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07/08/09, 6:09 AM
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#726
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Co-starring: The Egg
Blood Elf Paladin
Azjol-Nerub (EU)
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Mobs are marked in dark purple on Recount if you enable them showing, so that's most likely the collective damage the Immortal Guardians did.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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07/08/09, 6:13 AM
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#727
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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It could also be the P1 Guardians' explosion damage harming the other guardians (presumably they were AoE'd down for speed). That would also account for the extremely high DPS, since the window for the damage is very short.
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07/08/09, 6:30 AM
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#728
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Cat dips
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Originally Posted by Ja7us
It could also be the P1 Guardians' explosion damage harming the other guardians (presumably they were AoE'd down for speed). That would also account for the extremely high DPS, since the window for the damage is very short.
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You cant really AoE down the P1 guardians. With 0 watchers, you're missing 20% health, 20% damage reduction, 20% healing received - not to mention that if you get the debuff that makes you take increased shadow damage, the explosion will instantly kill you if it wouldn't before. Even from doing 1 watcher on 10 man, and having Predatory Instincts (-30% AoE damage taken in cat form), It still takes me down to about 20%. I could imagine the 25 man version would pretty much kill anyone except a tank.
My guess is it belongs to the Phase 3 Immortal Guardians.
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07/08/09, 6:48 AM
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#729
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Piston Honda
Blood Elf Paladin
Tanaris
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Assuming Babelfish is accurate, "immortal" translates to 不朽, which are the first three characters of that dark purple bar.
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07/08/09, 7:53 AM
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#730
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Von Kaiser
Undead Priest
Cho'gall (EU)
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I think the interesting data from these recounts screenshots are not the overall damage done, but this one on Yogg Saron only (P3)
Top 5 are the Warlocks
then Elemental Shaman
then Enhancement Shaman
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07/08/09, 10:19 AM
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#731
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Don Flamenco
Night Elf Druid
Xavius (EU)
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MMO-Champion published an english translation of the strat: From Stars: Yogg-Saron +0 Strategy
It seems that there are 2 keys:
a) insane dps = warlock stacking for drain soul
b) 3 tanks + 2 Hunters that taunt away mobs to avoid adds healing up.
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07/09/09, 6:21 AM
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#732
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Von Kaiser
Night Elf Druid
Dragonblight (EU)
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You can add a third one, keeping tanks alive through the third beacon (they have 4-5 adds each, and even if the 5 beacons are separated the 3 not kited away by hunters will heal the other immortals on the same tank). Execution and dps may be hard (strategy is certainly clever but I don't get why so many ppl are in awe, most of it was already common knowledge and I'm pretty sure top guilds were using a similar one), but the blocking point of the fight is most probably this third beacon phase and the high randomness invloved.
As for the dark purple thing that did 17k dps, it has been confirmed on a well known mmo website for champions that it comes from immortal guardians.
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07/09/09, 4:42 PM
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#733
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Pities the fool
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Originally Posted by Talanik
One thing I haven't been able to figure out, what is the dark purple thing that did 17k DPS?
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My theory is that the dark purple line is Infernal pets, since all 5 warlocks pulled those out. I could be completely off, but that's one possible theory.
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Anyone who cannot cope with mathematics is not fully human. At best he is a tolerable subhuman who has learned to wear shoes, bathe, and not make messes in the house. - R.A. Heinlein
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07/09/09, 11:16 PM
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#734
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Bald Bull
Blood Elf Paladin
Jaedenar (EU)
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Originally Posted by constantius
My theory is that the dark purple line is Infernal pets, since all 5 warlocks pulled those out. I could be completely off, but that's one possible theory.
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Euh, it's been translated already as Immortal Guardian, as stated in the post above you even.
Unless you were being sarcastic of course, in which case, I failed to notice  .
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07/14/09, 2:29 AM
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#735
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Glass Joe
Human Death Knight
Tanaris
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[10] - Firefighter
Now that its open for discussion I have a couple questions about Firefighter, specifically 10-man.
How are you guys handling phase 3?
I've been using heroism in phase 2, would it be better to use it in 3 and go back to back cores?
Whats the best way to get the head out of the way and out of fire when it comes down?
We've been getting to phase 3 pretty consistently, but it seems we just get owned when we get to that point.
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07/14/09, 3:02 AM
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#736
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Piston Honda
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I find that suprising, we've never had problems with phase 3. If you need to the head tank can LoS using the door alcoves, but we've never had to do that.
