Altar Of Malice - Heroic Instances

eddie43302

Senior Member
He casts sacrifice. Whomever sacrifice is on is a devastating aoe. Sounds like your guys are not returning to their original position after they got ported on top of the person with sacrifice on them. As long as your not standing on top of that toon the fight is cake. I pause the bot and put my guys in a circle, about 5 - 10 meters apart, against the wall then cs jo ji then hit joust out. I then pause the tank pull the mob then hit resume. Its kinda similar to Mojaina for positioning but it is very important your guys run back to their original position. More heals wont help the fail condition. Less heals and more dps would be better.

Is there a revised strat for Embodiment of Gore for the baddies that cant make the dps check? I was used to getting roflpwnd because of the inquiz bug but the fight definitely looks like its been patched to fix the x2s. Best Ive done is gotten them to 30% before they morph. Tried more heals and that was a no go.
still cant kill this guy.. all my guys return to the circle but for some reason at a certain point they start getting hammered even spirit tapped my group spikes like a mofo and will die... the first 50% of the fight is cake..
 

bjcasey

ISX Specialist
still cant kill this guy.. all my guys return to the circle but for some reason at a certain point they start getting hammered even spirit tapped my group spikes like a mofo and will die... the first 50% of the fight is cake..
Are you using a set up? If you are using my set up, do you have all of your characters with a different group role? Each group role has it's own camp spot location in the circle.
 

appleuser

Well-Known Member
Castle Highhold Event Heroic

When you get red text about Zona gathering energy towards toonname, is that toon supposed to get out? I got the text "the prayer against you has gone unanswered" a few times, and a couple of near wipes.
 
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Sunomi

Senior Member
Rhag and disciples

I've tried this fight several times (using Kannkor's setup) and the furthest I've gotten is to the second add. I feel like I easily have the gear cross all 6 toons, the dps, and my cast stacks are pretty decent since I can kill just about every other named in ever zone (heroic) with no issues. I'm sure there's still some tweaking left to do on cast stacks, maybe a tiny bit of reforging and adorning but all in all my group is pretty sound. I'm just checking in to see if anyone has any advice/strat for killing this mob so I can knock it off my check list.

I know using Kannkor's setup that sometimes when the group joust's the bubbles they (or the tank) runs into the invisible wall and gets punted back to the door) which is a PITA but other than that I'm not sure what else I can do.
 

Cheesy

Well-Known Member
Castle Highhold Event Heroic

When you get red text about Zona gathering energy towards toonname, is that toon supposed to get out? I got the text "the prayer against you has gone unanswered" a few times, and a couple of near wipes.
I believe they are meant to joust out yes.

However, the effect is AE blockable, it is also just a stun or a stifle (I forget which), so if your healer(s) is running the adorn, should be no issue.
 

Sunomi

Senior Member
Rhag and disciples

I've tried this fight several times (using Kannkor's setup) and the furthest I've gotten is to the second add. I feel like I easily have the gear cross all 6 toons, the dps, and my cast stacks are pretty decent since I can kill just about every other named in ever zone (heroic) with no issues. I'm sure there's still some tweaking left to do on cast stacks, maybe a tiny bit of reforging and adorning but all in all my group is pretty sound. I'm just checking in to see if anyone has any advice/strat for killing this mob so I can knock it off my check list.

I know using Kannkor's setup that sometimes when the group joust's the bubbles they (or the tank) runs into the invisible wall and gets punted back to the door) which is a PITA but other than that I'm not sure what else I can do.
Finally cleared this zone...christ, lol. I ended up doing it the manual way. Turned off move in front, move behind, move into melee range on the group. Used ofollow plus ofollow++ and went to town. I ended up jousting the bubbles by the entrance to the mob since it gave me more room to work while allowing my toons to get behind the mob as much as possible using ofollow++. It took me at least one round of mender bots as the first name seemed to one-shot a toon randomly. I think overal the fight took 30ish minutes and the last name that becomes two took forever to sit there and just burn down.
 

eclipsed

Member
anyone have an updated method for killing Kladnog in Thresinets?

