armour. Only thing I disliked was the elemental can go on the person tanking which can be very unfortunate. Perhaps something that stops elemental landing on the mobs target would be useful.

Trash - Skeleton things have too much HP. Spiderpigbearcrab things seemed fine.

More feedback to come Thursday.
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Old 10-29-2014, 07:42 PM   #10
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In fights where there isn't a whole lot of chaos as in adds or some such tanks will be included in checks like that. Tanks are only made immune to those checks where its very obvious they need to be. That is part of the challenge of the encounter even if it is a rare challenge. It also means the tank has to be ready to react instead of watching TV on another monitor Smile
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Old 10-29-2014, 10:17 PM   #11
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It wasn't so much the Fighter getting the elemental, it was the person who took over after the 'swap'. We used an assassin who was in defensive stance, with Warden, Mystic and Inq, and was healed fine most of the time, but the one death he had, coincided with the elemental and as such caused the wipe. We may well have done the fight in a way not intended, but it was just annoying that while assassin was tanking the 3 times, he got elemental every time too.
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Old 10-30-2014, 12:04 AM   #12
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The elemental hitting tanks (or anyone who is tanking the mob) is fine, imo. You don't even have to swap because of it, the mob can be brought to the fountain (you just lose a bit of time doing dps). The damage on the elemental itself isn't so bad that it's going to be instant death if the tank (or scout-turned-tank) gets it while the named is on them; at least it wasn't during our testing, but YMMV on live when we're actually working on gear to get there rather than having a set resist level.
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Old 10-30-2014, 06:39 PM   #13
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We did this zone last night. Gretha the Frenzied I'm guessing was patched since the first person reviewed the fight. The cocoons now act like time bombs the raid needs to joust from. Not bad, just requires paying attention. The adds that were posted as instant dying don't do that anymore lol. They had crazy amounts of HP with a fail effect if not killed fast enough. I think someone added a few to many zero's to their HP. We'd barely get one add to 50% before the fail effect.

The first two fights seemed to be working as intended.
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Old 10-30-2014, 10:22 PM   #14
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Mob HP on Gretha really out of whack.

[IMG]

Named only had 47 billion BigGrin
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Old 10-31-2014, 12:32 AM   #15
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Can scrap this. After tanking it myself whole fight basically, no real need for it. Just required to actually set up mildly tankish. (Go go PoW shield).
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Old 10-31-2014, 05:52 PM   #16
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Yeah the scout shouldn't have to be super tank spec or anything.
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Old 11-03-2014, 01:39 AM   #17
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Gninja while trying to learn the encounters its difficult to tell what exactly is causing a wipe. All the mobs "enrage" abilities outright kill people without providing any text for a parser to read. Could we atleast get some feedback for the torso to more easily tell what just ate the raid (running scared tick/ vs enraged)
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Old 11-06-2014, 06:50 AM   #18
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Grevog the Punisher: I feel like this fight is just shy of perfection in it's current state. I feel like Nexona should probably spawn closer to 50%. Also, charm didn't seem to work on her (Nex), so it was a touch problematic when she was hit with the elemental since we couldn't get her to move. :-(
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Old 11-06-2014, 02:16 PM   #19
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I don't think Nexona knows the strategy to the encounter, thus causing the raids to wipe due to her lack of knowledge.
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Old 11-06-2014, 04:34 PM   #20
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I see what you did there...
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Old 11-06-2014, 06:32 PM   #21
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Like, we clearly told the raid to stand in the water. She chose to stand next to the boss and die after flames were thrown.
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Old 11-06-2014, 07:06 PM   #22
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In all fairness, it was kind of a glorious nightcap.

