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PostPosted: Thu May 16, 2019 2:10 pm 
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Joined: Wed Nov 21, 2018 4:17 pm
Posts: 30
I think this may be sort of a known issue, but it's not listed on the "COP Mission differences" like some other bugs. Last night I set out with a group to do 5-2, and over the course of 4 hours+ we had the zone crash several times forcing all of us to disconnect. Luckily, we were not booted back to the entrance of the zone upon relogging, except that one of these crashes occurred as we were wrapping up the final BCNM, and some members were kicked out of the battle while others remained inside when they logged back in (though the mobs had despawned). It appeared to me that all of the zone crashes occurred when a mob either used a certain TP move, and/or due to positioning, glitched up on top of the rafters for a split second.

A separate issue we then encountered was that the members left inside the BCNM tried to use the "Exit Battlefield" option to rejoin us outside, and were met with a black screen. After several attempts to resolve it in other ways, they resorted to the unstuck tool which put them back at the original entrance from Pso Xja. It was then that we encountered the last of our bugs, in that the warps to the completed Memory Flux floors did not work, as they had no option when exiting and re-entering Promy Vahzl to go anywhere but Floor 1. Understandably, half the group left at this point and the remaining members went back to the entrance and redid the climb (sans fluxes) and knocked out the BCNM shorthanded (with one more zone crash to aggro along the way for good measure). For the record, we had no issues with blackscreens on the teleporters, so we had that going for us.


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PostPosted: Thu May 16, 2019 7:20 pm 
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Joined: Wed Jan 24, 2018 6:33 am
Posts: 190
Were the zone crashes random or while fighting mobs?
There is a tp move or two that will crash the zone from some of the big guys.


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PostPosted: Fri May 17, 2019 2:03 am 
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Joined: Wed Nov 21, 2018 4:17 pm
Posts: 30
TP moves, seemingly. One was from the middle boss of the BCNM at the end, Agonizer. Twice was during Thinkers. Once was a Seether.


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PostPosted: Fri May 17, 2019 2:38 am 
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Posts: 425
The move is called tri-something. You gotta either avoid the aggro or if it's the boss at the end, kill it very quickly and trying to keep it stunned. We popped two hours and everything to kill it as quickly as possible.

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PostPosted: Fri May 17, 2019 8:39 pm 
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Joined: Mon Nov 20, 2017 8:57 pm
Posts: 148
Trinary tap from Tinker mobs crash the zone if you do not have at least 3 buffs for it to absorb. Keep Pro/Shell/Barpsells up and you should be okay.


Back to sniping turtles. :)

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PostPosted: Fri May 17, 2019 8:51 pm 
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Joined: Wed Dec 06, 2017 2:35 pm
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sukasaroth wrote:
Trinary tap from Tinker mobs crash the zone if you do not have at least 3 buffs for it to absorb. Keep Pro/Shell/Barpsells up and you should be okay.


Back to sniping turtles. :)



bruh

he's annoyed

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PostPosted: Fri May 17, 2019 9:10 pm 
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Joined: Mon Nov 20, 2017 8:57 pm
Posts: 148
Wolffhardt wrote:
sukasaroth wrote:
Trinary tap from Tinker mobs crash the zone if you do not have at least 3 buffs for it to absorb. Keep Pro/Shell/Barpsells up and you should be okay.


Back to sniping turtles. :)



bruh

he's annoyed



Daaaaaannng.

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