Kiting is impossible. And BJ's method of using thought snap/magnetic note is not reliable (they almost never work). I've beaten all dungeons outside of the ossuary event and still this one fight gives me trouble. I beat him but usually takes about 10+ wipes before everything lines up enough to work.
 
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Apop!

Member
Make sure you kill all the trash before kladnog if u are having trouble. For each add that is up, it seems the green pools spawn faster. make it easier on yourself by killing all the trash first.

Clear all the way around the castle courtyard, as he summons from the entire thing
 

litewave

Well-Known Member
What I found that works is to not use the script (most times the group just stands there in the green pool if it happens to spawn there), but rather set default autofollow and then set the distance to be a bit farther than normal, then move the tank in a zig zag pattern when a pool starts to form, from one end of the castle yards to the other, always watching to make sure you zigged far enough that the group avoids the green pools by enough margin to avoid being in them when they grow larger.
 

eclipsed

Member
the problem with note/snap is dependent on timing and where your tank ends up getting thrown to. I have issues with double skull cracks occurring or sometimes the infection lines up to be cast immediately after due to high dps and it gets on the group stifling everyone. Also if you get kicked too far, you either have to wait longer or if you use it right away then the tank has issues getting aggro back as it wears before he even gets in range of the stunned tank.
 

appleuser

Well-Known Member
Trouble is sometimes G2 runs through the ppol to reach the tank. I've had moderate success with BJs script, I usually find that there will be one nasty skullcrack at about 40% which isnt sorted in time, and he casts the nox pool on the group. At this point I usually just stick group on max follow and run them out of pools manually. BJ, up there you mention Thought Snap and Mag Note, is Coercive Shout also coded into the encounter?
 

bjcasey

ISX Specialist
Trouble is sometimes G2 runs through the ppol to reach the tank. I've had moderate success with BJs script, I usually find that there will be one nasty skullcrack at about 40% which isnt sorted in time, and he casts the nox pool on the group. At this point I usually just stick group on max follow and run them out of pools manually. BJ, up there you mention Thought Snap and Mag Note, is Coercive Shout also coded into the encounter?
Coercive shout is not coded because it has a small radius of effect.
 

bjcasey

ISX Specialist
The PC target has to be within 35m. It is a pbaoe on the PC target. If any mobs are outside of the range, it won't stick them to your target.
 

Gene2713

Active Member
So has anyone completed the Oss event then? I can get the Legion of Many down to 15 percent everytime but then verdict fails at 13 and i run out of saves.
 

Luclore

Well-Known Member
I use Crunked's strat......works every time.

But seriously, I am currently stuck on the final encounter. Need to mezz Lazon it seems for half the fight. Hard to box. Legion is cake now - I ignore the adds and burn him. Between the guard stoneskins and the mystic/inq combo I dont have an issue. Second encounter would be nice to have Kannkor script an auto target for the toon that needs to pull Ubis out of the shadows, but switching to that toon manually is doable.
 

Luclore

Well-Known Member
ok, so Choir is down. Here is a summary based on my crew/playstyle (guard, inq, swash, mystic, coer, dirge):
Legion of Many. Ignore the bonepiles. Burn the named. Dont let the increments get past 10 and if any spirits spawn, kill those then back on named.
Etet and crew. Kill Etet, Ubis and the other in that order. Move on the nox cloud. Toggle to the toon that can pull Ubis from the shadows and hit a CA or auto to make him visible.
Lazon and Val. Need to mezz Lazon until Val is down. I think u need over 2k + of subjugation on ur chanter. I have 2.5k for this fight. Turn Dagger Storm off and your ranged attack on ur chanter. I pause my chanter, mezz, then resume for about 30 secs. Rinse and repeat. After Val is down, Lazon will run to the south and spawn adds. Keep ur crew in the middle of the zone and burn adds down. Lazon calls adds at 80, 60, 40 and 20. Big heals and lots of death prevents during this time due to stuns, etc. AOE blockers are a must. At the end of the fight Gninja comes out and hands you loot to make your ogre/bj friends jelly. Enjoy.

