Fixed Internally Brood Architect Hazuri raid bugs: target ring

The green charm pool aura probably needs some attention as previously mentioned.

We had a guy not receive the blocker debuff despite being in the aura/pool and get charmed. Okay, no blocker, charm happens, this is working as intended. When charm faded, the charm aura would tick and re-charm the player before the blocker would apply itself. This applies to players rezzed into the aura - the charm hits them because they missed the blocker tick, but are inside of the aura/goo. This particular guy was not failing and was charmed six or seven times before we player killed him to end his suffering.

We had to hold rezzes - his included - because of the aura charming freshly rezzed. This mechanic needs to be revised somewhat.
 

Vumad

Cape Wearer
Now the unripes will take 20% damage when mezzed every 15 seconds or so. This make the achievement harder, I think, but makes the adds less annoying. Gain some, lose some.

We had a bunch of the unripe take damage on our win, but we can not figure out why.

This try we had a bunch mezed in the aura so it's not the aura that does it. There were adds up but I don't think add AEs are it.

One person recording said they did not all tick down at the same time (probably not an AE). They ticked down inconsistently, with some ticking down as fast as 16s and some taking up to 2m.

I am sure we were not overwriting these things every 15s. It's driving me batty trying to figure out what lets this mechanic work when it does work.
 

Fenthen

Well, that's that...
Now the unripes will take 20% damage when mezzed every 15 seconds or so. This make the achievement harder, I think, but makes the adds less annoying. Gain some, lose some.

We had a bunch of the unripe take damage on our win, but we can not figure out why.

This try we had a bunch mezed in the aura so it's not the aura that does it. There were adds up but I don't think add AEs are it.

One person recording said they did not all tick down at the same time (probably not an AE). They ticked down inconsistently, with some ticking down as fast as 16s and some taking up to 2m.

I am sure we were not overwriting these things every 15s. It's driving me batty trying to figure out what lets this mechanic work when it does work.

Check the logfiles for the people breaking mezz. Rampage? Vainglorious Shout? Bards meleeing when mezzing? etc etc?
 

Vumad

Cape Wearer
Someone sent me a video of our win (Inverse Logic, Luclin) so trying to look for any patterns.

I only see 3 mez breaks, so breaking mez isn't how to bane them.
They did not take any damage while in the charm aura, they did take damage after it went away, so the auras probably are not it.
They did not take damage when altered died.
They do not seem to take damage in any relationship to AEs that I was able to observe.
"Your target is immune to the memory blur portion of this effect." I think these are immune to blur.
HOWEVER, I do not think they are ALL immune to blur.
There were Xtar issues and also the stun messages at the bottom. I am wondering if there are different models of unripe and they do not have all the same immunities. In which case, blur could be working on some of them and blur could be breaking the script.
Another theory is that these have to run the full course of the mez, 90s, for the bane to work.

On our win, the first wave, all the mobs I am certain were locked down. I can not guarantee there were no overwrites.
36:10 - wave 1 spawns, these were all mezed within probably 10s.
37:34 - a wave 1 mob jumps to the bottom of Xtar. I don't think this was a MA jump, but maybe, not my video, not my UI. However, this is the basis of my thoughts on mem blur on mez being a possible cause of the script breaking.
38:10 - Wave 2 spawns, this overflows Xtar. I can see 14 of 16 unripe on the xtar
38:20 - xtar 6, 7 drop to 80%
38:40 xtar 8, 9, 10, 11, 12, 14 drop to 80% (13 is an altered)
38:44 xtar 16, 19 drop to 80%
38:49 xtar 6, 7 drop to 60%
38:49 xtar 15, 18, 20 drop to 80%
xtar 17 is still 100%
38:54 xtar 13 altered dies, everything below jumps up a slot. Normal.
38:54 xtar 8, 9, 10, 11, 12, 14 drop to 60%
Going to skip some stuff here...
39:29 xtar 13 jumps up 20%, everything after 13 shifts
I think Xtar 13 blurred and dropped off Xtar. This makes me think these mobs are mem blurring and dropping off Xtar to the bottom
Blah blah blah, video stuff. I don't want to keep looking at this so close and it's all jumbled anyway.

So, this is my best current working theory for this bug...

Achievement: Brood Architect Hazari: Own the Hoard

Mesmerize all living experiments when there are at least 8 of them alive.

