With my DC, I almost always go to the white side to defend the clerics. Often, I think our group is doing a superior job of defending them but the progress bar for the cleric defense does not seem to reflect that. We could have trash not come near our cleric for an extended period but still the bar only inches up and behind the other progress bars of the other two clerics.
Have any of you seen this to be the case as well? Am I missing a component to what constitutes a successful defense (perhaps killing trash is more a factor than just keeping them at bay)?
Thanks.
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Sorry at work, bored while listening to calls from our Call Centers across the US and thinking. Imagine this...
3 Tanks, one at each Cleric taunting the adds and walking them almost to the dragon heads.
3 DC's, one on each Tank healing. The rest of the group waiting by the Dragon head for it to spawn
Once the Dragon heads are ready the DC's Sunburst all the adds off the cliff and we are good to go
That is if killing the adds does not affect the speed of the Cleric summoning.
There an aura during the defending phase an basically pwns you, if you move pass the minion spawn points... soo.. can't move them too heads, plus have a higher chance too bug the heads anyways..
Indeed it's easier and faster too offtank the adds (4 spawn points [2 mid and 1 each on the outsides])...
Mechanic goes:
Phase 1 (summoner/severin) - DPS job too kill as quick as possible
Phase 2 (defending) - Tanks/Healers(maybe some CC) - tanks will setup at spawn points of the minions an either keep them there or move them back... DPS is too just sit an watch the tanks an use the dragonsouls when needed while tank an clerics doing there jobs...
Phase 3 (Dragon heads) DPS job too kill as quick as possible an so forth
repeat 2-3
Problem is people killing the adds an respawn gets jacked an always one or two minions get through and smack the priest an slow down the process of the phase an everything gets spread with the constant knockbacks etc and it gets hard too get agro.
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issues:
People don't understand or doesn't listen
People see a pack of minion, they think they have too go over there an AE everything... Gosh.. So many times, i have pulled a pack from middle too the steps too offtank an a rogue or a wizard will come over and just kill everything an HAMSTER gets jacked up when waiting for respawns.
Need 4 decent tanks/players, who know what they need too do.
this is a open raid, any kind of strat. other then what people are use too gets thrown out the widow.
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I have actually played with offtanking, when the black head was bugged and everyone basically left/gave up. Managed too get moondancer too full solo just offtanking.
Buddy of mine said if a DC heals from behind the priest, it supposely makes it go quick also (not sure... not a cleric... but makes a little since they are wounded at the start an gets wounded if gets smack).
Actually I have not been in a raid where DPS on the heads was the problem unless there were also frame rate issues. I thought we did not have enough DPS to kill the adds around the clerics but knowing what I know now, that wasn't the problem.
SoonerGM - HR Trapper
Haven - Righteous Cleric
Ethereal Justice - OP Paladin
So it appears most important to get the adds as far away from the NPC clerics as possible, but equally for the three of them to get the dragon heads up as soon as possible.
You have to remember that short of 5 groups of 5 players of extreme amounts of DPS, you're zerging the dragons. That is, zerging, if once the dragon heads are up everyone stops fighting the adds still around the invulnerable clerics, and isn't constantly releasing to campfire/healthkit, and has any idea of how to grab and use gems.
If you count four rounds (summoners+severin, npc clerics * 3) that means about 5 minutes per round. In that 5 minutes or so for rounds 2-4 (or 1-3 if you just count npc clerics/dragon heads) you have to get all three NPC clerics up and an average of 2.5 heads to 15%ish for the first two each, and 5 heads to 0% in the last one. If you figure that the overhead of getting to and from NPC clerics and dragon heads, clearing followers, etc that's about 2 minutes to get the NPC clerics working each time and 2 minutes each time to get 210%, 210% and 75% damage done. (85*2)+(50*1), (85*2)+(50*1), (15*5)
However you slice it, time is short and methods are established. If everyone does that (and you have enough control, healing, tanking, and damage per second) then that's good.
Save these encounters for the ones that get through is what I think would be better to do IMHO
That's a good point that I hadn't considered. I'd imagine that might do some wonky things to aggro as well. Hopefully more people catch on to this.
Either way, the two time critical things are keeping damage away from all three npc clerics and doing dps to the heads. Maybe the zerg isn't the best for the second, and maybe those who don't do much dps should just stay around where the clerics are.
They have made this whole thing way too involved and far too short on time, unless you have massive amounts of everything else, and with a 10K requirement and random parties, well. Like yesterday everything was fine until blue where everyone was dying because not enough had lightning gems apparently. That's not a matter of the npc clerics but more than 5 on the other gems (seemed a lot of green/acid)
I say teamwork, because maining a GF i have a lot of wonderful powers that buff my GROUP like Into the Fray, for a gain of AP, damage based on my rather high defense, temp hitpoints and run speed. But this only works if you are in my group. And you would not believe the number of people i see fighting on my cleric that decline group invites.
RI is obvious. I dont give a HAMSTER if you have 10k power and a 18k gs, if you have 12% RI you might as well be a 9k as far as dps goes. End of story.
I usually maintain control on all adds without letting them hit the cleric. Based on a stopwatch i can fill the cleric bar in about 88 seconds while the dps with me kill the adds. It is better to kill the adds in spawn, you just need a control to hold them there (GF, HR, CW, even TR if they use the right powers). It's better because there is a 20 second respawn timer, so if you kill them in spawn quickly (which with ~ 8 players usually 5 or 6 DPS if you are determined to get 3 heads down in one head and you actually can, then you can easily mob these adds) you usually get 15 seconds to use potions or whatever. Usually we kill 4-5 mobs before all 3 clerics are up.
