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01/04/10, 12:50 PM
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#101
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Bald Bull
Dwarf Rogue
Scarlet Crusade
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Originally Posted by dinesh
Depending on the group comp, you might consider FoK'ing (probably with a weapon swap) in order to apply [Crippling Poison] onto them, couldn't you? This is something we've been talking about doing in my 25 man.
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That would be reasonable although both frost traps and earthbind totems would be much more effective and reliable as you're not hoping for a proc. If you have those, they should be your first choice.
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01/04/10, 7:23 PM
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#102
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Piston Honda
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Originally Posted by Tinwhisker
I think an important thing to remember when talking about the adds is that they have 75% reduction to AoE which is (probably) multiplicative with your built in reduced threat. So if you FoK each add for 4K you've really only transferred the threat equivalent to a hunter hitting them for ~700 damage (a pittance).
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One thing I'm curious about, does the 75% damage reduction apply to poison procs? FoK is an AoE attack, so of course it will apply to your weapon damage. But the poison procs are separate from the actual FoK attack, so I don't know that they are flagged for the 75% damage reduction. And a mutilate rogue using envenom just before TotT + FoK on adds would generate a fair amount of threat just from the poison procs.
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01/04/10, 7:37 PM
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#103
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Von Kaiser
Orc Rogue
The Venture Co (EU)
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I haven't tested it myself but I am almost sure that the damage reduction would not apply to procced poison damage. The poison damage is not considered an AoE effect just like the diseases spread by a DK.
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01/05/10, 5:55 AM
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#104
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Great Tiger
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The mobs are in fact also resistant to diseases as they are resistant to AoE.
"Resistant Skin - Instant
The skin of this creature is highly resistant. Damage from area of effect attacks is reduced by 95% and damage from Diseases is reduced by 70%."
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01/05/10, 8:49 AM
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#105
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Von Kaiser
Undead Rogue
Talnivarr (EU)
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Fok'ing the adds is probably more likely to just get you killed... or so I'm told *cough*. The aoe/disease resistance I would wager is more to prevent melee dps to get to much aggro as they spawn. If you lack reliable slows and ranged dps, coordinate stuns/roots/knockbacks.
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01/05/10, 4:48 PM
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#106
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Glass Joe
Night Elf Rogue
Aerie Peak
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I also disagree with using FoK, it's such little damage and threat redirection, that its a waste of energy. I'm combat and to help my ICC10 group, I'll pool energy and TotT to our lock, and simply SS and Evis if needed (rarely), and the first add is usually dead within 5 seconds, with just me and the lock targeting it. I then get back on the boss, with DP still being up. The 2nd add is usually slowed with trap/totem/mind flay. And killed shortly thereafter by the rest of the ranged. The extra dps on the adds keeps any ranged from needing to kite, and often results in just 1 mark being cast.
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01/05/10, 4:56 PM
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#107
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Mike Tyson
Night Elf Rogue
Doomhammer
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I don't think anyone would argue that AoE is worth it in 10mans, where there's only two adds. FoKing 3 targets is marginal to start with, and with the AoE reduction... yeah, clearly stupid. But in 25man there are 5 adds, and on 6 targets FoK usually has a pretty solid lead. Whether it's solid enough to be worth it even when you're only getting poison damage and no weapon damage... probably not, but it's at least a somewhat reasonable thing to be thinking about.
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01/05/10, 4:59 PM
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#108
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Piston Honda
Human Paladin
Doomhammer (EU)
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Melee running rampant to kill adds can cause a lot of harm through Blood Nova I found. Not to say one should not opt to perform at their best, it's probably a better idea for your ranged to get their act together. Moreover, I hadn't even expected melee to help on adds at all, especially on 25man.
As for adds on Lady, combat's cooldowns tend to be rather overkill (10man experience on my part), whereas a mutilate rogue unleashing a full energy bar is almost always enough to kill those pesky adherants allowing you to continue on the less pertinent fanatics. On a personal note I would opt to bring down the boss as fast as possible which would involve speccing mutilate and attacking the Lady all the way through, but results may varry depending on how succesful one's guild is at cleaning up the adds. The best spec for the encounter will most likely be dictated by the weak- & strong points of your raid.
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01/06/10, 1:39 AM
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#109
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Glass Joe
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In the second wing, you may notice an unobtrusive/obscure lever. This is a trap that only rogues can see, similar to spirit alarms. DO NOT TRIP IT IMMEDIATELY. When tripped, it causes frostfire wall traps to remain locked in their current position; if you do trip it, time it when all frostfire wall traps are inactive, or you will make this "frogger 2.0" impossible.
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01/06/10, 3:03 AM
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#110
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Glass Joe
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Tonight I inadvertently triggered the switch and it locked *some* of the traps on. After a minute or two, the lever reappeared, and I used it again. This time, all of the traps were permanently disabled.
