Some things to note:
Both of our hunters had pets with the same name (both changed after seeing WWS being a little messed up) so I think only Cragb was given dmg from pets.
I died at 14-15% when Al'ar did meteor on the player next to me and I was highest in range on threat. Fade was still on cd from an add that spawned and ran for me not long before Al'ar went up so not much I could've done I think.
A second shadowpriest (Tekari) died about 15 seconds after me, so perhaps 12-13%. The rest of the raid should've been up the entire fight (besides Saabik, who died almost immediately off the pull from a crazy string of crits but was there almost the entire fight).
Not perfect, the kill was a tad sloppy but was a 1shot with what players we had online and available.
Fairly heavy buffing all around, most people with a flask on, but some with both elixirs, food and an oil. Nothing too special to make a note of. Chiefn died to a cleave early in phase 2, Hellrell and drastik died the same way with mag at ~10% life. Tagdoodle (me) was raid leader and probably lost a sliver of dps due to talking, watching ktm, double checking clickers, etc.
Any tips, people that are doing... weird things, gear suggestions would be super appreciated.
As for magtheridon kills and cubes, it's typically excess warriors + ranged DPS. And for the low DPS on lurker - it was our first kill =). Guess I dont really have too much to add other than putting up the History link. I will say though that our top DPS'ers are the dangerous types where you never know if they're gonna rip it from the tank.
This is the last 3 attempts including the kill. Agnai was calling out cube clicking and Syrax was doing alot of CoT, fearing, etc which is why appear to be underperforming a bit. Any issues with raid makeup or people making fundamental mistakes? Everyone was fully raid buffed using food, elixirs, etc. Thanks
Also - how do I assign water elementals as pets? I think my actor list got messed up recording Karazahn and it heaped the WE as mobs because of Aran.
Hover over 'Full Report' for individual encounters.
The link worked for me, I was just about to reply! WWS gets slow sometimes though, so it's best to host them yourself if you can.
As for the meter itself...there are hunters on top of basically every fight, even Hydross. It looks like they have a shaman for Mana Tide (though I don't see Grace of Air), they get a Bloodlust or two, and sometimes get a shadow priest too. So they're treated nicely, and their damage reflects it.
The link worked for me, I was just about to reply! WWS gets slow sometimes though, so it's best to host them yourself if you can.
As for the meter itself...there are hunters on top of basically every fight, even Hydross. It looks like they have a shaman for Mana Tide (though I don't see Grace of Air), they get a Bloodlust or two, and sometimes get a shadow priest too. So they're treated nicely, and their damage reflects it.
For Hydross I believe my group composition was:
Me - BM Hunter
Shaman
Warlock
Warlock
Shadow Priest
So, I had double mana regen, heroism, spellsurge from my shaman but WoA was up instead of GoA. That's just fine by me, because the most important buff for me is mana regen anyway.
Pretty much the most difficult fight for me last night was Lurker, but I just couldn't keep my pet up through the spout. I was running with a new ravager who's passives were specced a bit differently than my wind serpent. That's something I'll adjust before next week's clear.
For those who check my armory to compare the DPS, the bow dropped off Vashj last night, so the numbers you see in this clear are the gear on Armory + Sunfury with crit scope.
The low warlock has low DoT uptime (as evidenced by tics). It looks like the lower rogue was using eviscerate more than the others. The shadow priest is undergeared but appears to be holding her own considering she's in blues and most of the other DPS is in epics.
My question is, what's up with hunter DPS? I don't know enough about their skills to look at this and see what's right/wrong. It looks like the pets may not have attributed properly (I'll try to reparse when I get home tonight to double-check) but that's about all I know to look for.
I'm pretty sure the warriors were in tank gear due to tanking adds on Mag and the bugged HS on Gruul. Is there anything else that pops out there?
Been killing Gruul for a few weeks now (2nd Magth, 1st Hydross this week - fairly casual), every time around 11-12 growths (12 growths on first kill too) and about 8-8.5K raid DPS. We have about ~30 active raiders, 0 active & reliable locks (awful lock activity on server). Usually we don't have much choice what to bring so we just get what we got online, mostly resulting in a really strange raidbalance/grouplayout (6 rogues on first Gruul kill for example) - but we manage ok.
Last week's kill I was grouped with 2 rogues, a feral & a resto shammy giving me GoA - last one died early in the fight, ankhed, and died again soon after, so close to useless for me. I'd rather have BS + WF, but we usually don't have spare warriors available and using WF slightly pisses off the druid and the occasional hunter/enh shammy I get. The kill 2 weeks ago I had an enh shammy (that died twice again, 2nd time at 50%, whats up with our shammies) and BS.
