http://ptr.wowhead.com/npc=53258
Today on PTR we got some time with the newly renamed Lord Rhyolith. He's a well-tuned encounter and one we preferred to yesterday's boss, Beth'tilac. Some of his mechanics were refreshing, particularly in the way you actually controlled him, and we managed to test both phases of the fight thoroughly. If you've done Supremus or Kologarn, you'll find some elements from those bosses borrowed and rehashed with Lord Rhyolith.
Phase one starts out different from most fights as there is no need to tank him. He ambles around slowly and does not attack directly; instead, the real threat is where he intends to walk. Consequently, you'll need to steer him where you want him to path by attacking his left and right legs--applying DPS to the leg in which direction you want him to turn. We found it best to only have two or three melee on him at most communicating on ventrilo where they wanted him to turn and calling out switches. There is also a bar on the screen the indicates how much in the respective direction Rhyolith will be turning to help you out.
Your immediate goal in steering him is to make sure that he stays on the island itself; if he gets to close to the edges, he'll begin to drink the surrounding lava which results in potentially deadly raid damage from Drink Magma.
Your secondary goal is to make sure that he is being led in the path of active volcanoes that crop up over time. Each time he walks over one, he will stomp on it, which removes stacks of Obsidian Armor and gives him Molten Armor instead. He starts the fight with 80 stacks of Obsidan Armor and the goal is to remove them all so you can DPS him down to trigger phase two. Don't worry much about Molten Armor he gains in exchange as he loses a stack whenever he casts a spell or summons an add.
As he is being steered around successfully in phase one, the ranged DPS, healers, and the tank handle the adds he summons. Lord Rhyolith spawns two types of adds: Fragments of Rhyolith and Sparks. He spawns these in an alternating pattern so you will never have two types of adds up at the same time, making this a single tank fight. Fragments begin with a debuff called Meltdown. When it expires, it does their remaining HP as AoE damage to the entire raid. As such, it's best to just AoE them down with ranged.
The other adds hit harder; a single Spark spawned each time with an Immolation aura, ticking for a base 10,000 fire damage to those within its range. The tank would pull it off to the corners of the island to tank it away from the ranged. It was important to have the ranged focus down the Spark as it contributed to too much raid damage and also took up space where the melee couldn't steer the boss because of their ground AoE.
As mentioned earlier, throughout the fight active volcanoes spawn periodically. They put a stacking debuff on the raid that increases fire damage taken called Eruption. This debuff won't stop stacking until the volcanoes are dealt with and they make the damage the raid takes be quite severe as they buff all of it. You can easily wipe if it stacks to high. In addition, he casts Concussive Stomp time to time which hurts even more with the debuff. Volcanoes also shoot lines of magma across the zone which then flare up and become walls of lava. They hit hard and knock you up in the air, but are easy to avoid.
When Lord Rhyolith transitions into phase two after dipping to a low enough percentage, his model changes and the tank must pick him up. He also gains an Immolation aura similar to the one the Spark adds had. This ticks for a default 8,500 and affects the whole raid. However, if he has Molten Armor stacks, he will hit for more. If you recall, he gained these stacks in exchange for losing Obsidan Armor ones and they are removed whenever he casts things. Ideally, you don't want it to be on him when you phase transistion if possible so try to time it when you push him into phase two (i.e. wait for him to summon a spark or cast Flame Stomp before you do the final percentage). This is the entire rest of the phase--dealing with the damage from his AoE and burning him down before it overwhelms your healers.
Overall, it was a fun fight and more dynamic than usual. Steering him took a few wipes to learn and it was still easy to make a mistake on. The fight wouldn't be hard to PUG, either, if the melee who were assigned to steering him knew what to do. As such, he seemed significantly easier than the fight from yesterday and way less of a gear check. We also have some more gorgeous screenshots up to show you Firelands below.
Lord Rhyolith has two main phases. The first is interesting in the fact that the tank will never really target the boss, as they will be dealing with adds and their management.
In phase one, Fragments and Sparks of Rhyolith needs to burned down quickly. Fragments of Rhyolith have low health, but must be burned down within 30 seconds of spawning to prevent them from dealing their current damage to a random player(like a Grenade of Rhyolith). Sparks of Rhyolith must be gathered and tanked away from the raid as they deal nearly 9000 damage to players within 12 yards.
During phase one, the remaining raid needs to literally 'steer' the boss over dormant volcanoes to debuff the boss and help healers dealing with Volcano Summons and Craters he leaves behind after running over active volcanoes. To remove his armor, you must run him over Active Volcanoes, which will spawn other nasties or deal AOE damage at times (he will take 20% more damage everytime he is ran over an Active Volcanoe).
The group must also keep the boss away from the sides of the platform as he will Drink Magma; dealing 35000 fire dmg to all players every second for 4 seconds.
Phase two is reached at 25% health. Lord Rhyolith then loses his obsidium armor and becomes Liquid Form. This is a tank and spank and burn phase; as Lord Rhyolith gains Immolation, buring the raid with AOE damage (7k - 9k per second).
It's a fun and easy fight as long as the group remembers the steering mechanics, and the boss's positioning.
He has 8 stacks of his armor, and every time you run him over a volcano, he loses only one (not two) stacks of this buff, increasing the damage the raid deals on him (or his feet) by 10%.
Short fight tactics, will be updated once live versions appear...
Phase 1
-Steer him by attacking his legs. Attacking right leg turns him right, attacking left turns him left (IIRC). Dont let him reach edges, make him step on volcanoes to lower his armor stacks.
-Kill adds whenever they appear. Keep Sparks away from raid.
-Do NOT let fragments explode by timing out!
-8th volcano removes armor completely
-Dont stand in the fiiiireeee.....
Phase 2
-Burn burn, heal and burn.
-Dodge fire. Pewpew.
http://25man.com/firelands/rhyolith
Stacks getting too high was leading to some wipes during AOE.
You stop stacks getting too high by steering Rhyolith over the active volcanoes as a priority.
We weren't able to steer well enough and even a lot of DPS was not triggering the turn, let alone a hard turn.
Seeing lots of issues with leg driving on other forums.
Steering meter resets after stomp.
Two melee DPS on their own seem to be able to do it for the guilds who have got the fight (we had 3-4 dps on them and still had trouble)
Logs do not show massive cross-damage/cleave/AOE/bleed but this would also affect it if the legs are in range of the adds being AOE'd down.
