Exactly my thought, we've had a bumpy ride this week and haven't actually done them both, so I couldn't confirm. These rumours started on IRC yesterday, so thought I'd check in here with some people that could probably tell me .
sigh, another wipe fest for us tonight was very disheartning. This is our third night of full attempts on her and we just cant get her down. We always do very well going into phase 2 but at a minute or so in BAM! Death to a priest , shadow priest, or caster and things snowball and we wipe. We did have rogues on nagas, but were desperate and switched them to elementals while we had shadow priests on them cause they would pull aggro on the striders. Our healing is quite good though it just seems you have the bang your head on the wall for a while till it clicks. I would like to enclose our raid setup + WWS for anyone to check out and see if we could change anything around.
Strat is Phase 1 > phase 2 we spread out and kill all elementals on the rim till te first naga spawns. After this range dps the naga till 20 percent then switch to the strider as its being kited by the warlock and slowed by the frost mage. The shadow priests stay on nagas the entire time with the enhancement shaman. We have 4 healers position around the rim with 3 healers in the middle 2 priests and a shaman. Phase 3 (only got there once) hunters dps bats we dps vashj and collect loot =)
it's a waste of dps to go with melee on elementals.
We keep our melee group on nagas at all times. 2-3 rogues, 1 feral , 1 dps warr or enh shammy. 4-5 melee in total.
We use 2-3 hunters and 2-3 locks on elementals. Locks and hunters are the win for elementals, dot tab, range+pet. We assign 2 mages as extra help one north one south to pick up elementals when a tainted spawns and the guy in that position has to kill it and ignore elementals. We kite with frost mages and have all the rest of our ranged on stryders. 2 shadow priests , 1 ele shammy, 2-3 mages and the ele locks dot the stryders also. We pretty much kill each strider before the next one spawns, same for nagas. We go with 3 palas 1 tree 1 resto 2 priests as healers.
So, we finally killed her last night, after 3 weeks of wipes, and it felt absolutly good. I would like to thank all the people who participated to this thread, the advices were a great help
As our case was similar to yours, I'll explain what made things fall together.
We had been using hunter kiting for days and we tried various setups for elementals (mages, warlocks, rogues, fury warr, feral druid, another hunter, elemental shaman...) but it just didn't work well. Or we lost elementals, or a shadow priest got aggro on strider, or we were lacking dps on nagas...
Yesterday, one of our shamans respecced to elemental and we made him kite strider, while the previoiusly kiting hunter went for elementals. We have this shaman, 2 shadow priests and 2 warlocks on the strider, 1 warlock, 2 rogues and 1 feral druid on the nagas, and hunterx2 + magex3 + fury warrior (<3 intercept ) on the elementals. (rest of raid was 2 prot warrs tanking nagas and 8 healers using more or lesss same strat as yours) First try 10%, second try was a very smooth kill. Efficiency of hunters against elementals and of elemental shaman at kiting strider were the keys. (and of course the numerous wipes before to get all other things working, like core management, healing, aggro on strider...)
In my opinion, you use too many dps people on elementals, and not the best classes for the job. Rogues and feral druids are forced to run, thus making their dps very ineffective, especially when a tainted elemental pops. You may try to dps strider first as well, as one more naga can be somehow controlled, whereas two striders up at the same time is pretty much an incoming wipe. The aggro of shadow priests on the strider is indeed a problem, but if they play carefully (i.e. wait a few seconds before nuking to let the shaman / warlock get aggro) and use fade at the right time, it should be sorted fast.
Well, we had our first full day of attempts on Vashj. People keep having their connection blow up, so we keep having to replace people. We revised our class composition, and at the end of the night we used for this our most 'successful' attempts.
We spread healing into four different "quadrant". We had 8 healers, and we put one healer on top of the stairs ( n , w, e, and s), and the other four healers stand similar to that in the inner circle.
We were fine for the first stage, but we had MULTIPLE problems during phase two. People dying, people not being able to throw the cores due to LOS, and ultimately, people not killing their adds.
DPS on naga seemed to be fine...it's the dps on striders and elemental that's lacking. Our warlock says that the strider eventually "catches" up to him, and kills him in one shot....we use HoJ and other snares and stuns such as frostbolt, intercept, hamstring, CoX, and mindflay whenever possible, but nonetheless, when our warlock doesn't get killed by it, the strider would be at ~20-30% hp by the time the next one comes. That is, if our warlock kiter doesn't get killed. Aggro didn't seem to be a problem most of the time.
