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Old 01/24/10, 12:51 AM   #26
Starfire
Honorary Toastr
 
Night Elf Priest
 
Dragonblight
Originally Posted by Elyzm View Post
How are people handling the healing in 10 man? The raid healing required is so much higher than any other fight in the game so far. I've seen logs where people are 2 healing it, and that seems insane, but maybe there is something my raid is missing.

We've tried Pal/Sham/Discpriest, and Pal/Sham/Rdruid, all in full 25 ToGC gear besides the Druid.

Are there any specific tips people can give for healing the encounter? We had the Druid blanketing the raid with HoTs, the Paladin on the tanks, and the Shaman healing the raid, specifically focusing on linked or swarmed players. Each healer was putting out over 7-8k hps, and whenever one of them had to move, people died.

Could it be that we had too many ranged DPS so we couldn't abuse Glyph of Holy Light and Chain Heal? We only had 1 Melee DPS. We were getting to about 50% with only 2 people bit, so the healing would probably get less intense later on I imagine, but healing-wise it seems to be overtuned right now, unless we're doing it drastically wrong.
You can always use Chain Heal. Tell them to move in closer. There is no reason to use the full room in 10 man, just stay 6 years apart and it'll be fine.

Also, your other healers need to compensate better. One healer moving means the other two healers need to compensate.

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 01/24/10, 6:38 PM   #27
Oliria
Glass Joe
 
Blood Elf Warrior
 
Tarren Mill (EU)
We've been progression on Blood-Queen 25-man this week, and sometimes we wipe due to people standing in fire. We've realised that not everyone get the screen effect. There's a full screen effect on Swarming shadows and frenzied bloodthirst, but only 50% of our guild gets it. We've tried all the graphic settings with no result.

Anyone having the same problem?

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Old 01/24/10, 7:00 PM   #28
Demgar
Glass Joe
 
Dwarf Hunter
 
The Sha'tar (EU)
The hotfix on 10 man, that's adjusted the buff duration, has had the unfortunate side effect of making the second air phase coincide exactly with the bite phase (4 biting 4). The second air phase is now extremely tricky, with the need to get to your target and bite them, but to also maintain separation or get fiery death rained down on thee from above.

Our raid was straddling heroism across this second air phase, as the enrage timer isn't much of an issue, but healing the heavy raid damage was. The self healing has tapered off here owing to the movement and melee being unable to reach her. The damage on the raid has ramped up with additional missiles, as well as the bite damage, and the normal AoE ticks. If you can come out of this with 9-10 players up, you are looking good for a kill.

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Old 01/24/10, 7:09 PM   #29
LiteSabre
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Ramsay
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No WoW Account
You can get around that exactly the same way you get around the synching of the first air phase with bloodthirst in 25 man, by delaying the first bite by around 10 seconds.

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Old 01/24/10, 8:45 PM   #30
 sp00n
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Night Elf Rogue
 
Wrathbringer (EU)
And by delaying the first bite, you mean waiting for almost the full timer your first player has before performing the bite on another player, and not some weird mechanic to make Lana'thel delay her first bite, correct?


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Old 01/24/10, 9:07 PM   #31
Mideci
Great Tiger
 
Gnome Rogue
 
Stormrage
Originally Posted by sp00n View Post
And by delaying the first bite, you mean waiting for almost the full timer your first player has before performing the bite on another player, and not some weird mechanic to make Lana'thel delay her first bite, correct?
That is correct. You wait out most of the timer when the first person has to bite another player in your raid.

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Old 01/25/10, 4:12 AM   #32
ciopo
Von Kaiser
 
Tauren Druid
 
Hakkar (EU)
Per current log analysis, it appear Twilight Bloodbolt can be cast on a melee target regardless of the amount of players stationed at a ranged distance.

I can't link to our guild logs for they are private, but the occurrence of Twilight Bloodbolt on a melee occur often enough to make unlikely that all the times the targeted melee was just out of melee range, given the boss is stationary.

Will cross check on some public logs.

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Old 01/25/10, 6:00 AM   #33
Piano
Glass Joe
 
Night Elf Rogue
 
Zenedar (EU)
One of the biggest mistakes is to let the 1st bite debuff run its almost full duration. The result of this action will be hitting enrage timer and wipe.

In order to reach the enrage timer, considering you run with 6 healers and a decent dps crew, is to have the bites occur as soon as they are available, thus pushing the last 8 bitting people phase earlier into the 330 seconds enrage timer mark.

We had to learn it the hard way and will be having our last 2 tries today with the correct changes to the raid and strategy.

