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Old 06/24/08, 6:26 PM   #276
PallePaladin
Glass Joe
 
Human Paladin
 
Kil'Jaeden
Originally Posted by Kukulzaa View Post
Have any guilds except for Drow used prot pallies to tank the add sides? It seems like it would be a perfect job for a paladin to tank a side, but it's hard to justify fully gearing a paladin tank. The gear requirements for paladins for felmyst skeletons and void spawns are relatively low (kara/badge gear), so are pieces like Kalecgos legs, a felmyst shield, and the sunwell t6 pieces necessary to even stand a chance?
I tank the door side adds and even though I do have a much easier time picking up the adds I take more damage than a feral on the opposite side. We don't CC any mobs, so Beserks really hurt me. Had to stack enough avoidance/block value to make it possible. It allows us to bring 3 paladins to the fight without a ret paladin. Also helps on the caster side keeping up wisdom on every mob and never having issues losing agro on Beserkers. I think I get ~60% avoidance and now close to 30% mitigation but unless you stun Besekers it's going to be a problem living through those 3.3k melee swings.

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Old 06/24/08, 6:30 PM   #277
Ramayana
Von Kaiser
 
Night Elf Warrior
 
Greymane
Originally Posted by Buiden View Post
PvE server. I fail to see how this is NOT blizzard's fault but I digress as well. I see you are on a PvE server too so I'd hope you can understand.

How did we get to M'uru without 4 shaman? Simple, we struggled. We recruited a third one after doing Kalecgos with 2. We also use 2 tanks on Kaly and it is the better method IMHO, but that is neither here nor there. Felmyst was fine without more than 3 shaman then we hit twins. Twins was fun with 3 let me tell you, but still doable. We have people play other characters now, retired shaman, alts, whatever, for the fight now because even with people not playing their mains it makes the fight easier. That is stupid.

Anyway my point wasn't that the 3 checks I listed were difficult to obtain. My argument is that M'uru is all but impossible if you don't meet those 3 requirements (or have 6 glaives like the above poster!)

So yeah, we can have a holy paly tank adds. We can have a rogue or healer play a hunter or resto shaman friend/alt. We can have a mage play an elemental shaman. We can do musical chairs all night long with characters.

But in the end it isn't fun and I can't believe everyone seems to condone it. Don't pretend like rampant account sharing (or playing an alt) isn't the norm for a lot of guilds in order to beat these kinds of fights. Whenver that happens, to me it is indicative of a fight that certainly isn't "perfectly" tuned. When 1 person missing completely throws off the fight, it isn't "perfectly" tuned.
Again the problems you are putting forth aren't a result of the fight. It is a result of your guild not having enough backups to fill in gaps when someone is missing. Which being on a PVE server, I can understand, because the long farmmode of T6 wore out alot of people, and recruiting on PVE servers sucks, alot. But Blizzard tunes fights for ideal scenarios, where they assume that top guilds have the roster to complete the fight. There is nothing wrong with a fight being impossible without the raid meeting certain requirements, because within those requirements there is alot of flexibility on class makeup. There are plenty of fights that required X amount of tanks in the past, and pretty much all DPS checks favor having more shamans in the raid.

I'm completely agreeing with you that the need for shamans has become outrageous, because they literally make or break fights because of how unbeleivably powerful Chain Heal and Heroism/Bloodlust are. But again, that is not a result of the encounter, the encounter is tuned perfectly for what guilds who are up to him are expected to have available to them. Like I've said before Blizzard fucked up badly with how long it took them to release Sunwell, alot of guilds lost alot of players, and as a result EVERYONE was/is recruiting, making getting good apps that much harder, and I'm not going to get into how ridiculous recruiting on PVE servers is.

The main problems with M'uru is not the encounter itself, it is the attrition that sooo many guilds have faced entering Sunwell, resulting in wasting alot of gear on people who quit, which then forces the guilds to regear new recruits instead of getting players offspec/alt gear, such as DPS gear for healers, tank gear for pallies, etc. Any guild who didn't suffer severe attrition during the grind, or had great luck with recruits, has mains with multiple sets of T6 gear capable of fulfilling multiple roles, and that is who M'uru is perfectly tuned for. Unfortunatly, for a significant portion the thousands of guilds who were farming BT, that is not the case.

