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Old 07/01/08, 11:11 AM   #326 (permalink)
Piston Honda
 
Night Elf Rogue
 
Uldum
Originally Posted by Traek View Post
From my own experience, if you see the portal, the Sentinel will spawn no matter what.

My guild was having issues on the transition too, and I'm unsure when the proper time to take M'uru to 0% is.
If you get a sentinel spawning as Entropius is spawning, there is really no way to get a kill. We have one of my assistant raid leaders and KJ-side tank, watch all the timers (hold fire on M'uru at 5% and just leave up dots), and he calls for all DPS on M'uru sometime during an add-spawn kill-cycle, based off the Sentinel timer. During that time, the melee side (door) has killed the mage and has mostly killed the 2 beserkers. We can then finish off our adds while entropius is spawning (one of the rogues saves a 5pt kidney for a zerker if for some reason we are slow) freeing our Entropius tank to go and pick him up. We had a similar experience with our 1st couple of transitions and then we just nailed down our strategy. One key is not to rush it, if you have to wait another add-cycle to get in there cleanly, do so.

Also, Gurg and others, thanks for your thoughts on the triangle-camp strategy for phase 2 and not kiting Entropius the entire time. We did that this week, and our kill (3rd total) felt much smoother overall.
 
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Old 07/01/08, 12:11 PM   #327 (permalink)
Von Kaiser
 
Seife's Avatar
 
Troll Priest
 
Gul'dan (EU)
A good reference for a 'non kite' P2 is Sk Gaming's world first kill video. Concerning the transition into P2, a great indicator is Bigwigs' enrage timer: just aim to kill M'uru with 2-4 seconds left on the timer until the next full minute starts.

For example:

6 mins P1:
4:01 to 4:05 left on the timer when M'uru dies makes for a clean transition.

5 mins P1:
5:01 to 5:05 left on the timer when M'uru dies makes for a clean transition.

To illustrate this, check our video: M'uru
 
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Old 07/02/08, 11:30 AM   #328 (permalink)
Don Flamenco
 
Renew's Avatar
 
Draenei Paladin
 
Tichondrius
For us, we burn M'uru down during the time when the second Sent spawns into the world. New wave comes -> first sentinel of that wave spawns -> 1/3 adds are dead -> second sent spawns, we burn M'uru and finish off the 2nd add (sheeping one) and melee are finishing off their full three.


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Old 07/03/08, 2:59 PM   #329 (permalink)
Don Flamenco
 
Gnome Warlock
 
Kil'Jaeden
How many people who AoE two waves of spawns at a time have tried AoEing each wave individually and been unable to do so?

We AoE each wave individually. We have our paladin tanking the spawns on the edge of the darkness, which allows the seeds to hit M'uru as well. This means that the seeds are hitting 6 targets all the time, 7 targets roughly half the time when multiple consecutive sentinels spawn on the same side of the room. AoEing two waves at a time would let the seeds hit 12 or 13 targets, but due to the cap on AoE targets, the DPS increase from AoEing more targets effectively caps at 10 targets. So, is the ~33% increase in AoE damage really worth the significantly higher damage on the Sentinel and Spawn tanks? We've never found it to be worth it, bringing three warlocks and two mages for Sentinels, usually, with the mages assisting on the spawns with one Flamestrike per wave. I'm curious how many people are just not able to meet the DPS requirements on the Void waves without doing two waves at a time, and how many people just AoE two waves at a time because it is "how it is done."
 
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Old 07/03/08, 5:10 PM   #330 (permalink)
Glass Joe
 
Human Priest
 
Nathrezim
I was hoping to get a little more insight into what guilds do for their phase2 positioning. We have made it to phase2 several times now, and have gone from a 4 ranged camps spread evenly around the circle, to a 2 ranged camp with 2 groups apiece at the north and south sides of the circle. Neither of these have given us much success, and our healers are constantly getting behind at around 40% which we will soon after wipe.

I know there are several factors that go into the success of phase2, and the main thing being able to avoid singularity. Our transitions are smooth, and although I know we could get him closer to 10% with more consistency in getting to phase2. I still feel like our healing is getting behind way too early (around 1:00 into phase2). We have been stuck on him for over a month now, and I can't help but think it has something to do with our positioning in this part of the fight because our healing has been strong everywhere else.