The way these drop together combined with this ACH makes me think that waves are linked. For the bane to work, all of them in a wave have to be mezed together. If someone casts a mez on them, it causes the timer to reset. Only single target mezes work and ENC ultimately will overwrite each other, which causes the timers to reset.

It seems like the damage is random, but it might not be. What might be happening is some of these mobs blur, and some do not. So some of the mobs on wave 1 are dropping off Xtar. Others are not. It completely jumbles Xtar and makes it almost impossible to keep track of which mobs is in each wave. Mezes become random, a mob in each set gets a fresh mez, and it makes a perpetual loop of timer resets. Until the end, where ENC are dying off, the mezes all start ticking out with no overwrites, and these adds start to die.

Now, I can't explain why when 16 mobs were up, 2 were linked and drop from 80% to 60% in ~29s and 6 mobs were linked and drop from 80% to 60% at 15s. (15s is the target per the beta thread by Absor.) My best conclusion is the top 2 mobs did not blur, but the remaining 6 did, dropping them to the bottom of Xtar. This broke their link with the full set.

This theory does also make sense, because on the attempt we are discussing, we used targeting hotkeys for the later waves and there was likely a lull in overwrites on wave 1.

There is a gap of like 2:20 from wave 1 spawn to the first time mobs took damage, but maybe wave 2 spawning got the script going again. I can only speculate. EDIT: After checking logs for Flummox casts, I think it was overwrites causing resets. On waves 2 and 3, we started using hotkeys and nothing on wave 1 was getting overwritten for a time period.

Edit: Another possibility is that blur is not breaking the link, but rather, they are spawning unlinked. Blur is just jumbling Xtar and making it hard to uncover the pattern, but is not the cause of the underlying problem. This is from post 28 below.
02/02/25 09:01:49 PM *ERROR* is given the flurry of the Goddess. <--- xtar 6, 7
02/02/25 09:01:49 PM *ERROR* is given the flurry of the Goddess. <--- xtar 8, 9, 10, 11, 12, 14
02/02/25 09:03:49 PM *ERROR* is given the flurry of the Goddess. <--- xtar 16, 19
02/02/25 09:03:49 PM *ERROR* is given the flurry of the Goddess. <--- xtar 15, 18, 20
So maybe the sets are spawning with a broken link, which explains why they dropped in coordinated sets of 2 and 6. It doesn't seem like a pattern because after wave 2 spawns, the blurs start scrambling the sets.

All I know is there is absolutely a pattern here and trying to figure out that pattern has been driving me nuts. Logically the pattern is where these mobs are taking damage from their location or they are taking damage because they are linked together. With the ACH combined with the synchronous loss of health, my guess, is that it is set linking.

IF I am right, and I am not saying I am, but if... The solution would be the hotkeys we made for targeting. However, we would only cast on a new wave for the initial lockdown. Once the mobs are locked down, a single ENC is assigned to that set and no one touches that set, period, unless that ENC dies.

ENC 1 /tar An_unripe_experiment00 (through 07)
ENC 2 /tar An_unripe_experiment08 (through 15)
ENC 3 /tar An_unripe_experiment16 (through 23)
ENC 4 /tar An_unripe_experiment24 (through 31)

At least 2 ENC need to share sets incase 1 dies, or all ENC needs the sets.

I have no idea what would happen to the numbering if the unripe die.

A possible dev fix, if I am correct on the problem here, is to check and see if blur can land on some of the unripe, and simply make them all immune. Not only could this fix a break in linking breaking the script, but it would also keep waves in order on Xtar.

I am also going to request a consideration for removing the stun immunities from all of these unripe. PBAE stun is a classic strategy for ENC and I think letting us utilize it in this event would be very appropriate. If I got this bug right, and I offer assurance that this took a lot of effort, that unlocking these mobs for our PBAE mez is a fair compensation. Although, if a dev is feeling generous, I have much grander requests. 😄

I don't know exactly, but I am pretty convinced the ACH / wave linking has something to do with the bane not working.

-----------------

Stun...
Some of the unripe are not immune to stun.

This is not cast by me, which makes me think it did work.
02/01/25 07:02:48 PM an unripe experiment is stunned.

However, this is PBAE stun...

