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Old 07/27/09, 5:40 PM   #256
Ashikar
Glass Joe
 
Tauren Druid
 
Twisting Nether
Originally Posted by Tinweasele View Post
My guild recently started general and so far we have gotten in about 2-3 hours of attempts. I was wondering what healing assignments do the majority of guilds use on this fight? including spell usage. I am simply boggling at people describing being able to keep a tank up with just 3 healers with no mana returns, as we are having issues keeping the MT up with FIVE! dedicated healers. Last night we had 2 holy paladins, 3 resto druids, 2 disc(sorta) priests, and not only were my priests going oom, they were doing it at about 50%, and generally the same with the rest of the healers. The assignments i was using was as follows:

druids: rejuv, swiftmend when health spikes, nourish stopcast otherwise, lifebloom on clearcasting proc
priests: shield ranged and MT from within crashes, pennance tank when health spikes from outside shadow crash
paladins: 1 paladin would stop cast holy lights waiting for 50% tank health, other would shock at 70% then flash till shock was up again.
What we do is split up the healing as follows:

Druids - melee for clearcasting procs. On a clearcast cast Rejuv. If you get another clearcast before Rejuv falls off cast Regrowth or Lifebloom (if you need the mana). Typically the druids try to conserve their mana for P2 with the Animus up. SM burst only if really needed.

Paladins - Sacred Shield from a crash and then Flash of Light whenever the tank isn't at full. [Edit: If you have no ret Judgement of Light is very cheap to keep up and adds a fair amount of healing.]

Priests - Sit in crash and spam PW:S. Use PoM from inside the crash. Use penance out of crash for burst healing.

Shaman - Healing stream totem. Earth Shield inside the crash. I'm unsure of what heals he uses outside the crash though.

Basically we go for mana efficiency and trust tank CDs and periodic heals to keep the tank stable enough for a healer to respond to sudden spikes.

I can't speak too overly much for your comments on the other healers but as a druid you should never be casting nourish on this fight. It is just stupidly expensive for what it does. Rejuv and Regrowth are your best bets (especially on a clearcast) as they last for a significant amount of time and are SM fodder.

[Edit2: What tank are you using? We use a blood DK tank who has a non-trivial amount of self-healing. A large reason why we are able to have this easy 'wait and see' approach to healing the MT is because he can take 2 hits in a row without dying even if he receives 0 heals. This normally gives our periodic/small heals enough chance to tick and heal him enough to take a third hit if the healers are really sleeping and are slow to react to this burst. It may be that your tank is poorly geared and your healers are burning through mana at a much faster pace to try and compensate for that.]

Last edited by Ashikar : 07/27/09 at 5:45 PM.

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Old 07/27/09, 5:55 PM   #257
Tinweasele
Von Kaiser
 
Night Elf Druid
 
Firetree
Thanks for the help... we are not even TRYING hard mode, but the tank can definatly get 2 shot. looking at your healing assignment you would not think the tank takes 24k hits.

Armory link: (hopefully hes in pve tank gear)
The World of Warcraft Armory

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Old 07/27/09, 6:19 PM   #258
Ashikar
Glass Joe
 
Tauren Druid
 
Twisting Nether
Have you thought about having your tank go blood for the fight? With using Deathstrike as part of the regular threat rotation (15% max health back each hit 2x every 10s cycle), along with having Improved Rune tap (20% max health oshi- button for 1B every 30s) and Will of the Necropolis (-15% damage on any hit that would take you below 35% on a 15s CD) it provides a SIGNIFICANT boost to his survivability and lets us handle healing in a much more leisurely fashion. Vampiric Blood and Mark of Blood are also nothing to sneeze at. Although they won't save your life directly by themselves, combining them during a rough spot can truly pull off amazing things. Vampiric Blood + Imp Rune Tap/Death Pact I'm looking at you.

If you are wanting to compare gear you can check out our DK here.

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Old 07/29/09, 4:11 PM   #259
Ja7us
Don Flamenco
 
Tauren Druid
 
Steamwheedle Cartel
Also remember to use Demoralizing Roar / Shout when using a paladin or DK tank. The debuff is often overlooked since warrior tanks bring it so consistently, but the difference (especially for the improved debuff) is very, very noticeable.

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Old 08/02/09, 10:03 PM   #260
Gryffon
Glass Joe
 
Gryffon's Avatar
 
Blood Elf Priest
 
Perenolde
mana % macro

hey everyone, I've looked all over and I can't find the macro for reporting in a percent mana remaining. I used to have it and when I transfered servers, it disappeared. I noticed only the macros I had dedicated for that specific toon did so. I find it highly useful for co-ordinating saronite vapors on Vezax.

Can anyone assist me?

