Tuesday, July 20, 2004

Everquest Southern Armada Raids Week Seventy Three

20/07/04 Week SeventyThree
This was our first full shot at Time. Well our first with a decent chance of clearing it anyway. Now normally I just briefly go on about the fight and move on. This edition I'm going to talk about each fight individually in a little more detail.
Tier One
Tier one is so mindless as to be numbing. The only time most guilds will ever have any issues with T1 is when they first encounter it. If you are still having trouble with T1 after about the 2nd week in Time then you really have no place in the zone. Basically it works like this. There are 5 "Trials". Earth, Air, Water, Undead, Fire. Each Trial requires 3 groups, so 54 people are needed to be available to kick them off. Of course everyone hates doing them week after week, so most people don't even show up till tier 3-4.

I don't mind doing them that much, so I usually show up for them. We have them down to a fine art at this point so they don't take that long anymore.
Each trial has its own little quirks and idiosyncrasies but on the whole they aren't too difficult. The issue I always have with T1 is, why the fuck do we have to do it every time?. Each other part of time is instanced, why not T1?. Combine that fact with the issue that if another Guild has been in Time inside of 12 hours before you, you get no loot from T1.

That's completely crap. I've heard the justification that the 12 hours thing is to stop people "farming" the T1 Items (which are doable with 3groups.) So why not fully instance Time and make us do T1 once a week just like all the other sections of the Zone?. Why are we denied the T1 loot simply because another guild is leaving Time just as we are forming up to enter it?
I don't like it, I think its unfair and stupid.
Tier Two
Tier Two is basically an extension of Tier One. Once you have completed all of the first 5 Trials the doors at the back of each trial open and you have access into Tier 2. Now T2 is essentially still a part of T1 and in some cases we actually pull T2 into the area of the T1 trials and kill the mobs there. Again there are 5 trials in T2, Earth, Air, Water, Undead, Fire. Its basically a bunch of trash (about 10-20 per trial) and a boss at the end. T2 will always drop loot and is fully instanced. So you only ever have to do T2 once a week.
Tier Three
This is the most mindless and punishing part of Time. I truly loathe T3 already. Its busy for the Pullers, the tanks and the healers, but for the Necro's its horrible. I basically put my pet away ( too many enrages and too many "fake" enrages so you end up doing sod all dps with pet and having way too many of them go smish.)

Most Mobs die too fast for me to land Neurotoxin (6.0 sec cast time) and DOT's are a complete waste of mana so I am reduced to tapping with Touch of Mujaki (850damage 3.2 sec cast time) and when there are undead in the wave, with Destroy Undead (1200 damage, 3 sec cast time) Basically its incredibly boring for a Necro and I usually spend T3 with half an eye on the TV.

You have a series of "Waves" of mobs representing the armies of the Gods. So you get to see Mob's from the Elemental planes of Nightmare, Tactics, Fear, Hate and Torment. Once you clear through them (and there is about 100+ Mob's) you then get to face two fairly easy Bosses.
T3 is also fully instanced so you only do it once a week.
Saryrn
Saryrn is usually the first of the Tier 4 Gods that we kill. She is the (Demi)God of the Plane of Torment. She is a pretty easy fight and is very similar to her counterpart in the Elemental Planes. She AE's a nasty mana drain that can cause issues if you don't resist it and spawns adds at certain points in the fight.

Some adds you ignore, some you off tank. On the whole a fairly fun fight and fairly simple. A good introduction to the rest of the God's in the plane of Time.
Terris Thule
This is again a similar fight to the one in the Plane of Nightmare and very similar to Saryrn. Nasty HP/Mana drain AE and adds that show up at certain points during the fight. Both of these fights are trivial to us at this point and we very rarely ever lose anyone. They are pretty much just warm ups for the later kills.
Tallon Zek
I like the Zek brothers fights as they are relatively simple straight tank/dps affairs. You put Tallon into a corner and just pack the DOTs on him. The pet gets unloaded and just sits on his back tapping and backstabbing like mad. As long as Tallon keeps that nasty ass bow pointed at the main tank, he is a dead God.
Vallon Zek
The only real difference between Tallon and Vallon is that Vallon spawns adds at a certain percentage that need to be kited and kept away from the Healers and the DPS. Apart from that its exactly the same strategy as Tallon, put the pet up his ass, Dot the hell out of him, remember to FD a lot, then Loot!.
Bertoxxulous
Now Berty is a little different. He doesn't spawn adds but he is almost completely immune to almost all spells until he hits about 80% health. So once again the marvelous invention that is corner tanking comes into play. Unfortunately you have to hide the pet for this one as he has a dot that will quite quickly take a pet out. Unless you want to keep continuously healing the pet, its best to just put him away till later.

