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Old 05/02/08, 11:31 AM   11 links from elsewhere to this Post. Click to view. #226
Phantasie
Von Kaiser
 
Human Warlock
 
Suramar
you can also outrange the 1k tick aura if you stand on the opposite side from where she's starting her airstrike.

 
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Old 05/05/08, 5:39 AM   #227
 Kalman
And It's Delicious
 
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<>
Orc Shaman
 
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Originally Posted by Riot View Post
Corrosion has to be healed thru as best as possible. Personally I treat Corrosion the same was as a Brutallus stomp - hit my trinkets in order - Pocket Watch on the first, SMI + NS on the second - the Pocket Watch should be up again by the next ground phase - although I think according to the way the fight goes on it may be slightly better to hit the cooldowns in reverse.
We use a feral tank with a prot warrior OTing to provide sunder, TC, and demo. When Corrosion goes off, prot will intervene the next melee hit to smooth the damage curve out. Feral is nice to provide a larger soak barrier for Felmyst to have to eat through, especially since Felmyst doesn't crush.

As to dispels:

I honestly don't find MD difficult at all (minus the occasional ARGH ARGH ARGH resists). I generally shift to non-casting when the cooldown is up, but I'll refresh dots. The key thing to remember is as long as you don't start a new GCD cast *after* Nova starts to cast, you can MD before it ticks 100% of the time. The cast is 1.5 seconds; the tick is 3 seconds later. MD takes 1.5 seconds.

The macro I use is:

/stopcasting
/cast Mass Dispel

It's a bit harder as holy, since most likely your cursor can't just be hovering in the right location like shadow can (assuming you click-cast), but literally I tag the macro and click instantly and the MD covers my 10, no problem.

As to a group arrangement, let me just say: Triforce.

Two last things, to help eke out a little more damage: you can tag Felmyst with instants in the middle of a bombing run, and since air phase is fairly long, whichever warlock is providing Reck should switch to Doom during air phase, then back to Reck when she lands.

Originally Posted by Vontre
Oh, nah, I just type things for the sake of typing things. ^_^
Originally Posted by Lyta
The dog nailed me like three times that day. It resulted in my ass hitting the ground and my legs waving in the air.
 
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Old 05/05/08, 7:58 AM   #228
 Playered
Debitum Naturae
 
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Night Elf Druid
 
Ravencrest (EU)
Originally Posted by Kalman View Post
We use a feral tank with a prot warrior OTing to provide sunder, TC, and demo. When Corrosion goes off, prot will intervene the next melee hit to smooth the damage curve out. Feral is nice to provide a larger soak barrier for Felmyst to have to eat through, especially since Felmyst doesn't crush.
Agree to this, we found it significantly easier to heal a Feral tank than a Warrior and as a result our Prot warrior uses half DPS/Tank gear and just supports DPS/debuffs in P1 and tanking in P2 - DPS has never been an issue with an 'extra tank' either.
 
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Old 05/09/08, 7:58 PM   #229
Deeg
Glass Joe
 
Draenei Shaman
 
Terenas
Originally Posted by Amonra View Post
...
Macro 2:
/cast Mass Dispel
/run Minimap:PingLocation(0,0)
...
Is there a way to set the PingLocation to a specific player other than yourself? I would imagine that if you could do that this macro could prove useful. Otherwise, depending on the strategy, it forces the priest to a central location which tends to (at least for our strategy) cause problems with encapsulates.
 
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Old 05/11/08, 2:13 AM   #230
cheebamonkey
Piston Honda
 
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Blood Elf Paladin
 
Bonechewer
Originally Posted by Deeg View Post
Is there a way to set the PingLocation to a specific player other than yourself? I would imagine that if you could do that this macro could prove useful. Otherwise, depending on the strategy, it forces the priest to a central location which tends to (at least for our strategy) cause problems with encapsulates.
You can change the numbers from 0,0 to make it land at some set location away from the priest. We have a holy priest who dispels the melee while standing with one of the ranged group and the last two weeks she used this macro with no problems. I believe she measures it out before hand and then puts down a campfire and just makes sure she gets back in place before each MD.

