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Old 09/11/09, 2:06 AM   #251
BoldOfMazrigos
Banned
 
Tauren Druid
 
Mazrigos (EU)
I would like to disagree about the CC is critical on 25 Faction Champion fight.

The only thing critical for my guild is to handle the melee mobs. As stated before in the thread having 2-3 people tank the rogue, warrior is critical. The paladin and DK can also be tanked but the most important is the rogue and warrior. Make sure to check why you are dying and control that aspect.

If they are tanked then no clothies are getting 2 shotted. CC is ok but we only do it for the pull more or less the rest is just brute nuke tactics on healers.

After the healers are dead we focus on the rogue since he can shadow step and pretty much kill someone directly.

We also position healers and ranged at the far back of the room spread out.

So
Melee including one DK in centre of the room. Tanks stand at the entrance door. Healers at the far back. Ranged dps between healers and melee. We pull with the 2 or 3 tanks aggroing. One DPS DK will then deathgrip the first healer to die to the melee dps and we start nuking.

This is the only thing we are doing and i cant say that we are pros in anyway and if we can kill it without any deaths last weeks then any guild can do it.

Last edited by BoldOfMazrigos : 09/12/09 at 4:16 AM.

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Old 09/11/09, 2:49 AM   #252
Jagiya
Don Flamenco
 
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Gnome Rogue
 
Blackrock
To be explicitly clear (assuming you were responding to my post), I was referring to Heroic mode.

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Old 09/11/09, 11:31 AM   #253
Feddor
Glass Joe
 
Night Elf Rogue
 
Bonechewer
Being a rogue, I tried something on Beasts which proved useful for the heroic version. During Icehowl, if you use vanish right as he casts his Massive Crash (1 sec cast time), you don't end up getting hit by the knockback and the resulting stun. On a somewhat related note, if he targets you for his charge, but you've just vanished he'll stop his charge at the location that you were standing when he targeted you.

In other words,
-I was standing near the outer part of the star on the ground and vanished during his Massive Crash cast
-Icehowl targeted me after I vanished, and charged
-I moved out of the way, and he got stunned at the location I had vanished from

Seemed pretty odd, but I do wonder if there are any other class mechanics like that that would do the same thing. You don't get stunned, so there's absolutely no way you can't get out of Icehowl's charge.

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Old 09/11/09, 11:46 AM   #254
Exemplar
Bald Bull
 
Human Paladin
 
Scarlet Crusade
Originally Posted by Feddor View Post
Being a rogue, I tried something on Beasts which proved useful for the heroic version. During Icehowl, if you use vanish right as he casts his Massive Crash (1 sec cast time), you don't end up getting hit by the knockback and the resulting stun. On a somewhat related note, if he targets you for his charge, but you've just vanished he'll stop his charge at the location that you were standing when he targeted you.

In other words,
-I was standing near the outer part of the star on the ground and vanished during his Massive Crash cast
-Icehowl targeted me after I vanished, and charged
-I moved out of the way, and he got stunned at the location I had vanished from

Seemed pretty odd, but I do wonder if there are any other class mechanics like that that would do the same thing. You don't get stunned, so there's absolutely no way you can't get out of Icehowl's charge.
Paladin bubble is immune to the stun/knockback mechanic. I don't remember the exact circumstances that caused me to do so, but I bubbled and a few seconds later he did Massive Crash and I remained in the middle of the room attacking. However, I was not targeted for the charge, so I cannot comment on it.

I would assume any immunity (such as Ice Block) would also function.

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Old 09/11/09, 12:24 PM   #255
Kirth
Piston Honda
 
Night Elf Priest
 
Khadgar
Originally Posted by Exemplar View Post
Paladin bubble is immune to the stun/knockback mechanic. I don't remember the exact circumstances that caused me to do so, but I bubbled and a few seconds later he did Massive Crash and I remained in the middle of the room attacking. However, I was not targeted for the charge, so I cannot comment on it.

I would assume any immunity (such as Ice Block) would also function.
Our pally was targeted for charge while bubbled and the same thing happened, Icehowl charged a spot on the floor and was stunned there.

Last edited by Kirth : 09/11/09 at 2:51 PM.

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Old 09/11/09, 2:39 PM   #256
KamPa
Don Flamenco
 
Night Elf Priest
 
Bronzebeard (EU)
I got stunned through Killing Spree and just stood there in the middle, barely making it before he charged someone else. So that one doesn't work.

