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Old 06/05/08, 3:31 AM   #276 (permalink)
Piston Honda
 
Draenei Shaman
 
Blackrock
I took my alt prot paladin who is in badge gear only last night and handled it easily, theres really no reason no to bring one imo.
 
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Old 06/05/08, 3:46 AM   #277 (permalink)
PvExiled since 2005
 
Cadfael's Avatar
 
Night Elf Priest
 
Nozdormu (EU)
Originally Posted by Kegsta View Post
I took my alt prot paladin who is in badge gear only last night and handled it easily, theres really no reason no to bring one imo.
Yeah this. We did try to do it with a feral druid and it didn't work well. Granted, at that time we were fresh to the fight and had to learn everything. But really, if you haven't gotten a protection paladin, let one of your holy ones respecc and grab some badge gear. There's no need to make this far harder than it can be. I am certain there are other ways to do it but you probably will get far faster success at this boss if you can field a prot paladin for this one job.
 
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Old 06/05/08, 7:52 PM   #278 (permalink)
King Hippo
 
Twid's Avatar
 
Human Warrior
 
Hyjal
When we discovered we were going to need a protection paladin for Felmyst (From PTR reports), we just spent a couple weeks, and forced any unneeded tier gear/tank gear to a holy paladin. By the time we got to her, we had created this monster: WoW Armory Light v0.5.2 ALPHA minus the belt, which was picked up after our first kill. As has been said several times, there is no reason to not have a protection paladin on this fight.

Once you're approaching Felmyst, you will likely have several tokens that people are picking up for secondary gear. If it's really tight, you can ask your raiders to hold off on a piece or two if it's a massive upgrade for the tank suit.

Edit: Another note, we originally kited our green beams far away from the raid for our first two kills. We then swapped to SK Gaming's phase 2 strategy, and it worked wonders for solidifying threat. It involves kiting the beam in a consecrate sized circle with the paladin standing in the middle, but you'd be best off watching their kill video for illustration.

[13:45] <kenlyric> goddammit, I wish google news had a "only real news" alert.
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Old 06/07/08, 10:14 PM   #279 (permalink)
Glass Joe
 
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Human Mage
 
Alexstrasza
I must admit ive seen Felmyst behave very strange sometimes with agro. Ive pulled at ~110% (not in melee range), we've seen melee pull agro who were simply not high enough. It can of course be put down to Omen being wrong - but either way ive seen Felmyst's agro act strange a couple times and not able to isolate exactly what happened.
Is this a known issue and or affecting anyone else? I pulled aggro twice last night, while Omen was showing me at 110%. I know I was outside melee range. Also, I'm fairly certain that this is not related to omen bugging out based on normal TPS and the fact that I was not using consumables.

edit: This is during the initial phase one. And yes, Felmyst turned, ran, and one-shotted me while I was at 111% of tank threat. I was most definitely out of melee range. This happened twice in two consecutive attempts. I'll see how it goes tonight. Hopefully, the server reset fixed this.

Last edited by Validus : 06/10/08 at 11:50 AM.
 
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Old 06/10/08, 9:45 AM   #280 (permalink)
Glass Joe
 
Night Elf Warrior
 
Doomhammer
Originally Posted by Validus View Post
Is this a known issue and or affecting anyone else? I pulled aggro twice last night, while Omen was showing me at 110%. I know I was outside melee range. Also, I'm fairly certain that this is not related to omen bugging out based on normal TPS and the fact that I was not using consumables.
As ranged perfected when to shatter/invis I've never seen any issue with aggro throughout the fight. I assume you're not talking about as she lands and runs over. If you are then make sure your tank is 131% so she runs right at him or position close to her and strafe run her back into position / adjust. Her hitbox, while not as big as Brutallus, is still a fair size, might want to double check that in the future unless you specifically saw Felmyst turn and run at you.

You could ask your tank to wear more threat oriented gear and pop Ironshields and Seed/trinket/Stand/Wall/etc. during Corrosions.
 
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Old 06/10/08, 2:32 PM   #281 (permalink)
Glass Joe
 
Night Elf Priest
 
Blackhand
Is spell haste any important on this fight for a dispeling priest?
I dunno if i'm wrong for putting on spell haste gear but when we started our attempts on felmyst I was imp spirit specced. I was in charge of healing my group and dispeling them. PoH is mad long so I figured with some haste it would chop down a few secs off PoH and dispel a little faster. After a bunch of attempts I started seeing that I'm useless to the raid if I only stand there and pay attention to my group and wait for nova to hit, and then with nova being so random there would be times that I'd wait for it and my group's health would be low. The dilemma I was having was that I was scared that if I'd start PoH and then nova would hit in the middle of it what would I do, let the PoH finish off? then the group would probably take like 2+ ticks from the nova. I'm pretty confused with how to approach the healing/dispeling with nova being so random.
I use this macro for mass dispell:
/stopcasting
/cast !Mass Dispel
I'm also interested to see how others stack their groups if anyone would be kind enough to post their group makeup.
Thanks
 
