Guardian Cathedral of Pain Trials
A couple things I'd like to point out about our winning run:
1) We had Rularuu's regen flat-lined. DEAD ZERO. There is no regen floor like I thought I'd seen in previous raids. Envenomed Daggers work.
2) Vengeance can only be used if the bait is on your team. Saying that, I don't think most of us benefited from it and it probably isn't necessary to win.
Other than that, the raid went perfectly, Omega's plan works and we'll stick with it.
Just want another 'thank you' to Alpha in here.
The work put in in those raids contributed to tonights success. So thanks again for running them and being big enough to discuss/listen to options even when you didn't go with them or they didn't work.
And as for the tank not hanging around under the cube; yeah we don't need to do that; just destroy him in one pass.
SAVE CoX info:
Titan Network efforts
Saving CoX events/FB info
Was thinking the same thing about the using vengeance. It might not be necessary. I'll do some further testing on it to make sure.
All said and done, last night's run went mostly according to the plan. I'll continue working on getting it fine tuned and will post the updated one to this thread. I'm also planning on making a flash animation to clear display the attack strategy to use inside the cathedral... may take a little while though, I haven't touched that stuff in years.
Congrats to all who helped make last night's run successful.
@Omega Shockwave
Server: Guardian
SG: The Omega Revolution
VG: none
The following is Omega Shockwave's game winning plan. I'm posting it here so it doesn't get gobbled up by the forum monster.
This is what we're up against (some number crunching here), for some min/max values.
Aspect of Rularuu's max HP: 76692.89
Aspect of Rularuu's regen: 597.58 HP/sec
The numbers below have been modified so we can compare them to what is listed at level 50 in Mid's Hero Designer.
If we don't touch his regen rate (and use only dmg he's 10% resistant to):
Time Aspect is Vulnerable______ DPS needed to defeat
60 sec________________________ 181.112
50 sec________________________ 205.7949
40 sec________________________ 242.8192
30 sec________________________ 304.5264
If we don't touch his regen rate (and use only dmg he's 40% resistant to):
Time Aspect is Vulnerable______ DPS needed to defeat
60 sec________________________ 271.668
50 sec________________________ 308.692
40 sec________________________ 364.228
30 sec________________________ 456.789
I think a 40 second window is more realistic, so I'll use this when playing around with his regen rate being debuffed.
This represents what it'd look like if we had 40 seconds (using only dmg he's 10% resistant to):
Regeneration Rate______DPS needed to defeat
597.58 HP/sec____________242.819
501.96 HP/sec____________233.587
400.37 HP/sec____________223.779
298.79 HP/sec____________213.970
197.20 HP/sec____________204.161
101.58 HP/sec____________194.930
0.00 HP/sec______________185.121
This represents what it'd look like if we had 40 seconds (using only dmg he's 40% resistant to):
Regeneration Rate______DPS needed to defeat
597.58 HP/sec____________364.228
501.96 HP/sec____________350.381
400.37 HP/sec____________335.668
298.79 HP/sec____________320.995
197.20 HP/sec____________306.242
101.58 HP/sec____________292.395
0.00 HP/sec______________277.682
Update: Values for 45 seconds will be added tonight (based on the Alpha One's post about multiple sources confirming the timer value)
Obviously there are still things not taken into account here (like damage buffs and resistance debuffs), but this sets a good baseline to benchmark against.
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TEAM MAKEUP
Before we fill out CoP roster, let's gear our damage dealers toward the Rularuu Aspect's weaknesses as best we can. Using the Power Analyzer Mk III, we learned that he has no defense to any of the damage types. He has 40% resistance to Smashing, Lethal, Energy, and Toxic damage, but only 10% resistance to Fire, Cold, Negative Energy, and Psionic damage. If you've got multiple damage dealers, try to bring one that falls in the 10% resistance bucket. See the numbers above for proof this matters.
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Things everyone should bring/take time to do:
1. A full complement of Envenomed Daggers (this baby has a quick activation time, deals decent damage and has a 10 sec regen debuff of 250%)
2. 7 to 10 damage inspirations (as large as you can get)
3. 3 to 5 defense inspirations (as large as you can get)
4. (optional) 1 or 2 Tier 3 awakens.
5. Shivans. Please get them if you don't have them.
6. The HVAS heavy. If you've got the vanguard merits to get it, please do so.
7. The Backup Radio temp power.
8. Find 3 or 4 powers that have a high Damage per activation time. These will probably be single target attacks. They should also have a quick recharge because of the high DPS needed to take the Aspect of Rularuu down. These attack cannot cripple your ability to attack again either (sorry, nukes are a bad idea here)
9. Set a monitor on your Damage Bonus. Melee, Range, and AoE defense wouldn't be bad to monitor as well.
10. Patience. There are a lot of us that would like to have a successful run. This trial involves TONS of high level coordination, we need everyone to be patient and stick to the plan. This isn't easy, nor should we expect it to be.
