wowwiki:Twilight_Ascendant_Council (http://www.wowwiki.com/Twilight_Ascendant_Council)
[video=youtube;dQSkOh_6ksg]http://www.youtube.com/watch?v=dQSkOh_6ksg&feature=player_embedded[/video]
QuoteOriginally Posted by Aliena
Hello and welcome to the TankSpot Bastion of Twilight Raid Guide! My name is Aliena, and in this video I'll show you everything you have to know about the Ascendant Council, the third encounter in this new raid instance. We completed this fight with 2 tanks, 6 healers and 17 DPS, but similar raid configurations may work just as well.
The council is a three-phase encounter and you face a total of 5 opponents. In the first phase, you're up against Ignacious, a fire elemental Ascendant Lord, and Feludius, an ice elemental Ascendant Lord. In the second phase, you face off against Arion, who's an air elemental Ascendant Lord and Terrastra, an earth elemental Ascendant Lord. In the third phase, all four entities combine into an Elementium Monstrosity, which combines all four elements in one.
While the first two phases require near perfect execution, the third phase is definitely a soft enrage DPS test. As soon as one Lord in both phase 1 & 2 hits 25%, you'll trigger the next phase, but you want to make sure both Lords are equally low before doing this each time, as the Elementium Monstrosity starts out with a combined amount of health of all four lords. In short, getting all four Lords as close to 25% as you can gives you the best chance of defeating this encounter.
Ignacious and Feludius will be your first opponents, and as you can probably tell as soon as you engage them, their abilities are meant to counter each other.
Ignacious should be tanked on one side of the room, surrounded by a tank and melee, while Feludius should be tanked away from the raid, with ranged raid members loosely spread out across the room.
This is because of one of Feludius' abilities - Glaciate, which deals Frost damage to your entire raid but deals less damage the further away you are from him. As such, your ranged raid members should be assigned to DPS him while your melee are safe on Ignacious.
You'll soon notice that each Lord occasionally puts a debuff on random raid members - Feludius has Heart of Ice and Ignacious has Burning Blood. These deal increasing damage to the target but are very vital to the fight, as they give nearby raid members a buff that increases their damage done to the opposing Lord. Players with Burning Blood should make sure to run through the ranged raid members to give them increased damage on Feludius, and players with Heart of Ice need to join the melee pile to give them increased damage on Ignacious. These can be dispelled, but you should give it 10-20 seconds before doing so.
Heart of Ice is especially important whenever Ignacious is about to cast his most devastating ability - Aegis of Flame. This gives him a shield that absorbs a million damage and he'll start channeling Rising Flames, which deals increasing fire damage to every raid member. To interrupt Rising Flames, his shield needs to be burned down asap. Letting too many ticks of rising Flames go off can easily result in a raid wipe. If needed, have ranged help out with the shield, but make sure they go right back to Feludius afterwards so you bring their health down equally.
Ignacious will also occasionally leap at a ranged target, which knocks everyone around the impact point away. On his way back to his tank, he'll leave a trail of flame on the ground. While I always preach not to stand in the flames, this one is actually USEFUL. This is why: Feludius has a Waterbomb ability, which basically looks like small water missiles flying through the air. When they hit a raid member, he'll get a Waterlogged debuff which reduces movement speed.
Running through Ignacious' flame trail clears the waterlogged debuff and NEEDS to be done by everyone affected. Shortly after casting the Waterbombs, Feludius will cast aforementioned Glaciate, and any player that still has a Waterlogged debuff at that time will get frozen in an ice block and take extreme amounts of damage. This is healable, but it's not something you want to happen.
Feludius' last ability is Hydrolance, which deals big single target damage to a random target and should be interrupted. Make sure your ranged raid members and the Feludius tank watch out for this. Ignacious' last ability is Flame Torrent, which is a channeled cone AoE spell that deals major damage. To counter this, don't be in front of his face unless you're the tank.
To recap: In phase 1, interrupt Rising Flames by burning down the Aegis,power up your raid members appropriately by running near them when you have a debuff and clear Waterlogged debuff by running through the flame trail. Once you get one Lord to 25%, the next phase will trigger. It's vital that both Lords hit 25% at about the same time.
