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Old 07/30/07, 10:10 AM   2 links from elsewhere to this Post. Click to view. #651 (permalink)
Don Flamenco
 
Human Warrior
 
<Ret>
Mal'Ganis
Originally Posted by piratkopia View Post
he got this last night in 2 sec:

5k ; 5k; 9k crushing..
If that's happening in 2 seconds that's 100% a parry streak, Naj'entus can't attack 3 times in 2 seconds by himself.

So the suggestions I would make:

Make sure only the MT is meleeing from in front, this reduces the chances for parry streaks. A parry streak will lead to shield block charges getting eaten and a crushing is possible.

Keep your tank topped off, don't let him get low, because a poor timed parry can always let one crushing through, and the tank should be able to survive it.

Ensure Demo shout and Thunder Clap are up all the time, 9k crushing from Naj'entus seems high from my recollection, but then again my gear is a lot better than a fresh BT guild's tanks.

If you're still having problems with it, have the guild invest and buy some ironshields, your tank should have no problem hitting almost 15k maybe a little higher hp unbuffed, with full buffs he should be close to surviving a spike like that, and if the 2500 extra armor saves him from a burst killing him, he's got time for heals to land.


Personally I don't think you will need ironshields, but they do give a buffer on progression content that is a nice thing to have. But minimizing parries in front of him and keeping the mob debuffed can make a world of difference.
 
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Old 07/30/07, 10:55 AM   #652 (permalink)
Glass Joe
 
Human Warlock
 
Bloodscalp (EU)
Great feedback thx guys.
 
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Old 07/31/07, 9:15 PM   #653 (permalink)
Piston Honda
 
Yodead
Undead Rogue
 
Non-US/EU Server
In the Illidan encounter, does anyone have a way to tell where the Azzinoth elementals will leash? Our tanks seem to have lost their nerve after a bad wipe caused by leashing+enraging and seem to be causing more wipes by standing in fires because they're too nervous to move out of them. I'm curious as to how other guilds handle this phase, because the hectic nature that we handle it in really doesn't seem to lend itself to the 'repeatable' tag which has been attached to this fight. :P
 
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Old 08/01/07, 4:21 AM   #654 (permalink)
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dukes's Avatar
 
Tauren Druid
 
Balnazzar (EU)
Just get them to turn walk on and watch where they are. As soon as one of them charges, get them to stop dead and see how far they are, then you have a pretty exact measure of how far it is. The general rule i use is ~3-4 blaze lengths (the fire that gets dropped on the floor) or "stay inside the outer circle" although that's a bit less accurate.

Another thing that helps massively for tanking the elementals is to increase the max camera range. Someone posted it earlier in one of these threads (hard to keep track of where it actually was) - /console cameraDistanceMaxFactor 4

Last edited by dukes : 08/01/07 at 4:37 AM. Reason: found the command
 
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Old 08/01/07, 9:20 AM   #655 (permalink)
Mike Tyson
 
Praetorian's Avatar
 
Orc Shaman
 
Mal'Ganis
Random question that maybe only a few people here (Nihilum, Curse, etc.) can answer.

I know that the initial wave of BT buffs increased Teron's melee damage and made Bloodboil tick every second instead of every 3, and last a bit longer. I believe RoS was unchanged (?).

But what was different about the original versions of Shahraz, Council, and Illidan? I assume abilities didn't hit as hard, but which, and how much less? Also, in Nihilum's original Illidan kill video, I noticed that the tank on the west Flame in p2 tanked it the entire time with zero Blazes on the ground. Were there any other changes, then, besides just making things hit harder?

Just idle curiosity about something that very few people got to see before it was changed.
 
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Old 08/01/07, 9:51 AM   #656 (permalink)
Von Kaiser
 
Blood Elf Paladin
 
Vek'nilash (EU)
Illidan:

The Blazes worked with resists, so a tank in full FR would resist the breath and no blaze would spawn, they seemed to hit harder than they currently do as well, at 30% after the shadow prison, the aggro was completely messed up, he would chase down casters for quite a while before he would go back to the tank, even with fast bop's 4-5 casters could easily die. Illidan didn't hit as hard, so shear wasnt a wipe, we actually had a druid tank him who took every shear and he would never die, we had to change to warrior tank ofcourse after the damage buff.

