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Old 09/05/07, 4:46 PM   3 links from elsewhere to this Post. Click to view. #76
Natural
Don Flamenco
 
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Tauren Warrior
 
Tichondrius
Originally Posted by Clandestine View Post
I doubt it. The reason Omen is 'buggy' is because the mobs have the same name and hence the mod has no way to distinguish them. It causes effects like Prayer of Mending, Earth Shield, and Lifebloom to count twice for the warriors, making it look like they have more agro than they do.
Yeah, like you mentioned, warrior as well as shadowpriest aggro is inflated. Also, a hunter in our guild had some experience with FD bugs. He would FD and not get a resist message, so both he and omen thought it was a threat wipe. Less than ten seconds later he pulled aggro without coming anywhere near the MT's listed threat.
 
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Old 09/05/07, 5:12 PM   #77
 Quigon
Bald Bull
 
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Tauren Warrior
 
Kil'Jaeden
Originally Posted by Clandestine View Post
I doubt it. The reason Omen is 'buggy' is because the mobs have the same name and hence the mod has no way to distinguish them. It causes effects like Prayer of Mending, Earth Shield, and Lifebloom to count twice for the warriors, making it look like they have more agro than they do.
KTM has been almost 100% accurate for us in phase 2. The effects you described don't really matter for us in phase 2 - since our lifeblooms never go to completion, and our priests and shamans are doing other things.
 
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Old 09/05/07, 6:24 PM   #78
Natural
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Tauren Warrior
 
Tichondrius
Originally Posted by Quigon View Post
KTM has been almost 100% accurate for us in phase 2. The effects you described don't really matter for us in phase 2 - since our lifeblooms never go to completion, and our priests and shamans are doing other things.
Why don't you use earth shield for P2 tanks?
 
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Old 09/05/07, 6:39 PM   #79
Theo
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Tauren Shaman
 
Kil'Jaeden
Originally Posted by Natural View Post
Why don't you use earth shield for P2 tanks?
We use ES on 2 shamans and 1 paladin the way we have the groups set up. The paladin is using FR Aura so the knock back can be brutal without ES. The shamans don't have aura either so ES helps there too.
 
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Old 09/05/07, 8:07 PM   #80
Clandestine
Don Flamenco
 
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Human Death Knight
 
Lightbringer
Originally Posted by Quigon View Post
KTM has been almost 100% accurate for us in phase 2. The effects you described don't really matter for us in phase 2 - since our lifeblooms never go to completion, and our priests and shamans are doing other things.
That doesn't mean KTM is any more accurate for the fight. The same mechanics which cause issues with Omen will cause issues with KTM.
 
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Old 09/06/07, 6:21 AM   #81
szgeti
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Troll Warrior
 
Malfurion
Hopefully this is not too off-topic.

My guild is on the verge of our first Kael kill, which means within a couple of months we should be on or near Illidan, and I like to be prepared well in advance. I will most likely be a Flame tank, and am curious what kind of gear configurations other people have been using for them. I'm assuming uncrittability is a necessity, but I have trouble seeing how it's possible to reach with the badge FR gear not having any defense itself. Any insight would be appreciated.
 
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Old 09/06/07, 6:22 AM   #82
 Quigon
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Kil'Jaeden
Originally Posted by szgeti View Post
Hopefully this is not too off-topic.

My guild is on the verge of our first Kael kill, which means within a couple of months we should be on or near Illidan, and I like to be prepared well in advance. I will most likely be a Flame tank, and am curious what kind of gear configurations other people have been using for them. I'm assuming uncrittability is a necessity, but I have trouble seeing how it's possible to reach with the badge FR gear not having any defense itself. Any insight would be appreciated.
I believe this has already been discussed in another thread somewhere on these forums. There is a post by Dukes (feral druid) which is near the beginning of the discussion. Hopefully that helps (aka good luck finding it).

I know that the gladiators shield (with resiliance) is a nice little item.
 
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Old 09/06/07, 7:03 AM   #83
Rokub
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Human Warrior
 
Crushridge
Honestly. I thought the druid setup that was posted for FR gear was solid.

I told one of the OTs to follow the FR warrior setup that was posted by the guy in D&T I believe. He followed it. It took awhile to get everything setup correctly. In the end our feral druid wasn't there so I ended up as the 2nd OT.