Nec's pretty much cant do anything to him till about 80-85% when you can start to land Fire based spells, the Magic and Poison based spells start to land around 70%. Then you can just burn him.
Cazic Thule
Now I like Mr Thule, not only because he has been particularly good to me (Time Robe, Wand of Impenetrable Force, Zealots Spiked Bracer) but because he is a fun and fast fight. Again you have to keep the pet hidden as Mr Thule has a 1K AOE DD that will slowly wear him away. He gets tanked by Pallies, which is cool and I can lay pretty much every DOT I have on him with no resists which is also very cool.
Rallos Zek
One of the Big boys of the Elemental planes. He was the road block to progress of a lot of Guilds and much cursing and swearing has been directed his way. Curiously he isn't that hard to kill in Time. Standard (by now) corner fight, adds at intervals, AOE fight. I still think he is the best model of POP.

I was very curious to learn that the POP God models were all outsourced from SOE to a 3rd party company. Whoever it was that they used I would highly recommend they use them again. All of the MOB modeling in POP is superb, from the early models of the flies in POD to Quarm himself, I've enjoyed the "look" of each one.

God is a real disappointment in that there are about 6 base models and no "Bosses". So once you have seen the base models there is nothing to look forward to. It also makes it confusing as the only way to tell the difference between a boss and trash is the name.
Innoruuk
My God. The Lord of Hate. Probably the toughest fight in Time. If anything possibly even a tougher fight than Quarm. His AOE is a fear spell which can cause half your raid to be running around the T4 zone at any given time. He spawns some NASTY adds that will happily decimate your Clerics or Tanks if they get the chance and are damn hard to control.

I actually felt that SA's finest moment in Time was dropping this guy for the first time. We did it by the skin of our teeth,but we did it with skill, guts and determination. Quarm was almost an anti-climax when we finally did it.
Quarm
The big boy, the target we had been aiming for right from the very beginning of POP a year ago. Its kind of sad that he is just another target on the Pharm list now. He has about 7 AOE's some worse than others, and he still feels a little like a zerg sometimes, but the hardest part of killing him now is sorting the groups before the engage.

One of our artistic types made this Target ring. I love it, it makes it so easy to find a small target in a big group of melee and it just plain looks cool.
I've been having a good think about my foci and I have come to a sad realization. There are only two paths forward to replace my most important Focus. The shield I am carrying has Affliction efficiency 4 on it. This is a 25% mana reduction on all DOTs cast. There are a number of other AE4 items in the game, some better but most worse than the shield.

However there are only 2 items in game that have the upgrade to this focus. One drops in Trial 7 of GOD and is a bracer with stats about the same as the Tier One Time bracers. The other is an earring that drops from Vallon Zek. This is utterly pathetic itemization on the behalf of SOE but its what we are stuck with. Now to replace the focus on the Shield I have to wait on the earring drop which is driving me nuts.

A: Both my earrings suck and as earrings are almost completely all/all items the competition for them is fierce,
B: I don't have another upgrade path and I cant afford to lose this focus, so until I can get an earring I'm stuck with the shield. I already have an item I can use to do a small upgrade on the shield, which is currently sitting in the bank.

So like my quest to get a full set of silks, I am sitting and patiently waiting for the right sequence of drops. :)

Thursday rolls around and The Southern Armada roll into the Gates of Discord for our first GOD Raid.

After doing the first two I can now see what all the uber guilds are complaining about. Instead of unique bosses, well designed zones and unique encounters you have cookie cutter zones, cookie cutter encounters and the same 5-6 models throughout the entire expansion. I can now understand my SOE decided to apologize for this expansion. Its a steaming pile of shit.

So we formed up in Kod'Taz for the raid and began to clear through the zone to the raid entry point. Essentially you have to clear through the zones trash to actually reach the instanced area of the Raid itself.
We zoned into the first of the Ikkinz Trials and killed a bunch of these guys.
Beyond, pull mob, kill mob, charge Boss (who looks exactly like all of the other MOB models in the zone) there isn't a great deal of difficulty to the first Trial. I must admit there is some awesome loot to be found in Ikkinz but that's never been the point of the game for me. Its about the hunt for the next named and the thrill of the "special" kill. Without that its just farming.
So we get to the end of Trial One, kill a named (That looked exactly like all the others) and that was kind of it. there was no emoticon, no flag message, no new key on the key ring.
We left trial one completed and headed into Trial 2 which was exactly the same as Trial one, pull mob, kill mob, charge boss. I had to leave at 2:00am for sleepy bo bo's. SA continued on for about another hour to drop the Tier 2 boss.

Yay I'm now only a week behind!

Wednesday, July 07, 2004

Everquest Southern Armada Raids Week Seventy Two

07/07/04 Week Seventy Two
Clean up day. The remaining three Time Gods were rounded up and and disposed of.
Quarm. This fight is definitely getting faster. We felt a little shaky in part but I never thought we ever really looked like failing.
SOE was supposed to have patched last week but they delayed it for a further week in order to do more testing so it was due to fall on the Wednesday. This is part of the "New and Improved" SOE who actually give a shit about things like patching working code, so I was reasonably happy that the patch was delayed. Wednesday rolled around and they duly took the servers down and patched.

I logged on on Thursday and the word on the server was the patch had probably broken more than it had fixed (Damn aren't we glad they "tested" it first) so we knew that there was going to be the usual "Patch for the patch" . So Thursdays raid was cancelled and we were all going to be good to go for the Friday.