Elementals...it seems that they would eventually overrun our elemental killers and reach Vashj...I think this has to do more with people dying though =/ then there's problems where the tainted one would flat out kill people, or it would despawn because DPS wasn't fast enough.
And again, problem with the tainted cores...I instructed the healers to stand on top of the stairs of their respective sides, but that didn't seem to work....=/ Is this the right approach to it? I tried to form a kind of an "assembly line"; DPS>healer>melee dps/tank...
Anyways...we almost managed to get a second generator shut down until we were overrun by the mobs. Any tips to fixing our class composition would help =(
And again, problem with the tainted cores...I instructed the healers to stand on top of the stairs of their respective idea, but that didn't seem to work....=/ Is this the right approach to it? I tried to form a kind of an "assembly line"; DPS>healer>melee dps/tank...
The approach seems ok, though I'm not sure if tanks or melee dps are the best end targets, as their roles are crucial (p2 is all about dps and control). We do dps => outter circle healer on top of stairs => inner circle healer, and we all use macros to send the core.
Anyway, you seem to be on the right way, all what you need is more practice to polish the execution
From the endless tries we did until we finally killed her, we had 2 major problems concerning Striders:
1.) Kiting aggro on Strider seemed very fluctuant. We fixed that with an Ele-Shaman kiting. The tries with Hunter & (Affl.)Warlock worked as well, but was far more susceptible to little mistakes. Shadowpriests were the main victims during that as the limits (range) and the benefits (snare) from Mindflay are a bitch. Means with the benefit you must put them on Strider, but once they have aggro, they can't kite for long as it catches up fairly quick -> one shot.
2.) Our dps on the Strider was very short calculated with 1+4. The Strider died or not prior to the new one spawning, totally luck based. We set one more on the Strider: 1+5 and used the remaining time to damage/dot the Nagas once the Striders went down, or cleaning up Elementals that slipped through.
Cut the 2nd prot tank. You can do this fight with 1 warrior easily - just bring other warriors that need keys and put them on silly tasks like dps'ing nagas or high fiving the people who will be there next week. You're gonna get more use out of motivational emotes than a 2nd prot warrior.
And if by thaddius like stable connections - you mean everyone disconnects upon looting their core - then I hear you. Otherwise anything thaddius = pain. You say the word thaddius and our server lags for 4 seconds. If you meant stable, just say rock hard... not thaddius.
Cut the 2nd prot tank. You can do this fight with 1 warrior easily - just bring other warriors that need keys and put them on silly tasks like dps'ing nagas or high fiving the people who will be there next week. You're gonna get more use out of motivational emotes than a 2nd prot warrior.
And if by thaddius like stable connections - you mean everyone disconnects upon looting their core - then I hear you. Otherwise anything thaddius = pain. You say the word thaddius and our server lags for 4 seconds. If you meant stable, just say rock hard... not thaddius.
It's more about the classes I have available. For us it worked with two tanks, be it bear or prot. The reason for a second prot is some rotation in tanking we had to install (oversubscribed on that position ftw).
Thaddius'ish like the worst meaning can be. Not much to misunderstand. For some reason especially on Vashj (and only her since Thaddius) the connections of players became awkward. The issues with it stalled us for effectively 3-4 days worse of tries. Bundled with "kick him from raid...reinvite him", etc.
So as stable a connection had to be for beating Thaddius
Yeah I hear you on connections - but it still tends to be the same folks so often.
Why not respec the second prot warrior as dps? One respec is sure a lot less gold cost than a raid wipe from lack of dps. You can single tank vashj in phase 1 and 3... and single tank nagas in phase 2 - and the dps warrior can shield wall tank the final naga on the transit.
I'm an IT guy by profession and despite a solid box, I've had consistent 450+ latency since that last patch. I am clean through my ISP and frankly through to the logging and servers themselves. I get 5Mb cheerfully right up until I am logged into WoW and in SSC. I know, it strikes me as insanity as well but there we are. I really cannot see a possible issue even, although I am no gaming designer of course.
Cut the 2nd prot tank. You can do this fight with 1 warrior easily - just bring other warriors that need keys and put them on silly tasks like dps'ing nagas or high fiving the people who will be there next week. You're gonna get more use out of motivational emotes than a 2nd prot warrior.
And if by thaddius like stable connections - you mean everyone disconnects upon looting their core - then I hear you. Otherwise anything thaddius = pain. You say the word thaddius and our server lags for 4 seconds. If you meant stable, just say rock hard... not thaddius.
I disagree, having a second Protection warrior is very useful on this fight.
