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Old 08/27/08, 2:02 AM   1 links from elsewhere to this Post. Click to view. #401
Liar
Bald Bull
 
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Human Warrior
 
Turalyon (EU)
Originally Posted by ozweepay View Post
We have phase1 mostly under control now, but phase2 is a disaster still. SK Gaming kites beams in a circle to form a nice conscrecratable spot on the ground. (For this to work, the pally tank must somehow cast the consecrate in a circle that cannot be entered without getting the vapor debuff and spawning more skellies. GG?)

Currently we do this on phase 2: half the raid goes west, half goes right. Whoever gets the beam either runs straight south to the fire-wall or does a circle if he's confident enough. The pally tank (who has boar's speed but NOT pursuit of justice) runs to consecrate. The holy pallies have RF on and invariably start tanking at the first heal. The priests take aggro and start tanking as well, as the prot pally runs to the 2nd kiter.

The MT used to AoE taunt off healers, but then other healers got upset at having to worry about two tanks, so instead the healers are tanking (?!!). Invariably we lose a healer or two, and often the beams are so far south the healers and pally tank have trouble getting back to the grp-up spot to prep for breaths.
We kite the beams away from the middle since that is our safe spot, also we urge people not to stand close to Vapors since the skeletons tend to aggro to the closest person until they react to healing threat. Apart from that, there isn't much we tell our kiters to do (well, apart from not dying to Vapor obviously).
When we learned the fight, we also had our Holy Paladins use RF but this turned out to be a disaster so we now make sure every healer group has Tranq Air totems and let Priests do the bulk of the healing at the start with Binding Heal since that is low threat. They also have fade to give the Paladin tank more time to pick up the mobs if they should aggro stuff. Healers should try to stand behind a Consecrate at all times should they get aggro. A few seconds in the Consecrate and the Skeletons are going to aggro your Prot Pala.

Lastly, it's extremely stupid of your healers to complain about the MT using Challenging Shout because quite frankly, the MT just can't die to that. The mobs just don't hit hard enough to be a threat to the MT even with slow healing since they melee for like 300-400 after block (if they connect at all). The MT should make sure to move the mobs into the Prot Paladin's Consecrate as well to shed off aggro and help collect stray mobs and drag them there, too.

Unexpected TankPoints error
Originally Posted by Ghostcrawler, justifying Druid health > Warrior health
To be generous, the warrior has 50K and the druid has 55K? How many times is that 5K going to make a difference when the boss hits for 40K? I know more Stam is always better, even in relatively trivial amounts. But until the magnitude is so large that the druid can survive one more hit than the warrior, it isn’t likely to crop up often.
Clearly someone doesn't understand how EH works. That, or upgrading from T8 to T9 is optional in beating Arthas. Clearly.
 
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Old 08/27/08, 8:46 AM   #402
TimWischmeier
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Blood Elf Paladin
 
Kult der Verdammten (EU)
We usually have at least one, often two ferals in our raid. While they can put out some decent damage in p1, they can be a big help in swiping the adds off the healers in p2. They can do that in full cat gear without taking critical amounts of damage. In addition to that, our pala does not come to the green beams but places his consecration between healers an beams.
 
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Old 08/27/08, 3:26 PM   #403
Valerian
King Hippo
 
Night Elf Druid
 
Blackhand
Originally Posted by TimWischmeier View Post
We usually have at least one, often two ferals in our raid. While they can put out some decent damage in p1, they can be a big help in swiping the adds off the healers in p2. They can do that in full cat gear without taking critical amounts of damage. In addition to that, our pala does not come to the green beams but places his consecration between healers an beams.
The only warning I'd throw in for ferals OTing skeles is the fact they have an annoying tendency to daze you. This can be bad if you start collecting adds from the first beam and then get targeted with the second. This is fairly easily remedied by only starting to swipe after the second beam as targetted someone. Its rare the skeles will be too out of control at that point.
 
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Old 08/28/08, 9:37 AM   #404
Dynalisia
Pig Farmer
 
Night Elf Druid
 
Emerald Dream (EU)
Originally Posted by ozweepay View Post
We have phase1 mostly under control now, but phase2 is a disaster still. SK Gaming kites beams in a circle to form a nice conscrecratable spot on the ground. (For this to work, the pally tank must somehow cast the consecrate in a circle that cannot be entered without getting the vapor debuff and spawning more skellies. GG?)

