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Old 07/20/07, 10:37 AM   #51
Oscarvil
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Originally Posted by Marroc View Post
It does because vanish is currently bugged, and if there is a dot tick when you vanish your agro is not dropped :P
Hm... it seems it is also bugged and doesn't drop aggro on Magtheridon when there are no dot ticks present as well.

Also, if it is bugged in this way where are the people reporting that their vanish didn't work on every other boss when they vanish with rupture up?

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Old 07/20/07, 10:56 AM   #52
Marroc
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Originally Posted by gotroot View Post
I just had the vanish bug happen tonight.

05:06'05.781 Spitblood performs Vanish

05:07'32.093 Magtheridon's Melee hits Spitblood for 9971
05:07'32.640 Spitblood dies


7m into the fight I die. 1m 27s after I vanish

Here is the wws log.

Spitblood - WWS

We normally bring the 1st two adds together so the rogues can Blade Furry. Our first few attempts we had 3-4 internals spawn all with in seconds of each other, right on the clustered up dps. This killed most of us.
Did you miss:
05:06'06.000 Spitblood's Rupture dots Magtheridon for 199 Physical damage

and your vanish went off at 05:06'05.875.

That's only a 125ms difference.

Not saying that is what caused it, but your log does not rule it out.

edit:
w =\= 2

Last edited by Marroc : 07/20/07 at 12:12 PM.

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Old 07/20/07, 11:10 AM   #53
Oscarvil
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That's not my log, Ngita linked mine.

Omen - Ace Threat Meter

As he showed I had no rupture ticking and used Envenom to remove DP. I also visually confirmed there was no DP dot applied after the envenom before the vanish and I was not autoattacking at the time of the vanish.

There was more than 1 second between when I gained vanish and when I next attacked, and there were no actions performed by me in that time. I believe that is sufficient to rule out the DoT negates vanish theory.

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Old 07/20/07, 11:15 AM   #54
stampy
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Originally Posted by Oscarvil View Post
I am the rogue referenced in Ngita's post above.

This week I didn't vanish at all but using a threat meter stayed below the MT's threat using feint and restricting my ability use (no AR for the lose )-: ). As one would expect I survived the whole fight without issue. The other rogue in the raid, who has 3 weeks in a row been killed by Magtheridon after vanishing, vanished BUT this week vanish seemed to work.

He was near my threat level when he vanished at about 70% HP, and by the end he was again catching me on threat. If vanish had not worked it would not have been possible for him to do this without Mag turning on him.
This is something I try to hammer into the brains of DPS, but its always a hard sell. Who does more damage in a fight, the guy who goes 100% for 2 minutes and dies, or the guy who averages 80% over the course of 5 minutes?

I'll do everyone the favor of deleting my too-long, too-often-typed rant on why the measure of success should be how cleanly a boss dies, and not how high you are on the DPS meter. *zap*. Its boring, and its one of those things that tends to be ignored by the folks it might actually help.

But in the scope of this thread, there is no reason to max out DPS at mag phase 2. Phase 2 is not dangerous, it is not a suck on healer mana, and there is no timer. Risking a death to shave maybe one blast nova off before the collapse is pointless. In fact, the kill will be significantly cleaner if you hold back in phase 2 and give yourself a healthy threat cushion to start phase 3 with... phase 3 is dangerous, and the longer it goes on, the more chance there is that someone important is going to make out like Piggy in Lord of the Flies. If you have any chance of being threat capped, take it easy in phase 2 and give yourself a nice cushion below the tank for phase 3, so you can blast away with reckless abandon once there is a dangerous element, and you can better help your raid avoid deaths.

I know it sucks to hold back. I was one of our top DPS before we went horde. I've been in those shoes, I'm not just another tank shouting "hay guyz less threat!" out his ass. I know its more fun to see how much DPS you can do. I know that its what you are there to do to make a raid successful. I know its annoying to look at a webstat report and see someone higher than you just because you played the encounter and they played the meter. But at the end of the day, a clean kill is more of a success than maximum possible DPS. Sometimes a clean kill requires constant max DPS... sometimes it requires a mix of caution and well-timed damage.

If the other guy's vanish hadn't worked, he would have to pull back and do minimal DPS once it became important to move the fight along. Where is the benefit?