Council:

The main change was the damage output of everything, the bosses and the aoe's they do (twice as much damage now? not 100% sure here either). Im not 100% sure but the reflective shield wasn't on the priest in the early version.

Shahraz;

Was exactly the same apart from her melee damage, I was looking through our first kill video earlier infact and could see all the off tanks and even a pet melee her from the front, try that now and it would be some crazy damage on the tank, basically you never had to worry about the tank dieing, ever.

RoS:

Unchanged yes.
 
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Old 08/01/07, 10:09 AM   #657 (permalink)
Piston Honda
 
Cannings's Avatar
 
Undead Warrior
 
Balnazzar
Its not Curse anymore Gurg its Meet your Maker :P
 
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Old 08/01/07, 1:27 PM   #658 (permalink)
Piston Honda
 
Yodead
Undead Rogue
 
Non-US/EU Server
Originally Posted by dukes View Post
Just get them to turn walk on and watch where they are. As soon as one of them charges, get them to stop dead and see how far they are, then you have a pretty exact measure of how far it is. The general rule i use is ~3-4 blaze lengths (the fire that gets dropped on the floor) or "stay inside the outer circle" although that's a bit less accurate.

Another thing that helps massively for tanking the elementals is to increase the max camera range. Someone posted it earlier in one of these threads (hard to keep track of where it actually was) - /console cameraDistanceMaxFactor 4
Much thanks, we finally got him down today after I told the tanks your advice. It did get much better once our tanks got used to the laser paths and melee DPS started using the camera zoom out function.
 
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Old 08/02/07, 8:31 AM   #659 (permalink)
King Hippo
 
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Dwarf Hunter
 
Aerie Peak (EU)
-Also in a later patch, we'll be able to disable the "decreased melee swing time" effect caused by Mother Shahraz parrying a melee attack. The parry mechanic is exacerbating the already rather intense burst damage that Mother Shahraz can inflict.

MMO-Champion - World of Warcraft Guides and Raid Strategies

I wonder why it's only for Mother Shahraz.
 
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Old 08/02/07, 8:38 AM   #660 (permalink)
World of Badgecraft Subscriber
 
Playered's Avatar
 
Night Elf Druid
 
Ravencrest (EU)
Not that I've done her but perhaps its because their intended way of dealing with some of the abilities she does is for people to attack infront of her... whereas on normal bosses you will only have the MT and possibly an OT.
Thus greatly increasing the chance for a parry string to oblitorate your tank.
 
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Old 08/02/07, 8:55 AM   #661 (permalink)
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Tauren Druid
 
Balnazzar (EU)
The only way to deal with saber lash is to have people in front. Unless you use the less than standard tactic that someone posted of having Hunter pets in there, you have to "waste" 2 people sitting there doing nothing just to soak it. They have to be in front (as it's about a 1 yard range on top of the hitbox of the MT - really really tiny area) so by attacking they just risk a tank instagib. We just don't have OT's attacking - it's such a fun fight just sitting there and spamming fairie fire over and over when not silenced and hoping that I get an FA just to break up the monotony.
 
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Old 08/02/07, 9:12 AM   #662 (permalink)
Furry Tank
 
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Night Elf Druid
 
Greymane
Quick question just for my peace of mind - We killed Shahraz last night and will be slapping Council around tonight. From the 3 pulls we had on them with 6 healers, I don't think that fight will be too much of an issue obviously.

Illidian though - I am a feral who will be offtanking something. Will I need Fire Resist? Yes/no? I see that the Breath used to be resistable, but will I need any other FR now?

All I really need to know, since I'm a reroll I don't have anything regarding FR. Don't have any badges since we used the Vashj/KT scrolls on me. I never got revered with much besides KoT for my tanking head enchant.
 
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Old 08/02/07, 9:15 AM   #663 (permalink)
Von Kaiser
 
Undead Rogue
 
Balnazzar (EU)
If you are tanking an elemental in phase 2 you need capped fire resist, and the best possible other tanking stats you can get with this!
 
