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03/30/07, 1:37 PM
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#251
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Don Flamenco
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Originally Posted by Copernicus
2. We have a druid tank, which can't interrupt by themselves. Where do we want them in our kill order? In addition, where do we want our MT, the one who will be tanking Magtheridon?
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In kill order (If you have 1 druid + 4 warriors): Druid, MT, Worst Geared Warrior, 3rd Best, 2nd Best.
Originally Posted by Copernicus
3. What's a reasonable goal for how many channelers are down when Magtheridon spawns?
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3 is doable, 4 is perfect, 5 is godlike.
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03/30/07, 1:43 PM
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#252
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Bald Bull
Trouble
Blood Elf Druid
No WoW Account
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Originally Posted by Copernicus
2. We have a druid tank, which can't interrupt by themselves. Where do we want them in our kill order? In addition, where do we want our MT, the one who will be tanking Magtheridon?
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We've used a druid pretty much anywhere in the cycle. First, third, and fifth. Didn't seem to make a difference. We move the channelers toward the raid and away from the other closest channeler which seems to prevent them healing each other.
The order we went with this week, to compliment what we had to work with was: Rogue, Fury warrior in DPS gear, MT, Fury warrior in tank gear, Feral Druid. We could move our MT to the fourth add because we consistently had four channelers down by the time Magtheridon broke free, but we didn't want to chance it. We also had seven healers this week. Four paladins, shaman, druid, priest, all healing specced.
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03/30/07, 1:46 PM
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#253
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Mike Tyson
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It's not about healing, it's about shadowbolts.
Our kills have been with 2 druids and 3 warriors as tanks.
Channeler 1: Druid tank, burn it at the start, then this druid helps corral Abyssals.
Channeler 2: Druid tank, one rogue assigned to kick volleys from the start. This druid will DPS the third Channeler a bit and then pick up Magtheridon and tank him.
Channelers 3-5: Warrior tanks, shield bashing their own volleys until the DPS arrives.
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03/30/07, 1:56 PM
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#254
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Don Flamenco
Undead Priest
Talnivarr (EU)
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we are using 2 druids and 2 warrior for tanking.
2 warrior are tanking the first 2 adds. Last 3 adds are on the 2 druids.
After first add is down, one warrior picks up one add from the druid. Warrior on the second add will be the mt.
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03/30/07, 2:23 PM
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#255
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Ithyphallic
Night Elf Death Knight
Silvermoon (EU)
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I can't see any reason to take more than 7 healers to Magtheridon (as faster add deaths just makes things so much easier).
We run with MT first add with a misdirect rotation, feral 2nd add. 2nd add gets to cast 1 shadow volley during the first add's death and then tries 1 volley 1 heal while its getting killed so we haven't felt any need to leave someone dedicated to interupt it as that one volley that gets off only hits the bear and his healer. Both of these help control infernals once clear of their adds.
3-5 warrior tanks with best gear/spec last.
We had 5th add to ~70% when mag was breaking free and dead pre quake for our kill, but I know from previous tries its fine to have 3 dead by when he breaks, quake during an add casting a spell can be messy though, and make sure you have some good interupters NOT on clicking duty if you still have adds alive for the first nova, those shadowbolts wreck the channel timers.
As to late interupts, I find that aslong as I stormstrike right after a cast of something to keep by gcd clear for when they do cast I can reliably get a shock off before any cast is finished. Lack of spellhit as enhance means they do get resisted quite a bit though.
Now for a question of my own, is there any way to be sure where debris will land other than watching the ceiling above you? Our only sub 30% so far was a kill, and melee were more focused on trying to get his hp to 0 rather than watching for falling bricks, so we lost 6 of us to one slab at ~8%, and all of us agreed we saw nothing on ground level to indicate it. So basically should we just have a camera looking up at all times sub 30 to avoid this?
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03/30/07, 2:35 PM
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#256
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Don Flamenco
Undead Priest
Talnivarr (EU)
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pretty sure you can see an animation like cave in. get latest bigwigs, think it warns now when debriss on you.
