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Old 04/28/07, 11:36 PM   1 links from elsewhere to this Post. Click to view. #26
lazerpewpew
Don Flamenco
 
Undead Warrior
 
Frostwolf
Originally Posted by Mencius View Post
Even with double digit Mag kills under our belt my guild still gets the "CLICK THE FUCKING CUBE... GOD DAMNIT, WHO DIDN'T CLICK THE CUBE!?!?"" on vent.

It's all about timing those clicks right.

Also, we bring 3 Shaman and to burn the adds down faster our raid leaders swap them into the rogue group mid fight so they can pop heroism for 2nd, 3rd, and 4th adds.
Wait a second, isn't swapping raid members not allowed anymore in raid?
 
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Old 04/28/07, 11:49 PM   #27
Cesar2000
Don Flamenco
 
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Night Elf Druid
 
Dragonblight (EU)
Originally Posted by lazerpewpew View Post
Wait a second, isn't swapping raid members not allowed anymore in raid?
It was changed back.
 
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Old 04/29/07, 12:14 AM   #28
mek
Don Flamenco
 
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Draenei Shaman
 
Tichondrius
Originally Posted by Charlatan View Post
2. The first cube rotation consists of cloth wearers - Warlocks and Mages. I don't think we have ever made it to this point with everyone in this rotation alive. So we're usually scrambling to get a "backup clicker" on one of the cubes (the reason tanks aren't on the first cube rotation is that the guildleader wants the tanks to be chain-disarming the last channeler). Typically this fails and we wipe.
Well, that's why you can't kill Mag. You don't click and you wipe. Make a buddy system of clickers, if Bob dies Joe should notice and take his spot. Find out why Bob died, try to prevent it. There is zero reason you should miss a click even if people die - make a contingency plan.

Interrupts are extremely important in this fight. Are you bringing rogues? Enhance shamans? If you have 4 warlocks, I'm guessing you're shorting on melee and that can mean a lot more dmg taken to the raid due to less interrupts - the damage can get very dangerously spiky on the 4th and 5th add even if your healers are on the ball.
 
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Old 04/29/07, 12:21 AM   #29
Kaigami
Glass Joe
 
Undead Rogue
 
Khadgar (EU)
Try assigning a backup clicker for the last add's cube (in case the last add fears/kills/damages the primary one) and make sure that everyone starts to move to their cube maybe...16-20 seconds before blast nova.

Also remember on the last add its all about being relaxed and when its just the one left he's fairly easy to control. Make sure people aren't shy on potions/healthstones in phase one, especially the last add.

Oh yeh and make sure your tanks aren't holding back on pots/cooldowns/last stand/shield wall. They wont need it again for the rest of the fight so USE IT ON THE ADDS. A shield wall on the 5th add makes SUCH a difference, especially if your tank is dying/undergeared.

If your guild suffers from the dreaded case of multi-personality-retarditus...just go over the procedure of clicking the cube over and over again after each wipe.

1. Check you have no mind exhaustion as you move to the cube.
2. Turn your back to the wall.
3. Position mouse over cube making sure the cog is gold
4. Take your hands off the keyboard and mouse.
5. Look at the 2 square inches that contain the bottom line of your chat log, nowhere else.
6. "Magtheridon begins to cast blast nova". When you see this, right click.
7. Wait till your raid mod says he has been banished and he is visibly banished, then continue with your business.

Now that might sound completely demeaning and totally unneeded but...there's a lot of simple minded players out there. If you're wiping to cubes....why wouldn't you go over the exact procedure until its right.

Also dont accept any "omg i had lag" or "I was totally clicking it" or "wtf the cube turned into a turtle!?". Just tell them they fucked up, and not to do it again. Its time to get harsh on people that cant click a single button.

Mostly its about your raid believing you can do it. I'd wager most guilds one-shot or hit the 30% mark the very first time they have all the adds dead and phase 2 is under control (barring dreaded cube to turtle transmogrification problems)

Just make sure people realise that the hardest part of the fight is phase 1....the rest of it is a cakewalk.
 
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Old 04/29/07, 4:04 AM   #30
Kalince
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Draenei Shaman
 
Mannoroth
Originally Posted by Cesar2000 View Post
It was changed back.
It was never not allowed, poorly coded mods prevented you from messing with the raid due to frame tainting.
 