Edit: Forgot to mention that you only cure curse on your tank for the last fight. Ignore the other toons.

Edit Edit: There is a Target command that I set an MCP button. I now use it once Ubis goes invis and set for 'all'. It reliably pulls him out of the shadows.
 
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Kevinshp

Well-Known Member
Dont let the increments get past 10

So he seems to inc when adds are up what is needed to keep him from getting the increments?
 
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Loppy

Active Member
I'm wondering if anyone can help, I'm having real trouble with the last named in Ssraeshza Temple (Kavis Set'Ra). Its a mechanics problem which I don't know how to fix.

When its time to swim up to the HO mobs the tank moves around ok and 'fly up' works fine. The other 5 toons in the group don't move regardless of what I try ('lets go' or 'resume' does nothing). The other 5 wipe really quickly as they're standing in the nasty stuff. I tried 20 times today with no luck!

Does anyone else have this problem and how do I overcome it?

Thanks
 

Kevinshp

Well-Known Member
I'm wondering if anyone can help, I'm having real trouble with the last named in Ssraeshza Temple (Kavis Set'Ra). Its a mechanics problem which I don't know how to fix.

When its time to swim up to the HO mobs the tank moves around ok and 'fly up' works fine. The other 5 toons in the group don't move regardless of what I try ('lets go' or 'resume' does nothing). The other 5 wipe really quickly as they're standing in the nasty stuff. I tried 20 times today with no luck!

Does anyone else have this problem and how do I overcome it?

Thanks
every one of ogre follow no movements such as move into melee or move behind, and then click on the ogre (flyup) button just leave it on for the deration of the fight.
 

bjcasey

ISX Specialist
I'm wondering if anyone can help, I'm having real trouble with the last named in Ssraeshza Temple (Kavis Set'Ra). Its a mechanics problem which I don't know how to fix.

When its time to swim up to the HO mobs the tank moves around ok and 'fly up' works fine. The other 5 toons in the group don't move regardless of what I try ('lets go' or 'resume' does nothing). The other 5 wipe really quickly as they're standing in the nasty stuff. I tried 20 times today with no luck!

Does anyone else have this problem and how do I overcome it?

Thanks
This is automated with ISXBJ 108 to be released tomorrow or if you can't wait you can download my test patch in my website.
 
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Loppy

Active Member
This is automated with ISXBJ 108 to be released tomorrow or if you can't wait you can download my treat patch in my website.
Talk about timing :)

Brilliant, thats great news! Looking forward to the patch BJ and thanks for your great work!
 

Sunomi

Senior Member
First turn off HO's on every toon and manually start it with tank followed by mage when ready. Then:

They way I've always done this was setting the group up using the uplink:

Turn off move into front
Turn off move into melee
turn off move behind

OFollow
OFol--- x2

From there the group should be stacked on the tank and when you move from the bubbles to a clean spot and hit the water:

Fly up move tank forward and everyone will follow. Once you land with your tank I hit NoMove and manually position all toons so they don't get knocked back.

Start HO with tank followed by mage. Move toons into range of mob and whip ass. Once first mob dies. hit LetsGo and toons will follow tank back down and stack back on top IF you used OFollow at the beginning. Rinse and repeat.

Or, wait for BJ! =)
 

appleuser

Well-Known Member
I'm wondering if anyone can help, I'm having real trouble with the last named in Ssraeshza Temple (Kavis Set'Ra). Its a mechanics problem which I don't know how to fix.

When its time to swim up to the HO mobs the tank moves around ok and 'fly up' works fine. The other 5 toons in the group don't move regardless of what I try ('lets go' or 'resume' does nothing). The other 5 wipe really quickly as they're standing in the nasty stuff. I tried 20 times today with no luck!

