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04/01/08, 2:35 PM
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#51 (permalink)
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Piston Honda
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Originally Posted by chetal
I have been eating free action pots as a feral tank before I taunt the demon, but have not noticed a significant difference in the burst damage I take. I would not suggest it for warriors over ironshield.
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It's not the damage that hurts. It's the stun after it. Stun makes for 2 or 3 guaranteed hits of 4-5k, more of Demo falls off during it.
Also, unless you for some reason have three prot warriors, CoW is excellent due to it's length. Not having to constantly look at debuffs for the first 40 seconds after transition to see when a warrior's demo falls off so I can demo roar is nice. Not to mention CoW is more than demo roar in the first place.
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04/01/08, 2:42 PM
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#52 (permalink)
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Glass Joe
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Originally Posted by Regen
I'm curious as whether you can Free action potion/living action downstairs to avoid the stun, I'm fairly certain you couldn't on PTR - unconfirmed on live.
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The best strategy we found to avoid stun-death on demon's tank was to allow human form kalecgos to tank as much as possible. Whoever is up for demontanking will taunt right after the demon does the stun to human-kalecgos. They won't do much/any threat moves and allow human-kalecgos to pull agro on the demon. Almost always human-kalecgos pulls agro just in time for the next stun-attack.
This prevents our tanks from stun-death, and shares a lot of the incoming damage with the human-kalecgos (easing healing in shadow-realm)
Credit to this goes to Cotan <Triad>
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04/01/08, 2:46 PM
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#53 (permalink)
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Piston Honda
Tauren Druid
Steamwheedle Cartel
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Originally Posted by Zugstab
The best strategy we found to avoid stun-death on demon's tank was to allow human form kalecgos to tank as much as possible. Whoever is up for demontanking will taunt right after the demon does the stun to human-kalecgos. They won't do much/any threat moves and allow human-kalecgos to pull agro on the demon. Almost always human-kalecgos pulls agro just in time for the next stun-attack.
This prevents our tanks from stun-death, and shares a lot of the incoming damage with the human-kalecgos (easing healing in shadow-realm)
Credit to this goes to Cotan <Triad>
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Interesting! I was getting brutally destroyed by the corrupting strike last night, and I think this will help a lot.
I've heard Kalecgos in human form has a "Twirly sword move" that applies significant threat. Maybe the intent is for him to use it in time to take the Strike every time? I'll feel like a real moron for taunting him back every time, if that's the case.
While using this strat, how low is Kalec's health by the end of the fight? If you're using him to soak strikes, what kind of margin of error do you expect?
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04/01/08, 2:50 PM
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#54 (permalink)
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Glass Joe
Night Elf Warrior
Stormreaver
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I'm not sure if this was mentioned or not because I only skimmed the thread up to this point, but for dealing with the Corrupting strike we used Free Action potions.
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04/01/08, 2:52 PM
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#55 (permalink)
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Piston Honda
Murloc Warrior
Hellscream
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Just used PVP trinkets to get out of the stun.
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04/01/08, 2:53 PM
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#56 (permalink)
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Piston Honda
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Originally Posted by nontoxic
I'm not sure if this was mentioned or not because I only skimmed the thread up to this point, but for dealing with the Corrupting strike we used Free Action potions.
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I gave that a shot but didn't feel like trivializing that tiny portion of the fight was worth the tremendous increase in damage taken for the remaining 98% of the encounter. Stacking EH made me very safely survive the stuns I did eat.
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04/01/08, 3:08 PM
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#57 (permalink)
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Glass Joe
Blood Elf Paladin
Firetree
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We have come across some interesting bugs that we are still trying to work out.
1. Portals: If he goes to cast a portal on someone close to the bushes sometimes it fails but uses his portal cool down timer. This is the only explanation we could find for it. When we tested it we stopped skipping portals so we are led to believe it is in fact partly accurate.
Which brings up a question. Are there other ways for him to completely skip a portal rotation and put him on cool down. ie. Totems, Pets, Everyone with debuff. However my current theory is he wont actually try to portal until there is someone without the debuff to portal them. If this is correct we can assume you can get him on a solid 30 sec rotation instead of skipping every 5th portal by having the starting topside tank take the 4th portal.
Another question i have is about healing. We seem to have the rotations down at this point even though there is always the occasional issue but our healing sees to come up short. we are running the 2 healers per group. 1 aoe and 1 tank healer as well as one healer assigned to group follow the tank that starts topside. What other methods of assignments have people found work well. This seams to be the most simple method but doesn't hurt to get other views.
