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Wayfarers of Veeshan • View topic - Temple of Veeshan Sunday May 25th

Wayfarers of Veeshan

An Everquest Guild on Luclin
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PostPosted: Fri May 23, 2003 8:26 am 
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Anvilhead's Guide to the HoT


1.0 Purpose

To describe and layout the things that in general lead to successful HoT hunts. To preserve as much of the knowledge of the HoT as we can, so as not to repeat mistakes in future ventures. To guide those that are new to the HoT what is possibly required of them on their adventures into the HoT.

2.0 The Mobs

2.1 A Burning Guardian- Has two AE's "Wave of Heat" and "Rain of Molten Lava"; Both have a large Area of effect and both appear to be Fire based; This mob will Enrage

2.2 A Fiery Guardian-Has two AE's "Wave of Heat" and "Rain of Molten Lava"; Both have a large Area of effect and both appear to be Fire based; This mob will Enrage

2.3 An Emerald Watcher- Has one AE "Slime Mist"; It is a slow with a small Area of Effect; This mob will enrage

2.4 A Glimmering Emerald Drake- Has one AE "Slime Mist"; It is a slow with a small Area of Effect; This mob will enrage

2.5 A Greater Sky Drake-Heals, Gates (i.e. Needs to be sieved)

2.6 A Cerulean Guardian-Has one AE "Thunder Blast" with a small AoE; Heals, Gates (i.e. Needs to be sieved)

2.7 An Ancient Frost Guardian-Has two AE's "Wave of Cold" and "Rain of Cold"; Both have a large Area of effect and both appear to be Cold based; This mob will CH and Gate (i.e. Needs to be sieved), vulnerable to Poison

2.8 An Ancient Guardian Wurm-Has two AE's "Wave of Cold" and "Rain of Cold"; Both have a large Area of effect and both appear to be Cold based; This mob will CH and Gate (i.e. Needs to be sieved), vulnerable to Poison

2.9 A Shimmer Drake- Has one AE "Cascade of Hail" , Druid Mob (i.e. has a DS, will Ensnare, Heals, Gates etc); Totally immune to magic based attacks, DS needs Dispelled because MoK and MoR will not land, Vulnerable to cold, fire and disease

2.10 An Elder Crimson Drake-Has one AE "Flame Jet" with a small AoE, Enrages

2.11 A Fiery Drake-Has one AE "Flame Jet" with a small AoE, Enrages. These mobs have a HUGE aggro on sitting people (i.e. if one is called as incoming or is engaged all casters should stand to avoid getting aggro.

2.12 A Raging Wyvern-Melees only, Enrages

2.13 A Vehement Wyvern-Melee’s only, Requires Defensive, Enrages

2.14 A Racnar-Melees only, Enrages

2.15 An Elder Racnar-Melees only, Enrages

2.16 A Tigerclaw Racnar-Melees only, Enrages

2.17 An Ancient Tigerclaw Racnar – Melee only, Enrages, Requires Defensive

2.18 An Elder Shard Wyvern- SK mob (i.e will dot, HT, darkness etc)

2.19 An Ancient Shard Wyvern- SK mob (i.e will dot, HT, darkness etc)

2.20 Malevolent Drake- has one AE "Acid Jet" which appears to be poisoned based. The AoE is small. This mob will enrage.

2.21 Greater Malevolent Drake - has one AE "Acid Jet" which appears to be poisoned based. The AoE is small. This mob will enrage.


3.0 The Basic Strategy

The main tank, hereafter referred to as MT, engages a mob. While he builds aggro, and positions the mob (See section 8.0 on mob positioning), it is debuffed (See Section 7.0 concerning debuffing). When the MT has sufficient aggro, he calls for all others to join the fight. The rest of the melee joins the fight, attacking from the sides and behind (See Section 10.0 on Riposte Damage as to the reason why this is done). Casters can also begin to direct damage and dot the mob at this time as well. Aggro management (See Section 4.0 ) is critical at all times in the HoT. The idea is that only the MT takes melee damage from the mob. Impossible, but it is the goal of this method. As the mob becomes low on health, watch for enrage (See Section 5.0 concerning enrage). When the mob is dead, the next tank in the rotation steps up, and the process begins again.

4.0 Aggro Management

The success or failure of any raid relies strictly on every member of the raid practicing proper aggro management. Aggro management can be broken into three specific forms. First, and the one used most of the time in HoT, is what I refer to as “Avoidance”. Secondly, is one I term “Losing”, and finally, and this only applies to the MT, is one termed “Gaining/Maintaining.” One thing else to remember, proper aggro management is also a group effort. The group(s) focus is to maintain the mobs aggro on specific people and work together to keep it that way.

