<kabal> Bunibuni Goblin Squad Member |
Let's all try to meet up around 1:30 PM Eastern both days, after they have done their maintenance for the day, and try to take down the escalations around us. Join in when you can, drop out when you have to. We will go until we are done or bored. Meet up by the bank in Stoneroot Glade or if you get in later, just send out a shout. :P
We want as many groups as possible and clear as many hexes as possible
Schedim Goblin Squad Member |
Caldeathe Baequiannia Goblin Squad Member |
Countdown to Kabal ethnicEscalation Cleansing pt 1
I tried to use "Great Dismal Swamp National Wildlife Refuge" time, but that isn't an option.
<kabal> Bunibuni Goblin Squad Member |
I believe it is GMT-4. we get enough folks we can clean up the whole Free Highlanders area and then work on those areas our other friends live in. :-)
I think within a couple of hexes of SG village we have Razmirans, Broken Men, Burning Skeletons and a few Ogres making their presence known.
The evil guys will just have to either clean up their own messes or subvert them to join their cause.
Schedim Goblin Squad Member |
<kabal> Bunibuni Goblin Squad Member |
Black Silver of The Veiled, T7V Goblin Squad Member |
<kabal> Bunibuni Goblin Squad Member |
yep, a dozen or more folks are needed to really seriously try to clear an escalation. Hoping we can get 30 or 40 folks to show up during both days and see how many hexes we can clear.
Maybe just maybe we can also get a lot of wizard spells out of it too. My wizard has only found one spell, fireball, and nothing else in this time. So here is hoping. :-)
RHMG Animator Goblin Squad Member |
For these Escalations you NEED a full raid group as a bare bare minimum.
Having TWO Full raid groups will guarantee cleaning a hex before it's re-enforced back to full.
Though if you really want to weaken it (with minimal forces), we have to target the source of the escalation first.
This will weaken the escalations in the other infested hex of that escalation group and stop the escalation re-enforcement.
A Full raid group is 4 parties of 6.
<kabal> Bunibuni Goblin Squad Member |
Well we have a nice monster home hex two hexes east of Stoneroot Glade Village, I figure we will head that way pretty quickly.
How about a full raid group being 8 parties of 3? That way each person gets credit for kills and such. :-)
We can even make a little game or challenge out of it. A party of 3 Fighters vs a party of 3 Wizards vs a party of 3 Rogues vs a party of 3 Clerics vs a couple of parties of mixed roles and see who kills the most and who dies the most.
Any takers on that?
Schedim Goblin Squad Member |
RHMG Animator Goblin Squad Member |
As much as 8 parties of 3 still is the same number of players, it helps the group see more of the overall health of the full raid group.
And if each group has a cleric, the HP can be maintained more easily.
Further more if there should be a rule, if someone is fighting something don't target it, let them kill it.
The only exception is yellows and reds.
KarlBob Goblin Squad Member |
For these Escalations you NEED a full raid group as a bare bare minimum.
Having TWO Full raid groups will guarantee cleaning a hex before it's re-enforced back to full.Though if you really want to weaken it (with minimal forces), we have to target the source of the escalation first.
This will weaken the escalations in the other infested hex of that escalation group and stop the escalation re-enforcement.A Full raid group is 4 parties of 6.
48 people in one hex? That definitely constitutes a stress test for the servers.
Each group will be able to patrol a very small area, and hit any spawns that pop up within mini-map range.
RHMG Animator Goblin Squad Member |
KarlBob Goblin Squad Member |
As much as 8 parties of 3 still is the same number of players, it helps the group see more of the overall health of the full raid group.
And if each group has a cleric, the HP can be maintained more easily.
Further more if there should be a rule, if someone is fighting something don't target it, let them kill it.
The only exception is yellows and reds.
Important Note on Healing
There is a bug in the game that makes healing dangerous to the reputation of the healed person.
Player A is fighting an ogre. Player B heals Player A. When the ogre dies, the autotargeting system may set Player B as Player A's next target. If Player A is spamming an attack when the ogre dies, then the next attack may very well hit Player B. If this happens too often, Player A can lose a lot of reputation in a short time.
Goblinworks is aware of this bug.
Autotargeting someone who heals you is a bug and it will be fixed asap.
For now, if you get healed, make sure you're still targeting the enemy before you launch your next attack.
KarlBob Goblin Squad Member |
Kradlum Goblin Squad Member |