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Old 10/30/09, 1:25 PM   #576
Xunwael
Piston Honda
 
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Draenei Paladin
 
Sunstrider (EU)
No it isn't? Tyrian's post right before yours clearly explains why.

Revenge is a random stun and doesn't interact at all with the DRs on controlled stuns like holy wrath or shadowfury.

"Any sufficiently advanced stupidity is indistinguishable from malice."
- Clark's Law

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Old 10/30/09, 2:38 PM   #577
Norie
Glass Joe
 
Undead Priest
 
Nathrezim
Originally Posted by Mideci View Post
The faction champions fight almost certainly can be "tanked" because of the low HP and not any "exploit" around demo shout. But if demo shout contributes, so what? It's not shocking the mobs don't want their AP lowered. And I'm not super convinced that strat is repeatable anyway unless you main a low HP person for them to keep "training".
Regardless of the combination we get, the strat of making them "train" on one tank is repeatable. We did it for our first kill and every kill afterwards.

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Old 10/31/09, 3:03 AM   #578
Mideci
Great Tiger
 
Gnome Rogue
 
Stormrage
So Norie, as I said, "unless you main(tain -- typo my bad) a low HP person". But your report is useful in confirming that's the case. The challenge we found -- and gave up on -- was trying to get our healers to avoid topping off that person. Once they hit 100% it's good game for the strategy.

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Old 10/31/09, 3:27 AM   #579
Tyrian
Bald Bull
 
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Human Mage
 
Frostmourne
Once they hit 100% it's good game for the strategy
No, it's not. The tanks get healed during the fight like normal, and spamming their Roar/Shout will keep the mobs on them (even when they get healed to 100% between damage spikes). We've never had to try any sort of 'avoid topping the tank off' approach and it works just fine.

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Old 10/31/09, 5:09 AM   #580
Ashrial
Glass Joe
 
Blood Elf Paladin
 
Kargath
Originally Posted by Tyrian View Post
Spirit Wolves Bash is another one that can easily slip under the radar, if you're using an Enhancement Shaman.
After an exhaustive search through the combat logs from our evening of attempts, the Spirit Wolves were in fact what was causing our problem. Thanks for the info/feedback. =)

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Old 11/01/09, 5:03 AM   #581
Hiphopunism
Glass Joe
 
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Dwarf Paladin
 
Hyjal
Tried doing a search and didn't find anything.. Does anyone have any experience with using [Arcane Bomb] on the burrowers? I think we're going to try them next raid, but if I know it doesn't work ahead of time, it could save me some mat farming time and possibly an attempt.

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Old 11/01/09, 7:38 PM   #582
Tunch
Piston Honda
 
Undead Rogue
 
Detheroc
No personal experience, but its very unlikely. Most of those types of items have a maximum NPC level they'll work on.

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Old 11/01/09, 8:32 PM   #583
Dots
Don Flamenco
 
Tauren Warrior
 
Dentarg (EU)
Arcane Bombs work just fine on the burrowers, though it might be an oversight that they don't even have a reduced effect.

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Old 11/02/09, 1:08 AM   #584
Starfire
Honorary Toastr
 
Night Elf Priest
 
Dragonblight
Originally Posted by Dots View Post
Arcane Bombs work just fine on the burrowers, though it might be an oversight that they don't even have a reduced effect.
We found them to be unreliable... largely because of some resists/misses.

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 11/02/09, 10:01 AM   #585
Dots
Don Flamenco
 
Tauren Warrior
 
Dentarg (EU)
Originally Posted by Starfire View Post
We found them to be unreliable... largely because of some resists/misses.
Not sure what you mean, we had a BE rogue prevent all but one Shadow Strike cast alone with racial and bombs for a lot of attempts even while learning the encounter and it never failed. Maybe whoever used those bombs in your raid didn't have enough hit gear?

Last edited by Dots : 11/02/09 at 10:07 AM.

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Old 11/02/09, 11:24 AM   #586
crafty
Von Kaiser
 
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Undead Priest
 
Balnazzar
Originally Posted by Tyrian View Post
No, it's not. The tanks get healed during the fight like normal, and spamming their Roar/Shout will keep the mobs on them (even when they get healed to 100% between damage spikes). We've never had to try any sort of 'avoid topping the tank off' approach and it works just fine.
Using roar and shout spam has never been enough to keep the champions on our tanks in my guild. Every time our tank hits 100% HP all champions stop focusing him and we must go back to the standard strategy. Anecdotal evidence on both ends, I suppose.

