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Old 07/19/08, 5:38 PM   #476 (permalink)
Don Flamenco
 
Night Elf Druid
 
Illidan
Originally Posted by Lindorm View Post
Well, if it hasn't been mentioned yet between all the 'overnerfed' posts.

New humanoid DPS requirement is ~5850 DPS per side. Assuming the tank does 400-450 DPS (not including reflected Fireballs), is it realistic to have only 3 DPS'ers on sides each putting out 1800 DPS? We did not have the chance to test out new setups this week due to a 1 shot.
Including AoEs, that seems to be doable. As a druid i easily maintain 900 dps without an Enhancement shaman, and do about 1k DPs if i do have one. So basically various classes need to be doing 1600-1800 dps. Mobs are not level 73, and with AoE that seems to be achievable.

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Old 07/19/08, 9:10 PM   #477 (permalink)
Joy
Von Kaiser
 
Tauren Shaman
 
Frostmourne
Our Ret Pally was absent this week so we had a Mage assist with the first add (the Mage) and then went back to Sent/Muru leaving myself and 2 rogues on the 2 berserkers. We were still comfortable.
 
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Old 07/20/08, 8:24 AM   #478 (permalink)
Glass Joe
 
Night Elf Druid
 
Perenolde (EU)
Originally Posted by david0925 View Post
Including AoEs, that seems to be doable. As a druid i easily maintain 900 dps without an Enhancement shaman, and do about 1k DPs if i do have one. So basically various classes need to be doing 1600-1800 dps. Mobs are not level 73, and with AoE that seems to be achievable.
Would be interested to know how you sustain 1000dps in a decent zerker-gear

@3dps: Since it was very doable before the nerf (assuming you put in a hunter-pet without counting it in "3"), it should be even easier now (don't know, since i was not present this week)
We kept doing it this way, sometimes you will need to call your hunter to help out, what shouldn't be any problem at all.
 
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Old 07/20/08, 1:08 PM   #479 (permalink)
Bald Bull
 
Night Elf Druid
 
Frostmourne
Originally Posted by Centarion View Post
Would be interested to know how you sustain 1000dps in a decent zerker-gear
Swipe. Not kidding. This is only up to the point the first mob dies, obviously. :P

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Old 07/20/08, 7:35 PM   #480 (permalink)
Von Kaiser
 
Lyssa's Avatar
 
Tauren Druid
 
Lightbringer (EU)
Not sure if this has been mentioned before, but..

Someone in the feral druid megathread spoke about using flask of chromatic wonder as a feral tank on this fight. I tried it tonight, and compared WWS from today with WWS from last M'uru when I was using bloodberry elixir + fortitude elixirs. No change in the incoming shadow damage, average 1013 hits tonight, average 1017 hits last time. However mitigation of fire damage went up by nearly 10% - average hit 4338 as opposed to earlier average 4655. So there's a hint to you furries out there, if fury mage damage is what you've got issues with.
 
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Old 07/21/08, 1:36 AM   #481 (permalink)
Glass Joe
 
Human Paladin
 
Eonar
I am a prot paladin, trying to get information about this fight that I havn't seen. Gear requirements of a "geared" paladin to take on the role as sole tank for Void Sentinals and Void Spawns. My gear isn't lacking much but is not the best I can get if things start droping for me finally.

My gear
The World of Warcraft Armory

I wear the BT quest neck and the shadow resist cape when tanking. The other shield I have is the ZA drop, we have seen Illadin's shield drop once, and Felmyst has yet to drop her shield. Nor has Kaelegos droped his pants.

Looking for any inforemation from other prot paladins that have already tanked this fight in this capacity. I want to know any gear changes, flask, potions, whatever you can give me. Replies to this post or private messages would be nice, thank you.
 
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Old 07/21/08, 2:45 AM   #482 (permalink)
Von Kaiser
 
Blood Elf Paladin
 
Aerie Peak
The adds' damage is pretty trivial. Gear for a healthy amount of SR (300 buffed maybe?), get to 16k+ hp, and stack spell damage and you should be entirely fine. Sunwell gear is absolutely NOT required.

Edit: Didn't catch that you were also intent on tanking sents, I'll leave my comment because it still holds true for spawns only.

Last edited by Stolidus : 07/21/08 at 4:05 AM.
 