I usually end up on top together with another rogue at about 800-850 DPS (somehow I can't get higher, no matter what I try, and i suppose my druid & shammy dying every time isnt helping either), #3 & #4 also taken by rogues sitting at ~700, then under them the mages/hunters, then druids/shammies (that are both having major problems staying alive on caveins for some reason) and then the occasional lock we manage to drag in our raid. As mentioned earlier, we can be lucky already having 1 lock in the raid, so CoR/CoS isn't available. We didn't have a shadowpriest either until a few days ago, so hopefully that'll increase or mage & hunter dps slightly. Over the past few weeks our kills got easier, but our raid dps barely changed, oddly enough.
We always have _alot_ of melee, so caveins are a pretty big issue. On slams I usually end up having to CloS and sprint/run all the way to the gate because the middle is camped by druid/warriors and other rogues - resulting in (too) much downtime.
The low warlock has low DoT uptime (as evidenced by tics). It looks like the lower rogue was using eviscerate more than the others. The shadow priest is undergeared but appears to be holding her own considering she's in blues and most of the other DPS is in epics.
My question is, what's up with hunter DPS? I don't know enough about their skills to look at this and see what's right/wrong. It looks like the pets may not have attributed properly (I'll try to reparse when I get home tonight to double-check) but that's about all I know to look for.
I'm pretty sure the warriors were in tank gear due to tanking adds on Mag and the bugged HS on Gruul. Is there anything else that pops out there?
Magtheridon:
Darinnia: Spec appears to be a PvP/PvE hybrid spec of sorts, certainly not optimized for raid dps. I would recommend he consider giving BM a shot if he's looking for PvE dps. Additionally, 2 of the 3 points in Surfooted are essentially wasted as his hit rating puts him so near the cap as it is. Mechanically, the main thing I notice is the damage ratio of Auto Shot to Steady Shot. 40% auto and 20% steady makes me think he's missing a lot of steady shots. If he's going to stay marks I'd recommend he work on becoming more efficient with his shot weaving. He's also using mana inefficiently with his serpent sting. His 1h weapons are in desperate need of an upgrade. The Honor Hold revered spear, Sonic Spear, or Crystalforged War Axe would all outperform that combo of lvl 60 items.
Nagasakki: Again, Marks Spec, but his skill usage tells the real story. 2% of his damage comes from Steady Shot, 1% of his damage comes from Silencing Shot, 11% of his damage comes from Aimed Shot. This player has a LOT to learn about hunter mechanics. Honestly, I'm suprised he beat your tanks.
Chilibean: No pet. Marks Spec again. Auto/Steady Ratio is off again. With his gear he should be performing much better.
Looking at just the information from Magtheridon it would seem all of your hunters need to educate themselves on mechanics. None of them are using efficient shot weaving, none are using solid pve specs, they're just a mess in general. While they aren't all geared out, they can all be performing much higher.
Darinnia: Spec appears to be a PvP/PvE hybrid spec of sorts, certainly not optimized for raid dps. I would recommend he consider giving BM a shot if he's looking for PvE dps. Additionally, 2 of the 3 points in Surfooted are essentially wasted as his hit rating puts him so near the cap as it is. Mechanically, the main thing I notice is the damage ratio of Auto Shot to Steady Shot. 40% auto and 20% steady makes me think he's missing a lot of steady shots. If he's going to stay marks I'd recommend he work on becoming more efficient with his shot weaving. He's also using mana inefficiently with his serpent sting. His 1h weapons are in desperate need of an upgrade. The Honor Hold revered spear, Sonic Spear, or Crystalforged War Axe would all outperform that combo of lvl 60 items.
Nagasakki: Again, Marks Spec, but his skill usage tells the real story. 2% of his damage comes from Steady Shot, 1% of his damage comes from Silencing Shot, 11% of his damage comes from Aimed Shot. This player has a LOT to learn about hunter mechanics. Honestly, I'm suprised he beat your tanks.
Chilibean: No pet. Marks Spec again. Auto/Steady Ratio is off again. With his gear he should be performing much better.
Looking at just the information from Magtheridon it would seem all of your hunters need to educate themselves on mechanics. None of them are using efficient shot weaving, none are using solid pve specs, they're just a mess in general. While they aren't all geared out, they can all be performing much higher.
Our second kill, with Gruul not playing nice with our melee.
Had a bit of discussion on our guild forums, and I can tell some people improved quite a bit, but we still have some poor performance. Is it gear, or some other issue?