Phase 2 will greet you with Arion and Terrastra, which also have mechanics that counter each other. Ranged raid members are more effective on Arion, as he likes to teleport around the room, so leave your melee on Terrastra. As soon as the fight starts, Arion will summon a cyclone that'll move through the room and Terrastra will summon a gravity well. Hitting the cyclone will give you a sort of levitate, while standing in the gravity well will give you a grounded debuff and clear your levitate.
Both of these are very important as both Arion and Terrastra have very devastating ultimate abilities that deal about 100k damage. They'll alternate in casting these about once per minute. Terrastra has Quake, which can be countered by getting Levitate from the cyclone and Arion has Thundershock, which is cancelled by getting grounded from the gravity well. If you don't have the right debuff at the time either of these are cast, you're very likely to die. The wells and cyclones are summoned in random spots around the room and like to move on top of each other, so make sure to get the appropriate debuff early. They always alternate in their casts - so if you just survived a Quake, get grounded to survive the impending Thunderstorm.
There's one exception to the "get the debuff as soon as possible"-rule, and it's called Lightning Rod. Arion will randomly bestow 3 players with this debuff, and they'll have a yellow arrow over their heads. Players with Lightning Rods need to get out of the raid immediately and hug a wall away from anyone else, since Arion will cast Chain Lightning at anyone affected with Lightning Rod after 15 seconds. If any Lightning Rod is still near people at that time, you'll probably have a few deaths.
If you have Lightning Rod and it comes down to having the choice between being near anyone else or not getting your appropriate grounded or levitate debuff, always leave the raid. You can survive a Quake or Thundershock, but if you're firing off a Chain Lightning in the raid, there will be deaths.
Almost as important is Terrastra's Harden Skin ability, which makes him deal double damage and take half damage. This cast can and should be interrupted whenever possible, but if you fail to do so, have your ranged help out on Terrastra to burn his shield down. Lastly, Terrastra will occasionally cast Eruption, which will look like a few spikes burrowing in the ground, and after a few seconds the spikes will impale anyone still in the area for about 50k. Melee should be aware of this, although it's not the end of the world to get hit by it.
Again, the goal in phase two is to bring both Lords to 25% at the same time. If you execute this right, your Elementium Monstrosity should rise up with about 25% health left, which translates to approximately 18 million health.
Phase 3 is the burn phase and any kind of bloodlust should be saved for this. The Monstrosity will consistently spawn water puddles at his feet that kinda work like Defile on the Lich King, except the puddles expand when the Monstrosity stands in them, not your raid members. Aim to keep the Monstrosity towards the middle of the room so your casters don't have to consistently move to keep up with it. The middle area will be covered in puddles at the end, but that way you get the most DPS on it.
Throughout the whole phase, the Monstrosity will use Electric Instability, which is basically a chain lightning that deals more damage the longer the phase goes on. Eventually, your raid will just die to this, so you need to kill the Monstrosity before Electric Instability becomes overwhelming.
It has two more abilities that it'll use occasionally - Lava Seed and Gravity Crush. Lava Seed looks like little flares of fire hitting the ground, and shortly after they do so they'll explode in a little fire patch. This is the bad kinda fire. Don't stand in it.
Gravity Crush will lift 3 players up into the air and trap them in a gravity bubble. They cannot act during this and will take major damage in the bubble, so healers need to concentrate on them. When released, they'll fall to the ground and also take fall damage when they hit it. It's easy to let people die in this but important not to, with current gear level you need every bit of DPS you can get.
If you have enough DPS to defeat the Monstrosity before your raid collapses, it's more or less a tank&spank phase. This might sound like a complex encounter, but since the abilities all play off of each other, it'll be a lot easier once you engage it. Good luck and have fun!
Bump, because this is next.
Please correct me if i'm wrong, but this fight looks very much like a mix of 2 fights in ToC. The first phase is a lot like the 2 big worms in the first encounter, where the 2 buffs must be handed by the right player at the right portion of the raid, while the second phase looks a lot like the twin valkyries fight, where you have to switch to the right buffing zone when a certain event occurs (tho this time you'll not need to click it). That means we definetly can do this, it should be just a tweaking to this new timers schedule.
Nice video. However, I couldn't work out if the tanks get the water debuff in p1 and need to move into the flame trail. I'm pretty sure we don't. However for p2, I think we will need the grounding/levitate buff to survive?