4.1 Avoidance

Simply put, it’s never getting a mobs attention. Most of the time spent in HoT should be spent practicing this form of aggro management. It is be far the best way to help in the killing of any mob. Things that can be used to your benefit here are: using max melee range (Proximity aggro does exist), not taunting, paying attention to the amount of damage you are doing over a given period, engaging only when asked. These all help you to never make the top of a mobs aggro list.

4.2 Losing

Losing a mobs attention when you get it and don’t want/need it. Sometimes it’s unavoidable (like a slow resist or a huge backstab, etc), and when the mobs turns, changing to this form of aggro management is the key. Some classes have ways to lower their aggro, such as evade for rogues, the jolt line for rangers, FD classes, etc. These should be the first line of defense when a mob turns on them. Those without some form to reduce aggro have to just turn off auto-attack and stand there. Don’t move around. If you have the mobs aggro and move, you may cause the mob to move after you and screw up all the effort that was placed into mob positioning (See Section 8.0 on mob positioning). Enchanters now have a line of aggro reducing spells that can also help lower the aggro of anyone that has gotten a mobs aggro unwontedly. Don’t be afraid to use these, they certainly can’t hurt to try.

4.3 Gaining/Maintaining

This is the task of the MT of any HoT mob. Success relies greatly on the MT getting and keeping a mobs aggro. Sadly, there is very little that can be done here. Sixtieth level warriors can taunt HoT mobs. Being the closest to a mob also helps. Enchanters can help maintain aggro by casting their aggro increasing spells on the MT. In the end, though, the biggest aid in getting and maintaining aggro is when everyone else properly practices the first two forms of Aggro management

5.0 Enrage

Some HoT mobs will enrage when they become low on health (See Section 2.0 on mob types and abilities). What is enrage? Well, when a mob enrages it will riposte any attack made at it from the front. That means for every attempted swing you make, the mob gets a free attack. And unlike normal, this applies to everyone in front of a mob, not just who has aggro at the time the mob enrages. We defeat this with two simple actions. First, when we see a mob enrage (a message will precede it saying “mob_01 has become enraged”), we simply turn off auto-attack. Secondly, even if we are late in doing such, if a person is behind a mob they will not take riposte damage. Another thing to keep in mind, is lag. In extremely laggy conditions it may be necessary to shut off auto-attack even before you see the enrage message. If you notice that you are shutting off attack as soon as you see an enrage message and still being beaten around by it, start turning attack off earlier. There isn’t anything wrong with turning attack off when it appears the mob is only at half health if it means you don’t die on enrage. Learning which mobs will enrage can also help you greatly in this area.

6.0 Group Assignments

6.1 It matters

In the HoT, group assignments take on even more importance than on other events. Poor group assignments lead to one of two things: A slow ineffiecent killing pace, or Unnecessary deaths. Both of these are undesirable.

6.2 Good Group Design

6.2.1 The Rotation Tank Groups

The core of any HoT raid are the MT groups. These groups will determine the pace which you can maintain generally. They start with a Cleric and a MT. Ideally, each MT should be 60th level to aid help with aggro management (See Section 4.0), but at the very least should be defensive capable (implying 55+). It’s also helpful to add a backup healer, such as a druid, and a bard to these groups if they are available. The rest of the group should be made up of people that are of the highest level and have the highest resists. Members in this group need to be at the very good at aggro management when the group’s MT is up. During these times, the groups cleric will be focusing on the MT and the back up healer (if available) is keeping all the other group members alive. The better this group as a whole is at aggro management the easier the job of the cleric becomes. The bard in this group generally serves the purpose of mana regen. The cleric in these groups needs to be ready as soon as possible. Clerics that notice they seem to be spending a lot of mana healing anyone other than the MT should mention it to the raid leader. He may be unaware of it, or it may just be unavoidable to have groups any other way.

6.2.2 Debuffing Groups

The slowing shaman or enchanter will essentially require a cleric of their own if possible. Again the rest of the group should place as much attention on not getting aggro as possible to keep the cleric’s job from becoming overwhelming. Try to place higher level, higher resist people with good aggro management skills in these groups. Try not to place all of the people that will be debuffing mobs in the same group either. For example, try not to place the slowing shaman and the tashing enchanter in the same group if possible. Once again, if the cleric in this group notices that they are spending more of their mana on someone other than a debuffing class, they should make the raid leader aware of it. It may be unavoidable, but it may also simply be that they are unaware of it.

6.2.3 Other Cleric Groups

If you still have clerics after the MT and Debuff groups are formed, the next groups should start with these clerics. The group make up is less important, but should consist of any lower level, lower resist members. A cleric is the only one that can keep them alive in the harsh environment of the HoT.