I came up with a much easier solution then what was posted. Just remember I am the main tank so the gear I have/can have. The other OTs may/may not have.

It's all very easy to get imo.

Destroyer Greathelm - Dodge and Defense Enchant
Amulet of the tornheart - 24FR
Destroyer Shoulderguards - Dodge and Defense Enchant - I'm Aldor
Wyrmcultist's Cloak - 24FR +15FR enchant
Inferno Tempered Chestguard 60FR - 150hp enchant
Eternium Shell Bracers
Inferno Tempered Gauntlets - 40FR +8FR enchant
Girdle of the Invulnerable - Gems 12stam 10Defense -- Needed epic defense gem to cap defense.
Inferno Tempered Leggings - 55FR - 40stam 12agil enchant
Inferno Tempered Boots - 45FR - Boar's speed enchant
Phoenix-Fire Band - 30FR
Ring of Sundered Souls
Adamantite Figurine
Scarab of Displacement
The Unbreakable Will
Aldori Legacy Defender
Rifle of the Stoic Guardian

301FR 486 Defense. Use a flask of fort. Bam 490 capped.
19.22% dodge
16.67% parry
13,544hp

Some items are changeable as you could use a higher defense ring then the Sundered Souls and you could use a +defense green bow.
So you would end up with less dodge but capping defense is a must. Otherwise you will get crit for 12k or so.
Losing dodge isn't a huge deal. Even staying in the blazes a bit longer so your melee dps can dps longer isn't a big deal once you learn the fight.

Last edited by Rokub : 09/06/07 at 7:16 AM.
 
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Old 09/06/07, 7:07 AM   #84
Hexxer
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Undead Mage
 
Draenor (EU)
Sorry, but I'm a bit confused. We just started on Illidan and I'm reading lots of different information about P2. So I'm wondering... do the P2 tanks actually need to stay max. 40 yards to each other (well, the other tank's flame) OR they merely need to stay in the green zone as shown here (Ren's image)?

Thanks
 
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Old 09/06/07, 7:11 AM   #85
Rokub
Glass Joe
 
Human Warrior
 
Crushridge
You should look at the diagram and you should stay close together and you shouldn't go anywhere near the red. Red means your going to get charged. The closer you stay together. The less enrages you will see. Your going to keep wipeing until you learn that the diagram is just a diagram. Use it to your advantage and don't go anywhere near the red!
 
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Old 09/06/07, 11:23 AM   #86
Natural
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Tichondrius
Here is another example of gear that brings you to (nearly) max FR with 490 defense and good HP: The Armory (If you check it today).

Last edited by Natural : 09/06/07 at 12:28 PM.
 
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Old 09/07/07, 3:48 PM   #87
Buiden
I want results, not excuses!
 
Human Warrior
 
Dragonblight
Fun Fact: Killing Demon Flame with spell reflect gives 15 rep and causes loot sparkles to appear on the ground!
 
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Old 09/07/07, 6:09 PM   #88
 Quigon
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Originally Posted by Buiden View Post
Fun Fact: Killing Demon Flame with spell reflect gives 15 rep and causes loot sparkles to appear on the ground!
Does it drop a warglaive?
 
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Old 09/07/07, 6:34 PM   #89
Natural
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Tichondrius
Originally Posted by Quigon View Post
Does it drop a warglaive?
They're not lootable. They must be underneath the ground textures.
 
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Old 09/07/07, 6:36 PM   #90
Buiden
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Still pretty comical... thats so going to get fixed :P
 
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Old 09/17/07, 2:12 AM   #91
Lumines
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Undead Warlock
 
Mannoroth
Sorry for reviving an old thread but my guild has been stuck on phase 2 for 2 nights of attempts and making slow progress. I was wondering how many healers did you guys bring on your first kill because we're trying it with 9. We're having a semi-difficult time keeping up the 2 Azzinoth tanks but become completely overwhelmed when barrage comes. We position ourselves on the circle with 4 groups from north, south, west, and east. Maybe I'm exaggerating and it takes time for healers to get use to it. The best attempt we had tonight was having 1 flame down with 3-4 deaths and then barrage came :/

When the first flame die, we would make the range switch to the other side but we're still having problems keeping people up with all the damage going on


Traek for Moonkin '08!
 