Does anyone else have this problem and how do I overcome it?

Thanks
I have everyone on max follow when on the ground to help avoid the little bubble pools, move behind and into melee range both turned off.

When water columns appear all run to it and I target myself on the tank, which seems to help, and float up to the ceiling, pause a sec to let group reach me, then move across to platform.

Also, make sure you've turned water walking type buffs off if you put them on for poxrata.
 

Luclore

Well-Known Member
Dont let the increments get past 10

So he seems to inc when adds are up what is needed to keep him from getting the increments?
To not let the increments get past 10 you need to kill some of the adds, but depending on how many you kill it will spawn the spirit adds. Point being is dont burn the adds down just stay on named, but if you have too many adds (10+) survivability is tough. And yes, an add = an increment. Somewhere on the official forums they have the math on how many adds you kill to spawn a spirit add but I have found that if I keep the incs to less than 10 its a cake fight.
 

Loppy

Active Member
Just wanted to say thanks again BJ, Kavis dropped like a stone last night.

Next on the list is Gore, can always get him to about 30% but then something happens very quickly and the group pretty much gets one shot despite all being in Green with at least 2 gems. Frustrating.
 

bjcasey

ISX Specialist
Just wanted to say thanks again BJ, Kavis dropped like a stone last night.

Next on the list is Gore, can always get him to about 30% but then something happens very quickly and the group pretty much gets one shot despite all being in Green with at least 2 gems. Frustrating.
You are welcome.
 

DaggerSplicer

Active Member
There seem to be a problem with the script for the Elder fight. I have tried different settings with the same result. The problem I've encounter is that my inquisitor keeps stacking on select characters. Sometimes, he stacks on the tank and other times he stacks on my Swashbuckler. This is my first time making to the elder, so I am unsure if this is intended or not. Any suggestions?
 

bjcasey

ISX Specialist
There seem to be a problem with the script for the Elder fight. I have tried different settings with the same result. The problem I've encounter is that my inquisitor keeps stacking on select characters. Sometimes, he stacks on the tank and other times he stacks on my Swashbuckler. This is my first time making to the elder, so I am unsure if this is intended or not. Any suggestions?
OgreBot or BJ Movement?

If BJ Movement, what do you have his group role set to? For that fight, each group role is assigned to a specific camp spot so you must have all 6 group roles delegated out. I am assuming you are talking about the heroic encounter and not the solo encounter.
 

DaggerSplicer

Active Member
OgreBot or BJ Movement?

If BJ Movement, what do you have his group role set to? For that fight, each group role is assigned to a specific camp spot so you must have all 6 group roles delegated out. I am assuming you are talking about the heroic encounter and not the solo encounter.
Yes, I have all the roles properly assigned for BJ Movement for the heroic encounter. My assignments are as follows: G1 = Tank Berserker, G2= Cleric Inquisitor, G3 = Shaman Mystic, G4 = Chanter Illusionist, G5 Melee Swashbuckler and G6 = Bard Dirge or Troubadour dependent on the fight. I just decided to set my group in circle formation based on what I seen BJ Movement attempt to do and let orgebot handle the rest while I control the tank. Worked out great but it would be nice to have the coding handle it, so I could focus on my dps.
 

bjcasey

ISX Specialist
Yes, I have all the roles properly assigned for BJ Movement for the heroic encounter. My assignments are as follows: G1 = Tank Berserker, G2= Cleric Inquisitor, G3 = Shaman Mystic, G4 = Chanter Illusionist, G5 Melee Swashbuckler and G6 = Bard Dirge or Troubadour dependent on the fight. I just decided to set my group in circle formation based on what I seen BJ Movement attempt to do and let orgebot handle the rest while I control the tank. Worked out great but it would be nice to have the coding handle it, so I could focus on my dps.
It does make a circle after the tank pulls. Are you engaging after the setup has been given? GR1 will move to it's spot once it has aggro. If your INQ is following you around when GR1 moves, then you don't have BJ Movement running.