02/02/25 07:31:47 PM an unripe experiment is stunned by a clash of colors.
02/02/25 07:31:47 PM an unripe experiment is stunned by a clash of colors.
02/02/25 07:31:47 PM an unripe experiment is stunned by a clash of colors.
02/02/25 07:31:47 PM an unripe experiment is stunned by a clash of colors.
02/02/25 07:31:47 PM an unripe experiment is stunned by a clash of colors.
02/02/25 07:31:47 PM Brood Architect Hazuri is stunned by a clash of colors.

02/02/25 07:31:47 PM Your target is immune to the stun portion of this effect.
02/02/25 07:31:47 PM Your target is immune to the stun portion of this effect.
02/02/25 07:31:47 PM Your target is immune to the stun portion of this effect.
02/02/25 07:31:47 PM Your target is immune to the stun portion of this effect.
02/02/25 07:31:47 PM Your target is immune to the stun portion of this effect.
02/02/25 07:31:47 PM Your target is immune to the stun portion of this effect.
 
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Vumad

Cape Wearer
This is the message overlay we get when the unripe spawn.
*ERROR* is given the flurry of the Goddess.

This is the time we won and is the messages from the event I am talking about in post 26 above. We stopped DPS to recover for a burn. It is possible my preceding post is wrong and this is just completely an issue of zone lag breaking the script. We were full stop on DPS for several minutes at 42%. Perhaps that allowed the server to catch up and kept the script working better.
Note that none of the unripe died this attempt.
02/02/25 09:01:49 PM *ERROR* is given the flurry of the Goddess.
02/02/25 09:01:49 PM *ERROR* is given the flurry of the Goddess.
02/02/25 09:03:49 PM *ERROR* is given the flurry of the Goddess.
02/02/25 09:03:49 PM *ERROR* is given the flurry of the Goddess.


This is that entry from my logs on a wipe. Iirc, like nothing took damage this event but I can't remember.
Note that none of the unripe died this attempt.

Spawn time
mobs to get to a count of 8 for the spawn
extra messages

02/02/25 07:31:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:31:37 PM *ERROR* is given the flurry of the Goddess.

02/02/25 07:31:42 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:31:42 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:31:47 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:31:47 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:31:51 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:31:52 PM *ERROR* is given the flurry of the Goddess.

02/02/25 07:31:56 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:31:56 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:02 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:02 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:07 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:12 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:17 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:21 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:27 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:32 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:36 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:42 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:47 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:52 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:32:57 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:33:02 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:33:07 PM *ERROR* is given the flurry of the Goddess.

02/02/25 07:33:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:33:37 PM *ERROR* is given the flurry of the Goddess.

02/02/25 07:33:42 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:33:47 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:33:52 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:33:57 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:34:02 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:34:06 PM *ERROR* is given the flurry of the Goddess.

02/02/25 07:34:12 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:34:16 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:34:22 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:34:27 PM *ERROR* is given the flurry of the Goddess.

02/02/25 07:35:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:35:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:35:37 PM *ERROR* is given the flurry of the Goddess.

02/02/25 07:35:42 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:35:42 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:35:47 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:35:47 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:35:52 PM *ERROR* is given the flurry of the Goddess.

02/02/25 07:35:52 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:35:57 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:35:57 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:01 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:01 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:07 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:07 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:12 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:12 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:17 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:17 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:21 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:21 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:26 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:27 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:32 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:32 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:36 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:42 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:42 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:47 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:47 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:52 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:52 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:57 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:36:57 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:02 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:02 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:07 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:07 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:12 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:12 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:17 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:17 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:21 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:21 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:27 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:27 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:32 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:32 PM *ERROR* is given the flurry of the Goddess.

02/02/25 07:37:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:37 PM *ERROR* is given the flurry of the Goddess.
02/02/25 07:37:37 PM *ERROR* is given the flurry of the Goddess.
 
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666DPSweDeliver

Active member
Unless Absor changed the mechanic, the flurry of the goddess is supposed to buff the Boss to increase their melee damage out. It was the fail mechanic for not moving the boss into/out of the various auras. Basically an incentive to not tank the boss in one spot. If memory serves right, it was in the last raid event he introduced it during beta. I dont remember whether it was in this event during beta, but we've noted several changes across all the raids from their beta version (which is normal).

Separately, I'm torn over this event. We haven't quite beat it yet, failing a few times in the single digit of boss health. I really like its challenge, even if it does over reward massive guild dps. If the bane mechanic worked correctly or at least consistently and if the charm went off with a consistent, reasonable delay it would probably be fine.
 