Originally Posted by Trouble View Post
The tuning on KJ and M'uru is fine. The tuning on the entire expansion preceding these two fights is what's broken.
DING DING DING

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Old 06/24/08, 7:15 PM   #278
Hand
Piston Honda
 
Human Warrior
 
Kil'Jaeden
Originally Posted by Buiden View Post
When 1 person missing completely throws off the fight, it isn't "perfectly" tuned.
I disagree, in my opinion this is the definition of "perfectly tuned." You can do it with 25 but not with 24. That's the whole idea of tuning -- not too hard, not too easy, just right.

BT fights were doable with 20, that's stupid. They were all too easy. People were saying you never had to adjust your raid group, and you could just take the same 25 through the entire instance, I think that's a flaw. In order for a fight to actually be difficult, it has to require a precise raid group. That's not to say everyone has to bring the same precise raid group (As you can see by all the different m'uru strats), I just think everything should come down to the wire where one missing link is a wipe. That is tight tuning, and that is m'uru, and these are the fights that I like.

Requiring 3 of any class or any role isn't too much to ask. Felmyst requires 3 priests, do you think that's a ridiculous thing to ask for? Before everyone figured out the ledge strat for twins, and everyone thought you needed 5 or more resto shamans for that fight, that was a problem. We brought 6 resto shamans to our first twins kill. That is stupid. That is something to complain about. But 3 shamans, and they can be any spec you want? Two warriors and one druid, or vice versa? This just doesn't seem unreasonable to me. Obviously it sucks that you don't have very many shamans, but that's a recruitment issue, not something to blame on the fight. If anything, blame it on blizzard being stupid with the whole pve/pvp transfer issue. All healers should not be interchangeable, and by that I mean, if a fight requires 8 healers, you should not be able to bring any 8 healers. Certain classes excel at different things, and you should bring the class that will excel the most at each role.

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Old 06/24/08, 7:50 PM   #279
Buiden
Great Tiger
 
Worgen Druid
 
Dragonblight
Eh I don't mean doing the fight with 24 people. I'm saying that if I log on and we have our group composition off by 1 key class then we probably should just hang up our hats and try again tomorrow. If we have 4 hunters but only 2 or 3 shaman then we probably shouldn't even bother trying. I don't see class composition as difficulty. You aren't a good player or a good raid because you have the correct class composition. You could take the best players in the world and they would struggle and possibly fail at M'uru with an improper raid composition.

All healers should not be interchangeable
I will respectfully disagree. With the exception of shaman all healers are interchangeable (don't say paladins, blessings can be botted.) Healers should be interchangeable because that allows you to have difficult fights whilst allowing a loosely typed raid group.

I'll stop derailing this though, I don't mean to. This is probably better discussed in the tuning thread, carry on M'uru fans!

Also don't get me wrong I feel M'uru is an excellent fight, it is just frustrating at one point or another for probably 90% of people who have seen it.

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Old 06/24/08, 8:07 PM   #280
Hand
Piston Honda
 
Human Warrior
 
Kil'Jaeden
Originally Posted by Buiden View Post
I don't see class composition as difficulty. You aren't a good player or a good raid because you have the correct class composition. You could take the best players in the world and they would struggle and possibly fail at M'uru with an improper raid composition.
I agree with this 100%, but there is an inherent problem with the concept of raid makeup. All classes are not the same. If it was doable with any composition, then wouldn't it be too easy with the "right" composition? If you could just throw any 4 good dpsers at a doorway, get a good tank, get a good healer, and then that would work, then wouldn't it be too easy if you actually had the ideal group? (feral druid, resto shaman, 2x rogue, dps warrior, enh shaman) Obviously on the surface the idea of class composition doesn't equal difficulty, its just the idea that if any group makeup can do it, then it is too easy with the best group makeup.

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Old 06/24/08, 8:13 PM   #281
Buiden
Great Tiger
 
Worgen Druid
 
Dragonblight
Therein lies the problem. If they can ever figure out how to make a fight difficult without raid stacking then it will be the best fight wow has ever had. I appreciate the back and forth on this, certainly understand your points of view. I apologize if my frustrations with this particular fight are seeping into my arguments, but I felt the same way back at the end of Naxxramas when we had to recruit 3 warriors and 3-odd healers to finish the zone, etc. It is a recurring problem.

