View Full Version : Lurker Spout phase question...
rubberdubbie
06-03-2008, 06:31 PM
Do you actually have to be under water or can you just jump in the water and not go under?
mesonm
06-03-2008, 06:39 PM
You need to duck, using X....
Don't swim down.....Just jump in, and push X....And, you only need to be ducking as the spout goes over you.
Its easy to see, and many people tend to remain in the water much longer than needed.
dilfred
06-03-2008, 07:18 PM
all i do is walk backwards a step or 2 until i fall off the edge.
i don't see my "breathing" bar or anything, my head is bobbing above the water. That is sufficient to avoid the spout.
clevins
06-03-2008, 07:33 PM
You need to be swimming. You don't need to submerge. For example if you're melee, you can step forward and keep dpsing... but there's a slight underwater ledge so if you take one step forward you will be in the water, but standing on something. This will not work. If your toon is standing, you're dead. If it's doing the swiming animation you're fine.
coani
07-03-2008, 03:31 AM
What Clevins said... you dont need to dive, just need to be swimming/floating in the water.
The damage is easily outhealed with a HoT, you can easily stay safe in the water.
Note: if you're jumping in the water, you take damage each time you land... which can lead you to taking _more_ damage than if you just swim/move normally.
clevins
07-03-2008, 03:43 AM
Oh.. good point... do NOT jump up and down while in the water... just get in there, wait for Spout to pass, get out
Twoflower
07-03-2008, 03:54 AM
You need to duck, using X....
Don't swim down.....Just jump in, and push X....And, you only need to be ducking as the spout goes over you.
Its easy to see, and many people tend to remain in the water much longer than needed.
actualy you dont need to duck. didnt know there is a ducking key, actualy. just swim in the water.
moopy
07-03-2008, 12:02 PM
You need to duck, using X....
Don't swim down.....Just jump in, and push X....And, you only need to be ducking as the spout goes over you.
Not even, being in the water is enough.
Xmcdaniel
11-03-2008, 05:21 PM
You need to duck, using X....
Don't swim down.....Just jump in, and push X....And, you only need to be ducking as the spout goes over you.
Its easy to see, and many people tend to remain in the water much longer than needed.
You don't need to duck, you just need to be in the water. Its if you jump when spout in going over you that kills you.
Also, all dps can continue as long as you are in the water. Ranged just need to back up a few feet in the water and continue on.
Zulran
11-03-2008, 05:28 PM
What happened to me the first few times running this was I'd jump off ahead of the spout, and seemingly be in the water a split second before it - but due to server lag, the server didn't register me yet as being in the water.
Don't wait until the very last second - give yourself two seconds or so. Better a little less DPS than a whole lot more of dead.
coani
12-03-2008, 04:01 AM
Don't try to time it a fraction of a sec before the spout hits you, jump early!
Heck, 3 secs early even... the water only does about 500 dmg to you every 3 secs, healers should be passing out HoTs and you should be fine.
(and you can continue to bomb out your max dps while in water)
YamahaGuy
12-03-2008, 04:30 PM
LOL our lurker last night was laughable.
We had crazy server problems, though our server wasnt on the list for restart =( We had 2-3 second click delay, toons not moving at all, people randomly disconnecting
You can't dodge spout if your toon won't move LOL. I havnt seen that many spout accidents since we started learning the guy
What a mess! One of the tanks died too so on the last add round, my pally partner on adds stunned mine while I grabbed the other islands, then intervened over to my add and tanked both. It was a TEN minute kill >.<
We also one shot hydross but it was MESSY with a lot of accidents... its tough to chase around adds and keep them in a ball or pick up hydross when nothing you do registers right away. We pulled a pretty risky "zerg" at the end (that lead to my death) just to avoid the friggen lag problems during transitions
Leo? What a joke. Every "stop dps" callout there was 4-5 toons standing there continuing to DPS for a few seconds so people would die. My shield slam "did absolutely nothing" many times even though it went on cooldown, it was like I never cast it. We added 5 seconds to the "stop dps" callout but there was always SOMEONE stuck dpsing.
God. Hope its better tonight for sure
Mirinda
14-03-2008, 04:51 PM
Mages can cast fire ward to deal with almost all of the damage, if not all.
