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Old 10/27/09, 11:37 AM   #551
kalbear
Bald Bull
 
Tauren Druid
 
Balnazzar
There are some talents from classes that make them do less damage in an absolute sense during p3; rogues have Prey on the Weak, which means their crit rate drops by some 20% during P3. I'm not aware of other abilities, but I would imagine there are a couple elsewhere.

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Old 10/27/09, 11:40 AM   #552
Deshkar
Glass Joe
 
Tauren Druid
 
Thaurissan
Originally Posted by Tyrian View Post
The main difference is psychological.

- Vent discussion gets louder. People start yelling out things not usually said in Phase 1 more agressively (Like "Incoming PC switch, get ready guys! Any second now.. get ready...")
- People start getting excited/nervous/overwhelmed (and forget their job)
Just got Insanity 25 yesterday. Tyrian brings out many great points about the "difference" felt by the raid of the encounter in phase 3. The only people who can possibly feel the encounter is any different are the healers, no one else.

However, I have to disagree with Tyrian that constant call outs by the healers on vent might be more disruptive, and fear inducing as people's voices tend to change (more stressed) as the fight gets more intense.

It has been my guild's experience that a major key to success on phase 3 as well as overcoming the natural fear of sitting at 500-2k hp, is to exercise very strict and clear vent discipline. Everyone has their roles, they should know what to do. Do not be a hero, just do your own job.

As we use a single add tank strategy (with 3 rogues), the only consistent vent call out was the impending arrival of adds, to remind our rogues and add tank to pick up their respective assignments.

The only other vital regular call out that I can think any other guild might want to use, would be "PC Change Incoming" 1-2sec before the timer. There's no need for any other kind of conversation to occur on ventrilo, it usually does more harm than good, psychologically.

If any PC deaths occur, it should be pretty easy to figure out which healer was assign to heal that, and deal with it appropriately after the fight/attempt. Likewise, the cause of any leeching swarm death can easily be identified with a missing raid heal (JoL, Healing stream etc.), and the offender can be dealt later.

DPS wise, what could be done, is to verbally count or clock how long on average it takes to aoe down a typical add wave in phase 1. For us it's about 9-10sec, after the 1st add arrives into the raid. In phase 3, a raid leader can slowly calmly call count out the timing as well, to gauge the difference in timing taken to aoe adds in phase 3 as compared to phase 1. If the timing difference between phase 1 and 3 differs clearly, it would imply that there are dpsers who have lost their cool and are ignoring to aoe adds.

Summary: Phase 3 is the same fight for tanks & dps, they should do almost absolutely the same thing (aside from using CDs to counter initial PC tick). Healers just have spam heal their assigned mark/party everytime it pops on their raid frame. P3 is extremely psychological.

Last edited by Deshkar : 10/27/09 at 11:48 AM.

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Old 10/27/09, 12:00 PM   #553
Tyrian
Bald Bull
 
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Human Mage
 
Frostmourne
However, I have to disagree with Tyrian that constant call outs by the healers on vent might be more disruptive, and fear inducing as people's voices tend to change (more stressed) as the fight gets more intense.
Yeah, this will be pretty subjective for each guild. I keep control in raids by calmy and methodically talking people through whats happening. But for other guilds the best mantra will indeed be silence and a stricter 'less is more' attitude with regards to vent chatter in P3.

We did try a few attempts with all healers in a separate vent channel during P3 on vent. However, we wanted DPS to also hear the calls and be better able to pot/cloak/iceblock on PC switches - and I felt DPS were missing important calls when healers weren't present to announce whats happening. Certainly will be a subjective issue between guilds to decide how best to handle.

Last edited by Tyrian : 10/27/09 at 12:10 PM.

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Old 10/27/09, 4:52 PM   #554
Copernicus
Bald Bull
 
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Night Elf Druid
 
Tichondrius
For passive healing in phase three, we learned the fight by including as much passive healing as possible (due to people possibly dieing and thus losing a passive healer). I'm scared of experimentation now.

Currently, we use a single Healing Stream totem (at 500 every 2 seconds) to keep up the healers.

For melee, we use JoL and Imp LotP. I worry that this is too much healing.

For ranged, we have a Shadow Priest and an Elemental/Enhancement Shaman to keep them up.

---

What are people using for passive healing for their melee groups and the non-healer groups?

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Old 10/27/09, 5:20 PM   #555
Starfire
Honorary Toastr
 
Night Elf Priest
 
Dragonblight
We count HL glyph as part of our passive-healing as well: two pallies spamming HL = roughly 10 people getting healed every ~1.2 seconds or so. Also DKs in Blood Presence largely require no healing.

