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Old 08/01/06, 11:19 AM   #1
Vytae
Von Kaiser
 
Murloc Warlock
 
Frostmourne
Greetings!

My guild has finally killed twinemps and managed to put Anub'rehkan under our belts aswell. We started a week drive to kill C'thun so we could turn full attention to nax. Despite managing a 4.5 hour clear to Cthun from skeram with only one wipe (to trash,of course) and almost 3 full days (we only 40raid 3 days a week) on him our progress has been very slow. We can somewhat reliably get him to phase 2 no problem (always 3-10 deaths p1. ironicly our only flawless transition was our worst p2 attempt) but then things predictibly go to hell.

The problems were having are with mainly coardination. I tried instituting a 'hemisphere' strategy with 4 tanks on the main compass points with 2-3 healers dedicated to them always running out of the stomach if they get swallowed. The 4-5 closest groups all converge on the giant claw while the other 3 (the ones directly across from the room) basicly chill and kill small eye spawn (we were having major problems with everyone running to big tentacles and either A: getting eye chained from giant stalks from across the room because no counterspell in area or B: getting mindflayed) but we were unable to keep up dps this way. We also have the problem of tanks dieing to giant claws with 2-3 healers on them,even the ones in designated wrath.

Ive been stacking mages in the west/south groups so that they have less area to cover with warlocks/hunters in the corners (usually NE/SW) as giant eyes/claws usually seem to spawn on or closest to one of the 4 main compass points. I make all the group's selfsustaining (2 healers per group,good mix of ranged/melee dps) with my best mages and tanks in the west/east groups. Would i be better served stacking 4 major tank groups and 4 major dps groups and just having the dps groups 100% mobile for phase 2? This would cause problems with p1 healing but increase our dps to a large degree as i could properly set up WF/TSA groups.

Any criticism would be appreciated.

Edit: Horde.

Money is not happiness. Yachts are not happiness. Hot women are not Happiness.
Being stinking rich on a yacht with hot women sure as hell is though.

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Old 08/01/06, 11:22 AM   #2
Gauss
Piston Honda
 
Human Mage
 
<Ret>
Mal'Ganis
Alliance or horde? In either case, those giant eye beams should never go off because someone with CS should be in every quadrant. A mindflay eye isn't that big of a deal (especially as alliance, BoFreedom ftw?) so it's much better to waste the CS on a giant eye than have one 2k life eyestalk counterspelled for 10 seconds.

Noobing it up on Mal'Ganis since '06

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Old 08/01/06, 11:34 AM   #3
Chaotik
Von Kaiser
 
Murloc Warrior
 
Cenarius
I have mages and pallys spread out at each corner ready to instant stun / CS the giant eyes right as they pop, By that time all the rogues have enough combo points to keep them stun locked. btw you can also kick / pummel them too. Assign 1 person per group on eyes for that area .

Have kill priority go giant eye --> small eyes (unless you are assigned to one then small eyes are first ) --> giant claw. If you have alot of dps in the raid then healers don't really have to heal all too much. Make sure they know while they are standing around in their spots , to dps small eyes too. How do your tanks die to giant claws as well? I've tanked them in dps gear.

Other then that just make sure dps is on top of cleaning up the claws and get flesh tentacles down when you are ready outside then step up the dps on c'thun.

http://www.afterlifeguild.org

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Old 08/01/06, 11:40 AM   #4
Tuco
Piston Honda
 
Murloc Priest
 
Mal'Ganis
Spread mages out evenly.

Keep tanks/healers relatively close to their original spot.

Have everyone else converge on giant eyes/claws.

Get him weakened asap.

Use the mods out there for timing C'Thun.

Use those mods to have the mages/paladins stationed for when a giant eye will spawn.

At first, be sure to always kill the adds before attacking the weakened C'Thun.

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Old 08/01/06, 11:40 AM   #5
Decker
Piston Honda
 
Orc Hunter
 
Kargath
Getting to stage 2 isn't an issue now as you can res between phases. As long as the small melee tents are down you can start dishing out the resses and get basically everyone up. After that it's just focus.

We have killed C'Thun "prenerf" where the fixed the combat bug, and now doesn't matter how retarded you are as long as you get to stage 2 you're fine.

