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Old 10/01/07, 1:09 PM   #626
snape
Great Tiger
 
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Human Mage
 
Destromath
If you're dying to Wrath, dropping Prot warriors isn't <terrible> advice, it's just not the best advice. The best advice is - just be situationally aware. Having 5 seconds to get out of the way when Wrath is on you isn't really all that taxing.

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Old 10/01/07, 1:24 PM   #627
Vectivus
foreign contaminant
 
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Orc Death Knight
 
Mal'Ganis
Do we need the Prot Paladin? We brought him in after we cleared the trash, because it felt like it made a reasonable difference. Are we over-estimating his usefulness on this fight?

Between 3-4 AoE taunts, Earth Elemental Totems, and Frost Nova rotations, I imagine we could get by without hoping on Consecration aggro.

Originally Posted by Betsy View Post
SHOULDA SUCKED DAT DICK!

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Old 10/01/07, 1:25 PM   #628
snape
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Human Mage
 
Destromath
If you have even 3 AoE taunts, that's likely enough to kill Solarian. 4 is definitely plenty - throw in the rest you mentioned and you're really well above the control needed.

So no, I don't think you need that Paladin.

Last edited by snape : 10/01/07 at 1:37 PM.

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Old 10/01/07, 1:30 PM   #629
monstor
Von Kaiser
 
Tauren Druid
 
The Forgotten Coast
We have the same problem, peolpe just don't watch the deadly boss mod when they get the debuff. What else can you do other then call it out on vent yet they react to it too slow, and blow up half of the raid lol. That usually seems to be the biggest problem, raid getting blown up.

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Old 10/01/07, 1:55 PM   #630
Buiden
Great Tiger
 
Worgen Druid
 
Dragonblight
We went over the weekend to try it out and found it to be a pretty fun fight overall! The biggest thing that changed in my mind was that you can actually sustain the fight for a long period of time where pre-patch it was pretty impossible to do so. We had a 10 minute kill because we had a shitload of people get blown up 30 seconds in when we had no idea what was going on... good times!

Really fight fight now, hope people are enjoying it as much as we did!

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Old 10/01/07, 2:09 PM   #631
giansm
Bald Bull
 
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Night Elf Druid
 
Proudmoore
Our AOE tank is a mage wearing Arena gear for the bonus stamina and armor, and our WWS reports show that he takes about 70% of the damage from the agents. He is not too difficult to heal. The remaining portion of the damage is mostly taken by other damage dealers, none of it is on tanks or even holy paladins. We also use this mage to tank the non-elites in the trash pulls leading up to Solarian.

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Old 10/01/07, 2:15 PM   #632
tonic316
Don Flamenco
 
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Orc Warrior
 
Uldum
Went in last night with 4 warlocks and 2 mages and 4 people who could do aoe taunts. Needless to say after dieing about 7 times to people blowing up the raid we took her down fairly easy once people stopped blowing up the raid.

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Old 10/01/07, 3:24 PM   #633
Karmen
Piston Honda
 
Tauren Druid
 
Uldum
I think a big issue of that was lag from AoE going off and then the wrath debuff getting put on someone in the AoE group. I would definately recommend making sure everything is turned off as far as syncing mods go if you normally lag a bit on AoE fights.

More of a fight where you prevent yourself winning now more than anything the boss does. I definately like the change though.

Late Night Raiding www.skeletoncrew.org

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Old 10/02/07, 8:33 AM   #634
Musa
Glass Joe
 
Human Rogue
 
Outland (EU)
Does CloS remove that blowup debuff?
Does CloS work as usual on her AM?

Last edited by Musa : 10/02/07 at 8:40 AM.

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Old 10/02/07, 9:02 AM   #635
• Chicken
Co-starring: The Egg
 
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Ginakursia
Goblin Warlock
 
No WoW Account (EU)
Removal of the Wrath debuff in any way causes it to blow immediately. Cloak of Shadows is a bad idea if you get it, though it could potentially be used this way to speed up the explosion; I'm unsure whether you'll get the safe fall component if you use Cloak of Shadows to trigger it however.

No changes were made to Solarian's Arcane Missiles, so if it worked before it'll work now.

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Old 10/02/07, 12:11 PM   #636
Saroz
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Human Paladin
 
Kul Tiras (EU)
Originally Posted by kenderpl View Post
How can you say this is any kind of race now? It is a simple execution fight now. He said they had wraths killing their raid and you suggest dropping prot warriors. This is hardly reasonable advice :>
Exactly, it's a no-brainer fight.. I would even say Geddon is harder than Solarian.

You guys are putting way too much theory into this, it's a very simple fight with not much to discuss.

It's no-longer a DPS race and it's no-longer a resistance fight.