Last edited by cheebamonkey : 05/11/08 at 2:26 AM.
 
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Old 05/14/08, 1:31 AM   #231
Admera
Glass Joe
 
Draenei Priest
 
Frostwolf
It appears that 2.4.2 broke the priest MD macro, anyone find a fix for this yet?
 
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Old 05/14/08, 1:42 AM   #232
Cyn
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Night Elf Rogue
 
Frostmourne
Originally Posted by Admera View Post
It appears that 2.4.2 broke the priest MD macro, anyone find a fix for this yet?
By doing it properly, and not using a macro that appears, as suggested by the change, not intended mechanics.
 
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Old 05/14/08, 2:01 AM   #233
Anedris
Great Tiger
 
Troll Priest
 
Steamwheedle Cartel
I do wish there was some way to avoid having to place that silly targetting circle to cast the spell... it's irritating that I need to keep my mouse hovering over one spot while waiting for it.
 
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Old 05/14/08, 2:04 AM   #234
Admera
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Draenei Priest
 
Frostwolf
Originally Posted by Cyn View Post
By doing it properly, and not using a macro that appears, as suggested by the change, not intended mechanics.

not like it's much different to do without the macro, just wondering because it eliminates any chance of getting any ticks of Nova.
 
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Old 05/14/08, 4:40 AM   #235
 Cadfael
Playing Nelf until Tauren Priests
 
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Night Elf Priest
 
Perenolde (EU)
Originally Posted by Anedris View Post
I do wish there was some way to avoid having to place that silly targetting circle to cast the spell... it's irritating that I need to keep my mouse hovering over one spot while waiting for it.
If you are a shadow priest, which you appear to be according to your armory, you only need to target Felmyst, which can be obtained by pressing TAB easy enough. You can use your keys as normal and just let your mouse rest on the place where you'll be casting the MD to.

Press button and click. Not really rocket science. Doesn't work of course if you click your abilities but then there are other threads talking about the performance difference of people who click their core abilities and I'm not going into that here.

The macro-version was an unintended use of the macro system to interact with the in-game 3d world and as such it is absolutely not surprising that got fixed as it essentially constituted a borderline exploit. Players are not allowed to use automaton software to target specific regions in the 3D game world.

@Admera>Spellhaste really shines here. Starting with somewhere around 14 to 15% you can easily cast your normal spells and still not miss the first tick at around 100ms latency.
 
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Old 05/14/08, 9:55 PM   #236
Admera
Glass Joe
 
Draenei Priest
 
Frostwolf
Originally Posted by Cadfael View Post
@Admera>Spellhaste really shines here. Starting with somewhere around 14 to 15% you can easily cast your normal spells and still not miss the first tick at around 100ms latency.

I'm actually holy for felmyst for the setup that we run, so I dont have the spellhaste that I have when I'm shadow. However, I still rarely get any ticks of Nova, and I understand the change of the macro. But yes, the haste would make it significantly easier to never get ticks.
 
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Old 05/16/08, 12:25 AM   #237
Aesclepius
Glass Joe
 
Human Priest
 
Durotan
fyi: The minimap-click macro no longer works. I assume it was patched in 2.4.2.
 
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Old 05/16/08, 5:42 AM   #238
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
In our guild currently I'm the only one who really can make the calls, and to prepare them for times when I'm not around I have made some sample pics of the different breath for Felmyst (taken from Phantasie's wonderful video posted here, which helped me a lot).
Also I've made a small video of only some breaths of our tries.

Pay special notice to the last breath which is a perfect sample of brain fart. Don't use the patterns of the western side on breaths on the east side. It just won't work. ("Mhhhmok, she's moving to the right, so get your asses to the fire." -Swoosh. -WTF.)

The description on the screens is in German, but I guess you'll still get the idea.