The second protection warrior can pick up the improved debuff talents if your tank doesn't have them. Even if your MT has them, the secondary warrior should be applying them, thereby allowing the MT to focus exclusively on threat. Considering the amount Vashj moves and roots the melee, any extra threat for the MT is good.
In phase 2, it gives your Naga DPS buffer room if they start falling behind. It also makes it much easier to transition safely into phase 3 - have your offtank taunt off the second naga when you want to break the final barrier. Splitting the Vashj arena into north / south for the tanks to cover for Naga also allows them to catch the naga much more effectively, lowering the chances of a bad luck death. As long as there's only one Naga up, the extra warrior can also assist with stunning any Striders that are up.
In phase 3, once again the second warrior can apply debuffs, allowing for maximum agro from the MT. In addition, in the event that your MT dies, Vashj *is* tauntable. She'll probably kill one or two squishies but the offtank can easily pick her up and tank her the rest of the way down.
All in all, a second offtank gives more margin for error throughout the fight. Considering the DPS requirements on the fight aren't all that high, there's really no reason to NOT bring a second protection warrior.
edit: The improved debuffs notes depends on your guild's culture I guess. . . we just always bring a second prot warrior to fights with the improved debuffs so our MT doesn't have to get them, even in fights where having a second prot warrior offers literally no other benefit, like Naj'entus.
I disagree, having a second Protection warrior is very useful on this fight.
The second protection warrior can pick up the improved debuff talents if your tank doesn't have them. Even if your MT has them, the secondary warrior should be applying them, thereby allowing the MT to focus exclusively on threat. Considering the amount Vashj moves and roots the melee, any extra threat for the MT is good.
I have the imp talents and haven't had a threat issue on Vashj (against some rather solid dps'ers). You're not rage limited in the slightest - in fact I can't see how a dps could catch a warrior on this fight. I mean she's tauntable also... and burst isn't a huge deal, nor is efficiency.
You can have a dps warrior do everything the prot warrior is doing, and then tank in those extremely rare situations with dps gear on and a shield. Hybrid spec if necessary, but two tanks with devastate just seems overdone - a feral druid is definitely fine, but two prots? Its not ideal.
Most guilds typically 2 shot najentus with as few as 20 people, so its probably a bad example. You'd want one where aggro levels are critical as is debuffing. I can't think of a fight that fits that role though except kazzak or anantheron/gorefiend. Even then Gorefiend is really easy to hold aggro on.
You're right though, its better for aggro to have an offtank debuff - unless you could've gotten away without having the offtank in the first place due to the MT's ability to manage both roles, and a dps rogue or fury warrior in instead. Thats basically my point.
I know this comes off as "have your tanks l2p", but its just a post about min/maxing (a lot of people misread me on this stuff). I understand fully using 2 prot tanks and understand that strat, I just firmly believe it is less than ideal due to phase 3 and the big picture of phase 2.
We used a feral druid on our first couple kills and it was really smooth from the double tanking - but due to keys we've had to have warriors all over that fight, and its really made it a hassle to repeat (that and retraining 10-15 people each time... but that's another issue).
It's a bit off topic, but last time we granted a MT/OT to let his wet dreams become true, he more or less declined to spec back with arguments. I know too many warriors who have been charmed by the dps they can sustain. Good tanks and those enjoying to tank are rare, very on our server. We now have some and I don't want to trade them in for some dps that can easily be done by a rogue, warlock or shadow priest (in our guild).
In the case of Vashj we took two tanks from our first try on and maybe got used to it in some way. We tried all combinations except bear/bear on her and all seemed to work out. Like I stated earlier, for us the key were the Striders. Fixed aggro and kill time and the rest was surprisingly easy.
P.S. Mentioned warrior left the game for a break after he lost a "save raiding spot" and had to rotate with other better suited dps.
I prefer 2 tanks, be it a feral druid or second prot warrior. It lets me run around, harass striders, full sunder, stun, hamstring, and toss cores around so other people can worry about their more "important" jobs. Also makes it where you can have a rough transition into p2 and still have your MT freed up to tank Vashj. Either way 1 DPS isn't going to be your P2 savior if you are still sucking at it, just keep practicing and you'll get it.
We were able to down Vashj, two weeks ago for the first time after three nights of attempts, but last reset after 2 nights of solid wiping we were unable to down her for a second time.
Now we know what to do and we handle, phase 1 and 2 pretty well, we have the occasional wipe where something silly happen such as the kiter kills himself accidentally or someone, but for the most part everything goes pretty well and we make it into phase 3 with 1 or 1.5 elite's up as well as a half health or so strider. This is where things take a dive for the worst.