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Old 06/25/08, 5:56 AM   #282
Kirion
Don Flamenco
 
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Tauren Shaman
 
Deathwing (EU)
Originally Posted by Buiden View Post
Checklist:

Can you kill him without a prot paladin?
Can you kill him without 4 shaman easily? (less strict I know it can be done, but the Phase 2 difficulty is amplified greatly)
Can you kill him without 4 tanks, or 3 tanks and 3 hunters?


If your guild has trouble consistently with any of the above 3 items you will probably never kill M'uru. What I am saying is that for a fight to be "perfectly" balanced it should be no more doable with a perfectly composed group to one slightly less perfect. Key roles in the fight should be able to be fulfilled by several classes, etc.

If M'uru was to be a perfectly tuned fights it would need to have entropius balanced around not having heroism (make it unusable p2 or something), have another class able to tank the AoE adds so you aren't pigeonholed into a prot pally, and make another class able to transfer threat to a tank from accross the room so that you don't need 3 hunters if you only have 3 tanks.

Like I said above I'd be really dissapointed if they nerfed it, but the fight is far from perfectly tuned. It is extremely well tuned, but definitely not perfect.
I kinda agree with that, though we have recruitment problems lately. The only thing that i would change in M'uru fight is to make Sentinel spawn point non-random. Healing and dps requirments will stay pretty much same, but this will remove need for 4th tank or 3rd hunter (which many, many guilds simply don't have).

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Old 06/25/08, 6:01 AM   #283
Indris
Glass Joe
 
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Night Elf Warrior
 
Kazzak (EU)
We haven't killed M'uru yet so it's certainly possible my opinion is flawed, but I really disagree with the whole, "you need the perfect raid composition to have a chance at M'uru". Summer slack had some toll on our raiding so we only had a few full nights at him, usually lacking the classes we wanted to take, too, but there's definitely more than one or two "perfect" setups that would work for killing him, both in terms of DPS and healing. You don't 'need' 5+ shamans to kill him, you don't 'need' 2 stacked melee groups to kill him, etc.

I can see how certain raid setups could be slightly preferred over other, but it's not really a problem - if your guild can afford to sustain 50 raiding accounts and keep them all geared to have every possible raid comp available to you, more power to you. Otherwise, chances are the fewer raiding players you have, the better gear they have on them - so the less choice in raid setup you have, the more your superior gear can make up for.

edit: the absolute need for Prot Paladin, I don't really have a problem with as the pala doesn't need superior gear and even if you don't have one regulary, you can have a Holy one respec. Same for the whole 4 tanks argument, my guild doesn't even HAVE 4 raiding tanks, we had our DPS warrior spec prot for this fight and it's working just fine; the point I'm trying to make, sure going from 10 or even 11 healer Twins to 5-6 healer M'uru is a vast change in raid setup, but the one thing it teaches us is that people need to gear their "offspecs" better, and be ready to perform in more than one role - which I think is a great thing, anyway.

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Old 06/25/08, 6:21 AM   #284
Anedris
King Hippo
 
Troll Priest
 
Steamwheedle Cartel
I think what this and Twins could have used is what Trouble pointed out a while back - the healing requirements of both encounters could have been brought closer together without nerfing them simply by decreasing the raid damage on Twins but chopping a couple minutes off the enrage timer and increasing the raid healing requirements of phase 1 M'uru while reducing the health of the adds a little.

My understanding on the shamans score is that they are for phase 2. The power of bloodlust in a 90-second DPS burn and healing scramble is understandably immense. This isn't a problem with M'uru though, it's a problem with what shaman bring to the raid as compared to what other healers bring to the raid.

Last edited by Anedris : 06/25/08 at 6:42 PM.

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Old 06/25/08, 12:35 PM   #285
Ghando
Bald Bull
 
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Tauren Shaman
 
Mal'Ganis
Shamans are also phenomenal healers for P1; depending on your positioning, they will dominate everyone except your Resto Druids. The DPS benefits of totems over 6+ minutes of P1 also can't be understated.