Quote from: Twisted;320229However for p2, I think we will need the grounding/levitate buff to survive?
Yes. You'll have to gain the right buff accordingly to the incoming spell from one of the 2 bosses, much likely the aura switching on the valkyrie twins in ToC.
QuoteYou'll soon notice that each Lord occasionally puts a debuff on random raid members - Feludius has Heart of Ice and Ignacious has Burning Blood. These deal increasing damage to the target but are very vital to the fight, as they give nearby raid members a buff that increases their damage done to the opposing Lord.
The 2 debuffs:
Heart of Ice (http://www.wowhead.com/spell=82665): run through melee.
Burning Blood (http://www.wowhead.com/spell=82660): run through ranged.
So, the one who gets these debuffs gets damage 2000 damage every 2 secs.
And, the one who gets aura applied, does 2000 damage every 2 secs to target.
Thats alot of running, and not much gained.
May I suggest: We just... dispell this. We only gets debuff in p1, and well... its not a dps race until p3.
It's not much running if the positioning is right. Imo we were way too far away from Ignacious most of the time, we can afford to be closer and minimise running. Keep in mind some other guilds 2 heal this, we 3 heal it so the dps requirement is much tighter. Perhaps the thing to do is 2 heal it which would also reduce the need for dps buffs.
Quote from: Twisted;320229Nice video. However, I couldn't work out if the tanks get the water debuff in p1 and need to move into the flame trail. I'm pretty sure we don't.
As far as i remember, the tanks had to move in the flame trail becouse the waterlogged debuff (the debuff from Feludius' water bombs) will hit players in random areas of the room. So yes, you will have to move in the flame trail IF you get waterlogged.
Quote from: Tirkad;320746As far as i remember, the tanks had to move in the flame trail becouse the waterlogged debuff (the debuff from Feludius' water bombs) will hit players in random areas of the room. So yes, you will have to move in the flame trail IF you get waterlogged.
Yes, I got water logged a few times during the fight and had to run through flame.
Quote from: Whitey;320747Yes, I got water logged a few times during the fight and had to run through flame.
:withstupid:
Quote from: Slush;320732The 2 debuffs:
Heart of Ice (http://www.wowhead.com/spell=82665): run through melee.
Burning Blood (http://www.wowhead.com/spell=82660): run through ranged.
So, the one who gets these debuffs gets damage 2000 damage every 2 secs.
And, the one who gets aura applied, does 2000 damage every 2 secs to target.
Thats alot of running, and not much gained.
May I suggest: We just... dispell this. We only gets debuff in p1, and well... its not a dps race until p3.
Sometimes the debuff is needed to burn through the Aegis of Flame (http://www.wowhead.com/spell=82631) quickly, and of course it makes p1 faster if applied correctly.
A bit off topic for Boss Compendium at the start, but I did not want to start a separate thread.
As people probably noticed I was rather upset (we have censorship on the forum?) by Dreaman final conclusion that some obviously did not know the fight and needed to prepare. I really hate these kind of remarks, shouted out to a complete group. I think that if you suspect that someone did not prepare for the fight, you should talk to them personally. From my experience, just saying such a remark in a group, will not land with the people that it is meant for, while others who have prepared can become upset.
Preparation for a fight is a set condition in our guild, but it is not only knowing the theory of a fight, it also means having a properly working computer (so no disconnects, high enough resolution to see all things, no frame lag, etc), at least being able to listen to TS, and a lag free internet connection. I think that everyone was theoretically prepared for the fight.
And I know that Dreaman wants more people to say things in TS during the fight, but last wednesday was absurd. Long waiting times between pulls, many wipes and deaths on trash, and an awful lot of bantering on TS causing this. And too many people calling things in the fights, leading to confusion. In a 10-man group, 2 or 3 persons calling out events should be enough. And in this fight, once we know it, it should only be the dps distribution.
So, to the boss tactics, what did I think could use improvement in our RGW fight? Here it is.
P1: Feludius (http://www.wowhead.com/npc=43687) (Ice) and Ignacious (http://www.wowhead.com/npc=43686) (Fire)
Pull: The bosses are linked, so the pull must be coordinated between tanks. If a tank pulls too late compared to the other tank, one of the bosses runs the wrong way. A Misdirect did (and will) help in keeping the bosses apart. However on some fights I had to start with a misdirect on Ignacious, which is the wrong boss for me. So my suggestion would be to pull on Ignacious and Misdirect on Feludius to prevent him from going to the Ignacious tank.