Try again and if you still have issues, I can use Teamviewer to see what is happening when you are on that fight.
 

DaggerSplicer

Active Member
A+ for Ogrebot!
Heh, nice try there bub. Ogre, while it does most of the same things that Bj Movement does, I still have yet to get any of the Ogre bot setups to even work. Mostly, my experiences with both scripts is a b- at best. Still good, but not great. Usually, I am force to take over the tank with both scripts or on occasion my healers as well.
 
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DaggerSplicer

Active Member
It does make a circle after the tank pulls. Are you engaging after the setup has been given? GR1 will move to it's spot once it has aggro. If your INQ is following you around when GR1 moves, then you don't have BJ Movement running.

Try again and if you still have issues, I can use Teamviewer to see what is happening when you are on that fight.
This brings up another concern for me. Sometimes, BJ Movement drops off one of the character bots, so it messes with the scripting. So, before the pull I make sure that all the instances are running BJ Movement.
 

Kannkor

Ogre
Heh, nice try there bub. Ogre, while it does most of the same things that Bj Movement does, I still have yet to get any of the Ogre bot setups to even work. Mostly, my experiences with both scripts is a b- at best. Still good, but not great. Usually, I am force to take over the tank with both scripts or on occasion my healers as well.
I would say 95% of my set ups expect you to "play" the tank, or at least the movement. The time invested to code tank movement is generally not worth it. Aside from that, all of my set ups should work exactly as written. Assuming you don't have bj's stuff running, if any aren't working as you would expect, feel free to post what you tried, and what happened. If something is broke I'll go run the zone and fix it.
 

DaggerSplicer

Active Member
I would say 95% of my set ups expect you to "play" the tank, or at least the movement. The time invested to code tank movement is generally not worth it. Aside from that, all of my set ups should work exactly as written. Assuming you don't have bj's stuff running, if any aren't working as you would expect, feel free to post what you tried, and what happened. If something is broke I'll go run the zone and fix it.
Fair enough. I always make sure that BJ Movement is off before running Ogre setups. TBH, Ogre just preforms better on certain encounters; IE: Gudre and Senshali in HH. The problem I notice may just be on my part :(. The setup instructions advise to use camp spot before the use of the Ogre setups. I am guessing my camp spot usage is incorrect. Any suggestions would be helpful.
 

DaggerSplicer

Active Member
Feel free to get to that fight and then let me connect through Teamviewer to see what is going on.
Thanks, I figured it out. The setup sequence is working as intended now. What was happening was the BJ Movement was turning off some of the characters randomly causing that toon to switch back onto ogre defaults. My fix was just to uninstall and reinstall the BJ extension.
 

DaggerSplicer

Active Member
Is the Wrek fight a damage check. Sometimes, I can get him to 60 or 50 percent and others I get him to the early 40's then suddenly he one shots my tank for 5-10mil crushing damage. Nothing seems to help at this point. I've tried DP with temps and even tried debuffs like damage reductions or slows/stuns/stifles. All toons are over 1mil hp and 155k resists using expert/master spells. My gear is appropriate as well. They're mostly all gemmed malice blue with some greens thrown in the mix (still gemming out the green because I just made it to the green zones). I follow rule of thumb for stats: Healers get cb/pot gear with a few pieces to pump AOE/Haste/MA - Tanks get block/mitigation mix gear - Scouts get cb/pot mix gear - Bards get wdb gear mix. I took Kannkor's advice about controlling the tank, so I stopped focusing on my dps toons and put all my efforts towards my tank, so suddenly I am clearing zones that were once a headache for me. What am I missing on this fight.
 

Kevinshp

Well-Known Member
It's a dps check you have to kill him before the skeles reach him. If you can't dps him in time you can move crates in the hall this slows them down giving you more time to kill him. I used my bard for this. My gear is good enough now to just burn and loot.
 

uiyice

Active Member
Requires the least DPS: Drag the fight to one tower/brother giving you twice as much time before the second brother makes it to you. Run your bard up and down the hallway placing boxes in the way to slow the second brother down.