On our first kill the mt got oneshotted at 20% but a dps warrior tanked him then without problems in dps gear (was pre nerf).
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03/30/07, 2:57 PM
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#257
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Mike Tyson
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Originally Posted by Khlysti
Now for a question of my own, is there any way to be sure where debris will land other than watching the ceiling above you? Our only sub 30% so far was a kill, and melee were more focused on trying to get his hp to 0 rather than watching for falling bricks, so we lost 6 of us to one slab at ~8%, and all of us agreed we saw nothing on ground level to indicate it. So basically should we just have a camera looking up at all times sub 30 to avoid this?
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Make sure you have spell detail set to high. You definitely see a loose shower of small rocks and dust before a Debris chunk lands there.
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03/30/07, 4:17 PM
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#258
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Ithyphallic
Night Elf Death Knight
Silvermoon (EU)
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Yeah I know theres meant to be one, saw an earlier shower fine, just not that one.
Must have just been not really paying attention as it was so close to a kill or something. Will definately be looking out for it better next week, put an awful dent in my hat.
This version of Magtheridon seems like one of the best fights I've seen in WoW, it all just falls into place so well. Now to see if SSC can make my whole guild suicidal I suppose.
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03/30/07, 4:50 PM
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#259
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Bald Bull
Night Elf Druid
Stormreaver
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Originally Posted by Copernicus
1. How much healing do we want to bring? And should a hybrid healing class (Shadow Priest, Elemental Shaman, etc) be switching from DPS to healing in this encounter, or do we want our healers to be healing all the time?
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7 Healers is plenty as long as they understand how to switch targets. All tanks start with 1 healer with just 2 healers on raid and its slowly redistibutes as adds go down.
Originally Posted by Copernicus
2. We have a druid tank, which can't interrupt by themselves. Where do we want them in our kill order? In addition, where do we want our MT, the one who will be tanking Magtheridon?
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Doesn't matter at all example last kill we did with 1 warrior tanking who went first and 4 feral druids for the other 4 adds.
Originally Posted by Copernicus
3. What's a reasonable goal for how many channelers are down when Magtheridon spawns?
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4 Adds is desireable which can be acheived with just a small mixture of buff pots.
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03/30/07, 4:52 PM
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#260
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Bald Bull
Night Elf Druid
Stormreaver
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Originally Posted by Khlysti
This version of Magtheridon seems like one of the best fights I've seen in WoW, it all just falls into place so well. Now to see if SSC can make my whole guild suicidal I suppose.
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Heh I will say at least Lurker is a good fight besides fishing him up and some bugs that occasionally pop up.
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03/30/07, 5:53 PM
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#261
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Von Kaiser
Human Mage
Blackrock (EU)
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can i just get a confirmation the trash leading up to magtheridon is able to be interrupted, aka the shadowbolt volleys?
Our relatively new raiding guild is eager to learn and after a very tired night of gruul (per nerf) we went into mag thinking it would be 'easy' and got a rude shock,
some people said the mag trash (the 4 three pack pulls) can be interrupted but others say they cant.
who is correct?
Last edited by Netherblade : 03/30/07 at 5:54 PM.
Reason: clarity
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03/30/07, 5:54 PM
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#262
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Mike Tyson
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Originally Posted by Netherblade
can i just get a confirmation the trash leading up to magtheridon is interruptable?
Our relatively new raiding guild is eager to learn and after a very tired night of gruul (per nerf) we went into mag thinking it would be 'easy' and got a rude shock,
some people said the mag trash (the 4 three pack pulls) can be interrupted but others say they cant.
who is correct?
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Their volleys are completely interruptable. Keep Tongues/Mind-Numbing on them as well.
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03/30/07, 5:57 PM
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#263
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Not a Super Macho Man
Blood Elf Priest
Mal'Ganis
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Originally Posted by Netherblade
can i just get a confirmation the trash leading up to magtheridon is able to be interrupted, aka the shadowbolt volleys?