We did SSC last night and killed all the bosses which we've done before. Hydross/Lurker are considered to be on farm, Karathress is our second kill (the first kill was the night before). I forgot to do the logging myself until Karathress, so the Hydross/Lurker parses are from someone else, and he didn't wait until the log was completely written before copying/editing it, so Lurker kill is missing the very last part.
Personally speaking, this was my first night of serious raiding as a Destruction spec, and I'm nowhere near satisfied with how I performed on these fights, but that's another issue altogether (which I posted in this thread).
Scorpid is pretty bad for that fight, pet did only 393 dps as the poison keeps dropping off after shatter.
Whats strange to me is that the mages have 100% presence, I have 200 yard combat log but can mages really be that low in the list or are they doing something wrong?
I know Saklig is arcane for Al'Ar but looking at the total spells casted on mages looks like combat log isnt parsing them for that fight or then they just arent casting much. :|
Fight lasted 343 seconds and after adding up the spell cast times together for the mages the uptimes are just awful. :/
Thats because the 'presence%' as shown in the Global Charts relates to whether or not the player died mid-fight (ie: 100% = no deaths), whereas when you click on the player name it gives you DPS time 'presence%', which is calculated based on the % of the fight where the player was, in fact, dpsing. Generally you want to look pretty much exclusively at that DPS time presence% to 'evaluate player skill'.
Scorpid is pretty bad for that fight, pet did only 393 dps as the poison keeps dropping off after shatter.
Whats strange to me is that the mages have 100% presence, I have 200 yard combat log but can mages really be that low in the list or are they doing something wrong?
I know Saklig is arcane for Al'Ar but looking at the total spells casted on mages looks like combat log isnt parsing them for that fight or then they just arent casting much. :|
Fight lasted 343 seconds and after adding up the spell cast times together for the mages the uptimes are just awful. :/
I would say that it's accurate.
Vanyon cast 52 fireballs recorded, and 5 scorches. That costs 25,000 mana. He gained ~13,000 mana from VT and Master of Elements. He did not use any potions or mana gems. He didn't evocate. I can't see his armory because the server doesn't want to respond, but I would venture that having 12,000 mana from gear + spirit regen sounds about right.
My guess is he just went OOM and didn't do anything about it.
Take Urzula, assume the same 12,000 mana from gear + spirit regen. He used 3 mana gems and used evocation. Total mana gains are 10k + evocation (which doesn't show up in the log). His spells cost ~30,300 mana, but he gained clearcasting 6 times. Assuming the clearcasting came on fireballs/fireblasts instead of scorches that brings it down to 27,000 mana. Now going by the original assumption of 12,000 mana from gear + spirit regen, and 10k from mana gains from gems/MoE, that means that evocation would have to return ~5000 mana, which I don't think is unreasonable, though correct me if I'm wrong.
Again reason for being low in terms of % of time spent casting would be OOM.
13 growths, which is our best to date, and we only had one really early death, so it looks like a good parse to get outside feedback on. So I welcome any advice we can get to improve our game.
Is he using dual wield with Mortal Strike spec? I see the Decapitator damage. He also use lackluster skills like Rend and Sweeping Strikes. He has 4 applications of Blood Rage in 6m42s fight. He don't use Berserker Rage (time it with inevitable damage from Shatter). He should use Heroic Strike instead of Cleave. I see Unleased Rage but no WF/SoE/GoA.
It seems to me that he is your usual tank but was specced DPS for this try.
Is there a reason why the hunters arent using their pets?
Aganemnon's damage would be alright in that fight if he just used a pet.
Mardin however.. 15 serpent stings and 7 silencing shots?
Steady shot is doing 13% of his damage and as he is using a rotation which includes arcane and multi and didnt use a single pot he went oom in about two minutes and then switched to aspect of the viper for even less dps.
13 growths, which is our best to date, and we only had one really early death, so it looks like a good parse to get outside feedback on. So I welcome any advice we can get to improve our game.
Thanks in advance!
Seams like your rogues could do a thing or two to max out their dps more. Boudenhagen doesnt seam to make use of any poisons - DP on offhand would certainly boost the dps quite a bit, and if he isnt in any shaman group, IP on the mainhand would be nice too.
Looks like both rogues are also slacking with keeping slice'n'dice up, specially beneficial to swordrogues, for more swordprocs.
Bonetopick is using envenom for finisher damage, which eats up the DP stacks. Imo he should rather be using rupture as a finisher, and having both rupture and DP ticking when the groundsmash comes.
In my opinion they should use evisc/envenom less often, and concentrate on having better slice'n'dice/rupture rotations - which will yeild more effective dps.
If they have Netherblade setbonus, a nice rotation would be shiv, 1pt slice, 5pt rupture, 1pt slice - and try to keep them both up at all time.