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Old 04/29/07, 4:09 AM   #31
 Quigon
Bald Bull
 
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Tauren Warrior
 
Kil'Jaeden
Its always been allowed (,yes).
It was allowed programmatically before 2.0 - we used to programmatically change our nefarian and Kel'thuzad raids almost completely (as in almost everyone changed spots), with 1 click.

After 2.0 you could still change raid members positions, just manually.

The problem was CT Raidassist was uh... bad after 2.0, and stopped you from doing this while in combat just after 2.0 came out (CTRA was so bad for so long after 2.0, this is when most guilds switched to oRA2). Even to this day you can change players manually in raids (and is how I've personally done it outside of a few moments when our raidrestore worked). We change raids around on FLK for instance every week.
 
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Old 04/29/07, 6:48 AM   #32
Renew
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Draenei Paladin
 
Tichondrius
Magtheridon is easily the first fun 25 person encounter.

This is what we basically do when taking on Magtheridon and what goes through my head as the raid leader.

1. I need 1 MT obviously and 4 Off tanks for a total of five capable tanks. Feral druids or Prot warriors for the back half of the add kill order.
2. Do we have 2 or more warlocks on? If we only have one, we will wait till we have two or more on at the same time. You say you are running with up to four? I don't know if that is a good or bad thing and to be honest, three is the max I would like in any raid encounter.
3. I prefer to bring 8 Healers. 2 Shaman (Heroism, Earth Shock support in phase 1 and Totems for DPS), 2 Paladins (Two Blessings really makes things go smoother, though we have been dealing with 1 Blessing on some raid nights), the rest doesn't matter much, but usually it is 1-2 Holy priests and 2-3 druids.
4. I like having 3 Rogues and 3 Mages, but those slots can be subbed here and there for solid hunters, feral druids, or Shadow Priests.
5. The rest of the slots, if extra do not matter, fill them with solid players so he dies and you can move on with the raid night.

Phase 1:
- Melee Dominate this fight, so I do not assign them to cube duty. The Rogue Group for us is in charge of making Phase 1 go as smooth as possible. They bring top dps as well as interrupts on a short cooldown.

Our rogues usually come prepared with DPS pots and sometimes for SWStats epeen, a flask. DPS pots do help and should be used for this fight even if it is easy after you get it down. No need to stress yourselves out on a boss that should be on farm. Since you have 0 kills under your belt, id say to flask up the raid as it will make the phase 1 to 2 transition alot easier as far as how many adds are left up.

- During the last add, this is make or break if you have solid raid members. There is no need to panic when the quake happens. If she heals, oh well, stay focused and down her. The Shaman on DPS healing duty usually are able to help prevent that stuff, but if it happens, like I said, don't panic. At this same time, our ranged dps group usually heads into position a little bit early and those few in range can help a bit with dps.

- Mag breaking loose means that you want no one close to him besides the tank. Healers healing the last off tank (or two) especially. He has like a weird 1-2 second immunity where you do not want your Warrior wasting his big aggro generating abilities (nor do you want your hunter to waste their misdirects), thus putting them on cooldown while Magtheridon smacks down the Druid Healing Touching the final off tank.

- Healing on the tank at the start is huge. Usually it is me and a paladin who help get Mag into position while the tank is backing it up. Depending on the gear of your tank, Ironshields may help out here. We have been rotating our prot tanks a bit on him and experience and gear from what I have observed has made a difference. If two healers is not enough, most likely the second Paladin can also come and help out.

Phase 2:
- The Off tanks and an extra smart raid member fill up group 2 for the second box click group. DPS not assigned to boxes should be familiar with where the five box locations are (we number them 1-5 and also call them out by compass direction) in case someone dies for some reason.

++

That should be it. The Phase 1 to 2 transition always has been the make or break of the fight. It was just worse before in that you needed to have full pots in order to even get to the transition with few enough channelers up.

From your post it seems like a shaman or two watching for heals and bolts during quakes might help out a bit. Extra Warriors/Priests/SPriests can also help the locks out a bit at the end with their instant cast fears.

