I have another question. While we have little problems with encounters like Teron or Gurtogg, we seem to have found our nemesis in Anetheron. Yes, we kill him every week, but it often involves 2-3 wipes and the kills rarely look good.
Our problem is dps not getting healed back up fast enough after a Carrion Swarm (was that the name?). How do you distribute your dps and healers? And how many healers do you assign to raidhealing there?
I've always been a fan of a triangle position on Anetheron, we don't use it - but it's something I came up with when my old guild was having problems.
You basicly have Anetheron at any point of the camp, preferably with a long stretch of space right behind him. You then have 2 ranged groups at max range behind him, forming a triangle. Assign a couple of healers to stand at max range from those 2 groups to heal them. This way those healers will never (or rarely) take the hit from Carrion Swarm and can just happily heal away. And if they do get hit, the other raidhealers will just heal it for them. And you tank the infernals in between both ranged camps.
It's a LOT like Ouro in that regard, if you ever did him.
It's pretty hard to explain without a picture, so if you don't understand I could whip out a picture and have my awesome paint skills show.
Edit: I knew Gurg had posted something similar before:
We treat Aneth positioning kind of like Ouro back in the day. Triangle-based, so that at most a Swarm will only hit one group. We do also have one single healer off behind the MT that can only get Swarmed if Aneth targets him or targets the MT (2/25 chance) so there's usually one person constantly healing the MT with full effectiveness.
Clumping is key. People in tight clumps ensures that if one clump gets targeted, only that clump gets hit. People spreading out might bridge the gap between two clumps and get a dozen people Swarmed at the same time, which is bad.
Make sure Swarm is reasonably distributed, and rotate misdirections on Infernals, and it's hard to go wrong. (MD can be important -- having your Infernal tank get slept right as an Infernal lands can outright wipe you if not handled quickly.)
After trying Anetheron in multiple ways, I can savely say this is definitely the best way to fight him.
Where did i say something different, Yilona? "After you killed Supremus you are free of choice what to do next...." and i just suggested downing Akama to stop respawn and make porting/repairing easier.
Gurtogg is argueably the hardest boss of the zone now, at least for some guilds. Teron is more of a retard check then anything else really...
I'd say Kaz'rogal and Azgalor both are easier than Teron, but that might just be me.
I don't understand how, Gurtogg is very random on who he decides to focus, but we 'one shotted' (in brackets because on the first pull our main tank wasn't sure where to tank him and tanked him OOR of healers) on our second kill ever, and our first kill only took something like 1.5 hours.
We run very paladin heavy which is extremly nice for healing through felrage, but 8 healers and 2 shadowpriests makes him extremly trivial. The key is just to dump a shitload of healing on the fel raged targets, and save the innervates for the holy priests healing their groups, as long as you use an intelligent trinket choice, each innervate will fill the holy priest to full mana. As soon as someone gets fel rage, have all paladins chain cast highest rank HL on the target, they get absolutely insane mana regen since they are soaking up the fel-rages and getting mana back from spiritual attunement.
A high amount of cloth wearers and you'll find Gurtogg to be a very difficult boss, lower the amount of clothies in the raid, and get more rogues and you'll find he's one of the easiest bosses if people can move. RoS is a much less forgiving fight. One bad dodge string, one late kick/dispell, one aggro pull, and its done for really.
My guild rarely has problems with Gurtogg, problems with the fight, not the idiots who don't move, but always has massive problems on RoS, don't get how week to week we can get so bad at the fights.
After you've killed Rage->Anetheron, and then Naj'entus->Supremus->Akama, if you're satisfied in your guilds ability to use pet bars, go for Teron, the trash is easy, watch out for the buggy stairs, get some nice gems along the way, more than if you went for Kaz'Rogal. If you're not confident with pet bars, go for Kaz'Rogal->Azgalor->Archimonde/Teron. Once those are cleared, it all comes down to raid make-ups really, running a lot of healers, go for Gurtogg, if not, go for RoS.
We recently entered T6 and swiftly did Rage, Najentus, Supremus and Shade, all except Najentus down in 2 attempts luckily. Najentus turned out to be more like 6 attempts with a full team, we had him to 1-2% several times with 24 man, kinda sad. Had a couple attempts on Anetheron last night but hit a wall with people getting way to unfocused on trash and also some healingissues with people, casters especially, not getting healed up after carrion swarm and also people taking aggro on infernal (If not it'd never go down in time though).
I've always been a fan of a triangle position on Anetheron, we don't use it - but it's something I came up with when my old guild was having problems.
You basicly have Anetheron at any point of the camp, preferably with a long stretch of space right behind him. You then have 2 ranged groups at max range behind him, forming a triangle. Assign a couple of healers to stand at max range from those 2 groups to heal them. This way those healers will never (or rarely) take the hit from Carrion Swarm and can just happily heal away. And if they do get hit, the other raidhealers will just heal it for them. And you tank the infernals in between both ranged camps.
It's a LOT like Ouro in that regard, if you ever did him.
It's pretty hard to explain without a picture, so if you don't understand I could whip out a picture and have my awesome paint skills show.
Edit: I knew Gurg had posted something similar before:
After trying Anetheron in multiple ways, I can savely say this is definitely the best way to fight him.
