I have to disagree, I think you should still work on your hit a bit. DST is worth ~75 dps right now, but his weapons are going to be better than yours because you are mace spec. He looks to be around ~295 Hit Rating, which is fairly close to the cap. on all fights he had more combat potency procs, which mean more energy, meaning more damage.
I agree with the sheep thing as well, but on boss fights, I haven't used BoP in a long time. On Leo, I usually heal the warlock and save BoP for him in case he gets hit by WW, but really, Leo isn't Sartura and people shouldn't be getting hit after the first kill.
I didn't mean BoP isn't worth using at all, but instead BoP isn't a benchmark to judge how good a healer someone is.
I have to disagree, I think you should still work on your hit a bit. DST is worth ~75 dps right now, but his weapons are going to be better than yours because you are mace spec. He looks to be around ~295 Hit Rating, which is fairly close to the cap. on all fights he had more combat potency procs, which mean more energy, meaning more damage.
Thanks for the tip - I now have WSC and T5 gloves, and am hit capped. Spreadsheet reckons the biggest upgrades for me now are:
1) DST instead of Romulo's vial
2) T4 helm instead of Cobrascale, for the 2-piece bonus
3) Vortexes to upgrade my mace
4) Any of the epic rings in place of Ravenclaw band (our group has had very sucky physical DPS ring drops in general, there's lots of us in the same situation)
Thanks to Thelyna for pointing out the damage breakdown - hadn't realised there was that much difference between us in who was chasing the loose adds. Looks to me like that's the main difference, since we were closer on other fights (e.g. the Lurker kill on the same night Wow Web Stats)
I have to disagree, I think you should still work on your hit a bit. DST is worth ~75 dps right now, but his weapons are going to be better than yours because you are mace spec. He looks to be around ~295 Hit Rating, which is fairly close to the cap. on all fights he had more combat potency procs, which mean more energy, meaning more damage.
Schizzle had 7 more misses then the dagger rogue. 7. With about 50 hit rating less. That's not even remotely worth worrying about. There's such thing as way too much hit rating. .1 faster speed on the offhand + dst = more cp procs.
edit 2: your shadow priest needs better VT/SW:P uptime. He had ~228 seconds (smidge under four minutes) of SW:P uptime on Lurker (of an eleven minute kill). That's just .. bad. 90 seconds of dot uptime on Leotheras in a seven minute kill?
at the risk of looking like an idiot (but I am), where do you see how much time someone has had a dot up. I looking at the WWS report for this and dont see anywhere where it said the SW:P was up for 228secs.
at the risk of looking like an idiot (but I am), where do you see how much time someone has had a dot up. I looking at the WWS report for this and dont see anywhere where it said the SW:P was up for 228secs.
Just multiply the number of ticks for each DoT by 3 and you'll have your total DoT uptime. Compare that against your total time in combat for a DoT uptime percentage.
I hope this is the proper place for this. I'm in a fairly casual raiding guild on a backwater server. We currently have 3 groups clearing kara each week, but have had trouble with Gruul for awhile. I'm looking for some comments/input after our guild's first Gruul kill last night. WWS report here: Loading...
Snotusk (me) and Hordetotem are enhance, Chaosinferno is feral, Shockfury is elemental. Talek is feral and was the HS tank. Rabbaz was instructed to build threat and be ready to HS tank if the MT went down late.
We did it in 15 growths i believe, and throughout the attempts last night the tanks and healers were not the problem. When too much dps went down to shatter, the healers were consistently able to keep the tanks up to 15-16 growths. It was clear as the night went on that our dps just needed time to learn to deal with shatter and stay alive.
My concern is regarding our dps while it's alive and kicking. First of all, I am under the impression that Gruul is generally considered a melee-unfriendly fight. Being an enhancement shaman, my personal experience has confirmed this. So I am concerned that the top damage done on the fight was melee, 3 of the top 5 were melee, and in fact all but 1 of our 6 melee dps was in the top 9. (the one outlier is a fury warrior who just hit 70 last week). In fact, if you ignore the under-geared fury warrior, the bottom 5 spots are ranged dps.
