Sunday, April 15, 2012
Hard Mode Zorn and Toth Down
After several hours' worth of attempts we finally got boss #1 in Hard Mode down. Antimony got a recording of the win somewhere. Updated the loot list with what we saw drop. I won the roll on the Campaign legs token and as much as I'd like to keep 'em because Sorcerer Campaign gear looks sweet, it's realistically my duty as a Synthweaver to rip out the mods, stick 'em in another orange item that has an augment slot, and then RE the shell.
Normal Mode Donova Cleared
Just put the finishing touches on Normal Kephess. Dropped a pair of Black Hole Stalker boots that we decided to hand it off to a Cybertech to experiment to see if the item modification patterns could be learned. As suspected, the armoring could not be learned for a pattern but the mod could be (alas no luck this time). Presumably so can the enhancements.
Rakghoul Event on Tatooine
Those of us who logged into the fleet this morning were surprised with some super secret stealth news bulletin about a Rakgoul outbreak on Tatooine. Translation: surprise new daily area!
It seems that there's two groups of quests for Rakghoul DNA Samples, one batch of quests in the northeast of the Dune Sea followed by another set at the far east of the planet. The DNA samples which are used as currency for a vendor that can be found a little north of the Dune Sea event area (open your map and click the vendor dot on the left if you can't find it).
The main quests seem to give ~15 Rakghoul DNA Samples, but there appear to be other ways to get them. There's an additional quest to infect 10 players, but it's not clear how exactly you go about doing this. You also reportedly get 5 DNA Samples when your infection progresses to the point where you explode, but it's also not clear how this works.
But most importantly, the vendor has Black-Green color crystals! Gotsta get that shit asap. The samples aren't BoP and are possibly tradeable, so I'm gonna run 'em on several of my alts.
Update 1: Main quests give 10. It seems you get 5 samples every time you die while with the Feverish debuff? Which seems to progress from Lightheaded after a certain amount of time?
Update 2: There's three world bosses you can reportedly kill for a title, we're working on the one by the Sarlacc pit. The normal world boss is reportedly replaced with a level 50 infected version.
Update 3: Confirming the observations in Update 1; you can receive the infection from either an infected enemy or an infected player that blows up. You start with Lightheaded and after some time it progresses to Feverish. At Feverish you can either die or wait longer and you'll blow up and get 5 Rakghoul DNA Samples. The debuffs seem to bug out sometimes (it seems to for sure if you log out) and doesn't progress, in which case you can correct it by using the vaccine (which you can buy from the event vendor).
There's also another mini-quest line that starts at the news screens just outside the airport. From there you need to head north to find a crashed escape pod buried in the wall along the road running up the west side. Then go to a box of medical supplies at the north-middle-ish of Mos Ila. Then go to the kiosk near the speeder north of Mos Ila to start the quest to find 12 Stardream Wreckage pieces.
Update 4: The quest above ultimately rewards a Crimson Rakling pet (which is different from the Pale Rackling available from the event vendor).
Update 5: The color crystals are, sadly, not RE-able for a recipe.
It seems that there's two groups of quests for Rakghoul DNA Samples, one batch of quests in the northeast of the Dune Sea followed by another set at the far east of the planet. The DNA samples which are used as currency for a vendor that can be found a little north of the Dune Sea event area (open your map and click the vendor dot on the left if you can't find it).
The main quests seem to give ~15 Rakghoul DNA Samples, but there appear to be other ways to get them. There's an additional quest to infect 10 players, but it's not clear how exactly you go about doing this. You also reportedly get 5 DNA Samples when your infection progresses to the point where you explode, but it's also not clear how this works.
But most importantly, the vendor has Black-Green color crystals! Gotsta get that shit asap. The samples aren't BoP and are possibly tradeable, so I'm gonna run 'em on several of my alts.
Update 1: Main quests give 10. It seems you get 5 samples every time you die while with the Feverish debuff? Which seems to progress from Lightheaded after a certain amount of time?
Update 2: There's three world bosses you can reportedly kill for a title, we're working on the one by the Sarlacc pit. The normal world boss is reportedly replaced with a level 50 infected version.
Update 3: Confirming the observations in Update 1; you can receive the infection from either an infected enemy or an infected player that blows up. You start with Lightheaded and after some time it progresses to Feverish. At Feverish you can either die or wait longer and you'll blow up and get 5 Rakghoul DNA Samples. The debuffs seem to bug out sometimes (it seems to for sure if you log out) and doesn't progress, in which case you can correct it by using the vaccine (which you can buy from the event vendor).
