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06/27/08, 12:12 PM
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#326 (permalink)
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Two stories tall and made entirely of radiation
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Originally Posted by Blacksen
We had our first go at it yesterday with only 8 healers. 2 CoH, 1 Imp DS, 2 Resto Shams, 1 Pally, 2 Druids were our healers. We also had 2 shadow priests. This fight is brutal :-\ and I guess I had a few questions:
- The encapsulates seem to just be eating people alive. We're trying to save the arcane protection potions for when you specifically get targeted by encapsulate, but right now it's the people trying to run away. We're using the strategy of "when Felmyst looks at your group, run to a safety group and stay there till the next mass dispell." However, even people who start moving instantly are dying. Maybe we just don't have enough healers? How do people handle healing assignments in phase 1?
- People seem to be getting insta-gibbed by beams as soon as he takes off. We're trying to "spread out," but it's causing problems when kiting and movement. Where do people stand before the beams?
- Mass Dispells are seeming to be a problem due to pushbacks. We've got shadow priests on dispell duty, and they start casting mass dispell as soon as they see his cast bar. However, the initial cast damage + pushback seems to be killing us and making it so that the mass dispell doesn't go off till after the first tick. Suggestions?
Read this above but was hoping for more details. Is it possible to heal through the encapsulate damage (as in no movement)?
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If your group is topped off before encapsulate hits and you die from encapsulate damage you did something wrong. At the absolute worst you will get hit twice (7k?), anything more and you have the reaction time of an unconscious blind panda. That being said ALWAYS start moving whenever felmyst turns around and faces your general direction, and keep running until you are out of range. When it ends and hopefully everyone is still alive quickly run back to your original position for the soon to come gas nova. As far as healing goes, healers in adjacent groups can heal the group currently getting hit with encapsulate(focus should be on the actual encapsulate target... not people running out).
A general rule we use for beam is spread out (5 yards is fine), when the beam hits you, run towards the fire the along either side until it stops. Repeat for beam 2. As soon as beam 2 hits everyone who isn't being chased by the beam meets at a designated position (tree) and groups up and waits for aoe / first breath. If someone gets "insta-gibbed" it means they were not paying attention / didn't start moving when their name popped up.
You realize there is a cooldown on gas nova, abuse it. 3 Mass dispellers see Gas nova cooldown is up, load up your targeting circle (at least until you are comfortable with the fight / mass dispelling), see gas nova cast, start casting. It is literally impossible to get the second tick of damage if you do this.
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06/27/08, 12:40 PM
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#327 (permalink)
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Von Kaiser
Human Mage
Aman'Thul (EU)
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Yes, it is possible to heal through it, if you use arcane resist but I wouldn't recommend it. Though some arcane resist while learning Felmyst *is* nice. That's the way we did it. We wore trinket + cloak (incl. enchant) to help reducing the damage because we had similar problems. It isn't necessary but it will give your healers some more time to heal the person, who got encapsulate + people, who will have to run, might survive one more tick. If you move as soon as you see Felmyst turns to you to cast encapsulate on a person, who is close to you, there is no way to die even without AR, but as I said, you may need some time to learn it and AR will help you.
Make sure you spread out a litte bit so that dispelling you is still possible (massdispell radius is really big, so you can spread out a litte bit). This can also shorten the distance you have to run to get out of encapsulate.
As far as I remember we use 9 healers, dps is hardly an issue (once killed her with shieldwall up when she landed enraged @5%). You want 3 full-time healers on your MT, the other healers' job is just to make sure to keep people topped off from the auradmg / randomdmg (really doesn't matter how you assign it).
For what it's worth the best way for dealing encapsulate is:
- 1st of all, focus on the one, who got encapsulate. It isn't your healers' job to carry people, who can't run fast enough.
- use healtstone + arcane resist potion (you can use both of them, so keep your cooldown available) if you get encapsulate
- let your shadowpriests shield the one, who got it
- your coh priest(s) should spam coh on him
- your mt healers (paladins mostly) need to switch target, since Felmyst won't attack the MT while she casts encapsulate. 1 Paladin should use flashheal (fast heal) while the other use max rang of holy light (slow, powerfull heal)
- don't be afraid to use your instants as a druid/shaman. Other than that, help with healing the person who got encapsulate for the first seconds, which are the crucial ones.