It's simple basic tank and spank combined with a few healers spamming a macro and people having two eyes in their head.

Even if you lose 4-7 people to the "bomb", there is no reason why you can't still kill her.

Saroz

Author of sRaidFrames: http://www.wowace.com/wiki/SRaidFrames
... aswell as: BadgeWatch, Aurora, FuBar_AlchemyFu, FuBar_CombatTimeFu & Memento Mori

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Old 10/02/07, 1:31 PM   #637
Vectivus
foreign contaminant
 
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Orc Death Knight
 
Mal'Ganis
We had some difficulty on her last night - product of taking a less-than-optimal team, in my opinion (only 6 healers, only 6 Mages/Warlocks, some people new to the fight, some people with sub-par gear, etc.).

I'm going back with my progression team tonight, and I expect to see a kill.

Any advice on the adds? I know the 12 melee adds should get grouped up and be dead before HAS and the priests spawn, but we seem to struggle with killing them in time. I'm sure this is akin to Magtheridon - with practice, the adds will die more efficiently, to the point of trivialization.

Also, what do people do with the priests when they spawn? What I'm pushing for is for all classes with spell interrupts to assist with interrupting the casts of the Priests, but _not_ stunning them, so that they can be brought to the center and killed on top of Solarian (allowing Rogues to Blade Flurry, Warriors to Whirlwind, Hunters to Multishot, etc.). Would it be more efficient/effective to just have all DPS unload on one specified Priest and then the other?

How many add phases should a guild new to this fight expect? Obviously, we were getting too many on attempts where we wiped, but I'm anticipating 4-5 on a successful kill.

Originally Posted by Betsy View Post
SHOULDA SUCKED DAT DICK!

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Old 10/02/07, 2:13 PM   #638
Rockstar
Von Kaiser
 
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Undead Priest
 
Bloodhoof (EU)
We move shadowpriests and rogue/fury warriors to the priest spawns in order to interrupts any heals instantly (with a few blackout procs helping out) - the raid moves as a whole in order to dps the priests/Solarian before getting back in position for the next set of agent spawns for AoE.

Also, I usually tab target and put SW:P rank 1 on all the agent spawns - it helps the AoE'ers out significantly and costs you a tiny amount of mana on a phase when shadowpriests are otherwise far from useful (single target low-hp adds). Rinse and repeat for spawns while watching your debuffs and it's basically free loot.

There's no significant problem with having the attempt last a few minutes longer provided you control the priests and "the bomb". A minimal amount of AR (100-150) will remove the possability of death from Arcane Missile spam and will let your healing team concentrate on the AoE phase (though people generally wear whatever gear they feel like, at least in our guild).

Regarding:

Originally Posted by Vectivus
Any advice on the adds? I know the 12 melee adds should get grouped up and be dead before HAS and the priests spawn, but we seem to struggle with killing them in time.
This isn't strictly necessary, as long as you're prepared to control the priests when they spawn. If you can make sure you have interrupts in place, the initial few seconds while the AoE'ers kill the remnants of the melee spawns arn't important - I outlined earlier in my post how we do this. Yes, we do lose some cleave/whirlwind/blade flurry damage by doing it this way, but we also gain total control of the priests, however I'm sure other guilds use different methods which work just as well.

Last edited by Rockstar : 10/02/07 at 2:16 PM. Reason: Final line edit.

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Old 10/02/07, 10:57 PM   #639
Kargoroth
Glass Joe
 
Troll Shaman
 
Dalvengyr (EU)
Originally Posted by Vectivus View Post
...

Any advice on the adds? I know the 12 melee adds should get grouped up and be dead before HAS and the priests spawn, but we seem to struggle with killing them in time. I'm sure this is akin to Magtheridon - with practice, the adds will die more efficiently, to the point of trivialization.

Also, what do people do with the priests when they spawn? What I'm pushing for is for all classes with spell interrupts to assist with interrupting the casts of the Priests, but _not_ stunning them, so that they can be brought to the center and killed on top of Solarian (allowing Rogues to Blade Flurry, Warriors to Whirlwind, Hunters to Multishot, etc.). Would it be more efficient/effective to just have all DPS unload on one specified Priest and then the other?

How many add phases should a guild new to this fight expect? Obviously, we were getting too many on attempts where we wiped, but I'm anticipating 4-5 on a successful kill.

What helps on the adds is to have a capable guy with a visible raidsymbol direct the rest of the raid to a position such that the adds kind of bundle by themselves, and frost nova them in place. Frost nova braks on damage, so it is very important not to make any damage on the nova'ed adds while the warlocks seed them up (and dont stand near the nova'ed adds because they will melee you). Leave them in the nova 'till the seed start blowing and aoe them then, then tey'll they just explode and die. Frost traps and earthbind totems help. Keep melees out of it altogether, 6 aoe classes is enough.

