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Thread: T5 Tactics

  1. #121

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    Quote Originally Posted by Ernests View Post
    Yes. But Heart of Fire infects instantly. It is therefore perfectly aware how many people need to catch Heart of Fire at EVERY stage of boss.
    It is known that the first phase has 4 people on 80% of boss. The question is how many people need in other stages. But the most important issue when other phases begins?
    I'll find this out and let you know the exact % and how many get it. What we do is control who gets the first 4 and they will tend to get it the entire fight (unless people die and get rez'd, hint!), but at some point when others proc it, it becomes an issue of people realizing they have it and know where to move so it does not spread. So as the fight progresses, it becomes a matter of player responsibility, if they have Heart of Fire, they need to move to a safe spot and not spread it needlessly, same goes for those without HoF, they need to avoid those with it so they also don't get it.

    FYI at the end of the fight, everyone gets Heart of Fire!

  2. #122

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    Quote Originally Posted by Ernests View Post
    Yes. But Heart of Fire infects instantly. It is therefore perfectly aware how many people need to catch Heart of Fire at EVERY stage of boss.
    It is known that the first phase has 4 people on 80% of boss. The question is how many people need in other stages. But the most important issue when other phases begins?
    It's pretty irrelevant how you're thinking. You don't _need_ to know how many get the initial one..
    Fass
    Professional northmen slayer of saga
    {Circle of Eternity}

  3. #123

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    Kinda irrelevant but not too much : are T5 and Dragon Spine a good reason to come back ? heard that palace is on the way too (or its done ? i dont even know)

  4. #124

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    1 awesome lvl 80 playfield, 2 interesting dungeons, 4 raid bosses that are...not forgiving.
    And there's the achievements system.
    Cestriss will have to wait though.

    Enough to come back for at least a month or two


    Tonton

  5. #125

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    T5 is only content if you can get back into an active raiding guild that successfully runs that tier and can bring you there. If it's the case, then yes T5 is cool, as in the mechanics are engaging, gearing up is very fast (weapons can be tricky to get still) and overall it's decently made.
    Now some people, like me, will whine about armor visuals and stats which are rather meh, but it's still a decent tier.

    As for dragon spine, it's the highest quality content in AoC. by that i mean that the map is awesome, the storyline is unparalleled in game, TSW style and level.
    The 2 dungeons, the sepulcher of the wyrm and the coils of ubah kan are also top notch. Coils being i believe the best dungeon there is.

    For anyone who likes lovecraft, dragon spine is a must do.

    But right now, i believe the main reason to come back is the achievements system, which is just the best thing that happened to AoC in years, or maybe ever. It just adds another layer to AoC which creates a brand new dynamic to the game.
    In itself, the system is awesome, but the players response has really increased the quality of the gaming environment a lot.
    Playing AoC now is just better overall with that new system in place.
    {Circle of Eternity}
    Mellaus
    Lachdanann dt | Aldebarrand guard | Ataraxes demo | Tangorogrim tos | Aranruth barb | Demether pom | Errant ranger | Diluvien sin | Hekatomb necro | Haemmer bs | Nyarlathotep tos

  6. #126

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    Ty you two, and hey Tonton gonna unbury my templar and take her for a tour then. Just a question, did they nerf T4 yet ? or is it the same than like 2 years ago ? was pretty fun to do it, and well when they butchered T3 it kinda lost the appeal so


    TSW's level for story huh ? I mean tsw is basically the best thing ever done since khitai on a pure lore point of view, so I'm curious now

  7. #127

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    Quote Originally Posted by Sygmaelle View Post
    Ty you two, and hey Tonton gonna unbury my templar and take her for a tour then. Just a question, did they nerf T4 yet ? or is it the same than like 2 years ago ? was pretty fun to do it, and well when they butchered T3 it kinda lost the appeal so


    TSW's level for story huh ? I mean tsw is basically the best thing ever done since khitai on a pure lore point of view, so I'm curious now
    T4 is still the same except they switched around the loot tables and you can kill last boss first if you desire.