We're struggling on add dps as we're having to put so much into leg dps.
Forums saying that you can steer really sharp turns to allow accurate turning to prioritise active volcanos. We were lucky to maintain a rough circle and hit them in the order we reached them during our clockwise tracking.
The fight itself is not difficult, but I think we need to figure out what we're doing wrong on the legs as if we get that right the stacks get lower, the damage taken gets less, the healing requirement drops and the dps is freed up to handle adds more efficiently.
Initial thoughts are to move me to adds and a non-DOT to legs and then to make sure that absolutely NO aoe/cleave/bleed damage is used on the legs.
Anyone found out which addon is hiding the driving meter?
QuoteSome addons display it as a percentage bar. The value indicated/displayed by the bar shows where Rhyolith is currently steering:
- the closer to the left (or 0%), the more Rhyolith is steering left;
- the median value (or 50%) represents Rhyolith moving in a straight line;
- The closer to the right (or 100%), the more Rhyolith is steering right.
I saw the % figure also working on the atramades addon we use ....
I don't see the default one either. I could tell easily from the Advanced Powerbar used in Pitbull as the bar starts in the middle for straight ahead and then moves left or right depending on the dps on each leg.
Leg driving seems to be an overall issue. Loads of posts about this. Some say dots and aoe by the leg drivers would be no good. Others say, they killed the boss by exactly using that. During our attempts I used aoe and the druid did as well. Let us know, of we should really stop that.
I particularly found the "designated leg driver method" very logic. One person, best not one of the melee dps but a ranged with a better overview, keeps an eye on the walking path and the volcano locations, and in order to turn the "container ship" he directs all raid dps for a short period of time on the particular leg. Only to give it an intial boost, then the designated leg dps melee is doing the rest. Sounds sound to me. People reporting this, pretend they did it with 2 melee leg dps only.
Well as i seemed to be the main turner with the calls etc. Here is what i noticed.
The boss is really a freaking huge rock to turn:narnar: But it is insane to get him turning him fast.
Main leg that we attacked was the right leg, with so far me knowing that i was the one that swapped to left sometimes to get him going straight for a while..
But it was not doable without loads of other dps to let the boss do a hard turn right.
I don't know if someone was attacking left leg at those times as that is something i just can't see during the fight but sometimes it felt like someone was doing that.
But one bigger concern on my end is the sort of dps on the legs. To do the hard turns we need long bursts of dps on one of the legs. I for sure don't have that dps power. I had a few saves with a turn with using "beserk" but that has a 3min cd. for the rest my burst dps is 3 attacks within 3secs and then i am out of dps, that is way to short to let the boss do a hard turn.
In the first bit of the fight hard turns arn't much needed but the longer we are in the fight we will need to do loads of those turns to hit the volcanos. But what also should happen and for my own feeling it didn't happen is that the boss should turn more easy when we dropped off a few stacks as the way it should we should do more dps at that time.
Last try was best try we had for the movement etc. Boss armor was at 30%.
I have one more thing that is for those people that somehow can't see what they are doing or just don't see things comming his/her way.
Zoom out as far as possible so you can see most of the stuff going on. Also turn on the spell detail so you can see the fires comming towards you. Some had loads of trouble with that and it should be easy to avoid it, i did it so that means you can do aswell.
For the rest pretty fun fight and it should go down sunday.
Grim
This is the damage taken by the feet during the night. On most tries we were almost exclusively on the right foot, mainly because the bugger simply refused to turn. I felt like Clint Eastwood last night spending 95% of my time doing the 'right turn Clyde' thing.
(http://images2.makefive.com/images/entertainment/movies/best-clint-eastwood-movie-quote/right-turn-clyde-7.jpg)
Quote from: Right FootActor Amount
Grimnar 7972015 28.2 %
Teaell 7827092 27.7 %
Noréia 5070488 17.9 %
Mythmaster 3848851 13.6 %
Jesung 1052332 3.7 %
Khuukun 588790 2.1 %
ShAppition 452896 1.6 %
Halbarad 387829 1.4 %
Whytee 330885 1.2 %
SearingTot 321581 1.1 %
Spirit Wolf 150517 0.5 %
Shadwfiend 143076 0.5 %
MagmaTot 67063 0.2 %
Tirkad 30695 0.1 %
Ebon Imp 14243 0.1 %
Gr FireEle 9612 0.0 %
Jas 7129 0.0 %
Quote from: Left Foot damageActor Amount
Grimnar 608199 29.7 %
Teaell 534791 26.1 %
Mythmaster 270516 13.2 %
Noréia 197740 9.7 %
Jesung 146853 7.2 %
Halbarad 83353 4.1 %
Whytee 79114 3.9 %
MagmaTot 45856 2.2 %
ShadwApp 39530 1.9 %
Khuukun 22337 1.1 %
Tirkad 9536 0.5 %
Gr Fire Ele 4552 0.2 %
Spirit Wolf 3505 0.2 %
Left foot damage is interesting as there is stuff in there that we can avoid, but what is confusing me is that given the 10:1 ratio of damage from right to left foot, what little damage the left foot received assuming a 1:1 offset, still left 8 portions of dps on the right foot and *still* the bugger would not turn the way we wanted.
I am reading that some guilds are turning him left, then right, then around etc to get the active volcanos, which is what we wanted to do, but we were struggling just to keep the bugger on the island with a simple right turn only technique. No way could we do a right then a left as it would have quickly become a slightly right, then straight into the lava for a drink and a wipe.
We need to figure out the feet, that's what is leading to everything else on this fight not being manageable. Solve the driving problem and the rest of the problems go away.
Quote from: Whitey;327995I don't see the default one either. I could tell easily from the Advanced Powerbar used in Pitbull as the bar starts in the middle for straight ahead and then moves left or right depending on the dps on each leg.
Yeh I couldn't see the default one, It Is a problem with Pitbull.
guess ill have to do some reading up before next raid!
did you get other bosses down so far?
QuoteThe amount of damage needed on one foot to make Rhyolith change his direction significantly is rather low. In our experience (in 10-man difficulty), 150k damage done to his left foot over the course of 6 seconds, while no damage was done to his right foot, was enough to move the direction gauge almost all the way to the left.