As for the Curse. I myself have lived through it and had it jump to another person at end of duration. It will automatically jump on any removal death or otherwise. As well as another interesting tidbit. It does not interrupt hearthing. We got bored one night and tried to take it to shat.
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04/01/08, 3:19 PM
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#59 (permalink)
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not very popular
Draenei Warrior
Black Dragonflight
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Originally Posted by Edghar
Our paladin tank was a recipient of revitalize once. Wow Web Stats
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If this is accurate, then what determines Kalecgos' (humanoid) targeting for Revitalize? It can't be based on who the demon is targeting, based on the number of incidents we've seen where it affects Rogues.
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04/01/08, 3:20 PM
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#60 (permalink)
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Glass Joe
Night Elf Warrior
Frostwolf
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Originally Posted by edewen
We have come across some interesting bugs that we are still trying to work out.
1. Portals: If he goes to cast a portal on someone close to the bushes sometimes it fails but uses his portal cool down timer. This is the only explanation we could find for it. When we tested it we stopped skipping portals so we are led to believe it is in fact partly accurate.
Which brings up a question. Are there other ways for him to completely skip a portal rotation and put him on cool down. ie. Totems, Pets, Everyone with debuff. However my current theory is he wont actually try to portal until there is someone without the debuff to portal them. If this is correct we can assume you can get him on a solid 30 sec rotation instead of skipping every 5th portal by having the starting topside tank take the 4th portal.
Another question i have is about healing. We seem to have the rotations down at this point even though there is always the occasional issue but our healing sees to come up short. we are running the 2 healers per group. 1 aoe and 1 tank healer as well as one healer assigned to group follow the tank that starts topside. What other methods of assignments have people found work well. This seams to be the most simple method but doesn't hurt to get other views.
As for the Curse. I myself have lived through it and had it jump to another person at end of duration. It will automatically jump on any removal death or otherwise. As well as another interesting tidbit. It does not interrupt hearthing. We got bored one night and tried to take it to shat.
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Actually, we were having a ton of issues with him skipping portals, and every time he did we would wipe due to too much of a healing requirement. One of my officers suggested it could be him targeting pets, so we stopped using any pets and he hasn't skipped a portal since. I'm guessing this is a bug, although it would be impossible to prove as fact because you could just say "Well he can cast the portal whenever he wants". For us removing pets led to us finally downing him, so take it for what its worth.
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04/01/08, 3:36 PM
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#61 (permalink)
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Warning: Feeding may destroy world
Blood Elf Paladin
Azjol-Nerub (EU)
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As I didn't see it mentioned in the thread, a Shaman in our raid seems to have a (fairly accurate) theory on where you end up after leaving the Spectral Realm. He thinks you end up on the opposite side you were standing on in the spectral realm, so if you're standing in the south in the spectral realm, you'll end up on the north side in the normal realm.
This is pretty handy to know if you use tactics with fixed positioning for people.
Edit: Though some further testing on my part disproves this. I blame the human mind for spotting patterns where there are none.
Last edited by Chicken : 04/01/08 at 4:07 PM.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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04/01/08, 4:28 PM
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#62 (permalink)
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Von Kaiser
Tauren Druid
Antonidas (EU)
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Originally Posted by edewen
Another question i have is about healing. We seem to have the rotations down at this point even though there is always the occasional issue but our healing sees to come up short. we are running the 2 healers per group. 1 aoe and 1 tank healer as well as one healer assigned to group follow the tank that starts topside. What other methods of assignments have people found work well. This seams to be the most simple method but doesn't hurt to get other views.
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See my post on page 2, we had the same problems as you resulting in dead tanks. On "perfect" Rotation with 2 Healers per Group you always get a only 2 Healers on one Realm Situation. If you assign 4 Raidhealers, one per group and split the remaining healers as Tankhealers on Portal 1/4 you should never get less than 3 Healer per Realm. We used 3 Healers on Team 1, 1 Healer on 2/3 and 4 Healers on Portal 4, as the overall DMG should obviously be more or at least "burstier" on the people taking P4.
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04/01/08, 4:37 PM
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#63 (permalink)
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King Hippo
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Deciding between 2/2/2/2 rotations and 3/1/1/4 is tough. Both have pros and cons. We found 2/2/2/2 (+1 floating, who went in 4th portal with highest debuff group) worked very well, even the periods where theres just 2 up+rest down were manageable if people were aware of them. 3/1/1/4 could be superior for healing, but a little messier to setup (compared to a easy 4-quadrant, 4 portal group strat, take your quadrants portal at at all times) resulting in it not being worth it - especially if you want to ' keep it simple, stupid' for your raid.
