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Old 11/14/07, 5:53 AM   #1251
Amarek
Von Kaiser
 
Gnome Mage
 
Nozdormu (EU)
Originally Posted by Kink View Post
The staff buff lasts 30mins, until something happens that it protects against, then the buff is used up. So if someone has remote toy, they are going to be stunned every 5 seconds or so, if someone is not refreshing the staff buff this person will be chain stunned as usual. Hence why you refresh it constantly.
No, no, no, no ...

1. The staff buff lasts 15 minutes.
2. The staff buff is never used up!

The mechanic behind the staff buff is quite complicated, that's why there's so much contradicting information.
It's a combination of a buff and an aura. Meaning:
When you use the staff, you activate an aura, which grants a buff (Mental Protection Field). When you leave the aura range, you lose the buff and you will never gain it again, even if you run inside the aura range. You can only gain it again if the staff-wielder activates the staff.

That's why people are told to macro the staff use. In phase 3/4 your raid moves all over the place, which leads to lost auras due to moving out of range.

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Old 11/14/07, 6:32 AM   #1252
MarryCon
Banned
 
Orc Hunter
 
Taerar (EU)
So you don't have to put a staff in each grp since its an aura? just make sure they stick together?

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Old 11/14/07, 6:54 AM   #1253
Northerner
Great Tiger
 
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Troll Mage
 
Mal'Ganis
I've never bothered to figure out the real mechanics of the aura (I just slaved it to my AM, AB or Fireball depending on spec at the time) but I can guarantee that you can leave the area and be just fine if enough people are doing the same. It absolutely does not require you to be in my (or any other staff user's) group is all I can tell you.

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Old 11/14/07, 7:02 AM   #1254
Dustwhisper
Don Flamenco
 
Undead Mage
 
Doomhammer (EU)
That is true, the aura is raidwide within 30 yards of the person with the debuff. Just make sure people with the staff debuff are evenly distributed around the room.

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Old 11/14/07, 7:25 AM   #1255
Giske
Piston Honda
 
Orc Death Knight
 
Al'Akir (EU)
So they changed the staff? It used to be a charge that had to be reapplied after every disorient. We had our Capernian tank wlock stand next to our MT and the staff buff absolutely dropped off every single time he used the disorient. Havent killed Kael in a while now though so things might have changed.

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Old 11/14/07, 7:26 AM   #1256
Polleke
Foobar
 
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Troll Priest
 
Azjol-Nerub (EU)
I'm looking forward to see how the nerf affects us. We were before patch at everything dead but shield (20%), sword (10%), axe (50%). And in p3 telonicus and thaladred dead.
I'm hoping we will get to almost downing the axe at the end of p2. And in p3 also capernian dead.
Reclearing to him tonight. Anyone got some experience already?

* Bla

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Old 11/14/07, 10:26 AM   #1257
Girn
Glass Joe
 
Dwarf Priest
 
Hydraxis
Yep, we worked on him last night after the nerf.

For some reference, on Monday night (pre-nerf) we had Kael anywhere from phase 3 to early, early phase 4 depending on the attempt. Our main issues were just learning the Thaladred kiting in p3 and cleaning up the p2 / p3 dps a bit more (this one in particular made p3 difficult because we had multiple weapons up at times going into p3).

Last night, with only ~1 hour of attempts (since we had to clear TK first), we got Kael to 65%. By the end of the night the AOE was getting every weapon down before or right as p3 hit. We still need to clean up Thaladred a tiny bit more but things really came together there once we saw the phase once or twice more.

For once I was able to actually enjoy the show as Kael came out to begin p4... I had never actually been able to see the transition before. Cool stuff!

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Old 11/14/07, 1:24 PM   #1258
Dralmoo
Don Flamenco
 
Orc Hunter
 
Shadowmoon
We killed Kael last night easily (1-shot), after 2 days of wiping Sunday + Monday. This was our first Kael kill since some major guild rebuilding, so at least 50% of the raid had not previously killed him.

As expected we went from having weapons barely down when advisors up, and Sang up when Kael came out to standing around waiting for advisors to spawn and Copernian dying as Kael came out.

We did encounter a possible bug where people who were nowhere near Kael in P5 had the -HP debuff stacked on them several times - in this case a lock who has done the fight many times, there's no way he was in melee range of Kael at any point in p5. Is there any other way to get the debuff?

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Old 11/14/07, 2:08 PM   #1259
Tunch
Piston Honda
 
Undead Rogue
 
Detheroc
It has nothing to do with proximity to kael. There are 3-4 roaming clouds that move across the ground. They are extremely hard to see, and appear something akin to a 2-dimensional circle of air. Hard to explain, but look closely at the ground around kael and you'll see them.

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Old 11/14/07, 2:09 PM   #1260
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
First kill for us last night after clearing the rest of TK as well (and getting a late start due to patch/addon issues for some people.)

As Dralmoo says above, the changes do make a noticeable difference. We went from just barely getting all weapons down at the end of P2 and just barely having Sang/Tel/Thal down at the end of P3 to having weapons down with 20 seconds to spare and having all four advisors down at the start of P4. What made it even more striking was that we had no shadow priest last night, whereas we've had at least one on every previous attempt that was even moderately productive.

