Elitist Jerks
Register
Blogs
Urban Rivals
Forums
New Posts


Go Back   Elitist Jerks > Public Discussion > Public Discussion
Elitist Jerks Login

gamerDNA Login

Welcome to Elitist Jerks
We're testing some new features on the site regarding OpenID registration and coordination with gamerDNA. If you experience any issues with registering an account, please take the time to fill out a report and send it to this e-mail address. We would appreciate any assistance you could provide in making sure everything is functioning as intended. Thanks!

If this is your first visit, please be sure to check out the FAQ and the forum rules. Users must register to post and new registrations are subject to a one day "mute" period to get acquainted with the community.

Reply
 
LinkBack (1424) Thread Tools
Old 05/07/07, 7:40 AM   #101
ZyrKx
Glass Joe
 
Dwarf Priest
 
Moonglade (EU)
Originally Posted by sp00n View Post
The channelers can't be stunned, but disarm works.

Although, what is their exact baheviour after one dies? I've read that after each channeler's death the remaining gain 30% more damage (damage or attack speed?) and 30% more cast speed, and also I've read that the remaining two gain that buff after the first 3 have died.
Which one is true?
And is it 30% faster attack speed (sustained damage) or 30% more damage (damage spikes)?
After each channeler dies the remaining ones get a buff which increases cast speed by 30% and damage by 30%. So shadowbolt volleys will be coming faster and harder. The buff stacks up for each channeler that dies, so the last one will do 120% more damage and cast 120% faster.
 
User is offline.
Reply With Quote
Old 05/07/07, 7:50 AM   #102
Loomax
Von Kaiser
 
Gnome Warrior
 
Ravencrest (EU)
They get increased damage and their casting speed increases. Couple of weeks since i last tank one of the last two adds, but i recall 4-5k hits were quite usual. Those numbers might be a bit off, but it should be roughly around that.

To the question above, about how healing assign is working for others, we have normally a setup like this:

1st add:
Fury warrior in dpsgear (wearing a shield ofc!) with two healers on him, once this add is dead those two healers go to the two adds which are killed last.

2nd add:
Feraldruid (or if lack of protwarriors in the raid a furywarrior in semi tankgear + ironshieldpots) with 1 healer.

3rd add:
Mt

4th add:
Protwarrior, or if low on prots the feral druid mentioned above.

5th add prot warrior.

Bascially, two healers on the last two adds, healers free'd from add 2 and 3 stay on MT once mag breaks free, until then raidhealing where needeed.
 
User is offline.
Reply With Quote
Old 05/07/07, 7:52 AM   #103
Cesar2000
Don Flamenco
 
Cesar2000's Avatar
 
Night Elf Druid
 
Dragonblight (EU)
Nice addon there, will give it a try tonight. A suggestion would be to make an automated back-up system- If someone in a click group dies, a new person is automatically assigned to that cube, and will start recieving whispers etc.
 
User is offline.
Reply With Quote
Old 05/07/07, 8:01 AM   #104
Jo_
Piston Honda
 
Undead Priest
 
Magtheridon
Phase 1 is a dps/adhoc cc'ing phase. When you get more people than your warlocks to handle the infernals you should normaly have 0 deaths with druids available for any "bad luck". Pretty much all cc works on them afaik and a priest or warrior fear/warstomp/concusion shoot right when they spawn will reduce the amount of times some cloth gets ganked before the warlocks pick them up.

other than that anything that increase dps will help you, set a reasonable goal for you to aim for like say allways 4 down before he spawns.
 
User is offline.
Reply With Quote
Old 05/07/07, 8:34 AM   #105
Sinzar
Von Kaiser
 
Sinzar's Avatar
 
Human Death Knight
 
Greymane
We only use 4 tanks on Magtheridon (if more happen to be in the raid the extras go full dps mode).

In order of being killed:

Mob1: Feral Druid Tank with shaman healer
Mob2 and 3: Main Tank (tanks mag on release) with priest and paladin healer
Mob4: Prot Warrior with dedicated priest healer
Mob5: Prot Warrior with dedicated priest healer
I also assign a resto druid to focus on both Mob4 and 5 tanks.

