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-   -   NPC Spawn Issue: Trakanon's spawn point is incorrect / he should be roaming a bit (/forums/showthread.php?t=99788)

Nirgon 02-25-2013 02:43 PM

Trakanon's spawn point is incorrect / he should be roaming a bit
 
Making a sep thread for this.


More

Quote:

Trak isn't static. He roams around his lair.
He roamed rather circularly, like an oval around the inside of his lair with an erratic movement here and there.

Quote:

Use a DApally if ya got one or somone who can survive a few hits to rush trak and pull him to the back of his lair. Everyone else needs to run in right behind him. Make sure people understand not to heal right away until they join up in traks lair otherwise Trak will run out to whoever is healing.
^ Needs to be pulled to the back of his lair. That's where this experienced, classic guild pulled him. I recall EXACTLY the same.

None of this stuff changed between Velious and PoP.

http://sigilsmotel.yuku.com/topic/963#.USq3WldNtRc
Quote:

he will try to gate at around 30% health, which is why we will be charging at him in his lair

He should spawn right abouts here or VERY close (aka not right in the middle of lair.. must be near wall!). Image from July 2001, towards the end of Velious.
http://www.agonyguild.com/events/jul...20011trak3.jpg

Another gateless kill from August before Luclin (there's dat mentioned rock and some corpses too hum!):
http://www.agonyguild.com/events/aug...1trakthumb.jpg

Correct raid strat is to either charge him once he paths here or have someone DA him there, wait for the breath (if it hasn't fired already) the stomp him down fast.

If he is not tanked here or very close to it, he should gate... and evidence suggests mobs go for a gate at 30%, fight for a bit again if they survive then flee or flee immediately after gate if brought within flee range.

His aggro range appears to be correct and should be quite large (like other raid mobs: Inny in particular I remember being nutso aggro range).

:cool:

Bonus: Tolumpaj should be buffing Trak. Hard to get close enough to observe (esp now), doesn't stay alive for long, just want to confirm! Will make him interesting on a repop day :).

Source
Quote:

Dispell him at the start of the fight, he is buffed by Topalumj and much more dangerous then he is without those buffs.

Nirgon 02-25-2013 03:11 PM

WTB Ele/Treats, either, preferably both

Classic council assemble

Ambrotos 02-25-2013 03:11 PM

He does move around. I have also seen Tola buff Trak and the Protector.

The only question is his spawn point. Don't get too stuck on the gating thing since A)he dies very quickly and goes right to walking mode b) He does gate C) People kill him in his area of his spawn point.

I am almost going to say it is working some what on P99 since I have seen him gate, and other NPCs. I had even killed caster NPCs down to gate health percent in a short area near their spawn point, and they didn't gate. I moved further away and they did.

The gate radius and spawn point is the question. This is the information we need along with his spawn point with hard information not remembering 13 years after the fact.

Dullah 02-25-2013 03:25 PM

http://www.reactionface.info/sites/d...4029819767.png

SamwiseRed 02-25-2013 03:27 PM

someone please tell me the font used in classic :(

Nirgon 02-25-2013 03:28 PM

K good he roams about (he's dead within seconds, sorry I asked for someone to confirm!). Good, done. However, fixing his spawn point may require his roaming path to be adjusted.

He should spawn near his wall given those screens, I believe that is answered. Gate radius? Look at those kills, fly in there GM invis. and measure it approx. Should be about the range. Killing in center of lair should cause this (must be pulled deep to back wall!), near the bottle neck currently does appear to correctly cause a gate from the youtube, pras classic.

I've found data stating mobs gate at 30% HP, and they'd certainly try to gate once before fleeing. I don't see anything gating here until the flee marker, which I believe is incorrect, and have posted a quote from a raid guide substantiating that %, matching my memory.


Quote:

Originally Posted by Dullah (Post 862606)


^ that's you looking at those classic screenies

Autotune 02-25-2013 03:38 PM

just a fyi, while reading these threads and why they waited or pulled him to that part of his lair it seemed to be because it was "safe" from aggroing the other mobs after someone DA trained them away so people could rush in and kill him.

While they do mention not pulling him far away from his spawn, they don't make a mention to killing him in that spot because it is his spawn.

Nirgon 02-25-2013 03:41 PM

Quote:

Advising a small guild to pull Trakanon is kind of mean because he gates if pulled too far from his spawnpoint
(Peep images)

Quote:

Placing Trak with DA is only needed when he is not at the backside of his lair
(images)

Classic Trak slappin' me 5 on the back side. Those images are from a classic kill, the monkly business post unrelated to them confirms.

Autotune 02-25-2013 03:51 PM

Quote:

Originally Posted by Nirgon (Post 862630)
(Peep images)


(images)

Classic Trak slappin' me 5 on the back side. Those images are from a classic kill, the monkly business post unrelated to them confirms.

read the comments and everything from the links you posted.

That spot could have not been his spawn point and simply a spot that was safe from pathers and within range of his spawn where he wouldn't gate.

both what you say and what I say are equally plausible.

They could easily not pull trakanon and engage him anywhere on his path in his lair. (advising them to "not pull"). However, they suggest pulling him to that part of his lair because it is "safe" from juggs/pathers.

Autotune 02-25-2013 03:53 PM

Quote:

If you wish...Tolapumj and all his friends can be pulled when trak wanders to the "back" of his lair from the far wall with lev. (BRING A NECRO USE DMF) If ya don't your loose cannon on the raid will likely get aggro and bring them along on the trak rush.



I once had the pally run up and start attacking Tolapumj on a Trak raid..*sigh* anyway..



Whittled fishbone darts.. or fishbone darts, or even a happy dragon firework will give you good range to do this. Not sure if forged javelins will give ya the range ya need for it, but they are worth a shot if ya cant find the others.



Make sure you can't see his full wing when you go to pull jumpy this will mean that he has wandered back into the safe spot of the cave. You wanna just see the Tip or dont pull. It can take a long while for him to move from this spot so have the raid pull golems or something to keep them entertained until he moves.



Inch along the wall untill you are within range of the closest golem with jumpy. Hit sneak .. toss range item. You should get aggro on 3 of them at least, Tolapumj may aggro at 60 I can't remember atm but thats ok. Wait a little for them to path down the path or into the water at which time you can run back to your raid.



Don't feign death and stand back up. If they path the wrong way you will get some very ugly assist agro. If you want to loose a couple of them then run a few to the raid then FD and lay there untill you think the others have had sufficient time to wander back to spawn point or you get the memwhipe message. Normally i just bring them all to the raid. You can run out of time quick if ya dont watch it.



I used to usually put my raid back behind the wall in the cave just incase Trak aggroes. He will attack anyone line of site so make sure EVERYONE stays back in the cave or they will chain aggro trak down to the raid.



The other golems and the protector can be pulled down the path on the left side if you wait behind the rock near traks den and use proximity aggro when they wander CLOSE.. it just takes a little patience.



There ya go Trak single.



Set raid up on the path past bridge.



Use a DApally if ya got one or somone who can survive a few hits to rush trak and pull him to the back of his lair. Everyone else needs to run in right behind him. Make sure people understand not to heal right away until they join up in traks lair otherwise Trak will run out to whoever is healing.



I usually run in right ahead of the pally and hope to take a banish and save a non FD class the trip to shroomville but thats up to you and depends on if you can survive it. You want to get Trak facing to the back of his cave and then have the rest of the raid force attack him from behind immediately after.



Good luck.


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