DPS Done: Higher DPS on Ignacious, lower DPS on Feludius.
Unfortunately there is no log uploaded to WorldofLogs (my own partial log is already wiped), and I don’t have access to my Recount in game as I type this, so I can not give an argumentation based upon numerical facts.
Ranged DPS is on Feludius, melee DPS on Ignacious, with ranged DPS helping on Aegis of Flame (http://www.wowhead.com/spell=92512). Keeping them at the same health percentages was most of the fights off, but corrected by communications. My compliments to 2 melee dps that had the same or more dps as three ranged dps.
I could no find any prove to either side if the Water Bomb (http://www.wowhead.com/spell=82699), that leads to Waterlogged (http://www.wowhead.com/spell=82762), can be avoided by moving out, but I think there is a spare second to do so. What I did notice is that Rising Flame (http://www.wowhead.com/spell=82636) removes the Waterlogged debuff too, so you do not have to move into the fire trail if Aegis of Flame is about to start.
Positioning: I think the Boss positioning could be a bit tighter to make it easier for ranged dps to switch just before Aegis of Flame. I positioned my self on the far side from Ignatious, and with the spread we used against Inferno Leap (http://www.wowhead.com/spell=92521) / Inferno Rush (http://www.wowhead.com/spell=82859), I needed some extra seconds to reposition myself for Aegis of Flame. This also contributed to the imbalance in dps on the bosses.
P2: Arion (http://www.wowhead.com/npc=43688) (Air) and Terrestra (http://www.wowhead.com/npc=43689) (Earth)
DPS: Ranged DPS is on Arion, melee DPS on Terrestra. This requires active movement for melee at the start of P2, since Arion replaces Ignacious, and Terrestra replaces Feludius.
In (almost) all fights, Arion went down much faster at the start, than Terrestra. This leads to the suspicion, that melee was on Arion at the start of P2. Hopefully melee can confirm or deny that. It could also be missed interrupts on Harden Skin (http://www.wowhead.com/spell=92542).
Boss positioning: The boss positioning lead (at least for me) to problems. To do the fight efficiently and with the least possibility for errors, movement should be minimized. Since we have to move to get Swirling Winds (http://www.wowhead.com/spell=83500) and Grounded (http://www.wowhead.com/spell=83581) debuffs, we should not have to move to dps the bosses.
And here things went wrong, at least for me. Both were initially tanked at the places they spawned, and then started to move with the tanks, as the tanks picked up their debuffs. Arion has Disperse (http://www.wowhead.com/spell=83087) (teleport Random location, preferring walls and opposite side of room). As far I could see, the tank followed him, tanking Arion at the place where Disperse had teleported Arion to. The tank does not have to follow Arion, his aggro table does not reset. So Arion will come back to the tank.
Given that everyone needs to move for the debuffs, I think we should pinpoint the bosses to fixed places during P2, somewhere slightly off the middle of the room. As soon as the tank has his debuff, he kites his boss back to that position. This will lead to a much more controlled fight.
My problem was, but I seemed to be the only one, that when picking up a debuff, Arion would disperse to the other side of the room, and stay there, forcing me to cross at least half the room to get in range to dps him again. But by the time I would be settled, it was time to move for the next debuff.
Positioning the bosses near the middle and kiting them back to that position, positioning the healers around the inner circle, close to their healing targets (tank, raid), placing the ranged dps slightly off the middle of the room, would solve a lot of problems. The nearest debuff would always be only half a room away, the bosses would always stay in dps range. And if you let Arion go back to the tank after a Disperse and Lightning Blast (http://www.wowhead.com/spell=93988) (so no dps while he goes back), no one has to move.
P3: Elementium Monstrosity (http://www.wowhead.com/npc=43735)
EM puts down Liquid Ice (http://www.wowhead.com/spell=84915). The longer he stands in it, the more damage he does, and the bigger the patch gets. Given the Elementary achievement (http://www.wowhead.com/achievement=5311), it is possible to do it with one Liquid Ice only, but I don’t expect us to go after this achievement for quite some time.