Anyways, any ideas would be appreciated. Thanks.
 
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Old 07/03/08, 7:00 PM   #331 (permalink)
Bald Bull
 
Night Elf Druid
 
Frostmourne
Protip: Don't do this:



(Thank you Bosskillers. Gotta give credit where credit is due)

What's the DPS time like on attempts? If I'm reading you correctly, 40% at 1 minute seems a -little- behind. Also, a significant factor in positioning is healer composition, especially the availability/not of Chain Heal/CoH can influence the best way to group people up.

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Old 07/03/08, 10:46 PM   #332 (permalink)
Spiral out
 
Intermission's Avatar
 
Orc Hunter
 
Frostmourne
Wow, they actually have that diagram as part of the boss killers strategy? And they pay people for it?

Even with 2 full melee groups I couldn't ever imagine positioning a raid like that. Not only would a singularity mean more than half the raid has to move for 5 seconds (which would be more of a dps loss than 5-10 people actually getting hit with one), but that central point is in range of most (every?) Singularity spawns when you account for its possible movement.
 
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Old 07/04/08, 12:07 AM   #333 (permalink)
Glass Joe
 
Human Priest
 
Nathrezim
Originally Posted by Falk View Post

What's the DPS time like on attempts? If I'm reading you correctly, 40% at 1 minute seems a -little- behind. Also, a significant factor in positioning is healer composition, especially the availability/not of Chain Heal/CoH can influence the best way to group people up.
Our healing setup right now changes between 2 druids / 2 paladins / 2 shamans OR 1 druid / 2 paladins / 3 shamans. I would prefer to run the later, but inconsistencies in attendance have hindered that. That leads me to another question in just how powerful are holy priests for this particular fight compared to resto druids?

We also tried doing a 2 ranged camp strat (1 north, 1 south) to maximize chain heal, but there still hasn't been enough consistency in getting into phase2 to see whether or not that will work.

Our best attempts have us closer to 28% at about 1:10, but early deaths that are completely due to negative energy have prevented us from getting any further.
 
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Old 07/04/08, 3:08 AM   #334 (permalink)
Glass Joe
 
Blood Elf Paladin
 
<Aet>
Mal'Ganis
Holy priests are the best healers for the fight in p2.
 
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Old 07/04/08, 3:42 AM   #335 (permalink)
Don Flamenco
 
Gnome Warlock
 
Kil'Jaeden
Originally Posted by ariesz View Post
Holy priests are the best healers for the fight in p2.
That's a moronic blanket statement which has absolutely no meaning. Are you going to bring three holy priests and one resto shaman? If anything, resto shamans are the "best" healer on this fight, inasmuch as you're probably going to ideally have more of them than any other healer for totems and bloodlusts.
 
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Old 07/04/08, 4:08 AM   #336 (permalink)
Von Kaiser
 
Orc Hunter
 
Frostmane
Originally Posted by Clandestine View Post
That's a moronic blanket statement which has absolutely no meaning. Are you going to bring three holy priests and one resto shaman? If anything, resto shamans are the "best" healer on this fight, inasmuch as you're probably going to ideally have more of them than any other healer for totems and bloodlusts.
We bring 2 Enh Shaman just for another Bloodlust. It makes our door DPS a bit crappier in P1, but it more than makes up for it in P2.
 
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Old 07/04/08, 6:04 AM   #337 (permalink)
King Hippo
 
Troll Priest
 
Steamwheedle Cartel
Given as p2 involves lots of movement and AoE damage, and those are two things holy priests do exceptionally well (even both at once!), I imagine they would be great. However, resto shaman are still going to be better because bloodlust and totems is a far greater advantage than any slightly more optimal healing options (and given that the AoE damage isn't uniform chain heal is going to be better anyways as long as the shaman can afford to stand still to cast it).

I would think that once you have MT healing covered shaman and holy priests are your best healers. However, you need 3 blessings so you're going to have at least one holydin, and a druid would be a very strong MT healer (due to their mobility) so if you have a lot of shamans that may not leave much room for priests.
 
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Old 07/04/08, 7:09 AM   #338 (permalink)
Bald Bull
 
Night Elf Druid
 
Frostmourne
Originally Posted by Intermission View Post
Wow, they actually have that diagram as part of the boss killers strategy? And they pay people for it?
Grobbulutropius.