I write a humor blog: http://idropthings.blogspot.com

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Old 06/25/08, 12:50 PM   #286
Rensy
Glass Joe
 
Human Rogue
 
Bonechewer
Originally Posted by Indris View Post
edit: the absolute need for Prot Paladin, I don't really have a problem with as the pala doesn't need superior gear and even if you don't have one regulary, you can have a Holy one respec. Same for the whole 4 tanks argument, my guild doesn't even HAVE 4 raiding tanks, we had our DPS warrior spec prot for this fight and it's working just fine; the point I'm trying to make, sure going from 10 or even 11 healer Twins to 5-6 healer M'uru is a vast change in raid setup, but the one thing it teaches us is that people need to gear their "offspecs" better, and be ready to perform in more than one role - which I think is a great thing, anyway.
I would have to agree with you here. I think that it is kind of silly to keep full time prot paladins and other specialty classes on your guild's roster. What is NOT stupid, however, is keeping a solid group of players in each class that are capable of playing any of the roles within that class. Even your top DPS warrior should know how to (and be ready to) tank whatever he needs to. That's how these things should work, imo. We have a Holy paladin respec prot whenever we need to use one, and we found ourselves going to that option quickly when we were learning Felmyst and M'uru. Just keep those players geared in their offspec and you will be fine!

As for "perfect" groups for M'uru, I think that notion is ridiculous. Guilds should play to their strengths. I think I would have preferred to run the way SK did for the fight, but we don't have the hunters to do that really. They used 3 and MD'd the Sentinels to their tank if I'm not mistaken. What happened to work for us when we were just trying to make sense of the fight was that just about two melee groups could kind of "lock down" their respective sides while we determined if that left us enough raid slots to handle the rest of the room. Low and behold it started to work and we began to piece together our strat. Every guild should do what works for them the best, in my opinion!

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Old 06/25/08, 1:53 PM   #287
Grapess
Glass Joe
 
Grapess
Troll Hunter
 
Frostmourne
Hi guys,

My guild is working on the 2nd week into Muru, so far the side groups are pretty much settled and fine tuned, ie. no leaks, killing every waves 2-4sec before the next,tanks are not really dying all over and healers on them gave the go that mana is sustainable into p2.

Now the problem that my guild faced is regarding the Sentinal part. My question is: Is it really an absolute must for hunters to MD the sentinals that spawn like really far from the sentinal tank (we tank it on the left side from the entrance). Atm, my guild is using 3 hunters and 1 elemental shaman + a feral tank on the entrance side, and we are just comfortable with the dps and threat issues every waves. If the 3hunters are to md the far away spawns which will probably eat up like 5-6sec of dps time in this extremely tight for time encounter, I am fairly certain that my side will start to leak or fall below the required dps time.

A solution to this loss in dps time by the hunters would be to call out on vent for assistance on my side by either a mage/s.priest on Muru to help us. But before I resort to this, I want to know if there is anyway for the Sentinal tank to pick up all of them no matter where they spawn reliably? I seen some guilds do Muru with 1 hunter or no MD for the tank, how are they doing the sentinal pickups reliably?

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Old 06/25/08, 1:59 PM   #288
Buiden
Great Tiger
 
Worgen Druid
 
Dragonblight
Originally Posted by Grapess View Post
Hi guys,

My guild is working on the 2nd week into Muru, so far the side groups are pretty much settled and fine tuned, ie. no leaks, killing every waves 2-4sec before the next,tanks are not really dying all over and healers on them gave the go that mana is sustainable into p2.

Now the problem that my guild faced is regarding the Sentinal part. My question is: Is it really an absolute must for hunters to MD the sentinals that spawn like really far from the sentinal tank (we tank it on the left side from the entrance). Atm, my guild is using 3 hunters and 1 elemental shaman + a feral tank on the entrance side, and we are just comfortable with the dps and threat issues every waves. If the 3hunters are to md the far away spawns which will probably eat up like 5-6sec of dps time in this extremely tight for time encounter, I am fairly certain that my side will start to leak or fall below the required dps time.

A solution to this loss in dps time by the hunters would be to call out on vent for assistance on my side by either a mage/s.priest on Muru to help us. But before I resort to this, I want to know if there is anyway for the Sentinal tank to pick up all of them no matter where they spawn reliably? I seen some guilds do Muru with 1 hunter or no MD for the tank, how are they doing the sentinal pickups reliably?
You only need to use misdirect if you are running 3 tanks.

If you have 4 tanks and your sentinel tank cannot get to the next sentinel spawn in time then you simply aren't killing the sentinels quick enough. Hope that helps.

And yes the shaman are for phase 2. 4 shaman is 100% heroism uptime on 2 DPS groups. You can't argue with the power of that.

