Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Public Discussion » Public Discussion

Reply
 
LinkBack Thread Tools
Old 02/25/07, 3:56 PM   #31
Phanuel
Piston Honda
 
Draenei Death Knight
 
Proudmoore
How do you handle the P1 -> P2 transitions with any kind of consistency? We've been using invuln pots to get it off clothies onto the paladin but this is going to go away and I'd like to know a more reliable way to do it. Force people to take a bit of the charred earth so they have some health down and then have a paladin heal those people up as he's flying into the air? And it seems to stick to a target until that target is dead correct?

Offline
Reply With Quote
Old 02/25/07, 4:07 PM   #32
Hexel
Von Kaiser
 
Murloc Mage
 
Stormrage (EU)
Originally Posted by Pyrul View Post
The druid that got the debuff potted immidiately, and we still had 4 spawns, and during one attempt I recall seeing more than 5, but I may have miscounted.
I think you need to 'pre-pot', so that when he tries to cast the spell on the random target of his choice, he finds it immune. Requires some timing for it and it's basically cheesing the encounter, but we've managed to get no spawns this way.

Offline
Reply With Quote
Old 02/25/07, 4:43 PM   #33
Eloran
Glass Joe
 
Gnome Warrior
 
Sen'jin
Originally Posted by Phanuel View Post
How do you handle the P1 -> P2 transitions with any kind of consistency? We've been using invuln pots to get it off clothies onto the paladin but this is going to go away and I'd like to know a more reliable way to do it. Force people to take a bit of the charred earth so they have some health down and then have a paladin heal those people up as he's flying into the air? And it seems to stick to a target until that target is dead correct?
That might work. Although it's easier to just pop righteous fury and then hit Nightbane with some damage spells and begin to chain heal yourself.

I know I got a few of the blasts on my warrior after putting up commanding shout for my group before anyone took damage. It seemed to be a reliable way to get 1-2 on me as it worked at least 5-6 times in a row, but then it ceased working for a few attempts and I realized it was just lucky timing of my shout's threat, as small as it is, that got me hit the other times.

Offline
Reply With Quote
Old 02/25/07, 6:02 PM   #34
Elendril
KINDOFABIGDEAL
 
Elendril's Avatar
 
Night Elf Hunter
 
Ner'zhul
Originally Posted by Phanuel View Post
How do you handle the P1 -> P2 transitions with any kind of consistency? We've been using invuln pots to get it off clothies onto the paladin but this is going to go away and I'd like to know a more reliable way to do it. Force people to take a bit of the charred earth so they have some health down and then have a paladin heal those people up as he's flying into the air? And it seems to stick to a target until that target is dead correct?
Paladin with Righteous Fury up spam healing seems to get it for us every time.

Also, we have our priests wear as much reasonable stam/armor gear as they can. If you're really having trouble with your cloth dying, have them stoneshield/ironshield and/or major defense pot.

Offline
Reply With Quote
Old 02/25/07, 7:04 PM   #35
Kulldam
I'm in the tub.
 
Kulldam's Avatar
 
Tauren Druid
 
Hyjal
Originally Posted by Pyrul View Post
Does Blessing of Protection completely remove the Rain of Bones debuff and therefore stop the spawning one 3 or more adds? Or one of the two.

What exactly is the correlation between the Rain of Bones debuff and how many skeletons spawn?
When the Rain of Bones debuff is cast on a player, it begins to 'tick' frequently (Something like every half second). Each 'tick' spawns a new skeleton. After many, many tests and trials, I can confidently say the maximum number of ticks (and skeletons) if the debuff is left full duration is five.

The distance between other players has no affect on the skeleton spawns in anyway and is, in my opinion, just a wowwiki-generated caution carried over from beta/early runs, as a way to avoid extra AE damage from the Rain of Bones physical compenent/skeleton immolation. However, regardless of whether you bunch the entire raid onto one spot or have everyone 10+ yards away from everyone else, if you never remove/interrupt the Rain of Bones debuff, you will get 5 skeletons every time.