    If you don't get into a t5 raiding guild you can always try to get a pug group for time trials ;>
    Fass
    Professional northmen slayer of saga
    {Circle of Eternity}

  8. #128

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    Hey, wasn"t able to share the strats, i can now, that's what i got so far, hope it helps :

    Yakhmar:
    Yakhmar Whitehits: 2k - 2,5k Crushing DMG
    Yakhmars Slam: Melee DMG that goes through the whole cave and is a punishmeht when nobody is next/in front of yakhmar to tank him (seems to be same principle as the flesheaters in T4 @ imp)
    Broodcall: Puts a little "icecloud" under the 4 furthest players from boss and determine the target and location for the add spawn. Ppl targeted with this cast have a symbol above their names which indicates that they have been targeted. Furthermore the adds have a fixed target (the person that spawned the circle), adds do a lot of dmg to tanks (5k hits). Timer seems to be 50 Sec spawn to spawn 47 with cast 50.
    Freezing Gale: Creates a Circle around Yakhmar that does some Frostdamages (1- 1,5k). If you stay outside that circle when the cast ends you gonna end up in an iceprison if you stay inside you can avoid being frozen. So it looks like we have to accept the damage of that cast to have more time to focus on the adds. Timerseems first time 32 all following 45
    Temper: reset the agro of the adds to the main agro holder of yakhmar
    Tremor: Burns Mana +Stamina. After every second tremor there will be "they hunger" cast
    They Hunger: After 2-4 seconds from the end of this cast, every toon get a debuff called "They Hunger", and everyone must use the "active blocking" ability (the default key is X) for the entire duration of this debuff or get oneshotted. First one 60 sec after pull then every 105 sec, use bloodmana/tap things at each second pop of worms to be sure that the groups has mana/stamina to trigger the blocking.
    Bolts of Pure Ice: This cast spawns 3 ice orbs that run towards the boss and can be defused by hitting them with a toon... they should not get close to the boss so they don't stack their aoe dmg at one point. If they stack at one point its automatically a wipe. Also the number of Bolts increases with the usual boss percent thresholds 75% (3 bolts) 50% (4 bolts) 25% (5 bolts) Timer: 40 sec after 1st spawn (75%)
    Ways of doing it:
    - full burn, kite the adds and don"t kill them, after each temper tanks have to swap agro on yakhmar (using goad), tank who had agro on yakhmar must kite the adds until the next temper, at this temper adds will go on the current main tank who will have to kite them
    - kill the worms using bewinder/fangs or kite them around the raid and kill them while they move

    Vistrix:
    Masters Call: Pop 4 teleporter spwan at the top of the agro list (similar to the ones in enigmata of yag). Players that go trhough those teleports get a buff called "essence of tataros" that prevents them from getting hit by the retrebutive damage of the adds. There are 2 addteams needed since there is a blocker appearing after a certain time. Also there is two adds one that does nothing but just buffing Vistrix (Red Mob - Augementer) and the other one is fighting back (Blue Mob Destroyer of Tataros). The trick is to stack the adds and beat them down together, kill the blue one first. After killing the blue one, you need to burst the last 25% of the red one. Timer 5 sec after pull afterwards every 42 sec
    Masters call*: 4 teleporter on the ground also pop 4 mob, they have minion status, meaning mages can instakill them, they can also be cced.
    Dark Flames: Frontal cone AoE Damage. Damage is split between players that got hit by it (similar to shadowsurge of thoth amon). Single Players get him by around 50k. Minimum Number of Players that have to be hit seems to be 5. Heals have to make sure not getting hit by it (run to the side/damage camp). This can be also taked by an isolated dread shadow to avoid any dmg on tanks.
    Funeral Flames: Is going to be cast on the aggroholder and all people that are close to him. It brings up a buff over their namebars which lasts for 4.5 secs. After those 4.5 secs the affected players trigger self centered bomb, which means they have to spread out to only get the dmg of their own bomb and do not damage others with it. Usually only tanks should get affected with it , so they can spread out quikcly and gather again. This can be also taked by an isolated dread shadow to avoid any dmg on tanks.
    Tartaros Vapors: Roots the Raid and buts "jumping pieces of soil" under their feet. The root can be broken by the new Vistrix Bane (8m Range 90° Cone). The jumping soil determines the locations for the firepillars at the follwing cast erruption. Players need to jump out of those otherwise they get onehit. Avoid your own "jumping soil" and the ones of other players.
    Erruption: Lets the determined locations of the jumping soil explode in a pillar of flames.
    Heart of Fire: Lowest on agro list get a burning circle around them which can also infect other players with it. 4 lowest on agro gets it first, then it's 6 when the boss is at x1, up to 8 later, last 10 % everyone get's it. If 2 players with the Heart of fire get to close together and touch their circles the stack goes up by 1 and causes more damage.