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Old 07/21/08, 3:29 AM   #483 (permalink)
Spiral out
 
Intermission's Avatar
 
Orc Hunter
 
Frostmourne
I believe he means to tank the Sentinels and the Spawns. That requires just about best-in-slot pre-sunwell gear. Some sunwell items can help make up for some bad drop rates in BT/Hyjal. At a quick glance your gear seems fine, but a paladin/healer who has done that role may have a better understanding of what is needed.

Just be sure to chain Ironshield, Curse of Weakness and Grounding totem the Void Blasts.

edit:

Also keep in mind that you turn a 4 tank raid into a 3 tank raid. Most guilds who used 3 tanks used that as an opportunity to bring in another dps. However with the slightly more lax spawn timers after the recent change, you could bring in a healer instead if you feel your gear might not be up to scratch.

Last edited by Intermission : 07/21/08 at 3:34 AM.
 
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Old 07/21/08, 4:39 AM   #484 (permalink)
Piston Honda
 
Night Elf Priest
 
Bronzebeard (EU)
Originally Posted by Intermission View Post
Also keep in mind that you turn a 4 tank raid into a 3 tank raid. Most guilds who used 3 tanks used that as an opportunity to bring in another dps. However with the slightly more lax spawn timers after the recent change, you could bring in a healer instead if you feel your gear might not be up to scratch.
Well, I'll admit I didn't see new Mu'ru yet, but before, dropping 1 tank didn't help much with DPS, since you'd still need to use hunters for Misdirects - unless you'd get "lucky"(well, not for healers) and they'd all spawn near the tank.
Originally Posted by orionsdeath View Post
I am a prot paladin, trying to get information about this fight that I havn't seen. Gear requirements of a "geared" paladin to take on the role as sole tank for Void Sentinals and Void Spawns. My gear isn't lacking much but is not the best I can get if things start droping for me finally.

My gear
The World of Warcraft Armory
Seems better than what we have on ours - then again, he's normally Holy, but due to summer tank shortage(or pretty much any class), we had to have him full time on Sentinels. I still prefer to have Fort flask, instead of damage one, every little bit of hitpoints helps, as spikes tends to be rather nasty. Also, Deathfrost was quite big improvement, extra 0.3second between those 7-9k swings is quite a bit of time to land that big heal and prevent wipe. Threat usually isn't a problem, as long as you give your locks Tranquil Air and they don't start nuking right after MD.
Between 2 full time healers, it's usually safe, though sometimes there can be trouble if grounding totem gets eaten by some random fireball. Occasionally, there are 2 Sentinels beating on him for split second, if DPS is bit slow and another one spawns right next to him - that's when it might be painful.
 
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Old 07/21/08, 4:46 AM   #485 (permalink)
Von Kaiser
 
Undead Priest
 
Al'Akir (EU)
Out of interest, are people (generally DPS) popping Major Shadow Protection Potions in P2? I have been assuming they work with Negative Energy, and would offer 'more DPS' than using the cooldown on a Haste / Destruction potion due to giving the healers more time to stabilise the raid?
 
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Old 07/21/08, 5:37 AM   #486 (permalink)
King Hippo
 
Daboran's Avatar
 
Tauren Druid
 
Twisting Nether (EU)
Originally Posted by Dezian View Post
If you were on track to kill him before the nerf, you will get him down; however this fight is still a huge challenge, and I expect to spend a full night (if not more) killing him in the near future. Guilds who are just getting to M'uru will definitely have several weeks of wiping still IMO.

I will say that this almost tore our guild apart. With over two months of wiping, and a general guild morale and player base loss, M'uru will always be the guild killer in my mind.
This, I think is Blizzard's motivation for changing the fight. The majority of semi-serious raid guilds are just approaching Muru now, and it would serve no purpose to drive them into the dust on Muru when it's this close to an expansion.

This second wave of guilds will still find Muru hard but should have just enough time to get KJ down by the time WotLK hits now that Muru is passable without exceptionally-geared raids. Everyone wins this way.
 