That said, yes, BoP will remove the debuff entirely, and thus stop any *future* skeletons/ticks from occuring. It also halts the damage compenent (rain) as well, though of less consequence than skeletons obviously.

Originally Posted by Phanuel View Post
How do you handle the P1 -> P2 transitions with any kind of consistency? We've been using invuln pots to get it off clothies onto the paladin but this is going to go away and I'd like to know a more reliable way to do it. Force people to take a bit of the charred earth so they have some health down and then have a paladin heal those people up as he's flying into the air? And it seems to stick to a target until that target is dead correct?
We went through a ton of tactics, and this was by far our biggest hurdle to getting this fight down (that is, controlling the healing agro for 'laser beams', as we call them). We tried the Paladin spam thing, but were never able to get it to work consistently for whatever reason (Looking back, I think it was due to our lack of 'buffer healing' available -- we didn't have enough people with a health defecit for the Paladin to heal as P2 started).

We had fairly good success (75% success rate or so) using our MT (Prot Warrior) as the 'healing tank' actually, by downranking our healing when Nightbane approached 1-2% prior to a Phase 2, which left the tank with 5 - 8k HP defecit. He'd then heal himself with a bandage (if no dots were ticking), and as soon as skeletons began to spawn, he'd use a super healing pot and lifegiving gem. About three out of four attempts with this method provided the Warrior with enough healing threat (due to defensive stance, defiance, bloodrage, blocking w/ shield spec., etc.) to get the majority of the laser beams through the entire phase.

That said, it was still hit or miss, and 25% failure rate wasn't good enough for us, so we finally tried a more 'typical' method similar to the Paladin spam method, but with a Druid. We'd have our 4 or 5 DPS classes present all purposely take 2-4k damage at some point prior to a Phase 2 (usually stand in the void zones for a tick or two), then immediately when Phase 2 starts (Nightbane takes off), the Druid would throw HoTs on everyone with some damage, as well as themself and the Warriors/MT, then swap to Bear Form. This worked very reliably, even being Resto specced, and ensured approx. 90% of the laser beams hit the Druid each phase.

From there, it was just a matter of handling dispells, Druid heals, and skeletons.

Good luck!

Offline
Reply With Quote
Old 02/25/07, 9:06 PM   #36
kaib
Don Flamenco
 
Undead Warlock
 
Dentarg (EU)
We've had slight issues with a Paladin taking healing aggro. I think mostly because the guy was focusing on casting BoP asap. A shaman spamming Chain Heal over the raid was a super easy way to generate shitloads of aggro though, that never failed so far.
The problem with the paladn is that FoL only hits for ~1.4k. HL spam with 2.0 cast time is possible too of course, but then you need to find targets that actually need 2-3k healing. Chain heal however generates very little overheal while putting out a lot of HPS. The shaman should also ES himself, which gives him additional healing aggro when being hit.

You need to make sure that the guy whos supposed to take aggro stands in a safe spot as well. If he needs to run away from the skelly immolation stuff, he loses considerable cast time he should be spending healing.
As soon as Smoking Blasts keeps hitting him, the other healers have to start spamming and if he's not a bit ahead in aggro, priests can easily take over. The PoM CD is going to make that quite a bit worse too as that is an excellent heal to spam there to avoid focusing healing aggro on one target.

Offline
Reply With Quote
Old 02/26/07, 5:26 AM   #37
dakalro
Don Flamenco
 
Human Warlock
 
Frostmane (EU)
Finally got him down last night.
Druid tank with 380 def, 20k armor, 18.4k hp without flask or sta food but everything else, 35% dodge (we had a better tank, also druid, but pvp specced - he had 500 def, 24k armor, about 1k more hp but no threat talents). Used imp tclap all fight from our fury warr and I CoWd at the end when healers were pretty much oom.

Raid was 2xferal druids, 2xholy palas, 2xholy priests, hunter, 2xlock, fury warr. One dwarf priest which was kinda nice since druids can't do nothing against fear (forgot fear ward once and he went for our fury warr that was immune ).