I need to start tanking middle, pretty sure more adds spawn there and in 2 locations, so 2 control would be best but i think i could do it on my own fairly well.
So breakdown on time
Usually about 1:20 seconds to kill summoners.another 30 to kill severin. 15 at least for the long travel from black and white to severin. I think we could actually tighten thisnup significantly by breaking into 2 groups at the top, killin black and white and moving inwards to Rath, then Severin. I think we could probably get this phase to 90 seconds easily just by not wasting time running from blue to white or green to black and then back to severin.
First wave: 2:05
Clerics ~ 2 minutes. Could easily be tightened to 90 seconds or so if people start grouping for buffs and controlling mobs well. ( kiting is not, contrary to popular belief, good control tactics for most things, including this).
Head wave 1 2:00 minutes. Roughly 40 seconds of this phase is wasted by people running from one head to the other. Would be interesting to see 5 teams who fought only the same dragon each round, slower dps but only need to get them down by 1/3rd per run and no wasted time running to the next head. My gut says this would be far more efficient and reliable, as dps could shift where needed most before head phase again. But this would require coordination that does not exist among this player base.
so figuring 3 waves of each, at 2 minutes each, thats 12 minutes there. Plus 2 for summoners. Plus2 for random HAMSTER that happens. Makes 16 minutes total run. Which means even with less than optimal clerics you can get a 4th run in easily, if everyone stays. Hell with optimal speeds on cleric you could easily get a 4th with time to spare. But this won't happen, because people quit too fast unless you get 3 heads down to 20 on first run. There is literally no reason a properly kitted (again RESISTANCE IGNORED IS TOO OFTEN IGNORED) coordinated group of 10ks could not beat this run. The problem really is we as players need an effective way to reach out to each other and teach each other to kit our correctly, to work together, to have multi class party buffs that synergize. This wont happen unless we make it happen.
These strategies take more organization as well. I'd imagine you want to organize better groups... DPS tanks and healers etc in each group and there is no time. Especially right now since nearly everyone waits until less than 1 minute to enter. Which btw is useless now because all the low gear score players you want to avoid are entering at the same time.
The zerg is a proven strategy made popular on the PC. I'm all for experimenting because I think it would be fun but you need folks of like mind to get together and I don't think that's going to happen. Also on a personal note, I lose all the time at Tiamat and at this point I just want to win at least half the time. For now I don't want to experiment. I wish I could find a way to get with a group that aren't a bunch of whine bag cry babies. Now people are quitting if you pop a green on the red dragon... lol. People think if you use the wrong color it's all over and then go back to campfire and spam about noobs.
SoonerGM - HR Trapper
Haven - Righteous Cleric
Ethereal Justice - OP Paladin
I wrote about exactly this in another thread.
My experience is that 1. the bar goes up quicker if you just keep the adds away 1. if you keep the adds alive, new will not spawn.
As a HR i always try to root the adds at spawn and if i'm lucky i can keep them there for a very long time or get aggro so i can move them further away. But 9 times out of 10 the DCs thinks it's a good idea to come rushing, using knock-back and scatter everything around without any reason, which means: no more roots and adds rushing towards cleric/DC instead from different directions. And when i type in chat "Please do not push-back when rooted/frozen" no one ever cares.
DC - "The Unholy"
Guild: Ruthless
I also am a HR 18k nothing Legendary Pathfinder Running Aspect of the Pack with Control Buffs
In a loss I went to the Left Cleric by myself pulled the 6-7 off the Cleric and ran and rooted then for long enough for the Cleric to complete the Prayers. No health pots no SF and most of all no rotation errors so it can be done. I only killed 4-5 but the new ones spawned with aggro on me.
It has gotten to the point that when it happens 2-3 times I leave that Cleric and go find one of the others that have DC CW that know what they are doing. ( I had a Black Dragon Gem and I was guarding the White Cleric yesterday )
This stage is about control this is what a HR does best sets them up for the big hitter
Save the big guns for the Dragons
Frankly whenever that happens to me now, I just walk out when I respawn, as given when I come back there are maybe five to 6 others at least, who were also pushed off further engagement is pointless imho!
Edit: On my DC I use the push power and it does not push anything but the adds. So I have no idea what you are referring too lol
SoonerGM - HR Trapper
Haven - Righteous Cleric
Ethereal Justice - OP Paladin
DC and CW have kill me more times than Dragons in Tiamat ...lol
You can indirectly force players to follow adds off cliffs with knock backs. Usually while using a lunging strike or certain "auto target" powers. Does it suck? Yes. Is it a reason to quit? No.
And yes it is a reason to quit when it happens twice in a row in a run, something is going on with push powers at the heads,
It happens too often to be coincidence.
If a bunch of you are kited off the into the lava then there is no point returning for more of the same imho!
Okay try this then, those of us who are going for the head usually have the ads behind us, if someone hits those ads with a knock back what does anyone think is logically going to occur?
Whether direct or indirect the end result is the same, anyone nailing the dragon is going over and god help any GWF using come and get it to drop in the same spot he is standing in after a lantern goes on the head to get extra damage as for a split second he is in the air if someone uses knock back are we certain he wont be sent flying off the cliff?
I do not quit I find a group that does not blast a tightly grouped 5-6 attackers.
I could remove Fox and everyone does not get that free dodge from damage every 5-6 seconds in my mind that would be quitting.
Edit: That's what I do when I run my cleric. Focus on the head, then when I see ads come up I blast them off.
And there is the issue right there, what is the benefit if you use that and blast off anyone under the head trying to get crits and bring it down fast?
Certainly feel free to carry on just don't complain when after the second time players do a HALO into the lava they walk out the door.