Our relatively new raiding guild is eager to learn and after a very tired night of gruul (per nerf) we went into mag thinking it would be 'easy' and got a rude shock,
some people said the mag trash (the 4 three pack pulls) can be interrupted but others say they cant.
who is correct?
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Didn't you at least try to interrupt them so you'd know that yes, they are? :P First thing you always should have your raid do when you see a new mob cast a spell is try to interrupt it.
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03/30/07, 6:03 PM
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#264
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Bald Bull
Orc Warrior
Burning Blade
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Originally Posted by Snowy
Didn't you at least try to interrupt them so you'd know that yes, they are? :P First thing you always should have your raid do when you see a new mob cast a spell is try to interrupt it.
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I tend to agree that it's pretty bizarre that nobody even tried...?
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03/30/07, 6:05 PM
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#265
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Don Flamenco
Human Death Knight
Stormrage
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Originally Posted by Nezralix
I tend to agree that it's pretty bizarre that nobody even tried...?
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Most people I know don't tend to try *anything* on new mobs, sigh. Personally I try every ability I can think of on new stuff. Knowing something is disarmable, reflectable, stunnable, whatever is so huge IMO.
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03/30/07, 6:32 PM
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#266
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Bald Bull
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Originally Posted by Skulli
pretty sure you can see an animation like cave in. get latest bigwigs, think it warns now when debriss on you.
On our first kill the mt got oneshotted at 20% but a dps warrior tanked him then without problems in dps gear (was pre nerf).
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Do you actually get a debuff on you when you're about to be hit (a la RoF/cave in applying a debuff before it ticks)? I can't think how bigwigs would warn you otherwise.
I ask because the only time I saw dust falling near me, I didn't notice a debuff on my list, wasn't sure if I was standing far enough away or not, and then got wrecked just as I was supposed to click.
Originally Posted by Davidson
Most people I know don't tend to try *anything* on new mobs, sigh. Personally I try every ability I can think of on new stuff. Knowing something is disarmable, reflectable, stunnable, whatever is so huge IMO.
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You should have heard my squeal of joy on Vent when I found that some of the trash mobs leading to Razuvious were not immune to Scorpid Sting (this was the old version of the sting, which 99% of all mobs were immune to). And FWIW, Maexxna is marked as "Not tameable" if you use Beast Lore on her (him?).
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03/30/07, 7:16 PM
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#267
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Bald Bull
Tauren Warrior
Kil'Jaeden
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Man, we min maxed the crap out of this boss. You can down 5 though before he comes loose.
Some things, rotating warriors so the DPS doesn't move an inch is critical - we had an elemental shaman attack the next target early so it never healed as it transitioned in, some nice pro interrupts on this.
Second, we start with two on top of each other, and only use 4 tanks; we blade flurry, etc the first two down hard. When mine dies (first), I go grab #3 from the druid tanking two, and pull it to the raid, once it arrives we pop bloodlust. This mob is around 50% hp by the time the 1 minute warning triggers. From there its a matter of consumable usage to maintain the mana pace.
There are way more intricacies to our strat and setup, but this is the overall. The group setups are really important here to meeting the mark. However, if you can kill all 5 before nova 1, I'd say you win.
Having the DPS stay in one area, clumping the first couple, and appropriate use of shamans makes phase 1 way easier. The first time we got all the adds dead he went down in short order. Its a great fight, but phase 2 could be way, way harder, and perhaps phase 1 a tad easier.
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03/30/07, 8:16 PM
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#268
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Don Flamenco
Undead Priest
Talnivarr (EU)
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Isnt a big problem to have 1 alive while nova. That was standard pre-nerf.
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03/30/07, 8:19 PM
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#269
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Bald Bull
Tauren Warrior
Kil'Jaeden
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Yes, and that doesn't change the fact that if they're all dead before the first nova, you're drastically more likely to win.
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03/30/07, 8:37 PM
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#270
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Soda Popinski
Tauren Druid
Twisting Nether (EU)
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Originally Posted by Quigon
Yes, and that doesn't change the fact that if they're all dead before the first nova, you're drastically more likely to win.