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Old 06/10/08, 6:24 PM   #282 (permalink)
Von Kaiser
 
Human Mage
 
Aman'Thul (EU)
Spell haste will help you to dispell your group before the 1st tick, but it's doable without any spellhaste aswell. If you're casting PoH and Felmysts starts to cast gasnova, use your /stopcasting massdispell macro as fast as you can and really don't wait to finish your PoH. 2+ ticks from the nova is fatal for your group. They will get 8k dmg (2k + 2x 3k) + additional dmg from the aura so they are all very very low on hp. And if anyone will get encapsulate now... well...... many dead people.

Raidsetup for Felmyst is nothing special. Of course you want at least 3 priests + some ae + a pally tank, but you really don't need any raid stacking.

g1: hunter + tank + preferably Enh. Shamy to boost your tanks threat + maybe pala tank
g2: straight forward melee group
g3,g4,g5: caster-/healergroups

It's really nice to have 3 shadowpriests for g3,g4 and g5. There healing is awesome for the aura but they have to be careful on aggro.
 
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Old 06/10/08, 6:49 PM   #283 (permalink)
Glass Joe
 
Night Elf Druid
 
Arathor (EU)
Hello all.

I have a question for all the tanks reading this:
How do you feel is the best way to handle the skeletons at the air phase?
While we are still very new to the fight (only really had 1 real night.) and still need to finetune phase 1 I think it's good if me and the other tanks in the guild started to discuss different tactics, because as it is now healers are getting ripped apart fromthe skeletons even when using a protection paladin.


Basically, how we do the beams are to try having 2 groups at the different flame spots (there is a spot at south where the flames aren't present.) and whenever someone from the west group gets the green beam he kites it west and whenever Felmyst targets somebody from the east group he kites it east, this is so we have a small "doorway" to run north if Felmyst decides to MC south.

ANyways, back to the problem.
Since we only have 1 protection paladin he is naturally standing at 1 spot but for some reason he can't get aggro on all the skeletons, maybe 5-6 but there's always 2-3 that aggro and kill healers, and of course it's even harder for me as a druid and our warrior to get aggro on all that hit the other side.

Will it work if we would try a tactic where everyone stays south of the paladin and when a beam starts the target makes a circle of green goo around the paladin within the consecration area or will this just give more problems since the paladin probably will spawn more skeletons when he steps out of the green goo?

I really love how the fight is designed so far, I was really afraid she would be too easy but after one night I can safely say she is a lot harder than I expected.
 
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Old 06/11/08, 2:51 AM   #284 (permalink)
Von Kaiser
 
Night Elf Warrior
 
Blackrock
Originally Posted by Nihenna View Post
Hello all.

I have a question for all the tanks reading this:
How do you feel is the best way to handle the skeletons at the air phase?
While we are still very new to the fight (only really had 1 real night.) and still need to finetune phase 1 I think it's good if me and the other tanks in the guild started to discuss different tactics, because as it is now healers are getting ripped apart fromthe skeletons even when using a protection paladin.
We also have the same issue, and I was beginning to think it might just be down to bad luck or tank oversight. Our Protection Pally is good; he's been running with it since SSC and Hyjal, and MT'd a few bosses in BT. Yet for some reason he can't seem to grab all the Skeletons. He's even using Oil of Immolation and Stratholme Holy Water, but each wave of Skeletons tends to kill off a few Priests and Shamen before he picks them up. He's doing alright on the first beam, but with no real interval between the second beam, he tends to miss the opportunity to grab them all; leaving it up to me and the feral druid to try and frantically grab everything while he makes his way over.

With more practice and execution, I suppose we'll get by... but the fight certainly shouldn't have to be so sketchy.

Any suggestions or suspicions as to what we could do to improve this? Our ground phase is fine, but there's usually so many healer deaths during the air phase that it's simply impossible to last another round on the floor.

(EDIT: Typo)

Last edited by Jagiya : 06/11/08 at 10:20 PM.
 
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Old 06/11/08, 4:12 AM   #285 (permalink)
Don Flamenco
 
Tauren Warrior
 
Ner'zhul
Get more people to help? He can't do it alone. Your dps warriors, ferals, Felmyst tank, and holy paladins should all be getting aggro on the skeletons.
 