Drakang

Well-known member
Most critical fix the oozes so they dont spawn on the walls making it impossible for all to get the buff so they avoid charm. Nice would be to limit the number of people charmed to 6 or 12 at most of those without the buff. Finding and moving to the green ooze is hard enough with the rooms geometry and the difficulty of seeing past multiple adds. Failing to find and move to it in time charming the entire raid is ridiculous.
 

Ryft

Member
Does anyone have any logs showing an "instant" charm from the green aura? It's definitely very fast, but everything I have seen shows at least 10 seconds between the spawn and charm messages, which is tough, but doable. Adding another tick to that would be reasonable, but the difference between instant and 10 seconds is quite the hyperbole.

The mez bane should definitely be fixed, it's way too punishing if you don't have enough DPS to power through that phase, but other than that I think this is a really good raid. Challenging, but doable. Most wipes are caused by player mistakes, not RNG or things out of their control.
 

Vumad

Cape Wearer
I am sure this is not a popular opinion, but I don't think I want to see this event nerfed. I very much want to see the bug identified and corrected before any additional changes to the unripe are made. I'm okay with these mobs being linked, and a coordinated effort of a CC team being the necessity for success. Don't have enough ENC or BRDs? get more. OR have your necros help, they are undead.

Unless Absor changed the mechanic, the flurry of the goddess is supposed to buff the Boss to increase their melee damage out. It was the fail mechanic for not moving the boss into/out of the various auras. Basically an incentive to not tank the boss in one spot. If memory serves right, it was in the last raid event he introduced it during beta. I dont remember whether it was in this event during beta, but we've noted several changes across all the raids from their beta version (which is normal).

Separately, I'm torn over this event. We haven't quite beat it yet, failing a few times in the single digit of boss health. I really like its challenge, even if it does over reward massive guild dps. If the bane mechanic worked correctly or at least consistently and if the charm went off with a consistent, reasonable delay it would probably be fine.

The thing is, this emote overlays the screen each time unripe spawn. I am not disagreeing with you about the buff or what it does, however, that wouldn't exclude that the emote is directly related to the unripe.

I'm not worried about what the emote does. I am worried about the bug related to mobs which are my job. If that emote is directly tied to the mobs, and that emote is spamming, then there is a correlation of that emote and the bug.

Note again in my post that on our win, where we zoned out to recover before the hard burn, we only got this emote four times, exactly twice at wave 1 and 2 spawn, and wave 1 and 2 ticked down this even somewhat reliably. Wave 1 had 2 emotes and the mobs from that wave ticked down in two linked sets.

I am speculating, but I am wondering if these mobs are suppose to be linked somehow, AE flurry of the goddess together, be mezed together, and tick down together. When there is zone lag, they spawn separately and unlinked. This breaks their mechanic, breaking the link, and they all start AEing flurring of the goddess in their individual fragmented sets, which causes spam.

I could be wrong, but I have put in a lot of effort into trying to figure out the bane mechanic for this event. My goal is only to identify the pattern in the bug so that the event can be fixed.
 
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Vumad

Cape Wearer
Unfortunately, they've made Enchanter so undesirable to play the past few years that it's difficult to get 2 on our raids.

Separately, I'm torn over this event. We haven't quite beat it yet, failing a few times in the single digit of boss health. I really like its challenge, even if it does over reward massive guild dps. If the bane mechanic worked correctly or at least consistently and if the charm went off with a consistent, reasonable delay it would probably be fine.

One ENC could do this mechanic for 1 wave (if this works). Two definitely can. I think if this worked and I lived through the mechanics, I could cast fast enough to handle this. However, time would be incredibly tight, and not dying working this hard would be... challenging...

Edit: I am told these being undead was bad information
Oh, BTW, I am told these are undead, so get your necros to help CC them.


Anyway...

If anyone not on lockout can please try this and let us know if it helps.

Wave 1 spawns

ENC 1
/tar An_unripe_experiment00 (through 03)

ENC 2
/tar An_unripe_experiment04 (through 07)

if extra, ENC 3 and 4 are aDPS groups and assigned to backup ENC 1 and 2 if deaths.

This should be done in 15s

No one touches theses at all *including to remez* until they tick down to 40%, which should take about 45s

At 40% (unripe health), ENC 1 and 2 remez their assign mobs and don't touch them again.