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Old 08/02/07, 9:17 AM   #664 (permalink)
Piston Honda
 
Cannings's Avatar
 
Undead Warrior
 
Balnazzar
Yes you will need FR, preferably the Heroic stuff so you get lots of nice hlt on it aswell and as much defence as possible, best bet is asking dukes though as he does it for us
 
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Old 08/02/07, 9:46 AM   18 links from elsewhere to this Post. Click to view. #665 (permalink)
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dukes's Avatar
 
Tauren Druid
 
Balnazzar (EU)
[Inferno Hardened Gloves] + 8 stam patch
[Inferno Hardened Chestguard] + 15 resillience enchant
[Blastguard Boots] + 15stam x2 + 12 stam enchant
[Blastguard Belt] + 15 stam x2
[Blastguard Pants] + 15 stam x2 + [Prismatic Sphere] + [Nethercleft Leg Armor]
[Phoenix-fire Band]
[Amulet of the Torn-heart]
[Wyrmcultist's Cloak] + 15 fire res

40+60+30+30+43+30+24+39 = 296, add on aura. I don't think you can easily avoid using the heroic badge items, unless you want to risk it without crit immunity by using greens. Crit immunity is pretty much needed - a 25% resist + crit = ~15k spike damage, which is just damned nasty with all the rest of the damage flying around. Resillience is especially good for getting crit immune for it, but defence is good for the extra avoidance. Using the +30 resillience guardian elixir might be worth it too, if you're a bit short. I normally use a flask though - 20.9k health without imp/commanding isn't bad.

Check the damage in chart:
Wow Web Stats

Total fire damage mitigated: 67.2%. I did get horribly screwed over with 3 (or it might even have been 4) lasers in a row, so the blazes were slightly out of control at points. My mob also got DPSed second, which explains a bit, but it's still a stupid amount of damage.
 
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Old 08/02/07, 10:45 AM   #666 (permalink)
Piston Honda
 
Cannings's Avatar
 
Undead Warrior
 
Balnazzar
Originally Posted by dukes View Post
Total fire damage mitigated: 67.2%. I did get horribly screwed over with 3 (or it might even have been 4) lasers in a row, so the blazes were slightly out of control at points. My mob also got DPSed second, which explains a bit, but it's still a stupid amount of damage.
It was all lasers on your side dukes :P
 
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Old 08/02/07, 10:57 AM   #667 (permalink)
Piston Honda
 
Orc Rogue
 
Lightning's Blade
For those that may have missed the link Osse posted, here is an expanded version of the 2.2 raid notes.

Archimonde
- Archimonde's Fear had a recast time that could be very inconsistent, which would cause problems for tanks who were waiting to react to the fear being cast. Along with making the fear more consistent, the minimum time between fears has been increased and the casting time will be 1.5 seconds.
- Grip of the Legion will not be able to target players who were just Air Burst, and it now has a non-infinite range.
- Red Soul Charges silence for 4 seconds instead of 6 seconds.
- The bug where Priests with Spirit of Redemption creating two Soul Charges on death is fixed.

Mother Shahraz
- The players targeted by Saber Lash now gain the immunity to Sinister Beam and Fatal Attraction, regardless of whether or not Saber Lash actually landed.
- Shahraz will now pick a new beam to cast after every 3rd cast, instead of every 5th.
- The first two seconds of Fatal Attraction now deals reduced damage.
- Prismatic Shield has been completely reworked. The shield is no longer adaptive. She periodically picks a random school to be resistant to, and the "opposite" school gets a bonus. Casters rejoice.
- In a later patch, we're blocking off some of the nastier places to get placed by Fatal Attraction, and the "Couches of Death" we'll be fixed. In the meantime, you should be able to mitigate a problematic Fatal Attraction teleport by tanking Mother Shahraz away from these locations.
- Also in a later patch, we'll be able to disable the "decreased melee swing time" effect caused by Mother Shahraz parrying a melee attack. The parry mechanic is exacerbating the already rather intense burst damage that Mother Shahraz can inflict.