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Old 06/11/08, 4:36 AM   #286 (permalink)
King Hippo
 
Troll Priest
 
Steamwheedle Cartel
My experience as the protadin is that running around trying to corral them all causes more problems than it solves. I've changed to simply standing in the north center just below the tree and consecrating there. My raid knows where to go when they have skellie-aggro and the healers can move north of me to kite the skells through my consecrate. I stay stationary and just use taunt and BoP on the theory that once the second beam has spawned there's no reason for the entire raid not to be on top of me or north of me, and the skeletons will go to the raid and thus will come to me.

We haven't killed her yet but skeleton gankings seem to be less since I adopted this strategy. (Though we still get messed up if I get a beam, especially the second one - any tips for dealing with that or just try to kite it in a circle while consecrating and recovering as best you can?)
 
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Old 06/11/08, 7:34 AM   #287 (permalink)
Von Kaiser
 
Human Mage
 
Aman'Thul (EU)
Make sure you don't stand next to a beam to not get body aggro. Also do really little healing the moment the skeletons spawn. Apart from the skeletons, there is no dmg other than the aura, which is trivial anyway. Don't heal people with 70%+ hp (to minimize your healing aggro - there is enough time to heal them after your prot pala established aggro) and make sure people run to the pala, if they have aggro.

Your MT should help your pala aswell. Let him grab some adds via thunderclap (or swipe if you have a druid) and pull them into the consecration of your paladin.

Other than that, tell your priests to bump a prayer of mending on your pala everytime the cooldown is up and give him an earth shield.
 
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Old 06/11/08, 10:25 PM   #288 (permalink)
Von Kaiser
 
Night Elf Warrior
 
Blackrock
Originally Posted by Touf View Post
Get more people to help? He can't do it alone. Your dps warriors, ferals, Felmyst tank, and holy paladins should all be getting aggro on the skeletons.
Hmm. We've got myself and a Feral Druid grabbing them as well. I typically end up with 3 or so on me, and the Feral generally has around the same amount. We had the idea of a Holy Paladin healing without Salv and using RF to draw them towards him but he complained that he was being slaughtered and couldn't outheal the damage. Shamen said the same thing; so we dismissed that possibility.

We have 2 T6 Prot Paladins in the guild, so we're considering using both of them for this fight; rather than me. As I said, something about it just seems sketchy and lacks co-ordination.
 
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Old 06/11/08, 10:33 PM   #289 (permalink)
Glass Joe
 
Night Elf Warrior
 
Doomhammer
I chase after the person with the first beam and stand at its origin. Wait for 2 to appear then drop a Thunder Clap, usually grab the three, then I move down the line using a GCD on each. By the sixth I usually am unable to grab it and chase it down and where it is running the others are most likely as well so I can grab most of 1 beam in its entirety. Granted if they break different ways this sucks, but it makes sure most of them aren't raping a healer. Take them right to the Prot Paladin and enjoy.

Note: As MT I cannot afford to step into the beam itself or the combo of damage from it and a lot of skeletons coupled with healers running to the tree and myself usually away to pick them up, could end up a wipe. So don't. You can lose a healer or two and burn a battle res but you cannot lose the MT.


If your healers aren't running to the Prot Paladin they're wrong. The only way they will get taken off them, guaranteed, is to have it in Consecrate.
 
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Old 06/11/08, 11:42 PM   #290 (permalink)
Don Flamenco
 
Tauren Warrior
 
Ner'zhul
Originally Posted by Jagiya View Post
Hmm. We've got myself and a Feral Druid grabbing them as well. I typically end up with 3 or so on me, and the Feral generally has around the same amount. We had the idea of a Holy Paladin healing without Salv and using RF to draw them towards him but he complained that he was being slaughtered and couldn't outheal the damage. Shamen said the same thing; so we dismissed that possibility.

We have 2 T6 Prot Paladins in the guild, so we're considering using both of them for this fight; rather than me. As I said, something about it just seems sketchy and lacks co-ordination.
The majority of skeletons should be slowed with Piercing Howl, earthbind, frost trap. Your healers all have tools to deal with a little aggro, especially BoP. They should be able to run to the prot paladin. Other people can heal the holy paladins getting aggro as well, if they're in full plate they should be able to withstand it.
 
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Old 06/12/08, 5:04 AM   #291 (permalink)
Piston Honda
 
Draenei Shaman
 
Blackrock
I agree with the stand still and let healers with agro run through you strat, running around seems much worse. If a healer can’t get away from an earthbound/piercing howled skeleton, they are crap.

Disconnects are such a massive issue for us on this fight, we've had about 45 different people attempting her over about 14 hours of learning so far, every time we go to attempt her, 3 people chain disconnect and have to be replaced.

But really this is nothing compared to the extremely bad play/attention spans that are highlighted in this fight, about 10 of us probably learnt the fight within the 2 hours, and we've wasted the rest of the time watching mistake after mistake from the rest of the guys who are used to being carried through everything.
The thing is, the same person hardly ever makes the same mistake twice, but 5 different people will make the same mistake on 5 different attempts, people just never learn until it happens to them.