All dps is on bots and we move around the edge of the room quickly to stop fire becoming too much of a problem.
On ten man you can just leave up the fire bots in phase 4 so the fire doesn't become overwhelming.
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07/14/09, 4:53 AM
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#737
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Von Kaiser
Human Warlock
Deathwing (EU)
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Originally Posted by Szarach
Now that its open for discussion I have a couple questions about Firefighter, specifically 10-man.
How are you guys handling phase 3?
I've been using heroism in phase 2, would it be better to use it in 3 and go back to back cores?
Whats the best way to get the head out of the way and out of fire when it comes down?
We've been getting to phase 3 pretty consistently, but it seems we just get owned when we get to that point.
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The head has a really limited range. We've always had no problem (if fires are carefully placed in the crossover) moving as a group around and around. Especially in 10 man without the silence aura on the fire bots if you move quickly and all the fires will start to go by the time you get around to the other side.
Regarding the cores; just as soon as the assault bot is low health pull the head back. There are loads of places to easily LoS it and it moves very fast. I've no problem tanking it at all and it is one of our quickest and easiest phases; let your tank know to be aware of positioning more than anything:
if there are lots of fires - move
if there are lots of fire bots reasonably close - move
if an assault bot is about to die - move
Get used to using heroism in phase 4 it is by far the most useful time for it as it is the most RNG of all the phases. Especially with the P2 damage nerf it's not at all required there and will give you 40 seconds comfortable DPS and healing on that fourth phase.
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07/17/09, 4:00 AM
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#738
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Von Kaiser
Tauren Druid
Chamber of Aspects (EU)
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My guild was attempting Council: Stealbreaker last on 10-man yesterday before an unfortunate server lag-spike crashed our resto druids client and broke his executable. Regardless, I have a question concerning how Overwhelming Power interacts with Guardian Spirit . If placed on a tank just before dying what would happen? My guesses are:
a) Tank stays alive, boss gets the heal as if tank died (most likely I think)
b) Tank stays alive, boss doesn't get healed (doubtful, would be too easy with Guardian Spirit chaining)
c) Tank dies regardless, boss gets healed (possible, strategy is moot)
Also, does anyone know the cooldown on his Static Disruption on 10-man? We had a mage and hunter soaking them for our attempts but occasionally our rogue would get one too. Now I'm unsure whether it was because he strayed out of melee range or if the current soakers still had the debuff.
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07/17/09, 4:13 AM
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#739
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Von Kaiser
Human Warlock
Deathwing (EU)
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Originally Posted by Moof
My guild was attempting Council: Stealbreaker last on 10-man yesterday before an unfortunate server lag-spike crashed our resto druids client and broke his executable. Regardless, I have a question concerning how Overwhelming Power interacts with Guardian Spirit . If placed on a tank just before dying what would happen? My guesses are:
a) Tank stays alive, boss gets the heal as if tank died (most likely I think)
b) Tank stays alive, boss doesn't get healed (doubtful, would be too easy with Guardian Spirit chaining)
c) Tank dies regardless, boss gets healed (possible, strategy is moot)
Also, does anyone know the cooldown on his Static Disruption on 10-man? We had a mage and hunter soaking them for our attempts but occasionally our rogue would get one too. Now I'm unsure whether it was because he strayed out of melee range or if the current soakers still had the debuff.
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e: This is what I get for zerging. Apologies as the below have rightly pointed out you need 3 soakers (as the spell is identical to 25 man apart from in damage)
r.e the Guardian Spirit this shouldn't be an issue for you on 10 man the timer is really not very punishing and if you are just running 2 tanks and 2 healers the first tank ordinarily won't even die.
Last edited by Frogmite : 07/17/09 at 5:22 AM.
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07/17/09, 4:19 AM
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#740
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Piston Honda
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Originally Posted by Frogmite
Only one soaker is needed on 10 man.
a) is almost certainly correct.
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It's c), guardian spirit doesn't do anything (there's no hit for it to absorb, the tank just dies).
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07/17/09, 4:57 AM
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#741
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Bald Bull
Blood Elf Paladin
Jaedenar (EU)
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Now I'm unsure whether it was because he strayed out of melee range or if the current soakers still had the debuff.
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This is not how it works afaik. Even with 10 soakers outside, you still have a chance on double hits of the ability. If anyone was outside of melee range, he should always get hit before someone inside melee range. Your rogue probably strayed.