It looks as if Rhyolith has some inertia. When the damage done to both his feet is no longer unequal, the Direction Gauge will have a tendency to go back to the middle.
So it seems we have to make sure no dps is done to the other leg when we want a fast turn.
So if that is correct then yes it "should" be doable with 2 melee full on it.
But then when you see the numbers we had, something weird happend as you see TL and Grim with both 28% done that should be enough to turn him easy and he just didn't...
150k dmg over six seconds is nothing in 359 gear. but not when the shields of the biggie are up. then effective dps was only app. 3-4k/ s according to the meters! 2people with 4k / s means 8 k/s times 6: just 48 k/ 6 secs!take a third dps on top and you end up at 72 k /6 secs and that is only half of the allegedly needed 150 k/ over six seconds!
this figure does not sound right.
I still think the trick is not to do any dmg at all to the other leg. no magma totem, no searing totem, no chain lightning, no swipe only single target and he will turn right away after Clydes signal!
Rejoyce, my friends:
Quote from: BlizzardRhyolith is now slightly easier to turn in 10-player mode. (http://us.battle.net/wow/en/blog/3019413)
This with a more balanced group should make it a lot easier.
Quote from: Tirkad;328023Rejoyce, my friends:
This with a more balanced group should make it a lot easier.
I was just about to post the same thing Tirk, you beat me to it :P
Well i have 1 thing to say: It wern't my bad driving skills!!!!!
not so sure bout that.. :-)
Been watching a few youtubes on the boss and a few from a healer perspective and most of em dont have the problems we do on the mana part.
Most of em do have a holy priest on raid healing.. maybe thats why..
Or are we just taking to mutch dmg as a raid?
To get this down ( smooth ) i think we have alot of work ahead of us, not just on Grim's driving skills :-) haha.
I also think its a good idea to start with the 2 eazier bosses seeing we are not clearing the place anytime soon and all the upgrades we can get are Welcome :)
Anyway.. back to work! Gz on the polearm Grim at least we got A upgrade yesterday :-).
Hubberto Tan.
Leg steering is clearly now hot-fixed, we just need to stop killing ourselves!
Ok, so whats the plan for tonight?
Beth first. We need a boss kill this week and we think we have a better chance from that.
Patch 4.2 Hotfixes July 6.
Lord Rhyolith
-Lord Rhyolith can now be quickly snapped from left to right, or right to left, if the appropriate amount of damage is dealt to the opposite foot.
-Lord Rhyolith now prefers to activate volcanoes that are in front of him over volcanoes that are behind him.
-Lord Rhyolith now spawns slightly further back on his platform, allowing players to stand on the edge of the terrain and not aggro him.
-Lord Rhyolith no longer despawns when reaching the end of the encounter area, and does not despawn when casting Drink Magma from any of the possible locations.
-Lord Rhyolith now summons in volcanoes when intended, and it is no longer possible for the first set of volcanoes to be ignored.
-Lord Rhyolith will now cast Flagellation on Teaell if the raid wipes. This effect will stack up to ten times and persists through death.
Wowhead:
The Flagellation debuff is purely aestethic and makes the character yell "Moar, Moar, harder, harder!" when in one of your faction's capital citys.
Quote from: Slush;328283-Lord Rhyolith will now cast Flagellation on Teaell if the raid wipes. This effect will stack up to ten times and persists through death.
Wowhead:
The Flagellation debuff is purely aestethic and makes the character yell "Moar, Moar, harder, harder!" when in one of your faction's capital citys.
You thought you'd slip that one through eh? I don't know, you teach people a new word and they are happy as pigs in ****.
Quote from: TeaLeaf;328292You thought you'd slip that one through eh? I don't know, you teach people a new word and they are happy as pigs in ****.
Hah! Caught! Well... I never actually heard that word before, and now... Thanks to my new english teacher (yes, you), I will never forget it!
We had a few tries again on this boss....
I had an ranged helping my this time on the legs which i think is a good thing. As melee will run out of space from time to time to avoid things (as what happend a few times) plus a ranged on the legs means less dps loss on critical points on the legs. (as the melee will sometimes have to wait for the fires to clear to be able to attack a leg or the stomp lets me fly somewhere i whised it wouldn't have send me to...)
The first few tries went fine/good for my own feeling but as said i see mainly 2 legs in my screen and nothing else, i aint able to see what the ranged camp is doing or where the 2 tanks are. I see my own body from time to time and a little area around me...
But soon it felt it went worse for us all.... I know we wern't lucky with the volcanos a few tries as he sometimes activates a volcano he just passed and we wouldn't even get with a freaking hard turn.
But hearing stuff on ts we got a lesson about moving and clearing a debuff.
and btw. it was me who had to drop out and there by cancelled a last try... As my wrist was hurting way to much to let me play on anymore.
Basic:
Well, TL had a major point yesterday. We can still improve on staying out of bad stuff on ze ground.
GTFO is a great addon that does help alot. I for one, didnt do any mistakes after I got this one installed. (yay!)
Didnt work well as raid healer:
Ive been doing some research on how this fight is executed by other guilds, and I must say... running along the edge is a bad thing (for ranged camp atelast). This way; Ranged/melee(the foot killers) is out of range for healers pretty much all the time, and also the Spark-tank once in a while. When we have fire on the floor, this is a bad thing, as we are totally cut off.
Different approach:
I want to throw in a suggestion (we did something similar on choggy for a couple of nights, until people learned to not take damage).
A) 1 tank this. We dont need a tank for small adds, they have approximately 150k health. Just group up and AoE.
B) 2 heal this. Yes, it might be hard , but the healing needed in this fight if stacks wear off properly, is minimal until phase 2.
1 Tank (for sparks in p1, for boss in p2). Can we try Twisted on this, Death Gripping the sparks out to ze edge?
2 melee dps (noreia and grimnar) on feet in p1.
5 ranged dps (Jes, TL, Hubbah, Sheep, Nocto) for AoE on small ones, single target on Spark.
2 healers (1 tank healer, Tirk/Jas) (1 AoE healer, Amber/Pu/Slu)
Ranged group stay in middle throughout the fight, only adjusting to active volcanoes.