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Old 01/25/10, 7:44 AM   #34
Vodos
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Flowercow
Tauren Druid
 
No WoW Account (EU)
Originally Posted by Piano View Post
One of the biggest mistakes is to let the 1st bite debuff run its almost full duration. The result of this action will be hitting enrage timer and wipe.
You can't make a statement like that and make it sound like an absolute. While it may be true for your raid, raids with more capable DPS have no problem doing the first bite at the last second to reduce the problems with biting during the air phase.

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Old 01/25/10, 7:50 AM   #35
ciopo
Von Kaiser
 
Tauren Druid
 
Hakkar (EU)
Originally Posted by Piano View Post
One of the biggest mistakes is to let the 1st bite debuff run its almost full duration. The result of this action will be hitting enrage timer and wipe.
I disagree.

It isn't a direct correlation between "waiting the first bite" -> hitting enrage timer.

Consider this, either way, if you bite "as soon as possible"; you WILL have to wait anyway during the first fear in 25man, or second fear in 10man.

Talking 25man, if your first vampire bite as soon as he get frienzed , more or less 1 minute later they will have to bite again and it happens almost *exactly* during the fear, meaning they spend their first four seconds running around feared and then 6 seconds running around searching a precise dpser ( if you assigned a precise bite order, which is likely).

Either way, at the very least you will delay 4 seconds on the second bite if you don't delay on the first bite, so subsequent bites will still be staggered.

If you still meet the hard enrage, it wont' be these 10 seconds to make difference, unless the wipe is on a very low percentage, I'm talking below 800k wipes.

If you meet the hard enrage above that, changing the bite order and/or moving to 5 healers and/or replace "low" dpser is more likely to make a difference than biting earlier on the first bite.

Suppose your average dpser do a sustained damage of around 7k, it mean that when bited he generates 7k more, the 10seconds difference assuming no other delay is at best 8people -> 560k damage.

At worst you "gain" *one* person, the second bitten one, because if the first vampire bite as soon as possible, the second bite is bound to be delayed by the fear, so subsequent bites carry on from that delay.

Change the bite order to have your top dpser bitten first, that is effective, or bring one less healer.

Safe net: mileage may vary, but in my experience if the hard enrage is on anything above <1%HP, the 10seconds "bite time" isn't what would make a difference.

Last edited by ciopo : 01/25/10 at 7:51 AM. Reason: adding quote since a new post happened in between the time i took to write mine.

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Old 01/25/10, 8:54 AM   #36
jarlelin
Von Kaiser
 
Dwarf Hunter
 
Grim Batol (EU)
You can see in this log that the bloodbolt does indeed hit melee time and time again. And it does splash to all melee in range, including tanks when they are close enough. Seems to me that tonight i'll be forcing melee to split into two groups, creating a triangle with the tanks in a third group.

What seems strange to me is that though lanathel often casts 2 or even 3 bolts at a time even outside the whirl phase, she never seems to cast at two melee targets at the same time.


The largest issue we had was dealing with the first incite terror coinciding with the second biting. If you bite right away then the two happen at exactly the same time. If you wait then you will still be biting during bloodbolt whirl. What we did was use fear wards and berserker rage etc to deal with biting during the first fear and then spread out after biting.
Four attempts left for tonight with our strategy fleshed out. Wish us luck.

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Old 01/25/10, 8:55 AM   #37
Furion
Don Flamenco
 
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Tauren Druid
 
Blutkessel (EU)
Originally Posted by ciopo View Post
Talking 25man, if your first vampire bite as soon as he get frienzed , more or less 1 minute later they will have to bite again and it happens almost *exactly* during the fear, meaning they spend their first four seconds running around feared and then 6 seconds running around searching a precise dpser ( if you assigned a precise bite order, which is likely).
This should not be an issue if you give fearward to the person who gets the first essence and (if he is not undead) to the person who is going to be bitten.

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Old 01/25/10, 9:26 AM   #38
Rerox
Piston Honda
 
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Dwarf Rogue
 
Proudmoore (EU)
You would need 4 fearwards then, since at the time of the first fear, there are two vampires who have to bite two targets.

Yes of course you can also counter fear with one FW and a well placed tremor totem etc. but stalling the first bite for 8-10 seconds really accomplishes more or less the same and you can fearward healers to compensate for the whril damage.

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Old 01/25/10, 9:41 AM   #39
jarlelin
Von Kaiser
 
Dwarf Hunter
 
Grim Batol (EU)
Berserker rage and fear ward both do the trick and therefor a dps warrior is a good second bite target. For the two that are to be bitten. Either tremor totem or every man for himself work nicely if enough fear wards are not available.
At least in our experience waiting more than eight seconds before biting ran the risk of failing to bite. And the time you have to bite after she is done whirling was very short in an allready chaotic phase.

