Kannkor
Ogre
Note: The code below is in Ogrebot 17.056. At the time of writing this, it is not released.
In under 12 hours of the campaign launching, clearing the event heroic in 7 minutes, and the Challenge event heroic in 13 minutes.
The heroic.. well I get lost a lot, so... who knows how long that takes me.
I'll be pushing the Event heroic(EH) and Challenge Event heroic (CEH) code live very soon. It comes with a warning.
None of this is "afk", and it probably won't ever be. That's not my thing. You will need to pay attention and do "things".
Both EH and CEH are identical, except if you fail a condition in CEH, it actually hurts, or wipes you, whereas in EH, you can recover/ignore it if you are over geared.
First named: Oofgoof Doof
set up for doof
This position is right at the zone in.
When Doof calls out someone with Bulk buster, they will run away (towards the zone). If it's your tank, you will get a message and a ding letting you know you should move away.
He does a chain and you need to break it, the bot handles this.
Second named: Sir Wharfie
Hardest (and dumbest) fight in the zone IMO. I am not real happy with this placement, but it's the best I could find. Feel free to leave specific feedback on better positioning/strat.
set up for sir
If you are at the zone in, go up the elevator at the FAR end. And do the set up there.
Pull Wharfie..
At some point in the fight, he gets a package, which gives him a 50% chance to reflect up to 1.2m damage PER attack. This will 1-shot most scouts because of flurry. When this happens, target yourself, and disable AEs.
Kill a heavy box, then target yourself, re-enable AEs. Manually (pause) grab the barrel, run over to the named and drop it on his head.
Target the named to kill him again.
Repeat this process until dead. If you need a 2nd, or 3rd box, you may need to pause your DPS and kill it manually. This is acceptable to me, so it's unlikely to change
Third named: Zaxfalump
set up for Zaxfalump
This set up does nothing but place you in a general area. Where you fought Wharfie, it's to the left in the middle near the bridge. Just do a set up and you'll figure it out.
Your bard will automatically do the 4 boxes on the top level. I'm not sure if this is even worth it.. but I spent the time coding it, so you're going to sure as shit use it.
There are two stages to this fight. When Zaxfalump is rooted in the center, and when Zaxfalump is not rooted.
Stage 1: When Zaxfalump is rooted.
You basically sit here attacking him for probably no reason until he gets 10 stacks. Once he gets 10 stacks, Flumpy (sp is way wrong, but I don't remember it). When this happens, he also spawns adds. Kill the ADDS first, then Flumpy. As adds continue to spawn, kill them off.
During this stage of the fight, he will put white/black circles until everyone, and you have to run out of them. This is automatic.
Once Flumpy dies, Zaxfalump becomes unrooted and we enter stage 2.
Kill Zaxfalump and AE the adds down. If you're AE dps is really bad, you may consider trying to kill some adds off, but I have a feeling you will be overwhelmed. I'm sure there is some way to prevent this, but I have no issue AEing the adds down.
Speed runs. Doing EH in 7 minutes, and CEH in 13 minutes isn't going to happen on your first run through. First thing first, clear the zone before you try to speed it up. Here are some tips for trying to maximize your speed. Secondly, if you're going into this with blue gear, you probably don't have the gear to "speed run" it.
First named: Don't waste your time with trash, pull the named, the trash will come. Just AE it down.
Remember, this is a speed run, loot that chest without looking at the garbage. It sucks, trust me.
Get your ass to the far elevator, and click it to come down, get on it and get it going up ASAP. The second it hits the top, get off it, do a campspot, set up, and while they are setting up, your tank is off pulling. Use Rescue on pull to ensure no one pulls agro.
When you see the package is incoming, keep burning him. While this is a little risky, it's needed. Watch the named for the actual buff. It will go into the first slot, and is a bunch of blades. When this happens, tab/target the box beside you, while you hit your disable AEs at the same time. No time to waste doing this in two separate actions!
When the add is dying, self target, enable your AEs while you're tabbing to your scout by the barrel, picking it up and running it over to the named.
Retarget the named and finish him off. (okay, you may need to do it a second time. The second time pause someone and go kill a barrel and run it over).
When the mob dies, hit lets go, collect your loot, and start moving.
Turn OFF move behind/move into melee range. This is important so you can attack while moving.
Tag each add and move to the next. You want to grab every add ASAP so you can AE them down.
Once the adds die, get into the spot and as soon as the named becomes agro, target him to start it.
You'll need to test to see how many adds you can ignore. The more you can ignore, the shorter the zone is.
For obvious reasons, make sure you are playing your tank so you can have the back to the raid.
Solo/advanced solo - I have no interest in, and unlikely I will run.
Raid zone - I will run this and probably code it within the next few weeks/months. I generally do not code raid mobs early on, because we want to avoid disco whoring. Let the "real" players have their glory.