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Old 07/21/08, 7:05 AM   #487 (permalink)
Von Kaiser
 
Blood Elf Paladin
 
Blackrock (EU)
I have to heal the voidsentinel-tank and this gives me some trouble. The damage on the tank is from time to time incredibly bursty and the tank drops low very fast. yersterday we tried m'uru with 7 healers, because we thought it would stabilize the fight and that we would still have enough dps after the hp-nerf.
We went with 2 restoshammys and 2 holypriests for the addgrps, a restodruid for the voidspawn-tank, me for the voidsentinel-tank and a 3rd holypriest who should heal the tank, whick took the most damage, this was mostly the voidsentinel-tank. so we hab effectivly 1,5 - 2 healers on the voidsentinel-tank and from time to time it was really close.
I read here that 1 healer alone is enough for this tank, so my question is, how do you do that exactly? I had to alternate between hl 11 and hl 9 and that drains my mana really quick. Is there any trick to better predict the damage the tank will take? Our best try yesterday was around 49% phase 1 and today we probably want to try it again with 6 healers. Here's the wws from our trys, baddi is the voidsentinel-tank and naias is the priest which should help out with his healing.

WWS Loading...
 
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Old 07/21/08, 7:32 AM   #488 (permalink)
Piston Honda
 
Night Elf Priest
 
Bronzebeard (EU)
Originally Posted by SirM View Post
I read here that 1 healer alone is enough for this tank, so my question is, how do you do that exactly?
WWS Loading...
It was mentioned few pages back - it's pretty much impossible to solo heal Sentinel tank. "1 Healer" in this case means "1 full time healer, with backup hots from Druids, Priests and others healers helping out". Between normal swings, aura and occasional Volley from spawns, you can get over 5000DPS on tank. Sustaining 5000HPS for a single healer would require some absurd haste and SP stacking - assuming it's even possible. And if tank messed up Void Blast, he's dead anyway without any backup heals.
 
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Old 07/21/08, 8:15 AM   #489 (permalink)
Von Kaiser
 
Draenei Shaman
 
Destromath (EU)
I'd like to get some suggestions from all you guys in order to improve at M'uru.

We recently started raiding together with another guild who were already at M'uru before (we were stuck at Brutallus) ... we both suffered from a lack of raid attendence (summer etc) so we decided to take the best 10-15 players each and try actually making progress.

It has now been one week and yesterday we were at M'uru for the first time (except for 3 tries a couple of days before so everyone could take a look) together and our major problem was: not enough dps in phase 1 (despite the nerf :\)

As a raidhealer I can't say too much about the strat, but I'll try anyways:

We've got a couple of Melees on one side, zerging the caster mob while the tank gets the other 2 mobs.
On the other side we've got 3 hunters (may not be perfect, but that's what was online yesterday ) + 1 poly
Shadowpriests dot the Sentinel and dps M'uru.
Warlocks kill the Sentinels, seed for the smaller adds and DPS M'uru when they have nothing else to do.
The MT takes the Sentinel and when it's about to die pulls it to the Paladin Tank.

We run with 6 healers which seems to be normal so we don't really know where our lack of dps is coming from. Granted, people didnt use Destruction/Haste Potions but we still failed pretty miserably and were hardly able to improve.

Here's the WWS:
Wow Web Stats

Any Feedback is appreciated
 
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Old 07/21/08, 8:31 AM   #490 (permalink)
Glass Joe
 
Gnome Warlock
 
Frostmane (EU)
Originally Posted by fauxpas View Post
I'd like to get some suggestions from all you guys in order to improve at M'uru.

We recently started raiding together with another guild who were already at M'uru before (we were stuck at Brutallus) ... we both suffered from a lack of raid attendence (summer etc) so we decided to take the best 10-15 players each and try actually making progress.

It has now been one week and yesterday we were at M'uru for the first time (except for 3 tries a couple of days before so everyone could take a look) together and our major problem was: not enough dps in phase 1 (despite the nerf :\)

As a raidhealer I can't say too much about the strat, but I'll try anyways:

We've got a couple of Melees on one side, zerging the caster mob while the tank gets the other 2 mobs.
On the other side we've got 3 hunters (may not be perfect, but that's what was online yesterday ) + 1 poly
Shadowpriests dot the Sentinel and dps M'uru.
Warlocks kill the Sentinels, seed for the smaller adds and DPS M'uru when they have nothing else to do.
The MT takes the Sentinel and when it's about to die pulls it to the Paladin Tank.