It seems that in phase three everything just shifts to complete chaos, and now that I look at it more it seems that the week we killed her may have been just more luck than actual strategy during that phase. We had around 5-7 5% or below wipes on her within the past two days and it is becoming increasingly frustrating that we are unable to repeat our actions of last week.
Static charge seems to be the biggest culprit of death to our raid members, and also seems to kill the person that gets it. Healers always complain that people are never in range to heal when they try to heal the static charge. What we usually do is do our normal phase 1 strategy to begin with of Vashj being tanked in the center and the raid spread out around her and that usually lasts a good minute or so with no deaths. Once the poison starts coming down everything has to move around, it ends up getting chaotic, it seems like 95% of the time melee get hit with static charge + poison + entangle and all instantly die at some point during phase 3, and everyone that gets the static charge debuff gets picked off.
Now we have tried some solutions on our own with very poor results and I'm looking to get some feed back as I'm sure a lot of people on this board have much better insight than I do into this subject.
We attempted to use two hunters to pick off the adds, but we noticed little effect on the lessening of the bats and we ended up taking so long on phase 3 with 2 less dps that towards the end near 100% of the ground seemed to be covered in poison.
We tried starting Vashj off in the outer ring and having everyone in the raid stand in the outer ring, and the people that get the static charge debuff move to the inner ring for heals. This also got chaotic pretty fast as having everyone stacked up that much on the outer ring put a large amount of poison in the area forcing everyone to move, plus every time someone got the static charge the raid took a very large amount of damage.
Any insight on how to better control phase three for a more consistent kill would be greatly helpful and appreciated.
Well first, don't cut the hunters off of the bats. While it may not seem that they are doing that much, they are.
With 2 hunters on bats we have to move Vashj like 3-4 times max before she dies.
Here are some rules of thumb we follow:
- Always move Vashj the same direction, every time. We go counter clockwise after immediately taking her to the outer ring when she spawns.
- Make sure you have grounding totem in MT group to lower healing need... hopefully a "duh" at this point -- but make sure you drop it ahead of the MT so he doesn't outrange it.
- Rogues save Cloak for STATIC CHARGE and to NOT use it on root unless it is a dire emergency. Imp sprint works as well.
- Living action potions work on the root if you must, free action pots make you flat out immune to it for 30s
- Also if you have your camera angled up towards the sky, you can see the poison blast traveling at you 2 seconds or so before it hits the ground, this can enable melee to move before the poison blast even hits.
- Since you know what way Vashj is going, you know what way the healers will be migrating. Have static charge people stay semi ahead of Vashj
- Try not to have too many people ahead of Vashj to minimize the amount of land mine spits you have to avoid when dragging her.
- Don't hold back DPS after the P2 adds are mopped up, that should be plenty of time for your MT to get all the threat he needs.
- If she "Enrages" just keep burning and do not stop moving her, we have dropped her 10% to dead after enrage before.
Other than that just keep at it. Sometimes getting a quick kill can be detrimental. We had several < 10% wipes before our first kill and as a result haven't had a ton of hiccups since.
We were able to down Vashj, two weeks ago for the first time after three nights of attempts, but last reset after 2 nights of solid wiping we were unable to down her for a second time.
Now we know what to do and we handle, phase 1 and 2 pretty well, we have the occasional wipe where something silly happen such as the kiter kills himself accidentally or someone, but for the most part everything goes pretty well and we make it into phase 3 with 1 or 1.5 elite's up as well as a half health or so strider. This is where things take a dive for the worst.
It seems that in phase three everything just shifts to complete chaos, and now that I look at it more it seems that the week we killed her may have been just more luck than actual strategy during that phase. We had around 5-7 5% or below wipes on her within the past two days and it is becoming increasingly frustrating that we are unable to repeat our actions of last week.
Static charge seems to be the biggest culprit of death to our raid members, and also seems to kill the person that gets it. Healers always complain that people are never in range to heal when they try to heal the static charge. What we usually do is do our normal phase 1 strategy to begin with of Vashj being tanked in the center and the raid spread out around her and that usually lasts a good minute or so with no deaths. Once the poison starts coming down everything has to move around, it ends up getting chaotic, it seems like 95% of the time melee get hit with static charge + poison + entangle and all instantly die at some point during phase 3, and everyone that gets the static charge debuff gets picked off.
Now we have tried some solutions on our own with very poor results and I'm looking to get some feed back as I'm sure a lot of people on this board have much better insight than I do into this subject.
