I am, currently, the raid leader of my guild and am working to prepare us for AQ40. We've stepped in once, after a full BWL clear, and in two tries were able to bring Skeram to 23%. While we must refine that strategy, and still have several bosses to kill before we reach Huhuran, I have started working to try and get our raiders prepared for when we get to her. While we get our Warriors and Rogues to farm for NR, I've come across an interesting decision.
I'm not sure whether or not we ought to have our Shaman or our Hunters act as Nature Damage soaks at the Huhuran fight.
As far as melee groups are concerned, I believe I will try to design 4 groups to act as soak wall groups. Additionally, I am motivated to place a priest in each for PoH and a shaman for totems.
I feel that to provide that added DPS boost for the last 30%, the shaman's totems should come in handy. At the same time, however, my friend and Shaman CL has been arguing that it would totally gimp our shaman in terms of healing in that fight. This is also true. I tried out a CT-Profile today, and noticed that I lost around 2k mana unbuffed. I then proceeded to spam a few heals, trying to simulate different scenarios. It seems like it would be a challenge to not go OOM prematurely in the fight, and with such little regen, I'm confused as to how the shaman would act during the first 70% of the fight.
With Hunters, there are a couple different pros and cons. As a Hunter, one could Feign Death and then proceed to equip the NR gear at around 32%. This would be ideal. But then, I'm concerned, that their DPS would be gimped for the most important part of the encounter. Additionally, range becomes an issue, since they would have to be part of the close 15, but at the same time, provide room for the priests to PoH without endangering them to silence. Finally, I'm concerned that if one of the 15 wall members dies, who will pick up the Poison Volley Soaking. With a raid setup of 6 warriors, 5 rogues, and 5 hunters, we would have 16 people in NR. Not 17 or 18. Hunters could serve as better backup, I believe.
And then there's the added loss of Windfury Totems and such to help out DPS. But then again, if I tried to fit both shaman and hunters (Aspect of the Wild) in with melee groups, we would end up having an additional group, which would only strain the raid further.
I have diligently read the WoW Raids and Dungeons forums, and before I posted, I made sure to check the older posts here on these forums. There are a few more, but none that provided me with the kind of answers I was looking for (Though they did educate me about the healing situation on this fight. That leads me to believe that Hunters are a better alternative, though I was under the impression that you had shaman act as soaks in this fight.)
Now, we haven't yet encountered Huhuran. And while I'm motivated to just say, "Screw it, we'll try and figure it out when we get there", I'm also aware that we're several months behind in content, and not everyone is as keen to wipe endlessly on things that aren't... "brand new". I would also not want to put guildies through additional repair bills in AQ40, that could otherwise be avoided.
Thank you very much in advance.
Originally Posted by Caniki
Hey guys, I heard that Blizzard puts out these things called "patches" that contain "content"
Well, we've just recently gotten to the point that we can convincingly one-shot Huhuran, and there was never really any question in our minds that Hunters were the way to go. Wether or not the hunters can FD/swap their gear out prior to the frenzy seems like mostly a non-issue to me. If you're well geared enough to be doing Huhuran at all, getting her the first 70% of the way down shouldn't require blazing speed, especially since you need all your dps people to go into the final 30% pretty high on mana anyway.
The real issue is that the last 30% is spectacularly demanding on healing. You NEED those shaman with their full-geared mana pools and full-geared healing power. Hunters have it easy for making sure they've got sufficient mana for the final burn even with gimpy NR gear, and even a gimped hunter can still put out fairly convincing dps because of the way our damage abilities scale.
Basically the balance point is that the dps needs to be able to kill her before your healers run out of mana. With the mages and warlocks going nuts with full dps gear and full mana pools, this has never been a problem for us. When we wipe on Huhuran, it's because a tank or a sponge didn't get healed fast enough or hard enough and goes down, and once the sponge starts leaking you lose dps really, really fast. Giving up healing power for a more dps just seems like a much riskier proposition.
We use hunters, for a few reasons. First, huhuran has a very small hitbox, which lets you shoot at the close range required to soak bolts. Plus, a hunter is just about the worse form of "burst dps" you have at 30%. We have our one cooldown, which basically adds two autoshots. sweet. lastly, you can wear your normal gear up to 40% so you dont miss tranq, then FD in to NR gear.
This is probably a much better choice compared to using paladins/shaman with gimped healing power.
<Gwaihir> mage time is like booterang
<Gwaihir> AUGH BOOTERANG
<Gwaihir> AUGH MAGE TIME
<Ama> AUGH MAGE TIME
<XI|> AUGH MAGE TIME
Hunters are the best but definetly not because of FD / swap gear - we had a hunter get FD resists 3 times in a row but we had to go zerk or the second tank was gonna stack up dots, needless to say this hunter died and thanks to an iceblock the kill went fairly smooth.
Easiest is 4x OT groups setup something like 2 rogue, 1 warrior, 1 hunter, 1 priest
MT which are 2x warrior, hunter, warlock, paladin, and the only soakers in this group are the 2 MT warriors (they get direct heals, the 4x OT groups get prayer + spot heals from spare healers in case of silence on their priest etc).
This gets you 18 total soakers, which are 3 spare, and the hunter in the MT group can become one if one of the warriors dies as well.
We use a strat that I have yet to read about other guilds doing. As normal we have two tanks swapping agro for the spit, but we always make sure these stand at max range from Huhuran, and we position 15 people right underneath her. This way theres always 15 people closer to Huhu then the tanks. I am one of the tanks and this way I have yet to be sleeped by her or recieve any poisonbolts. The tank having agro at 30% usually keeps it the entire time and doesnt die. And because the soakers need to stand directly beneath her we dont want to use hunters since they cant shoot at point blank. We also figured that shamans would be interrupted all the time by the spit and cant heal as well. So we use all melee, and fill up with warlocks first (high res) then frostmages (can iceblock if they get too low). This is working great for us atleast, but I dont know how much DPS these few casters in melee range wastes..
Realistically, your hunters in gimp gear aren't going to be *that* detrimental to your raid. Sure she might be up for 5 seconds longer, but if you're gimping your Shaman gear to make them soak, they'll be OOM at 20% and useless thereafter. Hunters in NR gear can still autoshot (and multi1/aimed1 for mana conservation) for decent damage.
To put it bluntly, Shaman in NR are more gimped than Hunters in NR.
PS: What's the proper plural of Shaman? Shamen? Shamans? Gah. (Being as I'm alliance, it's not a problem I run into every day.)
Originally Posted by DeeNogger
The other day I accidentally a fire ball 10 feet high.
We always use hunters as Sess said. It really works well and last kill we downed her first try with zero deaths. Our hunters don't do anthing fancy like swaping gear, they just tranq and make sure they are at minimum range when we near the 30% mark.
If you are just starting this encounter then it's a must for all of the soakers to have Health Stones from the warlocks as well as Major Nature Resistance potions. Start out by using the stone if your HP goes below 40%, then use the pot next time it goes below 40%. The rest is up to the healers. Another thing is that all our soakers have upwards of 250 buffed nature resistance, so you'll want to encourage your members to reach that target.
Edit: As a hunter you'll want to use arcane and multi shots at the 30% mark since you get major interrupts from the constant poison damage.