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Old 09/11/09, 9:53 PM   #257
Pasture
Don Flamenco
 
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Blood Elf Mage
 
Steamwheedle Cartel (EU)
Originally Posted by Exemplar View Post
PlayerTarget 1Target 2Target 3
Druid 1WarlockSpriestHunter
Druid 2RogueBoomkinDK
Warlock 1HunterWarlockSpriest
Warlock 2DKRogueBoomkin
Mage 1SpriestHunterWarlock
Mage 2BoomkinDKRogue
Your mages must have had fun trying to sheep the Boomkin. That's the main problem with such an extensive rotation as this. Not everything can be CCed by everyone. As a mage I can very effectively control the priest through sheeps, Slow (I'm arcane) and counterspell. The Tree however is much better left to a warlock.

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Old 09/12/09, 1:44 AM   #258
Grunge
Don Flamenco
 
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Human Rogue
 
Kor'gall (EU)
Originally Posted by Jagiya View Post
To be explicitly clear (assuming you were responding to my post), I was referring to Heroic mode.
Even on heroic mode you do not need to use extensive CC.

Provided that you have 2-3 rogues, you can keep the healers + the occasional caster almost perma-interrupted via FoK (at least until 3.2.2).
This allows you to ignore the healers until you've killed the more annoying DPS (Hunter, Rogue, Warrior, DK to a lesser extent).
Once the "Gib" classes have been killed, you're left with 5 minutes of fun dps.

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Old 09/12/09, 2:32 PM   #259
gaerthe
Von Kaiser
 
Gnome Mage
 
Stormrage
Originally Posted by Feddor View Post
Seemed pretty odd, but I do wonder if there are any other class mechanics like that that would do the same thing. You don't get stunned, so there's absolutely no way you can't get out of Icehowl's charge.
I had the same thing happen when I popped invisibility just prior to the stun. I was not knocked back and wasn't stunned. He didn't target me, so I can't comment on the "charging a random point on the floor".

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Old 09/13/09, 1:02 PM   #260
Mideci
Great Tiger
 
Gnome Rogue
 
Stormrage
Originally Posted by Zindel View Post
You also get a 258 cloak for doing Tribute to Insanity in 10 man, along with the mount, weapon and the four tokens for the 245 set.
And, for what it's worth, with 25 attempts remaining (A Tribute to Great Skill), you get the weapon, Anub loot, and 2 trophies.

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Old 09/13/09, 8:43 PM   #261
Soralin
Von Kaiser
 
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Dwarf Paladin
 
Blackrock
Not specifically relating to heroic mode, but can anybody suggest a way (preferably a realtime mod) of displaying how much of the Twin Val'kyr's shield remains? Even a method for post-attempt analysis would be useful.

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Old 09/13/09, 9:17 PM   #262
Leguaran
Piston Honda
 
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Human Paladin
 
Uldaman
Originally Posted by Soralin View Post
Not specifically relating to heroic mode, but can anybody suggest a way (preferably a realtime mod) of displaying how much of the Twin Val'kyr's shield remains? Even a method for post-attempt analysis would be useful.
The best I can come up with for you at the moment is RecountGuessedAbsorbs. It will add a "Guessed Absorbs" tab to your recount add-on, where it will track all absorbtion effects (it uses a lot of guesswork to do so, but as far as I can tell, it is mostly accurate, so long as you don't have too many absorb effects stacks on the same player/entity). Have recount also collect data for enemy targets, and have Guessed Absorbs showing realtime.

This might give you a good idea of how far off you are.

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Old 09/14/09, 4:59 AM   #263
Désespoir
Banned
 
Undead Priest
 
Cho'gall (EU)
Originally Posted by Soralin View Post
Not specifically relating to heroic mode, but can anybody suggest a way (preferably a realtime mod) of displaying how much of the Twin Val'kyr's shield remains? Even a method for post-attempt analysis would be useful.
It's always the same issue about absorb spells or effects. There is currently no way to know how much damage absorption remains from a shield. It should have been implemented for 3.2 but was canceled during the process.

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Old 09/14/09, 9:54 AM   #264
Exemplar
Bald Bull
 
Human Paladin
 
Scarlet Crusade
Originally Posted by Pasture View Post
Your mages must have had fun trying to sheep the Boomkin. That's the main problem with such an extensive rotation as this. Not everything can be CCed by everyone. As a mage I can very effectively control the priest through sheeps, Slow (I'm arcane) and counterspell. The Tree however is much better left to a warlock.
Our mages never reported a problem - apparently it stays in manchicken form and doesn't shapeshift out. We had boomkin again this week and again no issues with sheep on it. (Possibly it's more intelligent on Heroic).