I've tried modifying starts to and compensate for peoples terribleness, and it has worked for most of em in phase 1, however phase 2 there is nothing I can do about the people who forget about the beams when it haven’t targeted them in the last 3 attempts.

All these problems are compounded by midterm exams and some of our best players being MIA.

If it continues much longer I can see all the experienced players taking a break until WOTLK.

But enough ranting, I’m wondering if this is normal, how much time does it take the average midrange guild to learn this fight and if anyone has any advice on teaching/motivating the special children or is it just a case of having to wipe 200 times until they learn or wait until your good players get every one of the random variables.
 
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Old 06/12/08, 6:50 AM   #292 (permalink)
Piston Honda
 
Night Elf Priest
 
Bronzebeard (EU)
Speaking of Disconnects - what are current theories on "what works?" Obviously, except replacing people. Minimum spell details(or any other graphic option) doesn't do it, neither does combat log removal, it's not net issue, as it's just Felmyst. I guess stacking haste and doing it with 2 priests would do it, leaving quite a room for such random occurences.
 
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Old 06/12/08, 8:56 AM   #293 (permalink)
Glass Joe
 
Dwarf Priest
 
Khadgar (EU)
I took my alt prot paladin who is in badge gear only last night and handled it easily, theres really no reason no to bring one imo.
You NEED a prot pala for M'uru, so you may aswell recruit, or seriously gear up a holy pala to tackle this role now, rather than wait till you reach M'uru.
 
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Old 06/12/08, 3:12 PM   #294 (permalink)
King Hippo
 
Tyrian's Avatar
 
Human Mage
 
Blackrock
Speaking of Disconnects - what are current theories on "what works?" Obviously, except replacing people
We had someone who used to disconnect buy a whole new computer - and they still disconnect time to time afterwards .

I think its the sound of the breathes+firewall in phase 2 and thats why I always turn sound off for airphase in this fight (play x files music here)
 
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Old 06/13/08, 5:13 PM   #295 (permalink)
Von Kaiser
 
Tauren Shaman
 
Blackmoore (EU)
Originally Posted by KamPa View Post
Speaking of Disconnects - what are current theories on "what works?" Obviously, except replacing people. Minimum spell details(or any other graphic option) doesn't do it, neither does combat log removal, it's not net issue, as it's just Felmyst. I guess stacking haste and doing it with 2 priests would do it, leaving quite a room for such random occurences.
What worked for ALL of our people having disconnects on Felmyst:

Do NOT look at the Dragon when/shortly before she starts her Deep Breath.

Something like this:


Look HERE<------------------Raid----------------------- Felmyst



Felmyst---------------Raid------------------------>Look HERE

You get the idea (I hope): don't look at Felmyst.
 
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Old 06/16/08, 9:51 AM   #296 (permalink)
Piston Honda
 
Night Elf Druid
 
Darksorrow (EU)
I am wondering whether Encapsulate is level 70 or level 73 spell? Since in our WWS i am seeing 30% resistance over 60 attempts with 125 AR. According to wowwiki, 120 resistance gives 30% resist vs level 70, while it is 146 for lvl 73.
 
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Old 06/16/08, 10:09 AM   #297 (permalink)
Piston Honda
 
Night Elf Druid
 
Darksorrow (EU)
One more question. I read several times that it should be possible to overheal encapsulate without AR. I assume 12% resist for MotW, so the damage is roughly 18500 / 6 seconds. Do you overheal this or do you assume that everyone within encapsulate range uses healthstone / AR potion (so the damage to be healed is reduced to cca 12900). In that case, how do you survive second encapsulate on the same group in one phase?
 
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Old 06/16/08, 10:16 AM   #298 (permalink)
Glass Joe
 
Dwarf Priest
 
Die Silberne Hand (EU)
I do realise that this question does not deal with a central part of the Felmyst fight per se, but since several posts here have advocated the use of tranquil air totems I will ask it anyways:

Does Tranquil Air stack with BoS?
 
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Old 06/16/08, 10:25 AM   #299 (permalink)
Piston Honda
 
Night Elf Druid
 
Darksorrow (EU)
Originally Posted by Bharlin View Post
I do realise that this question does not deal with a central part of the Felmyst fight per se, but since several posts here have advocated the use of tranquil air totems I will ask it anyways:

Does Tranquil Air stack with BoS?
Yes it does. Additively.
 
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Old 06/16/08, 12:01 PM   #300 (permalink)
Good God! You're coming with reasons!
 
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Orc Warrior
 
Mal'Ganis
Originally Posted by Inaiwae