Currently we do this on phase 2: half the raid goes west, half goes right. Whoever gets the beam either runs straight south to the fire-wall or does a circle if he's confident enough. The pally tank (who has boar's speed but NOT pursuit of justice) runs to consecrate. The holy pallies have RF on and invariably start tanking at the first heal. The priests take aggro and start tanking as well, as the prot pally runs to the 2nd kiter.

The MT used to AoE taunt off healers, but then other healers got upset at having to worry about two tanks, so instead the healers are tanking (?!!). Invariably we lose a healer or two, and often the beams are so far south the healers and pally tank have trouble getting back to the grp-up spot to prep for breaths.

Anyone have a suggestion on how we can fix this? Where do you kite beams? Do you spin circles or run in a line? Is your pally able to pick up all the adds solo or does he get help? (We don't want to burn an MD on this phase with threat being such a problem in P1).

Thanks in advance.
Our prot pally is the only one RF healing at the start of our p2, sucking all the threat to himself. He doesn't chase people kiting beams in circles or anything like that. He stays roughly in the middle and works his magic there. All the skeletons flock to him while the rest of the raid minimizes threat and simply focuses on moving in ways to keep the vapor trails to the side of the battlefield as well as possible.

As soon as Felmyst takes off, we have everyone heading for the outer areas nearish the firewall and 'mill around' there until the first beam becomes known. That person then kites the beam alongside the length of the firewall into either direction and the rest simply roams out of his way. After the second beam is known and this process has been repeated by the second guy, we all head for the center asap and stand near/on the paladin's consecration patch - which is usually dead center so we can get anywhere quick if needed. Healing and other stuff like SP's VE-dps'ing Felmyst is kept to a minimum, until we finish the active beam phase. This whole thing can be tricky for your healers, but aside from some nights of doom, we haven't really had structural problems with it. Make sure there are plenty of low-threat-profile heals like lifeblooms, prayers of mending, flashheals and all that stuff flying around.


And one other thing, why did you say that threat was being a problem in P1?

Last edited by Dynalisia : 08/28/08 at 9:44 AM.
 
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Old 09/02/08, 11:47 AM   #405
Pheroz
Don Flamenco
 
Troll Mage
 
Malfurion
Surviving Encapsulates - Tips Needed.

Becuase 10 pages of massdispell talk was tons of fun, I need some tips with regards to keeping people alive during encapsulate. I suspect a large part of it is getting my healers used to it and having them react quickly and properly, but here's what I've garnered.

Tips for surviving encapsulate:
1. Keep peoples health high. The better our raid healing/dispelling is prior to encapsulate, the less dangerous it is.
2. Everyone has a 'Holy Shit" Macro. Healthstones, arcane protection pots, lifesaving abilities (blink, instant ghost wolf, deathcoil, whatever). Some people are even using battlemasters trinkets and adding them to their macro.
3. If the boss turns towards you, run. Hit your macro as you run. No one should take a 3rd tick other then the actual encapsulate target. The encaps target did the same thing as everyone else, so he used the macro and potted/hs which should give healers time to save his ass.
4. Pretty much all healers who arent running need to land a heal on the encapsulated target.
5. As soon as the encaps is over, get back to positions.

I'm assuming if we actually follow those steps, I'd see a lot less deaths, As it is, on our attempts we're averaging around 5% survival rate for the encapsulated person.

Problems we've been encountering other then just execution:

Sometimes felmyst doesn't turn and just starts encapsulating. We've had someone on her behind get encapsulated and no one saw any turn.

If the person who gets encapsulated removes the effect (ice block, bubble, CLoS), we're practically garunteed to have Felmyst kill our tank who receives insufficient heals. We've tried leaving one of our healers on the main tank during encaps to help prevent this, ussually one of our healers who I have little faith in to switch targets quickly anyway.

Our healers have a terrible time reacting quickly to who the encapsulate target is, any tips? Felmyst does seem to target the encaps target, but then retargets the maintank while chanelling.

