http://www.wowmeteronline.com//combat/log/1344433
Good job tonight. Fun raid.
Indeed, it was quite an interesting run. Btw, i'd like to ask you one thing: is there a dps schedule for the last boss? I mean, can we define some checkpoints based on the boss' health like:
1st mark should happen when the boss is at 60%
2nd mark should happen when the boss is at 35%
3rd mark should happen when the boss is at 15%
and of course, as necro and mal pointed out during the fight, the 4th is our endline.
Of course it's not mandatory, it's just something to help people track the fight.
I'd say its about
50% for 1st mark then
30% for 2nd
<15% for 3rd
(I was finding it pretty easy to keep 1 marked alive a struggle to keep 2)
Might be possible to mitigate this by getting marked people to join together and then I could use chainheal to keep them both alive.
***Have read up and refreshed myself on tankspot tactics ( I was spamming big heals on the beast spawn and they were coming for me so a holy pala using Righteous fury will have no problems) and we will have to get at least 1 typhoon spec balance druid in raid, its a movement of 1 point which will pretty much stop the beasts hitting completely.
http://eu.wowarmory.com/talent-calc.xml?cid=11&tal=5012203125331313113305310030000000000000000000000000000000205003312000000000000000000 (http://eu.wowarmory.com/talent-calc.xml?cid=11&tal=5012203125331313113305310030000000000000000000000000000000205003312000000000000000000)
I removed the points from balance of power so its equal to a loss of 1% spell hit for a balance druid which would mean the cap would be 367.25 or 14% (with goatsquid and imp fairies fire)***
also all damage is melee...we can use amp magic for a bit more dps
Quote from: Pandizar;301049***Have read up and refreshed myself on tankspot tactics ( I was spamming big heals on the beast spawn and they were coming for me so a holy pala using Righteous fury will have no problems)
I offered myself for the righteous fury, but the others didn't like the idea. I still think it's a good idea, since all the ads will be concetrated in one point (making the single targetting a bit more difficoult tho) and will be cc'ed without difficoulty. In addition, i can always bubble if the situation will require it, and then debubble to make them go back and forth. :narnar:
Quote from: JonnyAppleSeed;301051also all damage is melee...we can use amp magic for a bit more dps
I didn't undestand you there, jas. Amplify magic does not increase the dps done by casters, it will just increase the effectiveness of incoming heals on the buffed target.
Quote from: Tirkad;301053it will just increase the effectiveness of incoming heals on the buffed target.
i think thats what he meant Tirkleton
Quote from: Jim;301055i think thats what he meant Tirkleton
First loving the scrubs reference :D
Second, phoar look at those rogues dps! Gnowai and I are tricks of the trading each other in fights where we can stand close, makes for some nice dps :boxing:
Finally, looks like people are getting used to the first 2 fights and thats proberly why we can do those now. Just need learn to listen to whats said on teamspeak and then we won't have people doing the wrong things. Although running groups through 10man would be ideal. - Smaller group, easier for them to see what others are doing, easier to see who's messing up and who needs extra help. Gives a basic idea of the 25man and how you need to behave towards that fight.
Im outta 2pence' now :narnar:
Dan
Quote from: DannagE;301073First loving the scrubs reference :D
Dan
/bow i LOVE Scrubs, and i've been calling Tirkleton that for ages, as it matches the name and reminds me of Scrubs :P
But yeah that is a good idea with TOTT Dannage, but make sure you're not going to overpass the tanks threat, and besides, that should be going on me anyway :P
Quote from: DannagE;301073Second, phoar look at those rogues dps! Gnowai and I are tricks of the trading each other in fights where we can stand close, makes for some nice dps :boxing:
I hate to be the bringer of bad news, but they've decided to nerf HfB to 5% bonus damage, as you can see from this blue post (http://forums.worldofwarcraft.com/thread.html?topicId=22418851790&sid=1). Please correct me if i'm wrong but i thought the bonus damage from HfB was 15%...
I think one of the problems we had on last boss is that the adds got to people. If its close move, cause if he hits you its worse then several people getting hit by blood thingy. Also hunters, leave your pets on the boss, since i saw pets w/ main agro on the mobs. This just cant happen since we need to slow down the stacking of the bar.
Quote from: Bastet;301130If its close move, cause if he hits you its worse then several people getting hit by blood thingy.
Seeing as i wasn't there i can't guarantee what you folks did with the blood beasts, but when i last did it on 10 man if someone was in trouble with 1 add, normally was Maldaror, i'd Mind Flay the mob so he could get a blink off, so what i'm trying to say is to get some co-ordination between the ranged to help the others out if they're in trouble, be it roots, knockback, slow whatever will help to not let them hit you
Out of interest, what RACE are the Blood Beasts, i would guess they're actual Beasts?
They are jim, but according to a comment on wowhead:
Quote... they are not susceptible to crowd control that specifically targets Beasts, such as a druid's Hibernate, a shaman's Hex, or, as stated by a previous poster, a hunter's Scare Beast. They are, however, vulnerable to slows, snares, and stuns as normal.