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Old 08/02/09, 10:26 PM   #261
Ravelvan
Von Kaiser
 
Tauren Druid
 
Hyjal
Originally Posted by Gryffon View Post
hey everyone, I've looked all over and I can't find the macro for reporting in a percent mana remaining. I used to have it and when I transfered servers, it disappeared. I noticed only the macros I had dedicated for that specific toon did so. I find it highly useful for co-ordinating saronite vapors on Vezax.

Can anyone assist me?
Something like this should do it:

/run SendChatMessage("My mana is currently at "..floor((UnitMana("player")/UnitManaMax("player")*100+.5)).."%.","RAID")
You can replace "RAID" with "PARTY" or "SAY" or "RAID_WARNING" if you like.

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Old 08/04/09, 11:04 AM   #262
Xieon
Von Kaiser
 
Draenei Shaman
 
Feathermoon
Here is my rewrite of Tyrian's strategy. If there are any errors, let me know and I can clean it up. Some folks I know didn't understand the initial post, so I spelled it out a little differently.

VEZAX.pdf

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Old 08/08/09, 8:09 AM   #263
Kleskmaster
Glass Joe
 
Draenei Death Knight
 
Mannoroth (EU)
Even if Coliseum is out now, my guild wants to go for that Ironbound Protodrake. So we wanted to start doing Vezax HM this week.
On the stratfu Forums I read about a change of shadow crash firing rate (now every 5secs). Can anyone confirm this?
If he fires Crashes now that ferquently, is the strategy Xieon posted above still the way to go?

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Old 08/08/09, 9:38 AM   #264
Renew
Team Healbot
 
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Human Paladin
 
Tichondrius
He does fire them off more frequently (thus consistently). He also will spawn the animus much earlier.

Confidence is not Arrogance.

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Old 08/09/09, 1:01 PM   #265
Cranberry
Banned
 
Blood Elf Paladin
 
Tanaris
Originally Posted by Ja7us View Post
Also remember to use Demoralizing Roar / Shout when using a paladin or DK tank. The debuff is often overlooked since warrior tanks bring it so consistently, but the difference (especially for the improved debuff) is very, very noticeable.
This was posted before 3.2 came out, but for those reading it now: paladin tanks now have our own version of demo shout (Vindication), so this is no longer necessary.

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Old 08/10/09, 9:31 AM   #266
Machinator
Don Flamenco
 
Troll Warrior
 
Aggramar
Is there any idea of how often he casts after an interrupt? On 10m he would cast exactly in line with my pummel cooldown (10s, 4s lockout), and on 25m it was in line with both mine and the other warrior's, so every 5 secs. Anyone know if shorter lockouts like windshock would make him cast faster than that?

"Information is ammunition."

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Old 08/10/09, 9:58 AM   #267
Lucinde
Piston Honda
 
Human Priest
 
Lightbringer (EU)
I can't confirm it, but can report a similar observation. We had two rogues rotating it last night and while it was tight on their kick cooldown all along, we managed fine.

However, as soon as someone with a shorter lockout would interrupt one (ie, windshock in this particular case) we had our rogues reporting they were still on cooldown from the previous searing flames.

He does fire them off more frequently (thus consistently). He also will spawn the animus much earlier.
I can't try this anymore this reset since we killed it yesterday, but since the animus now comes up after 6 clouds I wonder if it's possible to use the first two clouds to gain mana and then spawn the Animus after the 8th. Or has the total number of clouds simply been reduced to 6?

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Old 08/10/09, 10:09 AM   #268
Arghoslent
Banned
 
Human Warrior
 
Lightbringer (EU)
Originally Posted by Lucinde View Post
I can't try this anymore this reset since we killed it yesterday, but since the animus now comes up after 6 clouds I wonder if it's possible to use the first two clouds to gain mana and then spawn the Animus after the 8th. Or has the total number of clouds simply been reduced to 6?
The premise of hard mode is to kill Vezax without any mana regeneration, so I think you only get 6 clouds altogether.

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Old 08/10/09, 11:06 AM   #269
maddfez
some random guy
 
Night Elf Mage
 
<FoE>
Turalyon
Did the 10 man version last night. I can confirm that only six clouds spawned in total, and all went to making the Animus.

He now has ~6.3 million hp and the add has ~1.6 million

Originally Posted by Falk
Seems like advocating Darwinism would be the best solution.
Originally Posted by Darkside View Post
The achievement would be much easier if it wasn't as hard.

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Old 08/11/09, 3:29 AM   #270
vorda
Bald Bull
 
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Blood Elf Paladin
 
Jaedenar (EU)
Originally Posted by maddfez View Post
Did the 10 man version last night. I can confirm that only six clouds spawned in total, and all went to making the Animus.

He now has ~6.3 million hp and the add has ~1.6 million
Did you kill a cloud before the Animus spawned to see if he makes a 7th cloud and forms the Animus anyway?

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