Of course the Thursday patch didn't work, so there was a Friday patch, a "patch for the patch for the patch" so to speak. Damn the testing must have been absolutely superb!.
So the usual two Southern Armada raids a week were reduced to a paltry one. The only bright spark was that due to us not "cleaning" up Time in the usual fashion, we were going to have a full pop from Tier 1 to Quarm on Monday. So our first full Time clear attempt was going to happen next week!

Everquest Southern Armada Raids Week Seventy One

07/07/04 Week Seventy One
Tonight was cleanup night, we needed to clear out the three still standing from last week. So we cleared Tier One and headed straight up to Tier 5. We AOE'd the armies of the Gods and finally pulled Cazic Thule. The blind God of Fear was soon winging his way to whatever afterlife Gods go to after they have experienced the Southern Armada smack down. 

Next up, Innoruuk. The God that caused us such trouble when we couldn't wall him. Well, now we can and he is definitely in the farmable category. The toughest part of killing Inny is getting people into his room after he is dead as his adds don't despawn for ages. It would probably be easier to just kill them, but Rangers just LOVE to use weapon-shield and just don't feel comfortable when it is up.
Quarm. This is definitely getting faster. It felt a little shaky in places but I never thought we ever really looked like failing. I would say we will go to a one night clear soon, soon my pretties.
Smith Rondo. We came, we saw, we botted. I swear most of the Smith Rondo kill was made up of bot's we were trying to get flagged, hell even I was botting someone!. That was it really.
Friday rolled around and we were in for our usual Tier 1-5 pop of Time.
The Loot that is flowing out of Time is just incredible. Basically we are getting about 48 Loots per clearing. So everyone who turns up to raid on a fairly regular basis is going to get roughly 1.2 Loots every two raids. That is phenomenal considering we spent a year raiding to get to Time with 2-6 loots per week.

Its not just the sheer quantity of it either, its the quality of it. Every Time clearing increases the relative power of the guild exponentially. This is something we are definitely going to need when we challenge the next expansion, The Gates of Discord. We will need at least half a dozen 10K+ Warriors and the same number of 10K+ Knights. We will need at least a good dozen 6K+ mana pools in the Clerics and hopefully the same in Druids.

The whole equation changes in GOD. In fact the entire raiding schema changes. From the long convoluted 72 person fights lasting 2 hours or more that we have seen in the POP expansion, we change down to a 54 man raid with short sharp vicious fights lasting less than 5 minutes.

Changing the raid number was one of the stupidest things that SOE has down. Pre PoP most of the uber guilds were approximately 40-60 people in size. They were happy with that and the high end raiding of the time was aimed at those numbers. PoP changed everything and the number required for a successful raid was 72. Every fight was balanced against 72 people.

Most of the top guilds at this point were forced into a recruiting drive and added large numbers of extra bodies in order to bring a constant raid to 72. For Guilds whose numbers had been essentially static for the past several years this must have come as a serious shock.
Then GOD came along and the raid number has been reduced again to 54. Once again SOE proves that they have no idea how to manage their own game. Any raiding player on any server could have told them that changing the maximum raid number to 54 was a FUCKING STUPID idea.

But along with the rest of the Cluster Fuck that is the Gates Of Discord they did it anyway. This was the final straw for a lot of guilds and the whole system collapsed. Many of the Uber Guilds simply disbanded in the face of not only forced downsizing but the entire buggy, unfinished mess that was the raiding portion of the new expansion.

So when The Southern Armada begins to engage the new content we will be forced to leave some of our friends out for the first few raids at least. I believe its Trial's 7-9 that require only 54 people and then you can start up to 72 man raids again.


SOE fucked up with GOD and at the Guild Summit meeting they held with the leaders of the top guilds and the leaders of the player communities, they admitted it outright. They fucked the story line, they fucked the release (Tuned for Level 70 players but OOPs they forgot to allow players to actually get level to 70), they fucked the graphics (No special Models as Bosses, once you have seen the half dozen base models you have seen the entire expansion), they fucked the testing (Unfinished buggy untuned content).

They pissed off the entire player base by releasing a broken untuned, buggy expansion, then they had the gall to announce the NEXT expansion when the first one plainly didn't work.
In fact they generally fucked up the release of 2 entire expansion's.

It seems that somehow they ended up with a corporate culture where the people responsible for fixing, maintaining and expanding the game (The Developers) were afraid to approached the people in charge of the game (The management) due to the fear of losing their jobs. Now that is a completely fucked situation to be in and the only way that that sort of corporate culture evolves is from the top down. Yes Mr Smedley I accuse you.

You either didn't know what you're sub managers were doing for some years, in which case you are incompetent, or you engendered this culture yourself in which case you are not only incompetent you are an idiot.

I actually believe that the sudden about face in the SOE corporate culture in the last 3 months has been driven by Japan. I think Japanese management looked at their little cash cow, that just sits there and earns them not only money but Game Market Kudos, and they saw it hemorrhaging player accounts and thus, money. I believe they looked down from on high and said to SOE senior management, fix it, reverse the flow or go looking for other jobs.

I wonder how many jobs you would get with a reputation in the gaming market as the Man who effectively; killed the most successful MMPORG gaming franchise in history. Very few I suspect.