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01/06/10, 5:01 AM
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#111
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Von Kaiser
Goblin Rogue
Burning Legion
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Originally Posted by Aldriana
I don't think anyone would argue that AoE is worth it in 10mans, where there's only two adds. FoKing 3 targets is marginal to start with, and with the AoE reduction... yeah, clearly stupid. But in 25man there are 5 adds, and on 6 targets FoK usually has a pretty solid lead. Whether it's solid enough to be worth it even when you're only getting poison damage and no weapon damage... probably not, but it's at least a somewhat reasonable thing to be thinking about.
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In practice, I do not see this being very reasonable. As stated, you're adding suboptimal DPS to all mobs, the possibility of an unreliable slow, and also have a very high chance of pulling threat on one or more blood beasts (who are you ToTing if you want to avoid instantly pulling?). As a result, you generate BP for Saurfang if you get hit without an absorb bubble on you (or whoever you just ToT'd). You could potentially work out an AE stun rotation with your ret(s)/lock(s) Ă* la Anub hard adds, but in this situation the raid is probably better served with the melee single target nuking/cleaving one blood beast after the others have moved out of range, then back to Saurfang. It might be worthwhile to revisit this theory after heroic blood beast health pools are known and that specific encounter is free to talk about.
It just seems there are so many more efficient options to control blood beasts and their movement in a 25 man raid environment. RF holy paladin, frost traps, earth bind totems, typhoon, thunderstorm, etc. I have yet to see anything during the Suarfang encounter that has ever made me want to FoK. We're getting through with one mark going out on 25 man.
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01/06/10, 9:36 AM
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#112
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Von Kaiser
Undead Rogue
Bleeding Hollow
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Originally Posted by Jankage
As stated, you're adding suboptimal DPS to all mobs, the possibility of an unreliable slow, and also have a very high chance of pulling threat on one or more blood beasts (who are you ToTing if you want to avoid instantly pulling?).
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Furthermore, if you are having to ToTT somebody at ranged, their either going to have to run in or you're going to have to run out in order to make the target successful: a second reason using ToTT + FoK is suboptimal for this encounter.
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01/06/10, 9:50 AM
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#113
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Glass Joe
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Professor Putricide and mutilate
After watching the video of this encounter, this appears to be an mutilate rogue's nightmare! I guess this is the end of lugging around that pvp spec as a secondary, and the beginning of the mandatory combat spec alternative.
I know its early, but have any mut. rogues had a chance to attempt this encounter? Is it as bad as it looks?
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01/06/10, 10:00 AM
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#114
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Bald Bull
Dwarf Rogue
Scarlet Crusade
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Originally Posted by Curious_george
I know its early, but have any mut. rogues had a chance to attempt this encounter? Is it as bad as it looks?
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I don't think anyone will be able to answer that to any degree of authority, he appears to be bug'd and likely unbeatable on 25man and it's questionable if the 10man is working correctly although there are a handful of guilds that have downed him there. Most raid guilds are not eager to throw their limited attempts at an encounter that may not be working; I wouldn't expect to see some real comments until Blizzard has posted a hot-fix.
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01/06/10, 10:36 AM
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#115
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Glass Joe
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Downed Festergut tonight and some general tips, that 25 man enrage is rough. Everyone needs to be going all out as if I already need to state that for those that have done it/attempted it already. Tricks are a must for this fight in case you don't already have it macroed/using for your 2 piece. Anecdotal summary, wipe at 1% 700k and then kill with 1 ret pally who bubbled as the ticks continued for that last 150k as that berserk enrage kills everyone within 5-10 seconds. He doesn't mess around. General tip, if the MT gets the spore(it looks like the spore from Loatheb but attached to a player) melee who should be on his ass need to scoot closer to the center of Festergut so everyone gets the inoculated buff.
*edit* We used 6 healers in our kill, it may be possible to use 5 which would make the damage not as extreme as it needed to be but the rogues carried the day when it came to overall damage by a class, as we have been for most of ICC.
Rotface: Didn't down cause we had trash respawn and it was late but could have downed it. This fight reminds me of Thorim/Steelbreaker combined. If everyone is stacked like on steelbreaker, on his ass, and you get the infection, you run to the OT kiting the ooze and stand on him, he will pick it up and you run back to Rotface's ass. Meanwhile, Rotface will turn every 15 seconds and cast a poison spray and you have 1.5 seconds to get out of the way as he turns. You should never take more that one spray tick if at all. In heroic I foresee that spray hitting for tons more damage. After the ooze combines 5 times it explodes and targets the raid. Everyone gets out of the middle(because thats where the ooze is going to land if you are all stacked) or else it one shots you. Rinse, repeat, not nearly as hard as festergut imo.
Last edited by Beefyfife : 01/06/10 at 11:07 AM.
Reason: i forgot some words, not clear enough
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01/06/10, 10:59 AM
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#116
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Bald Bull
Dwarf Rogue
Scarlet Crusade
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In both the Festgut and Rotface encounters, Feint is your best friend. It more-or-less trivializes Pungent Blight (and the achievement) for Festergut and also allows much safer drop-off of slimes for Rotface as just about every form of damage is AoE based.