Reliquary of the Lost
- Essence of Desire's Spirit Shock and Rune Shield will no longer be able to be cast nearly simultaneously. We added in a very small, but very significant delay in between the two.
It is particularly germane that Blizzard would note the parry mechanic (however only specifically in relation to Mother Shahraz?) due to Quigons recent experiences.

Also, my guild is currently on Shahraz (however, we havent actually started the trash to her yet), I'm assuming this is a fairly large nerf? Regardless, the Spirit of Redemption on Archimonde and the Spirit Shock/Rune Shield are very much welcomed changes.

http://www.aftermathlb.com
 
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Old 08/02/07, 11:21 AM   #668 (permalink)
Piston Honda
 
Undead Priest
 
Talnivarr (EU)
I like the changes. Make the encounter less "not looking forward to do that next week again".
 
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Old 08/02/07, 11:22 AM   #669 (permalink)
Soda Popinski
 
Snowy's Avatar
 
Undead Priest
 
Mal'Ganis
I guess you could call it a modest nerf.. I prefer to call it a welcomed fix of issues. At least casters will no longer be a direct liability to bring.
 
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Old 08/02/07, 2:21 PM   #670 (permalink)
Don Flamenco
 
Undead Warlock
 
Dentarg (EU)
Originally Posted by Snowy View Post
I guess you could call it a modest nerf.. I prefer to call it a welcomed fix of issues. At least casters will no longer be a direct liability to bring.
I think you are underestimating the dmg that comes from casters suddenly. We never had the luxury of having more then five to six physical dps (so 2 rogues, 1 dps warrior, 2 hunters, 1 feral druid plus the 2 non-acting off tanks). I'd guess the shield change will mean that for us she goes down about 20% faster. Depening on how much the boost to the non-blocked schools is, it might even be 30-35%, which is a gigantic nurf.
 
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Old 08/02/07, 2:36 PM   #671 (permalink)
By Fire Be Purged
 
Relwin's Avatar
 
Orc Hunter
 
Mal'Ganis
It just reduces the amount of time you need to perform perfectly to avoid fucking up a good roll on the RNG. If you're playing poorly but pumping out the damage after the change you can still wipe rather handily with a bad port to the raid or two healers going down early if they screw up FA.

It's a change that puts the fight back into the realm of skilled play = better kill rather than lucky roll + skill play sometimes = kill.
 
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Old 08/02/07, 2:43 PM   #672 (permalink)
Don Flamenco
 
Undead Warlock
 
Dentarg (EU)
Well more dps on the boss will also allow you to lose more people to FA and still get her down. If the amount of healing/dps is right, you probably can do 15% with 15 people easily, her enrage is not all that dangerous.

Also (yeah, I know I brought it up before but the other side keeps bringing it up again and again as well ...) if you want to rely on play skill/faster reactions and less on a lottery, really try more then one camp. It really makes the bad FA = wipe a looot less likely to happen. Just the amount of healers that do not have to run in the other camps and then can throw heals around helps.
 
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Old 08/02/07, 3:26 PM   #673 (permalink)
Piston Honda
 
Undead Priest
 
Talnivarr (EU)
They could change the enrage to 5minute or something to make it more challenging if needed. At the moment the berserk isnt realy and issue if stacked raid ofc.
 
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Old 08/02/07, 4:44 PM   #674 (permalink)
Von Kaiser
 
Human Warrior
 
Alexstrasza
Hope this hasn't been answered before. I couldn't find a post on this.

How much of the trash before Supremus do we really need to clear? There are mobs tugged away on the sides that we shouldn't ever aggro while kiting Supremus methinks. Do they aggro when Supremus is engaged?
 
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Old 08/02/07, 4:46 PM   #675 (permalink)
wut
 
Draenei Shaman
 
Windrunner
Originally Posted by Llilyth View Post
Hope this hasn't been answered before. I couldn't find a post on this.

How much of the trash before Supremus do we really need to clear? There are mobs tugged away on the sides that we shouldn't ever aggro while kiting Supremus methinks. Do they aggro when Supremus is engaged?
You don't have to clear any of them that you won't aggro, but if you're just getting to him you might as well...you need a LOT of hearts for when you get to Mother.
 
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