A bit more DPS: Just drag the fight to one of the tower/brothers, kill him before the second brother makes it to you.

More DPS: Fight him where he spawns, run a bard up and down dropping boxes to slow both brothers before they converge in the middle.

Lots of DPS: Just burn him down where he spawns.
 

DaggerSplicer

Active Member
The gore fight I am finding that all go quite well if I rotate my stuns/stifle. However, when the gore fiend epic spawns things get a bit interesting. Some players say, " ignore him and others still burn him." What should I be doing with this mob?
 

bjcasey

ISX Specialist
The gore fight I am finding that all go quite well if I rotate my stuns/stifle. However, when the gore fiend epic spawns things get a bit interesting. Some players say, " ignore him and others still burn him." What should I be doing with this mob?
Whatever works for your particular DPS/HPS/Gear level that allows you to kill it.
 

appleuser

Well-Known Member
This is how I'm doing the new Rum Cellar stuff. Works for me until Kannkor patches Ogre ;)

FS Distillery Heroic Walkthru

Pick up quest ‘For Grog’s Sake’ from dead guard at entrance
Quest ‘Operation Disruption’ is auto offered a bit further along the path
Kill any group of fighting pirates to get the quest ‘Killer Distiller’

[Named shark Bladetooth will be swimming in the water, find and kill. You can sink to the bottom to make him do less dmg, but it's fairly trivial. He spawns adds a couple of times.]

From entrance, follow path on left until you get to first usable lift. Take it up to top floor and first named on Stock’s Ledge to the right.

Valgan
Knockback and stun called Pillage - says his attacks can be ‘sacked’ Anyone know wtf this is about?
No clue, I just brute force it


Enter Keg Storage and fight the adds for mini quest until you reach last room.
Grogmaga
Stack on sconce in NW corner
Everyone is supposed to try and grab sconce or tables etc when named casts Heave Ho, I just campspot everyone and bounce around.

Open chest in SW corner to get perfume for quest.

Exit Keg Storage and head down ramp to Bull McCleran
Set all crates on fire using hot coals to make him jump off bridge

Cross bridge and lower the platform, take lift to top floor.

Yipnik
When he casts crystallize click on vat to release group member.
Kill Molasses adds

Jump down, and head all the way down the ramp to the right until reaching Storeroom Office. Enter and throw barrel at sleeping npc.
Grogmogo
Interrupt Wild Casting, run ahead of him to grab sparkling bottle each time he emotes needs a drink. He also does some cone aes to front and rear, just move out of them of they FD you.

Exit office and head right under leaky vats, collect clicky pipe on the way for quest

Seadog Doogan and Mr Bildge

Stump Stomp is knockback
When he emotes gets buff run to a lever and pull it to release rum, drag him into it to drop buff

Head North onto pumping station and click blue glow to jam pipe

Head east to Red Corsair and get to top floor.
Tank must grab cannon (far right as you get off lift) and place on glowy spot in front of named
Get group behind vat for protection from shell fire
Load cannon balls and use anything other than tank to fire.
A successful hit, and green text means named loses 25% hp. Sometimes you will ‘lose your target’ no idea why, just run back and try again, or send another toon.

Examine silver key in inventory on all toons to get challenge mode entry quest, run to ornate chest (marked blue dot on map) to loot ornate chest and get gold key.

Click all 6 pot still nubs to spoil the distillation for quest (last 2 one floor below)

Head down ramp to middle cliff on map, and take lift up to the boss room

BOSS EZ mode

You need to have a toon blocking each door and clicking them shut to prevent adds.
Target Portia Rumuffin when active, kill her until she needs a rez from parrot and attack Chandra when Portia is down. Rinse and repeat until dead.
 