I did a fair bit of digging and slush I think ya almost spot on. The fact is the debuff stacks need to be healed through. The caster camp stacked and as the stacks get high 6+ cooldowns need to be used for the stomp (It's still not confirmed that the stomp can be dodged with a well-timed jump). The reason I say "almost" is im not 100% with only 2 healers all the kills I looked into went 3. But hey we do like to be different
Yeh, 2 healers might be over the top. I just like to stretch it once in a while. :-)
Well, going through more logs, reading other peoples description of the fight, my final suggestion must be:
1 tank, 6 dps, 3 healers.
Eruption and steering:
When a volcano spawns, it sits inactive for 15-20 seconds. Then it starts exploding hitting 3 people with fire damage and giving them a stack of that debuff. (increasing fire damage taken)
To counter this, you should have the people controlling Rhyolith to ALWAYS target the closest active volcano, and not just whatever volcano is closest. Sure if you can hit a new spawned volcano along the way, awesome.
Make sure that whenever there isn't an active volcano up Rhyo needs to be as close to the middle of the platform as possible, as to minimize the distance he needs to move once the next one comes up.
Now... this might be what has already been done in our guild, but we are getting stacks between 8-12 almost every single time.
5 stacks of eruption = +50% fire damage
10 stacks of eruption = +100% fire damage
Logs from Tuesday, showing who and when we got stacks of eruption over 8 (we had 10 tries):
http://www.worldoflogs.com/reports/oi3k9lyztwauyo7h/xe/?x=fulltype+%3D+SPELL_AURA_APPLIED_DOSE+and+spell+%3D+%22Eruption%22+and+amount+%3E+8
Logs from Try 5 on tuesday (Our best try, lasting 4:58) shows what really wiped us:
http://www.worldoflogs.com/reports/oi3k9lyztwauyo7h/xe/?s=8229&e=8528&x=fulltype+%3D+SPELL_AURA_APPLIED_DOSE+and+spell+%3D+%22Eruption%22+and+amount+%3E+8
Furthermore:
Heroism, its needed in p1 in this fight. Not phase 2. Rumors have it: Once you reach p2, its a cakewalk.
Eruption has a 3 yard aoe ... If that's the case would a slight spread of the camp in mid reduce the buff count a fair bit.
Im gonna repeat what I have been saying for the last 3 posts.
6 dpsers.
3 on fragments/sparks.
3 on leg.
Doing like we did yesterday, we have one tank that is pretty much just standing in the middle looking good 50% of the time. At the same time, the melee is just DPSing their asses off to make the big bugger turn.
Smells like fail all over his crappy little island.
I concur with Slush - from what I saw in my one night it looks like a 1 tank fight provided the tank can get the small adds out of the group as he's on the spark at this point.
No, small adds are to be dpsed down within the ranged group with massive AoE, if we have a tank in there doing Conc, BB or other AoE abilities thats cool. But.... 150k health on fragments is very quickly dpsed down by our most magnificent rdpsers.
The real focus of the tank in p1 needs to be ze Spark. Az we will suffer greatly from his AoE damage if not pulled out of group. Even more damage he does, if we have stacks up.
I hate 300k wipes. :frusty:
makes the kill so mutch beter tho :)
As I was in Bergen (http://en.wikipedia.org/wiki/Bergen) yesterday, doing stuff like Floibanen (http://en.wikipedia.org/wiki/Fl%C3%B8ibanen) and being a real tourist this weekend I havent been following yesterdays raid.... Can someone upload logs? :-D
Nvm: They are up. :-)
Dead Men Raiding now had 85 wipes on this boss in total (must be a new guild record).
1 tank + 3 dps on sparks/fragments.
3 dps on legs.
Steering:
The steerer should have 6 things to say AND this is all that person should say on TS, this to avoid confusion:
"Easy dps on right leg"
"Easy dps on left leg"
"Medium dps on right leg"
"Medium dps on left leg"
"Hard dps on right leg" = Blowing some CD
"Hard dps on left leg" = Blowing some CD
The 3 fragment/spark dps'ers should never even be touching legs, because thats instant oversteering.
Yep, Live Logs uploaded them some 12 hours before your post! :P
The steering yesterday was greatly improved and very consistent. If anything though we lost a couple of tries to oversteering not understeering. Hubbah did a great job making the calls and I see no reason to change this aspect as it worked very well all night. I'll try to go through the logs later to confirm reasons for the wipes.
The biggest improvement seen last night was making it into P2 without having to blow raidwalls in P1. This boss will drop now, we have steering, we have just started getting a consistent P2, the kill will follow.
So, still not considering going with only one tank at all?
Yeh, one more thing: The Immolation that keeps killing the raid in last phase is a soft enrage timer.
At the moment, there are 10196 kills reported on this on 10 man normal.
If you killed that guy yesterday when he had 300k left(after 6 minutes 53 secs (that was try 6 or 9)), you would have ended up in 10147th place, time wise.
If you killed that guy yesterday when he had 300k left(after 6 minutes 53 secs (that was try 6 or 9)), that would be because of utterly insane healing.
I feel we are missing something, somewhere.
Perhaps we are, but adds would be significantly more spread and difficult to handle if we do not have a single tank on them in middle. How would you propose handling those? Dropping a tank is easy, but most kills are with two tanks as far as I can tell. I'm happy for us to try a 1 tank approach if we have a sound strat to handle adds in the middle, but we also need to ask why if 2 tanks are being used most of the time why we need to run 1 tank?
Quote from: TeaLeaf;328937Perhaps we are, but adds would be significantly more spread and difficult to handle if we do not have a single tank on them in middle. How would you propose handling those?
We will in phase 1 stand closeish to middle (ranged group that consist of 6 or 7 people).
1) If there is a Spark up or incoming when Fragments spawn: We will group up and AoE fragments, as they are prio over Spark.
2) If there is no Spark up when Fragments spawn: We will group up and AoE fragments. The tank does a AoE taunt (Conc, BB or similar).
Fragments have 154k health. With 3 AoE dpsers on them, they should die quick.
Quote from: TeaLeaf;328937Dropping a tank is easy, but most kills are with two tanks as far as I can tell. I'm happy to try a 1 tank approach if we have a sound strat to handle adds in the middle, but we also need to ask why if 2 tanks are being used most of the time why we need to run 1 tank?
I sent you a PM on this.
Found this on MMO. No idea it's of any help to us or not, but it sounds good.
QuoteWhat worked for us was putting 1 (the lowest) dps on one leg , 2 dps on the other and never stop dps on the legs at all , turning him in circles basicly and getting the rest of the raid on a leg when he needed to be turned hard and fast.
