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1

Saturday, May 12th 2012, 6:36pm

Instrument Buffs

As far as I understand it, you can only use 2 instruments in a 6 person party.

Are there certain instruments that should be used together? For example, when should or shouldn't you use a Rattle or Guitar? Are there certain ones that are defacto like the tambourine but then other instruments that shouldn't be used with the tambourine?

2

Saturday, May 12th 2012, 7:16pm

Guitar overrides Lute, Rattle overrides Tambo. Generally nobody ever uses Rattle because Tambo is much more effective. When it's a party consisting mainly of physical DPS, you would play Lute and Tambo. If it's mainly consisted of casters, you would play Guitar and Tambo.
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LadyMacV

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3

Saturday, May 12th 2012, 9:13pm

The other thing you can do to avoid instrument override is to have one group stand back from the other, play instruments, and then run in. A 20 second countdown (if you can run a countdown) is generally enough time for both groups to pop instruments and necessary buffs.
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4

Saturday, May 12th 2012, 10:16pm

if you do 12 man or more party try to make different groups

1 caster group which plays tambo+guitar
1 physical group which plays tambo+lute

you wont get the buff from the other group as far as i know

mnkmurphy885

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5

Saturday, May 12th 2012, 10:38pm

Lute, Guitar and Tambourine are the ones people actually use.

Rattle actually has some limited utility, but the situations where it might come in handy are pretty few. The last time I saw someone use it was in our first couple of runs in the Zombie room in GCH (the ones with the box-stairs, torches to be lit and the mass of zombies that have to be kited). Our tank was learning the kite, and he was taking a pretty heavy beating, and having rattle played constantly helped a lot. Since everyone and their cousin has a few rattles sitting around thanks to the random music boxes, it was easy enough to juggle cd's.

Saxophone is only useful for playing mariachi band when you're all bored cause the tank dc'd again and you have to wait ten minutes for him to restart. It debuffs the mobs, but I have never seen anyone actually use it because the range is too small- by the time they get the debuff, you've already pulled. Sounds pretty good in the mariachi band though.

Casters should go ahead and level Tailoring and Carpentry to 33 for tambo and guitar. Melee should go ahead and get Alchemy and Tailoring to 33 for lute and tambo. Everyone uses those constantly.

Like LadyMacV said, in a 6 man, it's usually doable to just group up off the sides in the boss room so each group of casters and melee can get the proper buff. In some cases instead of doing that you can make the party a raid and split into two parties inside the raid, as long as you have someone with quick fingers to move them all back for group heals as soon as music has been played. That's when druids come in super-handy, as they can heal two separate parties as efficiently as one. But we've done this with a priest before. It just depends on the layout of the boss room. Some boss rooms have a no-aggro zone along the sides that allows easy party splitting, and some don't.

Music buffs have a pretty short range (100 iirc), and they will only effect people in a party inside a raid, so either you scoot out of 100 range of each other or you literally split the party up into separate parties in the raid and stand wherever you want.
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6

Monday, May 14th 2012, 8:36pm

Our tank will use a Sax during a boss fight. He seems to have no issues with it getting interrupted like I do if I miss time a third skill while buffing before the fight ( I cannot blame lag, sometimes I just fail :o)

YomanROM

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7

Monday, May 14th 2012, 8:48pm

how does he get the Saxophone buff actually on the boss or mob without pulling? Its unlike rattle, the buff needs to be on the mob not the player

Amberwave

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8

Monday, May 14th 2012, 10:59pm

Its after the combat has started and we are DPSing the boss. He does not use it as a pre-buff.