I was being a retard typing in tells to one of our officers about bets on how many attempts it was going to take us on C'Thun. I had won earlier that night with dropping the emps on our first try, but when the beam came up it was on me, and I managed to eat the big one.

I also lost the bet as I had said it'd take us 3+ tries to take him down, but we got him first try. I had forgot about all the combat ressing nonsense and it was a breeze after that with everyone up.

Druids aren't required for their battle resses. It's awesome! C'Thun = free loots now. Once your guild gets him down you'll have that first one under your belt, and farm status will be easy after that.

http://www.paradosi.net

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Old 08/01/06, 11:41 AM   #6
 Regen
Neckbear Overlord
 
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Regen
Troll Druid
 
No WoW Account
How we always set up groups was as followed

Raid Tab:

1 2

3 4
Eye
5 6

7 8

Group 1:
Quadrant 1 MT (Phase 2)
Mage
Priest
Druid/Shaman/Paladin
Rogue

Group 2:
Quadrant 2 MT (Phase 2)
Mage
Priest
Druid/Shaman/Paladin
Rogue

Group 7:
Quadrant 3 MT (Phase 2)
Priest
Druid/Shaman/Paladin
Mage
Rogue

Group 8:
Quadrant 4 MT (Phase 2)
Priest
Druid/Shaman/Paladin
Mage
Rogue

This covers the Four Corners/Edges if you will for Phase 2 (Giant Tentacle Spawn)
It Also Covers Counterspell/Silence on the Giant Eyes In each Of The Corners
--Also this Cover 4 of the Small Eyes (Mindflay) Spawns (Either rogue or Warrior ready to kill at the edge with Possible Mage Assist)

Group 3:
Warrior West Offtank (Phase 2)/Rogue
Warlock
Mage/Healer
Hunter
Healer

Group 4:
Warrior East Offtank (Phase 2)/Rogue
Mage/Healer
Warlock
Healer

Group 5:
Warrior West Offtank (Phase 2)/Rogue
Hunter
Mage/Healer
Warlock
Healer

Group 6:
Warrior East Offtank (Phase 2)/Rogue
Mage/Healer
Warlock
Healer

Middle Groups Cover The 4 Mindflay Spawns in the middle (2 on each side) Through either the Warrior/Rogue with Ranged Assist

Also leaves an Extra Silence/Counterspell on Either Side, Hunters are great for taking out Mindflay Spawns

---

Phase 2, Giant eyes NEED to be Counterspelled/Silenced or Stunned INSTANTLY. Your looking at a wipe if you chain a beam.

Mindflayers need to be top Priority whenever they spawn.

Giant Tentacles need to be Tanked with an Offtank building aggro incase the MT gets Swallowed, If One Goes Under You are probably looking at a Wipe, unless you get a Weakened state to get it back under Control.

Make sure the raid is topped off At all times in Phase 2. Weakened States are an excellent time to make sure of this.

Fight is entirely about control, When you get it down you will be able to go through As many weakened states as you like to take him down to 0.

-- Hope this helped a bit :) Gl

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Old 08/01/06, 11:44 AM   #7
Decker
Piston Honda
 
Orc Hunter
 
Kargath
Also forgot to add to tank the melee tents through stage 2 while DPSing C'Thun, and then get back on the melee tents after. Always take down the eye tents asap, and small eyes get priority over everything...

http://www.paradosi.net

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Old 08/01/06, 11:45 AM   #8
♦ Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Decker
small eyes get priority over everything...
...except interrupting/silencing a giant eye that has just spawned near you, if you have those abilities.

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Old 08/01/06, 12:09 PM   #9
Decker
Piston Honda
 
Orc Hunter
 
Kargath
My bad...small eyes get DPS priority, but if the giant eye gets off a beam it could mean bad news for the raid :D

http://www.paradosi.net

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Old 08/01/06, 12:54 PM   #10
Garett
Glass Joe
 
Murloc Rogue
 
Draenor
Personally, i think having 4 warriors to tank Giant Claws is overkill.
We did our first kill with only 2, but have since upped it to 3, the rest go dps.
2 is enough to cover the entire room if your rogues are quick on the stunlocks, 3 is just to be safe.
As for group makeup, put either a lock or a mage in each group and tell them to save their counterspells/spell-locks until after the giant eye has popped. Make sure they know not to waste it on the small eye unless the giant eye is on the other side of the room.