Kannkor

Ogre
This is how I'm doing the new Rum Cellar stuff. Works for me until Kannkor patches Ogre ;)
I did the heroic zone you posted the strat for. I'm not sure what I would code in that zone at all. Most of it is pause 1 toon and go click shit, and I doubt I will code that any time soon.
The EH/CEH I have some code for coming soon.
 

Kannkor

Ogre
Head east to Red Corsair and get to top floor.
Tank must grab cannon (far right as you get off lift) and place on glowy spot in front of named
Get group behind vat for protection from shell fire
Load cannon balls and use anything other than tank to fire.
A successful hit, and green text means named loses 25% hp. Sometimes you will ‘lose your target’ no idea why, just run back and try again, or send another toon.
Let me tell you why! After wanting to punch things, I finally figured it out. You literally have to keep your CURSOR on top of the dude sitting in the ship. If your CURSOR moves, you get the lost your target message, and have to start over.
I feel this is really stupid, because in EQ2, losing your target means something completely different.
 

appleuser

Well-Known Member
God almighty. Thanks Kannkor. Now tell me about the "sack" nonsense on first fight and I will have your babies.

Edit: Think I got it now. If you can keep everyone in range when they get Pillage, the next time he casts sack it will break pillage... or something....
 
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Luclore

Well-Known Member
I did the heroic zone you posted the strat for. I'm not sure what I would code in that zone at all. Most of it is pause 1 toon and go click shit, and I doubt I will code that any time soon.
The EH/CEH I have some code for coming soon.
Code the last fight in the heroic zone for challenge mode please :)
 

Cheesy

Well-Known Member
Code.. what for it?

I did that zone twice, and hated it both times. But I didn't see anything to code on the final named.
I'm assuming a quick "set up for.." that'd position 2 toons near each door, and close them when they open.

I would say something that moves a toon away when the halfling pursues them, but not sure how that'd work.
 

larrydoyle

Senior Member
BJ, thanks for this. The other fight that can be a pain is Grogmaga. I've got good healers, but just piling in a corner still results in deaths and sometimes a wipe with his AOE. I've gotten around it old school (group in hallway), but coding that would position group/tank in spots where they could click when needed would be helpful.

I'd like to point out that some of these scripts are very helpful when you don't have fully geared uber toons, and completing the fight for the loot is meaningful. For instance, on the last fight, I have a group I can bring in, camp spot in the room, and heal through the adds to kill the 2 named. But that group is green full gemmed with a healer blend (defiler/templar) that is great for that. But not all my groups have that capability, and I bet there are plenty of Ogre/BJ users whose groups need to follow the strat. To me, that's what the scripting is for -- to help those types of groups. So it does disturb me when people who have top-end groups think there is no need for scripting; that's just not reflective of the overall population out there.
 

bjcasey

ISX Specialist
BJ, thanks for this. The other fight that can be a pain is Grogmaga. I've got good healers, but just piling in a corner still results in deaths and sometimes a wipe with his AOE. I've gotten around it old school (group in hallway), but coding that would position group/tank in spots where they could click when needed would be helpful.

I'd like to point out that some of these scripts are very helpful when you don't have fully geared uber toons, and completing the fight for the loot is meaningful. For instance, on the last fight, I have a group I can bring in, camp spot in the room, and heal through the adds to kill the 2 named. But that group is green full gemmed with a healer blend (defiler/templar) that is great for that. But not all my groups have that capability, and I bet there are plenty of Ogre/BJ users whose groups need to follow the strat. To me, that's what the scripting is for -- to help those types of groups. So it does disturb me when people who have top-end groups think there is no need for scripting; that's just not reflective of the overall population out there.
That is what I base most of my scripts on. Some scripts can take me hours to days to write, not because they are necessarily difficult, but because I try to make it work for a wide variety of group compositions and more importantly low gear levels.