6.2.4 Non-Cleric Groups

6.2.4.1 The Druid Healer

People of higher levels with sufficient resists and practicing proper aggro management can survive in the HoT with a druid for heals. If a druid notices that they are having a tough time keeping certain members of their group alive then they should mention it to the raid leader. Making sure he is aware of the situation is always helpful.

6.2.4.2 Soloing

Sometimes there are an odd number of people, sometimes there aren’t enough healers of any kind around. In these cases, some classes can survive in the HoT without healers. Shadowknights, Necromancers, Paladins, and epic wizards are the foremost of these. If a person is asked to solo and is having trouble staying alive or is unhappy about it, make sure the raid leader knows so that he can address the issue if possible. In general, I try to swap the soloers around if I can or group several together. No man is an island as they say.

6.2.5 Miscellaneous

Never simply add someone to your group. Ask the raid leader before doing it. It makes their job easier if you also include who is already in your group, as well as who you would like to add. This just insures that the group’s function remains the same as the raid leader has it fixed in his mind.

7.0 Debuffing

7.1 The Purpose

Debuffing mobs in the HoT is critical to a succesfull night. The more quickly mobs are tashed, slowed, etc the better. The faster they are killed, the lower the chances the will kill some of the raiding party,

7.2 The Most Important Debuffs

7.2.1 Slow

The single most important debuff in the HoT. Doesn’t matter if it’s enchanter slowed, shaman slowed, ranger slowed, or even warrior slowed This needs to be done as quickly as possible. However, in order to land successfully it generally requires that the mob’s resistances have been debuffed first. See Section 7.3 on the order of debuffs.

7.2.1.1 Turgur's Insects

51st level shaman slow, and your best friend in the HoT. Requires severe MR debuffing to land on HoT mobs. Also note that it will carry considerable aggro for the shaman The aggro on them is even worse on slow resists. Hence our emphasis will be on MR debuffing.

7.2.1.2 Forlorn Deeds

57th level enchanter slow. If you don't have an shaman capable of slowing the mob (perhaps due to level or the lack of a shaman) then
enchanters can slow the mobs. However, tash alone will not be enough to allow them to do it consistently. OoS and Tash has had reasonable success. Tash, OoS, and Malo or Malosini has had good success. While not as good as shaman slow, it is a 70% slow.

7.2.2 Malo

The fact that it is virtually required in order to land slow makes it of the utmost importance. It also has the benefits of beings low aggro and unresistable. Landing it early is also required. See Section 7.3 on the order of debuffs.

7.2.3 Occlusion of Sound

Another great resistance debuff that helps insure that slow lands. Also benefitting from the fact that it is low aggro and unresistable. If there is a bard capable of Occlusion of Sound, make sure they land this early. See Section 7.3 concerning the order of debuffs. If there are multiple bards, make sure that at least one of them is dedicated to OoS and that the others also know that should he die, they need to take over this duty.

7.2.4 Tash

A huge MR debuff that plays a critical role in slow being able to land. The raid should have one enchanter dedicated to doing this on every mob faced. If there are multiple enchanters make sure they know that if the dedicated tash enchanter dies, then they need to take over this role. As opposed to the other resistance debuffing spells listed above, the tash line does carry considerable aggro with it. Landing it is crital to slow success, but landing early can be counter-productive.

7.2.5 Malosini

A better debuff than Malo, but with a drawback. It is resistable. Ideally, we'd like malo to land first, then apply malosini if/ as time and mana permits. Also of note is that Mages also get this spell at 58th level. It may not be a bad role for a mage to take if the are capable of it.

7.2.6 Others

There are a lot of other debuffs that are helpful on HoT mobs. It’s not my goal to list them all or to dismiss their helpfulness. Druid Fire Resist Debuffs are helpful. Cripple and the like are helpful also. They should be landed of mana is available. A few other things of note, Ro's Fiery Sundering (Druid Debuff) will overwrite OoS. This isn't necessarily a bad thing, provided that Ro's isn't applied until after the mob is slowed, and OoS is fairly easily reapplied.

Certain mobs will have damage shields. Most of the times, after the MR debuffs are applied for slow, mark of karn can be applied. However, certain mobs are almost completely MR (Shimmering Drakes most notably, but See Section 2.0 on mobs for others). These mobs need to be annuled. The damage sheilds need to be countered in some way. Noting which mobs types have DS's, and wheter they need to be dispelled or Mark of Karn'd etc will be to the benefit of everyone.

7.3 Debuff Order

The general order that we like to follow is Malo, OoS, Tash, Slow. Other debuffs can be landed after the call to engage a mob has been given. The goal of this order is two fold. First to insure that slow will land. Secondly, to insure that slow lands as early as possible with as little chance of resist as possible. The final thing to note, is making sure that people know when a certain debuff has been applied. Always announce in /say when a debuff is applied. If you are asked to use another channel, that's fine. Do it in /say and whatever other channel they have asked, just make sure that you announce it in /say as well.

