Fennin

Problem with pathing,spawns etc - post here
Jeido
Posts: 1265

Fennin

Post#1 » Fri Sep 25, 2009 11:05 pm

So we spoke briefly about this in IRC, but here's the post. You said that in order to spawn fennin, we'd be required to have all the other named dead. I was hoping this could be discussed and changed. I raided PoF so much but never really did the Fennin cycle on live (only a few times), and I don't remember needing to have all named down..but idk maybe I'm mistaken.

Evo only raids once a week though, so this is a big problem for us if its true! If it stays like it is, then it's possible we may never kill fennin (or not too often -- would need to find time on a Saturday to get a raid going). And honestly, I don't think anyone will like that rule in the end. The fennin cycle is very long in itself, and just running through it takes a good 2-3 hours. Back flagging new members would be really annoying, because you'd first need to clear all of the named in PoF, and then do the whole fennin cycle. Not to mention that he's not even the only kill needed to gain access to tier 5.

There are other examples, such as Vulak, where you need to clear most of the named in the zone to spawn it. The only difference here, and the only reason that I speak up, is the long script. Plus, if Fennin is as hard as you make him sound, then I don't think guilds that aren't able to do a full PoF clear would even be able to touch him.
Jeido, Founder of Evolution

Ealan
Posts: 9

Re: Fennin

Post#2 » Sat Sep 26, 2009 7:27 pm

First I should note I have no experience raiding here, but I had a thought from playing on live.

Back when Luclin opened I was in the second guild on the server to take the emp. We were off to VT shards in hand. Rather than compete with the leading guild, we timed our raids such that we cleared the first floor and a half for them. This enabled them to clear the second half where they would not be able too. We often split this up by wing as well.

Before they made Potime instanced, we did enacted the same system. Our guild couldn't handle the end so it was no big loss for us. They in turn helped us on several things.

Perhaps clearing Pofire could require a few guilds to work in concert on targets.

As for back flagging apps / new members, I suppose on this server you have a limited player base, but personally I have always had mixed feelings about back flagging new members because of course high end guilds have an attrition rate, but then new members that never struggled through their 1.5's or tier 1-3... Seems like they are missing something.

Honestly though 1 time / week raiding schedule sounds great, and guilds that are somewhat relaxed like that should not have a multi day raid blocking them in my opinion.

Anyone here raid posky prekunark? ... yea, that sucked.

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Tyler
Posts: 4365

Re: Fennin

Post#3 » Sat Sep 26, 2009 8:16 pm

Im pretty sure we can take that rule ouf of the script. So all you need to do is kill Guardian of Doomfire once he's up.

Lillu - get to work!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Jeido
Posts: 1265

Re: Fennin

Post#4 » Sat Sep 26, 2009 8:24 pm

Tyler wrote:Im pretty sure we can take that rule ouf of the script. So all you need to do is kill Guardian of Doomfire once he's up.

Lillu - get to work!


Just fyi -- the last time we killed the Guardian then all of the named were up (most, anyway) and the script still spawned. However, before we made it to fennin himself the script despawned (due to the time limit -- only had about 9 people).
Jeido, Founder of Evolution

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Tyler
Posts: 4365

Re: Fennin

Post#5 » Sat Sep 26, 2009 8:27 pm

Ok need to check it in detail then.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Lillu
Posts: 11301
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Re: Fennin

Post#6 » Sat Sep 26, 2009 10:17 pm

I tripled the timer. let me nkow if it suites you.

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Tyler
Posts: 4365

Re: Fennin

Post#7 » Sun Sep 27, 2009 8:13 pm

What timer? The timer of the Fennin Cycle or the timer of all named mobs?

Erase the need for all nameds in PoFIre to be killed. That's the way to go i guess.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Jeido
Posts: 1265

Re: Fennin

Post#8 » Sun Sep 27, 2009 8:16 pm

The timer of the cycle staying spawned. I wasn't posting about it because I was complaining about it or anything, was just noting it so that you knew I never actually got to finish the script. The point of it was to say that although the cycle started with most of the pof named up, I can't say with 100% certainty that fennin would have spawned.
Jeido, Founder of Evolution

Koeril
Posts: 1764
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Re: Fennin

Post#9 » Mon Sep 28, 2009 12:15 am

A real Fennin raid should have way more than 9 people ... the timer was probably ok.
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