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Old 11/02/09, 11:29 PM   #587
Xequecal
Piston Honda
 
Dwarf Paladin
 
Khadgar
Does anyone know if Anub's Freezing Slash is affected by armor? I've thought about using Glyph of Indomitability while tanking him to reduce healing but don't know if the armor would be effective against this attack. Also, do you think it would be worth it to take Stoicism and gem the -10% stun duration meta gem? Some armor would be lost but it could prevent him from melee attacking you while you're stunned.

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Old 11/03/09, 1:36 AM   #588
Starfire
Honorary Toastr
 
Night Elf Priest
 
Dragonblight
Originally Posted by Xequecal View Post
Does anyone know if Anub's Freezing Slash is affected by armor? I've thought about using Glyph of Indomitability while tanking him to reduce healing but don't know if the armor would be effective against this attack. Also, do you think it would be worth it to take Stoicism and gem the -10% stun duration meta gem? Some armor would be lost but it could prevent him from melee attacking you while you're stunned.
It's frost/physical damage, which should mean it will choose to the damage which does the most to the tank. I am guessing in most cases armor does not affect Freezing Slash since most tanks don't wear 60-70% Frost resist.

However, armor is still valuable for the 3 seconds after the slash. So, it's not a good idea to drop armor.

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 11/03/09, 9:39 PM   #589
Lucinde
Piston Honda
 
Human Priest
 
Lightbringer (EU)
I have a question regarding the phase switch from P3. We are at the point where we have Anub at ~43% by the time he burrows for the second time. The 24 people not getting chased are pretty close together during the kite phase to be able to get rid of the bugs quick, but the problem we run into is the acid debuff from the bugs killing people as we enter phase 3.

We generally get Anub down to 30% about the same time the second wave of adds spawn and by that time the acid debuff hasn't ticked out yet. Then leeching swarm hits and obviously the passive healing from JoL/VE and Healing Streams is not covering the acid debuff.

I'm assuming it's removable by means of Iceblock, Divine Protection and Cloak of Shadows, so we've been trying a RF healing paladin to pull aggro on a few, tried mage AoE to draw them to one, but never really managed to control them. In the end we just piled up and half AoE'd half single targeted them down but that causes 5-6 people in the raid to end up with 3-5 stacks of the debuff. Even worse is when the guy getting chased by Anub is being targeted by an enraged bug, as that usually leads to 10-12 stacks of acid ticking which is certain doom in P3.

Given that the healing assignments in P3 are pretty damn tight without a debuff to worry about, I wonder how other guilds deal with this. Do you just HoT the people with a debuff or do you somehow manage to not have any debuffs left in P3 and if so, how do you do it? Waiting the full minute for it to tick out seems risky because then you can't really touch the second wave of adds until it has ticked out and you need to push Anub to 30% before he burrows (a 10 second window). On top of all that you're going to be behind on adds from the very start of of phase 3.

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Old 11/03/09, 9:45 PM   #590
Starfire
Honorary Toastr
 
Night Elf Priest
 
Dragonblight
The real solution is to not get hit by the bugs. It's really the best solution.

Also, you could just wait out the debuff before sending him to p3. But that depends on how early (or late) in p2 did the person receive the debuff.

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 11/03/09, 10:10 PM   #591
Gofa
Piston Honda
 
Draenei Priest
 
Aman'Thul (EU)
You can also try to bring one additional healer in place of a damage dealer. This will probably lower your raid dps to the point where all stacks should have been expired when you switch into phase 3.

I don't know how many healers you bring, but there's a big difference between 6 and 7 healers. I would absolutely advise bringing 7 healers to make phase 3 easier. Especially if you aren't used to it and learn the fight.

If you already run 7 healers, either try to avoid getting debuffs better or stop damage @32%.

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Old 11/04/09, 4:41 AM   #592
 sp00n
banned
 
Night Elf Rogue
 
Wrathbringer (EU)
We often switch to add damage only / only AoE when people still have the debuff, but we've learned that stopping at 32% will not really cut it because all of the DoTs etc; we stop around 35% and it has to be called even earlier for everybody to follow in time.
Also having the debuff for the first ~10 seconds of P3 isn't that bad, as this is when people are still beginning to tick low from Leeching Swarm, so your healers shouldn't be that stressed yet.


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Old 11/04/09, 5:03 AM   #593
Lilbitters
Piston Honda
 
Troll Hunter
 
Mug'thol
We had a significant reduction of Acid-Drenched Mandible debuffs after the second burrow by splitting the raid into two groups assigned to focus the east and west. We simply split 1 melee and 1 caster group on each side.

If a melee gets "fixated" by a nearby scarab they just run away from that one and the ranged on that side kill it.
If a ranged gets "fixated" by a nearby scarab they are just kited with slowing effects while the melee kill it.
If a scarab "fixates" on someone on the opposite side of the room, usually DoTs will kill it before it reaches them.