Only issues we've seen are grounding totem requiring an extra cast (or two) for a CC, or one of the dispel-types not locked and removing CC. This is part of the reason we use 3 groups of 10 seconds instead of 2 at 15. Much further from diminishing return Immunity territory if a few extra casts have to be used.

We normally keep the paladin healer interrupted, not CCed - oddly it doesn't do much sheep or fear cleansing.

CC this complex isn't necessary, but as a guild we're not huge on burst DPS and this has really made control of the fight manageable for us.

The Faction Champions genuinely aren't that bright and don't use their abilities that effectively, the main issues are spam heals stymieing your DPS or assist-trains of 2 or 3 NPCs jumping the same target and effectively killing them in a GCD.

Depending on your guild style you can easily burn quick with absolutely no CC, CC-lite 1 or 2 targets (temp or perm), or go for full on CC rotations to (more or less) permanently take certain NPCs out of action. And there are a lot of CC options, even down to specifics that work only on one type (such as Banish on Tree). No one tactic is universally best - refine what's working to make it the best version of that technique.

Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

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Old 09/14/09, 8:18 PM   #265
Soralin
Von Kaiser
 
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Dwarf Paladin
 
Blackrock
Originally Posted by Exemplar View Post
Our mages never reported a problem - apparently it stays in manchicken form and doesn't shapeshift out. We had boomkin again this week and again no issues with sheep on it. (Possibly it's more intelligent on Heroic).
I think the reason he mentioned that was because Moonkin players are immune to sheep. I'm assuming from your post that the Faction Champion's Moonkin isn't immune?

Regarding the Twins absorb thing - I'm wondering how difficult it would be to write a mod that calculated it. There's an emote that states when the shield begins, and surely it wouldn't be that difficult to use that as a trigger to start recording/calculating damage from the combat log similar to a damage meter - as the shield is a set amount. It might not be possible - I don't know enough about LUA coding to know, or to code it myself.

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Old 09/14/09, 9:30 PM   #266
Pasture
Don Flamenco
 
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Blood Elf Mage
 
Steamwheedle Cartel (EU)
Originally Posted by Soralin View Post
I think the reason he mentioned that was because Moonkin players are immune to sheep. I'm assuming from your post that the Faction Champion's Moonkin isn't immune?
This. Druids can only be sheeped when they're out of form. Boomkins, Kitties, Bears and Trees are all completely immune to polymorph effects. We've always approached Faction Champions on the basis that druids can't be CCed by mages, but if you're saying they can that's good news for shutting the Tree down too.

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Old 09/14/09, 10:21 PM   #267
Jagiya
Don Flamenco
 
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Gnome Rogue
 
Blackrock
Originally Posted by Soralin View Post
I think the reason he mentioned that was because Moonkin players are immune to sheep. I'm assuming from your post that the Faction Champion's Moonkin isn't immune?

Regarding the Twins absorb thing - I'm wondering how difficult it would be to write a mod that calculated it. There's an emote that states when the shield begins, and surely it wouldn't be that difficult to use that as a trigger to start recording/calculating damage from the combat log similar to a damage meter - as the shield is a set amount. It might not be possible - I don't know enough about LUA coding to know, or to code it myself.
TrickOrTreat captures the exact damage done during the period of a buff on your TotT target, and spits out a report of how much bonus damage was obtained as a result. Using that as a reference point, it's not much of a stretch to assume someone could capture the amount of damage done when the Twins Pact cast begins and ends.

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Old 09/15/09, 12:26 AM   #268
Plea
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
Tree is an elemental, it should be immune to sheep. Apparently moonkin is a humanoid (beast?) and can be sheeped, odd but logical.

Our experience in the faction champions is that the mobs zerg a player only when he's low on hp. We had rogue/warrior/hunter as the gib team, and moonkin/priest/warlock as casters. Throughout the combat, at one point a player would drop to half hp from dots, which is very possible when an UA covered SWP ticks for 6k; and that player would die to whichever dps was out of cc before anyone in the raid can even notice. Only when a priest literally spammed mass dispel (and get dispelled off UA silence) we could survive those gibs, since they basically never happened.

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Old 09/15/09, 8:40 AM   #269
Lileith
Piston Honda
 
Night Elf Mage
 
Illidan (EU)
Moonkin from faction champions cannot be sheeped (invalid target).