The ranged dps aren't people who lack gear either. The hunter at #10 is an officer who's been around a long time. The warlock at #7 is our best warlock. Unfortunately many people logged out last night in pvp gear, so armory isn't accurate for everyone.
Am I seeing patterns that aren't there? Am I biased because I'm part of that melee damage group? What can this community tell me from the WWS report that I may be missing? Is there anything that stands out as obviously inefficient, like "lawl that shadowpriest only cast SW:Pain twice"?
I hope this is the proper place for this. I'm in a fairly casual raiding guild on a backwater server. We currently have 3 groups clearing kara each week, but have had trouble with Gruul for awhile. I'm looking for some comments/input after our guild's first Gruul kill last night. WWS report here: Loading...
Snotusk (me) and Hordetotem are enhance, Chaosinferno is feral, Shockfury is elemental. Talek is feral and was the HS tank. Rabbaz was instructed to build threat and be ready to HS tank if the MT went down late.
We did it in 15 growths i believe, and throughout the attempts last night the tanks and healers were not the problem. When too much dps went down to shatter, the healers were consistently able to keep the tanks up to 15-16 growths. It was clear as the night went on that our dps just needed time to learn to deal with shatter and stay alive.
My concern is regarding our dps while it's alive and kicking. First of all, I am under the impression that Gruul is generally considered a melee-unfriendly fight. Being an enhancement shaman, my personal experience has confirmed this. So I am concerned that the top damage done on the fight was melee, 3 of the top 5 were melee, and in fact all but 1 of our 6 melee dps was in the top 9. (the one outlier is a fury warrior who just hit 70 last week). In fact, if you ignore the under-geared fury warrior, the bottom 5 spots are ranged dps.
The ranged dps aren't people who lack gear either. The hunter at #10 is an officer who's been around a long time. The warlock at #7 is our best warlock. Unfortunately many people logged out last night in pvp gear, so armory isn't accurate for everyone.
Am I seeing patterns that aren't there? Am I biased because I'm part of that melee damage group? What can this community tell me from the WWS report that I may be missing? Is there anything that stands out as obviously inefficient, like "lawl that shadowpriest only cast SW:Pain twice"?
edit: oops not anon, my bad. Morning coffee or some such to blame. Armory search field needs to reset on its own...
2. Gruul is very melee friendly, it just takes some practice. If you want to throw a raid icon on one of the melee and have the rest clump to minimize the spread of cave in it could help. Pick the one who's best at cave in avoiding.
2.5 Your rogues got parried a little too much stay behind gruul, its vital especially late fight.
3. Your rogues need to get better at moving out of cave in. One took 11 ticks, one took 6.
4. Neither of your rogues got wf totem despite being in the shaman group. An enhance shaman no less so it's not like they werent close to him.
5. Your rogues didnt really swing a lot in those 6 minutes. Im thinking they had some uptime issues on snd.
I hope this is the proper place for this. I'm in a fairly casual raiding guild on a backwater server. We currently have 3 groups clearing kara each week, but have had trouble with Gruul for awhile. I'm looking for some comments/input after our guild's first Gruul kill last night. WWS report here: Loading...
Snotusk (me) and Hordetotem are enhance, Chaosinferno is feral, Shockfury is elemental. Talek is feral and was the HS tank. Rabbaz was instructed to build threat and be ready to HS tank if the MT went down late.
We did it in 15 growths i believe, and throughout the attempts last night the tanks and healers were not the problem. When too much dps went down to shatter, the healers were consistently able to keep the tanks up to 15-16 growths. It was clear as the night went on that our dps just needed time to learn to deal with shatter and stay alive.