1-2 spare healers will spot heal the raid / MT

When the first mob dies, our feral druid goes and taunts Mob3 off the MT while the raid kills Mob2. Our Kill order is Mob1, 2, 3, 4, 5.

The single most important advice I can give for Magtheridon is never let any of the mobs get off a Shadowbolt Volley. If any mobs are able to successfully cast Volley, it's lots of damage to the raid, as well as the mob will then use their instant fear. If you interupt every single volley on all 5 mobs (easy to do with proper setup) then the raid is taking far less damage, and no one ever gets feared, which lets you focus dps / heal better.

Last edited by Sinzar : 05/07/07 at 8:43 AM.
 
User is offline.
Reply With Quote
Old 05/07/07, 9:04 AM   #106
Jo_
Piston Honda
 
Undead Priest
 
Magtheridon
Slight derail but I've always been tempted to aoe them, any guilds beeing able to do so consistently (from 100-0)? obvious downsides includes fears and spreading out your interupters but the benefits in form of faster dps is tempting.
 
User is offline.
Reply With Quote
Old 05/07/07, 9:26 AM   #107
 Quigon
Bald Bull
 
Quigon's Avatar
 
Tauren Warrior
 
Kil'Jaeden
You'd have to interrupt all 5 for both shadow bolts and heals.
The shadow bolt combined AE damage would be insane. Don't forget the amount of infernals in one little area would be too much to handle, and your warlocks are already busy.

I'm hoping the "clump them up and AE" suggestion was a joke though - but its amazing how every guild has someone who suggests it.
 
User is offline.
Reply With Quote
Old 05/07/07, 9:28 AM   #108
Mearis
Soda Popinski
 
Mearis's Avatar
 
Dwarf Priest
 
The Venture Co (EU)
Originally Posted by Jo_ View Post
Slight derail but I've always been tempted to aoe them, any guilds beeing able to do so consistently (from 100-0)? obvious downsides includes fears and spreading out your interupters but the benefits in form of faster dps is tempting.
That seems amazingly risky, with the raid even more clumped up and infernals falling all over the place, the possibility of one volley going through and wiping your raid seems extremly high.

You'd have to kick 5 volleys/5 heals at once and all your mages would be busy AoEing. The other 'benefit'is that they would all die nearly together greatly reducing the time the adds hit much harder.

Good luck, it seems crazy but I am curious if anyone pulls it off.
 
User is offline.
Reply With Quote
Old 05/07/07, 11:50 AM   #109
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
I've found the buff they receive on thott: Soul Transfer. Please also notice the unobtrusive spelling error in "Damage incresed by 30%."

Now further, is there any pattern on when they are using Shadow Bolt Volley? The link says it's on a 3 sec cooldown, but that certainly isn't the cooldown they are using.

And another question, although it really should never be an issue (else your group fucked up), this one is for information purpose only:
Is Dark Mending affected by Wound Poison / Mortal Strike?

 
User is offline.
Reply With Quote
Old 05/07/07, 12:23 PM   #110
Mem
King Hippo
 
Mem's Avatar
 
Draenei Shaman
 
Frostwolf (EU)
Regarding the Volley: yesterday I went to Mag the first time. The volley was cast almost parallel to my shield bash CD, so I guess its a 12 second CD that may or may not be cast directly after the CD has expired.
 
User is offline.
Reply With Quote
Old 05/07/07, 1:30 PM   #111
 Celenia
Archibald
 
Celenia's Avatar
 
Blood Elf Paladin
 
Mal'Ganis
Originally Posted by sp00n View Post
And another question, although it really should never be an issue (else your group fucked up), this one is for information purpose only:
Is Dark Mending affected by Wound Poison / Mortal Strike?
I think so. Our group has 2 rogues using Wound Poison. Ideally they should never be able to cast the heal in the first place, but we usually get the first earthquake as we're killing the last summoner, so it helps neuter any heals that they manage to slip through while we're bouncing around. I've been a clicker on our kills, so I might as well have a utility poison instead of going for more damage.
 