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07/17/09, 5:09 AM
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#742
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Von Kaiser
Human Paladin
Lightninghoof
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Originally Posted by vorda
Even with 10 soakers outside, you still have a chance on double hits of the ability.
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The hardmode video on tankspot says that if there is a non-debuffed person in melee, Static Disruption will always be cast on that person before an already-debuffed target. Thus, all you need is 3 soakers, and possibly only 2. Static Disruption lasts 20 seconds, and is cast every 10 seconds.
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07/17/09, 5:24 AM
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#743
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Bald Bull
Blood Elf Paladin
Jaedenar (EU)
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No idea if it's a bug, or my memory is playing tricks on me, but I'm sure I've seen static disruption hit the same ranged soaker twice in a row in the past.
edit: our logs sadly don't go back that much, since we only recently swapped to WoL.
edit2: Unrelated to the steelbreaker conversation, but the latest patch notes show (quite big?) yogg+0 nerfs. Could we expect to see those as a hotfix rather than a 3.2 release or does them simply adding it to this patch notes already mean that isn't going to happen? (I don't think something like this happened in the past, ever)
Last edited by vorda : 07/17/09 at 5:32 AM.
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07/17/09, 10:36 AM
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#744
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Von Kaiser
Tauren Druid
Chamber of Aspects (EU)
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I was under the impression that Static Disruption is not cast on anyone currently with the debuff. If there is a 10 second cd on the cast, I assume a mage with Mage Armor could get it twice in a row?
As we had a hunter and mage as our soakers, I'm going to assume the debuffs went hunter->mage->rogue as perhaps server lag or hobgoblins meant there was a slight overlap of debuffs. Anywho, simply adding a third soaker should solve our problems.
Regarding burning him before even the first tank dies. We're a strictly 10-man guild so stellar dps is a little out of reach for us. However, my napkin math puts the dps requirement at 4k for a 2-tank, 3-healer setup with one tank res which is quite easily attainable.
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07/17/09, 10:44 AM
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#745
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Don Flamenco
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We use two soakers, but I'm not really convinced we need to. Here are two logs from recent-ish 10-man kills of ours (our most recent isn't up, sorry!). Radlock and Undra are the soakers, but lots of people get the first big one because we have all our casters pile in a Rune of Power to start off Steelbreaker. The extra damage really isn't an issue.
World of Logs - Real Time Raid Analysis
World of Logs - Real Time Raid Analysis
If you pull out all the Static Disruption entries, there are a couple things you'll notice. Every single time, he waits to use it until the previous one fades. Without exception in both logs, whether it's phase 2 or 3. I don't want to say that it's always that way 100% of the time on every kill, because this is a fairly low sample set, but over the course of two runs of 12ish Static Disruptions each, there was a pause of 2-5 seconds between when the debuff faded and when he cast it again. Vorda mentioned that he's seen it hit the same soaker twice in a row, which it does in our logs as well, but obviously by then the debuff is gone so it's not an issue.
[edit] I realized that I didn't even attempt to answer the original question. I'd say your rogue probably wandered briefly out of melee range, even if it was just a brief client-server disagreement about position. You shouldn't need more than two soakers, and you probably only need one.
We use two tanks and stick a soulstone on the first one, but even as a strictly 10 man guild we haven't needed it after the first kill. Normally it just means that our MT still has a Soulstone on him for the next couple bosses. We kill Runemaster second, though, and abuse Rune of Power + Bloodlust, and our last kill we had 20 seconds to spare on the second tank. Again, strictly 10 man gear, not counting some random Naxx25 gear from pugs, and a piece of healing gear I have from Ulduar25 that doesn't count toward rDPS.
[edit2] If you do try it Runemaster second to abuse the higher damage output, the hardest part of the fight is the occasional RNG screwing you in phase 2 by a Static Disruption landing on the melee on Runemaster and a Rune of Death plopping itself right on top of them at the same time. As long as healers are watching out for it, and melee does things like Cloak/AMS/Shamanistic Rage/Intervene/etc., it's manageable, but it might result in a random death here and there.
Last edited by Rhaegal : 07/17/09 at 10:57 AM.
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Stand back! I'm going to try SCIENCE!
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07/17/09, 11:30 AM
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#746
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Glass Joe
Orc Shaman
Laughing Skull
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Rune of Death deals shadow damage, and is thus not affected by Static Disruption. Granted, the damage from both can still be dangerous but using soakers should be able to mitigate impact to the raid.
