sapph and kel'thusad down!!!!!!!
amazing progress again that 5 new bosses this week guys!
Sapphiron screenies here; http://www.deadmen.co.uk/photopost/showgallery.php?cat=521
Congrz guys, well played :yahoo:
Hope to do the same arround this time next week.
gz, we'll do it this week to ! :D
Gratz guildies
Thats awesome! I said to Sheepy that it should be cleared this evening and you did it :yahoo:
GJ guys, thats really nice progress :D
Screenies from most bosses currently here till i figures out how to work deadmen gallery
http://www.hexxcon.com/dmr-kills.php (http://www.hexxcon.com/dmr-kills.php)
Evo
Grz guys now go kill malygos.
Lunares
We now cleared naxx too finally at 10ish :D
Tbh, the last 2 bosses in naxx are a bit silly in difficulty compared to the rest of naxx. Sapp is too hard, and KT is too eazy.
Sapph is only hard if you dont use Frost Resistance, even then its only slightly challenging (EDIT: For Good groups)
Quote from: Jim;258863Sapph is only hard if you dont use Frost Resistance, even then its only slightly challenging
That's why it took you lot over 2 hours to kill him last time right? :narnar:
Just kidding around. Gratz guys :D
Quote from: Jim;258863Sapph is only hard if you dont use Frost Resistance, even then its only slightly challenging (EDIT: For Good groups)
It depends to much on spec and class of you healers and dps. The fight gimps demo locks and BM hunters. And its hell on healers due to the incredible ammount of sustained incoming dmg. Its patchwerk on roids.
Tbh I'd take issue with that Bastet, Sapph is not a dps race at all, so the gimping of particular class specs is not really an issue. One of the first kills on it after launch I think we downed Sapph with just 2 DPS alive as a bunch of people died to stupidity at the start of the fight.
Try it with 5 healers and 4 dps (or 4:5) for ezmode achievement. Dps is not the issue, it is a survivability fight not a dps/gear check challenge like Patchwerk. In terms of healers we have done it with all combinations of classes and again it is not a fight that heavily favours one class over another imo. CoH is not as powerful due to range so a lot of single target heals are used which is pretty much what every class does on that fight, short, swift single target heals across the board with the rest being filler spells.
Sapph only has 4.2m health in Normal mode, so it is not like it takes too long to burn her down with a healer heavy group.
TL.
at that point we had 4 healers, and yeah its about receiving the least amount of damage during the fight. (fight got **** easy due to the fact people suffored less dmg during the last fight sok, sure the extra DPS helped, but noone died of the iceblocks standing on slope underground.
All around the net people advise to do it with just 2 healers though (3 if your healers have mana problems). Since next time I won't heal but dps, means that we have 1 extra dps (still 3 healers) so even though our total dps will still be lower (due to the fact that our demo lock and BM hunter have their dmg cut by 2/3rd (but allready have a dps that is like twice! as high then the average of the rest of the group) I still think is doable, with a excellent focus on the despells, iceblocks and blizzards.
The key is simply to keep out of Blizzard as that's what causes the healing requirement spikes. The aura itself is easy enought to heal through with short single target heals, or some group heals if range is appropriate. However to my mind there is no reason to push a 3rd healer towards being DPS. It is not a DPS race. Just keep alive, so keep topping people off, keep them at max HP and then Sapp will die whatever your DPS level.
TL.
Testimony to this is the fact there's no enrage timer. We didn't have too much trouble (last time I was there at least) so long as we managed to stay out of Blizzard. The only times we seemed to lose people was iceblocks landing or people not making it behind one fast enough. Once that was sorted it seemed pretty easy. Then again I'm just the tank, all I see is 2 giant forepaws, the raid health staying up whilst his is steadily dropping :rolleyes:
I thought there was a timer, after 15 min the aura increased 500% or more didn't it?
Even if there is (which I cannot confirm, other than to say I have never come across the limit in practice), if you ran 1 tank and 4 healers your 5 dps would need to achieve an average of 934 dps to beat the time limit. As you could exceed 1k dps at L70 let alone L80 the limit is really not there in practice and confirms there is no reason even in a 4 healer group to push one healer into a dps role.
TL.