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Maraudon Issues - Slime packs / Larva Spewer #29

Description

@yeny777

Slime engagement problem:

DungeonClear HazardVacate conflicts with normal Playerbots combat around the slime packs
problematic mobs were:

  • 12221 Noxious Slime

  • 12222 Creeping Sludge

  • Around these packs, especially Creeping Sludge, DungeonClear's active hazard-vacate movement could make the tank/melee back away from mobs that were already engaged

  • In practice this caused repeated retreating/rubber-banding, loss of melee uptime and sometimes partial party separation. And most of the time results in a wipe.

My own working solution is:

  • to disable the active Maraudon HazardVacate behavior for the run: HazardVacate = 0
  • Use advanced pull strategy around the slimes.

I also currently protect the DungeonSim party against three Maraudon slime-related spells:
22638, 22595, 21070
That might be cheesy and maybe someone comes up with a better reliable solution that wont end up in the party pulling 10+ mobs and constantly wiping.

I then also suppressed playerbots own Flee; MoveAway; MoveFromGroup; FleeAction; RunAwayAction.

Maybe you find a better solution that leaves the slime aoe damage on and successfully kite these mobs without pulling more mobs from the side.

Larva Spewer - no interaction implemented

  • GO 178559 needs explicit Maraudon objective/event handling
  • Leaving the Larva Spewer active will continuously add 13533 Spewed Larvae and make the dungeon clear significantly worse.
  • In the AzerothCore DB we tested, GO 178559 is handled by SmartGameObjectAI.
  • Its SmartAI behavior is essentially:
  1. respawn → phase 1;
  2. phase 1 periodically animates and summons 13533;
  3. receiving spell 8386 changes it to phase 2;
  4. the phase-1 larva-spawn events then stop.

The working solution was therefore:

  1. detect loaded GO 178559 in the current Maraudon instance;
  2. trigger its existing SmartAI SpellHit path with spell 8386;
  3. let the DB SmartAI switch itself to phase 2.
    The object can still look visually active afterwards, but larva production stops

The object can still look visually active afterwards, but larva production stops.
This seems like something DungeonClear could potentially model as a Maraudon dungeon objective/interactable rather than leaving it to an external controller.

Additional things

  • a "sticky target" mode for DPS + Pets helps massively in clearing dungeons. worth considering. Especially for the slime situation it helps a lot. because standard behavior lets dps swap targets quite a lot, especially when the tank taunts off a different mob for example. With this mode single mobs will be focussed down very efficently. -- this also helps a lot with pets that often go wild.
  • Maraudon has separate dungeon entrances and lfg entries. Should be separated as well.

Activity

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