Another important aspect for healing is phase 1 is to tell your healers to keep everyone topped off. You want your raidmembers to have 80%+ hp all the time. That's really important, because there is some unavoidable damage (e.g. 1tick of encapsulate + 1 aura pulse = 4500dmg) which might kill you, if you don't have sufficient hp.
Regarding massdispell: Give your priests some time and tell them to really focus on it. If you have Felmyst as your focus target and start casting massdispell as soon as Felmyst begins her cast, you shouldn't get any tick.
We never had an issue with people getting gibbed by green beams. Get out of the middle, spread out and if you get it, just run away. It's probably the easiest thing in this fight.
Last edited by Gofa : 06/27/08 at 12:52 PM.
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06/27/08, 1:42 PM
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#328 (permalink)
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King Hippo
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The encapsulates seem to just be eating people alive. However, even people who start moving instantly are dying.
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If people are at full health, have healthy STA (10k+ hp) and a nearby-encapsulate kills them as they run away there is only one explanation for their death = "You. Were. Too. Slow."
Don't accept any other excuses.
Many people might wait before running until they see a nearby person fly up into the air - theres no point moving then as its way too late and you'll probably die. People need to be moving the instant Felmyst so much as looks in your general direction. If your behind/sideon to Felmyst and she starts to turns around, you should already have run off by the time shes finished her turn and just as the encapsulated person gets suspended in the air - not after.
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06/27/08, 1:45 PM
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#329 (permalink)
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Don Flamenco
Tauren Shaman
Wildhammer (EU)
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"You want 3 full-time healers on your MT"
If you use feral tank one paladin with some help when corrosion(we use intervene then too) and maybe some hots is doable.
We used 9 healers(one died first encapsulte) + 3 spriest + prot paladin also healed when mana wasn't problem.
Wow Web Stats
(WWS show two try but it's just one kill and splitting bug)
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Slow, slower, shaman weapon.
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06/27/08, 1:58 PM
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#330 (permalink)
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Von Kaiser
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To expand just a bit more on the problem of encapsulates, it's been our gas nova + encapsulate combo. It seems like we can't survive the "worst case" in terms of raid damage. Gas Nova goes off, first tick ticks and brings people low, encapsulate goes off before we can cap them off, someone was around 7.5k hp and runs away and dies to the 2nd encapsulate tick.
Sounds like it could have just been lack of healers. We used 8 and 2 shadow priests. Sounds like we need 9.
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06/27/08, 2:16 PM
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#331 (permalink)
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Don Flamenco
Tauren Shaman
Wildhammer (EU)
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Try to get third spriest and one or two more healers when you learn Felmyst becouse every people need survive long as possible that they learn how to kite beam, kite skeletons to concentrate, avoid fog, survive encapsulate, mass dispell and not to die and still do their job. There is lot's of thing what need to be learned and when every peaple have mastered every single thing this is very simple and easy fight. Slow people need use resist pot + healt stone. Dps timer is easy but if you bring that many healer prepare to after enrage kill.
Make this macro.
/use Major Arcane Protection Potion
/use Master Healthstone
+optional line(/use resto drum/cast ghost wolf/cast travel form/cast sprint/cast blink/your class survive tool)
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Slow, slower, shaman weapon.
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06/27/08, 2:27 PM
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#332 (permalink)
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Glass Joe
Night Elf Warrior
Doomhammer
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Originally Posted by Pitbuller
Try to get third spriest and one or two more healers when you learn Felmyst becouse every people need survive long as possible that they learn how to kite beam, kite skeletons to concentrate, avoid fog, survive encapsulate, mass dispell and not to die and still do their job. There is lot's of thing what need to be learned and when every peaple have mastered every single thing this is very simple and easy fight. Slow people need use resist pot + healt stone. Dps timer is easy but if you bring that many healer prepare to after enrage kill.
Make this macro.
/use Major Arcane Protection Potion
/use Master Healthstone
+optional line(/use resto drum/cast ghost wolf/cast travel form/cast sprint/cast blink/your class survive tool)
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The original bosskillers was written with 9 healers because of this first sentence. Its a bit of muscling with that many, we used to scoff at the extra 2healers always listed, but if you're learning this fight, survival and dancing is all that matters and everyone will have a chance to learn the basic mistakes and you'll win. Don't forget to DPS while she is in the air, put up Dooms on liftoff, and drop threat if required on landing.