On a wipe in progress, I experimented with the method of running around the inner circle instead of jumping into the water. It seemed pretty easy, but it's not hard to see how a raid could lose one player per spout on mistakes and glitches that way.
We've yet to down Lurker after getting him to 3% on our first try. Always losing a tank--one time to a DC. Healers keep having LOS issues, or on our better tries getting wiped by one of those teleporting adds.
clevins
14-03-2008, 09:03 PM
Yeah, the running around method works, but it introduces risk whereas the 'get in the damn water' method doesn't. If you can't deal with the damage from the water, the raid has other issues.
Mirinda
17-03-2008, 08:42 PM
It's not the damage from the water that is the problem. I've seen three problems.
1) Healers having too much noncasting time while going in and out of water, including LOS issues.
2) One melee add staying up when Lurker pops back up and cleaving people in the water.
3) Not enough DPS due to long interruptions during Spout.
The only reason why we didn't down the big ugly first try = lost the tank on an add and it started teleporting around one-shotting remaining casters. If I had been quick enough to sheep it (instead of trying to kill it--it was at maybe 10%), probably would have one-shotted Lurker.
Plus, that first time I was oom near the end with everything burned or on cooldown. Others had similar issues. Frustrating thing is we haven't gotten nearly that close since.
clevins
17-03-2008, 09:21 PM
I'm not sure I understand #1 (well I get the LOS issue). All you need to do is step in the water, back out... so where is the noncasting time for the healers coming from? It should be a second or 2 depending on how close to the edge of the platform that they are as Spout starts.
On #3, melee should step to the inside so that they can keep dpsing. I believe ranged can continue dpsing from the outside too but there might be LOS issues or cast issues due to the periodic damage (I've not done the fight as a caster).
Mirinda
17-03-2008, 10:53 PM
It takes time for people to get used to how soon they have to get down and how long they have to stay under. Positioning is a problem that has to be learned by doing. Plus, I believe if the tank steps back too far down there in the MT spot, he goes out of sight for some positions.
I'd have to get down pretty deep in the water to keep casting as a mage. Just dipping in, I get LOS errors. My focus is on getting in and out as quickly as possible. Others take longer and need to speed up.
I have continued to cast at a Guardian while submerged, but once that resulted in aggro (needed ice block to save myself).
Cerberus
18-03-2008, 12:18 AM
It's hard getting los in the water as ranged if you're on the inner plattform. If you're on an island you can simply walk into the water and continue dpsing and jump up when it's past you.
I'm surprised nobody has mentioned geysirs yet. They can do a lot of damage and mess with dps time if people are bunching. You can even get it at the islands if you're to close to another person.
The MT thing is about the tank not being the first to Lurker after emerges and does whirl. Anyone but the tank will probably get gibbed if they are the first to get to him. It's about the tanks position when he eats the knockback or something.
You can keep doing lurker forever if healer mana is fine and noone dies to mishaps. It's not lack of dps, it's dps dying to spouts, adds or the tank being out of range and what have you.
Mirinda
19-03-2008, 04:18 PM
Lurker down first shot last night! Zombie's first Lurker kill. The tip about keeping one archer sheeped till all the melee adds are down = golden!
YamahaGuy
20-03-2008, 08:37 PM
Yay Mirinda ! =)
We keep one add sheeped per island the entire fight. You can even resheep while in water so its no big deal. Another add will not come next submerge. I guess we did this back in the day because it was tough for our dps to get all 3 ads down before emerging back up.
Now a days it doesnt matter and people do things like, 3 man an island or island 3 will kill island 2's sheep cuz their bored or misdirect their middle add to another islands tank messing around (sigh, jokers) and lurker still dies but, back THEN it made a huge difference not killing one
All our mages know to sheep LEFT add entire fight, and
All our hunters know to trap RIGHT add when it comes up
All ranged dps knows to kill middle, then right trap, and leaving left sheeped indefinitely.
so each island gets 1 of each minimum
Wintrow
21-03-2008, 03:40 PM
I wish I could wipe on Lurker :tongue:...
Or Attuman for that matter :grin:
Busy gearing up for KZ atm.
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