User is offline.
Reply With Quote
Old 05/07/07, 10:25 PM   #112
Manniefresh
Von Kaiser
 
Tauren Druid
 
Kil'Jaeden
My guild's Warlock attendance/roster is kinda sketchy at the moment, so how do you deal with that on Magtheridon? We had three for an attempt last night and basically spread out around the room for Infernal control. This works fine when the Infernals spawn at each channeler but a lot of the time they were all spawning on one side and whatever Warlock was on the side would get overwhelmed. Of course if one of us were to move to relieve him, Infernals would start spawning on the side left behind and a whole new problem would occur.

Is this where Warstomp, Psychic Scream, Earthbind Totems, and whatever else the raid can use picks up the slack? It's pretty frustrating at the moment because we've been unable to recruit/keep a decent amount of Warlocks to regularly log-in for Magtheridon and it's definitely been holding back progress. I'm assuming this will not be a problem with the 2.1 patch but I don't think it's going to be very fun to halt progress until then.
 
User is offline.
Reply With Quote
Old 05/07/07, 10:57 PM   #113
Tehehe
Von Kaiser
 
Tehehe's Avatar
 
Gnome Warlock
 
Black Dragonflight
We only have three raiding Warlocks, so Mags has been a bitch for us as well (especially scheduling it :\).

We split the room into two and assign one Warlock to each side. Those two Locks get the initial 1-2 Infernals that drop on their side. The third Warlock stands in the middle and initially looks out for any infernals dropping on top of the melee's head while the 1-2 Channelers are being killed. After that the 3rd lock helps whatever side is getting overwhelmed. Just like interrupts, the key to handling infernals is communication. Call out when you get infernals on your side, ask for help when you need it, etc.
 
User is offline.
Reply With Quote
Old 05/07/07, 11:00 PM   #114
ka
Piston Honda
 
Murloc Warlock
 
Dunemaul (EU)
Have your tanks on the first and second channeler pickup loose infernals. Have hunters drop some traps near healers. Blind, scatter shot, intimidating shout, psychic scream, cyclone, and paladin stuns also help buy your warlocks time to react. Setup a ss rotation for that one guy that always seems to die no matter what.

Sometimes you get unlucky with 8 infernal spawns very quickly, but for the most part if your dps is solid 3 warlocks should be enough for add control.
 
User is offline.
Reply With Quote
Old 05/07/07, 11:15 PM   #115
Lujaar
Hero Conditioner
 
Lujaar's Avatar
 
Orc Death Knight
 
Mal'Ganis
Dark Mending is affected by Wound Poison.

Well, at any rate the one time I saw a DM go off on a channeler with Wound Poison, the DM healed for substantially less.
 
User is offline.
Reply With Quote
Old 05/08/07, 10:19 AM   #116
tedv
Bald Bull
 
tedv's Avatar
 
Undead Priest
 
Mal'Ganis
Originally Posted by sp00n View Post
Now further, is there any pattern on when they are using Shadow Bolt Volley? The link says it's on a 3 sec cooldown, but that certainly isn't the cooldown they are using.
When you Kick or Counterspell, it prevents recasting any spell in that school for X seconds. Plus they aren't required to cast it as soon as the cooldown is up, and it has a cast time. I'd estimate every 6 to 9 seconds is more appropriate if all your interrupters are doing their job.
 
User is offline.
Reply With Quote
Old 05/08/07, 10:47 AM   #117
Jo_
Piston Honda
 
Undead Priest
 
Magtheridon
Originally Posted by Quigon View Post
You'd have to interrupt all 5 for both shadow bolts and heals.
The shadow bolt combined AE damage would be insane. Don't forget the amount of infernals in one little area would be too much to handle, and your warlocks are already busy.