There's also another mini-quest line that starts at the news screens just outside the airport. From there you need to head north to find a crashed escape pod buried in the wall along the road running up the west side. Then go to a box of medical supplies at the north-middle-ish of Mos Ila. Then go to the kiosk near the speeder north of Mos Ila to start the quest to find 12 Stardream Wreckage pieces.
Update 4: The quest above ultimately rewards a Crimson Rakling pet (which is different from the Pale Rackling available from the event vendor).
Update 5: The color crystals are, sadly, not RE-able for a recipe.
Saturday, April 14, 2012
Timesinking
Trying to decide what to squander my free time on now that 1.2's out. I figured I'd get back into PvPing, but I've been trying to on Lasix and every second I spend solo queuing drains my will to live so that's on the back burner until we have some actual organized guild PvP.
Then there's leveling Desyrel, which I'd like to do. This is partly hindered by the fact that doing so would also necessitate continuing my powerquesting guide, which I'm currently too lazy to want to do. Finally, I'm still actually quite enjoying Star Trek Online and it's not yet fully run its course with me yet. Basically I just need to figure out which of the two I want to do on a daily basis. Might compromise and do a level or so on Desyrel a day or somesuch.
Then there's leveling Desyrel, which I'd like to do. This is partly hindered by the fact that doing so would also necessitate continuing my powerquesting guide, which I'm currently too lazy to want to do. Finally, I'm still actually quite enjoying Star Trek Online and it's not yet fully run its course with me yet. Basically I just need to figure out which of the two I want to do on a daily basis. Might compromise and do a level or so on Desyrel a day or somesuch.
Denova Normal Mode Progression
Went back into 8-man Normal Denova with whomever we could scrape together; we've adopted an unusual raid schedule this week since the new stuff came out on a Thursday. First boss was already down from the 16-man we ran last night. Got up to and through several attempts on the last boss.
Second boss, the tanks, have some tricky mechanics but aren't really all that hard once you've learned to juggle them. For people just wading into it, it's important to know not to destroy the shield generators on the add phase and that Double Destruction must be dealt with by some coordination between two DPS and the tank. There's a lot more to it, but dealing with those two mechanics is a start.
The third boss is a puzzle boss and likewise pretty easy once you've got the hang of it.
The last boss was kinda fun and tricky. We got close several times and with a little cleanup (ie not raiding with several members in a time zone where it's 2AM) it'll be pretty simple to finish off.
Also, it's important to keep in mind that mid-way to the next boss after every boss there's a chest containing an additional 4 Black Hole Commendations. The lockout on the chest seems tied to the death of the previous boss. When we started and got to the chest between bosses 1 and 2 we were unable to open it; we surmised that the reason has to do with the instance resetting (similar to how the boss-loot boxes regenerate but are inaccessible for the pylon and council bosses in EV). Also, we had one member swap out for another after the second boss and the new guy we brought in couldn't access the chest after the second boss--furthermore after we discovered this we tried to bring back the guy we swapped out and he couldn't access the chest either. So if you're going to call it a night after one of the bosses and still want the additional loot, make sure you clear your way to the chest before you close shop.
Second boss, the tanks, have some tricky mechanics but aren't really all that hard once you've learned to juggle them. For people just wading into it, it's important to know not to destroy the shield generators on the add phase and that Double Destruction must be dealt with by some coordination between two DPS and the tank. There's a lot more to it, but dealing with those two mechanics is a start.
The third boss is a puzzle boss and likewise pretty easy once you've got the hang of it.
The last boss was kinda fun and tricky. We got close several times and with a little cleanup (ie not raiding with several members in a time zone where it's 2AM) it'll be pretty simple to finish off.
Also, it's important to keep in mind that mid-way to the next boss after every boss there's a chest containing an additional 4 Black Hole Commendations. The lockout on the chest seems tied to the death of the previous boss. When we started and got to the chest between bosses 1 and 2 we were unable to open it; we surmised that the reason has to do with the instance resetting (similar to how the boss-loot boxes regenerate but are inaccessible for the pylon and council bosses in EV). Also, we had one member swap out for another after the second boss and the new guy we brought in couldn't access the chest after the second boss--furthermore after we discovered this we tried to bring back the guy we swapped out and he couldn't access the chest either. So if you're going to call it a night after one of the bosses and still want the additional loot, make sure you clear your way to the chest before you close shop.