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Indeed, nerfing the P1 adds abit more and adding 'something' extra ontop of the current P2 would make the encounter alot better in the end... perhaps a RoF to keep people on their toes every now and then, doesn't need to be huge but a 2k/tick thats cast every now and then would atleast add some needed focus into P2 except 5 people every min for Orbs.
Its just so wrong that the emphasis of the fight is set around... 5 Warlocks instead the big Pit Lord full of lore.
I mean honestly Mag isn't that much different in mechanics to GWF if you think about it, and she sure as hell doesn't become a cake walk after you kill the first lot of adds.
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03/30/07, 9:04 PM
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#271
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Piston Honda
Undead Priest
Archimonde (EU)
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Yeah, this version of magtheridon seems to lack something... If they don't add something to p2, they might as well reduce his hp because it's a bit boring.
Now that they reduced cube guys to 10, they could add some chaotic element to make it more fun during last phase. Like something (fear or whatever) that prevents 1 or 2 players to use cubes so you have to readapt quickly if it was their turn to use the cubes.. Or just some spawned adds every 10%, I don't know, but 99% => 31% Magtheridon is zzzz.
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03/31/07, 12:02 AM
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#272
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Bald Bull
Tauren Druid
Lightbringer
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Originally Posted by Quigon
Second, we start with two on top of each other, and only use 4 tanks; we blade flurry, etc the first two down hard. When mine dies (first), I go grab #3 from the druid tanking two, and pull it to the raid, once it arrives we pop bloodlust. This mob is around 50% hp by the time the 1 minute warning triggers. From there its a matter of consumable usage to maintain the mana pace.
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Some clarification on this please, just so I understand correctly.
You (MT) tank #1, another warrior (OT) tanks #2, a druid tanks #3 and #4, and someone else tanks #5.
#1 and #2 are tanked at the same spot (as are #3 and #4 naturally)
When #1 dies, you move and taunt #3 off the druid and bring it to the raid, who are currently killing #2. Cooldowns are used.
#2 dies, raid begins killing #3, OT assists on Infernals.
*1 Minute Mark*
When #3 is ~20% druid moves #4 to raid
When #4 is ~20% final tank moves #5 to raid
Magtheridon is released and you tank it.
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03/31/07, 12:15 AM
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#273
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Bald Bull
Tauren Warrior
Kil'Jaeden
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Yeah that is a pretty good summary - other than I don't help with infernals, I just pretend like I do dps and maybe shield bash, and yell things in vent like a crazy person.
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03/31/07, 1:59 AM
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#274
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King Hippo
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Originally Posted by Praetorian
Make sure you have spell detail set to high. You definitely see a loose shower of small rocks and dust before a Debris chunk lands there.
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Same issue on nightbane's ground dot, with low settings all you see is some fizz coming off the ground.
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03/31/07, 3:15 AM
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#275
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Glass Joe
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So tonight my guild had its 2nd night on magtheridon, first night our raid consisted of a group that was not very well balanced as far as add control and healing. By the end of the night we were basically getting 3 adds down before mags would break loose with no consumables. tonight we go back with a more optimal raid according to alot of peoples comments on this forum. raid consisted of 3 wars 1 feral druid 4 locks 3 hunters 2 mages 3 rogues 1dps shaman 3 priests 3 palies 1 resto druid and 1 moonkin who we had healing. tonight we consistantly would get 2 adds down then begin on the 3rd and we just didnt have the dps, mags would break loose id pick him up position him look up and half the raids dead. it seems like we get to the 3rd add and we just didnt have the dps. Full consumables i cannot understand why the hell we couldnt get 3 maybe 4 adds down before he breaks loose with this raid makeup. not to mention im getting hit for 10.5 k cleaves i mean seriously is that not a bit excessive on top of the constant 5-7k melee attacks. if you dont have 4 adds down when he breaks i dont see how u can have the healing to cover the last 2 tanks and ur mt if u only carry 6-7 healers as some people have stated. so i ask is this not a good makeup or should i be switching out less cc for more dps to get the channelers down faster.
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