I've read all the threads on C'Thun and didnt find this positioning neither posted nor discussed.
I'm aware many off you are more in Naxx-mode atm, but i thought i'd throw this out there if anyone could give their views on it.
I'm the RL of a guild currently up to C'Thun. Anub and Instructor on farm, but we decided we want whole AQ on farm before progressing further (well, maybe Noth too) in Naxx. Those DPS upgrades from C'Thun (and ofc the epeen of downing him) is just to much to give up.
So Phase 1 is mostly smooth after a raid worth of tries... Like 1-5 ppl dying, and they get rezzed at the phase switch.
Our problem in P2 seems to be beeing able to hold enough DPS on the Giant Claws/Eyes to stay ontop of the spawn. So i got the idea of this positioning from a C'Thun movie by the guild Time (i think).
My reasoning is:
* Claws and Eyes only spawn below people... Keeping raid together means they spawn where we want.
* Running = Time wasted DPSing
* Keeping your raid together = better from healing perspective atleast
* Cutting down on tanks in tankinggear
The obvious threat would be an eye getting of a beam... but with 2-3 mages free to CS, every melee in a few seconds range from an eye that shouldn't happen.
I realise there IS a chanse the claw/eye would spawn below one of the 4 mages, but since everyone is gatherd close by north that wouldnt be the end of the world.
Anything im blatantly missing in this setup? Any forseeable problems? Is it for some reason dumb to scrap the normal surround tactic?
Yes, ruptures might be a problem. But the rupture AE isnt THAT big, and if everyone uses the entire area of the Northernside of the room to spread out it should minimize (like 3-4 ppl perhaps) the amount of people getting hit.
We tried a similiar setup initially, but the problem was that even with people designated for killing the south eyes the small eyes just died too slowly and we kept losing random people when new spawns came which lead to a chain reaction of more and more deaths. The incoming DPS from small eyes right after a ground rupture is very high, do not underestimate it, they need to be killed asap. By bunching up you're also getting more people ruptured at the same time. You're also depending on designated people handling the south eyes, and they can get eaten or otherwise distracted and if no one backs them up fast enough people will die to the small eyes.
Basically, you're making the time around each new spawn far more dangerous and not really gaining that much dps from it. Just spreading evenly around the room and having all DPS roam after they've killed their own small eyes and move back to position before new spawns worked a lot better for us at least. Using your proposed tactic we wiped for a night with maybe 5-6 tries in P2 with everyone alive, on the next day we just spread around the whole room and killed it on the second try we got to P2 with everyone up(first one ending up in a wipe in 3%). We used to raid with 17 healers then also, and did not have any trouble with keeping up with giant tentacle spawns when spread around the whole room.
That tactic can also work, but it is simply just a lot more vulnerable. The theoretical dps gain is not imho worth the added risk.
Make sure to really stress that everyone keeps themselves topped off health-wise and that they aren't standing around at 75% health coming out of the stomach or something. One unlucky ground rupture could kill a bunch of people.
Just have all your groups return to their initial positions from phase 1, or stay wherever they ended up at in phase 2. Split your warriors on each side to cover the north/south side of that half for tanking the claws, and then your DPS just goes where needed on each side to deal with it. Every 15-20s all the DPS returns to their area to kill tentacles.
We use something similar, and it works very well. The big advantage to having everyone grouped more tightly is that DPS can get on tentacles much more quickly, giant eyes get controlled more quickly, and healers are generally faster, since everyone is always in range.
You should always know when the giant eyes are going to spawn, which makes them fairly easy to control.
We use same positioning in phase 1 with people dedicated in each group to take out small eyes. DPS roams to where they are needed.
We have been killing C'thun for months now but I'd like to hear some views on dealing with giant eye tentacles in phase 2. We have mainly been dealing with them by having a decent number of mages in the raid (6+) and with almost all of them having improved counterspell. However a few want to spec out of imp cs now and with giant eyes already causing wipes occassionally I'm interested to hear how other guilds deal with giant eyes.
We normally have mages assigned to different quadrants to silence when an eye spawns, but sometimes we wipe when a mage is in the stomach or a claw spawns near a giant eye and knocks a mage back etc. Does anyone use warlocks to CS with felhunters or any other methods of dealing with the initial silence/stun when the giant eyes spawn? Is CS without silence sufficient to stop the initial eye beam?
well, all interrupts will work but the timing will be very short. I highly recommend you tell your warlocks to summon their puppies at the start of phase 2, and thne send them immediately on to the giant eyes whenever you can. Spell Lock is a long silence which is super nice.
On top of that, look for other possible options. Warrior intercept has a stun and a good range, rogues can use imp kick, and so on.
If all else fails, just try and keep everyone on their toes with fewer imp CS's, and then make sure the mages who have it have a macro they can spam to try and get the silence up early.