East: Move to fire (south)
East->Fire 1.1 - Position || East->Fire 1.2 - Flight
East->Fire 2.1 - Position || East->Fire 2.2 - Flight
East->Fire 3.1 - Position || East->Fire 3.2 - Flight
East->Fire 4.1 - Position || East->Fire 4.2 - Flight
East->Fire 5.1 - Position || East->Fire 5.2 - Flight


East: Move to tree (north)
East->Tree 1.1 - Position || East->Tree 1.2 - Flight
East->Tree 2.1 - Position || East->Tree 2.2 - Flight
East->Tree 3.1 - Position || East->Tree 3.2 - Flight


West: Move to fire (south)
West->Fire 1.1 - Position || West->Fire 1.2 - Flight
West->Fire 2.1 - Position || West->Fire 2.2 - Flight


West: Move to tree (north)
West->Tree 1.1 - Position || West->Tree 1.2 - Flight
West->Tree 2.1 - Position || West->Tree 2.2 - Flight


>> Breath Video <<


Some additional tips for the breath caller (some were already mentioned here):
  • Stay away from the raid when calling a breath. You don't want AE effects and skeletons/players roaming in your field of vision.
  • Don't stay too far away though. Before the first breath you will get damage from the debuff, and if you're too far away you won't receive that much healing. Later you'll be mostly out of range of the debuff, so it's ok to stay a bit further away.
  • Don't care about skeletons or mind controlled players. They just distract you from your duty. The skeletons are taken care of by the AE players.
    I once wiped the whole raid by beating up a mind controlled priest and calling a breath too late. Let others take care of this unless you're 100% confident of what you're doing.
  • On fire (south) calls, make your raid move really really tight to the fire. On a middle breath you don't have much space left from the fire to the breath cloud.
  • I just call 'tree' (north) and 'fire' (south). I don't care about middle breaths, the raid should just act as if they wouldn't exist at all. Or more precisely, when standing by the tree, they should act as if there were only middle and tree breaths, and when standing by the fire, only fire and middle breaths. Make this a habit.
  • In the beginning it's not easy to recognize the patterns, but after a while you could do it with eyes closed (well, not really, but almost).
  • As multiple times mentioned, the eastern calls are the tricky ones. See the screenshots. On the western breaths, she always moves before breathing, either to the left (fire), right (tree) or straight forward (middle).



Despite that, I wonder how some people here say that you could do this boss with even 10 healers without much trouble. On tuesday we were having 9 healers and 4 shadow priests, it was a total disaster with Felmyst going into enrage with 25% left. Yesterday we replaced one healer and one shadow priest with 'true' ranged DDs and we (first-) killed her with 40 seconds left to enrage on our 4th try. It went so smooth that I even suspected that she was nerfed by a good million HP (no, she wasn't).
As for shadow priests, don't bring too many of them. They're like melees, just worse. They don't do as much damage on the ground phase, and do only marginal damage in the air phase.

If anyone cares, here's the WWS Log or our kill and here our wipes from tuesday.

 
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Old 05/17/08, 6:18 PM   #239
Darkmoto
Glass Joe
 
Undead Warlock
 
Earthen Ring
Shadow priests are great for Felmyst at least for us as holy priests aren't always tied to mass dispelling which is easier for us. Dps just needs to be on the ball for the whole fight and most importantly not die. As long as you are getting around 25% per ground phase + Beam part of air phase which honestly isn't all that bad.

You have a bit of time post enrage even on the last ground phase to get the kill. The first gas nova is what will kill the raid.
 
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Old 05/17/08, 7:21 PM   #240
 Vulajin
Now with 100%* less failure.
 
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Troll Rogue
 
Mal'Ganis
On the topic of Felmyst breaths, I made this video from some clips I used while Serious Casual was learning Felmyst. Hopefully this will be of use to people who, erm, can't read German.