They should die before needing to be mezed again.

It is likely Wave 1 will still be up when wave 2 spawn. In which case...

ENC 1 (or 3)
/tar An_unripe_experiment08 (through 11)

ENC 2 (or 4)
/tar An_unripe_experiment12 (through 15)

Same deal, don't touch them after initial lockdown, when these mobs reach 40%, remez them, then they should stay mezed until they die.

When wave 1 dies, will the spawn numbers go back to 00? or will they continue at 16?

It's also possible that this works but a RNG of blur would break it. However, I think ENC overwriting mez may be the reason this mechanic fails. There has to be >=15s from the time any mob in a set is mezed or woken.

Will it work? Don't know, I can't try for at least a week due to our lockout, and it's possible we will just skip this until the bug gets fixed. Unfortunately, that would mean I may not have a chance to do any additional testing at all.
 
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666DPSweDeliver

Active member
Does anyone have any logs showing an "instant" charm from the green aura? It's definitely very fast, but everything I have seen shows at least 10 seconds between the spawn and charm messages, which is tough, but doable. Adding another tick to that would be reasonable, but the difference between instant and 10 seconds is quite the hyperbole.

The mez bane should definitely be fixed, it's way too punishing if you don't have enough DPS to power through that phase, but other than that I think this is a really good raid. Challenging, but doable. Most wipes are caused by player mistakes, not RNG or things out of their control.

I have one time at 6 seconds, most are 12-20 seconds, have a few as late as 30 seconds.

Beat it, still cant figure out how to get the bane to consistently work.
 

Vumad

Cape Wearer
I have one time at 6 seconds, most are 12-20 seconds, have a few as late as 30 seconds.

Beat it, still cant figure out how to get the bane to consistently work.

Please let us know if you get a chance to try post #35 when your lockout is over.
 

Vumad

Cape Wearer
A lot of non-enchanters hate this raid. I'm hoping it does not get nerfed because our enchanters do like this raid. I have been reflecting on some tuning suggestions that preserve Absor's work and the spirit of this raid without significantly altering it.

Change the Unripe from 8 every 2m to 4 every 1m. (1 every 1m in group, instead of 2 every 2)
Reduce bane to 12s. (add bane to mission)
Maintain the bane link. (n/a in mission if reduced to 1/1)
Make all of them immune to blur
Make all of them stunnable
Single target mez stays (ward of the beguiler should work?)
Have the sets spawn with names
- an unripe skyguard x4
- an unripe manipulator x4
- an unripe overseer x4
- an unripe artificer x4
- etc.

Unripe would spawn and get mezed. None of them would lose bane HP unless all 4 in the linked set were mezed together. Any interruptions in the mez would cause the 12s timer to start over. They die 60s from the lock down. A single quick flummox cycle with no breaks will get them down.

Reducing it to 4 would keep Xtar from exploding (having 32 socials of /tar an_unripe_etc isn't cool). Giving them names would identify which set they are in so they can be locked down together. Stopping blur would keep Xtar from scrambling. Making them stunnable would make it possible for Paladins to assist or ENC to use PBAE stun.

The ACH is for having 8 mezed. I don't actually know how this works currently, but how it would work with the above changes is that you'd have to OT/stun them until you got 2 waves, then mez 2 linked waves together.

People complain the event is too long, but lowering the boss HP too much would cause people to just burn through the mechanic at the end. Reducing altered/replicant HP is an obvious option. Also though, the lore is that the Architect panics at 40% and starts breaking eggs before they are ready. It could work to reduce boss HP to speed up the event but make him a bit more durable during the unripe (to preserve how he is now during that phase, not to make him harder).

I hope my raid leader doesn't read this post. I can see him calling me out during raids for making headaches for him. :ROFLMAO:

Another issue in this thread, getting chain charmed, i have a suggestion for an easy work around. Automatically put the green aura buff on people who get charmed after charm ends for 2 ticks, 12 secs, which ensures no one can get chain charmed without failing. That might be an easy work around to mechanical problems with the charm.
 

Axxius

Well-known member
The achievement "Own the Horde" seems to be bugged.
The success condition is: "Mesmerize all living experiments when there are at least eight of them alive".
We had the entire first wave (8 of them) mezzed for quite a while, and then some more from the subsequent waves, and still didn't get the achievement.
 
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