In under 12 hours of the campaign launching, clearing the event heroic in 7 minutes, and the Challenge event heroic in 13 minutes.
The heroic.. well I get lost a lot, so... who knows how long that takes me.
I'll be pushing the Event heroic(EH) and Challenge Event heroic (CEH) code live very soon. It comes with a warning.
None of this is "afk", and it probably won't ever be. That's not my thing. You will need to pay attention and do "things".
Both EH and CEH are identical, except if you fail a condition in CEH, it actually hurts, or wipes you, whereas in EH, you can recover/ignore it if you are over geared.
First named: Oofgoof Doof
set up for doof
This position is right at the zone in.
When Doof calls out someone with Bulk buster, they will run away (towards the zone). If it's your tank, you will get a message and a ding letting you know you should move away.
He does a chain and you need to break it, the bot handles this.
Second named: Sir Wharfie
Hardest (and dumbest) fight in the zone IMO. I am not real happy with this placement, but it's the best I could find. Feel free to leave specific feedback on better positioning/strat.
set up for sir
If you are at the zone in, go up the elevator at the FAR end. And do the set up there.
Pull Wharfie..
At some point in the fight, he gets a package, which gives him a 50% chance to reflect up to 1.2m damage PER attack. This will 1-shot most scouts because of flurry. When this happens, target yourself, and disable AEs.
Kill a heavy box, then target yourself, re-enable AEs. Manually (pause) grab the barrel, run over to the named and drop it on his head.
Target the named to kill him again.
Repeat this process until dead. If you need a 2nd, or 3rd box, you may need to pause your DPS and kill it manually. This is acceptable to me, so it's unlikely to change
Third named: Zaxfalump
set up for Zaxfalump
This set up does nothing but place you in a general area. Where you fought Wharfie, it's to the left in the middle near the bridge. Just do a set up and you'll figure it out.
Your bard will automatically do the 4 boxes on the top level. I'm not sure if this is even worth it.. but I spent the time coding it, so you're going to sure as shit use it.
There are two stages to this fight. When Zaxfalump is rooted in the center, and when Zaxfalump is not rooted.
Stage 1: When Zaxfalump is rooted.
You basically sit here attacking him for probably no reason until he gets 10 stacks. Once he gets 10 stacks, Flumpy (sp is way wrong, but I don't remember it). When this happens, he also spawns adds. Kill the ADDS first, then Flumpy. As adds continue to spawn, kill them off.
During this stage of the fight, he will put white/black circles until everyone, and you have to run out of them. This is automatic.
Once Flumpy dies, Zaxfalump becomes unrooted and we enter stage 2.
Kill Zaxfalump and AE the adds down. If you're AE dps is really bad, you may consider trying to kill some adds off, but I have a feeling you will be overwhelmed. I'm sure there is some way to prevent this, but I have no issue AEing the adds down.
Speed runs. Doing EH in 7 minutes, and CEH in 13 minutes isn't going to happen on your first run through. First thing first, clear the zone before you try to speed it up. Here are some tips for trying to maximize your speed. Secondly, if you're going into this with blue gear, you probably don't have the gear to "speed run" it.
First named: Don't waste your time with trash, pull the named, the trash will come. Just AE it down.
Remember, this is a speed run, loot that chest without looking at the garbage. It sucks, trust me.
Get your ass to the far elevator, and click it to come down, get on it and get it going up ASAP. The second it hits the top, get off it, do a campspot, set up, and while they are setting up, your tank is off pulling. Use Rescue on pull to ensure no one pulls agro.
When you see the package is incoming, keep burning him. While this is a little risky, it's needed. Watch the named for the actual buff. It will go into the first slot, and is a bunch of blades. When this happens, tab/target the box beside you, while you hit your disable AEs at the same time. No time to waste doing this in two separate actions!
When the add is dying, self target, enable your AEs while you're tabbing to your scout by the barrel, picking it up and running it over to the named.
Retarget the named and finish him off. (okay, you may need to do it a second time. The second time pause someone and go kill a barrel and run it over).
When the mob dies, hit lets go, collect your loot, and start moving.
Turn OFF move behind/move into melee range. This is important so you can attack while moving.
Tag each add and move to the next. You want to grab every add ASAP so you can AE them down.
Once the adds die, get into the spot and as soon as the named becomes agro, target him to start it.
You'll need to test to see how many adds you can ignore. The more you can ignore, the shorter the zone is.
For obvious reasons, make sure you are playing your tank so you can have the back to the raid.
Solo/advanced solo - I have no interest in, and unlikely I will run.
Raid zone - I will run this and probably code it within the next few weeks/months. I generally do not code raid mobs early on, because we want to avoid disco whoring. Let the "real" players have their glory.