Update: 11. Get on the Ravenwolf vent server (see ShadowRavens post below). Even if you don't have a microphone it is helpful to hear what it going on and this is the quickest way to get directions. No typing in game = more fighting time.
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Once we've gotten into the Cathedral from the Shadow Shard all of the teams should line up in a "U" formation at the entrance. This will help buffers that have long lasting buff cycle through more than just their respective teams more easily. This will probably need to be a tight formation for the AoE buffs. See below for diagram. If one team seems to have done better than the rest at killing mobs, they should take the Team 3 spot.
Team 1
X X X X X X X X
Team 3
X
X
X
X........O
X
X
X
X
Team 2
X X X X X X X X
We'll buff up in this formation. Furthermore, Team Leaders will assign a direction for their members to head if done early with their mob. Facing in toward the middle of the room, half should go left, and half should go right.
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Updated - The buff order:
1. Drop pets that are not timer based. This will probably be only those from primary/secondary powersets. Don't drop the others yet (they are only available for a certain length of time).
2. We identify someone as vengeance bait and someone as the vengeance casters. Ideally, our vengeance bait will be a non-tank, non-buffer, low damage dealer. A self rez is worth bonus points here because you won't be getting any buffs.
3. The vengeance bait (with no buffs) dives into the group by the cube and takes a fall. Right in the middle here, we don't want any unnecessary aggro coming toward the rest of the group. Our vengeance bait is then teleported back to the group (marked as "O" in the formation). DO NOT REZ THIS PERSON YET.
4. Single target buffs are applied. Fortitudes, Forges, Cold Dom or FF shields, Sonic shields, Speed Boost, Adrenaline Boost, Clear Mind, Increase Density, etc. If you can get the pets too, that's awesome.
5. Drop timer based pets. Looking for Shivans, HVAS, Backup Radio, pets from mastery pools. (don't drop the useless ones like Snowbeast, Clockwork, etc.) Make sure they are not going to be close enough to aggro the surrounding enemy mobs.
6. The Group Leader calls a "Huddle". Get in close around our vengeance bait.
These next steps need to be carried out quickly. Steps 6 through 8 should be done in about 8-10 seconds, quicker is better. Everyone will need to move quickly and precisely from here on out.
6. The Group Leader will call out for any Mind Link, Recovery Aura, Regeneration Aura, Accelerate Metabolism, and World of Pain buffs.
7. The Group Leader will call out "Final Buff". At this time anyone with Call to Justice should use it. The vengeance caster will cast vengeance 2 seconds after the "Final Buff" order is given.
8. The Group Leader will call out "Go!" and we'll attack the mobs surrounding the cubes.
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MOB STRATEGY
Team 1 heads to the left.
Team 2 heads to the right.
Team 3 heads to the group in the middle at the back of the room. Since they kill quicker, we're offsetting this by making them travel just a little further.
Notes:
- Do not stay dead on the floor, ask for a rez or use Large Awaken to get back in the fight. You're no good dead on the floor. (except the vengeance bait guy )
- The Aspect of Rularuu can no longer attack while in his shield, so ignore him for now.
- Sprint to your group quickly. Time is of the essence here, make the most of your buffs.
- We should be pretty buffed up at this point in time, so everyone should be attacking.
- If anyone has an AoE -Fly to get the mob out of the air, use it.
- If anyone has fulcrum shift, use it while we have multiple enemies to get a larger buff.
- When your team's mob is almost done, crack 3-4 damage inspirations and 1 defense inspiration. We're doing this before the fight with the Aspect so we can maximize our damage and not waste valuable time buffing while he is vulnerable.
- If your group gets done early with its mob, split and help out the others.
AS SOON AS WE SEE THE MESSAGE THAT THE ASPECT'S SHIELD IS DOWN, EVERYONE WILL GO TO HIM AND START ATTACKING. No tanks will stay behind for the next spawn because we're throwing the kitchen sink at him. Ideally everything done while the AV is vulnerable should be a High DPS attack, regen debuff, or resistance debuff.
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ATTACKING THE ASPECT OF RULARUU
All: Use the 3 or 4 attacks that are your best DPA (dmg per activation time) and the Envenomed Dagger. Keep an eye on your damage buff and keep cracking inspirations to keep it high. Again, don't stay dead on the floor if you die.
Debuffers: Throw down regen and resistance debuffs. Be very liberal with the Envenomed Dagger. If it's up and you don't have a better DPA attack, use it.
Buffers: Attack as much as the battle allows you. Be quick to rez the dead (if you have the opportunity to use vengeance again, do it quickly). Like the debuffers, be liberal with the Envenomed Dagger.
If we don't take him down before his shield is back up, hurry back to your team's assigned mob. Kill them as quickly as possible using the same plan as before and quickly get back to the Aspect. If we do not defeat the Aspect at this point, the run will mostly likely fail since we should be out of inspirations, temp powers, etc. Hopefully it goes well and we have a successful run.