We run with 6 healers which seems to be normal so we don't really know where our lack of dps is coming from. Granted, people didnt use Destruction/Haste Potions but we still failed pretty miserably and were hardly able to improve.

Here's the WWS:
Wow Web Stats

Any Feedback is appreciated
A few more details would be needed to help.
Are both sides failing or just 1? How many dpsers do you have on the 1 side? You said a couple, I'm asuming this isn't 2, you need 3 or 4 depending on gear lvl(glaive rogues/warriors or not). What is the gear level of the people on the sides? What is the dps of these people, and how does the dmg done compare to each other?
 
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Old 07/21/08, 9:43 AM   #491 (permalink)
Von Kaiser
 
Draenei Shaman
 
Destromath (EU)
The Melee Group (2 Rogues, 1 with glaives, Fury Warrior and Enhancement Shaman) did pretty well.

On the other side with the 3 hunters (supported by feral tank and myself via Agi/Strength-Totem) it was pretty close but seemed to be working most of the time. I spoke to someone who has more of an overview over what goes wrong and he said that the Sentinels were the problem..

those were dealt with almost exclusively by the warlocks (+ dots from shadowpriests for more damage), all of which are pretty well geared. in the beginning we had 3 but we swapped one in later on for a shadowpriest .. which didn't really help much.
 
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Old 07/21/08, 9:59 AM   #492 (permalink)
Von Kaiser
 
Blood Elf Paladin
 
Black Dragonflight
Originally Posted by KamPa View Post
Well, I'll admit I didn't see new Mu'ru yet, but before, dropping 1 tank didn't help much with DPS, since you'd still need to use hunters for Misdirects - unless you'd get "lucky"(well, not for healers) and they'd all spawn near the tank.
You do not need to stack hunters. We've done the 3 tank strategy using 0 MDs on me the entire phase 1, with 8+ sentinels not spawning on my side.

We do have ONE hunter, and he will distracting shot (and ONLY distracting shot) the sentinel as it spawns, and run it in a path on the other, uninhabited, side of the room. I will exorcism (I have to make sure its cooldown is ready, meaning I only use it once per sentinel, during the initial pull of it, but threat is still rarely an issue) it as it reaches a good spot, and it will cross the middle of the room (not going over where anyone stands) to me. Resists are terribly irritating (forcing an avenger's shield if far, or judgment if not, and shield can be hard to get off due to spawns) but the sentinels are level 70, so with a couple points in precision it's a 1% resist chance (IE: 1 resist every 10 attempts or so on average, resists tend to wipe us 1 in 4-5 resists). The only sentinel that requires a MD is the one that spawns on my side of the room, but deeper down the hallway towards Kil'Jaeden...and only when darkness is up. And by 'requires' I mean, 'The hunter (and no one else) will die 1 time in 5 or so if he doesn't use MD'. He's forced to get within shadowbolt volley range to pull it without training the far side of the room horribly. If I have arcane torrent ready, he will still take zero damage, but if not, he'll often take 7-8k.

This tends to result in about a 20% hit to this hunter's damage in p1 (and obviously, no hit in p2). It took a bit to get down, but it's pretty clockwork now.
 
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Old 07/21/08, 11:47 AM   #493 (permalink)
Don Flamenco
 
Natural's Avatar
 
Tauren Warrior
 
Tichondrius
Originally Posted by Milemarker View Post
Out of interest, are people (generally DPS) popping Major Shadow Protection Potions in P2? I have been assuming they work with Negative Energy, and would offer 'more DPS' than using the cooldown on a Haste / Destruction potion due to giving the healers more time to stabilise the raid?
We drop a cauldron before engaging and ask everyone to pop them at around 30-40% when things are getting chaotic. The idea is exactly what you said--to give the healers some time to stabilize the raid.
 
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Old 07/21/08, 3:54 PM   #494 (permalink)
Von Kaiser
 
Human Priest
 
Turalyon
Originally Posted by SirM View Post
I have to heal the voidsentinel-tank and this gives me some trouble. The damage on the tank is from time to time incredibly bursty and the tank drops low very fast. yersterday we tried m'uru with 7 healers, because we thought it would stabilize the fight and that we would still have enough dps after the hp-nerf.
We went with 2 restoshammys and 2 holypriests for the addgrps, a restodruid for the voidspawn-tank, me for the voidsentinel-tank and a 3rd holypriest who should heal the tank, whick took the most damage, this was mostly the voidsentinel-tank. so we hab effectivly 1,5 - 2 healers on the voidsentinel-tank and from time to time it was really close.
I read here that 1 healer alone is enough for this tank, so my question is, how do you do that exactly? I had to alternate between hl 11 and hl 9 and that drains my mana really quick. Is there any trick to better predict the damage the tank will take? Our best try yesterday was around 49% phase 1 and today we probably want to try it again with 6 healers. Here's the wws from our trys, baddi is the voidsentinel-tank and naias is the priest which should help out with his healing.