Originally Posted by arison View Post
Everyone should start from the same place and rise based on their abilities, desires, and schedule. No one plays MMOs to *be* powerful, they play MMOs to *become* powerful. It's the journey, stupid. The rarer loot is, the more cherished it is when you get it, but only so long as there is a reasonable expectation to get it. The rarer loot is, the better it feels when you kill a boss or when $AWESOME_TRINKET drops.

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Old 10/27/09, 5:42 PM   #556
Phantasmal
Von Kaiser
 
Night Elf Druid
 
Vashj
Originally Posted by Jayde View Post
I would question the use of NR in the 10-man Anub encounter. Why use it? Leeching Swarm at 10-man values is not a significant problem and will rarely--if ever--be the cause of death. JoL/Totems/VE can easily outheal the swarm damage. Almost all deaths will be from Penetrating Cold in the raid, so you may as well just wear proper DPS gear to burn him down faster.
For the healers, phase 3 is a perfect avoidance fight. Properly geared, none of the healing assignments are difficult to keep up with individually, but if they fall behind on one someone is likely to die somewhere.

It was already covered that Leeching Swarm is a huge portion of the damage on the tanks in phase 3, and it's a lot more effective to use NR gear and buffs to cut out huge portions of the leeching swarm damage than it is to use typical avoidance to cut down on the melee damage. As a bonus, I'm fairly certain that resisted swarm damage doesn't heal him, so you're getting bonus DPS out of the nature resist.

Besides the auras, I'd never use nature (or cold) resist on anyone other than the tanks.

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Old 10/27/09, 5:52 PM   #557
Xequecal
Piston Honda
 
Dwarf Paladin
 
Khadgar
Originally Posted by kalbear View Post
There are some talents from classes that make them do less damage in an absolute sense during p3; rogues have Prey on the Weak, which means their crit rate drops by some 20% during P3. I'm not aware of other abilities, but I would imagine there are a couple elsewhere.
Blood DKs are the worst, they lose 10% damage and 10% ArPen from Blood Gorged not working in P3.

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Old 10/27/09, 8:56 PM   #558
ramenchef
Piston Honda
 
Tauren Druid
 
<Bad>
Dragonmaw
It was stated earlier in this thread that damage reduction abilities didn't work on leeching swarm. Does anyone know if the 2% magic damage reduction meta works though? We finally got the encounter, but I'm trying to gear up better to make P3 MT healing less spiky.

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Old 10/27/09, 10:36 PM   #559
MatsT
Don Flamenco
 
Night Elf Druid
 
Frostmane (EU)
For passive healing in phase 3, a resto shaman HS totem is slightly more than necessary. Glyphing it would be overkill. Our elemental shamans totem wasn't ticking for enough, but with a glyph it averages about 400 which is just perfect. As far as i know no one died from just leech under the effect of his totem. The enhancement shaman totem was too weak on it's own even with the glyph, so we usually pair him with a shadowpriest to keep a group up. Two shadowpriests also work fine, either of these combinations is a bit more than you need, but since all of these effects are somewhat random, it's better to err on the side of caution. What wipes people is too many people dying, not too much healing. With 25 people alive it seems impossible to hit the enrage timer. For melee, we have both JoL and imp LotP. JoL would be enough on it's own, so you could have your ferals specc out of imp LotP if you're not worried on it's effect on tank healing.

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Old 10/28/09, 1:28 AM   #560
Rahlar
Piston Honda
 
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Troll Death Knight
 
Mal'Ganis
Originally Posted by Xequecal View Post
Blood DKs are the worst, they lose 10% damage and 10% ArPen from Blood Gorged not working in P3.
Only the 10% damage is lost, not the armor pen. It would be pretty ridiculous for a DK to not respec unholy for this fight though, either for learning initially or for trying for better tributes. Unholy is insanely good on this fight due to the way wandering plague works, especially with 4 piece T9.

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Old 10/28/09, 6:18 AM   #561
suicuique
King Hippo
 
Night Elf Warrior
 
Antonidas (EU)
Originally Posted by Copernicus View Post
For melee, we use JoL and Imp LotP. I worry that this is too much healing.

What are people using for passive healing for their melee groups and the non-healer groups?
We just use JoL. Our feral MT specced out of imp LotP.
The sweet spot you want to hit is passive healing just covering the leech. The leech is capped at the low end though (to 250 IIRC). With a NR totem this is reduced to 225 health lost every second. As long as your passive healing covers this loss, no one dies from leeching swarm. Ever.