Last edited by Tyrian : 04/01/08 at 4:52 PM.
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04/01/08, 6:15 PM
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#64 (permalink)
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Von Kaiser
Human Warrior
Arthas (EU)
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Originally Posted by edewen
1. Portals: If he goes to cast a portal on someone close to the bushes sometimes it fails but uses his portal cool down timer. This is the only explanation we could find for it. When we tested it we stopped skipping portals so we are led to believe it is in fact partly accurate.
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Perhaps he tries to cast it on the Tank, but can't. See Azgalor's Doom for example.
We did a 4 group rotation with 2 each, and 1 extra healer to hit #5 with the tank. Pretty smooth transitions, never less than 3 healers anywhere.
Last edited by Amorpheus : 04/01/08 at 6:26 PM.
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"You are better than I am," Inigo admitted.
"So it seems. But if that is true, then why are you smiling?"
"Because," Inigo answered, "I know something you don't know."
"And what is that?" asked the man in black.
"I'm not left-handed."
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04/01/08, 7:23 PM
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#65 (permalink)
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Spiral out
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To the people using a quadrant method rather than a safe zone method, do you ever take portal spawn AoE damage? We found it was very difficult to spread out until we use the center of the platform as a "debuff only" zone. So at any given time up the top, you would have a people in 3 different catagories:
~7 people standing ontop of each other in the middle with the Exhaustion. (or more, if another lot of people just popped up top)
~7 people spread around the outer ring ready to take the next portal. (or zero people, if their portal just happened and they took it)
The melee. Some with, and some without exhaustion. They spread into two groups in melee range.
This leads to NO portal damage, ever, which was something that was hurting us on our first few pulls. It also means that it's very hard to fuck up the portals. If you see one spawn and you dont have Exhaustion, you take it no matter what. Typically the max amount of time anyone spends up top is Exhaustion-length + ~10 seconds.
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04/02/08, 1:34 AM
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#66 (permalink)
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Piston Honda
Human Mage
Cenarion Circle
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finally mopped him up tonight.
for us the 2/2/2/2 worked better than 3/1/1/3. Had some execution problems with 3/1/1/3 as well as under rare circumstances with tank only 5th portal and a few back to back long wait time portals, things got really bad with 3/1/1/3. One crucial thing to remember is that you should take the next portal once the spectral exhaustion debuff is at 15 secs or less as it is your portal at that time. Missing such portal can result in extra 30-40 secs upstairs if the next portal gets delayed, not to mention the healing rotations will go completely out of whack if one healer from a group takes the portal and the other doesn't because they had ~10 secs left on the debuff because of how they took the first portal.
I didn't see this mentioned before, but we had 3 mages on decurse duty so we just paired them up with the 3 tanks to ensure there is always someone above/below to decurse. Also since the hardest healing reqs before the enrage are between portal 3 and portal 4 (when there are only two healers topside, awaiting group 1 healers' return to help before portal 4); we made sure that all the DPS took portal 1,2,3 so as only 1 tank/1 mage/2 healers remained upstairs to minimize raid healing requirements.
Very good fight. Take coordination to learn as well as some solid tank/healer gear and consistent DPS. Blizzard did a very good job with Kalec though the enrage can get a bit rough on tanks (but that's what SW is for ^^).
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04/02/08, 3:08 AM
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#67 (permalink)
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King Hippo
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Originally Posted by Clandestine
He'll end up tanking a very significant portion of the fight - every single time the tanks need to swap he will tank for the difference in time between the spectral realm tank being ejected from the spectral realm, until that tank taunts Kalecgos and the next portal spawns. That's probably going to end up being at least a third of the fight. The human Kalecgos will definitely die before you can defeat the encounter.
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This was briefly mentioned in the Brutallus thread, but I figure I'd respond over here. Our two kills of Kalecgos have both used only two tanks. It was initially due to necessity with tank unavailability, but I prefer it to using three tanks. We ran 2 tanks, 8 healers, 15 dps. The 8 healers were 1 resto shaman, 1 tree, 2 CoH priests, and the rest paladins. We had 4 decursers, so the teams were broken up 2 healers (typically a group healer and a single target, however we were restricted to one group having 2 paladins) and a decurser assigned to each group. The rest was filled in with dps.