When using this strat, doesn't melees on Aneth's back getting Swarmed end up hitting the Infernal tank and possibly his healer? We use a pentacle formation, with raid healers standing between MT healers or DPS groups, but we spread out and move our Infernal tank far to the back.
If you wouldn't mind making a crude drawing of your diagram it'd be much appreciated. We've killed Anetheron a few times but its usually messy and I wouldn't mind revising our positioning.
Our problem is dps not getting healed back up fast enough after a Carrion Swarm (was that the name?). How do you distribute your dps and healers? And how many healers do you assign to raidhealing there?
We usually bring 8-9 healers for Hyjal. At least 3 of them stand out of range and are assigned to heal our feral Druids as they bring Infernals back to the ranged DPS. We have all of our Mages, Warlocks and shadow Priests stand out of range for nearly the entire duration of the fight. There's no point in having ranged DPS eat swarms at all. The fight has a very soft enrage timer that is easily beatable with say 2 Hunters, your Rogues and DPS Warrior(s) or enhancement Shaman. That's all we usually leave on him.
(Warlocks do go in right after a Swarm and keep Curse of Doom up.)
As soon as EU servers come up I'll get inside Hyjal so I can take a screenshot and let my painting skills loose. The MT healers are on either side of Anetheron, not in the bunch of the ranged - they heal the melee too.
We recently entered T6 and swiftly did Rage, Najentus, Supremus and Shade, all except Najentus down in 2 attempts luckily. Najentus turned out to be more like 6 attempts with a full team, we had him to 1-2% several times with 24 man, kinda sad. Had a couple attempts on Anetheron last night but hit a wall with people getting way to unfocused on trash and also some healingissues with people, casters especially, not getting healed up after carrion swarm and also people taking aggro on infernal (If not it'd never go down in time though).
Just use the strategy Gurg posted.
Since you should have 1 full group of ranged dps on the Infernal full time, that leaves 4 groups to work with. Then you need the tank and healer for the Infernals. That leaves a group of 3 people. If you make that group consist of the MT, Paladin for Devo, Infernal Tank, Paladin for Fire Aura, and some other class to benefit the MT. You'll have the full melee group behind Anetheron + a healer or two, and if melee heavy them there too. Then the two healer groups in front of Antheron so that at any point during the fight, only one camp can get swarmed. Get Jaina invloved early, Infernals or Anetheron, don't matter, it helps.
Once you get that down, its all based on the raid set-up for what healers you stick where in the clumps.
Edit: It's assumed that the Infernal tank/healer/dps group are out of range of being slept, swarmed, and all that nasty crap. Get them far away and no troubles will ever occur from there except possible NPC screw ups with new infernals.
The key to trivializing anatheron is to wear SR and spread out. Contrary to popular strategies and opinion - this fight is dramatically easier if you CONTROL it, not if you dps zerg it.
Its nice wearing 3 pieces of SR each, and watching a carrion swarm hit 10 people and only affect 1 or 2.
As for the post about where to go next, akama is TRULY free loot - you don't even have to kill his channelers anymore. Its like the new free tier 6 feature.
Where did i say something different, Yilona? "After you killed Supremus you are free of choice what to do next...." and i just suggested downing Akama to stop respawn and make porting/repairing easier.
She corrected you by clarifying that you can port after killing Supremus. Our guild does this to save time. After we kill Supremus, everyone uses their BT medallions, teleports outside, zones in, and uses the NPC to teleport back in.
Instead of killing two 6-packs of demons at the door behind supremus, you kill a roaming 3-pack of humanoids and 2 packs of rogues. However, this is really only efficient if you have killed Illidan and have the neckpiece or already have your raid outside of the instance.
She corrected you by clarifying that you can port after killing Supremus. Our guild does this to save time. After we kill Supremus, everyone uses their BT medallions, teleports outside, zones in, and uses the NPC to teleport back in.
Instead of killing two 6-packs of demons at the door behind supremus, you kill a roaming 3-pack of humanoids and 2 packs of rogues. However, this is really only efficient if you have killed Illidan and have the neckpiece or already have your raid outside of the instance.
My short-bus guild says, "Either die naked and run back or mount up and go back to Olum".
My short-bus guild says, "Either die naked and run back or mount up and go back to Olum".
Of course, we haven't yet killed Illidan.
Mine does this too (We'll be on Shahraz tonight, for an idea of how far we are) .
Sometimes I wonder if it takes more time to have everyone die + run back + port + buff up / heal / whatever than it would to kill those two extra packs.
Hmm, when we had to do the fight as usual yesterday I just assumed it got fixed before the EU patch. So for some servers the fight is still bugged?
Yes, we thought it was fixed as well but then some people who has watched some movies before said that the Channelers weren't really channeling, so we killed the trash opened the bloodlusts tanked and feared the adds and zerged him down in 30 seconds or something.I don't think our battlegroup is "fixed" yet.
Edit: Also I've heard rumors about a rogue "pulling" or something then vanishing bugs the event but I really don't know how can you "pull" without getting whole raid in combat
The rogue thing is how you used to bug it before - They would be the FIRST ones to run up to the platform, in stealth. The Channelers would do their famous "OMG I SAW SOMETHING IN STEALTH"-kinda thing mobs have a tendency to do and stop channeling.
How many healers do most guilds tend to take to Hyjal? We're on our 3rd week or so in Hyjal and have tended to only have 5-7 healers online, we've cleared up to Archimonde though so it's not really affected us much so far.