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06/30/08, 11:27 AM
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#333 (permalink)
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Von Kaiser
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Anyone have a solid diagram on phase 1 positioning and the "dance" for it? We're having trouble with this also.
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06/30/08, 11:39 AM
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#334 (permalink)
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Spiral out
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There are various positioning setups for p1. Most use 3 priests, some use 4. Page 11 on this thread has some. Also, google image "felmyst positioning", the first image is a commonly used one. We use that, but the group on the far right is actually up behind the main tank, so it makes a triangle with the tank up the top, ranged at the bottom two angles, and two melee groups in the middle (one per side MD).
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06/30/08, 2:18 PM
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#335 (permalink)
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Von Kaiser
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Sorry, I should have been more specific. I was looking for diagrams specifically for the encapsulates and for phase 2. We've been trying the "everyone spread out" tactic, but it leads to deaths. We've also tried the "safety group" tactic, but that split second that it takes to turn towards your safety kills us.
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06/30/08, 2:51 PM
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#336 (permalink)
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Piston Honda
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Originally Posted by Gofa
Yes, it is possible to heal through it, if you use arcane resist but I wouldn't recommend it.
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We heal through it without any arcane resist whatsoever via very specific healing assignments and arcane resist pots at the start of every ground phase. No moving required at all, just 100% dps time from everybody, and in their best gear at that.
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06/30/08, 10:57 PM
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#337 (permalink)
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Spiral out
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Originally Posted by Blacksen
Sorry, I should have been more specific. I was looking for diagrams specifically for the encapsulates and for phase 2. We've been trying the "everyone spread out" tactic, but it leads to deaths. We've also tried the "safety group" tactic, but that split second that it takes to turn towards your safety kills us.
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The diagrams are of encapsulates. All the images show the position of the raid members. These positions are split into MD areas, each MD area typically contains a melee group and a ranged group. Each of those groups can get encapsulate on them, but it wont harm the other groups (aside from some melee<->ranged overlap). It's really pretty simple! It can be explained in text even:
R = ranged group, healers and dpsers
M = melee group, pets.
T = tank
F = felmyst
R
T
F
F
M M
R R
P2 positions and breaths have been discussed in great detail in this thread. 3 or so people have written guides, and a few have even made tutorial videos. This thread is one of the shortest in all of EJ, its not hard to skim read through 14 pages to find what you need.
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07/17/08, 9:18 PM
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#338 (permalink)
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Glass Joe
Undead Mage
Twisting Nether
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Sorry if this isent the correct format for this:
Our guilds progressing on Felmyst at the moment, 9% our best attempt so far (enraged in the air) We are trying to maximize DPS and also trying to cope with a recurring issue. I know several people have posted on it but havent seen any concrete info on it so wanted to get your guys opinons/thoughts on it.
Im the Mage CL for my guild and we are having random issues with Invis breakage early when we are trying to dump threat during Air phase. Sometimes we manage a full Invis, other times only partial. I know several people have stated particular times and areas in which you can hit your invis effectivly but from what Iv seen its mainly after such and such time. I went thru our WWS logs of some of our attempts and came up with some interesting numbers which I can hope some of you might be able to shed some light upon.