My concern is regarding our dps while it's alive and kicking. First of all, I am under the impression that Gruul is generally considered a melee-unfriendly fight. Being an enhancement shaman, my personal experience has confirmed this. So I am concerned that the top damage done on the fight was melee, 3 of the top 5 were melee, and in fact all but 1 of our 6 melee dps was in the top 9. (the one outlier is a fury warrior who just hit 70 last week). In fact, if you ignore the under-geared fury warrior, the bottom 5 spots are ranged dps.
The ranged dps aren't people who lack gear either. The hunter at #10 is an officer who's been around a long time. The warlock at #7 is our best warlock. Unfortunately many people logged out last night in pvp gear, so armory isn't accurate for everyone.
Am I seeing patterns that aren't there? Am I biased because I'm part of that melee damage group? What can this community tell me from the WWS report that I may be missing? Is there anything that stands out as obviously inefficient, like "lawl that shadowpriest only cast SW:Pain twice"?
Tikon really needs to get a DoT timer, he had only 45 SW:P ticks as opposed to 100+ VT ticks. Haemrage could possibly use one too, his VT tick number was very low compared to his SW:P. Both could learn to use to SW and MB more every time its up. Looking at Tikon's armory, he should really drop Imp Mind Blast for Meditation and IF, it will help his mana a lot. He also used no mana potions the entire fight, so I'm really guessing he went OOM fast. That is another thing, very few of your caster DPS used Mana Potions, might want to get on them about that.
1. Anon wws reports are a pain in the ass to analyze.
2. Gruul is very melee friendly, it just takes some practice. If you want to throw a raid icon on one of the melee and have the rest clump to minimize the spread of cave in it could help. Pick the one who's best at cave in avoiding.
2.5 Your rogues got parried a little too much stay behind gruul, its vital especially late fight.
3. Your rogues need to get better at moving out of cave in. One took 11 ticks, one took 6.
4. Neither of your rogues got wf totem despite being in the shaman group. An enhance shaman no less so it's not like they werent close to him.
5. Your rogues didnt really swing a lot in those 6 minutes. Im thinking they had some uptime issues on snd.
6. Anon reports are a pain in the ass.
sorry about the anon, i didn't realize it was a problem and this is the only report i have for the fight.
Thanks for the rogue input, i'm pretty sure I was the enhance shaman in the rogue's group, and i know i was dropping wf, so i'll have to look into that.
Thanks for the rogue input, i'm pretty sure I was the enhance shaman in the rogue's group, and i know i was dropping wf, so i'll have to look into that.
As was said, Gruul may be a "melee unfriendly" fight, but that doesn't mean it's caster friendly either. I supposed DoT classes can get into a groove with keeping DoTs up while moving out of Cave Ins and Shatters, but anyone with a cast time is going to have issues as well if they get unlucky with Cave-Ins.
For easy melee repositioning during Cave-Ins, we stick an Icon above our usual Offtank (a feral druid), who stays behind Gruul. The melee piles on top of her at all times, so whichever direction she moves to get out of Cave-In, all the melee follow. Remember, melee classes want to stay piled on top of each other in order to localize the Cave-Ins to a single spot, rather than spreading them all around Gruul.
sorry about the anon, i didn't realize it was a problem and this is the only report i have for the fight.
Thanks for the rogue input, i'm pretty sure I was the enhance shaman in the rogue's group, and i know i was dropping wf, so i'll have to look into that.
Dropping a WF totem may not be the problem. Surprisingly little known fact: if your rogues put poisons on their mainhand weapons they won't receive the totem buff. Poisoning off hands is okay. I would check the WWS to confirm this was the case, but there is a crazy queue right now and for whatever reason it keeps resetting me to the back. If you can access it, you should be able to tell from their poison procs.
I'm in the same place as Skiace, though not as far progressed.