WWS Loading...
I solo heal it as a holy priest. I spec into inspiration and full crit talent (+5%) and pretty much just chain cast GH7. I wear around 240 haste for it, have a spriest and use 1 mana pot, and my mana will last me til ph2 when I get an innervate. We've never tried having a paladin heal it always a priest because of inspiration. Every once in a while he would die to a very bad avoidance streak but I'm not sure preventing that is ever 100% possible.
 
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Old 07/21/08, 4:34 PM   #495 (permalink)
Von Kaiser
 
Orc Warlock
 
Cho'gall
Originally Posted by fauxpas View Post
The Melee Group (2 Rogues, 1 with glaives, Fury Warrior and Enhancement Shaman) did pretty well.

On the other side with the 3 hunters (supported by feral tank and myself via Agi/Strength-Totem) it was pretty close but seemed to be working most of the time. I spoke to someone who has more of an overview over what goes wrong and he said that the Sentinels were the problem..

those were dealt with almost exclusively by the warlocks (+ dots from shadowpriests for more damage), all of which are pretty well geared. in the beginning we had 3 but we swapped one in later on for a shadowpriest .. which didn't really help much.
Unfortunately, the sentinels and spawns weren't nerfed. You should have 3 locks + an spriest's dots/debuffs on sentinels. Another good source for Sentinel DPS is a reflected void blast if you're using a warrior to tank it. Now that door adds have been nerfed you can also ask some of the ranged to help out if need be. This is all I can say about sentinel/spawn dps in general, if it's another issue please let us know.
 
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Old 07/22/08, 5:12 AM   #496 (permalink)
Glass Joe
 
Night Elf Warrior
 
Draenor (EU)
So I am the sentinel tank (warrior) and we've been on M'uru for about 4 nights. The sides seem under control now (since the nerf), but the middle is struggling at times.

The main issue is if the VS's spawn at opposite ends, e.g. me on the left hand side positioned middleish and next spawn right side (worst case scenario next to the KJ entrance). Even if we kill the sentinel with 3-4 seconds to spare I can just barely make it if I intercept it, but then I go OOR of our healer and I die within a few seconds.

Darkness always seems to be up when I going for the next one so cutting across the middle isn't an option.

Yes I reflect the void blast back to the sentinel.

So I am wondering what postioning you are using to tank the sentinel? I am just using the middle (off to the side) as it seems to be the most logical place to be nearest to the next possible spawn location.

Is your healer placed in certain position? We used 1 pally healer yesterday.

Do you call out for MD's? Yesterday we had 2 hunters but they used their MD's on the side tanks (which I totally didn't understand why).

How much time do you usually have left before the next sentinel? We can vary from 8 sec to 1-3 sec.

Thanks.
 
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Old 07/22/08, 5:45 AM   #497 (permalink)
Professional Windmill Tilter
 
Kyth's Avatar
 
Troll Mage
 
Turalyon
Originally Posted by taybul View Post
Unfortunately, the sentinels and spawns weren't nerfed. You should have 3 locks + an spriest's dots/debuffs on sentinels. Another good source for Sentinel DPS is a reflected void blast if you're using a warrior to tank it. Now that door adds have been nerfed you can also ask some of the ranged to help out if need be. This is all I can say about sentinel/spawn dps in general, if it's another issue please let us know.
There's no reason to ask your warlocks to take care of the sentinals all by themselves, especially since they're trying to deal with void spawns right as a sentinal arrives.

All the central dps (mage/lock/spriest) should be doing dps to the sentinals. Our mages do 2x scorch, 2x fireball on each sentinal, and then go back to M'uru. Locks stay on until the sent dies.

 
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Old 07/22/08, 6:22 AM   #498 (permalink)