What I remember from our few P3 experiences, were mainly two things. First, positioning of the healers and dps needs adjustment. This was done in between tries for the healers, the dps needs predetermined places too, I think.
Second, the kiting of EM was too fast. Not the pulling out of the patch, but the distance between the patches. In no time, EM was kited half way around the room. I think it can be a bit slower, so that he is kited just outside of the patch. Afterall, we do not have as much space for kiting as on Grobbulus (http://www.wowhead.com/npc=15931). I know that this means that melee dps can not stand behind him and will have lower dps, but since he has no cleave or frontal cone attack, they can attack him from the side or front.
Please comment if I talk nonsense, made errors, or we can improve in different ways.
Phase 1:
2 melee have it easier because ranged swaps for the shield, and they just go full out as the buffs are getting disspelled and waterlogged is fixed by a small walk without loosing dps, With the first 2 phases % are called on TS by the raidleader or the 2 tanks (starts from 40%) so at that point we decide to swap a melee or ranged to one of the bosses to help out.
For ranged i don't know much for that phase, so i won't go into that.
Phase 2:
Melee will be running around all the time as the boss will be kited around.
Ranged will have to try to stay in the middle i guess as that boss will teleport around.
Same here counts for the % on the boss, only called by the 2 tanks or the raidleader.
Swap of dps to another boss will be called from that point.
Phase 3:
boss spawns in the middle and will be kited by a tank around the room, healers and ranged are spread out near the stairs. Melee will be behind the boss for as long as possible and then at the side of it.
That is real short the fight.
But an other thing:
TS should be clear at all times! The only people talking will be the raidleader, the tanks for taunts or a healer asking for an innervate or something.
All other chit chat is forbidden and should only happen during a break.
Also a thing i noticed is the harsh comments to other raid members from certain people, keep those infront of you. If you want to help out your group then give them friendly advise. Do not only say the negative things, a pat on the back does do alot aswell from time to time.
Quote from: Legolei;325792A bit off topic for Boss Compendium at the start, but I did not want to start a separate thread.
As people probably noticed I was rather upset (we have censorship on the forum?) by Dreaman final conclusion that some obviously did not know the fight and needed to prepare. I really hate these kind of remarks, shouted out to a complete group. I think that if you suspect that someone did not prepare for the fight, you should talk to them personally. From my experience, just saying such a remark in a group, will not land with the people that it is meant for, while others who have prepared can become upset.
Maybe it aint the best thing to do but I am sure that the people who come prepared, do know that it aint against them, if they doubt they can always contact me.
The TS spam hasnt gone unnoticed, steps will be taken on Monday;)
Quote from: Legolei;325792Preparation for a fight is a set condition in our guild, but it is not only knowing the theory of a fight, it also means having a properly working computer (so no disconnects, high enough resolution to see all things, no frame lag, etc), at least being able to listen to TS, and a lag free internet connection. I think that everyone was theoretically prepared for the fight.
And I know that Dreaman wants more people to say things in TS during the fight, but last wednesday was absurd. Long waiting times between pulls, many wipes and deaths on trash, and an awful lot of bantering on TS causing this. And too many people calling things in the fights, leading to confusion. In a 10-man group, 2 or 3 persons calling out events should be enough. And in this fight, once we know it, it should only be the dps distribution.
Ill take this one personally, my computer broke down all of a sudden, nothing was giving a hint and I dont have magic fingers(not with computers anyway). I dont think that getting a lag free internet is something you have influence on :P
Quote from: Legolei;325792Unfortunately there is no log uploaded to WorldofLogs (my own partial log is already wiped), and I don’t have access to my Recount in game as I type this, so I can not give an argumentation based upon numerical facts.
Ranged DPS is on Feludius, melee DPS on Ignacious, with ranged DPS helping on Aegis of Flame (http://www.wowhead.com/spell=92512). Keeping them at the same health percentages was most of the fights off, but corrected by communications. My compliments to 2 melee dps that had the same or more dps as three ranged dps.
Ye I am sorry about that, since I was playing on my laptop most of the time, where I have that programe on, I couldnt upload :(
It aint strange that Feludius needs some "extra" DPS time, because at certain points there are 5 ppl doing DPS on Ignacious.