Serious question, can you put a time limit on that encounter? Make it like... An hour or so... And at the end of that hour, include an Easter Egg effect? Whether that be Nexona... A field of brigand ratongas... Giggling gnomes... Anything would work, really.
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Old 11-06-2014, 09:14 PM   #23
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3rd Named - Are the adds intended to have 28billion HP each? 1 wave of adds has more HP than the named encounter. I know it's meant to be a jump up in progression, but it seems oddly high.
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Old 11-06-2014, 09:42 PM   #24
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Also, the armour patterns from first 2 nameds when consumed gave Energised gear. Not sure if intended at this stage or not BigGrin
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Old 11-06-2014, 09:45 PM   #25
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The set of adds are supposed to have a lot of health. You wont get as many adds if you kill them fast enough. The third named is a major step up from other two. The health might be a little high but I would rather them be too high than too low.
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Old 11-06-2014, 10:16 PM   #26
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The health of the adds combined should be as high as the DPS you expect raids to have at that point in the game when we get to him/her/it.

Our raid didn't have the right amount of dps with the gear we had last night, but if you believe our dps will go up from upgrades we get from the previous encounters before we get to him, then it should be alright.

In my opinion, i think the health might be too high, but we'll have to wait and see what kind of dps are we able to do when we get to him when expac goes live.
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Old 11-07-2014, 09:47 AM   #27
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Named has 30 Billion HP, is a step up from 1 and 2 to the third, i see that. Adds sit at 2,8 Billion and there is a set of 4 spawning you have to kill in :30s in order to prevent the next set of spiders to join.

So doing some math .... 2,8 Billion * 4 = 11,2 Billion (we recall first and second named had 20 Billion and are probably designed to be a 6-10m fight ... so these adds have half of the Named HP and are to be killed in 30s just seems odd at this point ...
So to kill them in 30s you need to spike up to 373 Million RAID DPS for 30s on them ....

Suppose its designed to sit around 100 Million RAID DPS to get those they would need to have combined 3 Billion and that leads to 0,75 Million HP each Spider. Lets say you do combined DPS even better than single target i would guess 1 Billion to 1,25 Billion would be ok for those spiders to have it be a hard DPS Spike Check.I just guess the plan was to have them 2,8 Bill combined, that would fit ...

Having in Mind, that Heroic bosses sit at around 3 Billion HP each i think those spiders are out of the scale and should be downsized to around that 1 Billion HP each.

They spawn at 90% of the MOB so if there is not anything other to come in that fight and having that encounter in Brokenskull in my mind where adds also start spawning at 90% i would expect them to spawn at 90,70,50,30 and 10% so thats quite a Check on those. Plus you have to move (and you can not cast on move on that encounter if you not use Scout abilities to do so) to avoid exploding cocoons AND you have a rezz immune for :30s if someone dies in that part loosing the DPS....

I dont expect things to be easy, even if this is designed to be a harder check, BUT just running the maths and the script comparing to other heroic and raid stuff we tested its of balance imO...
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Old 11-07-2014, 11:23 AM   #28
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I think its too early to say if DPS checks will be met, there just isn't the data available due to lack of itemisation. DPS checks should always be left high and adjusted later. Based on those numbers, it shouldn't be out of reach for a proper raid.
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Old 11-07-2014, 02:35 PM   #29
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True story its early to tell that, but just running the numbers in comparison to each other...

If it is in Proper reach and in line Named HP before that and in Heroic content is out of concept.

Just makes no sense to put Adds that are intended to be kille din 30s on 11,8 Bill HP and Heroic nameds have around 3 Bill or even RAID Mobs without Adds sit at 20 Bill ...

I am not saying it might not be killable for well geared RAID, but its not in line to other encounters. And nobody wants another expansion like Tempel 3 or Deathtoll where only 10% of the raiding population gets to see at the end of a year. Game design should aim to get 60-75% of the Players thru designed content till next content is implemented. That did not happen in ToV. No one wants an easy game, no one looks for easy peasy encounters, last expa around 35 Raid Guilds ever hit MaW and that probably was not the goal...
Plus Castle Highhold No Quarter seems not to be the End Game Zone. I think that would be Altar of Malice ...

Just saying, that by running some Math it is not seeming to be in line with the other content.
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Old 11-07-2014, 04:34 PM   #30
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The numbers are set to 2b hp each X4 with 35sec to kill. Adjusted yesterday. Its roughly 200m dps check. That still may be a little high but like Ebofu said we would rather shoot high and adjust down if impossible after full gearing than have to adjust up and someone get progression where others cannot.
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