I'm hoping the "clump them up and AE" suggestion was a joke though - but its amazing how every guild has someone who suggests it.
The infernal part is the biggest party pooper for sure I guess and can't think of a good counter. Just wanted to add 2 observations to make the dumb suggestion slightly less dumb.
1. channelers don't heal before 50% or so afaik so it's "only" the last 50% you would have to worry about it. (edit: it's interesting that at least one of the posters in this topic used this fact and aoe'd all adds to 50% before seperating and single target killing them.)
2. if you are killing them more or less exactly at the same time they don't get a chance to grow stronger which means the heals and volleys you have to interrupt are pretty slow which should be easier to deal with.

Since killing them one at a time works great for plenty of guilds each week that's what the op should try ofcourse, just find the implications interesting and it was my first thought when i heard about the fight.
 
User is offline.
Reply With Quote
Old 05/10/07, 5:57 PM   #118
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
Does somebody have a combatlog for Magtheridon?
I'd like to find out the minimum time between the channeler's casts, but forgot to turn on mine. :|

Also, do druids have any means of interrupting the shadow bolt volleys, or should they be tanking the first / second channeler due to not being able to interrupt?

// Edit
Also, how does curse of tongues and mind numbing poison work (spell haste -60%)?
Is it 1.5*1.6= 2.4 seconds or 1.5/(1-0.6)= 3.75 seconds cast time then?

Damn, should have thought about this before ending the raid.

Last edited by sp00n : 05/10/07 at 6:06 PM.

 
User is offline.
Reply With Quote
Old 05/10/07, 6:17 PM   #119
Crowbite
I'm sure I'll think of something clever
 
Crowbite's Avatar
 
Orc Hunter
 
Mal'Ganis
Originally Posted by sp00n View Post
Also, do druids have any means of interrupting the shadow bolt volleys, or should they be tanking the first / second channeler due to not being able to interrupt?
Lawl Feral charge. Honestly, we can't do much but that doesn't mean you can't have a druid on the last channeler. I've done it on our kills. Basically, the dps train is responsible for interrupting whatever channeler they are focused on. By the time we are on add number 4, one rogue breaks off to interrupt as many shadowbolts as he can on the last one. We start killing in a clockwise direction starting at the gate and the 5th channeller is pulled to the gate once the second one is down. Even if a shadowbolt goes off, only 5 people at most will be hit by it.

Originally Posted by Elendril View Post
Don't use "sp" in your posts nogger. It suggests that you actually think you spelled the other words right. Like "boarderline".
 
User is online.
Reply With Quote
Old 05/10/07, 8:51 PM   #120
Savos
Piston Honda
 
Undead Warrior
 
Mal'Ganis
After attempting Mag a few times and finally getting him a few things of note:

1. DPS is critical, blow everything you have to get adds one and two down fast. Heroism/Bloodlust skill cooldowns and whatever else you have. You will need a hunter or preferably 2 to misdirect the pull to your DPS warrior/Cat gear Druid tank on the first add since even a full prot warrior won't be able to hold it if you start right up.
2. Interrupts are critical, more so than DPS. Devote 2 players interrupts to only heals to ensure they are always stopped. The rest of the DPS and tank can (and should!) get the shadowbolt vollys. Have CC warlocks all put (and keep reapplying) Curse of Tongues to all the adds.
3. The hard part of the fight are the channelers. Once you can get them all down with 20+ people standing you can beat the fight.

Bring as few healers (try 6 or 7, more will ruin your damage and cause more problems) as possible and pour on the damage to the adds.
 
User is offline.
Reply With Quote
Old 05/11/07, 1:14 AM   #121
Corkscrew
Von Kaiser
 
Blood Elf Death Knight
 
Maelstrom
Cooldown on the Shadow Bolt Volley seems to be about 10 seconds whether you interrupt it or not. I've had it go off when I've still had 1-2 seconds left on my Shield Bash cooldown. Of course, I've also had my channeler not use it at ALL until dps is almost finished with the second add (tonight). It's strange.
 