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Old 09/17/07, 2:24 AM   #92
Sunchips
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We've done it with 8 and 9. Regardless, we'll have 3 shamans raid healing. The 9th healer just assists on tanks and some spot healing in the raid; its usually a second holy priest.

We use the same 4 corners as you do. Basically, when barrage comes hes not dropping fireballs on the raid. So all 3 shamans heal the barrage plus the extra healer if we have him.

I know our shamans also run an NS rotation for each barrage, just to make sure a big heal lands. Also if you have 3 of each paladins, mages, and rogues, you basically have 3 freebies (assuming all mages are frost).

As a healer, my only complaint about the barrage is that grid and perfect raid don't highlight the targeted person as "having aggro" before barrage is cast. It makes it a little bit harder to get a quick bubble or heal on the person compared to say Rage Winterchill's icebolt or dispelling incinerate on Gorefiend.
 
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Old 09/17/07, 3:03 AM   #93
Shelendil
Von Kaiser
 
Night Elf Druid
 
Lightbringer
We always use 8 healers with 1 or 2 shamans. Fire cauldrons and healthstones help quite a bit, as well as reminding people to stay spread out. NS rotation on the barrage. I've heard that guilds add healers or shamans for this, and I can only guess that they're putting more healers on the tanks full time than is strictly necessary.

The healing does get easier with practice, but that's mostly a function of the tanks learning to take less damage.
 
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Old 09/17/07, 3:09 AM   #94
 Quigon
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Kil'Jaeden
Ignore this post - quote from an old post by mistake.

Last edited by Quigon : 09/17/07 at 3:28 AM.
 
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Old 09/17/07, 3:21 AM   #95
 Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
If your tanks are taking more damage from Blaze than they are from melee, then they need to fix that. Blaze is going to hurt them -- that's inevitable. But what kills tanks is Blaze, not the elementals. If you stand in two overlapping Blaze patches, full FR or not, you will absolutely melt. I've seen 28k damage in just over 3 seconds from Blaze + melee + breath, and it was the tank's fault for moving through existing fires.

Tree druids are pretty godly for p2 Illidan tank healing. In my experience one tree rolling two sets of HoTs on the tanks, plus one paladin full-time on each tank, plus an extra healer splitting his attention between the two tanks, should be enough for them. That leaves 3-4 people to heal the raid. That said, I prefer 9 healers for Illidan just because we're never going to wipe for lack of DPS, but extra healing makes the whole thing very stable.

Also I'm a bit confused by how Barrage in particular is causing problems. For me Barrage is a good thing, because it means he stops fireballing for a bit and people will get VE healing, and a couple of spare heals while the Barrage is ongoing, letting us catch back up if he's done a few bad fireballs in a row on the same people. Have someone (we have our Illidan MT do this since it's not like we need sick prot DPS during this part) watch Illidan's movements, both to call out where the next Beam is going to be, but also to call out when he's beginning a Barrage. You can see him prepare the spell visually right before it starts damaging someone. If all your healers are ready for it when it comes, there's really no way it should cause deaths.
 
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Old 09/17/07, 4:08 AM   #96
Ghando
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Mal'Ganis
If all Illidan did was fireball, it would be impossible to keep up the raid up. While he fireballs, you fall behind. While he Eye Blasts or Shadow Barrages, you catch up. Eye Blasts are EZmode, but if you let the Shadow Barrage target die you'll lose that catch-up opportunity and most likely wipe. Sufficient Stamina shouldn't be a problem for a guild at Illidan, so it comes down to reaction time. Save your NS's and be ready to flash heal when the cast starts.
 