We're an alliance of two guilds on Khadgar (yes, I know, I know), and we're seen Gruul, but haven't killed him. We're very very casual, and our DPS shows it. I'm trying constantly to beat DPS improvements into my team's heads, but I can't seem to get anywhere. I've pored over the WWS of our High King kill last Sunday, and I'm trying to convince people that with about 8k DPS needed to kill Gruul comfortably (A holy priests's SW doesn't kill him with 2 people left alive and all the ankh's/soulstones burned, I may be wrong here), our 5.6k isn't going to cut it, but I'm not getting anywhere.
Would anybody like to give me some reasonable input on:
a) How much raid DPS you feel would comfortably kill Gruul (i.e. we don't have to have everyone alive, but I'd like to be able to repeat it), and
b) Suggestions on improving DPS of some of our stronger players. I'm doing this because I think they will actually take suggestions, rather than our weak ones not knowing/caring about anything but moving with the keyboard so it's easier to click rend.
The parse is here: Loading...
If anyone would like to comment on our weak players, so I can outright make fun of them, maybe that'll get me somewherein embarassment. Appreciated. I'll check back and discuss.
I'm in the same place as Skiace, though not as far progressed.
We're an alliance of two guilds on Khadgar (yes, I know, I know), and we're seen Gruul, but haven't killed him. We're very very casual, and our DPS shows it. I'm trying constantly to beat DPS improvements into my team's heads, but I can't seem to get anywhere. I've pored over the WWS of our High King kill last Sunday, and I'm trying to convince people that with about 8k DPS needed to kill Gruul comfortably (A holy priests's SW doesn't kill him with 2 people left alive and all the ankh's/soulstones burned, I may be wrong here), our 5.6k isn't going to cut it, but I'm not getting anywhere.
Would anybody like to give me some reasonable input on:
a) How much raid DPS you feel would comfortably kill Gruul (i.e. we don't have to have everyone alive, but I'd like to be able to repeat it), and
b) Suggestions on improving DPS of some of our stronger players. I'm doing this because I think they will actually take suggestions, rather than our weak ones not knowing/caring about anything but moving with the keyboard so it's easier to click rend.
The parse is here: Loading...
If anyone would like to comment on our weak players, so I can outright make fun of them, maybe that'll get me somewherein embarassment. Appreciated. I'll check back and discuss.
last night we killed him on a belive the 5th attempt. first attempt raid dps for the whole encounter was about 5300, and we wiped at 9%. we had several sub-10% wipes with raid dps slowly increasing each time. on the kill, raid dps was 7000 and he died around 15-16 growths. I would say 7000 over the course of the fight is a nice round number to shoot for.
Originally Posted by Coag
Dropping a WF totem may not be the problem. Surprisingly little known fact: if your rogues put poisons on their mainhand weapons they won't receive the totem buff. Poisoning off hands is okay. I would check the WWS to confirm this was the case, but there is a crazy queue right now and for whatever reason it keeps resetting me to the back. If you can access it, you should be able to tell from their poison procs.
I knew this, but thought that WF totem would actually wipe the MH poison off and replace it. a quick check of the WWS says that apparently our rogues didn't know this. This is amusing really, since they actually asked me for WF totem over GoA.
Shocktar: Wow Web Stats
The rogue Shankin seems to have only used Slice and Dice once during your kill of Maulgar, that needs to be fixed!
Also his spec isn't too hot for DPS, if he insists on being mutilate it should at least be 41/20/0 rather than the subtlety crap.
a) How much raid DPS you feel would comfortably kill Gruul (i.e. we don't have to have everyone alive, but I'd like to be able to repeat it)
I think we had 7000 on our first few attempts & first kill. Below 13 growths is a good aim for the first round imo, the quicker you kill him the less random he is.
b) Suggestions on improving DPS of some of our stronger players. I'm doing this because I think they will actually take suggestions, rather than our weak ones not knowing/caring about anything but moving with the keyboard so it's easier to click rend.
Hoo boy. This might take a while.