Both strategies should work, but the chaotic nature of the fear->aoe-splash makes me lean towards getting the bite out of the way early on so people can focus on spreading out.

If you then wait 7-10 seconds to bite the third time (4->8 vampyrs) you will buy yourself a few extra seconds after the second fear/whirl-phase.

Every guild should cater to their own strengths I suppose, and for us the raidkiller was the whirl-splashes.

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Old 01/25/10, 11:01 AM   #40
Tinwhisker
Bald Bull
 
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Dwarf Rogue
 
Scarlet Crusade
Originally Posted by Oliria View Post
We've been progression on Blood-Queen 25-man this week, and sometimes we wipe due to people standing in fire. We've realised that not everyone get the screen effect. There's a full screen effect on Swarming shadows and frenzied bloodthirst, but only 50% of our guild gets it. We've tried all the graphic settings with no result.

Anyone having the same problem?
Are you sure the full screen effect isn't part of a boss mod? I'm fairly certain that BigWigs has a fullscreen effect (a red partial iris-in) and DBM does not.


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Old 01/25/10, 12:06 PM   #41
zh4990
Glass Joe
 
Orc Shaman
 
Spinebreaker
Originally Posted by jarlelin View Post
Every guild should cater to their own strengths I suppose, and for us the raidkiller was the whirl-splashes.
This phase was the cause of the majority of our raid deaths as well. We attempted to ensure that we could mitigate as much raid damage as possible during this phase by chaining a pair of shadow aura mastery cooldowns together as well as situation four healers on each "point" on the circle in the center of the room, as well as having one healer stand in the dead center of the circle as our last healer went right up the throne platform to keep the melee up. We thought that having this healing placement would allow us to have at least two healers who could hit any given side of the room while the aura mastery effects helped shave off some of the constant shadow damage. While it did seem to help our healers manage the frenzy of healing somewhat, and the use of aura mastery helped the constant tick of raid damage, we still seemed to lose about four to five people each attempt. Is there someone here who really has this phase "down" who can illuminate me if something seems terribly wrong in this strategy? Has anyone experimented with having their pallys use divine sacrifice to help with this phase?

jarlelin, you mentioned that the boss will cast bloodbolts into the melee stack, regardless of the number of people in range. After looking through my weekend's logs, I can corroborate that claim, however we found that with about 10 people in melee range at all times (including tanks) one shaman with wild growth support from our druid was enough to keep all the melee DPS well-healed.

As another aside, if any guild is noticing that their mirror tank is taking shadow damage, we found that increasing shadow resist on the tank doesn't seem to help at all. We did find success in having our mirror tank stack stamina to the point that he lost some avoidance/mitigation and found that it made him easier to heal.

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Old 01/25/10, 12:26 PM   #42
Kuku
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Human Warlock
 
Azgalor
Originally Posted by zh4990 View Post
This phase was the cause of the majority of our raid deaths as well. We attempted to ensure that we could mitigate as much raid damage as possible during this phase by chaining a pair of shadow aura mastery cooldowns...
I was under the impression that Blood Bolts were physical damage, not shadow.

Edit: And it appears I was mistaken. Wowhead shows the damage as shadow. Huzzah, you may have just carried our raid through to a kill if we can go back in tonight.

Last edited by Kuku : 01/25/10 at 12:31 PM.

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Old 01/25/10, 1:01 PM   #43
Greysir
Glass Joe
 
Gnome Warrior
 
Kargath
Originally Posted by zh4990 View Post
<snip>

As another aside, if any guild is noticing that their mirror tank is taking shadow damage, we found that increasing shadow resist on the tank doesn't seem to help at all. We did find success in having our mirror tank stack stamina to the point that he lost some avoidance/mitigation and found that it made him easier to heal.

We were working on her last night and at first struggled a bit with the OT. Our first few attempts earlier in the week had a feral as the OT, last night he wasn't available so we had a pally and a warrior. After some digging, it looks like the core damage the OT takes (mirror and delirious slash) aren't affected by pretty much any mitigation effect other than absorbs. So the OT can/should stack hp over pretty much all other tanking stats, since you can't seem to block/dodge/parry any of the OT-specific damage. Someone correct me if I'm wrong there, but that was what we observed last night while looking through logs between attempts (fwiw, we ended up having the prot warrior MT and the prot pally OT, relying on the warrior to mitigate as much damage as possible and the paladin with stam and Ardent Defender to aid in his survivial). This also points to a feral being somewhat ideal as the OT, as they (well, at least ours) tends to have higher health plus Savage Defense.

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Old 01/25/10, 1:09 PM   #44
Exemplar
Bald Bull
 
Human Paladin
 
Scarlet Crusade
Blood mirror replicates damage taken by the first target on to the second target. Blizzard basically avoids double-dipping tank stats. The first MT avoids an attack - no replicated damage. The MT takes damage, reduced by armour, block, talents, stance, etc - this reduced damage is replicated.