Before we did that we seemed to get screwed by his Turning Flame buff which seems to make him walk faster and unsteerable for a short time.
Since that buff is on his body you can't see it normally, but i think shadow unit frames can display the buffs his body gets .
I must say it felt good to see this guy go down on 3rd try yesterday. Yes, in time we will be able to 2-tank it. But for now.. YAY!! Great team effort!
12% whipe today, first time P2. But unlucky because Switch his Tranq got interrupted by a knockback, lossed 2 dps because Rhy stood upon a volcano which was doing those lava streams.
Great progress on this guy, but dont think to easy about it, we need to be focussed every pull, something I missed the pulls after that.
Quote from: TeaLeaf;328937Perhaps we are, but adds would be significantly more spread and difficult to handle if we do not have a single tank on them in middle. How would you propose handling those? Dropping a tank is easy, but most kills are with two tanks as far as I can tell. I'm happy for us to try a 1 tank approach if we have a sound strat to handle adds in the middle, but we also need to ask why if 2 tanks are being used most of the time why we need to run 1 tank?
For RGW the same: why one tank?
Now the tank needs to drag the spark into the healer/ranged group to pick up the fragments. Since the spark is doing a lot of AoE damage, this puts a big stress on the healers.
Our biggest sources of damage (all wipes combined) were:
- Eruption - avoidable
- Concussive Stomp - unavoidable
- Immolation - unavoidable, but can be much lower
- Melee - unavoidable
- Magma flow - avoidable
If you zoom into the Immolation damage, 55% is to the tank, 34% to the healer/ranged camp (without the hunter) and 15% to melee and steering hunter. That 34% creates a unnecessary healing stress, and should be lowered as much as possible. I think we should aim for 80% damage done to tank to start with.
You need three dps to decently steer him, with the rest of the dps helping out for the quick hard turns.
If we want to control this fight, we first should start with lowering the damage taken. For me the key to this (beside avoiding avoidable damage) is using a second tank so that the spark tank can quickly taunt the spark away from healers and dps. The ranged dps can then quickly take down spark and fragments.
Once we control it, we can go to more advanced tactics with 1 tank.
We actually ran one tank in the end. We found it gave us more DPS control on steering and adds then become more manageable. (don't ask me why, all the numbers I ran should have made us ok with 2 tanks)
The issue with 1 tank is how to group the little adds for AOE. We found a pala healer with RF on gave a nice grouping point and the tank would return to this point to tnak the adds *on* the healing camp whenever he did not have a Spark to deal with. Again, it is important for tank to leave group ASAP before the Spark spawns to minimise chance of it remaining in the raid for too long.
I found most of my deaths were due to the big add in the group with me having too many stacks. Ranged taunt ftw? or do the little adds need to tanked also? they went down quick enough to not do too much damage
Quote from: Jewelz^;330270I found most of my deaths were due to the big add in the group with me having too many stacks. Ranged taunt ftw? or do the little adds need to tanked also? they went down quick enough to not do too much damage
That is what RGT is doing, as the little adds go down quick enough we have them stacking up in the healer camp and the 1 tank taunts the spark away from the healer/ranged camp.
With the tank also trying to stay away from the melee/leg group.
Let's see who will be removed from the Rhyolith fights first:
The damage from the Lava Stream (http://www.worldoflogs.com/reports/rt-qbmkava46x6su4f5/spell/97234/?enc=wipes&boss=52558)
- Palsboll was already removed
- Vladic was steering
- Legolei asked to be replaced after 2nd wipe due to being tired
- Dreaman will be the first healer to leave the raid, took almost as much damage as someone who was too tired to concentrate
- Same for Darthdrew and Moonslash
I won't continue, we are already out of healers.
Out of 9 pulls, 4 people stood 5 times in the lava streams, three people 3 times. The only ones who took a lot more hits are the ones that can't see it coming due to a very big leg in front of them.
So before threatening people to be replaced because they stand in the fire, first look at yourself, instead of saying it in such way that others are blamed.
Same statistics, but from monday. (http://www.worldoflogs.com/reports/rt-ywy5wxycu94zl002/spell/97234/?enc=wipes) Seems we did not improve. Maybe we should do something different with the healer/ranged camp, instead of starting next to the edge everytime, and moving two or three times at most during all the attempts. Maybe we should stay far from craters and active vulcanos. No, not maybe, definitely.
Next time, replace me when I ask for it. My eyes were almost closed.
I guess you are even more tired as u post this
Dear legolei,
Now, where to start.
First of all with you being tired. Simple question, did we have a other ranged DPS on the bank?
about the movement, noone seems to have trouble with it, except you. However when we do move the camp around we always have people staying behind ect, which result in a wipe.
Then for the magma flows, if we have healers standing in magma flow, we will replace them if we have back up.
In my defence, I know that Ive been standing in magma flow 2-3 times when it as a wipe, to die quicker.
So again, who says it was a threat to just the tanks and dps? noone, just you.
If people perform bad, they will get replaced.
If people perform bad, they will get replaced.
hmm? why even say that when its no one to replace a range DPS for ex?
but I can get replaced in a heartbeat since Im melee without not even telling me why?
so what I miss in RGW is teamwork. ask ppl why they do some stuff and help them do it right instead. and after that if they keep on messing up then replace them..
don´t just shout.. don´t stand in the fire! tell them how to get out and where to stand instead (as an example) ..
and for the boss.. don´t we need 3 melee in this fight?
Quote from: Arcticfire;330756Dear legolei,
Now, where to start.
First of all with you being tired. Simple question, did we have a other ranged DPS on the bank?
Treach in his offspec. It could have been a melee too. Melee can kill the adds in the camp too. Adjust your tactics and overcome.
Quote from: Arcticfire;330756about the movement, noone seems to have trouble with it, except you. However when we do move the camp around we always have people staying behind ect, which result in a wipe.
Maybe I'm the only one saying it? Did you check? And I have seen people move out of the AoE heals to avoid damage, dps and healers. I've seen healers move 20 yards out of the group to be able to heal the melee on the boss.
Let's see our default starting positions. Tell me, is your healing range big enough to heal the melee at position 2? Since 9 out of 10 times we go right first.
That people stay behind is just a matter of training, we move the same group all the time on fights like Omnotron and V&T.