It's not just the nerf to weapon/advisor hp. Almost every dps class got some kind of buff and the sum total of all of them really adds up to a significant change in the encounter. I'd say they probably overshot the mark a little with the nerf, but at this point I'm not complaining.

Much thanks to everyone who's posted advice/thoughts/strategies in this thread. They helped us a lot.

My comrades are my weapons, and I am their shield.

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Old 11/14/07, 2:09 PM   #1261
Aoife
Piston Honda
 
Human Mage
 
Mannoroth
The Nether Vapor debuff did seem to affect people more than usual, but nothing that we couldn't handle. I was sitting next to my warrior friend, who was on MC duty and he got down to 5k health at one point thanks to the debuff, I wasn't paying enough attention to whether or not he was banging on KT during gravity lapse though.

Went from about 10-15 seconds of downtime from Phase 2-3 to a good 30 seconds of sitting around regenning mana. Phase 3-4 went from Capernian around halfway to all advisors dead about 5-10 seconds before Kael popped. Two shock barriers before Phase 5. Only 2 phoenixes the entire fight with the second turning into an egg with Kael at 10%

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Old 11/14/07, 2:40 PM   #1262
Dralmoo
Don Flamenco
 
Orc Hunter
 
Shadowmoon
Originally Posted by Tunch View Post
It has nothing to do with proximity to kael. There are 3-4 roaming clouds that move across the ground. They are extremely hard to see, and appear something akin to a 2-dimensional circle of air. Hard to explain, but look closely at the ground around kael and you'll see them.
Well, that's good to know! Previously I was always DPS/dispel duty and just floated very far back from Kael and just avoided them, I guess.

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Old 11/14/07, 5:13 PM   #1263
Tunch
Piston Honda
 
Undead Rogue
 
Detheroc
It has nothing to do with proximity to kael. There are 3-4 roaming clouds that move across the ground. They are extremely hard to see, and appear something akin to a 2-dimensional circle of air. Hard to explain, but look closely at the ground around kael and you'll see them.


edit- haha, no clue how this awesome double post got made 3 hours later, sorry.

Last edited by Tunch : 11/15/07 at 12:29 PM.

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Old 11/14/07, 5:17 PM   #1264
Caligula
Don Flamenco
 
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Human Priest
 
Magtheridon
Originally Posted by Tunch View Post
It has nothing to do with proximity to kael. There are 3-4 roaming clouds that move across the ground. They are extremely hard to see, and appear something akin to a 2-dimensional circle of air. Hard to explain, but look closely at the ground around kael and you'll see them.
Well that was a funky double post 3 hours later.

On topic, some people have been reporting that Arcane Shot now dispels KT's shield. Anyone else test/find this?

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Old 11/14/07, 5:27 PM   #1265
Sorrowheart
War of Attrition 101
 
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Night Elf Death Knight
 
Greymane
It's probably related to the "arcane shots dispell everything" bug going on. I wouldn't count on it to actually work forever.

Originally Posted by Vontre View Post
What the fuck is asparagus?

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Old 11/15/07, 4:01 AM   #1266
Sigh
Glass Joe
 
Draenei Shaman
 
Doomhammer
Hi, my guild is currently doing very excellent on Kael. We are getting into stage 4 well, but we believe our MT is a bit under-geared at the moment (22000ish health with max buffs, mitigation, but pyroblasts are around 23000) to handle the 3 pyroblasts. We are going to try the new pain suppression most likely, and that may solve the issue, but I was wondering if there are any other factors we are missing to survive these pyroblasts. I was thinking perhaps intervene could absorb one if it works, or maybe trying to get a max hp bear druid with barkskin up to take it. Any ideas are greatly welcome.

Oh also Arcane shot doesn't work anymore on the shield.

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Old 11/15/07, 4:17 AM   #1267
Aoife
Piston Honda
 
Human Mage
 
Mannoroth
Originally Posted by Sigh View Post
Hi, my guild is currently doing very excellent on Kael. We are getting into stage 4 well, but we believe our MT is a bit under-geared at the moment (22000ish health with max buffs, mitigation, but pyroblasts are around 23000) to handle the 3 pyroblasts. We are going to try the new pain suppression most likely, and that may solve the issue, but I was wondering if there are any other factors we are missing to survive these pyroblasts. I was thinking perhaps intervene could absorb one if it works, or maybe trying to get a max hp bear druid with barkskin up to take it. Any ideas are greatly welcome.

Oh also Arcane shot doesn't work anymore on the shield.
Use the Legendary Shield to absorb the first. DPS needs to be burning the crap out of the shield. If you can't interrupt the second, use a Fire Protection potion, last stand, nightmare seed, etc. 3rd pyro is always interruptible. Either way bosskillers.com or a brief search of anything explaining the fight would have strategies for the shock barrier and pyroblast.