Serious Casual teaches Felmyst Breaths By Vulajin

The important thing is to pick a consistent approach to breaths. Sp00n's post two above mine calls for reacting principally to what my video refers to as "north" and "far south" breaths, while the "south" breaths are handled as a consequence of those reactions. My video labels "north"/"south" as the breaths to which we reacted, while far south was handled as a consequence of those reactions.

If you use sp00n's strategy, then the tricky side is probably west, because she can fly south when she's doing a breath either in the "harmless" middle area or in the fire, where you might be standing. If you use SC's strategy, then the tricky side is east, because she can fly north when she's doing a breath either on the tree or on the middle area.

Originally Posted by Darkside View Post
No expansion is complete without trolls. I expect now we'll discover that Arthas has been raising hordes of zombie-trolls in the secret troll hovel of Zul'Crown.
 
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Old 05/18/08, 11:50 AM   #241
Nuveena
Von Kaiser
 
Night Elf Warrior
 
Earthen Ring (EU)
I wonder if someone would have taken the time to examine Felmyst's front attacks in more detail? I'm theory crafting ground phase positions and wondering in what shape and how far from her middle the dangerous area of of cleave and corrosion extends. The only exact information I seem able to find online is that Corrosion is 30 yards range.
 
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Old 05/24/08, 8:24 PM   #242
Carborundum78
Glass Joe
 
Human Priest
 
Korgath
Damn skeletons

My guild has been on Felmyst for a while now.

We have everything down in this fight except one thing: The skeletons.
For some reason more often than not, we get a dead healer in phase 2. Needless to say this prevents us from getting a kill.

I have read the whole thread, and it seems to me we are doing everything written so far.

We are using a prot pala in decent gear. Keeping him alive is usually not an issue unless something else has already gone wrong.
Oil of Immolation and Strat holy water is used, but without great improvement.

A typical phase two goes something like this:

1. Felmyst takes off. People spread out, staying away from the middle. People move about, getting ready to kite the beam to the side.
2. First beam hits. Target kites it to the side. Prot pala drops consecrate where the beam starts and follows it, trying to pick up all skeletons. People still move about, getting ready for the second beam.
3. Second beam hits. Target kites it to the side. The rest move to the tree asap. Prot pala drops consecrate at the tree and try to pick up the second wave of skeletons. (We tried having him follow the second beam also, but if the two beams were too far apart, he simply didn't have time to get there before the skeletons started pwning people).
4. Raid stays at tree, waiting for the first breath.
5. Breaths, run run run etc.

We usually lose the healer (s) and an occasional dps at either 2. or 3.

I'm not 100% on what abilities our prot pala uses, but he's a smart guy and a skilled player, so I doubt he's the main problem. I could be wrong however.

Comments/hints/critique?
 
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Old 05/24/08, 8:30 PM   #243
Nurru
Ask about our dystopian future internship program
 
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Undead Priest
 
Mal'Ganis
Any other tanks you have need to help pick them up, and people with aggro need to run to the prot paladin and/or consecrate. There's not much else to say really.

< Aislinana> Why would it be my job to sleep with vontre? Don't I have standards?
 
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Old 05/25/08, 4:59 PM   #244
Dyalad
Glass Joe
 
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Blood Elf Paladin
 
Kargath
Your shaman can try to drop tranquil air during the time the paladin grabs the adds to reduce the other healers/dps aggro. Also, you can use a holy paladin with imp Righteous Fury and heal your prot paladin ; he will get aggro from the wandering skeletons, and if he stays somewhat close to your prot paladin, he's going to be able to grab them with consecrate.

I tank the skeletons for my guild, and I don't think I ever manage to grab all the skeletons from the 2 waves without missing one. There's always going to be a few that'll run off no matter what. Get your shamans to drop earthbind totems too, that's very useful for us.

Make sure your paladin has everything he can use to boost his spelldamage: holy flask, wizard oil and spelldamage food. I don't use oil of immolation or strat holy water, but if you have what I mentionned above, normally if your dps doesn't seed or AOE early, there's no reason for them to die. He can also use dynamite too (ez-throw) if he's not engineer, as another AOE consumable if he wants.
 