(http://bossblueprint.com/php/get.php?img=FCwkKWD_Y) (http://bossblueprint.com/view.php?img=FCwkKWD_Y)
Quote from: Arcticfire;330756Then for the magma flows, if we have healers standing in magma flow, we will replace them if we have back up.
In my defence, I know that Ive been standing in magma flow 2-3 times when it as a wipe, to die quicker.
Lame excuse (http://www.worldoflogs.com/reports/rt-qbmkava46x6su4f5/xe/?enc=wipes&boss=52558&x=spell%3D%22Magma+Flow%22+and+type%3DTYPE_DAMAGE). And then: "...if we have back up." So healers are immune since we have only 3 mainspec healers max showing up every raid. Ranged dps is not really threatened, since the 'optimal tactic' is always in favor of ranged. So melee will be replaced as soon as they stand in the fire once too many?
Fact is, any melee on the legs of the boss will have more magma flows hits, since some will just spawn directly below them, and they have no option to go else. They have to hit the legs so that Rhyolith is controlled. They only way to prevent the hits, is good steering, hitting the active vulcano's and staying away from the craters. As long as we are not really in control of that part of the fight, my opinion is that we just accept it and deal with it.
Just for comparison: RGT being hit by Magma Flow on their last Rhyolith kill (http://www.worldoflogs.com/reports/zcs26ake8wz1pouy/xe/?s=8585&e=8943&x=spell%3D%22Magma+Flow%22+and+type%3DTYPE_DAMAGE).
Quote from: Arcticfire;330756So again, who says it was a threat to just the tanks and dps? noone, just you.
Your interpretation, not my words, read carefully. I did not mention dps/tank/healer.
Quote from: Arcticfire;330756If people perform bad, they will get replaced.
On what criteria? Where do you draw the line? Perform bad absolutely or relatively, and to what criteria?
Who's fault is it when a druid dps (feral or balance) has to stop his/her rotation and his/her dps drops, because a healer begs for an innervate? Will you blame the dps for low dps or the healer for bad mana management? Or the rest of the group for taking too much damage?
Whose fault is it, if anyone gets hit by a magma flow, when the healer/ranged camp is not moved, just staying next to craters? Leaving no time to react and no room to sidestep a flow.
Whose fault is it, to send the whole group halfway around over the platform at the start of P2, leaving the whole group without heals, leading to an instant wipe? We need to be behind the boss, you say? Good, let the tank pick him up and turn him around, and then move if needed.
Fact is, we are on an absolute scale all bad players. We all lack insight, we all lack awareness, we all lack skill, we all lack the absolute drive to be the best.
Is this a problem? No, since on a relative scale, we are on eachothers level. No, not for me, as long as I or anyone of my teammates is not threatened in anyway while doing his/her best. The threat shows what is really smoldering: frustration. Frustration, because the progress is not as wanted. Who's fault is that? The one with the expectation or the group that has to live up to it?
No one stands in the fire on purpose when we try to kill a boss. Everyone is doing his/her best, both in game and in the preparation. We have to accept that we need (much) more time. in weeks and tries, than other groups to learn and control fights. And set expectations accordingly. Everyone of us makes mistakes, even on 'farm' fights. I don't mind, I don't raid to have world/server/guild firsts.
The threat ruins the reason why we play this game and raid at DMR: fun.
That really upsets me.
Quote from: Sithvid;330722I guess you are even more tired as u post this
Nope, I was suddenly very awake. I had suddenly a lot of adrenalin in my body.
For 20 minutes or so, then I was even more tired, and slept longer that I've needed to sleep in the last year, slept like a :baby2:.
Good kills on the other bosses tho my first spider kill
I think the wording of "bad performance" is wrong ... Its more a case of people struggling with a fight. If somone is having a hard time with a specific mechanic on each try you get a delicate balance between learning the fight and slowing the raid. I would have a chat with officers and if we have options we will swap people in /out. I think most of the time if we ask people to swap out they know that they are having an issue. 10 man is very unforgiving and loosing 1 person can be the difference. We also swap for many other reasons / rotation / mechanics /
Rgt have a team of people looking at whats going on rgw has a damm hard task of being run by Drea. Can i ask that you support him as much as possible being put on the spot and having to make these difficult calls during the raid and keeping up the pace means it not always possible to do a full breakdown of what is going wrong. We have the logs. From a quick look (ty lego) i can see that we do have a problem with people getting clipped by fire. This is a personal thing to control no tactic will help. I would say if you are having problems tweek dbm/dxe to give a enhanced warning of the thing that you are having trouble with
@pals, your right, I should have whispered you, it was caus we only had 15mins left or so? but that isnt an excuses I should have pmed your, my apologies.
@the fire part, how can I help you with that? All we can do is shout for magma flow, but in the heat of battle that doesnt always happen+ I am not the type of guy that spoon feeds. And no actually 2 Melee works better, I think we have noticed that as it went way better when Vladic was stearing.
@lego, treach was already in, and I wanted to try it with 2 melee, which IMO works better.
the Melee will be out of ranged sometimes, it happens and they shouldnt take much damage anyway, its why we are dotting them up when they close and its why sometimes a healer moves out to heal them.
K, my bad Its 2 times instead of 3, good job finding that.
Due to vacation time and people we do not have that many people on the bench, I dont know where Lynx was, Nims had to leave obviously and for the rest everyone was in.
where do I draw the line? let me say that if your below 10K dps then you are doing something wrong, even if you have to stop your rotation because of 2 innervates.(not saying someone was).
Whose fault is it, to send the whole group halfway around over the platform at the start of P2, leaving the whole group without heals, leading to an instant wipe? We need to be behind the boss, you say? Good, let the tank pick him up and turn him around, and then move if needed.
Ehhh???
And at your last point, im quite sure that there are more people in that group that want progress and do a good job, and expect others to do that, then we have people that just raid for fun and wiping.
There is a difference between worlds first and realms first then putting up with our capabilities, if I wouldnt think people could do this then I wouldnt even start with it.
and then, instead of ragequitting on TS you could also asked me, switch or sithy to have a chat on TS instead of logging of and go straight to the forums.
I think the key here is to discuss it on TS sensibly before slinging mud on the forums. Too often a sentence on the forums can be misconstrued and needless offence given. I think it's too late in this instance, but I'd urge people to think carefully before slinging more mud. The fights are a challenge, Rhyo has been for RGT too, but stick together as a team and support each other during this particular road block, that's what gives the great feeling when the kill finally comes.