In concept, no one should be dying to encapsulate.

The way we do things, everyone's health should be above 8k when it hits, or there is a failure elsewhere. (while we've had these failures, people are dying regardless of this).

If your not encapsulated, you should be able to get out before the 3rd tick. Otherwise, thats a slow reaction/running failure. With the macros and consumables that my entire raid has, everyone who runs should survive and comfortably so.

The encapsulated person should recieve heals, it's not too much to ask for people to react that fast, especially with a protection potion and a healthstone counteracting more then 1 tick owrth of the encapsulate. Since we have 3 CoH priests in the fight, thats 3 instant heals on the encaps'd target, I am a little baffled.

For reference, our positioning has us stacked in groups on a specific person. No one is in range of another groups encapsulate, and no one is out of range of the other 24 people in the raid to receive heals. We generally have ~7 in melee, ~ 7-8 on each side, and then the tank alone in front of the dragon.
 
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Old 09/02/08, 1:24 PM   #406
nataku
Piston Honda
 
Dwarf Priest
 
Tichondrius
To help with survivability on Encapsulate and to buy your healing time to switch over, everyone in the area of the encapsulated target using a macro to use a healthstone/major arcane protection potion helps.

The other main thing that can reduce Encapsulate damage is Arcane resist gear. Using the arcane resist cloak with enchantment and the The Violet Badge from the Kara quest combined with Imp MotW should get you to the point where you resist ~40% of the damage from Encapsulate.
 
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Old 09/03/08, 5:11 AM   #407
Raiste
Piston Honda
 
Draenei Shaman
 
Cenarion Circle
seems like you have all the basics down for surviving encapsulates easily. Couple of things I would add though:

1) Be very specific about your healing scheme. Just general hand waving and saying everyone heal the encapsulated person sometimes is not helpful. One thing that could be a big help is have a rotation specified NS + Chain Heal from your shaman. It will help quite a bit in keeping people up as they are running away.

2) As far as knowing who has encapsulate, make sure all the healers have Encapsulate as their GRID debuff, makes it fairly easy to figure out between the agro warning and this.

3) Know that it is equally important for healers to go back to their original healing assignment as soon as they ensure the safety of the people they got encapsulated. Let the healers assigned to that group / float healers top them up once you know they'll live. Gas nova often hits immediately after encapsulate ends and it can get very ugly to have a group of two ~3-4k hp down going into a nova because their healers were all healing the group that got encapsulated moments ago.
 
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Old 09/09/08, 6:27 AM   #408
 Kyth
Professional Windmill Tilter
 
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Troll Mage
 
Turalyon
Originally Posted by Pheroz View Post
Sometimes felmyst doesn't turn and just starts encapsulating. We've had someone on her behind get encapsulated and no one saw any turn.
I believe this is when the group is too close. Have them move back, it's a large enough hitbox to back up more.


If the person who gets encapsulated removes the effect (ice block, bubble, CLoS), we're practically garunteed to have Felmyst kill our tank who receives insufficient heals. We've tried leaving one of our healers on the main tank during encaps to help prevent this, ussually one of our healers who I have little faith in to switch targets quickly anyway.
We designate one healer (who actually stands apart from the others, and behiind the tank) to ALWAYS be 100% on the tank no matter what. It sounds like we use the same group setup you do except for this "clutch" healer (a paladin, who can bubble off his own encaps.)

Although I'm not sure why your tank dies only if the person removes the effect? Maybe I'm misunderstanding your problem.

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Old 09/10/08, 6:09 AM   #409
Kaethera
Glass Joe
 
Night Elf Priest
 
Shadowsong
Okay,

I've been looking through the forums and trying to get a better feel for the fight.

The guild I'm in is currently on felmyst. I'm using DBM but I've been told big wigs is better as it offers a cooldown on the gas nova. I can get the gas nova MDed without a tick on two groups if the melee group has only 5 subjects in it.

Tonight I had problems because I wasn't aware we had more than 5 persons in the melee group which was different from the prior time we attempted her.

I'm looking for answers to a few things. My reaction time is really based upon how obvious certain things are made on my UI. And really if Big wigs offers a cool down meter I'm interested in switching. Can anyone who has a preference for DBM/Big Wings answer my question?