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01/06/10, 11:12 AM
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#117
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Glass Joe
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Some tips for Putricide:
- Volatile Ooze's (green ooze, spawns right side of the room) explosion can be feinted if it hits the target, which is a significant amount of mitigation.
- In phase 3 he has a healing ability that increases as his Mutated Plague stacks on tanks. If the tank dies with these stacks, it offloads as a big heal on Putricide. This can be halved by any MS affect, so its worth running with a spare weapon with wound on it for phase 3.
There are also traps in the hallways leading to Rotface/Festergut that are similar to those in Marrowgars trash rooms. When activated these spawn a pack of 15 or so geists that ambush the group from behind.
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01/06/10, 11:18 AM
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#118
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Glass Joe
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Originally Posted by KrathCoA
Some tips for Putricide:
- Volatile Ooze's (green ooze, spawns right side of the room)
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was this in 10 man or 25?
LDW in 10 man adds spawn from one side
LDW in 25 mad adds spawn from both sides
With this in mind do Ooze's spawn from both sides in 25 man or always from the right side; can anyone confirm or deny? I know 25 man is bugged atm, so it may not be possible to verify.
Last edited by Beefyfife : 01/06/10 at 1:19 PM.
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01/06/10, 11:51 AM
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#119
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Don Flamenco
Human Rogue
Kor'gall (EU)
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Originally Posted by Curious_george
After watching the video of this encounter, this appears to be an mutilate rogue's nightmare! I guess this is the end of lugging around that pvp spec as a secondary, and the beginning of the mandatory combat spec alternative.
I know its early, but have any mut. rogues had a chance to attempt this encounter? Is it as bad as it looks?
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I've done the 10man and It's not as bad as it looks. Since you have a rough estimate on add spawn times, you can pool and time a 4-5cp envenom before switching to the new mob to get that DP stack up asap.
I'm assuming the adds will have more hp in 25man, which will help mutilate slightly as well.
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Fans glory to the Gladiators,
Gods glory to the Heroes.
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01/06/10, 11:54 AM
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#120
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Glass Joe
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Do those of you who have attempted Rotface generally cloak to drop off the slimes, or wait it out?
When we attempted it, we used coordinated cleanses to help the OT manage the slimes, but it was suggested that the rogues simply cloak when they are in position to speed things up a bit.
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01/06/10, 11:55 AM
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#121
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Bald Bull
Dwarf Rogue
Scarlet Crusade
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Originally Posted by Curious_george
Do those of you who have attempted Rotface generally cloak to drop off the slimes, or wait it out?
When we attempted it, we used coordinated cleanses to help the OT manage the slimes, but it was suggested that the rogues simply cloak when they are in position to speed things up a bit.
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Our OT for the slimes was a prot pally who did the cleansing so he knew exactly when and where the little slimes were coming from.
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01/06/10, 12:17 PM
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#122
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Glass Joe
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Originally Posted by Curious_george
Do those of you who have attempted Rotface generally cloak to drop off the slimes, or wait it out?
When we attempted it, we used coordinated cleanses to help the OT manage the slimes, but it was suggested that the rogues simply cloak when they are in position to speed things up a bit.
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I cloaked to "drop off" the slime when the situation dictated it. A lot of times though, the healers cleansed early so I had to kite the slime to the other one.
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01/06/10, 12:30 PM
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#123
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Glass Joe
Human Rogue
Bronze Dragonflight (EU)
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Killing Spree on Saurfang also works!
Would just like to say as i think nobody has found out about it yet that when you are about to get a mark casted on you as a combat rogue you can Killing Spree to avoid it.
Not sure how the mechanic works with Killing Spree but i seemed to become untargetable and had a Vanish like affect as he cast it and therefore avoided the mark and my guild benefitted from it by downing him on 25 with only 2 marks.
This also avoids the dps loss suffered by the Vanish trick as Killing Spree is like a Vanish affect but adds a very high burst of DPS to the fight and makes it a whole lot easier especially with the Killing Spree Glyph if he decides to cast it on you again later in the fight.
If anyone can verify the mechanics of Killing Spree and why i avoided the mark it would be helpful and most of my guildies are praising me for it but im thinking it was more pure luck that i cast it at that time lol thanks
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01/06/10, 12:46 PM
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#124
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Piston Honda
Troll Rogue
Genjuros (EU)
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Tear Gas on Putricide is vanishable, but be warned; you won't be immune to the dot effect during it. JoL can possibly keep you up along with cloak, but have a health pot ready just in case.
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01/06/10, 1:11 PM
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#125
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What Would You Have Me Do?
Ramala
Orc Rogue
No WoW Account
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A bigger warning for vanishing Tear Gas -> don't be next to him when he starts to attack again. Aggro seems to stay, but you have a window before he checks it again to get one shot. Timing P1->P2 in my head it was about 13 seconds after the drink "cast" finished that he started moving again.
Do not tricks while your raid group is immobile. Your raid members are immune to everything, even the tricks buff, and it will bug out your ability.
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Before you start to drift, and your soul begins to scream.
I just wanted to tell you, that you're listening to a dream.
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