Everyones hoping for some more interesting and useful discussion to come of this thread, rather than debates over whether Constellations Randomly Barrage and whether range affects Big Bang's damage. There really are some worthwhile things to discuss about this great fight. I'll throw some things out there that every guild faces when they initially get to Algalon:
- Collapsing Stars (Best ways to kill them, who should do it)
- MT Healing Assign (Which Classes/combinations prove most effective)
- Cosmic Smash Positioning (Specifically with regards to whether MT healers have to move)
To address these in no particular order...
We ultimately came to the conclusion that the only random thing about the Algalon (10) fight, is whether a Cosmic Smash will force a MT healer to move. Nothing else at all.
The Living Constellations Barrage should never really kill people on 10's, even if it's shortly after a Black Hole Explosion (assuming your raid is balanced with fort/kings/mark etc). On Algalon 25, the Constellation barrage is likely a different story however, and justifiably the cause of some 'rng gibs' scenarios. However i've only done 10's so i'll stick to discussing that.
With two excellent MT healers (one providing inspiration/fortitude) and positioning to ensure they never
both have to move from the same Cosmic Smash - we rarely experienced MT death issues (After the initial first weeks rude shock at how much damage he is capable of putting out). There occasionally was the classic MT non-avoidance streak in conjunction with a Black Hole Explosion (whilst a Cosmic Smash simultaneously forced a MT healer to move scenario) resulting in tank deaths, but those are usually few and far between.
The Collapsing Stars will prove to be a very interesting topic to dicuss, specifically with regards on how exactly to kill them. Initially we (and many guilds I suspect) go in with the idea that Collapsing Stars must be nuked fast, hard and as often as possible. However one week I noticed that we did more damage to Collapsing Stars on 10's than some guilds do on 25's. All that extra damage and effort we put in, was perhaps just unnecessary. After more practise and research, it indeed proves correct that you simply don't want to zerg stars mindlessly as fast as possible - you want to put a little more finesse into whats being done, and take advantage of their self-detonate/respawn mechanics.
The pattern we settled into for Collapsing Stars, from engage until the first Big Bang, was this:
0 sec - Engage
10sec - Algalon spawns first four stars
~20sec - Kill first star (happens around the time of the first Smash)
~35sec - Kill second star
~55sec - Kill Third star
**sec - Watch the fourth star but DONT kill it (DPS Algalon in the meantime if you wish)
~80sec - Kill the fourth star only
after the first three dead stars have respawned
90sec - First Big Bang
Algalon does his first respawn or 'refill' of the stars about 15-20 seconds before the first Big Bang. He will make sure theres always 4 stars up. If you kill three, he only respawns three. If you kill all 4, he respawns 4 - which isn't necessarily a better scenario. Because you have 4 stars all self detonating with the same health. You will want to make sure your fourth star is low enough hp to quickly finish off immediately after this refill, because the first big bang is incoming shortly thereafter and you want your raid healers to have time to top everyone up after the explosion, before the raid enters the Phased Realm.
Depending on your Star Killers technique, they should be able to help DPS full time on the boss (ignoring all Stars) around or shortly after the third Big Bang. Quickly finish off any stars that are low-ish health (aka would blow up before Algalon hits 20% and they despawn). If they are killing stars right up until Algalon hits 20%, you're doing something terribly wrong. It sounds obvious for guilds that have done the fight, but is not readily apparently and took me a couple attempts to realise. The extra DPS you can throw onto the boss might be crucial to help beat the enrage timer.
We initially made a mistake of just putting 'a hunter' on Stars simply because thats how a video we first watched did it. Instead, the far superior option was giving the job to players with excellent raid awareness (can watch grid, boss timers), a solid understanding of encounter mechanics, and importantly - someone who is confident and familiar with communicating on vent. If that person happens to be a mage, so be it. With that said, i'm curious whether experienced Alg-25 guilds would favour warlocks as 'the ideal class' to do the job, given that they can stagger dots so effortlessly. This might not be needed on 10's, but their superior ability to do this - whilst dps'ing the boss - on 25 could be invaluable to meet the 6minute enrage.
Theres much more interesting discussion to be had, that really only pertains to 25-man Algalon. Similar to comparing The Iron Council (Steelbreaker last) on 10 vs 25.... they don't compare. However theres still not very many guilds who are actually attempting Algalon 25, probably not enough to spark off pages of heated debate in this thread just yet. Furthermore, guilds doing 25-man Algalon have beaten Freya+3/Firefighter, and therefore are strong guilds easily capable of handling the fight without neeeding to come here and clarify encounter mechanics or strat nuances. Discussion between said guilds is typically more a brotherly "So thats how you do it? Neat." discussion. However, thats still a good discussion to be had, and it would be nice to guilds like this to jump in and contribute. Everyone knows what the strat is for Algalon: But its more about finding what works best for your raid, your healers - and executing it with finesse. Videos and text won't give you that alone.
More people will come here looking for info to assist their 10's. On 25's, some of the more interesting things to discuss are which ~3 healer combo is superior for your MT healing and creative/esoteric ways to help meet the higher RDPS thresholds to beat the enrage.
One mechanic that has been discussed alot in the BB is Algalons Enrage and reset/despawn/win requirements. We've all seen videos where he casts the fourth (enraged) big bang whilst the raid gets him to 1%. Everyone will die when the cast finishes, except for a Guardian Angel'd player (or a lucky rogue who vanished) and Algalon will immediately give up afterwards. Have a look at this video for an example of this scenario, at 6min20 sec into the video:
YouTube - Guild Cuties Only Algalon Realm First Kill Celestial Defender
However, theres still some confusion as to what Algalon will actually do if
everyone dies to the enraged big bang while hes at 1%. If theres literally 0 people alive and hes at 1 hp after he casts the enraged big bang, does he ascend first (because nobody on threat) or give up first and you win? What happens if everyone outside dies, but 1 player went into a Black Hole? Every video i've seen: has had at least one player live through the Enraged Big Bang
outside. I'd like to hear if anyone has experienced a scenario where
every single person dies to the enraged big bang whilst he was at 1%, yet he gave up afterwards instead of Ascending/despawning first.