Although some people suggest that scarabs that have been up for too will be the ones that enrage, that's not necessarily true, as I've seen freshly spawned scarabs enrage within 5 seconds of spawning. Regardless 2 hunters can Tranquilizing Shot off any random ones that do go off. We do however treat it like Corrupter Tentacles in Yogg+0 and have all the casters DoT up any in range rather than just focusing on a few at a time.

It really all depends on the RNG spawn though. We've had P2 spawns with 5 total scarabs. We've also had a P2 spawn with well over 20 spawns (which was luckily after the first burrow, so we had time to have all the stacks off before entering P3).

You can also put at Freezing Trap in front of the rear spawn points and slow some of the spawning if you're focusing adds. Earthbind Totem also helps on the spawn points as well.

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Old 11/04/09, 1:11 PM   #594
sleepysteve
Glass Joe
 
Tauren Warrior
 
Burning Legion
I have to agree with Starfire. The best solution by far is to just not get hit by the bugs.

What worked for us was keeping the raid (aside from the impale kiter and paladin for BoP) pretty grouped up, with everyone within about 30-40 yards of each other at the most. In our experience, it was when we got too spread out that people ended up getting tons of stacks because there just weren't enough dps closeby to help. If people are good about keeping their distance from a scarab targeting them and your hunter(s) are quick on the tranq shot, there is no reason to get any more then 1(maybe 2) stacks. I will admit it helps that we run with 2 prot warrior tanks who can spend the whole submerge phase charging/stunning adds to keep them from hitting people. But even without that, you should be able to exit the phase with very few stacks in your raid.

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Old 11/04/09, 1:43 PM   #595
Leto
King Hippo
 
Leito
Troll Rogue
 
No WoW Account
Some more tips for avoiding acid stacks when grouping up to combat the scarabs:
  • Make sure everyone in your raid has their ui set up to notify them when they have aggro on a mob, and preferably identify which mob. I use aloft with aggro notification, so as soon as I see I have aggro on a scarab, I spot where it is, then start moving away from it.
  • Slow the adds intelligently. If very few adds are coming into the raid, slowing them before they reach the raid only increases the time to kill them, or spreads the group out if the melee runs to them. If many adds spawn at once, you can target slows to stagger the rate at which they enter the raid, effectively reducing the size of the waves. You should have a frost trap down or use the perma patches to ensure all adds actually in the raid are slowed.
  • Focus the enraged adds first. Be sure to tranq them or use anesthetic poison, and stun them once the enrage is removed to give their target time to get distance.
  • Maintaining a central group position also provides dynamic focus targeting. If people generally attack the closest adds, those will go down the fastest. Dps focused on relatively few adds at a time also reduces the number of aggro switches, which makes it much easier to avoid damage in the first place. If the only time you have aggro is when adds first spawn, you have plenty of time to locate and avoid the adds on you.
  • Save death grip for adds on the kiters. If you have many dks, it would also be useful to stagger waves. Either way, just don't death grip an add randomly to keep it on cool down.

Rogue at heart.

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Old 11/05/09, 1:02 PM   #596
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Looking for some advice about add pickup with a single add-tank strategy.

We've got a tank with all the requisite block gear, and we're a bit worried whether our DPS is enough for a 2 add-tank strategy, so we're going with one. We only got about 8 attempts in with the single tank due to disconnects - we had done another 20 or so with dual tanks.

One of the obvious problems we're having is pickups. We've tried having 2 rogues do Tricks and 2 hunters do Misdirect. The problem is that it's tricky to get two sets of misdirects off to the same tank - if I go first I have to be very fast on getting those shots off to give time for the other hunter to misdirect.

We can still manage that in phase 1, but I'm worried about phase 3. If I have to keep running off to hit the adds - then I'm not going to get JoL heals and leeching swarm is likely to kill me.

We've got some other positioning ideas to try when we go back on Sunday - I'm just wondering if anyone has any specific advice about the dual misdirect problem.

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Old 11/05/09, 1:11 PM   #597
Tyrian
Bald Bull
 
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Human Mage
 
Frostmourne
Assuming you have access to 2 hunters and 2 rogues: Until they re-design Misdirect, you are probably better off doing pickups via: 2 tricks, 1 misdirect and 1 taunt by the OT themself. Managing with 2 is certainly possible - but it's still clumsy at best, as you're noticing, especially considering that you could just taunt one instead.

have to keep running off to hit the adds - then I'm not going to get JoL heals and leeching swarm is likely to kill me.
For this reason, the players who handle add pickup (rogues/hunters) should be placed in a Shaman group. The Healing Stream totem will cover you for the periods where you have to run off and won't have JOL. In the absence of a Shaman, a Shadow Priest would suffice.