Confidence is not Arrogance.
 
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Old 04/29/07, 7:21 AM   #33
vrak
Glass Joe
 
Murloc Warlock
 
Non-NA/EU Realm
Originally Posted by Quigon View Post
Its always been allowed (,yes).
It was allowed programmatically before 2.0 - we used to programmatically change our nefarian and Kel'thuzad raids almost completely (as in almost everyone changed spots), with 1 click.

After 2.0 you could still change raid members positions, just manually.

The problem was CT Raidassist was uh... bad after 2.0, and stopped you from doing this while in combat just after 2.0 came out (CTRA was so bad for so long after 2.0, this is when most guilds switched to oRA2). Even to this day you can change players manually in raids (and is how I've personally done it outside of a few moments when our raidrestore worked). We change raids around on FLK for instance every week.

Currently, click-dragging a player name in the Blizz raid frame during combat will create a floating raid bar with that player in, or swap that player's group if done out of combat, so what's your secret?
 
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Old 04/29/07, 7:24 AM   #34
 Quigon
Bald Bull
 
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Tauren Warrior
 
Kil'Jaeden
I'm honestly amazed by that post... I don't even know what to say really?

Basically, click dragging their level or class does what you said. Clicking on their name moves them around. If that doesn't work something is wrong with your gui - try disabling your mods - seriously.

I think you're clicking on the wrong part of the screen. And this works always, regardless of combat.
 
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Old 04/29/07, 9:35 AM   #35
 Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
It's a UI thing. Several common mods tainted the raid frame in early TBC. I still don't know for sure which the culprits were. But I do know that after a month or so of updating, my issues with being unable to move players around in combat vanished entirely.
 
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Old 04/29/07, 1:59 PM   #36
bodicea
Von Kaiser
 
Murloc Priest
 
Detheroc
One thing I've noticed is that just before he starts casting his fire nova he de-targets the MT for a split second, and then starts casting. If someone pays attention and calls a click at the de-target you'll get little more leeway in reaction/click time.
 
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Old 04/29/07, 2:20 PM   #37
drats
Don Flamenco
 
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Tauren Shaman
 
Kel'Thuzad
Also, the infernals do AOE damage when they spawn sometimes, so if you still have one channeler up before the blast wave be sure to move it away from the cube.
 
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Old 04/29/07, 2:22 PM   #38
cheebamonkey
Piston Honda
 
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Blood Elf Paladin
 
Bonechewer
Originally Posted by bodicea View Post
One thing I've noticed is that just before he starts casting his fire nova he de-targets the MT for a split second, and then starts casting. If someone pays attention and calls a click at the de-target you'll get little more leeway in reaction/click time.
Yeah he does stop targeting the tank for about a second or two before he casts blast wave but if everyone manages to click early you'll be screwed since he has to actually start casting blast wave in order for the cooldown to activate. The clicking in this fight is really easy so long as your raid stays calm and focused, you really don't need any tricks.
 
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Old 04/29/07, 3:44 PM   #39
srljstr
Glass Joe
 
Blood Elf Death Knight
 
Zul'Jin
A year from now when everyone's gear is so far ahead of Mag there will still be issues clicking the cubes, synchronized actions are always the hardest to train people to perform.

We kill the channelers in this order:

2oMo1
o3..5o
...o4

We use Bloodlust on the 2nd channeler, which lasts until at least the 3rd one dies, if not cutting a good chunk of hp from the 4th. I think this is key because while the fight is a dps fight, the primary phase to worry about is p1 since you have so much environmental damage and randomness from both channelers and infernals.

When channeler 3 dies, you can have whoever is tanking the 4th drag it over by the podium where number 3 was, this cuts down on volleys from either of them getting the people on the opposite side of the room. Tanks that are not currently tanking the primary kill target interrupt the volleys, with shamans assigned to heal them helping out as well. With a solid melee group you can basically guarantee that whatever channeler is being killed will not cast a heal or volley.

Once you get through p1 it becomes alot easier, your designated clickers should always be near their cube with backup people incase they die. We have our spare OT's who aren't doing much in phase 2 and 3 and a few random healers mixed into the teams so we can keep max dps on him.

