http://www.worldoflogs.com/reports/e3rc1yc38r84e2ha/
Here ya go :D
check two new vids here (http://www.deadmen.co.uk/forum/showthread.php?t=30840)
Pattern is pretty much the same as always: P1 is going well, then couple of people die because of Malleable Goo / Slime / Flask, we start to have low DPS on adds, perhaps couple of folks dont stack on Green ooze target and things go south...
Also, EVERY SINGLE TIME, after Lee called to stop DPS on boss, you could see folks still swinging / casting. WHY???
This is not Marrowgar which you can kill even when half of the raid is not following orders and is not attacking Bone spikes...
To be constructive: We migth improve a bit on green ooze if the ranged get as far to the left side of the room as possible - while still being in range, of course. Like this we maximize the distance the green ooze has to travel to its target. I think it has been said before but I was here only for the second time so I dont really know what all has been said
Possible areas to improve:
Ooze erruption: Inflicts 170K damage shared with targets within 10 yards of the target
-the more HITS you took the the less damage was inflicted on others.
here (http://www.worldoflogs.com/reports/e3rc1yc38r84e2ha/spell/72505/?enc=bosses&boss=36678)
Malleable Goo: Shoots two Malleable Goos in a straight line at a ranged target, inflicting 15K damage in 5 yards radius.
Decreasing casting speed by 200% for 20 seconds
It flies in the air, it is slow, you have to move 5 yards (less than 1 second). Easy as that. Yeah, the bad luck is when you are running and run just where the goo explodes
here (http://www.worldoflogs.com/reports/e3rc1yc38r84e2ha/spell/72458/?enc=bosses&boss=36678)
Choking Gas Flasks (the are next to boss, tank kites him away):
1) inflicts 5.5K damage within 3 yards radius and reduces chance to hit by 75% for 15 sec.
here (http://www.worldoflogs.com/reports/e3rc1yc38r84e2ha/spell/72460/?enc=bosses&boss=36678)
2)After 20 seconds the flask explodes and inflicts 15K damage to everyone within 10 yards. Also reduces chance to hit by 75% for 15 sec.
here (http://www.worldoflogs.com/reports/e3rc1yc38r84e2ha/spell/72459/?enc=bosses&boss=36678)
(Slacker DFE died 4 times because of this, boooooo....)
Mutated Slime: OMG, just dont stand in the green shlt :)
here (http://www.worldoflogs.com/reports/e3rc1yc38r84e2ha/spell/72456/?enc=bosses&boss=36678)
1) Next time we could perhaps use one hunter for Aspect of the Wild (Nature resistance). It doesnt stack with shaman Nature Res totem but Totems (as well as the Aspect) have 30 yards radius and all shammies were in melee group. Like this we would have covered more people during adds phase
2) I found a strategy in which boss is tanked at Green ooze spawn point and ranged are at max distance of it, near the table. As the green ooze spawns, melle follow it to its target and DPS it, ranged nuke it.
When it is dead (should be really fast), melee gets back under green tank.
When red gas cloud spawns, DPS nuke it, melee wait till it acquires the target and then begin nuking. The targeted player should kite him in such way that melee dont have to run across the whole room.
Rinse and repeat even during P2, just move the boss away from flasks
What do you think?
What could be helpful is if i get the Green Ooze Adhesive i can just dispersion the 150k Damage which means DPS can focus the Ooze down without having to jump on me....
This would also help on RNG like Mallable goo / Slime on me
Unfortunately i said about this last night in class channel but didnt get a definitive answer so didn't bother raising it up in the raid
Chow, Jim
Quote from: Jim;309318What could be helpful is if i get the Green Ooze Adhesive i can just dispersion the 150k Damage which means DPS can focus the Ooze down without having to jump on me....
This would also help on RNG like Mallable goo / Slime on me
Unfortunately i said about this last night in class channel but didnt get a definitive answer so didn't bother raising it up in the raid
Chow, Jim
Downside of this is it will pick a new target, so if you are over at the ranged, you get stunned, ooze moves a bit, you use Dispersion, green ooze will target somebody else, ranged have less time to stack on him.
You can however use it when we have enough DPS to kill him before he reached the next target because the target switch will give us some extra time. Not sure if its worth taking the risk.
DFE about the tactics, doesnt sound bad. tbh I dont really like the tactics we are currently using, a lot of movement which means less time to DPS. but in your tactic it sounds like a lot of people in a small area which can cause a lot of damage by green puddles malleble goo and such, do you got a vid of that tactic?
Trickboxx,
Quote from: Trickboxx;309326Downside of this is it will pick a new target, so if you are over at the ranged, you get stunned, ooze moves a bit, you use Dispersion, green ooze will target somebody else, ranged have less time to stack on him.
What I thought it works like was that if it targets Jim, he yells, DPS doesnt stack at him and he soaks 90% damage, being hit for only 16K (before resistance)
Actually that makes me a bit ashamed that I didnt bring up the idea of using a popular spell that hunters have: FEIGN DEATH. I have looked it up to make sure it works and it does. Basically what you do is FD when the ooze is about to reach you. It loses target, retargets (3 seconds cast) and there is no explosion. Better if the rest of ranged moves away. Geez, so basic :doh:
Hunters, here (http://cannotbetamed.blogspot.com/2010/04/deterrence-in-icc.html) is the list of some boss abilities that can be nagated by FD or Deterrence.