It just kills me to see people screaming "omg it hurts when I poke myself in the eye!" when they cant stop and realize hey, maybe I should stop poking myself in the eye.

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Old 07/20/07, 11:15 AM   #55
Marroc
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Originally Posted by Oscarvil View Post
That's not my log, Ngita linked mine.

Omen - Ace Threat Meter

As he showed I had no rupture ticking and used Envenom to remove DP. I also visually confirmed there was no DP dot applied after the envenom before the vanish and I was not autoattacking at the time of the vanish.

There was more than 1 second between when I gained vanish and when I next attacked, and there were no actions performed by me in that time. I believe that is sufficient to rule out the DoT negates vanish theory.
The quote in my post isn't from you though is it :P

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Old 07/20/07, 11:20 AM   #56
Oscarvil
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Originally Posted by Marroc View Post
The quote in my post isn't from you though is it :P
I guess not, though I think my reply to yours invalidates your theory /-:

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Old 07/20/07, 11:24 AM   #57
Marroc
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Originally Posted by Oscarvil View Post
I guess not, though I think my reply to yours invalidates your theory /-:
The issue is you did not provide a complete log.

Only from the performs vanish onward... With the amount of lag evident, there could have been a dot tick up to a full second prior to you vanishing that could still, in theory, have caused the bug.

If you have a full log I'd love to look at it and be proven wrong, but the snippet you showed in the omen post does not disprove the theory.

It doesn't have to happen while they vanish... Merely the presence of the dot during the sequence can cause the bug to occur.

If you really want to prove the theory wrong, get it to happen without having rupture or deadly poison up on the mob at all.

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Old 07/20/07, 11:36 AM   #58
Oscarvil
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Here we go. Sorry, I thought it was linked in his post.

Wow Web Stats

Rupture DoT at :17'09
DP DoT at :17'15.475
Vanish at :17'17.795

DoTs were not involved in the vanish due to lag. 2 seconds and 400ms ping show this.

For the first vanish

DP not ticking.
Rupture at :12'09.028
Vanish at :12'10.635

No DoTs within 1 second of that vanish, with 400ms ping. This vanish worked because if it hadn't I would not have made it more than 11 minutes into the 13 minute fight to vanish a second time.

EDIT: The theory "Dots ticking on Magtheridon during vanish causes it to fail" is disproved by this data.

Last edited by Oscarvil : 07/20/07 at 11:44 AM.

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Old 07/20/07, 11:41 AM   #59
Imbar
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Sigh. Ignore my idiocy.

Last edited by Imbar : 07/20/07 at 1:13 PM.

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Old 07/20/07, 12:03 PM   #60
gotroot
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Originally Posted by Marroc View Post
Did you miss:
05:06'06.000 Spitblood's Rupture dots Magtheridon for 199 Physical damage

and your vanish went off at 05:06'05.875.

That's only a 1w5ms difference.

Not saying that is what caused it, but your log does not rule it out.
I'm posting my log to support the bug theory. There is no way I passed the tank in ~90secs unless vanish is broken. (yes I was using both DP and Rupture.)

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Old 07/22/07, 9:18 PM   #61
Daxxiz
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Meanwhile, back to Magtheridon...

My guild made its second foray into his lair last night, and we were mainly trying to get the channelers down (no cube rotations or anything yet). I had a question about their positioning though: are there any guilds out there that bring channelers towards the raid instead of the raid going towards the channelers? As mentioned in this thread we brought our first two channelers together, which I think worked really well. I think if we bring each channeler together as they die, it would give us more precious seconds with which to DPS with. So yea, if anyone does this, please speak up

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Old 07/22/07, 9:56 PM   #62
DeeNogger
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Originally Posted by Daxxiz View Post
Meanwhile, back to Magtheridon...

My guild made its second foray into his lair last night, and we were mainly trying to get the channelers down (no cube rotations or anything yet). I had a question about their positioning though: are there any guilds out there that bring channelers towards the raid instead of the raid going towards the channelers? As mentioned in this thread we brought our first two channelers together, which I think worked really well. I think if we bring each channeler together as they die, it would give us more precious seconds with which to DPS with. So yea, if anyone does this, please speak up
Our tanks start to move the channeler next-to-be-killed towards the channeler thats about to die a few moments before it finally drops. You dont want to move them too early as it creates the possibility of channeler #3 healing #2, and other nasty stuff with the heal that can make a good attempt go sour really fast. But you are 100% correct, moving them will gain precious time on dps, and when learning the fight, that is worth its weight in gold.