The other issue is does the Amply Magic trick still work. I've suggested it to my guild lead and he claims he can't risk the extra damage on encapsulate. Anyone have a reply?

Sometimes I have nights where I can easily dispell and heal both groups and some nights are iffy. Thus far our best attempt has been about 35% but from what I can tell we've only been on him for a few weeks.

Any mod recommendations or thoughts from other priests are welcome.
 
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Old 09/10/08, 6:49 AM   #410
Ingmar
Piston Honda
 
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Dwarf Hunter
 
Grim Batol (EU)
Originally Posted by Kaethera View Post
Okay,

I've been looking through the forums and trying to get a better feel for the fight.

The guild I'm in is currently on felmyst. I'm using DBM but I've been told big wigs is better as it offers a cooldown on the gas nova. I can get the gas nova MDed without a tick on two groups if the melee group has only 5 subjects in it.

Tonight I had problems because I wasn't aware we had more than 5 persons in the melee group which was different from the prior time we attempted her.

I'm looking for answers to a few things. My reaction time is really based upon how obvious certain things are made on my UI. And really if Big wigs offers a cool down meter I'm interested in switching. Can anyone who has a preference for DBM/Big Wings answer my question?

The other issue is does the Amply Magic trick still work. I've suggested it to my guild lead and he claims he can't risk the extra damage on encapsulate. Anyone have a reply?

Sometimes I have nights where I can easily dispell and heal both groups and some nights are iffy. Thus far our best attempt has been about 35% but from what I can tell we've only been on him for a few weeks.

Any mod recommendations or thoughts from other priests are welcome.
Big wigs indeed offers a cooldown counter on Gas Nova, however it is not ensured that Felmyst will cast it directly after the CD is over. 5+ seconds waiting is not uncommon, meaning you can't really rely on it (although you can be sure of a period in which it will certainly not be cast). The problem will always be the GCD you're getting after COH's if you keep healing (and if you don't your group might get awfully low), which leads to people taking ticks.

I'm not sure what you mean with the amp. magic trick, but if it affects encapsulate I certainly wouldn't advise it as it can be close enough at times already (and doesn't it increase the AoE damage ticks / Corrosion as well?).

As for mods I'd at least advise to get the Grid addon that shows boss abilities for the encapsulate target (as well as Burn/Slash at Brutallus), although you might already have it.
 
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Old 09/10/08, 9:22 AM   #411
Crawk
of Dung
 
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Tauren Shaman
 
Mal'Ganis
Originally Posted by Ingmar View Post
I'm not sure what you mean with the amp. magic trick, but if it affects encapsulate I certainly wouldn't advise it as it can be close enough at times already (and doesn't it increase the AoE damage ticks / Corrosion as well?).
Amp was discussed repeatedly in this thread, fairly explicitly on page 4, and can be verified by just looking at any WWS. Amplify Magic does not affect the damage of any of the Felmyst abilities - Encapsulate and AOE ticks are exactly the same. You're just making the fight harder for your healers if you aren't Amping the raid.
 
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Old 09/10/08, 9:48 AM   #412
 Klasto
Piston Honda
 
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Orc Warrior
 
Magtheridon (EU)
Originally Posted by Pheroz View Post
Surviving Encapsulates - Tips Needed.

Becuase 10 pages of massdispell talk was tons of fun, I need some tips with regards to keeping people alive during encapsulate. I suspect a large part of it is getting my healers used to it and having them react quickly and properly, but here's what I've garnered.

Tips for surviving encapsulate:
1. Keep peoples health high. The better our raid healing/dispelling is prior to encapsulate, the less dangerous it is.
2. Everyone has a 'Holy Shit" Macro. Healthstones, arcane protection pots, lifesaving abilities (blink, instant ghost wolf, deathcoil, whatever). Some people are even using battlemasters trinkets and adding them to their macro.
3. If the boss turns towards you, run. Hit your macro as you run. No one should take a 3rd tick other then the actual encapsulate target. The encaps target did the same thing as everyone else, so he used the macro and potted/hs which should give healers time to save his ass.
4. Pretty much all healers who arent running need to land a heal on the encapsulated target.
5. As soon as the encaps is over, get back to positions.