Last edited by Version : 07/17/09 at 12:17 PM.
Reason: clarification
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07/17/09, 12:31 PM
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#747
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Don Flamenco
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You're correct, Rune of Death is unaffected by Static Disruption. I never said it was. It's just a matter of potentially taking lots of damage from two abilities at the same time, even without multipliers. 5000 damage from the Disruption, 5500 damage per second from the Rune until you can get out of it or mitigate it through some other means, and another 2625 DPS from High Voltage modified by the Disruption debuff, multiplied by 3-4 people in melee range, and it can be an issue; that's 13k damage in just the first second with 8k per second until people get out of it.
Also, soaking in phase 2 only works if you tank Runemaster on top of Steelbreaker, which significantly increases the likelihood of ending up with a Rune of Death under both tanks and all the melee at the same time. I guess you could do that, but it doesn't seem like a great idea unless you're very melee-light.
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Stand back! I'm going to try SCIENCE!
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07/18/09, 4:05 AM
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#748
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Von Kaiser
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We find it easier to kill Molgeim first and Brundir second. Brundir's lightning whirl ability is interruptible and with proper raid placement the overload is not a threat. Our placement to make this work without the raid getting hit by overload or static disruption is like this (excuse the MS Paint!):
Someone suggested using a mage with mage armor as a soaker to reduce the duration - this does not work, the duration is not affected. Steelbreaker will target a ranged soaker who does not have the debuff currently. Therefore with 25-man we use 3 ranged soakers.
Last edited by Baalzaman : 07/18/09 at 9:27 AM.
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07/18/09, 5:49 AM
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#749
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Von Kaiser
Tauren Druid
Chamber of Aspects (EU)
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Originally Posted by Rhaegal
We use two soakers, but I'm not really convinced we need to. Here are two logs from recent-ish 10-man kills of ours (our most recent isn't up, sorry!). Radlock and Undra are the soakers, but lots of people get the first big one because we have all our casters pile in a Rune of Power to start off Steelbreaker. The extra damage really isn't an issue.
World of Logs - Real Time Raid Analysis
World of Logs - Real Time Raid Analysis
If you pull out all the Static Disruption entries, there are a couple things you'll notice. Every single time, he waits to use it until the previous one fades. Without exception in both logs, whether it's phase 2 or 3. I don't want to say that it's always that way 100% of the time on every kill, because this is a fairly low sample set, but over the course of two runs of 12ish Static Disruptions each, there was a pause of 2-5 seconds between when the debuff faded and when he cast it again. Vorda mentioned that he's seen it hit the same soaker twice in a row, which it does in our logs as well, but obviously by then the debuff is gone so it's not an issue.
[edit] I realized that I didn't even attempt to answer the original question. I'd say your rogue probably wandered briefly out of melee range, even if it was just a brief client-server disagreement about position. You shouldn't need more than two soakers, and you probably only need one.
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I checked the log of our fight and indeed you are correct. At least on 10-man, Static Disruption has a CD of 20s. I'm going to assume our rogue wandered out of melee range as he kept insisting on trying to get behind Stormcaller. But it seems that on 10-man, only a single soaker is needed.
My logs also confirm that Mage Armor does not affect the duration of Static Disruption. However, the extra resistance will still be handy nonetheless.
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07/18/09, 11:06 AM
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#750
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Piston Honda
Blood Elf Paladin
Tanaris
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Originally Posted by Rhaegal
You're correct, Rune of Death is unaffected by Static Disruption. I never said it was. It's just a matter of potentially taking lots of damage from two abilities at the same time, even without multipliers. 5000 damage from the Disruption, 5500 damage per second from the Rune until you can get out of it or mitigate it through some other means, and another 2625 DPS from High Voltage modified by the Disruption debuff, multiplied by 3-4 people in melee range, and it can be an issue; that's 13k damage in just the first second with 8k per second until people get out of it.
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Assuming you have a Prayer of Shadow Protection and some sort of nature resistance present (which you should in P2, there's no real dps requirement there), that damage would be pretty considerably reduced - in addition, your soakers would ideally be people capable of mitigating the incoming magical damage - a priest specced for Spell Warding, for instance. It works out to a good deal less than that, and should be survivable even without the person in question being on the ball with a potion/healthstone.
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