If you have people dying before they can click the cubes, your raid needs to work on interrupts and maybe check the hp of people chronically dying and bump it up a bit. The fight is definitely doable without heavy buffs, we used no flasks last week/light consumables the week before and hopefully with a week or two of solid drops from SSC we can go with just class buffs.

"A man is the less likely to become great the more he is dominated by reason. Few can achieve greatness-and none in art-unless they are dominated by illusion."

-Mr. Doctor
 
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Old 04/29/07, 7:54 PM   #40
 Arawethion
Sentient Hyper-Optimized Data Access Network
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Praetorian View Post
It's a UI thing. Several common mods tainted the raid frame in early TBC. I still don't know for sure which the culprits were. But I do know that after a month or so of updating, my issues with being unable to move players around in combat vanished entirely.
I hot-swap groups a lot as well, due to being an Alliance raid leader having fun with all the new Shaman tricks. Other who do this--do you something have the raid pane "hang" when you try to swap (you let go of the person you're dragging, their "box" just hovers where you left it, and you have re-close and open the window to do the same swap again)?

Answers to Moonkin questions:
0) Read the TTT/use the spreadsheet: http://elitistjerks.com/f47/t66856-moonkin_pve_dps/
1) Maintain high DoT uptime. Use WiseEclipse.
2) Nothing beats 2T8.
3) Yes, sometimes you cast many Wraths and no Eclipse procs. Deal with it.
 
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Old 04/29/07, 10:20 PM   #41
stauros
Piston Honda
 
Tauren Druid
 
Mal'Ganis
Originally Posted by Arawethion View Post
I hot-swap groups a lot as well, due to being an Alliance raid leader having fun with all the new Shaman tricks. Other who do this--do you something have the raid pane "hang" when you try to swap (you let go of the person you're dragging, their "box" just hovers where you left it, and you have re-close and open the window to do the same swap again)?
I always get this thing happening to me. I'm using grid, which I really would prefer to not stop using. It's my only raid frame. Any thoughts?
 
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Old 04/29/07, 11:45 PM   #42
Hate Monkey
Don Flamenco
 
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Troll Mage
 
Arthas
Originally Posted by bodicea View Post
One thing I've noticed is that just before he starts casting his fire nova he de-targets the MT for a split second, and then starts casting. If someone pays attention and calls a click at the de-target you'll get little more leeway in reaction/click time.
He also has a few other random detargetting ways, so just watching for the detarget can cause a few wipes if you aren't careful.
 
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Old 04/29/07, 11:57 PM   #43
 Praetorian
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Orc Shaman
 
Mal'Ganis
Originally Posted by Arawethion View Post
I hot-swap groups a lot as well, due to being an Alliance raid leader having fun with all the new Shaman tricks. Other who do this--do you something have the raid pane "hang" when you try to swap (you let go of the person you're dragging, their "box" just hovers where you left it, and you have re-close and open the window to do the same swap again)?
I used to have this happen, but this also stopped a month ago or so, just via continually updating my mods. I can now swap people around mid-fight just as I could pre-2.0.
 
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Old 04/30/07, 5:00 AM   #44
 Falk
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Night Elf Druid
 
Frostmourne
Originally Posted by Hate Monkey View Post
He also has a few other random detargetting ways, so just watching for the detarget can cause a few wipes if you aren't careful.
It's probably personal preference, but I feel it's safer if every single cube clicker targets Magtheridon and watches for his Fire Nova cast bar. Prettyboy mods like eCastingBar's target cast bar, set to be a huge block across the middle of the screen, is awesome for so many encounters.

Any decent bossmod which doesn't already have a default plugin for Magtheridon can easily be configured to both time the Fire Novas roughly and spam a raid warning on the emote.
 
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Old 04/30/07, 5:46 AM   #45
Tankz
Glass Joe
 
Human Warrior
 
Bloodhoof (EU)
not sure if this has been mentioned before, but we always stick a healing in the middle of the room to just heal Clickers/free roam helps a lot and means you get to top people off before they click meaning you dont get people coming from cubes half dead.

Also we always use DPS and never healers for the cubes just fo the safty of not letting the Tank die.

p1 was always our pain point, once we killed them, and got the 1st set of cubes done with no deaths, we killed him, p2 and 3 are uber easy.