Originally Posted by #elitistjerks
<^clicker> nice job trying to troll but you're a fucking idiot because i wasn't responding to you
<^clicker> this is the channel for serious discussion of important world of warcraft issues i believe youre looking for /b/ get lost scrub
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Old 07/04/08, 12:53 PM   #339 (permalink)
Don Flamenco
 
Gnome Warlock
 
Kil'Jaeden
Originally Posted by Anedris View Post
Given as p2 involves lots of movement and AoE damage, and those are two things holy priests do exceptionally well (even both at once!), I imagine they would be great. However, resto shaman are still going to be better because bloodlust and totems is a far greater advantage than any slightly more optimal healing options (and given that the AoE damage isn't uniform chain heal is going to be better anyways as long as the shaman can afford to stand still to cast it).

I would think that once you have MT healing covered shaman and holy priests are your best healers. However, you need 3 blessings so you're going to have at least one holydin, and a druid would be a very strong MT healer (due to their mobility) so if you have a lot of shamans that may not leave much room for priests.
You need spirit but I hope you're not bringing a discipline priest to the raid. For M'uru we box spirit every week and the third paladin blessing most weeks, as do most guilds I imagine.
 
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Old 07/04/08, 10:44 PM   #340 (permalink)
Piston Honda
 
Gnome Warrior
 
Kel'Thuzad
Originally Posted by Clandestine View Post
You need spirit but I hope you're not bringing a discipline priest to the raid. For M'uru we box spirit every week and the third paladin blessing most weeks, as do most guilds I imagine.
Which - excuse the slight derail - is definitely one of those things that should ideally be addressed along with the whole totem consolidation/raidwide buff thing - it obviously doesn't seem "intended" seeing as how Blizzard went out of their way in the past to avoid such raid behavior (in reference to mass soulstoning back in the SSC/TK days), which also resulted in Paladin buffs being removed when the Paladin that applied said buff left the raid. At this point it's more of an inconvenience than anything, but unfortunately, also a near-necessity, especially for learning the slightly tighter tuned fights (Brutallus/M'uru in particular).
 
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Old 07/05/08, 12:38 PM   #341 (permalink)
Piston Honda
 
Bazazu's Avatar
 
Tauren Warrior
 
Turalyon
Originally Posted by Clandestine View Post
You need spirit but I hope you're not bringing a discipline priest to the raid. For M'uru we box spirit every week and the third paladin blessing most weeks, as do most guilds I imagine.

We've only boxed a buff in Sunwell once (we were short paladins and boxed a buff for Felmyst). Otherwise if we don't have IDS in the raid, we just deal with it. In regards to paladin buffs... Let's just say that we basically do all of Sunwell with at least 3 paladins, and usually it ends up being 4. It pays to have a full time ret paladin.

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Old 07/05/08, 1:13 PM   #342 (permalink)
Von Kaiser
 
Orc Hunter
 
Frostmane
Originally Posted by Clandestine View Post
You need spirit but I hope you're not bringing a discipline priest to the raid. For M'uru we box spirit every week and the third paladin blessing most weeks, as do most guilds I imagine.
We're in this club. An IDS priest is simply silly to bring in Sunwell full time and for some encounters we found using a Ret Pally (who would be our 3rd blessing on most fights) either un-necessary or found they had threat control issues (M'uru door adds specifically).

Using two "buff-n-log" characters was a better solution that twisting our raid comp to get them in any other way.
 
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Old 07/06/08, 9:26 AM   #343 (permalink)
Piston Honda
 
Dwarf Warrior
 
Kil'Jaeden
Originally Posted by Bazazu View Post
if we don't have IDS in the raid, we just deal with it.
Biggest problem I have with this is that dreaded 1% wipe where everyone says "WHY DIDNT WE JUST FUCKING BOX SPIRIT GOD DAMNIT." I fully agree with Nautix in that two "buff-n-log" characters are better than trying to squeeze them in a raid comp that doesn't really allow it.
 
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Old 07/06/08, 2:16 PM   #344 (permalink)
Glass Joe
 
Grapess
Troll Hunter
 
<Shidavere>
Frostmourne
Just a quick question:

How many dpsers do guilds put on Muru in general during p1?