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Old 09/17/07, 5:08 AM   #97
Clandestine
Don Flamenco
 
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Human Death Knight
 
Lightbringer
Originally Posted by Lumines View Post
Sorry for reviving an old thread but my guild has been stuck on phase 2 for 2 nights of attempts and making slow progress. I was wondering how many healers did you guys bring on your first kill because we're trying it with 9. We're having a semi-difficult time keeping up the 2 Azzinoth tanks but become completely overwhelmed when barrage comes. We position ourselves on the circle with 4 groups from north, south, west, and east. Maybe I'm exaggerating and it takes time for healers to get use to it. The best attempt we had tonight was having 1 flame down with 3-4 deaths and then barrage came :/

When the first flame die, we would make the range switch to the other side but we're still having problems keeping people up with all the damage going on

I'm not sure why you'd fall behind when the dark barrage comes, I'm sure it's less raid damage than the fireballs. Just have an NS rotation set up, and if you're still having problems keeping the dark barraged player, use a shadow cauldron. We learned the fight with 8 healers and usually bring 8. We don't have any assigned positions, people just kind of spread - the fireballs target random spots on the floor, much like the AOE on council, and hence any clumping will not actually increase the damage to an area. It can be pretty random. We pass out fire prot pots and people are expected to save their pot cooldowns for them, except for healers. I keep an eye on the raid's health level and try to give a warning to use cooldowns if the raid starts getting hit particularly hard. We only have two resto shamans for the fight, having more would make it easier. We have two healers on each flame tank, and then the two resto shamans and two leftover healers on the raid.
 
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Old 09/17/07, 1:13 PM   #98
Buiden
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Originally Posted by Sunchips View Post
Also if you have 3 of each paladins, mages, and rogues, you basically have 3 freebies (assuming all mages are frost).
Hunters can also feign death to remove barrage.
 
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Old 09/17/07, 2:25 PM   #99
 Praetorian
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I don't like when hunters do this (unless they're going to die otherwise or something) because I like the time spent Barraging and don't want it shortened. The only dangerous part of a Barrage is the first 3 seconds. If someone hasn't died by then, they aren't going to die after that, and that's 7 seconds of much lower raid DPS than when he's fireballing.
 
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Old 09/17/07, 2:40 PM   #100
Yilona
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This may be obvious for some and non-obvious for others, but I figured it was worth mentioning.

I found that BigWigs alone was not fast enough for me to target the Barrage target and heal them quickly. In other words, as someone already mentioned, since you don't get an aggro warning on the person who's going to get Dark Barrage before he casts it, I'd have to look on BigWigs to see who was getting it, then find that person in Grid and try to target them quickly and start heals. If I just waited to see who was getting damage, most times it was already too late.

What we did that made a world of difference was had all the healers add "Dark Barrage" to Grid to see who's getting the debuff. It's under Status->Auras->Add new Debuff or something like that. That way you see immediately who has the debuff and toss heals. If you get on top of it immediately, it's absolutely no problem to heal through with just one or two healers.

For us, we have 2 pallies on one tank and 1 pally 1 priest on the other tank. The 2 druids are always keeping HoTs up, and then the rest of the healers (usually 8-9 total, and the rest are shaman) heal the raid (+ shadow priests to keep everyone topped off). On Dark Barrage, the pallies will toss a Holy Shock before returning to their target, and shamans will take care of the healing.


As a side note, adding Parasites (Parasitic Shadowfiend) and Agonizing Flames to Grid helped a ton for P3/P4, too.

As I said, it may be obvious for some, but when we finally did it (after an hour or two of attempts), it made such a difference in the ease of healing.

I can't think of many other bosses that have a debuff like that where it's not immediately obvious who's getting it (from aggro warning or someone taking damage when they shouldn't be) without having the debuff show in Grid.

*edit* Forgot to add this in originally...

For positioning, we do 3 camps in a row from front to back (two edge groups are just barely on that lip between the grate and the ring surrounding the grate and the third group is exactly in the middle). Then, the melee are on either side, depending on which Flame they're meleeing. The 3 groups never get hit with eye beams or flames, so they don't have to worry about ever moving, and more than one group should never get hit with fireballs at the same time (people really have to stack, though). I also rarely if ever have problems reaching either tank from any of the three spots (I think once or twice I've had to move a bit for a moment to stay with a tank, but was able to move back quickly).

We found it worked well for us, since we're pretty awful at spreading out, sometimes. You can get a bit unlucky sometimes and have one group get hit with lots of fireballs over and over, but with shadow priests, shamans, and consumables, we can usually do alright.

Last edited by Yilona : 09/17/07 at 2:54 PM.
 
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