 
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Old 04/30/07, 6:24 AM   #46
 Quigon
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Tauren Warrior
 
Kil'Jaeden
I've had raid frames hang on oRA2 / SRF also. Updating is basically key. In this rare case, it truly is your gui. 1 point blizzard?
 
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Old 04/30/07, 8:49 AM   #47
 Cadfael
Playing Nelf until Tauren Priests
 
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Night Elf Priest
 
Perenolde (EU)
Originally Posted by Praetorian View Post
I used to have this happen, but this also stopped a month ago or so, just via continually updating my mods. I can now swap people around mid-fight just as I could pre-2.0.
Imho there was also a phase during which you couldn't even bring up the blizzard raid window while in combat. I'm pretty sure that wasn't an addon tainting that caused it but I'm not 100% certain. It's gone now and I was surprised a few week ago when the raidleader switched people around in mid-fight.

I could be mistaken but I believe my spellbook is also locked when I'm in combat. Not always though. That could be an addon but it's not a major issue.
 
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Old 04/30/07, 10:58 AM   #48
Papajan
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Gnome Mage
 
Lightbringer
As for knowing when to click, BigWigs will show an accurate cooldown timer. Even if only one person has it and they let everyone know when they have 5s before CD, that can help a lot. I think it's stock UI to show an enormous message across the middle of the screen when he's clicking. People really shouldn't have trouble knowing when to click. I think the two things that helped for us on clicking were individual accountability (if someone messes up, you find out exactly who and deal with it) and making sure you have clickers that you trust. Don't worry about maximizing your dps on Mag, worry about getting good reaction time on clickers. (There are of course some constraints for clicking team 1 cause add #5 may still be up and will require certain people on him) For reference, we have 3 clicking teams - 2 primary and 1 backup. The backup team has assigned positions just like the other two and they come in if something bad happens.

Basically we were having trouble with infernals and volleys also. The trick to infernals is to make sure everyone pitches in and make sure everyone spreads out. There should be fears/banishes, but there should also be frost traps, frost novas, HoJ, Conc Blow, shatter shot, gouge, blind, etc. Sometimes people will take one melee hit from an Infernal due to frost nova, but it shouldn't be an issue if you're at full HP (which usually depends on whether volley is under control).

As for volley, if there's a warrior on the add, have them bash it. If not, have a mage run slightly ahead to CS when transitioning to that add cause the rogues won't be there in time. What helps me is to use FocusFrame with Clique (just like for CSing healers in PvP) and focus the next target up while dpsing the current target and standing between the two (if CS is up, anyway).
 
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Old 04/30/07, 12:39 PM   #49
 Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by falkon2 View Post
It's probably personal preference, but I feel it's safer if every single cube clicker targets Magtheridon and watches for his Fire Nova cast bar. Prettyboy mods like eCastingBar's target cast bar, set to be a huge block across the middle of the screen, is awesome for so many encounters.

Any decent bossmod which doesn't already have a default plugin for Magtheridon can easily be configured to both time the Fire Novas roughly and spam a raid warning on the emote.
I'd discourage targetting Mag directly. Set him as your focus. Having him targetted is the first step towards accidentally having autoattack/autoshot on when you go to click....
 
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Old 04/30/07, 1:05 PM   #50
Teez
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Draenei Shaman
 
Kel'Thuzad
Originally Posted by Praetorian View Post
I'd discourage targetting Mag directly. Set him as your focus. Having him targetted is the first step towards accidentally having autoattack/autoshot on when you go to click....
Correct me if I'm wrong (since I tank Mag on this encounter I unfortunately don't have first-hand experience w/ the Cubes) - but doesn't channeling something disable your auto-attack/-shot? As far as I recall from any similar items in the game (Soul Portals, Summoning Portals etc.) they interrupt your autoattacks, even if the mob you've targeted runs by just in front of you (barring the detail that it'll put you in combat and cancel the summon anyway :P)

edit: We're sort of stuck at the same point as the OP, by the way. Though our problem hinges more on our warlocks being unable to keep CoT up for any reasonable amount of time, and them being ... "slow" (a very mild word to describe this) on Banishes/Fears.
 
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