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Old 11/15/07, 4:57 AM   #1268
Akj
Piston Honda
 
Orc Warlock
 
Suramar
We were consistently getting into P4 before the nerf and we got our 1st kill tonight on just the 3rd try. The nerf has made the fight a lot more forgiving now. We had 1 rogue die early in phase 2 & we still ended up killing him comfortably.

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Old 11/15/07, 6:35 AM   #1269
 Klasto
Piston Honda
 
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Orc Warrior
 
Sunstrider (EU)
Fight is "much" more forgiving now.We always brought 7 AoEers, but went on to try our luck with getting more healers attuned so ended up with 7 healers and 6 AoEers.All weapons were down before Thaladred set his first gaze in phase 3, and just as I was talking with our off-tank about the interrupts on Kael, I saw whole melee near me, 3 adds were down with 4th one on 20%.

We ended up killing him with many mistakes and 8 new players to the fight; still with a poor performance that is far from our good execution we managed it easily.

And no, arcane shot doesn't work anymore 100%.

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Old 11/15/07, 6:54 AM   #1270
Dustwhisper
Don Flamenco
 
Undead Mage
 
Doomhammer (EU)
Can't even begin to say how both happy and dismayed I am at the same time. Yay it makes it a lot easier for us to key people, naaay it's way to easy for anyone to do now. It used to be a DPS race, now it's like everything down before P4 then go sit in a corner. Oh well I'm gonna look on the bright side, easier to key people !=)

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Old 11/15/07, 1:23 PM   #1271
ahz
Von Kaiser
 
Orc Death Knight
 
Archimonde
well, have to remember, a good bit of your raid probably picked up some new heroic gear pieces. many classes also got dps buffs and mana efficiency buffs.

that + the 10% advisors and weapons hp loss definitely makes the encounter different.


We got our first kill last night as i'm sure many guilds did and will this week. having 5 separate phases (which guilds who outgear kael always had) instead of the blended p2/p3/p4 does significantly loosen the difficulty of this fight.

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Old 11/15/07, 4:52 PM   #1272
Massael
Von Kaiser
 
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Human Mage
 
Lethon
Originally Posted by ahz View Post
well, have to remember, a good bit of your raid probably picked up some new heroic gear pieces. many classes also got dps buffs and mana efficiency buffs.

that + the 10% advisors and weapons hp loss definitely makes the encounter different.


We got our first kill last night as i'm sure many guilds did and will this week. having 5 separate phases (which guilds who outgear kael always had) instead of the blended p2/p3/p4 does significantly loosen the difficulty of this fight.
In a sense it cheapens the accomplishment for those of us who killed him "pre-nerf", so I understand the sentiment. A lot of guilds will be moving into BT/MH but I suspect they will still struggle to move past Teron/Azgalor too fast. It took us a long time to kill Kael due to reteaching the fight and losing a lot of geared players but BT fights seem to me at least, to have much better learning curves. I'd rather wipe and learn a boss like Gurtogg than the old Kael, the fight is just so long each wipe had a significant cost.

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Old 11/15/07, 5:13 PM   #1273
Sorrowheart
War of Attrition 101
 
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Night Elf Death Knight
 
Greymane
Originally Posted by Massael View Post
In a sense it cheapens the accomplishment for those of us who killed him "pre-nerf", so I understand the sentiment.
I don't see how it cheapens the accomplishment of those of us who killed pre-nerf at all. I think it, if anything, would cheapen the people who kill him now, because they don't have the chance to kill him at his pre-2.3 state. Is it easier? Sure. Does it affect me at all? Nope - I probably won't see KT again for another month.

We get to brag (if you're into that sort of thing) "Yea, we killed him pre-2.3" and it means we had a harder fight to deal with and anyone who might care will understand that.

Originally Posted by Vontre View Post
What the fuck is asparagus?

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Old 11/16/07, 10:16 AM   #1274
Orestus
Piston Honda
 
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Blood Elf Death Knight
 
Mug'thol
Agreed, if it cheapens the accomplishment of anyone, if you care, it would be people who now are able to kill him. Guilds that killed him previously can still look at that as a point of pride, hell my guild still has people who occasionally mention how we killed Ragnaros pre-some nerf or another.

Another decent size nerf to the encounter comes from Druid battle-rez being dropped to a 20 minute cooldown, with a fight as long as Kael you're probably gonna have it up every attempt if you're making decent progress.

Kael is a great, great encounter. I don't know if anyone else feels this way, but its one of the few fights I really enjoy doing as a raid leader, I really feel like I can have a meaningful effect on it, giving precise instructions, managing the group and targets, swapping groups around if necessary, etc. Contrast that to Vashj, where normally all I say is "Come on guys, focus!" while some tainted despawns on the far side of the room or something.

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Old 11/16/07, 10:31 AM   #1275
Blindrage
Glass Joe
 
Troll Warrior
 
Runetotem (EU)
We were pretty close to a kill before the patch and it does not bother me at all that he is nerfed when we face him tonight. I doubt it will lessen the feeling of joy when he hits the floor.
As for bragging rights for the people who did kill him before 2.3, congratulations to you all, but it does not lessen my game enjoyment.

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