Friday, April 13, 2012
Updating the Loot List
I've updated the loot list (see links to the right) with what I've seen drop from the new content (The Lost Island and Denova) and will continue doing so as we continue progressing through it.
Thursday, April 12, 2012
1.2 Day/Nightmare Pilgrim
1.2's finally here, woo! Also, check out this slick promo for those of us who have been around since the beginning.
As expected, had to go through every one of my characters to set up the new UI and do some rebinding. Also transferred excess funds to Abraxane to buy some Legacy unlocks. DO NOT buy Rocket Boost it's a complete waste of 2-4.5 mil; it's a 110% speed boost (ie same as the highest level mounts) that can only be used out of combat and in areas where you can mount. So it's useless in PvP et al and anywhere you can use it you might as well mount up anyways.
MoX went through the first boss in Denova on 16-man Normal then shifted to work on Nightmare Pilgrim in a half-MoX, half-Ghost Codex 16-man raid.
Here are some of the essential quirks to Nightmare Pilgrim:
-Start with all DPS on the The Thing From the Stars (hereafter referred to as TTFtS), the reason why will be apparent as the fight goes on. They need to be killed at the same time.
-It's a pretty simple fight until TTFtS gets to ~50%. As TTFtS approaches 55-50% you'll notice two key things:
--First the Nightmare Pilgrim (hereafter referred to as NP) will do an aoe knockback and then put up a shield (he channels it), attempting to damage NP while this shield is up will instead deal damage back to you ie do not attack him while this shield is up.
--Second and at the same time, several members of the raid will receive a debuff called Bloodmark. Who receives the buff will be identifiable by a shaft of white light that comes down to the affected players. Players with this debuff will have massive damage inflicted upon them if they damage TTFtS.
--Thus as TTFtS approaches 50% all DPS should stop (or to be more precise, have everyone stop as soon as NP puts up his shield) and wait until Bloodmark is up (it should be up by the time NP stops channeling the shield). Everyone who receives Bloodmark should start DPSing NP, everyone else should resume DPS on TTFtS.
-Bloodmark lasts 90 seconds. As its duration is close to finished the above pattern repeats; NP knockbacks and shields, Bloodmarks go out. The rest of the fight is basically juggling this mechanic.
-There's some intense tanking mechanics to the fight as well, but I'm personally pretty oblivious to what the tanks were doing.
As expected, had to go through every one of my characters to set up the new UI and do some rebinding. Also transferred excess funds to Abraxane to buy some Legacy unlocks. DO NOT buy Rocket Boost it's a complete waste of 2-4.5 mil; it's a 110% speed boost (ie same as the highest level mounts) that can only be used out of combat and in areas where you can mount. So it's useless in PvP et al and anywhere you can use it you might as well mount up anyways.
MoX went through the first boss in Denova on 16-man Normal then shifted to work on Nightmare Pilgrim in a half-MoX, half-Ghost Codex 16-man raid.
Here are some of the essential quirks to Nightmare Pilgrim:
-Start with all DPS on the The Thing From the Stars (hereafter referred to as TTFtS), the reason why will be apparent as the fight goes on. They need to be killed at the same time.
-It's a pretty simple fight until TTFtS gets to ~50%. As TTFtS approaches 55-50% you'll notice two key things:
--First the Nightmare Pilgrim (hereafter referred to as NP) will do an aoe knockback and then put up a shield (he channels it), attempting to damage NP while this shield is up will instead deal damage back to you ie do not attack him while this shield is up.
--Second and at the same time, several members of the raid will receive a debuff called Bloodmark. Who receives the buff will be identifiable by a shaft of white light that comes down to the affected players. Players with this debuff will have massive damage inflicted upon them if they damage TTFtS.
--Thus as TTFtS approaches 50% all DPS should stop (or to be more precise, have everyone stop as soon as NP puts up his shield) and wait until Bloodmark is up (it should be up by the time NP stops channeling the shield). Everyone who receives Bloodmark should start DPSing NP, everyone else should resume DPS on TTFtS.
-Bloodmark lasts 90 seconds. As its duration is close to finished the above pattern repeats; NP knockbacks and shields, Bloodmarks go out. The rest of the fight is basically juggling this mechanic.
-There's some intense tanking mechanics to the fight as well, but I'm personally pretty oblivious to what the tanks were doing.
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