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Old 09/15/09, 8:44 AM   #270
Chack
Piston Honda
 
Troll Rogue
 
Twilight's Hammer (EU)
Originally Posted by Jagiya View Post
TrickOrTreat captures the exact damage done during the period of a buff on your TotT target, and spits out a report of how much bonus damage was obtained as a result. Using that as a reference point, it's not much of a stretch to assume someone could capture the amount of damage done when the Twins Pact cast begins and ends.
I am quite sute TrickorTreat does this by counting the damage someone actually does while they have the buff, and then multiply it by ~0.13 to get the proportion that came from TotT. There is no method in the game currently to count damage towards a shield before it breaks. All fully absorbed hits only appear as "absorbed" without any kind of report how much damage was actually absorbed. I am not sure how the absorb guessing addons work, but i suppose it is by adding up the shields that got fully absorbed, which would make them totally useless against the valkyr shields.

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Old 09/15/09, 9:05 AM   #271
klüger
Piston Honda
 
Night Elf Druid
 
Ravencrest (EU)
Only thing I can think of vs twin shields would be using raid-dps and time shield is up to calculate roughly how big it is. Not that it really matters much

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Old 09/15/09, 10:01 AM   #272
Exemplar
Bald Bull
 
Human Paladin
 
Scarlet Crusade
Originally Posted by Lileith View Post
Moonkin from faction champions cannot be sheeped (invalid target).
I'll have to talk with our mages - they never commented a single time. Obviously I could have used that CC elsewhere for actual effect.

Thanks, all. I had been unaware boomkin were immune to sheep. I had only thought the tree was (because tree becomes an elemental which then worries about banish). The boomkin doesn't have the boomkin buff (which states immune to polymorph). Neither does the tree, but it's explicitly marked Elemental (as opposed to Humanoid).

Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
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Old 09/15/09, 10:27 PM   #273
Soralin
Von Kaiser
 
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Dwarf Paladin
 
Blackrock
Originally Posted by Chack View Post
I am quite sute TrickorTreat does this by counting the damage someone actually does while they have the buff, and then multiply it by ~0.13 to get the proportion that came from TotT. There is no method in the game currently to count damage towards a shield before it breaks. All fully absorbed hits only appear as "absorbed" without any kind of report how much damage was actually absorbed. I am not sure how the absorb guessing addons work, but i suppose it is by adding up the shields that got fully absorbed, which would make them totally useless against the valkyr shields.
That's not what I was asking for and I'm pretty sure thats not what Jagiya was commenting on. What I was suggesting was a simple combat log mod that parses damage done to the twin who is shielded - it would start "recording" damage when the twin emoted that it was shielded and preferably display how much of the shield was remaining (since we know the shield absorbs an exact amount of damage). My reasoning behind this is we had problems breaking shields this week on heroic and I was interested in how much of the shield remained each time.

It's my understanding that damage done to twins during the "shield" phase isn't actually recorded in the combat log as "absorbed" - otherwise rets wouldn't generate any mana through JoTW - if that's what you meant by your post.

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Old 09/15/09, 10:44 PM   #274
Valsh
Von Kaiser
 
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Tauren Paladin
 
Al'Akir (EU)
Originally Posted by Soralin View Post
That's not what I was asking for and I'm pretty sure thats not what Jagiya was commenting on. What I was suggesting was a simple combat log mod that parses damage done to the twin who is shielded - it would start "recording" damage when the twin emoted that it was shielded and preferably display how much of the shield was remaining (since we know the shield absorbs an exact amount of damage). My reasoning behind this is we had problems breaking shields this week on heroic and I was interested in how much of the shield remained each time.

It's my understanding that damage done to twins during the "shield" phase isn't actually recorded in the combat log as "absorbed" - otherwise rets wouldn't generate any mana through JoTW - if that's what you meant by your post.
Enhance shammies can't proc windfury or maelstrom weapon on the shield, as well as all damage being recorded simply as 'absorb' just like regular shields. Which is why such a mod would be impossible as explained. Edit: It could have just been World of logs combat parser not being specific enough with the absorbs even if more data is there, i'll take a look tonight.

Last edited by Valsh : 09/16/09 at 10:58 AM.

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Old 09/16/09, 8:53 AM   #275
KamPa
Don Flamenco
 
Night Elf Priest
 
Bronzebeard (EU)
Was there ever any particular reason to keep Twins separated? I always heard something about some supposed damage buff, but didn't notice anything like it in 10 man - and our 25 man strat so far keeps them separated. If there are no drawbacks, I don't see why not get some extra AOE damage - limited as it might be on same color twin. I only noticed attack speed boost on Twin's Pact, but that's easily solved by using some cooldowns.

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