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Nordentis
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  • 0. 06/11 Lady Deathwhisper Feedback   06/11/2009 11:33:49 PST
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Here's the Lady Deathwhisper feedback thread!

Make sure and note if you are doing the 10 or 25 player version of the encounter!

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  • Talnivarr
  • 1. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 11:37:49 PST
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Did the 10 man version, all players in ~ ToGC gear (245+)

Fun fight I guess, not too challenging, but I guess it shouldn't be, given our gear.
Didn't do any mindcontrols though, is that intended?

Looking forward to insta-gib phase-2 ghosts in hardmode atleast :)

edit: ps, you forgot to sticky this one :)

[ Post edited by Karrok ]


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  • Arena Tournament 1
  • 2. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 11:58:04 PST
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The mobs at the top of the lift were harder.

Needs a difficulty boost for sure, the idea is great and it seems to work fine.

>_<
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  • 3. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 12:10:13 PST
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25man,

with particle density off, death and decay is invisible (like at hodir some patch back)

c(_)
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  • 4. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 12:17:04 PST
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Ehh..
at first we tried hardmode a long time before we figured it out. Hardmode seems to be really brutal, we were already overrun by the 2nd wave of adds that spawned because we couldn't even kill the 1st wave fast enough.

After switching to normal mode, we didn't have much time left to test the boss (2 pulls), but at least phase 1 seems to be nicely tuned as far as I can tell, maybe still a little bit too easy. Didn't got to p2 and can't tell about the enrage timer, but from what I saw in in some videos, that's not really the hard part of the fight.

Increasing the damage of D&D is a good idea as well as increasing the hp of the adds a little bit (say 10%).

edit: 25man player

[ Post edited by Tasi ]

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  • Defias Brotherhood
  • 5. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 12:18:37 PST
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Vampiric Might doesn't increase spell damage done, it does heal the mages. Not sure if it supposed to be this way or not.
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  • Executus
  • 6. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 12:25:51 PST
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Decent boss for 2nd in the instance. P2 could be a bit more exciting than just a zerg, but I guess Akama wasn't really much different. Look forward to the hard mode.

Edit: 25 man.

[ Post edited by Purloin ]

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  • 7. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 12:30:57 PST
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Now you confused me :< Thought the hardmodes weren't available?


Did the 10 man, few premade characters/245-258 geared people. Nothing hard really. The D&D effect could be abit more visual - or it could've just been me playing on Lower graphics settings.
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  • 8. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 12:34:04 PST
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Did the 10 man version, all players in ~ ToGC gear (245+), Pug group
Really fun and not too hard fight, though I think it was a bit too much on the mana shield thingy, maybe lower the mana down a bit? :)


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  • Argent Dawn
  • 9. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 13:09:32 PST
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Q u o t e:
Ehh..
at first we tried hardmode a long time before we figured it out. Hardmode seems to be really brutal, we were already overrun by the 2nd wave of adds that spawned because we couldn't even kill the 1st wave fast enough.



Hard modes were available?
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  • 10. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 13:12:34 PST
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guess so, at least for us boss had doubled hp, add had a ton more hp and did more dmg etc..
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  • Argent Dawn
  • 11. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 13:15:18 PST
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Q u o t e:
guess so, at least for us boss had doubled hp, add had a ton more hp and did more dmg etc..


I think your guild lucked out then. i didn't hear of anyone else being able to attempt hard mode.

Did she have any new abilities or adds? or any new information you can give?
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  • Saurfang
  • 12. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 13:46:48 PST
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Phase 2 seems rather dull and way easier than the lots of adds phase. We tried it on 10man though, so we had no mind controls. I guess that could make it more challenging... but on 10 man its lacking any real feeling of pressure to get it down asap.

Nice fight though, considering it's at the start of the instance.

Ohh and about the trash... those 2 solo mobs just before the boss are really well made, but the 2 big trash packs before are a bit undertuned. We were 9 manning this, with lag and bad UIs and we had no problem AoEing them and with only 1 tank.

[ Post edited by Mynsc ]

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  • 13. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 13:47:41 PST
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Q u o t e:


I think your guild lucked out then. i didn't hear of anyone else being able to attempt hard mode.

Did she have any new abilities or adds? or any new information you can give?


there was an extremly hard hitting mob in p1 that needed to be kited i think. but apart from this just seemed to be more hp/dmg

[ Post edited by Tasi ]

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  • 14. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 14:08:31 PST
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Q u o t e:


there was an extremly hard hitting mob in p1 that needed to be kited i think. but apart from this just seemed to be more hp/dmg


Uhm...that mob is also there in normal 25man (unless we also didnt tried hardmode which i dont believe because we were just 21 man and had no problem with phase 1 at all) and hits like a truck on tanks so we kited it, which is quite easy considering it moves with like 1 meter per hour. ^^


Other than that...like i said...due to your quite short time of preparation (announcing it at least one day ahead would be sufficient) we were only 21 man in the raid.

Trash is eez.
2 single mobs before boss also eez, but was fun.

Boss itself:

We're mostly geared in 245/258, TotGC 5/5 Guild.

We had 3 Tanks/7 Healer/11 DDs, so we were missing 4 DDs at least (considering inc. damage was low you could also do it with 5/6 healer) which caused us to easily down the mobs in phase 1 in time...but could only get the boss to 50% mana and running into enrage after 10 minutes.

With a full 25man raid and more damage dealers i believe the spawned adds need a little hp boost (those roundabout 200something-k was way too easy), D&D need to do a little more damage.

The reanimated-caster = melee-target, and reanimated-melee = caster-target - mechanic was okay, i guess in hardmode you really need to take care of a proper division of caster/melee.

Other than that...the curse-mechanic is fine...

Due to our lack of dds we didnt manage phase 2...but with 4 dds more, which could have been purely on the boss, given that phase one with our setup was no problem, it wouldn't be a problem.

[ Post edited by Horstiné ]


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  • 15. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 14:40:09 PST
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It might have been due to the lag on the servers, but it felt like if I got the Curse of Torgor debuff while i was channeling a Mind Flay it would lock out that spell even if it was already channeling. Was hard to tell with 500 ms so it might have been due to lag.
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  • 16. Re: 06/11 Lady Deathwhisper Feedback   06/11/2009 16:12:48 PST
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25 man Version:

She went down after the first pull (we killed her last testing after some Tries). It seems the fight is better tuned now. No lift going up/down during the fight :p and no tank mc's (well after 1 try i cant say if that was changed) during the try.
Well a bit boring... just switching between adds and boss. But ok for a non hero mode Boss.

Sorry for my bad english.
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  • 17. Re: 06/11 Lady Deathwhisper Feedback   07/11/2009 00:58:52 PST
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2 shot in 10men. Everyone in 245/258 gear. For my taste too easy.
And please shorten her RP-Speech/Yelling in the start by at least 50% :P

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Wryxian
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  • 18. Re: 06/11 Lady Deathwhisper Feedback   07/11/2009 03:06:39 PST
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Thanks all. :-) What did you like most about this encounter?

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  • 19. Re: 06/11 Lady Deathwhisper Feedback   07/11/2009 03:35:25 PST
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killing people in mindcontrol
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