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#1
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![]() https://www.project1999.com/forums/s...d.php?t=208856
135 people from a variety of guilds. People played very well and followed instructions well. My takeaways: 1. Giants seemed hard to stop - even when engaged they kept moving for a good while. 1a. That prevented focused DPS - because DPS kept breaking off to stop those who kept moving even when engaged. 2. Falling under the world STILL a significant problem. Moregan helped tons and fixed stuff quickly. Not worth trying that event without staff present, though. 3. Should have sent the dwarves in sooner. Don't think that would have affected the outcome, though. 4. Will assign names to groups and send groups to spots by name. 5. Must ensure that EVERYONE knows the spawn spots (and their names) for quicker reaction. -------- Lots of stuff went right, I think. The cooperation was amazing. I really hope those who were there representing their guilds got a lot of good takeaways. That's a tough event on this server...and the first try is necessarily rough. ----- Bottom line...if you cannot stop the giants with melee...even before they get to the river...it's gonna be a hard event to win.
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Last edited by Pan; 08-28-2015 at 12:10 PM..
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#2
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#3
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![]() The group we had as the final line of defense at the dwarves were unnecessary. Once the giants get to that point they are already running and its hard coming back from that. They should be further out and/or assisting the other teams at all times.
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#4
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#5
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#6
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![]() I felt you ran the event very well, my group knew where to go whenever there was a pop. Between the giants not stopping when aggrod and root breaking within seconds, I couldn't see us stopping that wave once it got close to thurg.
Should the coldain archers engage the giants when they got close? Because that didn't happen at all.
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Lootenant Dan <Hierophant>
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#7
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![]() Rooting V.S. Snaring V.S. Highsun is in question.
Wave three was virtually unsnarable some were saying, but they may have not been 60. Root was landing far more often, but was insta breaking in a lot of cases because mobs were engaged all over the place--due to already engaged runners. Dwarves not assisting. It just wasn't happening. Archers were not helping, the dwarf wall was not assisting as should. Pops and Double Pops. Okay so Wave one had only single pops. Wave two had some double pops happening which caused certain areas to get overrun. My suggestion is to have two groups at each camp and when once camp is clear send a "leashed" group to assist as special forces until their side pops again. For camps like west and river it would make sense to send a single group to go dps at the double popped river. MA and Recover Tanks. The tanks were all very busy maintaining runners. On third wave I recommend having ONE tank be the assist tank and ALL dps work to assist that one. When mobs are all at 50% they are summoning and we are not being effective. If we always bring third wave to the dwarf wall (and they actually assist) then we can have that MA tank focus the dps groups. Datapoint: Nothing enraged. Spearmen have like 30k hp and summon. Do not engage spearmen unless all dps at that camp is on it. We discovered with 2 full groups you can kill one spearmen before the first wave pop. | ||
Last edited by bktroost; 08-28-2015 at 12:21 PM..
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#8
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![]() I chose to let the dwarves engage au naturale until the end (3rd wave). Trouble is, sometimes they did, but more often they ignored the giants walking thru them. I don't think we needed them in the first 2 waves. Could have been more proactive on the 3rd, tho.
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#9
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I just wonder what happens on Ring_War_205 when people are less inclined to leave their seb camps and Velks camps when some random guy send thems a tell that the ring war starts in an hour or so. Forum searching indicates that it IS possible with 5 groups of 60 but really needs about 75. We had more than twice that and pretty much just met the challenge on wave 2. Considering outside metrics is all. | |||
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#10
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![]() For the record, Moregan told me that we'd missed 1x mini-wave entirely.
That's not the case. Have a look at this map: [You must be logged in to view images. Log in or Register.] First spawn was at location 2 marked on the map. We were dealing with that. Second (3rd, really, because 2nd was at spires) popped before we were 30pct into first, broke through (and couldn't be stopped with melee) and went north northwest and then east. That was the one that finished us. We didn't miss that wave. We just couldn't get it to stop with melee.
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