BP Entrance
I want to go over some things about BP Entrance for all of you in the hopes
that this will give everyone a little more patience in the learning process
of doing this effectively.
My goals with MOCHA:
Develop a effective way of clearing all screens in a short amount of time.
| Effective: | meaning a) no one dies and b) clearing is reproducible | 
| Short: | meaning we don't pause for lengthy periods between an area. | 
 
BP Entrance is a trouble spot. That unfortunately we are still learning how
to master. Because of the deaths that have occurred at the end.  We have not
had our normal after assault discussions which are very beneficial in this
learning process. I hope the following helps to reassure you all that we are
making progress and improving each time.
- Our first attempts were to try and setup a rod at the entrance. We quickly
   learned that the number of locks that are always present will quickly roast
   any individual that enters BP first. (perhaps squirrel could take a couple
   rounds but she is not a part of the Platoon) This lesson clearly roasted us
   very nicely so we had to fallback recover and try again another day. From
   this lesson we decided we needed to send in a decoy for all the locks to
   attack and then send the rod in.
- Our second attempts we used a fighter to go in and draw the lightning for 4
   sec then exit. After that we send in the Rod to take follow on hits. The
   result of this was that we do not have enough time for the rod to get
   positioned and with stand the junk and the next round of lightning. So
   again we got fried more than we could heal so we had to fall back and
   recover an try again another day. This lesson indicated to me we needed
   a way to split up the lightning and distribute it between two rods.
- Our third attempts we used a fighter to go in and draw the lightning and
   then sent two rods in quickly to position north and south. This seemed to
   be working and had potential however the existence of all the junk kept
   getting in the way. Which again resulted in one of us not getting out
   during the testing and so we got roasted more than we could heal and fell
   back to recover and try again another day.
So that leaves us for today. My lesson from Tuesday is that we must find a way
to clear the entrance of junk while at the same time safely holding the
lightning and preparing to position our rods.
The following is my new idea this is not trivial and I would like you all to
think about it carefully. If you can make it a half hour early to tonights
practice I would like to go over this and practice it using the huts entrance.
My new idea is basicly to extend the initial decoy concept for a longer
period of time. That is the safest way to nullify lightning effects and
give us time to setup.
So how will this work.
- One of the deaths will be sent in for 4 sec to draw the initial amount of
   lightning.
- Once the death returns 2 draws and a fighter will enter. The first draw
   will become the new decoy and will on entrance try to round up monsters
   and move to the north east to draw the next group of lightning and position
   to exit. The second draw will stand back down in south west corner area of
   entrance waiting their turn to be decoy. The fighter will move toward the
   center entrance so the first draw can run past the fighter on their
   exit dumping all the non-magic on them to clear. Once that draw exits the
   second draw will move to the NE area of entrance to attract the next
   sequence of lightning.
- The 3rd draw will enter followed by the second brick the third draw will
   go wait in the SW corner hopefully with the 2nd draw for their turn to be
   decoy. The second brick will move north with the first to support the
   clearing of things dumped by the Draws.
- The life's will be healing the draws once they return.  Any draw that
   returns and is healed will have priority getting back into BP so after
   step three people entering must not pile up at entrance we need to let
   the draws get in. So they can continue the decoying of the lightning.
   However Draws should not return to quickly otherwise the lightning that
   targeted them will be waiting for their return.
- We send in a speed followed by a death. The speed will try to touch up
   any fighters and the death will stay south to protect the healers from
   any spawns as they wait to become next decoy.
- The second speed and death will then also enter and gather in SW corner.
   Once both the red speed and red draw are in SW corner they will setup as
   a rod against the SE tree to start taking some of the lightning constantly
   from the decoys.
- Next we send in the third speed. Once both the blue draw and speed are in
   SW corner the will setup above the red rod and start taking lightning
   constantly.  Then once the green speed and draw are available they will
   setup above blue rod. Rods may need to dump on bricks as things pile up.
   Rods may also need to adjust forward and backwards to redistribute the
   number of locks each rod is getting hit by.
- The rest of the teams enter and gather in SW corner.