(Sorry if this isent correct format for linking info, just dont want to link full WWS report pages which you have to scroll thru so I copy/pasted the Invis timers and Fume application info directly)
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This is from our 13 try - 4m Damage
04:20'32.198 Felmyst's Noxious Fumes dots Soulblighter for 1030 Nature damage
04:20'33.003 Breshler's Circle of Healing heals Soulblighter for 1076
04:20'33.845 Hecervanthi's Regrowth heals Soulblighter for 2348
04:20'34.237 Soulblighter gains Regrowth
04:20'34.237 Barvo's Flash of Light heals Soulblighter for 1652
04:20'34.611 Tearbooze's Chain Heal heals Soulblighter for 3450
04:20'34.237 Soulblighter gains Regrowth
04:20'34.237 Barvo's Flash of Light heals Soulblighter for 1652
04:20'34.611 Tearbooze's Chain Heal heals Soulblighter for 3450
04:20'35.484 Favvi's Chain Heal heals Soulblighter for 3135
04:20'36.281 Breshler's Circle of Healing heals Soulblighter for 1080
04:20'37.043 Soulblighter gains Invisibility
04:20'40.246 Soulblighter is afflicted by Noxious Fumes
04:20'41.865 Soulblighter gains Invisibility
04:20'42.884 Felmyst's Noxious Fumes dots Soulblighter for 1030 Nature damage
04:20'43.502 Soulblighter's Arcane Explosion hits Unyielding Dead for 736 Arcane damage
04:20'43.502 Soulblighter's Arcane Explosion hits Unyielding Dead for 739 Arcane damage
04:20'43.502 Soulblighter's Arcane Explosion hits Unyielding Dead for 734 Arcane damage
04:20'43.502 Soulblighter's Arcane Explosion hits Unyielding Dead for 841 Arcane damage
04:20'43.502 Soulblighter's Arcane Explosion hits Unyielding Dead for 684 Arcane damage
04:20'43.502 Soulblighter's Arcane Explosion crits Unyielding Dead for 1045 Arcane damage
04:20'43.502 Soulblighter's Arcane Explosion hits Unyielding Dead for 859 Arcane damage
04:20'43.502 Soulblighter's Arcane Explosion crits Unyielding Dead for 1053 Arcane damage
04:20'43.502 Soulblighter's Arcane Explosion hits Unyielding Dead for 736 Arcane damage
04:20'43.502 Soulblighter's Arcane Explosion hits Unyielding Dead for 830 Arcane damage
04:20'43.502 Soulblighter's Arcane Explosion hits Unyielding Dead for 680 Arcane damage
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Our best attempt
05:16'58.947 Felmyst's Noxious Fumes dots Soulblighter for 1030 Nature damage
05:17'00.112 Soulblighter gains 45 Mana from Vampiric Touch of Choni
05:17'00.112 Choni's Vampiric Embrace dot heals Soulblighter for 137
05:17'00.112 Gandris's Holy Nova heals Soulblighter for 869
05:17'01.472 Soulblighter gains 40 Mana from Vampiric Touch of Choni
05:17'01.472 Choni's Vampiric Embrace dot heals Soulblighter for 122
05:17'03.684 Soulblighter gains Mana Shield
05:17'04.109 Soulblighter gains 41 Mana from Vampiric Touch of Choni
05:17'04.109 Choni's Vampiric Embrace dot heals Soulblighter for 121
05:17'05.354 Soulblighter gains Invisibility
05:17'05.370 Gandris's Circle of Healing heals Soulblighter for 986
05:17'08.910 Gandris's Holy Nova heals Soulblighter for 847
05:17'10.174 Soulblighter is afflicted by Noxious Fumes
05:17'10.549 Soulblighter gains Invisibility
05:17'10.565 Gandris's Holy Nova heals Soulblighter for 864
05:17'28.208 Soulblighter's Ignite dots Unyielding Dead for 328 Fire damage
05:17'28.208 Soulblighter's Ignite dots Unyielding Dead for 312 Fire damage
05:17'28.208 Soulblighter's Ignite dots Unyielding Dead for 389 Fire damage
05:17'29.022 Soulblighter is afflicted by Noxious Fumes
05:17'30.189 Soulblighter's Ignite dots Unyielding Dead for 312 Fire damage
05:17'30.189 Soulblighter's Ignite dots Unyielding Dead for 389 Fire damage
05:17'31.016 Soulblighter's Arcane Explosion hits Unyielding Dead for 695 Arcane damage
05:17'31.016 Soulblighter's Arcane Explosion hits Unyielding Dead for 890 Arcane damage
05:17'31.016 Soulblighter's Arcane Explosion hits Unyielding Dead for 714 Arcane damage
05:17'31.016 Soulblighter's Arcane Explosion crits Unyielding Dead for 1268 Arcane damage
05:17'31.031 Soulblighter's Arcane Explosion crits Unyielding Dead for 1283 Arcane damage
05:17'31.031 Soulblighter's Arcane Explosion crits Unyielding Dead for 1296 Arcane damage
05:17'31.031 Soulblighter's Arcane Explosion hits Unyielding Dead for 835 Arcane damage
05:17'31.625 Felmyst's Noxious Fumes dots Soulblighter for 642 Nature damage
I posted off 2 pages for this one - Shows the last DOT of Fumes and then the subsequent DOT several seconds later.