Quote from: Legolei;325792Positioning: I think the Boss positioning could be a bit tighter to make it easier for ranged dps to switch just before Aegis of Flame. I positioned my self on the far side from Ignatious, and with the spread we used against Inferno Leap (http://www.wowhead.com/spell=92521) / Inferno Rush (http://www.wowhead.com/spell=82859), I needed some extra seconds to reposition myself for Aegis of Flame. This also contributed to the imbalance in dps on the bosses.
The positioning isnt that hard and should be easy for you to switch, the healers and ranged dps are between Ignacious and Feludius in a sort of triangle shape, so you shouldnt get out of range(note: not stacked up, but spread)
Quote from: Legolei;325792Boss positioning: The boss positioning lead (at least for me) to problems. To do the fight efficiently and with the least possibility for errors, movement should be minimized. Since we have to move to get Swirling Winds (http://www.wowhead.com/spell=83500) and Grounded (http://www.wowhead.com/spell=83581) debuffs, we should not have to move to dps the bosses.
And here things went wrong, at least for me. Both were initially tanked at the places they spawned, and then started to move with the tanks, as the tanks picked up their debuffs. Arion has Disperse (http://www.wowhead.com/spell=83087) (teleport Random location, preferring walls and opposite side of room). As far I could see, the tank followed him, tanking Arion at the place where Disperse had teleported Arion to. The tank does not have to follow Arion, his aggro table does not reset. So Arion will come back to the tank.
Given that everyone needs to move for the debuffs, I think we should pinpoint the bosses to fixed places during P2, somewhere slightly off the middle of the room. As soon as the tank has his debuff, he kites his boss back to that position. This will lead to a much more controlled fight.
My problem was, but I seemed to be the only one, that when picking up a debuff, Arion would disperse to the other side of the room, and stay there, forcing me to cross at least half the room to get in range to dps him again. But by the time I would be settled, it was time to move for the next debuff.
Positioning the bosses near the middle and kiting them back to that position, positioning the healers around the inner circle, close to their healing targets (tank, raid), placing the ranged dps slightly off the middle of the room, would solve a lot of problems. The nearest debuff would always be only half a room away, the bosses would always stay in dps range. And if you let Arion go back to the tank after a Disperse and Lightning Blast (http://www.wowhead.com/spell=93988) (so no dps while he goes back), no one has to move.
DPS isnt an issue on P1 or P2, staying alive(and with a good amount of health) is, this requires movement, however I do think that the tanks walk to much(not just on this boss).
As DPS if you need to move, then you need to move :P, like I said DPS isnt a prio, most important is staying alive->getting them both to 25%->DPS
What I found a concern is that people move to late to the new debuff, its really important that you move to the debuff straight away, because then you can make some errors by walking in Grounding and then into Winds again. This is mainly because (some) people dont watch there timers enough, I have a plan to fix this with a little practise on farm bosses.
Quote from: Legolei;325792What I remember from our few P3 experiences, were mainly two things. First, positioning of the healers and dps needs adjustment. This was done in between tries for the healers, the dps needs predetermined places too, I think.
Second, the kiting of EM was too fast. Not the pulling out of the patch, but the distance between the patches. In no time, EM was kited half way around the room. I think it can be a bit slower, so that he is kited just outside of the patch. Afterall, we do not have as much space for kiting as on Grobbulus (http://www.wowhead.com/npc=15931). I know that this means that melee dps can not stand behind him and will have lower dps, but since he has no cleave or frontal cone attack, they can attack him from the side or front.
I have to agree on this, some smaller steps would be more usefull so that the rest of the group can stand more.
a small review of myself is that we were to chaotic during P1 and P2 to succesfully to P3:
P1 is getting better and better so thats good.
P2 is where the current problem lies I think and that is people dieing, I dont think we had 1 attempt without dead people in P3.
P3 We had some good tries here, on our 4% and 6% wipe we were missing some DPS caus of deaths during P2, we made the adjustment with the healers so everyone player has cover.
We could use more calls on the bubbles tho, vocal works best I guess so a quick shout(1 shout) should be enough. for you not vocal people(get a mic :P ), or make a macro.
Also, dont worry about the whiping, it will happen alot more I guess, however not on this boss, "they" will go down monday.