He also posted this:
QuoteA strategy that my 10-man raid found effective was to have a rogue Tricks of the Trade onto a hunter and then use Fan of Knives. The hunter would place a Frost Trap in the path of the mobs, slowing them while our DPS went to work on them. Once they had moved out of the trap's effect, we had an elemental shaman immediately drop an Earthbind Totem to slow them again. Generally, by the time they were out of the totem's range, they were very close to dead and were quickly and easily brought down.
Damn, well can always stun them if they're getting close
one of the major problems we had on the night was there was only one knock back that could be used, Mine other people need to help out with knocking back aswell, it does help a great deal. On several occasions i managed to drop a Earthbind Totem and then Thunderstorm, there by gaining more time to dps the beats down.
Also on a side note if you have a knock back spell on your talent try but it requires ou to move one talent point then do it, you will find its a lot more easier to knock the beasts back then it is to try and kite them, which many people had to do on to many occasions!
(http://i48.tinypic.com/2vimrn9.png)
Ok sorry for my crude ripping-off from tank spot but this definitely sounds best-
- Holy Paladin - waits just before beasts spawn, pop Righteous fury and cast a few big heals towards the tanks.
- Shaman - pops down a earthbind (it has 12yrd range so if shaman is at 12yrd from tanks it should effect the beasts, if elemental can also use Thunderstorm push-back/frost shock taunt if a beast loses aggro and is going to chew on a tank)
- Everyone should single target nuke the leading beast (or 2 leading they only have 90k)
- Hunter ice traps/misdirects/multishot to Paladin as they crawl towards the Paladin. When they get close to Druid they use Typhoon to push back remaining beasts until dps downs them.
only bad thing I can see is a loss of aggro on the beasts and them splitting off either side and making a mess.
That Little orange blob balance druid with Typhoon dont exist...but im gonna respec out IFF as I think most casters are hit capped ???
I think its easier to move the point from balance of power and lose 2% yourself unless were bring 2 balance druids with IFF. It can be made up by eating food (I can supply) & moving a goatsquid to your group.
Hit Point Calculator (http://wow-heroes.com/hitcalculator.php)
Quote from: Pandizar;301156moving a goatsquid to your group.
Always can move me about like a rag doll, and i am not a Goatsquid i am a Space Goat!:roflmao:
If I could suggest something: what we experienced in pX after managing adds it was we coudnt deal enough dps due to way too many marks already on ppl. So we sacrifice 2 first marked ppl, what resets marks and therefore gave us enough time to kill. Hope it will help, since this fight needs really good dps.
Mat
Quote from: Mat;301195If I could suggest something: what we experienced in pX after managing adds it was we coudnt deal enough dps due to way too many marks already on ppl. So we sacrifice 2 first marked ppl, what resets marks and therefore gave us enough time to kill. Hope it will help, since this fight needs really good dps.
Mat
That is actually not a bad plan as you mitigate his healing so the loss in dps isn't a problem. Thanks for the tip :D
Quote from: Mat;301195If I could suggest something: what we experienced in pX after managing adds it was we coudnt deal enough dps due to way too many marks already on ppl. So we sacrifice 2 first marked ppl, what resets marks and therefore gave us enough time to kill. Hope it will help, since this fight needs really good dps.
Mat
Don't really understand this, you let 2 people die and this gives more dps?
Saurfang hits like a girl until about 30% the only damage is the debuff which a pw:shield & good raid positioning can mitigate. Until the first mark I'm usually spending my time overhealing or watching timers for the next blood beast frenzy. With good tank rotation, raid standing 12yrds apart and blood beast control he should barely get more than 2 or 3 marks on the raid. /2pence
Quote from: Mat;301195If I could suggest something: what we experienced in pX after managing adds it was we coudnt deal enough dps due to way too many marks already on ppl. So we sacrifice 2 first marked ppl, what resets marks and therefore gave us enough time to kill. Hope it will help, since this fight needs really good dps.
Mat
Hi Deeathy, long time no see! Hows it going?
Nice tip, should work well. Just hope its not me that gets marked again ;)
Pandi:
"...When ever deathbringer saurfang hits 100 blood power he will place a debuff on a random raid member called Mark of the fallen champion. this debuff causes all of deathbringers saurfang's melee attacks to hit this target, plus an additonal 5700 to 6300 damage per hit. every time this player is hit deathbringer saurfang will gain 1 blood power. if the player with Mark of the fallen champion dies while under the effect of this debuff it will cause Saurfang to be healed for 5% of hit total health.
Mark has an infinite duration and can not be removed by any abilities , and will persist thru death."
So as you can see, once marks starts to stack up, fight becomes harder and harder exponentially. So sacrificing first then second cut sequence, and starts it over. Even with healing boss for 5% due to death of this player under effect. Basically with too many marks on raid at some point boss is healed more than being damaged, and healing becomes impossible.
However marks are random, so raid can loose dps or healer... well its a game :):)
Good luck, and have fun!
Mat
cheers, found the tactic on tankspot and although situational, it makes perfect sense.
Once we got round to doing it tonight it only took a few attempts. Great progress this week guys :D