None of your dps'ers (except Torboth) pot much, in spite of you apparently giving spriests to the healers first. That could just be the nature of the fight - Maulgar tended to either fall apart in the first 30 seconds or not at all, as I recall - but it's still a bit disturbing and likely not going to work out very well on a Gruul first kill. You should probably redistribute your spriests somewhat in any case: most groups prioritise mages & hunters for the spriest groups and even if you go against conventional wisdom there leaving the ele shammy priestless is just downright criminal, no wonder the poor bastard was the only one who potted much.
Puspuss has used Inner Focus 12 times but only done 3 Devouring Plagues; although some IFs spent on buffs is customary he should spend the lion's share on DP. More notably he should aim to SW:D every cooldown on difficult fights, rather than 4 times over the entire evening. Yes, it's expensive, but it beats Flay and those potions are there for a reason.
Ghostfaced has 2x poison, and thus no windfury. He needs to not put poison on his MH. He also appears to need a shammy in his group, as I can't see a single totem buff. Having a 1x shammy, 1x warrior, 3x rogue melee group beating on something goes a long way towards upping your melee dps and you should generally aim to not have any of your rogues or dps warriors wf-less as that's a massive nerf to their dps. A single windfury totem on 4 melee dps is equivalent to about half an additional dps'er in and of itself: significantly more benefit than any other totem setup save possibly ToW + WoA in a caster group.
Rastorem is getting far fewer fireballs/scorch than he should, even as the lone fire mage. Could again be due the shortness of the individual encounters. You might also want him tanking Krosh: Nezzo's arcane speck combines crappy range on his main nukes with really low threat, generally not an optimal combination. Speaking of Nezzo, I do hope all his playing around with fire spells was just because he was tanking this round and that he does a sensible 2x AB, 1x AM cycle elsewhere. As arcane he really needs a shadow priest in his group and - especially if he's on Krosh duty - get full improved AM. He should also likely regem to not be 4% over the hit cap.
Drexthar, and indeed all of your hunters, are 41/20 which is a solid speck. The optimal cycle for that speck is typically a simple auto > steady > auto > steady, excluding situations where mobility or dps on multiple mob plays in. Most of your hunters are trying to play a slow autoshot-based MM or SV rotation with their fast autoshot BM speck, which is bad and indicates they're losing a lot of shots from being in the middle of casting. Have them look at the Shot Rotation Illustrated post, it skips a few details but does a good job of covering the basics. Cornbeef appears to be the one hunter that "gets it" in regards to shot rotation, however he's somehow managed 100 autoshots to Drexthar's 250 and so ends up low on the pile regardless.
Elemental shaman without ToW make baby jesus cry.
You have two 'locks: both are using mainly CoA. Okay, I agree that skipping CoE is the right choice with just the one mage using it. Skipping CoS apart from 3 trash mobs? Horrible idea with 5 casters in that raid benefiting from it. Moreover, in every situation where you can CoD and expect it to hit there's no use whatsoever for CoA. Robsonudwl should a) consider not being a crap pvp speck with no malediction and no threat reduction in either tree and b) consider spamming more shadowbolts if he wants to contribute.
So. I think that's enough insulting your raiders for one post :p
I'm in the same place as Skiace, though not as far progressed.
We're an alliance of two guilds on Khadgar (yes, I know, I know), and we're seen Gruul, but haven't killed him. We're very very casual, and our DPS shows it. I'm trying constantly to beat DPS improvements into my team's heads, but I can't seem to get anywhere. I've pored over the WWS of our High King kill last Sunday, and I'm trying to convince people that with about 8k DPS needed to kill Gruul comfortably (A holy priests's SW doesn't kill him with 2 people left alive and all the ankh's/soulstones burned, I may be wrong here), our 5.6k isn't going to cut it, but I'm not getting anywhere.