I'm assuming if we actually follow those steps, I'd see a lot less deaths, As it is, on our attempts we're averaging around 5% survival rate for the encapsulated person.

Problems we've been encountering other then just execution:

Sometimes felmyst doesn't turn and just starts encapsulating. We've had someone on her behind get encapsulated and no one saw any turn.

If the person who gets encapsulated removes the effect (ice block, bubble, CLoS), we're practically garunteed to have Felmyst kill our tank who receives insufficient heals. We've tried leaving one of our healers on the main tank during encaps to help prevent this, ussually one of our healers who I have little faith in to switch targets quickly anyway.

Our healers have a terrible time reacting quickly to who the encapsulate target is, any tips? Felmyst does seem to target the encaps target, but then retargets the maintank while chanelling.

In concept, no one should be dying to encapsulate.

The way we do things, everyone's health should be above 8k when it hits, or there is a failure elsewhere. (while we've had these failures, people are dying regardless of this).

If your not encapsulated, you should be able to get out before the 3rd tick. Otherwise, thats a slow reaction/running failure. With the macros and consumables that my entire raid has, everyone who runs should survive and comfortably so.

The encapsulated person should recieve heals, it's not too much to ask for people to react that fast, especially with a protection potion and a healthstone counteracting more then 1 tick owrth of the encapsulate. Since we have 3 CoH priests in the fight, thats 3 instant heals on the encaps'd target, I am a little baffled.

For reference, our positioning has us stacked in groups on a specific person. No one is in range of another groups encapsulate, and no one is out of range of the other 24 people in the raid to receive heals. We generally have ~7 in melee, ~ 7-8 on each side, and then the tank alone in front of the dragon.
Okay, surviving encapsulate pretty much depends on those points you have mentioned. First of all, raid should be topped off, all the time, I don't know how many raid healers you use but 2 paladins on main tank should be enough to keep him alive, rest of the healers should be keeping the raid up, if you are using 3 camps make sure they are close to each other that you can chain heal in between if necessary. Also needless to say, the faster your mass-dispels are, the easier it is.

If the main encapsulate target keeps dying and is a bit of a drooler(not fast enough to use consumables or "clicking" slowly), you can make a macro like this one, those numbers are three different healthstones.This shouldn't prevent anyone from running as fast as they can when the boss turns towards them though. Make your shamans/druids/one or two main tank healers return to the encapsed target asap, via NS, a small heal, remember to chain heal the running group and keep them topped-off.
#showtooltip
/use Major Arcane Protection Potion
/use item:22105
/use item:22104
/use item:22103
/use Battlemaster's XXX
You should also start running back before the encaps timer, remind your raid that the distance is not 100 yards, they don't need to run to the other side of the map, and if they happen to do so and if there's a Gas Nova incoming, they should run to another camp and get dispelled if that is closer for them.I also think you should have a look at your positioning and keep the camps closer to each other and of course do not stack in the camps, but spread out in mass dispel range.
 
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Old 09/11/08, 11:43 AM   #413
Edhrin
Von Kaiser
 
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Human Warlock
 
Elune (EU)
A silly question, but as I was trying to talk all the guild healers into putting Felmyst in focus, I've noticed that in PitBull as well as in XPerl, the focus is not displayed when it is a mob or a boss. It only works for actual players. How have you managed to put the boss in focus? It's all small stuff, but it could spare us a huge lot of wipes :p
 
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Old 09/11/08, 11:48 AM   #414
Norfair
Piston Honda
 
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Night Elf Druid
 
Grim Batol (EU)
Originally Posted by Edhrin View Post
A silly question, but as I was trying to talk all the guild healers into putting Felmyst in focus, I've noticed that in PitBull as well as in XPerl, the focus is not displayed when it is a mob or a boss. It only works for actual players. How have you managed to put the boss in focus? It's all small stuff, but it could spare us a huge lot of wipes :p
I had some issues with this as well. Using /focus Felmyst does not work. Targeting Felmyst and then /focus does (although sometimes it still not works when she is up in the air).

Keep f**king that chicken.
 
