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#7503187 Mar 10, 2013 at 10:07 AM · Edited over 13 years ago
Raider
657 Posts
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#7543764 Mar 18, 2013 at 04:37 PM
Social
777 Posts
bump for everyone to read up!
El !@#$%^
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#7613029 Apr 02, 2013 at 08:53 AM · Edited over 13 years ago
Social
777 Posts
/bump for you all to read up and make sure you know the fight for tonight

Its a bit of a messy fight, so please make sure you all know it

Edit: I was a bit wrong on the beam colours lastnight..
Blue - Don't move as we did lastnight, needs 1 other in the beam (2 total should be fine)
Yellow - Both tanks go into this 1 (not the blue as I said lastnight) and follow it as it moves around. The originally targetted player can leave once the beam starts moving around.
Red - As we did lastnight, will probably have most other players in it
El !@#$%^
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#7614489 Apr 02, 2013 at 04:09 PM
Social
236 Posts
That hunter is pro wish our hunter where just as pro being able to mark and dps at the same time :))
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#7614644 Apr 02, 2013 at 04:41 PM
Social
100 Posts
We should really think about replacing our hunter, he sux
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#7614884 Apr 02, 2013 at 05:28 PM
Social
777 Posts
El !@#$%^
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#7615113 Apr 02, 2013 at 06:07 PM
Social
236 Posts
#7614644 Eddio wrote:

We should really think about replacing our hunter, he sux




Ill keep him around thou for blaming and the normal harrasements coming from every flank :)
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#7615288 Apr 02, 2013 at 06:39 PM
Raider
178 Posts
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#7624397 Apr 04, 2013 at 03:52 PM · Edited over 13 years ago
Social
100 Posts
Noticed this on MMO-C
No offense, but you're not really engaging the substance of his post, which is that the "maze" mechanic is incredibly difficult to distinguish. You have a dark floor with a dark purple overlay, with a dark purple fog over that overlay. I had to TURN DOWN my settings to distinguish the maze in normal.

The problem isn't the cones or the other mechanics. The problem is the maze portion of the fight which is difficult to see and distinguish. I think when you have a mechanic where you have to DECREASE your settings to be able to play. You ought to reconsider or fix those settings.
Quite right, most are not saying it's too hard as a mechanic, just that visual effect needs alteration to make it more... attemptable even. I don't think that's something we'd disagree with. The effect went through a number of changes on the PTR, including very late in the testing cycle to try to resolve some performance issues it was causing. It's certainly a doable fight, but I think it's safe to say we don't think it's perfect as-is.


And Icy veins has the following to say about Hog's idea of stacking pools under boss
There are a few different options for how to handle this. One strategy is to designate the area under Durumu's model as the void zone location, and have everyone dump their void zones there. Naturally, this large void zone will gradually expand a bit over time, since players will not always be able to place all their void zones in the exact same location (since even touching that location will be an instant or near-instant kill, due to the high number of overlapping void zones). If done correctly, then this strategy basically removes the void zones from the fight entirely, but executing it well is not very easy. Moreover, the central point of the single void zone under Durumu becomes extremely damaging (due to the many overlapping void zones present there), so players who misstep when trying to place their void zone can die.

Another strategy is to have players dump the void zones at the outer edge of Durumu's platform. If players stand on the very edge, then half of the void zone will be outside of the platform, so the space taken up by void zones is smaller. This is easier to execute than the previous strategy, but it is still not always easy for players to get to the very edge of the platform in time. If attempting this, melee players should keep in mind that Durumu's hitbox is truly gigantic, so they can stand very far from him when attacking him.

In any case, there are two important things to avoid.
•Do not leave the void zones within 10-15 yards of Durumu. This area is generally where the melee safe zone during the Disintegration Beam Phase is, and having void zones here can be a very problematic for melee DPS players who are trying to move through the Eye Sore maze.
•Unless you are placing all the void zones under Durumu, do not have two or more void zones merged together or connected. Doing so would turn the void zones into one larger void zone, which can prove to be an obstacle during the Disintegration Beam Phase. Instead, try to leave enough space between any two void zones so that players can move between them.


Also, from what I can tell, if we do accidentally reveal an Azure Fog (like when the blue beam spawns right on it cos of bad RNG), we've got to kill it.
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