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Old 06/25/08, 2:20 PM   #289
Krazen
Don Flamenco
 
Blood Elf Warlock
 
Turalyon
Originally Posted by Buiden View Post
You only need to use misdirect if you are running 3 tanks.

If you have 4 tanks and your sentinel tank cannot get to the next sentinel spawn in time then you simply aren't killing the sentinels quick enough. Hope that helps.

And yes the shaman are for phase 2. 4 shaman is 100% heroism uptime on 2 DPS groups. You can't argue with the power of that.
True, but you also have 7 weeks of sunwell gear that SK didn't when they first beat M'uru (not to mention it was a harder fight). You don't get the full duration of the 2nd heroism anyway.

We beat him without a single warglaive in our raid. There are multiple ways to meet the dps checks.

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Old 06/25/08, 2:21 PM   #290
noogiehead
Glass Joe
 
Tauren Warrior
 
Frostmourne
Hi All,

I have been the Sentinel Tank for our guild (Same guild as Grapess [scroll two posts up]) for the past two weeks, I seem to be having a little trouble with the Sentinel on the far side of the room. Majority of the time I can get to the sentinel without trouble and pull it back to our paly tank.

The only time I do face trouble is when it spawns on the far side from where we are tanking and darkness spawns in the center. If I drag it from the north side (considering where we enter from is the south) my dps and healers have issues, if I drag it from the south side I am worried about aoe in the raid. I was looking to get the an md only in situations like this, where darkness spawns and the Sentinel spawns on the wrong side.

Last edited by noogiehead : 06/25/08 at 2:43 PM.

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Old 06/25/08, 3:03 PM   #291
Ztorm
Piston Honda
 
Undead Mage
 
Uldum
Originally Posted by noogiehead View Post
Hi All,

I have been the Sentinel Tank for our guild (Same guild as Grapess [scroll two posts up]) for the past two weeks, I seem to be having a little trouble with the Sentinel on the far side of the room. Majority of the time I can get to the sentinel without trouble and pull it back to our paly tank.

The only time I do face trouble is when it spawns on the far side from where we are tanking and darkness spawns in the center. If I drag it from the north side (considering where we enter from is the south) my dps and healers have issues, if I drag it from the south side I am worried about aoe in the raid. I was looking to get the an md only in situations like this, where darkness spawns and the Sentinel spawns on the wrong side.
The darkness will despawn about 8-10 seconds before the next void spawns. You have to hold your void sentinel at the edge of the darkness and move quickly to your paladin tank as soon as the darkness dissipates. Your DPS have to take the void sent down to about 40% or so and then do a hard burn once the void is in position. It takes a bit of timing on both the tank's part and by the DPS, but it's perfectly repeatable. Just make sure the void doesn't die in the center by M'uru where your pally tank can't reach them.

"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 06/25/08, 3:32 PM   #292
rochan
Piston Honda
 
Human Warlock
 
Kilrogg
Originally Posted by Krazen View Post
True, but you also have 7 weeks of sunwell gear that SK didn't when they first beat M'uru (not to mention it was a harder fight). You don't get the full duration of the 2nd heroism anyway.

We beat him without a single warglaive in our raid. There are multiple ways to meet the dps checks.
20 leatherworkers?

I can't wait until they nerf those damn drums.

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Old 06/25/08, 3:39 PM   #293
Trouble
Bald Bull
 
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Trouble
Blood Elf Druid
 
No WoW Account
Originally Posted by rochan View Post
20 leatherworkers?

I can't wait until they nerf those damn drums.
Amen.

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Old 06/25/08, 5:00 PM   #294
bland
Glass Joe
 
Night Elf Warrior
 
Doomhammer
To better get to a Void Sentinel thats across the room, Intervene a person or totem to help get around Darkness. If you intervene through a small part of Darkness you'll have the debuff for a second only even if it says 10 or 13seconds - you have to stand in Darkness to keep that debuff.

I'd like to reiterate the fact that if you can't get to a Void Sentinel and you're not tanking Void Spawns, then your DPS on Sentinels is slow, thats all there is to it. If my Sentinel dies with 1 second or less before the next one spawns I state it on vent, saying either a little slow or way too slow if it died after the next started up, thus they know they need to burn harder and faster, or another person knows to jump in and help.