User is offline.
Reply With Quote
Old 05/11/07, 1:29 AM   #122
Crowbite
I'm sure I'll think of something clever
 
Crowbite's Avatar
 
Orc Hunter
 
Mal'Ganis
Originally Posted by Savos View Post
After attempting Mag a few times and finally getting him a few things of note:

1. DPS is critical, blow everything you have to get adds one and two down fast. Heroism/Bloodlust skill cooldowns and whatever else you have. You will need a hunter or preferably 2 to misdirect the pull to your DPS warrior/Cat gear Druid tank on the first add since even a full prot warrior won't be able to hold it if you start right up.
2. Interrupts are critical, more so than DPS. Devote 2 players interrupts to only heals to ensure they are always stopped. The rest of the DPS and tank can (and should!) get the shadowbolt vollys. Have CC warlocks all put (and keep reapplying) Curse of Tongues to all the adds.
3. The hard part of the fight are the channelers. Once you can get them all down with 20+ people standing you can beat the fight.

Bring as few healers (try 6 or 7, more will ruin your damage and cause more problems) as possible and pour on the damage to the adds.
Not really. The fight is all about control. Don't waste bloodlust on the first two. Save those for when it becomes critical to get them down in a short amount of time. While the first two channelers are up, they don't hit very hard. We use Bloodlust on the 4th channeler because when the third one dies, that's when the damage really starts to be a problem.

You might also consider looking at your first tank. Using a bear tank (high, quick threat), we can go full out on the first one without a hunter misdirect.

Originally Posted by Elendril View Post
Don't use "sp" in your posts nogger. It suggests that you actually think you spelled the other words right. Like "boarderline".
 
User is online.
Reply With Quote
Old 05/11/07, 1:31 AM   #123
Cesar2000
Don Flamenco
 
Cesar2000's Avatar
 
Night Elf Druid
 
Dragonblight (EU)
The best time to use Heroism/Bloodlust is quite simple when there is 40 seconds until Mags release.
 
User is offline.
Reply With Quote
Old 05/11/07, 2:28 AM   #124
Savos
Piston Honda
 
Undead Warrior
 
Mal'Ganis
Originally Posted by Tytal View Post
Not really. The fight is all about control. Don't waste bloodlust on the first two. Save those for when it becomes critical to get them down in a short amount of time. While the first two channelers are up, they don't hit very hard. We use Bloodlust on the 4th channeler because when the third one dies, that's when the damage really starts to be a problem.

You might also consider looking at your first tank. Using a bear tank (high, quick threat), we can go full out on the first one without a hunter misdirect.
I dunno, works well for the way we worked it I guess. Got to the point of killing all the channelers before the first earthquake so it works I suppose.

The less infernals you have to deal with the better. It makes a gigantic difference in terms of how much damage people take.
 
User is offline.
Reply With Quote
Old 05/11/07, 2:45 AM   #125
Kazanir
Soda Popinski
 
Kazanir's Avatar
 
Tauren Druid
 
Mal'Ganis
Originally Posted by Cesar2000 View Post
The best time to use Heroism/Bloodlust is quite simple when there is 40 seconds until Mags release.
I disagree. The problems with control on the fight should not be with the Channelers. Their damage on #'s 4/5 is high but not really dangerous with competent healers. We burn Bloodlust on the second/third (to avoid threat issues on #1) in order to kill them ASAP so that fewer Abyssals spawn. The Abyssals are the element that if there are too many can cause the attempt to go south in a hurry. Killing the first couple channelers quickly prevents this to a large degree.

'War' is too small a word for what I'm fighting. Like a candle in front of the whole burning Sun. I told you. This is bigger than a war. Now, I am not going to die today. I have other projects, and other options.

You can come with me. I can protect you.
 
User is offline.
Reply With Quote
Reply

Go Back   Elitist Jerks > Public Discussion > Public Discussion

Thread Tools


Similar Threads
Thread Thread Starter Forum Replies Last Post
Looking for a Magtheridon mod/macro Biggdogg User Interface and AddOns 24 06/22/07 6:35 AM
Eye of Magtheridon v. Quagmirran's Eye Benafflock Class Mechanics 2 05/15/07 6:48 PM
Magtheridon in 2.1 Azzuro Public Discussion 5 05/15/07 11:15 AM