Re Rhyo
We all start on the right side, let Rhyo walk past and then start dps on legs after first stomp
We use 2 melee dps + a ranged on legs
-leg dps is a result of removing 2 ranged AOE dps from the list of possibles (they handle small adds), 1 ranged on sparks prio
-(or 3 melee when the group is short on ranged)
-this leaves 1 ranged plus 2 melee on legs
Ranged group (inc tank) groups in mid-ish around a marked healer and remains there throughout the fight.
-we move slightlyfrom side to side around mid as fire/volcano dictates
-MT only leaves totaunt Sparks out of mid then returns
-we run a holy pala with RF on to help group the little adds when the MT is out on a spark
-by grouping tight we get very effective dps on the adds and they go down fast
-too much movement will always cause issues, both for range & dps.
RGW's DPSe looks about 10-15k rdps short of RGT on this fight. It *is* an issue and people need to figure out how to max up the dps being done - mana use has nothing to do with this, RGT use dps innervates, I mana hymn, etc and the effect is not of the order of magnitude to close the gap needed.,
When you hit roadblocks like this you need analysis & performance management if you want to progress at a reasonable speed. Some times people do not like performance management or the result. Often people are not aware of the whole picture and the reasoning for any changes to raid make up - and in the middle ofall this sometimes the RL might forget to effectively communicate a change to a person. But, whilst Drea has already apologised for missing a communication, keep in mind that RLs receive and deliver a vast number of whispers/comments each raid and have one hell of a job handling all of the information on the night and keeping the raid progressing at a reasonable pace, so I'd echo Jas' comments and support Drea in whatever way you can, he deserves it after all of the work he has put in to RGW.
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I nvr said anything about spoon feed me with shouts. :sad:
I meant that the group can give advice what to do or stand for others if ya see someone that struggle.. after a wipe. while ya run back. that what i meant with teamwork... and not talking about me or any special thing now. just in general
and thanks for answer that 2 melee is better then 3
so ya going with a range that helps out with the hard turns on the leg?
ops! while I was writing TL answered my Q:n
and I do hope ya kill him next time :D
Quote from: Arcticfire;330780.
the Melee will be out of ranged sometimes, it happens and they shouldnt take much damage anyway, its why we are dotting them up when they close and its why sometimes a healer moves out to heal them.
I disagree with that, you probably expected it.
Let's take our worsed offender (sorry, kitten :huggy:)
The logs (http://www.worldoflogs.com/reports/rt-qbmkava46x6su4f5/details/10/?enc=wipes&boss=52558)
Eruption+Concussive Stomp vs Magma Flow: 80% is unavoidable damage. The difference is a factor 6!
Compare it with Canaan, and you will see that he had a factor 32 for the same unavoidable damage.
For my ragequit for TS: If I would have stayed in TS, I probably would have blurted out my opinion. With a post on the forums I can take of the roughest edges and find some facts to support my opinions. From my point of view, it's the best way. But I know people disagree with that.
You doin it wrong.
Look at my post on the Beth'tilac compendium guys. Post #48.
If noone manages to make a post like that, ill do it again. Because my heart is so big and I love you all. :-)
Alot of animated discussion on here. I'm goign to try to avoid this and mention some things that I think we need to work on.
1) The melee healer being the mark everyone follows is a bad idea. When Dre has to run over to heal the melee some ofthe gorup follow him and some don't (as he hasn;t said "move") This causes a bit of confusion that can be avoided.
2) The small adds keep splitting up, some running to the tank, some to the group. I think we need a bit more clarification on what to do on them. I'm 99% sure it's best to let them run into the group and the tank can agro them in the group when not tanking the big add.
3) Moving from volcanoes. I think we need to move more but less distance each time. If an active volcanoe spawns next to us, moving 5-10 yards away from it would give us more time to cope. Either standing still or moving into the middle is a bit extreme either way.
4) AoEing the small mobs. Us booms worked out a rotation for our cd aoe. Maybe it should include the rest of the aoers. Being able to rotate our aoe cd's on each wave would make takign them down alot smoother in the long run.
5) The legs. My tact is to ignore them unless a Hard turn is called, then I'll chuck some damage out o nthe called leg and stop once the call changes. I hope it helps :)
I think I provided info on 1) - 4) in my post above.
You did reach phase 2 on try 4 and wiped after 6:49.
There has been 36161 kills on this boss. If you had killed him the moment you wiped, you would have been in 35802th place of the 36161 kills.
Let me rephrase that... You spend too much time getting armor down, so soft enrage killed you.
I looked through the logs for last week aswell (you did reach p2 atleast 3 times last week). Its the same problem there.
Maybe; Somewhere along the way, you lost track of whats taking him to p2?
"Phase 2 starts as soon as Rhyolith's legs hit 25%".
Also, damage done overall seem to be twice as much on Right foot as on Left foot. Why is that? This should differ for every new try... Leg-team: Always ask if you dont know what leg to dps, sometimes TS swallows what the Leg-leader said!
You did supergreat on healing!
You did supergreat on Fragments and Sparks!
You did supergreat on avoiding damage... in phase 1!!
You did supergreat on pulling Sparks out of group!
You did supergreat on staying alive for so long!
You did supergreat on this try (and other tries last night).
"Well then Slush, if we did so freaking good... Why did we wipe?"
-The answer is quite simple, my peasant friends: You need to improve on running the guy over active volcanoes and add a chunk of dps aswell.
This must be coorinated with in the leg team.
"How should we do that, oh mighty Slush?"
-Thou shall have 3 dpsers on legs at all times. One shall yell on TS and they shall all dps.. Light or hard, left or right depending on the call on TS.
"But Slush, what shall the other 3 dpsers do?"
-Sparks and Fragments, never take your eyes off them.
"Oh, my... you sure are wise, Mr. Slush sir... What do we do when phase 2 hits?"
-You run to Dreaman, his soothing apperance makes it impossible to panic and/or do other stupid things.
-You get your health up through Spirit link ,Tranq and Heroism.
-Dps rest of the adds. (Stay grouped or AoE Immolation will kill you).
-Then dps boss.
thanks for report oh mighty :worship:
Quote from: Slush;331029You did awsome on healing!