A free small eye has the potential to kill one person, a giant eye can kill everyone.

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Old 08/01/06, 12:56 PM   #11
Anias
Solution complicated; Dispense enlightening graph.
 
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Tauren Druid
 
Mal'Ganis
Kill priority (Ranged--healers are ranged too) -

Small Eye > Giant Eye > Giant Claw > C'Thun

Kill Priority (Mellee--tanks are melle too)

Giant Eye > Small Eye > C'Thun > Giant Claw


Interrupt Priority is obviously Giant Eye > Small Eye - but you SHOULD ANNOUNCE THAT YOU HAVE INTERRUPTED. Nothing feels sillier than the 6 way interupted giant eye. "He's silenced, counterspelled, kicked, pummeled, bashed and spell locked!" :rolleyes:

A fair portion of the encounter comes down to individuals making correct assessments. As an example, Once you have two tanks on the giant claw - tell the other tanks to spread out to deal with the next set of eyestalks. You won't need their damage on the claw, and even full wrath prot warrior with ashkandi can kill an eyestalk before pummel wears off. (Most of our warriors are wearing a mix of gear, but the point stands 2200 damage isn't hard to come by). Another example is having your mellee know when they should jump on c'thun to build combo points/sunder as the inside tentacle goes down, or your rogues judging when they're better off waiting for the eyestalks than running to get on a claw.

Most of this stuff comes with practice. While it's nice that the raidleader or main tank understands the fight, it's really a fight where you need 38-40 people all making good decisions. Whil it's really apparent when someone makes a bad decision, the trick is to explain what they should have decided, and get them to do it next time. =P All in all, I think c'thun is an incredibly good experience (even with the cheesy mid fight ressing) for your raid.

First star to the right, and straight on till morning.

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Old 08/01/06, 1:04 PM   #12
Calantus
Custom User Title
 
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Dwarf Paladin
 
Frostmourne
I haven't fought C'Thun for almost 2 months now (server change), can anyone tell me how the new ressing inbetween phases works? Do you just have that whole time from end of first phase to the 2nd stage where he's emerging to rez/drink?

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Old 08/01/06, 1:08 PM   #13
 Regen
Neckbear Overlord
 
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Regen
Troll Druid
 
No WoW Account
If all small tents are down when you start P2 you drop out of combat for... meh a Good 30 seconds or until you initiate combat again.

I mean its nice to get a quick res off and drink, Its not something that allows absolute crap in phase 1.

Giant Tentacles spawn after the same duration

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Old 08/01/06, 1:09 PM   #14
Crimsonjade
Von Kaiser
 
Murloc Priest
 
Dark Iron
Originally Posted by Calantus
I haven't fought C'Thun for almost 2 months now (server change), can anyone tell me how the new ressing inbetween phases works? Do you just have that whole time from end of first phase to the 2nd stage where he's emerging to rez/drink?
Basically, when when he is dying in phase 1 you will lose combat for a number of seconds if all the small claws are dead as well. Make sure your group hunts them down asap as the Eye is in the initial death throes and you can rez anyone who was not paying attention!

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Old 08/01/06, 4:28 PM   #15
 Hamlet
<Druid Trainer>
 
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Tauren Druid
 
Mal'Ganis
I just try my best to spread every class (especially Warriors, Rogues, and Mages) around the raid as uniformly as possible. We use the same group-based positioning that probably everyone uses, and we rotate the whole raid 180 degrees each Dark Glare.

For phase 2, we try to maintain that basic group-based positioning. People obviously move around to swarm onto tentacles and things, but everyone should be trying to "spring" back to their home position whenever they can. People also need to be aware of when Small/Giant Eyes are coming, so they get back to cover their areas, no matter what else is going on.

The group positions in P2 are actually reversed, since we tend to end P1 in the alternate positions (buffed up, we finish P1 right before the fourth Dark Glare).


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