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4-04-2008 @ 9:42AM
Anyone who did VR before the uber mods for it knows that there have ALWAYS been invisible orbs, or the orbs travelling underground. The orbs only hit for 6k tho, so it shouldnt come close to "One shotting" even the most damage addicted mage. Spread out move FAST whenever you see an orb coming at you. Dont forget to potion/healthstone/bandage if you get hit.
4-04-2008 @ 10:10AM
The fight is still very doable, it just takes more attentiveness now.Thain makes good points about how to do it. Expanding on his:1. Run. Don't back away. Most people take a couple of seconds to judge that they need to move, so there's not enough time left to just back out. 2. As he said, ranged DPS have to take responsibility for their own health. Health potion, healthstone, or just stay out and *bandage*. Don't rely on the healers. Yes, stopping to bandage will cut your DPS...but dead people do 0 DPS.3. Have ranged DPS spread out before the fight, using the entire perimeter of the room. (Hug the walls and VR won't aggro.) When DPS runs from an orb, run *straight back* to the walls, not around in a circle. Yes, that takes the DPS out of range temporarily, but it prevents people from getting clumped up later in the fight, where one invisible orb could hit many people at once. It also prevents people from accidentally running into someone else's orb.4. Some of our healers found it easier to go with the melee group and just heal themselves through the pounding than have to watch for orbs while also trying to watch all those health bars. Side benefit: the healers don't get silenced.5. Melee won't get hit by orbs if ranged DPS always stays >30 yards from the melee group. The melee get hit by orbs when there's a ranged person standing too close behind them, and VR tosses an orb at the ranged person. The ranged person runs away, and all the melee gets hit by the explosion. For the same reason, melee healers need to be right on top of - NOT behind -the melee DPS.
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