Last also, nice work Lego :), I am glad that you took the time to make a review(I was hoping for someone to do that :))
QuoteLast also, nice work Lego :), I am glad that you took the time to make a review(I was hoping for someone to do that :))
Wot he said:thumbsup: ... Ill add regarding the logs, can we get some volunteers to look after them. Its worth having more than 1 person running a log as people get swapped in and out. If ya want help on setting it up give me a nudge
I do run logs everytime i'm there, but it dosn't help much, when i'm not inside
Quote from: Arcticfire;325799Ill take this one personally, my computer broke down all of a sudden, nothing was giving a hint and I dont have magic fingers(not with computers anyway).
I would never blame any one for getting a BSOD, power outage, broken down hardware or anything out of there control.
It seems a picture says more than a thousand words can, so I'm going to spare myself 3000 words. Proposed positioning of the bosses in P1, P2 and P3.
The setup is tight, everyone is in range for every healer, and there is enough space in the room to run to in case it is needed.
P1: Skull is Ignacious, Cross is Feludius, middle healer is raid healer, arrows showing the way the boss is turned to.
(http://bossblueprint.com/php/get.php?img=95DdqDNRE) (http://bossblueprint.com/view.php?img=95DdqDNRE)
P2: Skull is Arion, Cross is Terrestra, tanks will kite bosses back to that position after picking up debuff, middle healer is raid healer, who must be aware to move out of that position just before P3.
(http://bossblueprint.com/php/get.php?img=AzzYJCHlw) (http://bossblueprint.com/view.php?img=AzzYJCHlw)
P3: Skull is Elementium Monstrosity, arrows show the way the boss is slowly kited, along the lines of the middle circle. That will leave room for ranged dps and healers to stand inside the middle circle.
(http://bossblueprint.com/php/get.php?img=jzXX_jQDe) (http://bossblueprint.com/view.php?img=jzXX_jQDe)
I also had 2 blue screens on Wednesday wonder if the ts overlay caused mine. There was some banter that exceeded Dmw as well as dmr rules IMO and I think we should all bare them in mind. We did make progress and 5% was very close. Drea does a great job RL let's support him and each other . Turn up be nice kill stuff.
I run the overlay and suffered no blue screens. I also run it in other games and have no blue screens, so I doubt it is the overlay.
Re the above piccies, I would watch the range to Feludius. Stand to close and get hit by the AOE, so there is a good reason to get further away and keep that range. The damage reduces with distance, but there's a balance to be struck especially as Ignacious has to be moved to allow for flame damage.
The P1 shield issue is generally down to ranged not swapping to Ignacious early enough. 5 seconds beforehand make the change from DPSing Feludius to Ignacious and that way your shield damage will be just fine and you suffer no AOE. Remember to keep a ranged using focus interrupt on Feludius (whilst hitting Ignacious' shield) and you mitigate that single target damage too. RGT do not bother using the dps buffs, we found the movement required lost as much if not more dps than was gained through any dps buff - your mileage may vary, but it shows the buffs are not needed so ignoring them simplifies the fight somewhat.
P2 is really very simple so I'd not try to over-complicate it. If you try to over-regiment what is a fairly random movement pattern then you might run into problems. I think a general 'try to work your way back to mid' works well enough, but anything more specific is asking too much imo. The rest of P2 is simply down to people managing to be aware of which buff to have - there's plenty of time to check which one you need, locate it in the room and then get it.
There is no excuse for not having the right buff in P2, or for lighting the raid up like a christmas tree because you have chain lighting on you, or for standing in avoidable spikes. It's not a dps race, so what else are you doing if not ensuring you have the right buff, or are moving out of the raid because you're a christmas tree, or are moving out of the dust cloud which precedes spikes?
The *only* phase which requires a bit of real planning and effort is P3. The rest is down to people knowing the fight and then applying that knowledge. Without wishing to offend anyone, knowing the fight in my book includes having the ability to react appropriately to debuffs - it's not a big ability list as it's a simple fight so there's really not a good reason to fail at it.
RGW are currently failing on this fight because on pretty much every try we lost 20% of the raid in P1 or P2 due to easily avoidable deaths, so that's where the focus should be imo not on positioning.
Killed by RGW on 30-05-2011 or 05-30-2011