Typical progression for my subscribers in an expansion would be, needing the scripts at the start of the expansion, 3-4 months later, not needing them at all cause they over gear everything.
 

appleuser

Well-Known Member
I have this part done already if you are an ISXBJ subscriber. I"ll be releasing my heroic zone code on Sunday.
Awesome, thanks BJ. This is for the challenge version end boss in the heroic? Any idea when you'l release challenge event too?
 

bjcasey

ISX Specialist
I haven't done the events or challenge mode yet. Starting with the easy stuff and working from there. Will probably release the easy heroic first just so people have something.
 

Kannkor

Ogre
So it does disturb me when people who have top-end groups think there is no need for scripting; that's just not reflective of the overall population out there.
That's why I was asking to code for what.. :)
There are plenty of times where I'll just over gear some content, or not understand it. Having people suggest on what actually needs to be coded can really help some times. That is all I meant.
 

appleuser

Well-Known Member
I'm assuming a quick "set up for.." that'd position 2 toons near each door, and close them when they open.

I would say something that moves a toon away when the halfling pursues them, but not sure how that'd work.
This, and also (if I'm understanding the fight correctly?) moving out of the black hole to avoid getting cursed.
 

Moonspell

Member
Rum Cellar Heroic Notes:

Bladetooth
- Mob has a buff that increments up to 10. Each increment raises his auto attack multiplier. The deeper you go in the water, he loses increments and hits less hard.
- He summons adds at 75%, 50%, and 25%. He summons three adds at 75%, six adds at 50%, and nine adds at 25%. I set up an auto target for the adds "a bloodthirsty needlemouth".
- He casts a curse that does more damage the deeper you are in the water. My two healers had no problem curing the curse as it landed.

Grogmaga
- Pull mob to close left corner from where you entered the room.
- Mob will /say "Grog time!". Kite her away. I run the group in circles around the table. She'll red text that she's stumbling after a player. Keep the mob away from that player. She will cast "rum fueled rage" which does heavy AE damage if you're close enough to be hit by it.
- After three red texts and casts of "rum fueled rage", run to the far right corner from the entrance to the room. Have your group close to the bed in that corner.
- She'll say something along the lines of "Heave! Ho!". Make a MCP button that does: Apply_Verb Param 1: Bed11 Param2: Grab the bed frame!
- When she starts "Heave! Ho!", I spam click the MCP button to make the bots grab ahold of the bed frame to prevent taking heavy damage. They may still get knocked back. Either camp spot them in the corner or use Come2Me to get them back near the bed.
- After "Heave! Ho!", the process loops. Kite for Grog Time then run back to the corner and repeat.
 

Moonspell

Member
Valgan
- Pull the mob so your group has their backs to a corner.
- Mob will periodically cast "Sack". It is an AE knockback that will root/stifle all non-tanks that are hit by it.
- To remove "Sack" from an affected toon, they must autoattack and hit the named while he is casting "Sack" again. If successful, the mob will /say "Wha?!" or "That not supposed to happen" or "Well dat's broken"
- Tank and spank otherwise
 

Cheesy

Well-Known Member
No specific 'Have to be killed'. You just need to kill 5 Nameds to get the Silver Office Key.

Personally I go with the easiest or ones that stand on/near shinies.

Airship Named,
Bladetooth,
Valgan,
Sugar Press Named,
Dwarf thing with Rat.
 

DaggerSplicer

Active Member
Hey all. BJ I was just wondering if there are any plans to add a secondary option to SF Gore fight? Would love to see an slow grind that accommodates the bone fiend script encounter; where it can be on auto-target for that 24 sec burn time before it turns epic.
 

blackee

Senior Member
I am on a business trip and haven't logged in. Are there strats for the new zones and are they worth running?
 

Cheesy

Well-Known Member
I am on a business trip and haven't logged in. Are there strats for the new zones and are they worth running?
Tank + Spank every mob basically.

Having a healer with Stun or Stifle immunity seems to help, but not that essential.

As for their worth? Yeah worth doing, but don't expect to have the time of your life.
 
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