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Old 09/17/08, 12:18 PM   #415
 Melbuframa
King of the Winglies
 
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Orc Warlock
 
Ner'zhul
Originally Posted by Pheroz View Post
Surviving Encapsulates - Tips Needed.

Becuase 10 pages of massdispell talk was tons of fun, I need some tips with regards to keeping people alive during encapsulate. I suspect a large part of it is getting my healers used to it and having them react quickly and properly, but here's what I've garnered.

Tips for surviving encapsulate:
1. Keep peoples health high. The better our raid healing/dispelling is prior to encapsulate, the less dangerous it is.
2. Everyone has a 'Holy Shit" Macro. Healthstones, arcane protection pots, lifesaving abilities (blink, instant ghost wolf, deathcoil, whatever). Some people are even using battlemasters trinkets and adding them to their macro.
3. If the boss turns towards you, run. Hit your macro as you run. No one should take a 3rd tick other then the actual encapsulate target. The encaps target did the same thing as everyone else, so he used the macro and potted/hs which should give healers time to save his ass.
4. Pretty much all healers who arent running need to land a heal on the encapsulated target.
5. As soon as the encaps is over, get back to positions.

I'm assuming if we actually follow those steps, I'd see a lot less deaths, As it is, on our attempts we're averaging around 5% survival rate for the encapsulated person.

Problems we've been encountering other then just execution:

Sometimes felmyst doesn't turn and just starts encapsulating. We've had someone on her behind get encapsulated and no one saw any turn.

If the person who gets encapsulated removes the effect (ice block, bubble, CLoS), we're practically garunteed to have Felmyst kill our tank who receives insufficient heals. We've tried leaving one of our healers on the main tank during encaps to help prevent this, ussually one of our healers who I have little faith in to switch targets quickly anyway.

Our healers have a terrible time reacting quickly to who the encapsulate target is, any tips? Felmyst does seem to target the encaps target, but then retargets the maintank while chanelling.

In concept, no one should be dying to encapsulate.

The way we do things, everyone's health should be above 8k when it hits, or there is a failure elsewhere. (while we've had these failures, people are dying regardless of this).

If your not encapsulated, you should be able to get out before the 3rd tick. Otherwise, thats a slow reaction/running failure. With the macros and consumables that my entire raid has, everyone who runs should survive and comfortably so.

The encapsulated person should recieve heals, it's not too much to ask for people to react that fast, especially with a protection potion and a healthstone counteracting more then 1 tick owrth of the encapsulate. Since we have 3 CoH priests in the fight, thats 3 instant heals on the encaps'd target, I am a little baffled.

For reference, our positioning has us stacked in groups on a specific person. No one is in range of another groups encapsulate, and no one is out of range of the other 24 people in the raid to receive heals. We generally have ~7 in melee, ~ 7-8 on each side, and then the tank alone in front of the dragon.
You could try not running away from encaps. We found this much easier, we use 4 groups (3 caster and 1 melee) when someone gets encaped the group pops an arcane pot/hearthstone macro, all healers target the group for chain heal/COH spam, it really makes P1 a joke if you can do it. We don’t use any arcane resist other then the Pot.
The only exception to this is if the MT gets the encap, then melee runs out simply because of range issues for CH bounce and COH.


As for the person who asked about threat in P1, sometimes even with MDs warlocks who get really lucky with RNG can have issues.
 
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Old 09/17/08, 1:13 PM   #416
Pheroz
Don Flamenco
 
Troll Mage
 
Malfurion
Well, we've managed to adapt and our encapsulate healing strategy works. Granted, this is with 9 healers, but it's a starting point.

I can't imagine healing through the encapsulate on the entire group though, when pople failed at running out, which they did occasionally, they died.

Realisitically, we're up to the 'stop the individual failures' stage. Whether its someone failing to run out of encapsulate, getting nuked by a lazer, plastered by a skellie or just 'running out of breaths is hard, so watch me fear 5 people into the MC vapor', we find new and interesting ways to fail. Pushing our DPS is a bit of a challenge, and we're definitly a little behind where we should be on DPS, but it doesn't seem to matter becuase stupid mistakes wipe us before we get to the 10 minute mark, or we just dive into breaths becuase theres little point.

