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Old 07/24/06, 6:44 AM   #1
mask
Glass Joe
 
Murloc 
 
My guild has now been trying Viscidus for a few days, but we always seem to loose in something, was it MT dying or just generally healers going to too low mana and letting mages or eachother die. Even tho we have been using potions it still happens, so I thought I'd ask the people who know what their talking about.

So, here is our group setup for the people inside the room, I'd very much like opinions on it and I'd more than happy if anyone had a suggestion how to improve it.

Viscidus group setup:

1. MT group

1. Maintank
2. Hunter – Aspect of wild
3. Warlock – Frost wands
4. Paladin – Cleansing/healing
5. Druid healing/cleansing

2. Mage group

1. Priest for healing
2. Warlock – Frost wands
3. Mage
4. Mage
5. Hunter for aspect of wild

3. Mage group

1. Priest for healing
2. Warlock – Frost wands
3. Mage
4. Mage
5. Hunter for aspect of wild

4. Mage group

1. Priest for healing
2. Warlock – Frost wands
3. Mage
4. Mage
5. Hunter for aspect of wild

5. MT healing

1. Paladin for Cleansing
2. Druid for Healing MT
3. Priest for prayer of healing
4. Priest to heal MT
5. Priest to heal MT

6. Cleansing/healing

1. Paladin Cleansing group 2
2. Paladin Cleansing group 3
3. Paladin Cleansing group 4
4. Druid to Heal paladins/Melee healer/cleanse for group 7
5. Druid to heal paladins/Melee healer/cleanse for group 8

To help you understand how we do it, is that everyone runs in with mounts and the MT pulls Viscidus to a wall on left side of entrance. Melee groups take their positions on other side of the room and continue to come as close as possible without risking of taking poison volley hits. Groups 1-5 are obviously on ranged range to Viscidus, and group 6 spread out behind them with the Druids even behind the paladins nearly leaving them outside of volley range.

We tried having Mages and hunters in with no natural NR, but that was just too intense for us to keep up. Though that was without any potions, I don't think we would've done it even with them. So, now we have all our hunters in their gear they use for Huhuran ( over 200 unbuffed), and mages in hefty amount of NR also (over 200 unbuffed). This basically leaves the priests in groups 2-4 Empty handed, only healing themselves and Warlocks and rest of the time tossing heals on the MT. The problem is that it seems to leave us less dps for the globs with the mages and hunters pretty gimped out, and we fail to manage to take down all 6 globs per shatter.

*Edit* Was writing in a rush so forgot the few questions whiche were: 1. Would you stack high NR for mages and Hunters to lower their maintanence cost significantly. 2. Would you say its a good idea to make the healers wear moderate NR ?. 3. Whats a realistic time to start abusing lots of consumables in order to kill him.

I'd be more than happy if you could provide me with some constructive criticism and advices, as I believe it's not anymore about individual playing but of our group setup or of our position to fight viscidus in (which indeed does make glob targetting alot harder).
 
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Old 07/24/06, 8:28 AM   #2
Chaotik
Von Kaiser
 
Murloc Warrior
 
Cenarius
I've been thinking of spending extra time attempting viscidus but it just doesn't seem like at this point that it's really worth all the consumables to kill him for alliance anyways.

You're groups look fine just stack the raid with enough mages/healers/cleansers.




Another question I have is how many alliance guilds still include him in your AQ clears each week?

http://www.afterlifeguild.org
 
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Old 07/24/06, 8:30 AM   #3
XI-
Does not play well with others
 
Tauren Warrior
 
Mal'Ganis
Huh, 8 druids, 8 priests, as many mages as you can stack.

Originally Posted by Praetorian View Post
in before JOHN FUCKING MADDEN
 
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Old 07/24/06, 10:05 AM   #4
Anglakel
Don Flamenco
 
Murloc Warrior
 
<LoH>
Mal'Ganis
Originally Posted by Chaotik
Alliance still kills viscidus?
You consistantly have the worst posts on these forums.

http://www.ctprofiles.net/1689539
 
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Old 07/26/06, 4:20 PM   #5
Zwink
Piston Honda
 
Gnome Mage
 
Mannoroth
Mask, the setup you have there will make Viscidus a lot more difficult than it needs to be. Basic group setup that we use is 4 groups in and 4 groups out. 1 of the 4 in groups is the main tank group and the other 3 are freezer groups.

MT Group
Warrior
Priest
Priest #2 *
Paladin
Paladin or Druid

The second Paladin is interchangeable with a 4th Druid. I don't know about most guilds, but we have about 3-4 active Druids and 5-6ish Paladins. One Priest is there to keep the group up. If there is a Druid in this group Paladins stick to healing the Main Tank, but if there isn't they are curing in addition to healing the main tank. The second Priest (which can be replaced with any other healing class) is dedicated to the Main Tank.

Next there are 3 groups that are composed of Druid, Priest, and 3 Freezers (Warlock/Mage). If your raid makeup does not allow for 9 freezers, swap in Hunters with Hurricanes for Warlock/Mage.

Outside the room are 4 groups with the Hunters, Rogues, and Warriors with whatever healers are left over. 4 Healers in the main tank group and 6 total in the freezing groups. Our normal raid makeup usually has 13-16 Healers, so that leaves 3 Healers minimum outside to heal and cleanse. In the ideal (non druid stacked raid group) you have 3 Druids, 5 Priests, 6 Paladins. It is completely do able to not have 4 cleansers, one for each group. If you have a Priest out there they can help heal other groups in addition to their own while Paladins cure.

It seems like you have an idea on the running in and out of the room. Bottom line don't keep your Hunter/Rogue/Warrior groups in the room longer than they have to be. Lastly, Nature Resist is completely unnecessary for this fight if you have 3 Druids for the Freezer groups. If you think you need NR then your Druids are doing something wrong. The Melee groups aren't in long enough to need it and it will only hinder dps by wearing NR.

I believe last week we one shot Visc with 35 people, with approximately 5+ new people. He is relatively easy and has been nerfed since we started killing him back in April.

 
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