JoL is easily enough for this task. Having additional Imp LotP is overheal, which in effect is lost DPS on Anub. Remember that every heal to your raid equals a higher heal on Anub. You dont want unnecessary heals on Anub.

Why use JoL and not imp LotP?
First, JoL heals for more. Second: Granularity issues. LotP heals for 4% of max health (should be around 1k heal) every 6 seconds. IF you crit (this is the crux). Worst case scenario could easily be that you get no heal at all by LotP in a time frame of 10 seconds, or more. In 10 seconds you lose a minimum of 2250 HP. As you see, impr LoTP is just not enough heal and in too big packages.

Two direct damage groups (melees, ranged who do single target damage on Anub all the time!) get healed by JoL.
The other 3 get healed by healing stream and SPs. Depends for how much these heal in your raid, asisst weak groups with an occasional holy nova.

That should be enough. Icreasing your passive heal on the raid is detrimental to this encounter. It does not provide more safety against leech as it is not really needed. And it will not save the ones affected from Penetrating Cold, no matter how high you stack your passive healing, they WILL require special treatment.

On another matter: Does everyone divide your damage in explicit AE phases on the adds followed with single target damage phases on Anub? We never did this. Everyone in the raid stays on Anub but uses abilities which also hit the adds (cleave, WW, ...). If someone has no such ability he stays on Anub. We just kill the add packs in time before the next pack arrives. No need to hurry. If we are late we do switch to the adds to finish them off. To mee this seems less damge lost on Anub as Cleave is a very minor single target DPS loss and WW is in the standard rotation (speaking from a warrior perspective here).

Last edited by suicuique : 10/28/09 at 6:19 AM. Reason: quote splitting removed

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Old 10/28/09, 6:35 AM   #562
 sp00n
banned
 
Night Elf Rogue
 
Wrathbringer (EU)
Originally Posted by suicuique View Post
On another matter: Does everyone divide your damage in explicit AE phases on the adds followed with single target damage phases on Anub? We never did this. Everyone in the raid stays on Anub but uses abilities which also hit the adds (cleave, WW, ...). If someone has no such ability he stays on Anub. We just kill the add packs in time before the next pack arrives. No need to hurry. If we are late we do switch to the adds to finish them off. To mee this seems less damge lost on Anub as Cleave is a very minor single target DPS loss and WW is in the standard rotation (speaking from a warrior perspective here).
We handle it the same way, with a 3 tank strategy. Our packs die just in time so before the next one arrive. Sometimes, if one tank has a problem positioning, one side dies earlier than the other, but that's no big deal.
If both tanks do perfect positioning right from the start, we even have single DPS time on Anub, but that's not really needed.


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Old 10/28/09, 7:37 AM   #563
Jayde
Great Tiger
 
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Night Elf Warrior
 
Silvermoon (EU)
Originally Posted by suicuique View Post
On another matter: Does everyone divide your damage in explicit AE phases on the adds followed with single target damage phases on Anub? We never did this. Everyone in the raid stays on Anub but uses abilities which also hit the adds (cleave, WW, ...). If someone has no such ability he stays on Anub. We just kill the add packs in time before the next pack arrives. No need to hurry. If we are late we do switch to the adds to finish them off. To mee this seems less damge lost on Anub as Cleave is a very minor single target DPS loss and WW is in the standard rotation (speaking from a warrior perspective here).
This depends heavily on the group comp for us. For instance, some of our 10-man groups (like mine this week) have virtually no splash AoE at all--basically all I had for splash/passive AoE was a Ret Paladin. So, in that case, we had a couple ranged swap to the first wave of adds and ignore the 2nd.

However, the week before I had our best Rogue, a good DK, and Ret Paladin, and we were able to tell ranged just to stay on Anub and let the adds die on their own. Between my Cleaves/Shockwave/Thunderclap and the splash AoE, they went down on their own pretty easily.

So, I would say that is extremely situational based on what you have available. However, 3 good melee splash DPS seem to be able to whittle down the adds without too much trouble if they are concentrating on it. If you have a Warrior in addition, it gets pretty simple just to let the adds die by standing there.