Realistically, the only thing we do different then Fusion's strat is that we form our line at the start of p2 further south, more even with the melee then with the ranged groups. When we form the line we have every shammy dropping earthbind, and every shammy in a caster group dropping tranquil. It's still hit or miss if we're preparing for the first breath with everyone alive or not however.

I dunno if there's much more to do for us to eliminate the stupid mistakes except 'play better'.
 
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Old 09/17/08, 1:22 PM   #417
KamPa
Don Flamenco
 
Night Elf Priest
 
Bronzebeard (EU)
You don't need to "push your DPS", you can easily take down 5% during Enrage, until she kills everyone with Gas Nova. If you consider that she will pretty much 1 shot tank after shield wall anyway, you can have healers DPSing, that makes those last % much shorter. Remember that if you have people DPSing her for too long after takeoff and dying to lasers.
 
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Old 09/24/08, 7:58 PM   #418
nfw
Don Flamenco
 
Undead Warrior
 
Area 52
Felmyst stealth nerfed? Previous WWS all pointed to she having 9.8 million hp, but when we killed her last night, our WWS only showed 9.1 million.
 
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Old 09/24/08, 8:00 PM   #419
 giansm
Let's Paint, Exercise, and Lifebloom
 
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Night Elf Druid
 
Proudmoore
You probably killed her before she took off for her fourth air phase. She has 7 million hit points and each set of skeletons has about 0.7 million total hit points. Four waves gets you 9.8 million damage, three waves gets you 9.1 million.
 
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Old 09/24/08, 8:05 PM   #420
nfw
Don Flamenco
 
Undead Warrior
 
Area 52
That must be it, I didn't realize WWS counts skeleton damage too. Thanks.
 
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Old 09/29/08, 5:25 PM   #421
sovelis41
speaks French...in Russian.
 
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Draenei Shaman
 
Zul'Jin
Our encaps strategy revolves around using the adjacent camps as "safe groups" for everyone when their group is targetted. The basic rules of the strat are common amongst other raids:

1) When your group is targetted, run to your safe group (Left moves to Middle, Middle to Right, Right to Middle, Melee scatters to the nearest group). Reset groups after the next gas nova asap.

2) If a ranged group has an encaps bubbled/blocked, group up on the safe group regardless. Melee is the opposite, if someone can cloak/bubble, they regroup in melee range as quickly as possible to continue dpsing.

3) One healer in each camp is assigned to spam the encaps'd person with a quick heal. I typically do 2 paladins and a shaman, this way, there are always two dedicated healers on that person. Other healers top the group as they run away, pots/HS only needed as a precaution or when she does a quick Nova->Encaps combo

@ Healing Through Encaps
From my experience, this was harder. I always felt it easier for people to just play more than half awake and run from the encaps, it's really hard to die from.

@ Pheroz
We're at that stage nearly every week. This is a fight that requries you to be attentive on every attempt, so if the person that happens to be zoned out and "taking an attempt off" (as I like to call it) gets targetted, you are going to wipe. Having 1 or 2 people dead the entire time due to something retarded, adn then wiping to 1-5% is very frustrating.

You pay for the whole chair, but you only need the edge.
 
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Old 10/02/08, 6:43 PM   #422
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Originally Posted by sovelis41 View Post
Our encaps strategy revolves around using the adjacent camps as "safe groups" for everyone when their group is targetted. The basic rules of the strat are common amongst other raids:

1) When your group is targetted, run to your safe group (Left moves to Middle, Middle to Right, Right to Middle, Melee scatters to the nearest group). Reset groups after the next gas nova asap.

2) If a ranged group has an encaps bubbled/blocked, group up on the safe group regardless. Melee is the opposite, if someone can cloak/bubble, they regroup in melee range as quickly as possible to continue dpsing.

3) One healer in each camp is assigned to spam the encaps'd person with a quick heal. I typically do 2 paladins and a shaman, this way, there are always two dedicated healers on that person. Other healers top the group as they run away, pots/HS only needed as a precaution or when she does a quick Nova->Encaps combo

@ Healing Through Encaps
From my experience, this was harder. I always felt it easier for people to just play more than half awake and run from the encaps, it's really hard to die from.