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Old 07/23/07, 2:39 AM   #63
gotroot
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We only move the first two together so rogues can AR + BF them down. Shamans use Blood Lust. I am sure other forums of AoE would work too. I don't know of any that are more damage then a single target spell though.

We assign one rogue to kick heals on #2. The healers just heal the Shadow Bolt this one casts. After the first add the rogues split kick assignments.

We kill the others where they spawn. As adds die their cast time on their spells gets shorter. For us its easier to stop the heals when they only try and heal themselves.

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Old 07/24/07, 6:11 AM   #64
 Klasto
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Originally Posted by Branar View Post
Make sure your tank has crawled all the way up inside his model. You want to be as close to his center as possible, so that when he starts moving you're still in combat range. He's not exactly slow, and if you're standing at the edge of his hitbox when he starts, he'll move out of your melee range and you'll be left chasing him all over creation.
I must say I found this tip very helpful, what I do(or did yesterday since it was our first kill) is,I just wait till he finishes his "farting" animation at the beginning and then load up on him with a shield slam and heroic strike, voila he is yours.

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Old 07/24/07, 9:41 AM   #65
Marroc
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Originally Posted by Daxxiz View Post
Meanwhile, back to Magtheridon...

My guild made its second foray into his lair last night, and we were mainly trying to get the channelers down (no cube rotations or anything yet). I had a question about their positioning though: are there any guilds out there that bring channelers towards the raid instead of the raid going towards the channelers? As mentioned in this thread we brought our first two channelers together, which I think worked really well. I think if we bring each channeler together as they die, it would give us more precious seconds with which to DPS with. So yea, if anyone does this, please speak up
I highly suggest NOT moving them, as stated above they can heal other channelers, and if you're not getting through at least 3 and a half of them before mag is loosed, you aren't ready for the fight.

As far as dropping them faster goes, here's what my raid group does:

Channelers 1 and 3 are tanked by feral druids, channeler 1 by a druid in full dps, and 3 in a druid with mostly dps gear, but some mitigation.

Channeler 2 is tanked by our main tank in order to allow him plenty of time to get to mag.

Channelers 4 and 5 are held by dps/hybrid warriors with shields on.

Druid starts with a mangle lacerate and a misdirect.

Everyone lets loose <10min CDs on the first one, 10min CDs on the second, and 20min CDs on the third.

That is to say, for rogues: BF, AR on the first. Prep if you have it on the second.

For shaman, this means BL on the second channeler, and fire/earth elementals on the 3rd (if we're not using freezing traps to control infernals we have shaman burn their earth elementals to help make sure everything stays off casters).


We almost always get between 4 and 4.5 channelers down before he breaks, with BL coming back up at around the 10-20% range.

Last edited by Marroc : 07/24/07 at 9:47 AM.

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Old 08/05/07, 5:22 AM   #66
Xei
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Magtheridon holds agro through BoP.

MT died at 3%, I gained agro, I was BoP'd, I tanked Magtheridon through to his death.

Anyone else seen/tried this?

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Old 08/05/07, 4:09 PM   #67
monkorn
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On nightbane(the other vanish bugged boss) the other week, a mage kept aggro despite ice blocking even though other people were alive.

Seems like the bug that is causing the mob to not switch targets on an immune target also causes vanish to fail.

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Old 08/05/07, 5:02 PM   #68
Jebraltar
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Originally Posted by Xei View Post
Magtheridon holds agro through BoP.

MT died at 3%, I gained agro, I was BoP'd, I tanked Magtheridon through to his death.

Anyone else seen/tried this?
Yeah, I've used Divine Shield and tried to hearth out during a wipe. I was slow on clicking my hearthstone and died (fail) but Magtheridon and all of the channelers ignored the other few people alive in favour of pounding on me. It was disturbingly like a PvP match.

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Old 08/05/07, 5:08 PM   #69
Kasonic
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I fully expect a reply from some paladin wiping his guild at 5% by trying this out on the tank.

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