Re: Dr. Destroyer Missions On Thursday, September 17
Thanks to all for the team adventure!
"Every loss teaches us something" -- attr. to some old wise dead person.
I used to be a kind of a hardcore raider - top 500 raid groups worldwide for pushing content, known by name on my server and a couple others, blah blah, that and $3.75 gets me a latte at Starbucks - and it makes me analytical of losses in these situations. I hope everyone else who went feels okay chiming in with anything I miss!
What getting our butts handed to us by Dr. Destroyer taught us, in no particular order:
Dr. Destroyer is tough. Like, really really tough. This is NOT your 'oh yeah I can probably solo this with mines' 5-man mission. (It looks like it's actually a Doombot - apologies to the authors, I forget the name of Destroyer's decoys - and it's still tough.) The mission is rated as level 27. I personally feel like it's 29 or even 30. We brought two lower levels and sidekicked them (though both performed admirably without sidekicking!) and it was still not enough.
It's a crime to make us save Foxbat. Oh, wait, no - I learned that lesson years ago at the hands of a GM who was a Foxbat fan. Foxbat needs a sitter through the escort part of the mission and let me tell you, that boy goes down like a new intern at the White House during the Clinton era. If we have a healer, healer is on Foxbat heal duty.
It is good to set an actual time for these missions to start, that way if there are enough sign ups we can even do multiple groups. (I'm not sure the best way to coordinate this. Suggestions?)
Assigning roles is a good idea, if there are people who are comfortably able to fill those roles. Usually, whoever is the tank ("Protector") is responsible for calling out plans and such in Ventrilo. ( We do have Ventrilo, please see http://www.herogames.com/forums/showthread.php?t=75357 for the info. I reiterate, it is okay for people NOT in Legion of Heroes or in Wayfarers to use this vent server. People can ask me or Celt for specific channels and so on.
The final boss resets if there is a team wipe. It's a good idea to hang out in front of the final door to regroup before charging in.
Some things about the mission are game design issues and we cannot help them, such as the multiple "Press Z to enter" mini-zones that are encountered every time someone has got to run back. I'm putting in a ticket about them, asking for additional spawn points if they cannot find a way to remove the zoning issue.
At some point, I'll post a newbie guide to grouping/raiding, chock full of all those things I wish someone would have told me before I signed up.