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Old 06/25/08, 5:07 PM   #295
Rooney
Glass Joe
 
Human Warlock
 
Frostmourne
Originally Posted by Grapess View Post
Hi guys,

My guild is working on the 2nd week into Muru, so far the side groups are pretty much settled and fine tuned, ie. no leaks, killing every waves 2-4sec before the next,tanks are not really dying all over and healers on them gave the go that mana is sustainable into p2.

Now the problem that my guild faced is regarding the Sentinal part. My question is: Is it really an absolute must for hunters to MD the sentinals that spawn like really far from the sentinal tank (we tank it on the left side from the entrance). Atm, my guild is using 3 hunters and 1 elemental shaman + a feral tank on the entrance side, and we are just comfortable with the dps and threat issues every waves. If the 3hunters are to md the far away spawns which will probably eat up like 5-6sec of dps time in this extremely tight for time encounter, I am fairly certain that my side will start to leak or fall below the required dps time.

A solution to this loss in dps time by the hunters would be to call out on vent for assistance on my side by either a mage/s.priest on Muru to help us. But before I resort to this, I want to know if there is anyway for the Sentinal tank to pick up all of them no matter where they spawn reliably? I seen some guilds do Muru with 1 hunter or no MD for the tank, how are they doing the sentinal pickups reliably?

Posting because you are from my server. The whole reason behind 3 hunters is so you only have to take 3 tanks, which is 1 for each door and 1 prot paladin for the sentinels AND void spawns. With this you get to take an extra dps so i don't think sides should have any issues at all because you are doing the fight with an extra dps than is required from our experience.

The Sentinels are pretty much dead for us before the patch appears on the wall where the next sentinel is spawning so our Warrior has ample time to get there pick it up and drag it back to our prot pally where it dies, Rinse/Repeat. If they die slow and the sentinel is already spawning voices are raised and we fix it immediately.

We have set times when to push it over for p2 according to big wig timers on the enrage. Mages switching off to help sides puts this all out of whack and we go from a 4 minute p1 to a 5 or 6 just because the timing is crucial.

K edited because it isn't the whole reason you take 3 hunters but it is a definitely an upside and if we actually had 3 hunters in the guild we sure would be doing it that way.

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Old 06/25/08, 6:11 PM   #296
Latito
Don Flamenco
 
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Human Rogue
 
Lightbringer
Just a comment on the tank/healer ratios and the complaining going on, specifically the difference between various Sunwell fights.

M'uru generally is done with 6 healers, some guilds use 5. Most guilds take 4 tanks, some make due with a well-geared (read: full-time) Prot Paladin tanking Spawns + Sents and a few MD's. Most guilds quickly realize that you don't need a decked out Prot Paladin to tank adds that hit for ~300. Having a Paladin who normally raids holy works just fine. After the first 2 weeks of attempts, my guild just stopped having the paladin respec at all. We killed M'uru last reset after 268 pulls (according to a quick wc -l of the WWS history). Last night we only had time for a few attempts on him but got to P2 each time. Our holy paladin just puts on some SR and a bunch of healing gear. We essentially have a 7th healer. With the +Healing to +dmg conversion, he puts out a LOT of threat. While he lacks some of the cooldowns Protadins enjoy, our warlocks haven't had issues with threat. We've run with 2 warlocks (due to disconnects) and threat was tight but manageable. We have 3 warlocks in when we can and the kill happened with 3. Once the last set of spawns are dead, this paladin is now able to provide a decent bit of MT healing for P2 while our Shaman and Priests can focus on raid damage (87% of Entropius' P2 dmg was Negative Energy in P2 for a kill). For reference, we had 3 Resto Shaman, 2 CoH priests, 1 Druid and 1 Tanking Holy Paladin. All 3 Shaman and 1 of the priests gets a Shadow priest. The other priest is given an extra inervate and swapped in for Mana tides.

When comparing to other fights..
First off, for reference we have 2 Feral tanks and 1 Prot warrior tank. 1 of the Ferals MT's, the other is more of a "swing-spec" and will kitty dps or tree-heal when required

We do Felmyst each week with 7 healers. We have one of our tanks switch over to his alt paladin to tank. This paladin has basically ZA gear + a Felmyst shield (we've had a lot) I don't think he's ever stepped foot into Hyjal or BT on that character. On twins we have one of our ferals go tree, an ele shaman go resto and either a shadow priest go holy or someone swap over to their (T6-geared) alt healer. Going to M'uru the feral is back to bear, elemental shaman back to ele and a holy paladin puts on some SR gear. Sure, for the first kills we went from 8 to 10 to 6 on those fights, but you aren't getting your first kills all in the same week. By time we had our first M'uru kill we were taking 9 healers to Twins and could likely drop to 8 if we were forced to do so (no point now, 9 is safer and we're waaay ahead of the relaxed enrage timer).