Let the melles go straight to the healeradds spawnspots and just focus them with the rest of the raid quickly, it doesn't matter if they live when Solarian spawns as long they are interrupted and a tank is there to taunt her and keep her from moving and meleeing people.

4 phases at most should be about enough for her, even with some arcane resi gear (which we dont use at all).

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Old 10/03/07, 1:37 AM   #640
Vectivus
foreign contaminant
 
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Orc Death Knight
 
Mal'Ganis
I just wanted to say thank you to everyone on these boards for the advice and input. With the help of your answers (and a little elbow grease), we posted a server first kill on HAS tonight.

http://www.virtuousguild.com/images/solarian1.jpg

Thanks again!

Originally Posted by Betsy View Post
SHOULDA SUCKED DAT DICK!

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Old 10/03/07, 2:17 AM   #641
Kabuto
Von Kaiser
 
Troll Hunter
 
Earthen Ring (EU)
Not sure if it's been mentioned before but she targets pets, including snakes, for Arcane Missiles. Aran MKII.

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Old 10/04/07, 4:40 AM   #642
Zurgat
King Hippo
 
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Troll Rogue
 
Aszune (EU)
Originally Posted by constantius View Post
Also, for the two robots vs the pack ... we've actually found the opposite to what you suggest. The pack should be pulled first ... the number of times we saw the robots pull the pack with them made it clear that we should just stop trying. If you want the "easier" pull for your hunters, misdirect the closest mob of the pack to a tank, rather than the robots first. That may just be our hunters, though.
We went to see Solarian yesterday, and encountered the same thing.
We tried pulling the robots, but the pack aggroed.
We pulled the pack without robots just fine, tank the squires aoe the rest. They go down pretty fast.

Reaching solarian is definitely faster than reaching Void Reaver (banish, sheep etc) i think it took us 15-20 minutes in all.

Solarian herself spams arcane missiles as pretty much the only thing she does, so i'm guessing we can completely ignore aggro until 20%? (after which she can be taunted anyway)

Six healers should be enough for this fight i think?

Last edited by Zurgat : 10/04/07 at 6:05 AM.

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Old 10/04/07, 5:11 AM   #643
khel
Piston Honda
 
Orc Death Knight
 
Stormreaver (EU)
Originally Posted by Zurgat View Post
We went to see Solarian yesterday, and encountered the same thing.
We tried pulling the robots, but the pack aggroed.
We pulled the pack without robots just fine, tank the squires aoe the rest. They go down pretty fast.

Reaching solarian is definitely faster than reaching Void Reaver (banish, sheep etc) i think it took us 15-20 minutes in all.

Solarian herself spams arcane missiles as pretty much the only thing she does, so i'm guessing we can completely ignore aggro until 20%? (after which she can be taunted anyway)
I pull the robots and never get the pack...you just stand to the left and a shot from a hunter also standing against the left wall...and no problem.

We ignore aggro and taunts are used to "break" the arcane missile spam to minimize burst damage. Our general strat is just for everyone to pile up on top of her and stay inside the center blue circle at all times...and drag the priests in as well...if someone gets Wrath then there isn't any confusion about where to run. When agents spawn everyone stands inside Solarian for quick aoe-taunts.

The point that is most easy for someone to mess up and blow up the raid is right when Solarian respawns and there are still priests up and maybe a few of the agents. Really there is no excuse when your character starts glowing purple, a boss mod announces your name, and a mod puts a giant skull over your head.

Pretty easy fight but it still requires everyone to pay attention.

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Old 10/04/07, 12:36 PM   #644
Vectivus
foreign contaminant
 
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Orc Death Knight
 
Mal'Ganis
Originally Posted by khel View Post
I pull the robots and never get the pack...you just stand to the left and a shot from a hunter also standing against the left wall...and no problem.

We ignore aggro and taunts are used to "break" the arcane missile spam to minimize burst damage. Our general strat is just for everyone to pile up on top of her and stay inside the center blue circle at all times...and drag the priests in as well...if someone gets Wrath then there isn't any confusion about where to run. When agents spawn everyone stands inside Solarian for quick aoe-taunts.

The point that is most easy for someone to mess up and blow up the raid is right when Solarian respawns and there are still priests up and maybe a few of the agents. Really there is no excuse when your character starts glowing purple, a boss mod announces your name, and a mod puts a giant skull over your head.

Pretty easy fight but it still requires everyone to pay attention.
Doesn't this strategy leave your mana-users silenced every time the priests spawn? We had issues where our casters were staying in over-time to burn the AoE adds down on some of our earlier attempts, and they would get AoE silenced by the priests.

Originally Posted by Betsy View Post
SHOULDA SUCKED DAT DICK!