-------------------------------------------------
Heres an interesting bit
05:36'34.425 Felmyst's Noxious Fumes dots Soulblighter for 1030 Nature damage
05:36'35.642 Soulblighter gains 39 Mana from Vampiric Touch of Choni
05:36'36.001 Soulblighter gains 25 Mana from Mana Spring of Mana Spring Totem V
05:36'37.202 Soulblighter gains 36 Mana from Vampiric Touch of Choni
05:36'38.016 Soulblighter is afflicted by Noxious Fumes
05:36'38.060 Soulblighter gains 25 Mana from Mana Spring of Mana Spring Totem V
05:36'38.388 Soulblighter gains Mana Shield
05:36'38.388 Soulblighter gains 40 Mana from Vampiric Touch of Choni
05:36'38.824 Thoerax's Circle of Healing heals Soulblighter for 1039
05:36'40.026 Soulblighter gains Invisibility
05:36'40.043 Soulblighter gains 25 Mana from Mana Spring of Mana Spring Totem V
05:36'40.420 Soulblighter gains 35 Mana from Vampiric Touch of Choni
05:36'41.993 Soulblighter gains 25 Mana from Mana Spring of Mana Spring Totem V
05:36'43.645 Felmyst's Noxious Fumes dots Soulblighter for 562 Nature damage
4 seconds after the Fumes clear and there is a reapplication.
Now compare this to our best attempt, 12 seconds between the last tick of the previous fumes there is a reapplication of the second. On the 13 try, there was 8 seconds between the Fume clearing and the reapplication. I can see the potential here for the Fumes to be apllied within certain ranges or position, from my understanding of the Fumes, its a debuff applied within 100 yards of Felmyst. Does this mean that the application is trigggered when she is 100 yards from a player to the whole raid or to all players within 100 yards of her position? Also does this mean that the debuff clears when she is out of range or is there a set amount of time the debuff lasts before it ticks off then is reapplied when she comes to within 100 yards of the raid? Basically if its an Aura effect and only applicable to anyone within 100 yards of her position, would simply waiting for the first dusting pass in which she flys to the opposite side of the raid zone, be the ideal time to get a little range (to be certain your out of the 100 yard range) and hit Invis allowing it to tick for full duration?
Again sorry if this is incorrect format, just want to better understand this mechanic so we dont keep wasting Invis's forcing a BOP or IB or potentially causing us to have to hold back on DPS until the MT regains control.
THANKS IN ADVANCE!
Last edited by Soulblighter : 07/17/08 at 9:32 PM.
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07/18/08, 12:28 AM
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#339 (permalink)
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King Hippo
Troll Priest
Steamwheedle Cartel
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I've seen comments previously from mages saying Invis can simply fail on this encounter regardless of being out of range of fumes. I don't think there's a mechanic, I think it's just buggy.
It is certainly annoying but there are a number of things you can do to help with threat:
- Put your tank in the melee group
- Bloodlust your tank as soon as Felmyst touches down
- Bloodlust your tank for the next three ground phases too!
- Use TA totems on the ranged groups if necessary
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07/18/08, 5:08 AM
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#340 (permalink)
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Glass Joe
Human Warrior
Lightbringer (EU)
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Originally Posted by Penguin
I see your problem. Being that MD is a defining ability in this fight, why would you risk it by doing anything with the GCD once Nova cooldown is up?
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It's like tanking Archimonde. Once the fear cooldown is over, I must be ready to stance dance, so I'd better not be caught in Global Cooldown. I only use Heroic Strike and Shield Block (abilities that don't trigger GCD). Since aggro is not really an issue at Archimonde, it's perfectly acceptable.
But I can't imagine a healer/shadow priest being able to afford NOT to cast anything for 10+ seconds. Maybe the SP can, but it's loss of DPS (and the DPS requirement for Felmyst seems to be quite high).
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07/30/08, 4:56 PM
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#341 (permalink)
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Still Bald Bull
Human Paladin
Earthen Ring
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Originally Posted by Regen
3 Mass dispellers see Gas nova cooldown is up, load up your targeting circle (at least until you are comfortable with the fight / mass dispelling), see gas nova cast, start casting. It is literally impossible to get the second tick of damage if you do this.
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We're doing well at limiting the nova to one tick; is it worth taking additional steps to reduce knockback (and cut out that first tick)?
I've got a scheme in mind using a second Earthshield (first being on the tank, of course)+concentration aura to make one MD priest pushback-immune, and PW:S's from the non-MD priests on the other two MD priests right as the nova cooldown finishes to give them protection through at least one tick of the aura.