Biggest issues in the fight were in his flying phase and the landing. 1. Getting only 1 healer to take the crappy dmg, 2. Getting as few skellies as possible.

We solved 1 by having me down to 4k hp when he flew, 6k holy light right after his deep breath . Still, with all the healing on the skellie tank and the paladin, the dmg switched (seems to simply be a 15 second period where he casts spells every second on highest aggro so he'll play around with it). The kitty druid did a Tranquility when he could, nice healing actually. We thought about limited invul pots but we thought we'd rather skip that one since nobody had shrooms leftover and would have just made us dependant on crappy pots.

The Rain of Bones and skeleton problem ... BoP by assisting Nightbane. I still have no idea how skeletons spawn (number of people it hits/if it does dmg one wave it spawns a skellie) - so this is still a question I'd like to know the answer for since BoPing doesn't feel quite right. We spread out some, then fast BoP and tank took the spawned skellies (on good casts only 1 would spawn, due to distance sometimes would be 3-4, still doable but it hurt).

There was another nice problem, landing. He sometimes went for a healer, stopped over his head, killed then did another circle and kill another healer then land at tank, this even if the healers were pretty far from his landing spot ... survived this with a bit of luck (SSed a priest, CRed)

That's how it worked for us but I'd still like to hear about how to handle the healer killing on landing, seems pretty crappy since tank can't take it, simply doesn't stick to him because it's not landed yet.

Last edited by dakalro : 02/26/07 at 5:34 AM. Reason: some stuff was unneeded cause i seem to be blind :D

Offline
Reply With Quote
Old 02/26/07, 2:57 PM   #38
Eloran
Glass Joe
 
Gnome Warrior
 
Sen'jin
Warriors can intervene on the landing. Only issue with this is he doesn't always land, or he may even land and then take off again, leaving intervene on cooldown for the next one. Having 2 warriors is nice for that, but everyone has their own raid makeup.

Offline
Reply With Quote
Old 02/26/07, 4:47 PM   #39
dakalro
Don Flamenco
 
Human Warlock
 
Frostmane (EU)
Yeah, he did 2 turns once, landing on the 3rd and killing 3 players in the process ... but intervene can at least save 1 of them. It's a little help at least.

Offline
Reply With Quote
Old 02/26/07, 5:30 PM   #40
Arien
Glass Joe
 
Human Paladin
 
Azshara (EU)
first...sorry for my english

I think when he goes in P2 he take 1 healer and give him initial aggro (15k or so) and try to kill him with his beam.

We tried many differents tactics (druid with tranq., pala with right furry, ...) but everytime he shoots his beam on another person until he is dead or he gets enaugh healing (or beams perhabs).

Offline
Reply With Quote
Old 02/27/07, 4:19 AM   #41
dakalro
Don Flamenco
 
Human Warlock
 
Frostmane (EU)
From what I saw I think it's multiple beam, like autoattack in melee. And he shoots each of them to the highest aggro person.

That's why we used paladin put on of those 100% crit 6k Holy Lights on myself, then he just heals himself ... I can control my life to give enough starting aggro to the paladin (that heal is 0 overheal and I'm pretty safe at 4k hp for a few seconds - the heal lands right after he does his deep breath thing) so he takes the bulk of the dmg. After that he only heals himself.

Weird part, I got some of the hits so it made me think that damage to skellies is counted towards aggro too, might have been that all the healers were dead at that time but not quite sure

Offline
Reply With Quote
Old 02/27/07, 5:11 AM   #42
Cannings
Piston Honda
 
Cannings's Avatar
 
Undead Warrior
 
Balnazzar
Originally Posted by dakalro View Post
That's how it worked for us but I'd still like to hear about how to handle the healer killing on landing, seems pretty crappy since tank can't take it, simply doesn't stick to him because it's not landed yet.
Just make sure after he does the emote saying he will deal with you on the ground no one in your raid does anything, no bandaging, no hots, no heals and the MT bandages himself or I found it better to bandage a warlock then when he lands just have a shield slam ready

Offline
Reply With Quote
Old 02/27/07, 9:16 AM   #43
ghooge
Von Kaiser
 
Night Elf Druid
 
Bonechewer
When our group first started Karazhan, it really seemed like we needed 4 healers in the raid in order to make it through most encounters. As we incrementally geared up and were short healers a few times, we realized that 3 healers on most encounters is significantly easier. It would seem that in most of the Karazhan encounters dps > healing.