We attempted to use two hunters to pick off the adds, but we noticed little effect on the lessening of the bats and we ended up taking so long on phase 3 with 2 less dps that towards the end near 100% of the ground seemed to be covered in poison.
We tried starting Vashj off in the outer ring and having everyone in the raid stand in the outer ring, and the people that get the static charge debuff move to the inner ring for heals. This also got chaotic pretty fast as having everyone stacked up that much on the outer ring put a large amount of poison in the area forcing everyone to move, plus every time someone got the static charge the raid took a very large amount of damage.
Any insight on how to better control phase three for a more consistent kill would be greatly helpful and appreciated.
1) Keep hunters on the bats
2) Static charge has a 10 yard range (see: http://www.thottbot.com/s38281), which is not huge. The charged person does not have to run far away, people just need to be aware and not be too near him. If he runs off in his own secluded corner, he's going to die because he'll be out of range of healers.
3) Two shamans in the MT group for double grounding totem greatly helps prevent spikes to the tank, which means healers can focus on others without worrying as much about tank spikes. I say two shamans because the tanks tend to move around often enough that they move out of range of grounding while it's on cooldown. Double grounding helps alleviate that.
Make sure you transition p2-->p3 cleanly. The best time to pop the fourth core is about 15sec before a Strider is due, right as the last one dies. Ideally you should only have to finish off an Elite and then you can start burning her.
Keep hunters on bats, with warlocks tossing DoTs if they find themselves able as the bats fly around.
Ideally you want to burn Vashj to 25% or less before you have to move her at all, or at worst just kind of shift her around the middle a bit. Killing bats buys you that freedom. Once you have to start kiting her around to avoid clouds, raid DPS goes way, way down.
Although it is serious overkill, I assign our best MM hunter and affliction lock to strictly bat duty. While their dps is really poor, last p3 I literally did not move Vashj a single time until about 20s before the enrage (she was at 2%) when a poison cloud finally landed sort of to the side of the melee. She died about 2-3s later trying to catch up to me five feet away. She may have stunned me once and moved, but the melee say she didn't even do that. I counted a total of two poison clouds the entire p3.
Mouse-over macros for your affliction locks make the bats really easy to dot, and they always come in by the bridge which is where they both stand. /cast [target=mouseover, harm] Curse of Agony or whatever spell. The hunter and warlock complain that they are doing jack for dps and want to dps Vashj between spawns, but I just don't care. This coming from someone who is always pushing our dps to the extreme and never happy until we have the highest rdps on every fight.
As for p2 -> p3, bigwigs is always off with timers. Every time we have tried to wait we ended up getting an extra add at 100%. I've noticed that if no one misses their tainted at all in p2, it's best to just hit the fourth one asap as that always avoids an extra spawn and the strider/elite are almost dead or dead right at that point. That's assuming a really fast ball assembly line, no more then a few seconds from loot to drop.
Alright after reading some of the feedback, I decided to make a diagram of what should hopefully be a much more controlled phase three. I edited a picture I found from this thread.
It seems to me that not putting hunters on bats may have been a big down fall of our current strategy. I do have a few questions about it though. Is it just as effective to have an affliction warlock on the bats as a hunter? Does the hunter have to be marksman spec to do an effective job on the bats? What kind of numbers are most guilds looking at as far as how many people are controlling the adds, when she dies in relation to her enrage timer, and how many poison spits are hitting the ground prior to the enrage timer when people are controlling the bats. And finally is it best to have the people on the bats on them the whole time or is there a certain point where they should switch to Vashj. (I would assume they should attack Vashj once her enrage hits.) I would really like to get some good benchmarks to compare my guild to, so as much feedback as possible would be nice.
Also as far as healing goes and dealing with the static charge in phase three, is it wise to handle the static charge by assigning a spot for them to move to, or just to kind of use common sense and spread out, while healers that are in the area keep them topped up. I would assume if controlling the adds works well enough that there is only a few poison spits max before the enrage timer, that we could just leave her in the middle and not have to worry about kitting her around the sides at all.
We did have rogues on nagas, but were desperate and switched them to elementals while we had shadow priests on them cause they would pull aggro on the striders.
Did your kiting warlock forget to turn off Blessing of Salvation?
At any rate, if aggro is a problem, the shadow priest should do a little DPS time on elementals. This gives them spirit tap procs and a larger aggro margin on the striders. You can easily kill an elemental and get back on the strider before your DoTs and Shadow Vulnerability need to be refreshed.