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Old 05/25/08, 5:49 PM   #245
Darkmoto
Glass Joe
 
Undead Warlock
 
Earthen Ring
just be strict on no aoe until the first breath is finished and there is no reason for aoe to die at that point if people aoe before that point crack some heads.
 
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Old 05/26/08, 4:28 AM   #246
Beo
Glass Joe
 
Human Warrior
 
Sen'jin (EU)
We had similar problems at the beginning, our healers dieing due to skelleton-aggro.

At the paladin-tank position at the tree, two things helped us to overcome that problem..

1. the healers have to position themselves correctly, meaning on the other side from where the skelletons come, so that the skellies have to run through the whole consecrate (remember, it needs more than one tick of the consecrate that a skelleton changes its target to the paladin).

2. Let a hunter drop a slow-down trap at the place where the paladin tanks. Keeps the skelletons even longer at the consecrate and makes it even more likely the paladin gets all skellies before they smash the healers.

Furthermore, if its still a problem, let ALL off-tanks help gathering the skellies at the pala-tank spot. I know most dps-warriors dont like to wear a shield, but it helps alot at Felmyst phase II.
 
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Old 05/26/08, 9:03 AM   #247
 Mjollnir
Don Flamenco
 
Pojung
Undead Druid
 
No WoW Account
Originally Posted by Beo View Post
Furthermore, if its still a problem, let ALL off-tanks help gathering the skellies at the pala-tank spot. I know most dps-warriors dont like to wear a shield, but it helps alot at Felmyst phase II.
Why would you? For healing purposes I can see. However, if the goal is to help round up loose cattle:
1. Have a dps warrior pick up skellies at either end. A quick Sweeping Strikes + Whirlwind + Cleave will guarantee they stayed glued.
2. Once this is done, Intervene a healer standing at the round up location. As a side benefit of getting the warrior quickly back to the rendezvous spot, aids if a healer potentially pulled aggro from healing.
3. Protadin can easily target the dps warrior and taunt skellies off him/her.
4. While in Def Stance, aid with TClap and Demo
5. Switch back to Zerk once the call is made, assisting AoE with the aforementioned SS + WW + Cleave.
 
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Old 05/26/08, 11:39 PM   #248
Riendra
Glass Joe
 
Draenei Priest
 
The Venture Co (EU)
As a holy priest I found binding heal with it's low threat to be a great way to avoid getting gibbed by the skeletons before the tank has decent aggro, and always try to bounce pom from the prot-paladin. Shamans can put down tranquil air but they still have a high threat-component and it's most often shamans that get reckless with heals early that die on our felmysts. So just tell your healers to try to avoid healing too much too early, you get a feeling for it after a while.
 
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Old 05/27/08, 6:58 AM   #249
Twinky
Von Kaiser
 
Blood Elf Paladin
 
Cenarius
We have 2 of our Holy pallies with RF on round up the skele's on the conc which is in the central arena, just like you would morogrim style with the murlocks.

 
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Old 06/03/08, 7:22 AM   #250
BeeLz
Don Flamenco
 
Undead Mage
 
Frostmane (EU)
We had our first tries on felmyst last night and although we made some good progress we are still struggling with the encapsulate.

Problems:
- The encapsulated person dies. We put our MT healers on him but they don't seem to be fast enough to keep him up
- Group runs away from encapsulated target, takes 1 tick, gas nova hits right after encapsulate and people aren't back for mass dispell and die.

We pretty much have phase 2 under control, our prot paladin tanks. And a holy paladin with righteous fury and our MT pick up the loose mobs. As long as everyone moves fast enough nobody dies.

So is there anything that can help our healers except putting a focus frame on felmyst to make sure they heal the encapsulated target and his group fast enough. Because raid warnings seem to come way too late, vent has a small delay and it's pretty easy to miss the 0.5 sec switch to the encapsulated person when you're healing someone else.
 
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