Point being, you don't need a prot paladin for any of these fights. If you have one, have him tank something meaningful and use a Holydin on the adds which CRIT for 600 and do ~80% shadow damage. You also don't need to sit people and swap others in on every other fight. Sunwell has taught us how people need to learn to play a CLASS, not a spec.

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Old 06/25/08, 7:26 PM   #297
Ramayana
Von Kaiser
 
Night Elf Warrior
 
Greymane
Originally Posted by Latito View Post
Sunwell has taught us how people need to learn to play a CLASS, not a spec.
That pretty much hits the nail right on the head. The best players are the ones who can swap from spec to spec and barely miss a beat. Sunwell somewhat forces that to happen with its drastic differences in raid requirements from one fight to the next. This instance was very well designed and balanced, people saying it should be more like the shitholes that are BT/Hyjal is just ridiculous.

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Old 06/25/08, 7:47 PM   #298
Indris
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Originally Posted by noogiehead View Post
Hi All,

I have been the Sentinel Tank for our guild (Same guild as Grapess [scroll two posts up]) for the past two weeks, I seem to be having a little trouble with the Sentinel on the far side of the room. Majority of the time I can get to the sentinel without trouble and pull it back to our paly tank.

The only time I do face trouble is when it spawns on the far side from where we are tanking and darkness spawns in the center. If I drag it from the north side (considering where we enter from is the south) my dps and healers have issues, if I drag it from the south side I am worried about aoe in the raid. I was looking to get the an md only in situations like this, where darkness spawns and the Sentinel spawns on the wrong side.
Darkness isn't really some sorta evil horrible thing that will instagib you the moment you touch it, anyway. It's CAN be a bit risky, but you can run through it with a sentinel on you; especially if you can wait for it to start a void blast cast and get out of his range into the darkness while it's casting - that way you won't even take any swings while you're in the darkness itself, and by the time it catches up with you you're out of darkness already. Moroes' pocket watch works wonders also if you find yourself running through the darkness with the sentinel bashing on you, or if worst comes to worst you could pop last stand or something.

We haven't killed M'uru yet (whee summer slack) but on our last tries on him, I've been cruising through the darkness so many times and I haven't died a single time because of it, just have to make sure you're smart about it ie wait until you're topped before going in, be ready to use cooldowns, try to time it around a void blast etc. Definitely no need to waste misdirects and DPS time due to that.

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Old 06/25/08, 8:27 PM   #299
Zindel
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There is never a reason to step into darkness with a Sentinel on you, and I think that'd be pretty risky. Sentinels either spawns 10 seconds before a darkness spawns or 10 seconds before it despawns. You either drag it across before the darkness is up, or hold it until the darkness despawns and then drag it across. Either way the Sentinel will end up at the correct spot when it's dead and your tank never steps into darkness.

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Old 06/25/08, 9:39 PM   #300
 Intermission
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Originally Posted by Latito View Post
Sunwell has taught us how people need to learn to play a CLASS, not a spec.
Originally Posted by Ramayana View Post
That pretty much hits the nail right on the head. The best players are the ones who can swap from spec to spec and barely miss a beat. Sunwell somewhat forces that to happen with its drastic differences in raid requirements from one fight to the next. This instance was very well designed and balanced, people saying it should be more like the shitholes that are BT/Hyjal is just ridiculous.
What these guys said.

To add to that, one of our shamans respecced 4 times in last nights Sunwell raid from Kalec to Muru, which I found pretty funny. I think he usually does 3, but I guess some last minute raid changes/DC's happened.

We do have a "main" prot paladin, but he is holy for Brut+Felmyst+Twins anyway! Which is half the instance. Our MT goes Arms on Brut many raids. Our locks are always taking turns at Affliction when needed. Our main (and only) holy priest is often shadow. Even one of our BM's goes survival if I cant make the raid.

You really don't need to make many massive raid substitutions when BC throws so much gear at you. Every player should have their offspec gear ready, and offspec knowledge/experience to go with it.

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