Just a bit of info regarding druid healing on this ...
QuotePhase 1:
The raid forms a triangle with one point being the tank, the Lich King, the adds, and the melee. The second point of the triangle is the off tank and the shambling horrors, and the third point of the triangle is the ranged and healers. When someone gets Necrotic Plague, they need to run over to the shambling horror and have it cleansed within 5 seconds.
Unless you have a disc priest raid-shielding, make sure the entire raid is blanket with HoTs before every Infest cast.
Transition 1:
Run to the edge. The off tank should stay away from the raid until the Shambling Horror dies of disease. Each target for Raging Spirit should run next to a tank, so the tank can pickup the spirit as it spawns. Someone should be assigned to killing frost orbs. The raid should stay spread out to minimize raid damage. DPS is on the Raging Spirits.
Phase 2:
Stack up slightly off center for Valââ,¬â,,¢kyrs. Once they choose a target, spread out for Defile. Repeat. Also, assign stun order for the Valââ,¬â,,¢kyrs to ensure they are slowed enough to be killed before they drop their victims.
Continue with HoTs for Infest
Transition 2:
Same as transition one, only there are now four raging spirits instead of three. Blow heroism/blood lust.
Phase 3:
Spread out. Kill and kite vial spirits. Heal though Harvest Soul. If you are teleported to Frostmourn, interrupt the Spirit Warden (Bash or War Stomp) and heal King Terenas to full.
Continue with HoTs for Infest
Please add any info class wise or things that we need to do to make this darn fella fall over
I failed yesterday when not realizing hunters should use Frost traps to slow the valkyrs (I thought that when they are flying, they are not affected by it...)
Also I am not sure if we wre putting down Earthbound totem. Basically if you have frost trap in the middle - triggered by LK and a totem on that spiked ring ornament on the floor, you have 30 yards of constant 50% slow on the valkyrs (you cant slow it for more than 50%). Couple of stuns and it cant get to the edge in time IMO)
HOTs for Infest won't cut it. You need to bubble people or have them PoH>CoH healed up. Disc priests absolutely rule for this fight. Bring 2 for the win.
Quote from: DFE;310046I failed yesterday when not realizing hunters should use Frost traps to slow the valkyrs (I thought that when they are flying, they are not affected by it...)
Also I am not sure if we wre putting down Earthbound totem. Basically if you have frost trap in the middle - triggered by LK and a totem on that spiked ring ornament on the floor, you have 30 yards of constant 50% slow on the valkyrs (you cant slow it for more than 50%). Couple of stuns and it cant get to the edge in time IMO)
Most people do not use frost trap in mid as it overwrites the defile graphic so it is impossible to see and avoid any mis-placed defiles. Stuns are better.
Earthbind should be dropped, but right in mid where they are picked up. The trouble with putting them out on the ring is that they have a limited duration and thus need placing very close to the Valk timer, which is also very close to the defile timer and the infest timer. Having a single person out that far is more problematic than you need. The other problem is the limited range of totem which means that if the Valks spread out as they head for the edge (and they do) then they are usually more spread than one totem can cover. All in all, best to put the totem in melee in mid not out on the ring.
Good point with the trap, experience speaks itself. I didnt realize just in my head that the graphics would be overwritten.
The point with Earthbind totem on the ring was that if you have Frost trap in the middle, it will provide 10 yards of slow (half of the circle) and Earthbind totem would provide full 20yds of slow - given that you know where the Valkyr would be heading to. Without a frost trap on 25 man Earthbind in the middle seems to be the option while in 10 man I still think that if you place it a bit to the side, you should be fine. We were struggling with providing enough stuns/slows/DPS last night.
Still, I am curious with the Frost trap. Id I lay it in the middle, it shouldnt overlap the defile because if Defile is laid in the middle, it is that wrong Defile placing that wiped you and not the overlapped graphics. Just my opinion
Bottom line is frost trap is a less than ideal way of slowing when you have other methods with less down sides.
The point I was trying to , but probably did not, express about totems was twofold:
Effective Range: Given the distance from mid the Valks have spread out so by the time they reach the ring, so are probably 10-15 yards spread from left to right. The earthbind totem has a 10 yard radius, so it will not slow *any* Valks for the full 20 yards unless it is perfectly in line with *a* Valk. You might be lucky to get 10 yards of slowing typcially. But, as the totem has a short duration (45 sec) then it needs to be placed each time so you also lose dps or healing depending on who drops it. The loss of healing could be critical in a fight where healers are usually close to flat out covering infest, defile & other spike damage.
Out of Position: This is a greater problem if you plan to have the totem dropped on the ring for each set of Valks. As the totem has to be placed precisely for the specific kite path for that set of Valkyrs (and the boss/spirits will aways be slightly mobile not static), then it requires the shaman to move out shortly before Valkyrs are due. This coincides with many Infest timers (and hurts the raid healing if chain heals etc can't make the range jump) and also with defiles where the shaman could be running back in bringing a new defile or running towards the new defile about to drop. Generally it is safer to have the raid in a group at the point the Valks come and then to split to your defined pre-positions: ie Defile usually towards throne, rest of raid away. If people are having to move regularly to drop a totem and are out of position it makes the handling of P2 & P3 much more tricky.
Raids have tended to stun the Valks immediately, then slow as they go out, then stun on edge of platform (also avoiding any DR on the stuns). DR is something to watch as it can wreck your strat if additional unwanted stuns are applied with insufficient duration. Pala HW stun initially is good, rogues stun at edge of platform (with full combo points stack) is good. One rogue per Valk. Add slows inbetween depending on class. Earthbinds tend to be mid and are a safety net for a missed stun or a stunner being picked up by the Valks. Very important to have a backup stun strat for those circumstances.
Slight aside, but warlocks being picked up by Valks is a win, just call on TS to ignore that marked Valk, be dropped off edge and teleport back to your previously and conveniently placed portal.
so now my arguments have been dusted into particles in a fashionable manner :)
It proves the lack of experience on my side.
just thought id pop in a shammy healer pov with a couple of specific's that I picked up.
p1 - desiese control - VERY important that anyone who is affected by the desiese moves to the OT group ASAP and gets clensed quickly as soon as they get there, clense to quick and you just jump the desiese to antoehr raid member, to late and you kill the affected person, the person must move quickly as if they dont then 1 tick will normally 1 shot them.
p1.5 - drop mana tide inbetween all healers to make sure that mana is as high as posibly going in to p2.
p2 - drop a fresh earthbind totum before each valk and frostshock them whenever its off CD (macro helps here)
apart from from these small additions the resto shammy basically does the same as the rest of the group