Because my guild atm, we normally transit like 1min later than what most other guilds do. We have 1mage 2s.priest full time on Muru and another mage on multi-tasking duty in which he either dps muru/sentinals(if locks are lagging behind)/humanoids if 1 of the either sides screw up somehow and lagged behind in dps.

I am not sure if this later transition thingy is hurting our attempts or what and is it worth it to tweak the strategy to having another mage full time on Muru.
 
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Old 07/06/08, 3:21 PM   #345 (permalink)
King Hippo
 
Tyrian's Avatar
 
Human Mage
 
Blackrock
Im just curious why you chose mage+2spriest on M'uru fulltime instead of Warlock+2spriest? Unless im missing something the latter just seems to make more obvious sense. Makes better use of misery/shadow vulern which is always up (Yes, your spriests probably dot sentinels to get it on - but takes a few seconds to build up) and in return your spriests/lock can benefit from improved shadowbolt. Warlocks going all out should be higher singletarget DPS than mages, since M'uru has no agro and your Warlock is probably in a spriest group for infinite mana, with no need to tap either.

Mages can still handle Sentinel/Sides and use spellstolen Spell Fury to throw 4 pyroblasts on M'uru - but if you have two spriests on M'uru fulltime and had to choose which third class to add, why a mage? Im wondering too - because adding a third DPS class fulltime on M'uru is something id like to try eventually - and automatically assumed it should be 2xSpriest+Warlock - unless im missing something and there is a better combination which would yield better DPS.
 
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Old 07/06/08, 3:25 PM   #346 (permalink)
Don Flamenco
 
Gnome Warlock
 
Kil'Jaeden
Because warlocks do more damage by AoEing?
 
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Old 07/06/08, 3:26 PM   #347 (permalink)
Von Kaiser
 
Undead Mage
 
Uldum
Originally Posted by Grapess View Post
Just a quick question:

How many dpsers do guilds put on Muru in general during p1?

Because my guild atm, we normally transit like 1min later than what most other guilds do. We have 1mage 2s.priest full time on Muru and another mage on multi-tasking duty in which he either dps muru/sentinals(if locks are lagging behind)/humanoids if 1 of the either sides screw up somehow and lagged behind in dps.

I am not sure if this later transition thingy is hurting our attempts or what and is it worth it to tweak the strategy to having another mage full time on Muru.
I think most guilds only have their shadow-priests on M'uru full time with their mages and locks rotation between void sentinels, void spawns, and M'uru. It sounds like the reason that you guys are transitioning later is because of humanoid DPS. Four dps should be able to handle one set of humanoid adds. If your multi-task mage has to help out on adds instead of burning M'uru, you will obviously transition later. Another tip is to have your mages help with the warlocks when AoEing the void spawns. Seeds trigger a lot faster if there's a flamestrike to set them off. The faster you can get through your AoE sequence, the faster you can have your locks/mages return to DPS on M'uru.

"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." -Albert Einstein
 
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Old 07/06/08, 3:28 PM   #348 (permalink)
King Hippo
 
Tyrian's Avatar
 
Human Mage
 
Blackrock
Because warlocks do more damage by AoEing?
This is assuming that Void Sentinels/aoe is under control, but more looking at DPS on M'uru' and time spent in phase 1. The extra lock could always throw a few seeds every AOE round anyway.
 
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Old 07/06/08, 7:18 PM   #349 (permalink)
Glass Joe
 
Night Elf Priest
 
Terenas (EU)
I am curious how ppl assign healers for this fight.

We have 1pally, 1druid, 2shamis and 2priests at the moment and we have some problems keeping tanks alive.
Most commen cause of death is loosing a humanoid tank due to berserker rage or loosing the sentinaltank!

Main question:

If you do NOT sheep one of the adds, how many healers and what class do you put on the humanoidtanks, how do you deal with 2x berserkerrage hitting the tank?

Oh jea, love the fight for beeing a real challange to execute right while leaving room for various strategies

Last edited by Hadria : 07/07/08 at 6:21 PM.
 
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Old 07/06/08, 7:44 PM   #350 (permalink)
Piston Honda
 
Night Elf Priest
 
Bronzebeard (EU)
Admitedly, we didn't kill him, but tank healing is pretty trivial part of fight(and yes, I did ask for some hints earlier, but solved it on our own). We us