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Old 10/28/09, 8:00 AM   #564
sno
Von Kaiser
 
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Dwarf Paladin
 
Grim Batol (EU)
Originally Posted by Starfire View Post
We count HL glyph as part of our passive-healing as well: two pallies spamming HL = roughly 10 people getting healed every ~1.2 seconds or so. Also DKs in Blood Presence largely require no healing.
The problem with that is that you don't know who will be healed, it might just aswell be healing people who doesn't need to be healed and let others die.
We went away from using HL glyph at all on anub and just have the maintank beaconed and only spam the offtank while the adds are on him and let him drop down and only heal him up again right before the new add wave comes to reduce the healing on Anub.

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Old 10/28/09, 5:09 PM   #565
Qira
\0
 
Woes
Undead Death Knight
 
No WoW Account
Originally Posted by sp00n View Post
We handle it the same way, with a 3 tank strategy. Our packs die just in time so before the next one arrive.
Yeah, this seems like something that would depend a lot on whether you use two or three tanks. With a single add tank strategy we've found it better to kill the add waves as soon as possible to reduce the risk of a tank gib or a shadowstrike getting off. (We're also using a CD rotation on him, so it's ideal to get the adds down before the CD wears off.) We can afford being slightly less efficient with our damage because of having an additional DPSer. Regardless of strategy though the enrage timer really should be a non-issue with a good strategy to minimize Anub's healing. On our first kill we were a good minute and a half ahead.

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Old 10/28/09, 6:00 PM   #566
Dunkhan
Glass Joe
 
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Tauren Shaman
 
Icecrown
Frankly, to help vent stay clear of healer chatter during P3, simply assign raid icons to healers instead of having them call out who they are healing.
All of the boss mods mark PC with raid icons, thus it's very simple to have grid showing raid icons and healing accordingly.

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Old 10/28/09, 11:16 PM   #567
Sh4d0wfury
Von Kaiser
 
Blood Elf Death Knight
 
Ursin
My guild is currently working on Anub 25 hard using the 1 OT strategy and we're having problems with the burrower's initial agroo on the OT. We've tried using a paladin with Righteous Fury past the frost patch(near the MT) to pull agroo but our priests or our Ret pally are generating more agroo than him, making alot of problems for our warrior OT to place the adds in front of him. This usually leads to the tank's death or alot of distractions on vent allowing the adds to cast a shadow strike.

We currently have 1 or 2 (I don't know exactly) hunters MDing the adds and the rogues using tricks when the mobs get near Anub. Our AoE looks more than enough to down the adds before the next wave, even though a few times 1 add is left alive, probably to people not finishing the mob. Is there any other tips to help this portion of the fight?

Also, is there any better or "right" way to handle the white beatles in phase 2?

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Old 10/29/09, 10:05 AM   #568
Starfire
Honorary Toastr
 
Night Elf Priest
 
Dragonblight
Originally Posted by Sh4d0wfury View Post
My guild is currently working on Anub 25 hard using the 1 OT strategy and we're having problems with the burrower's initial agroo on the OT. We've tried using a paladin with Righteous Fury past the frost patch(near the MT) to pull agroo but our priests or our Ret pally are generating more agroo than him, making alot of problems for our warrior OT to place the adds in front of him. This usually leads to the tank's death or alot of distractions on vent allowing the adds to cast a shadow strike.

We currently have 1 or 2 (I don't know exactly) hunters MDing the adds and the rogues using tricks when the mobs get near Anub. Our AoE looks more than enough to down the adds before the next wave, even though a few times 1 add is left alive, probably to people not finishing the mob. Is there any other tips to help this portion of the fight?

Also, is there any better or "right" way to handle the white beatles in phase 2?
Tell your priest to start smite spamming Anub'arak so your Holy Pally can do more healing. But seriously, your Rogues and Hunters should be doing a better job. Have your Warrior pick up one add himself and assign one rogue to each add. Ideally you'd have 2 or 3 rogues.

(Our 3 healing Priests frequently do 600-800k damage, by the way).

Originally Posted by arison View Post
Everyone should start from the same place and rise based on their abilities, desires, and schedule. No one plays MMOs to *be* powerful, they play MMOs to *become* powerful. It's the journey, stupid. The rarer loot is, the more cherished it is when you get it, but only so long as there is a reasonable expectation to get it. The rarer loot is, the better it feels when you kill a boss or when $AWESOME_TRINKET drops.

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Old 10/29/09, 10:45 AM   #569
Rhaegal
Don Flamenco
 
Tauren Shaman
 
Zul'Jin
While I only have experience on 10m, the concept behind how we get adds to the OT is pretty generally applicable. Anub is always tanked on one of the end frost patches (one of the two farthest into the room in the first phase 1, and one of the two near the entrance during the second phase 1), and anyone who generates AoE threat stands between the patch and the wall, forcing all adds to run within 5-10 yards of the frost patch (for us it's just healers, but shadow priests would apply as well). Hunters can help, but if your rogues can't get the adds onto the OT when they run that close, they're not trying hard enough. If the rogues have to run 30 yards from the boss to get the adds off the healers, the healers are probably doing it wrong.