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Old 10/05/07, 1:06 PM   #645
Nizghalad
Von Kaiser
 
Orc Warlock
 
Hyjal (EU)
seriously, this fight is some kind of joke. As soon as you get the strat worked up, she's free loot. What a disappointment, especially below 20%: Tank&spank FTL.

Every time the adds spawn, everyone gets in the middle, and as soon as the adds are grouped, a mage nova's while the remaining of the raid sequentially goes either North or South and AoE's from the outer ring; 4 mages and 3 warlocks ensure for constant nova and wonderful AoE. The only "trick" is being able to last 4 cycles.
We also CoT the priests; the Private Tanks of oRA2 helps immensely if you are not able to look at the mobs on your screen :p

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Old 10/05/07, 3:34 PM   #646
Vectivus
foreign contaminant
 
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Orc Death Knight
 
Mal'Ganis
Does she still turn into a Voidwalker? On our kill on Tuesday, I think we must have bugged her out and pushed her into Voidwalker mode when she ported out for the adds, because she came back in caster 'form', but she was using Psychic Scream and Void Bolts.

Originally Posted by Betsy View Post
SHOULDA SUCKED DAT DICK!

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Old 10/06/07, 1:54 AM   #647
Pamandria
Glass Joe
 
Dwarf Death Knight
 
Earthen Ring
Originally Posted by Saroz View Post
It's no-longer a DPS race
This is the most important part of the change. As long as you can keep control of the adds each time they spawn, the fight is sustainable almost forever.

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Old 10/06/07, 6:41 AM   #648
Northerner
Great Tiger
 
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Troll Mage
 
Mal'Ganis
Originally Posted by Vectivus View Post
Does she still turn into a Voidwalker? On our kill on Tuesday, I think we must have bugged her out and pushed her into Voidwalker mode when she ported out for the adds, because she came back in caster 'form', but she was using Psychic Scream and Void Bolts.
Yeah, you were bugged. She still turned into "loot-me-soon!" form for us last time.

I think the new version is more aptly tuned for where it is in progression. It's pretty easy for guilds that have progressed past it but it is still VRish in terms of difficulty I think overall. I'm just pleased that the three kael-unlocking fights are no longer time-sinky/demanding and it certainly makes farming TK a little more attractive as a guild just starting to progress into Hyjal/BT (2/5, 4/9).

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Old 10/06/07, 8:21 AM   #649
Dynasty
Von Kaiser
 
Human Paladin
 
Kul Tiras (EU)
We killed her 1st time last week, think we downed her 4th try. Lag/disconnects with Wrath is bad But as some people said, 5 sec is not hard to move away from the raid. Mages and blink ftw

Anyway we had 2 fury wars grab the priests from the portals and 1 feral druid to grab as many adds as they can, also our prot war (MT) also grabbed some up for us and then headed for Solarian when she came out. The AOEr's (3 Mage, 3 lock) just destroyed the adds in a matter of seconds. We also brought only 6 healers.

My advice, setup an area to run to for the Wraths etc because people can blow up if not executed properly. Think it took us either 3 or 4 phase 1's to get her to loot-free mode which I just had to rofl at. Fun fight well hope that can help anyone. Just run in at the start, a few sec later use heroism and nuke her down, you'll have her about 65% before the first phase 2. Gather adds, AOE, tell melee to get the priests and you're sorted. All back to Solarian when rdy. Enjoy Solari-lollol.

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Old 10/06/07, 2:37 PM   #650
afhouston
Von Kaiser
 
Human Paladin
 
Lothar
We downed Solarian this past Wednesday thanks for the tips and feedback on the 2.2 changes.

Wrath of the Astromancer was, as predicted, the biggest raid wiper. After threatening to charge gold for each wipe due to wrath, people got better about strafing out of the group.

We got her down in 1 night, I think it was the 4th or 5th attempt.

I urged the raid have 150 AR buffed though I think in practice it was closer to ~110-130. The Arcane missiles were very easy to heal through with the macro. We had 3 paladins who were in charge of AM healing.

I think the trickiest part is when HAS emerges after the 15 adds. People are still focused on healing the mages and then HAS starts AMing and wrathing people.

Another tricky part is when your "MT" gets wrath. I don't know if the aggro target can get it, or maybe some other warrior had got threat, but melee needs to be aware of this and another warrior has to taunt off or the melee needs to not follow the wrath'd target.

I wish we had more priests on this fight. It would make shielding the aoers easier. We had 5 mages and 2 warlocks. Our hunter was very good about dropping the trap to slow the adds down.

We had 3 rogues and an enh shaman who did very well on interrupts. If HAS isnt going down quickly, she's probably being healed. It's important to maintain those interrupts.

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