    Champion:
    Touch of Hyperborea: Freezes all Players in a 180° cone in front of him. Also freezes the highest in Aggro per archtype (Rogue - Priest - Mage). This spell kicks down current aggroholder, use a goad after each touch of hyperborea fix the problem. Tanks can avoid the freeze while running behind the boss when cast comes up. Later in the bossfight more ppl will get frozen up to 9 (3 until 66% - 6 until 35% - 9)
    Focus of the Masochist: Selects a target and charges it 3 secs later. Boss can target everyone except the aggroholder.
    Focus of the Sadist: Comes after Focus of the Masochist. Charges back to the aggroholder.
    Rage Implosion: Boss will trigger a massiv Aoe if he can"t charge the targets ( being to close to him, to close to a wall or if he can"t charge you because he doesn"t have a line of sight )
    Eternal Winter: Puts a snare and a ring on the player. The ring indicates a personal aoe "icebomb". If players stand in each others ring they get their own bomb dmg and the dmg from the neighbor. After 6 secs players get rooted and bomb explodes. --> Raid needs to spread out. Comes at 75 - 66 - 50 - 35 - 25
    Last 15%: boss will charge until he dies ( masochist and sadist ), during this phase no more touch of hyperborea or eternal winter but adds will pop from each door, i don"t realy know the timer, 1 add from each door every ~ 30s until boss dies. There will be constant magic dmg on entire raid during this last 15%.

    Kyllikki:
    Cross Buff: Who ever gets hit by Kyllikki, needs to have the cross buff on him or it triggers "Winter madness" what's a massive hit on the whole raid.
    Deep freeze: Healers get a -90% heal modifier and need to remove that on Altar 3.
    Beautiful death: a hard ticking DOT (unholy dmg) on a random player and needs to get removed asap on Altar 2.
    Snow and sorrow: a "Snowflake" going to the player furthest away. If you go into that "snowflake" you get frost dmg and a slow. Timer for Snow-kiter: 25s
    Time fades away: a Buff ticking on the Aggroholding Tank that has a 25s countdown. The buff gets renewed as long the Altar 1 isn't active. One tank need to tank the first 3 altar, second tank on boss need to be second on agro (tricky part is that he have to stay 2 on agro, never get the main agro) then he need to goad the boss when the boss swap to altar 3 to 1 so the tank who has the time fades away can remove it on altar 1.
    Tornados: First at 75% then every 15% there will be Tornados within that cross in the middle. We must avoid those by all costs or it procs a Snowflake.
    Boss Damage types (sure related to the weapon phases, each 30s):
    Cleave of the northern Wastes: seems slashing dmg on the Aggroholder ~1k/hit all 2s lasts for about 30s
    Blades of the dark sun: Unholy dmg, Aoe dmg to whole raid twice in 30s, in between just some regular white hits for ~1.5k/1.5s
    Fury of the sleeping stars: slashing dmg to the second on agro list ( must be a tank )
    Sons of Winter: The Sons are related to the Bosses weapon phases. New Sons all 38s.The Sons should be picked up by Tanks and kited around pillar, there will be 8 sons from each door.
    Wolfes: Wolf of Jari should be kited the whole fight. Ghostly packs are minions, need to OS them.
    Ways of doing it:
    - full burn, kite the adds, entire team burst the boss.
    - kill the adds, then the boss

    Those aren"t stolen strat or what ever, i got 5 toon with t5 ring, it's from my own experience, prety sure there is lot to add, anyway, have fun.
    Edit: thanks for sharing everyone.
    Last edited by Sloubi; 20th June 2015 at 19:34.

  9. #129

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    Your Heart of Fire info is wrong, everyone gets it at 10%, not 30%.

    Also need to include Rage Implosion mechanic for Champ fight.

  10. #130

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    Quote Originally Posted by Sloubi View Post
    Sons of Winter: The Sons are related to the Bosses weapon phases. New Sons all 38s.The Sons should be picked up by Tanks and kited around pillar, there will be 8 sons from each door.
    Edit: ty texan.
    You know you don't have to kite them, more fun and challenging way is to actually kill them

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