Last edited by Tyrian : 11/05/09 at 1:19 PM.

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Old 11/05/09, 1:58 PM   #598
 vorpalblade
Filibuster vigilantly
 
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Human Warrior
 
Bronzebeard
Originally Posted by Harwin View Post
We've got some other positioning ideas to try when we go back on Sunday - I'm just wondering if anyone has any specific advice about the dual misdirect problem.
We found that it was much easier to only have one hunter worrying about MDs to the add tank when we had two in the raid, and even then it wasn't totally necessary until phase 3. Which orb you pop first to tank Anub on will probably influence who is getting each add, but in general, two rogues TotT'ing, with a hunter MD on the Burrower that has to travel the farthest (and thus has the most exposure to healing aggro before reaching the tank) is totally sufficient, even in phase 3.

So each rogue has to split their TotT on two adds, but the tank helps pick up the closest add to him with a taunt, and the hunter helps on the farthest add until the rogue can get to it. Two rogues could probably do it on their own, but with healing threat on phase 3 it's probably wise just to play it safe. As mentioned above, a shaman or shadow priest group makes life easier for the rogues/hunter that have to be off the boss for a few seconds each add wave.

Last edited by vorpalblade : 11/05/09 at 2:04 PM.

Originally Posted by XI- View Post
You see, the petty rules and regulations for the general forums don't apply here. If you're a fuckwad you will systematically be mocked and embarassed to the fullest extent of our abilities. In short, take your 12 bucks, shove it up your fucking ass, and don't come back until your IQ reaches double digits.

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Old 11/06/09, 12:49 AM   #599
alienangel
Bald Bull
 
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Draenei Hunter
 
Eredar
Originally Posted by Harwin View Post
Looking for some advice about add pickup with a single add-tank strategy.

We've got a tank with all the requisite block gear, and we're a bit worried whether our DPS is enough for a 2 add-tank strategy, so we're going with one. We only got about 8 attempts in with the single tank due to disconnects - we had done another 20 or so with dual tanks.

One of the obvious problems we're having is pickups. We've tried having 2 rogues do Tricks and 2 hunters do Misdirect. The problem is that it's tricky to get two sets of misdirects off to the same tank - if I go first I have to be very fast on getting those shots off to give time for the other hunter to misdirect.

We can still manage that in phase 1, but I'm worried about phase 3. If I have to keep running off to hit the adds - then I'm not going to get JoL heals and leeching swarm is likely to kill me.

We've got some other positioning ideas to try when we go back on Sunday - I'm just wondering if anyone has any specific advice about the dual misdirect problem.
I don't think you can realistically gain anything with 2 hunters trying to MD a single tank, at least until the next patch. That being said you can definitely MD 2 adds to a tank reliably with 1 hunter. Target the first add, MD, let an attack hit it, then target the next one (getting both adds from one side of the room is simplest for this) and fire some other attacks at it. I usually go with Auto+steady on the first add, and arcane at the 2nd (since you need very little threat to keep a spawned add off healers, at least until P3, and I don't want to waste a chimera or aimed on an add as MM). It's important to be moving as shots go off though, so you don't inadvertently expend charges on autoshots. I see you're survival and don't have pyro rockets, so you shouldn't have any issues with wild quiver procs or macroed in silencing shots and pyro rockets eating charges either. If you really want to push it, you can do 3 adds too (close left -> far left -> far right), but it's annoying trying to guarantee that and I usually stick to just 2 with a 3rd thrown in as a bonus sometimes when I find myself with a spare charge after the 2nd add.

Initially it seems like a lot of running around, but you eventually get a good feel for when your shots are in the air and can complete the whole cycle in about 2.5-3.5 gcds by taking advantage of autoshots, and be back on the boss.

In p3 it gets a bit hairy if you're relying of JoL or LotP heals to keep you alive though, we usually put me in a group with some passive healing (healing stream or Vamp Embrace) to account for the time I'm not attacking Anub. If that's not possible, call out for a HoT when adds are about to spawn.

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Old 11/09/09, 6:13 PM   #600
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Thanks for the advice. I did 2 for the first half of the night and it was mostly working, but healers were pulling aggro (they were practicing for phase 3 by healing the penetrating cold people as if it were phase 3) with the low # of shots, and by that time the tank had enough practice to pick up one of them so I dropped down to one.

It was very handy in getting the tank the initial practice, and the warning about phase 3 was good to keep in mind.

Our AoE is still too weak to kill the adds AND get Anub into p3 in time (we're investigating other WoL parses to fix it), but everything else was running more smoothly by the end of the night.

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