8.0 Mob Positioning

8.1 Who Positions a Mob
When a mob is first engaged by a MT, it is their job to position the mob. Proper positioning depends to a certain degree on the current location the group(s) is fighting at, and the mob type. See Section 2.0 for information on the mobs. Also everyone needs to pay attention. If a mob needs to be repositioned during a fight and the MT or the raid leader asks for a mob to be repositioned. Immediately turn off auto-attack and back out of melee range till asked to re-engage.

8.2 Proper Positioning of AE Mobs

On mobs with a listed AE, the goal in mob positioning is simple and two fold. First, minimize the effective radius of the mobs AE. Try to make sure that the mob is positioned in such a way to allow clerics and other casters a place to hide out of the AE. This can mean fighting the mob around a corner, or placing it in a corner. Situational awareness becomes extremely important here. Having a feel for whether a mob has a large AE radius or a small one is helpful as well. The second goal of mob positioning is allowing others access to the rear of a mob. Rogues need the back exposed to be operating near max effectiveness. Note that this is a secondary goal, if there is a conflict between this and the other goal. The other takes precedence.

8.3 Proper Positioning of Melee Mobs

On melee mobs, the goal is to keep the mob in the open. In general these mobs are smaller, and have a smaller melee range, therefore we try to allow as much access to the mob as we can.

9.0 Resistances

Most mobs in the HoT will AE. The resists that are the most important are Fire and Cold. A players ability to resist the AE spells is vital in successful HoT hunting. There are two key things that factor into one’s ability to resist the AE. First is level, higher level players resist a lot more AE than lower level players. It’s a fact, and there is no way around it. The second factor is the players actual listed resist. This can be increased with equipment, buffs, and bard song. Some target goals would be 125 FR and CR at 55th level unbuffed. Increase those by five for every level below 55. If a player is under 50th level, resistance level won’t matter and the character should not be in the HoT.

10.0 Riposte

If a mob is attacked from the front, it has the chance to riposte the attack. This is easily defeated by attacking the mob from behind or on the side. Ideally, only the MT is in front of a mob and possibly getting riposted as well as the mobs normal attacks. Everyone else is behind or to the side and taking nothing more than AE damage. This is true in all of EQ, not just HoT. Learning it, and practicing it will make one a stronger player.

11.0 Sieving

Mobs that can cast spells need to be sieved of their mana. The goal is to prevent the mob from gating when it is low on health. Sieving is even more critical on healing mobs. A mob that complete heals at the wrong time can mean a wipeout. See Section 2.0 for Mob abilities.
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Sorry about the bad link, this should work tho.

Notnilc


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PostPosted: Fri May 23, 2003 8:29 am 
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Former Guild Leader / Elder
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Joined: Tue Jun 18, 2002 3:03 am
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Location: the Greater Faydark
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Thanks very much :)


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PostPosted: Fri May 23, 2003 2:14 pm 
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WOOT! nice info Notnilc, this means youre coming right? :wink:

Durezil


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PostPosted: Mon May 26, 2003 5:05 pm 
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GOOD JOB !

Thank you Kahmon for organizing and running this raid. It was tough ! We knew it would be. I gotta say, though it was rough and we had a big CR at the end, it went much better on the two raids I joined with another guilding trying to do the same thing. On both of those other raids, we had wipes at the very start and it didn't get much better from there. On the other hand, we went in and started pretty smooth, killed 4 mobs with slight complications but it all went pretty well. We even moved in from the entry and managed to kill a couple more mobs before out big troubles.

We had one notable drop for armor that was awarded to Salyon, gauntlets for turn in for Skyshrine armor. GRATS SALYON !

I would hope we aren't discouraged from going back there, because it will only get better !

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70 Bard, at your service
Elder, Wayfarer of Veeshan

Also, , , Irodanise (52 Pal), Irodanes (31 Rog), Iroardanis (19 BL), Sinadori (25 SK), Dreminal (32 Dru)


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PostPosted: Mon May 26, 2003 7:51 pm 
I for one hope to return to TOV again, and again.... and then..


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PostPosted: Tue May 27, 2003 4:14 am 
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Wayfarer of Veeshan

Joined: Wed Jun 19, 2002 2:47 pm
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Location: New Jersey
killin dragons is why we ALL play this game for right? :wink:
lets go again real soon

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Snowdark lvl 90 Dark Elf SK / 103 park circle , Elm woods


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PostPosted: Tue May 27, 2003 5:50 am 
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I am sorry that I had to abandon you all in TOV. I wish i could have stayed through the whole event. I would love to go back there very soon and kick some dragon tail. Thank you for the gauntlet drop :) I will be in velks working on gems this week. Thanks kahmon for another great raid.

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Xabthik 40 monk
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