@ Pheroz
We're at that stage nearly every week. This is a fight that requries you to be attentive on every attempt, so if the person that happens to be zoned out and "taking an attempt off" (as I like to call it) gets targetted, you are going to wipe. Having 1 or 2 people dead the entire time due to something retarded, adn then wiping to 1-5% is very frustrating.
This requires 4 priests, correct? One for each camp?

I'm not judging just trying to verify - we had our first real attempts last night. We had 3 priests, so we had 5 camps, and 2 pairs of camps were at max edge of mass dispel from each other.

This makes it possible to dispel them and have them safe from nova, but means the priest needs to target very precisely.

We could also put 10 people in the same camp on the same spot - easy for CoH/Chain Heal/Mass Dispel, terrible for encaps damage, and healers would have to move a lot more.
 
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Old 10/03/08, 12:29 PM   #423
sovelis41
speaks French...in Russian.
 
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Draenei Shaman
 
Zul'Jin
You are correct. It's not uncommon for us to have 5 priests in a raid, actually, but I like the redundancy of an "extra" dispell when we have the chance. When we can swing 2 spriests and 3 CoH priests, which is pretty much all of our raiding priests, it frees up a healer to top the gas nova damage up in case she ninja-encapsulates right after the GN. I think in one of our kills we even pulled off 3 priests with this setup using quick footwork and fast single target dispells on the last ground phase.

I'm not sure of your current priest situation, but I would think 4 wouldn't be unreasonable (2 shadows, 2 CoH is pretty typical for most of Sunwell). Our setup isn't anything out of the ordinary. Felmyst is tanked on the west side of the tree facing north (tank stands near some boxes/barrels there). There is a camp next to the tree, a camp hugging the big box, and one camp south of felmyst, with a melee camp obviously. I'm sure you could use some fancy MD tricks and handle it with 3 priests no problem.

When you're trying to decide on a setup you have to weigh what seems to be the weakness for your group. While you expect that everything is done correctly, there is usually something you can adjust here to make it easier on yourself. For me it was the fact that I couldn't count on 5 priests that some of the 5 camp setups suggest. You can pull it off with minimal dispellers in these scenarios but properly resetting after air phases to avoid cross-encaps damage or dispell range issues is going to add another layer of learning that you can certainly avoid.

You pay for the whole chair, but you only need the edge.
 
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Old 10/03/08, 2:10 PM   #424
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Originally Posted by sovelis41 View Post
You are correct. It's not uncommon for us to have 5 priests in a raid, actually, but I like the redundancy of an "extra" dispell when we have the chance. When we can swing 2 spriests and 3 CoH priests, which is pretty much all of our raiding priests, it frees up a healer to top the gas nova damage up in case she ninja-encapsulates right after the GN. I think in one of our kills we even pulled off 3 priests with this setup using quick footwork and fast single target dispells on the last ground phase.

I'm not sure of your current priest situation, but I would think 4 wouldn't be unreasonable (2 shadows, 2 CoH is pretty typical for most of Sunwell). Our setup isn't anything out of the ordinary. Felmyst is tanked on the west side of the tree facing north (tank stands near some boxes/barrels there). There is a camp next to the tree, a camp hugging the big box, and one camp south of felmyst, with a melee camp obviously. I'm sure you could use some fancy MD tricks and handle it with 3 priests no problem.

When you're trying to decide on a setup you have to weigh what seems to be the weakness for your group. While you expect that everything is done correctly, there is usually something you can adjust here to make it easier on yourself. For me it was the fact that I couldn't count on 5 priests that some of the 5 camp setups suggest. You can pull it off with minimal dispellers in these scenarios but properly resetting after air phases to avoid cross-encaps damage or dispell range issues is going to add another layer of learning that you can certainly avoid.
Yeah we may just have to start relying on 4 priest... right now that's not our bottleneck (our encaps target has never survived encaps and people still learning gas nova). In theory we have 3 shadow priests and 3 CoH priests but raid attendance is always an issue. But maybe I'll just shove us towards 4.

Thanks.
 
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Old 10/22/08, 6:36 PM   #425
natabata
Glass Joe
 
Undead Mage
 
<Air>
Mal'Ganis (EU)
Does felmyst ever cast Fog of Corruption on the same zone twice?
 
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