After seeing the Prince phase 2, I wouldn't have thought he could be killed with 3 healers. This week we did it with two shaman and a pick-up priest without running into mana problems.

Does anyone bring only three healers to Nightbane in his current state? Does the extra dps take the length of the fight down far enough to offset the lack of a healer?

I have only personally gotten to put a couple hours worth of wiping into him. All of our healers were out of town this weekend, so we missed a shot at him on this reset

Offline
Reply With Quote
Old 02/27/07, 9:37 AM   #44
Thai
Glass Joe
 
Thai's Avatar
 
Dwarf Paladin
 
Cenarius
Here are a few tips to help out during the Ground to Air Phase, brought to you by FedEx.
  1. At about 77, 52, and 27% Nightbane health have your Druid start putting HoT's on everyone in the raid. Priest/Pally continue to focus on the MT.
  2. At take-off, all casts stop and everyone clumps except the Paladin. The Paladin targets Nightbane.
  3. At this point the Druid should have HoT'd the raid and switches to Bear.
  4. Have your Pally spam the following Macro with Nightbane targetted. It will result in at the most 2 Skeletons.

    /cast [help,target=target] Blessing of Protection; [target=targettarget,help] Blessing of Protection


    (Nightbane's first target after take-off is the Rain of Bones Target)
    (If you Pally specs improved BoP this will be available at every Ground->Air phase)
  5. After RoB's the Raid moves to one side. Mages nova, tanks pick up skellies, Pally and Priest Spam heal the Druid.

- If your Raid Make-up is different then keep in mind the following key points to mastering the Air Phase.

1. Control the number of Skeletons or their position in relation to the raid. (Hence, "clumping")
2. Control the target of Smoking Blast

Last edited by Thai : 02/27/07 at 9:42 AM.

Offline
Reply With Quote
Old 02/27/07, 10:20 AM   #45
Nakilos
Piston Honda
 
Murloc Warrior
 
Hellscream
Originally Posted by ghooge View Post
When our group first started Karazhan, it really seemed like we needed 4 healers in the raid in order to make it through most encounters. As we incrementally geared up and were short healers a few times, we realized that 3 healers on most encounters is significantly easier. It would seem that in most of the Karazhan encounters dps > healing.

After seeing the Prince phase 2, I wouldn't have thought he could be killed with 3 healers. This week we did it with two shaman and a pick-up priest without running into mana problems.

Does anyone bring only three healers to Nightbane in his current state? Does the extra dps take the length of the fight down far enough to offset the lack of a healer?

I have only personally gotten to put a couple hours worth of wiping into him. All of our healers were out of town this weekend, so we missed a shot at him on this reset
Nightbane is a kill where DPS doesn't matter at all. This week I took a group in who hadn't really spent much time on him, had 2 rogues on it, and both ended up dying to cleave as I recall in the first 25%, and we won in 19 minutes 59 seconds because no one else died and no one was really stressing on mana.

I don't know if 3 healers is really doable, preferably you mean like 3 healers, 1 non dedicated healer, or even 2 and 2 really as long as the healers have respectable healing gear a gear swap alone should make them functional enough as a healer for any boss including Nightbane.

Offline
Reply With Quote
Reply

Go Back   Elitist Jerks » Public Discussion » Public Discussion

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Nightbane Garfunkel Public Discussion 550 08/21/07 7:07 AM
Nightbane Landing Questions Lujaar Public Discussion 40 04/24/07 4:21 PM