Would anybody like to give me some reasonable input on:
a) How much raid DPS you feel would comfortably kill Gruul (i.e. we don't have to have everyone alive, but I'd like to be able to repeat it), and
b) Suggestions on improving DPS of some of our stronger players. I'm doing this because I think they will actually take suggestions, rather than our weak ones not knowing/caring about anything but moving with the keyboard so it's easier to click rend.
The parse is here: Loading...
If anyone would like to comment on our weak players, so I can outright make fun of them, maybe that'll get me somewherein embarassment. Appreciated. I'll check back and discuss.
I'll rip apart your 2 Mages for you.
Rastorem:
Spec: Good. The only improvement possible would be moving the 1 point in Imp Fire Ward to Imp Fire Blast.
Gems: Far too fond of Brilliant Dawnstone and Glowing Nightseye. In fact, he has NOT ONE Runed Living Ruby (+9 dmg) in any of his gear. He needs to replace practically every +8 spell crit gem with +5 dmg, +4 hit (Veiled Noble Topaz) as his spell hit rating is comically low at 53 (the effective cap for 10/48/3 spec is 164). This helps explain why he got resisted so much on Fireballs in the parse.
Enchants: He is missing a LOT of enchants. Cloak (subtlety), chest (+6 stats), gloves (+20 dmg), and boots (+12 stam or Vitality) are all unenchanted. Also, several pieces are UNDERenchanted (bracers should be +15 dmg, legs should have the better spellthread, and shoulders should have the exalted Scryer enchant [although the Aldor one is technically better for Mages]).
Nezzo:
Spec: An abomination. I'm not really sure what he's even going for, but it looks like an Arcane/Fire build. Optimally, he should copy Rastorem's spec (which is standard fare for raiding Mages), but if he insists on Arcane/Fire, he should try this: Talent Calculator - World of Warcraft
Gems: He actually is spot-on here. His hit rating is 127 - still under the cap for Fire (164), but loads better than Rastorem, and not at all bad for that position in the raid game.
Enchants: I would change the cloak enchant to Subtlety - +20 spell penetration isn't a good enchant at all.
It appears that he's the Krosh tank - I wouldn't be using Molten Armor for that purpose, I would be using Mage Armor, first for the resistance and second for the regen - Spellsteal is a mana sink.
It really looks like he's just not using a good rotation of spells - generally speaking on any stand and nuke fight, the Mages work together to get 5 Scorches up, and then either Fireball Fireball Fire Blast or straight Fireball (if mana is an issue) until they need to refresh Scorch. I think Rastorem already knows that, but I'd share it with Nezzo too.
Krosh's fireballs are unresistable. They also can't crit so that bonus of molten armor is moot for that purpose. The reason to wear Mage Armor while tanking Krosh is the mana regen, which is what I ussually do.
Today is our second day attempt for solarian. Our best attempt is only at 45% in 6mins as shown below. Wow Web Stats
We still have some issue on how to squeeze out more dps for this heavy dps fight. Any tips are welcome. Thanks.
You have an unbalanced raid. I assume 4 out of 5 of your warriors are tanks. You also only have 1 rogue. She has little armor and physical dps classes should do a lot of damage on her.
Your best attempt is 6:02 long. The last kill I could find for my guild was clocked in at 7:26. I wasn't there but I think we're usually a bit faster than that. I'm sure many guilds are faster still. Basically, your AE classes need to nuke her hard as well. I know many instinctively hold back to save mana, but the faster you get her to 20%, the less AE phases you need to go through. That goes for everyone else, because it looked to me like almost the entire raid as a whole was holding back on her.
My Raid Group just killed Morogrim for the first time yesterday and I posted a WWS of it. One of our hunters was a little confused about his recorded number of crits. He's got 30% unbuffed crit and had a feral druid in his group and we had a retadin in the raid so his crit rate should have been in the range of 35-38% but the WWS only recorded him doing 28% crits on his auto-shot and 26% crits on steady shots. That seems very low compared to what one would expect even when considering statistical variations.
Any thoughts on why the WWS doesn't match his expectations?