This would lead to the best MT (or MTs - Delirious Slash swaps) having the most avoidance/mitigation (reducing their damage and the damage taken by OT), while the best OT mirror target has a huge health pool to soak everything that damages the MT.

Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

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Old 01/25/10, 1:21 PM   #45
Sh4d0wfury
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Blood Elf Death Knight
 
Ursin
Looking through our logs, I found that not only melee are able to be targeted with bloodbolts, the tanks also can. While shadow resist gear can be used to reduce the incoming damage from it, it's probably easier to spread the tanks without breaking the blood mirror's link. I will suggest this to one of our 10 man tonight, see how it goes.

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Old 01/25/10, 1:33 PM   #46
Copernicus
Bald Bull
 
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Night Elf Druid
 
Tichondrius
Originally Posted by jarlelin View Post
You can see in this log that the bloodbolt does indeed hit melee time and time again. And it does splash to all melee in range, including tanks when they are close enough. Seems to me that tonight i'll be forcing melee to split into two groups, creating a triangle with the tanks in a third group.

What seems strange to me is that though lanathel often casts 2 or even 3 bolts at a time even outside the whirl phase, she never seems to cast at two melee targets at the same time.
She casts a Twilight Bloodbolt at random targets during the ground phase every 8-10 seconds, if I remember the logs correctly. Melee can be selected as a target. Usually it's a non-issue since the damage is infrequent enough to not cause any problems for the healers and only one person is ever targeted at a time. Melee also tend to self-heal a lot (through JoL or LotP). It does mean it's probably worthwhile to not leave healers in the melee stack, unlike Festergut or Vezzex.

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Old 01/25/10, 1:38 PM   #47
zh4990
Glass Joe
 
Orc Shaman
 
Spinebreaker
Originally Posted by Kuku View Post
I was under the impression that Blood Bolts were physical damage, not shadow.

Edit: And it appears I was mistaken. Wowhead shows the damage as shadow. Huzzah, you may have just carried our raid through to a kill if we can go back in tonight.
Please excuse any confusion, but if I recall correctly, the damage of the bolts themselves was a special type of shadow damage, something non-resistable via buffs (like Mirmirons spellfire). My comments about aura mastery were regarding the shadow AURA that she pulses. I don't have my logs handy at the moment, if you have evidence that the bolts themselves are shadow only, and are resistible to a large degree by shadow resist buffs, I'd love to see that.

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Old 01/25/10, 1:40 PM   #48
Dram
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Linkmonk
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Originally Posted by Tinwhisker View Post
Are you sure the full screen effect isn't part of a boss mod? I'm fairly certain that BigWigs has a fullscreen effect (a red partial iris-in) and DBM does not.
Its either part of both boss mods or its a built in function, I'm using DBM and I was getting the screen effect every time.

Originally Posted by Vectivus View Post
Not all squirters leave a nice little bit of sogginess on the sheets. Maybe Fric doesn't want to be fast asleep in bed and having hour-old ladyspooge dripping on to him from the ceiling. Just sayin'.

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Old 01/25/10, 1:51 PM   #49
xmod2
Don Flamenco
 
Undead Rogue
 
Emerald Dream
Originally Posted by Dram View Post
Its either part of both boss mods or its a built in function, I'm using DBM and I was getting the screen effect every time.
I believe it's part of the UI, the effect is similar to when you go into the mist in southern Borean Tundra.

While on the subject of add-ons, has anyone had issues with Bartender or other action bar add ons in the fight? In 10 man I was able to see the bite bar fine using Bartender, though a hunter in 25 man was complaining that they weren't able to bite (of course after being the first one to get the buff each time.)

They ended up re-enabling their default gui for the fight, but I'd like to be able to confirm we won't run into a similar problem towards the end.

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Old 01/25/10, 2:00 PM   #50
Daenerys
Don Flamenco
 
Tauren Druid
 
Illidan
Originally Posted by xmod2 View Post
I believe it's part of the UI, the effect is similar to when you go into the mist in southern Borean Tundra.

While on the subject of add-ons, has anyone had issues with Bartender or other action bar add ons in the fight? In 10 man I was able to see the bite bar fine using Bartender, though a hunter in 25 man was complaining that they weren't able to bite (of course after being the first one to get the buff each time.)

They ended up re-enabling their default gui for the fight, but I'd like to be able to confirm we won't run into a similar problem towards the end.
We had everyone with potential bar mod conflicts make a macro for /cast Vampiric Bite. It never came up after we discussed making the macro, so I assume it worked for those using the various bar mods.

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