There is no possibility for random tank ports to deal with, decursers getting out of order, etc... There is approximately 20 seconds of time where the NPC is tanking Kalecgos every minute. Sathrovarr deals about 20% of the NPC's health every 30 seconds, leaving you plenty of time to kill them before the NPC runs out of health. Both tanks will also wait to taunt until they are sure healers are ready, so there are no reckless tank healing gaps.
Both our first and tonight's kills lasted a couple seconds past the 5 minute mark. It's most definitely doable, and indeed repeatable. Our DPS is not top notch (or drum cheesed) by any means either. We have one mainhand glaive, and are still working on Brutallus. We arrange our groups by what portals they take, though we don't do anything dumb like mixing melee and casters. It's a pretty fun way to do the fight.
Also, this composition sets you up quite nicely for Brutallus.
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[13:45] <kenlyric> goddammit, I wish google news had a "only real news" alert.
[13:45] <Kalman> I wish journalists had one.
On the topic of Knight Rider:
<Vontre> What is a KITT?
<Nite_Moogle> jesus christ vontre were you in a test tube until 1995?
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04/02/08, 7:29 AM
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#68 (permalink)
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Glass Joe
Undead Warrior
C'Thun (EU)
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About the curses, if you made 2 of them collide on one person, wouldn't it be just the same as efectively dispelling one?
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04/02/08, 8:27 AM
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#69 (permalink)
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Von Kaiser
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Originally Posted by Sonrisa
About the curses, if you made 2 of them collide on one person, wouldn't it be just the same as efectively dispelling one?
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One of them will bounce off and actually reset the curse timer on the recipient. Notice this last night but can't say for sure if it reset the damage as well or not.
Last edited by taybul : 04/02/08 at 8:32 AM.
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04/02/08, 8:30 AM
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#70 (permalink)
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Piston Honda
Night Elf Druid
Darksorrow (EU)
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Originally Posted by Sonrisa
About the curses, if you made 2 of them collide on one person, wouldn't it be just the same as efectively dispelling one?
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You cannot get 2 curses.
What i saw was that in case there's no valid target for a curse (e.g. someone dies, and all remaining have the curse already) then the extra curse simply jumps from one to another all the time waiting for some valid target. I believe that if i ressed someone at that point, the curse "extra" curse would jump immediately on him.
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04/02/08, 9:27 AM
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#71 (permalink)
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Von Kaiser
Tauren Shaman
Ysondre (EU)
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Strange bug happen to us once, the demon regain about 50% of his life (from 3% to 54%). We think he switch in evade mode a short time, but don't know why (warrior taunt while being ported ?). Someone else experience this (frustrating) bug ?
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04/02/08, 10:00 AM
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#72 (permalink)
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King Hippo
Dwarf Priest
Ravencrest (EU)
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We had that bug on our first below 10% try. Don't think we ever figured out what caused it and just wrote it off as a funky evade bug.
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04/02/08, 10:01 AM
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#73 (permalink)
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Glass Joe
Night Elf Druid
Dragonblight (EU)
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I wonder if we are the only ones to use a 5 groups rotation, 2 healers (1 group healer / 1 tank healer) / 1 decurser per group (yay for resto druids being able to fullfill both roles ^^) ? The main advantage of this strategy is that there is *always* at least 2 groups in and 2 groups out, and thus always 2 healers on whatever tank (dragon or demon, given the fact the first demon tank waits for 2 groups to be inside inner veil to taunt). The obvious drawback is the super high number of healers and decursers needed, especially group healers (shammy or priest), so the dps is a bit slow (we had our first kill on the 7th minute mark), thus decursers have some job at the end.
With this strategy, damage on demon & dragon is pretty much the same after some time into the fight, with the use of first dps cooldowns inside, and good communication, dragon and demon reach 10% at the same time.
We decided to use this strategy because we had a lot of problems to make more than 5 players to take one portal (cooldown, old computers, keyboard turning, portal unclickable, etc) and to have every group surviving until the end. Now that we are fluent with portal clicking, I feel tempted to try the 4 self-sufficient groups + tank group (3 tank + 1 healer + 1 random) strategy to improve the dps. I however see a problem doing so : given the fact that there is a portal every 20 seconds, the fourth group is entering inner veil at the same time the first group is going out, making the rotation on dragon tanking risky. Plus, the dps on dragon & demon is asymetric, which can lead to problems into enrage. How do you fix that ?
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