Does this sound like a good idea, or is this too much micromanagement focused on one area of the fight? We can deal with the odd first tick going off here and there. It's when we get 3+ groups smacked by nova and have to catch up quickly that things get dicey, especially if we get an encaps soon afterwards.
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My comrades are my weapons, and I am their shield.
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07/30/08, 6:43 PM
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#342 (permalink)
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Piston Honda
Night Elf Priest
Bronzebeard (EU)
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I thought Mass Dispel is Discipline spell, meaning you can't be pushback immune while casting it. It's not really worth it anyway, if single tick proves fatal, there's something wrong with raid healing, not just dispeling.
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07/31/08, 9:35 AM
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#343 (permalink)
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Glass Joe
Blood Elf Warlock
Terokkar
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Originally Posted by Cathela
We're doing well at limiting the nova to one tick; is it worth taking additional steps to reduce knockback (and cut out that first tick)?
I've got a scheme in mind using a second Earthshield (first being on the tank, of course)+concentration aura to make one MD priest pushback-immune, and PW:S's from the non-MD priests on the other two MD priests right as the nova cooldown finishes to give them protection through at least one tick of the aura.
Does this sound like a good idea, or is this too much micromanagement focused on one area of the fight? We can deal with the odd first tick going off here and there. It's when we get 3+ groups smacked by nova and have to catch up quickly that things get dicey, especially if we get an encaps soon afterwards.
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I'm not trying to put words in Regen's mouth, but I think you two are thinking two separate things when it comes to what the "first tick" is.
Gas Nova will *always* deal around 2k damage when cast and provide that spell pushback. I believe that's the first tick of damage he's referring to. You should almost never have to take two ticks of damage (Being the initial unavoidable tick and one tick of the 3k hp 1k mana burn). It *may* happen if a priest is on GCD because Gas Nova is early or very late, but it should be rare.
Anyways, to sum up:
There's no way to get rid of the initial 2k damage from Gas Nova-but you should almost never take the first tick of 3k-spell pushback or not.
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07/31/08, 11:07 AM
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#344 (permalink)
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Still Bald Bull
Human Paladin
Earthen Ring
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Okay, I see what you're saying here. But given that MD will sometimes get pushed back by the nature damage aura, it seems as though there really is no way to guarantee that the first burn tick won't land occasionally. Regen seems to be saying that the "second tick" is 100% avoidable through proper MD timing, and I don't really see how that's the case, if in fact he means the first burn tick.
We got our first kill last night without bothering with any of this, so this is to some degree a moot point for us. But I wouldn't mind anything we can do to improve stability.
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Originally Posted by KamPa
I thought Mass Dispel is Discipline spell, meaning you can't be pushback immune while casting it. It's not really worth it anyway, if single tick proves fatal, there's something wrong with raid healing, not just dispeling.
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EDIT: For some reason I thought ES was 70% non-pushback, but you're right, it's only 30%. My mistake, and that does change the picture a bit.
Sure, the tick damage can be healed up, and 90% of the time it's not a problem. But occasionally you get an encaps followed by a nova in quick succession, or vice versa, and if you can make a little more margin for error in those kinds of situations you can sometimes avoid a wipe. If nothing else, you can save the mana required to heal up a tick, which is nice given how mana-strained the raid healers tend to be on this fight.
Last edited by Cathela : 07/31/08 at 12:33 PM.
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My comrades are my weapons, and I am their shield.
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07/31/08, 11:48 AM
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#345 (permalink)
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Piston Honda
Night Elf Priest
Bronzebeard (EU)
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But Earth Shield isn't 70%, it's 30%. That's my point, you can't get 100% pushback resistance on Mass Dispel.
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07/31/08, 2:00 PM
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#346 (permalink)
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Glass Joe
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Im the Mage CL for my guild and we are having random issues with Invis breakage early when we are trying to dump threat during Air phase. Sometimes we manage a full Invis, other times only partial. I know several people have stated particular times and areas in which you can hit your invis effectivly but from what Iv seen its mainly after such and such time. I went thru our WWS logs of some of our attempts and came up with some interesting numbers which I can hope some of you might be able to shed some light upon.
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On each mind control dusting the noxious fumes aura will be applied as she makes her pass, then fade when she is on the right or left side between passes. So quite simply once the skeletons are dead wait for the noxious fumes aura to fade after a dusting pass to hit invis. You will very predictably get a full invis every time.
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