It sounds obvious, and probably is to most everyone here, but I can't tell you how many times I've seen healers die because they don't think to position themselves where spawning adds have to run by a tank. Getting adds to the OT should be a group effort by your healers, rogues, and hunters, not just the rogues and hunters.

If this is more of a problem for you in the second phase 1 than the first, make sure the frost patch that Anub will be tanked on is down before he emerges. That way the tank and healers can already be in place before he even pops up. It doesn't matter if the patch is halfway across the room from where he emerges, as threat doesn't reset between phases.

Stand back! I'm going to try SCIENCE!

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Old 10/29/09, 6:59 PM   #570
Ashrial
Glass Joe
 
Blood Elf Paladin
 
Kargath
I have done several searches on this topic site-wide as well as forum/thread-wide and have run into threads and topics that discuss tank avoidance and Rogue information. Since my question pertains to Heroic 25 Anub, I figured this was the best place to ask.

For interrupting the adds, we typically either use me (Holy Wrath) or a Warlock (Shadowfury), this has worked well for us, though sometimes one of the adds will go ahead and Shadowstrike anyway, even though they've been hit with either my Holy Wrath or with Shadowfury; basically, 3 will be stunned, one will take damage, not be stunned, and go kill someone.

The obvious answer to me is that someone is using a single target stun, or a spell that shares DR's with Holy Wrath and Shadowfury. I have been looking for a list or table that lists the different categories and which abilities share each category, but my searches have not been successful.

Do Silence effects (Silencing Shot, for example) effect the DR on Holy Wrath's or Shadowfury's stun mechanic? That is the only thing that anyone in the raid is willing to admit to doing to any of the mobs; I tried looking in the Hunter forum but that particular topic hadn't been breached as far as I was able to tell using the Search function.

Does anyone know this information, or know where I can find it? Heck, even supplying me with a valid search topic (I can only think of so many terms to find this info) would be most helpful.

Thanks in advance.

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Old 10/29/09, 7:07 PM   #571
Cobs
Von Kaiser
 
Orc Shaman
 
Malorne
Originally Posted by Ashrial View Post

Does anyone know this information, or know where I can find it? Heck, even supplying me with a valid search topic (I can only think of so many terms to find this info) would be most helpful.

Nothing comes to mind but a good option would be to scour the arena junkies for DR overlap.

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Old 10/29/09, 7:33 PM   #572
TSplodey
Von Kaiser
 
Undead Priest
 
Dreadmaul
We had a similar issue a little while ago, due to a Warlock's Felguard intercepting one of the adds when they got in range (which they will do in any multi-mob combat, its mildly amusing to watch). The stun is only ~1sec, but it is most definately a 'controlled' stun, which are on seperate DRs to random stuns.

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Old 10/29/09, 7:47 PM   #573
moowalk
Don Flamenco
 
Troll Priest
 
Khaz'goroth
TSplodey alludes to it, but there's 3 categories of stuns. Each of these categories share dr (diminishing returns) with themselves, so if 2 stuns of the same category are used within 15 seconds the second one will only last for half the duration.

There are controlled stuns (holy wrath, shockwave, HoJ, Kidney shot etc etc). These are the ones that are used to interrupt, so this will be where you run into dr problems. As the name suggests, if you are able to specify when the stun happens, it will be in this category and cause DR on your interrupts.

Less important are uncontrolled stuns (old mace stun, old tnt stun, SoJ stun) which won't have any effect on your interrupts. Finally the two 'opener' stuns (pounce and cheapshot) are in their own category.

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Old 10/29/09, 7:50 PM   #574
Vitalstatistix
Von Kaiser
 
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Orc Warrior
 
Shadow Council
Originally Posted by Ashrial View Post
I have been looking for a list or table that lists the different categories and which abilities share each category
Check out this thread by Shadowed:
Diminishing return information wanted

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Old 10/30/09, 12:55 AM   #575
Tyrian
Bald Bull
 
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Human Mage
 
Frostmourne
even though they've been hit with either my Holy Wrath or with Shadowfury; basically, 3 will be stunned, one will take damage, not be stunned, and go kill someone.
Spirit Wolves Bash is another one that can easily slip under the radar, if you're using an Enhancement Shaman.

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