Quote from: Trickboxx;309326DFE about the tactics, doesnt sound bad. tbh I dont really like the tactics we are currently using, a lot of movement which means less time to DPS. but in your tactic it sounds like a lot of people in a small area which can cause a lot of damage by green puddles malleble goo and such, do you got a vid of that tactic?
It is not mine :) I have just been crawling through the deepest corners of all available internets and found it (on Wowwiki).
Anyways, it indeed looks like less movement is involved. Unfortunately I have no video of such a tactic
Quote from: Trickboxx;309326Downside of this is it will pick a new target, so if you are over at the ranged, you get stunned, ooze moves a bit, you use Dispersion, green ooze will target somebody else, ranged have less time to stack on him.
Trickboxx,
Nope it won't when i use dispersion - if i used Fade then yes
browsing through EJ forum and the consensus there is that "ranged near table and melee under green tank" is the best tactic. Also, pet classes are great for this fight because they also share damage from Ooze Erruption (and they innately only get 10% of AoE damage). That means that if melee group is targeted, the damage should be divided into at least 10 players and 5 pets which is maximum 10K damage before resistance.
Also citing EJ how to handle Volatile Ooze Adhesive (you are target of green ooze):
"If a mage gets targetted, they can Ice Block out of it or blink awaway. The ooze will maintain the mage as a target, but run around trying to melee (?) or chase random people (but won't blow up when they get to them). When the ice block fades, the ooze starts chasing the mage again. If a hunter gets targetted, they can disengage and feign death. Feign death causes them to be completely lost as a target, so the ooze will start searching for another target. If a warlock gets targetted, they're the most tricky. There's no way for a warlock to delay the explosion, but they can teleport a lot closer to the corner/wall using demonic circle."
Obviously priests can do their stuff, too ("f*cking Fade or whatever")
We had 5 mages, 3 hunters, 1-2 locks, 1 spriest, quite a big chance one of them gets targetted.
Edit: Mages can avoid Tear gas with Invisibility, rogues can Vanish. That gives you some 15 seconds of free DPS
Agree there Dfe - we don't seem to be utilisie class tricks enough.
Iceblock, FD or whatever should be used on each add to give us more DPS time and lower overall damage to the raid.
Regarding the EJ tactic - do you have a map of it, or a link to one, to make the positioning more clear?
In reality it has to be 'ranged in range and melee under green tank'. The table can mislead. Remember DK's AoD, if you stagger them appropriately then they handle a large bulk of the explosion on green ooze for you.
I tried to make this tactical map, I hope it is not misleding... Well looking at it, the
Gas Cloud kite path is wrong, it shouldnt lead to the ranged cluster
(http://i730.photobucket.com/albums/ww310/Deepfriedegg/putricideroom.jpg)
Quote from: TeaLeaf;309375Remember DK's AoD, if you stagger them appropriately then they handle a large bulk of the explosion on green ooze for you.
Yet another example of class abilities that might help. Although IÃ,´d suggest using this deep in phase two where there may (and will) be dead people and explosions will be more dangerous. Drawback is that it is a 4 second channel and it is a FUB ability so it might not be available at the time but Empower Rune Weapon should solve this issue
Edit: I just realized that AoD might work only if the ooze targets someone from melee camp because you cant tell the ghouls who to attack. But the AoD channeling time (4 sec) is greater than Volatile Oooze Adhesive (3 sec). So, if you wait till the ooze targets someone in melee camp than you end up with 2-4 ghouls being summoned after the explosion. If you cast AoD before the ooze targets someone, the ghouls might not soak any damage at all.
Not saying it is bad just noting it is not as great as it looked at a first sight
Interesting map, that may help us on ranged positioning, which a lot of people seem confused with.
Worth a shot?
It is not only ranged dps positioning what makes it in my opinion superior (if executes well). The real advantage is that the green ooze is in both cases nuked by both melee and ranged - even if it targets ranged - in that case it shouldnt reach and explode in the ranged group at all, not when mages use Ice block, hunters disengage + feign death, locks teleport and spriest fade. Screw balance druids and ele shammies.
It is crucial that the melee position themselves between the ooze and the ranged camp so that if next target is melee again, it is not out of range for the ranged.
It looks it is a bit more "complicated" or "compex" for melee but you know what, you have almost every other encounter easier so I dont really care :narnar:
For us ranged and especially hunters it is just the price for being so awesome :)
If you want to do a or a game plan then it might be worth looking into getting every raider to Install the White board addon...only problem might be that people might decide to draw rude pictures of various "Equipment" found on the male body...but its always worth a look at:roflmao:
I can see what ya saying about the melee running with the ooze tho what we would gain dps wise on the green we would lose on the boss... My other concern would be when the mailable goo starts toy with us the melee have a good chance of getting hit by it. The tactics we use at the moment seem to work very well in P1 and P2 also if we can dodge the maliable poo. Maybe worth a try tho
As for class damage mitigation we all have little bits and bobs we can pull out of the bag in times of need.. I always hit barkskin before the bounce it not gunna save me tho it just reduces how much I get hit and it all helps
Jas, i dont do this normally but "mailable goo" really made me laugh :roflmao:
hehe ya see what I did there :D