You did awsome on Fragments and Sparks!
You did awsome on avoiding damage... in phase 1!!
You did awsome on pulling Sparks out of group!
You did awsome on staying alive for so long!
You did awsome on this try (and other tries last night).
You did aw
esome on spelling :P
ROFL!
One way of making sure you get more dps on the legs is to ensure that you do NOT stop dpsing the legs when 'straight' or 'leave him'is called. When you get those calls dps both legs equally - you should never stop dpsing the legs, just adjust the focus of where your dps is directed. That way you get P2 faster.
I also had a poke in the logs last night looking at rgt kill vs Rgw best trys..Totaly agree with Slush The Wise
RGT kill lasted just under 6 mins .....RGW death 6.18...
More healing was gone by rgw
More Damage was done by rgw
Less people stood in fire
Looking where the boss damage went it was only on legs. Not 1 person put any dps into the body so he must have looked like a drunk walking home :P
Eruption damage was higher.. with people only hiting legs this may be making the driving more difficult to judge
My opinion about the main reasons why we did not succeed yesterday:
- lack of control in the steering: it simply takes time for anyone to learn, but I had the idea it was better controlled every try.
- lack of dps on the legs (Slush confirms that)
- lack of focus on the fight
Because of the lack of control in flattening the active vulcano's, debuffs keep stacking and everyone takes more damage, leading to healing problems (low health during transition to P2, mana problems). More control leads to an easier job for everyone, but mostly the healers.
Yesterday we had the 2 dps dedicated on the legs with 1 ranged help:
- Valdic was steering
- Pälsboll was asked not to use any dots on the legs.
- Hermioneg was asked to help on hard turn.
- The rest did not get orders concerning the legs.
Asking a feral druid not to use dots, is like asking not to attack. Pälsboll did what was asked (logs (http://www.worldoflogs.com/reports/rt-xgv1i32ipg5lveci/xe/?enc=wipes&boss=52558&x=sourceName%3D%22P%C3%A4lsboll%22%0D%0Aand+(fullType%3DSPELL_CAST_START+or+fullType%3DSPELL_CAST_SUCCESS)%0D%0A%0D%0A&page=1)), but it only added to the dps problems, and I think it caused more problems with steering than it solved.
In retrospect, a second dot class should have been the permanent third dps on the legs. This would have given the possibility to Pälsboll to use the dots without making Rhyolith turn one way all the time.
That Slush finds good dps on the adds in the logs, is a result of 4 ranged killing the adds.
The lack of focus was best shown by the very bad, not funny and sexist harry potter jokes between two pulls.
We did move the healer/ranged camp often compared to other nights, which is good in my opinion. I'm glad one of the healers took that job upon himself to help everyone prevent Magma damage. And I'm sure that we find the perfect balance between moving and staying soon.
Just my :2cents:
Quote from: JonnyAppleSeed;331050Looking where the boss damage went it was only on legs. Not 1 person put any dps into the body so he must have looked like a drunk walking home :P
The time(s?) we reached P2, the first stomp wiped us before we could even do damage.
I may be wrong but i thought you could target the legs or the body before p2 ? Im sticking with the dots are bad (unless you can remove them) burst damage all the way for more driving control. Worth asking grim what he is using to fiddle with the legs. I know for me I can use a mangle/shred/shred/ferocios bite rotation and only get a minor dps drop. Not optimal but maybe worth a try
Simple and if some people checked the vid i posted you see i am using my bleeds on both legs even at the same time.
For Pals doing that aswell shouldn't be a problem it will become a problem if a second class is doing it aswell.
But for Pals to learn/try is from this point on to try to only use your rake/rip (rake aint the real prob it is the rip) on the leg that is the main attack target.
For example: Last RGT kill the left leg was our main target to hit, so my bleeds went mainly on that leg only and keeping the right one clean. That way the little but extra dps that those bleeds do went into stearing left.
Why it shouldn't be a problem for Pals dotting both legs at the same time is that you should have 3 people on the legs, when a call is maked all 3 are/should be attacking that 1 leg so that is huge dps on 1 leg with little damage done to the other if a bleed is on it.
The boss is now more easy to turn so bleeds don't really matter as long as there is just 1 class doing it.
If for example TL and myself where doing that then we would be in trouble as moving will then become to hard for just 3 people to handle.
my question is.. the one that stears him in RGT..what leg are ya on? is it always the same leg from the start?
asking for Grim said that their major target was to kill the left leg first...
Quote from: pälsboll;331118my question is.. the one that stears him in RGT..what leg are ya on? is it always the same leg from the start?
asking for Grim said that their major target was to kill the left leg first...
We start off with dps split on both legs, normally before we start we say who does what but the last few kills we just start as we all know what to do.
Mainly it was the right leg that was the main target, if that was the case then i was the one that went left leg when no movement changing was needed.
That is what now automaticly happens. 2 dps on main leg 1 on the other.
The main leg will be called as soon as we know where most of the volcanos spawn.
If you are used to the fight and know how the stearing works then you will see what i am doing in the vid, swapping beforehand to the other leg before the call is maked. That only when you trust the situation and know all others are doing what they should be doing.
I must say that it is going better since we have vladic doing the steering. But ye, still alot to learn here!!
The first half of monday we tried with Pals not using Dots as Jas thougth that would help out, we lacked in DPS then so Pals was back on her normal routine, and I think that Ice Hawks advice will help to more DPS on the legs.
What I do find strange is that we are not even close to 25% when all stacks are gone, how is that with RGT? I thougth you were supposed to be at like 35-40%, however I think we are at 70%.
I am gonna LOOOL @ the lack of focus, well mainly the reason your putting. Why cant we make jokes between pulls? and was I the only one? But hey I got you, I have this feeling you want me to look worse then I already am, but maybe you should grow up and send a PM or grab me on TS if you got a problem with me instead of being immature and go to the forums.
RGT also aint near 40% when his armor drops. We are around 65/70% i think when all stacks are down and the dps race starts on the legs.
But with the setup RGW has i think 3 melee will help alot with just the stearing and leg dps. In that way you have 3 full time dps on them and ranged can do add dps and when time over shoot the legs.
But run with the setup the group feels k with ;)
ahh so we are even on that:)
Ye I agree, with 2 dps it went oke but 3 dps would be better.
Quote from: Legolei;331059The lack of focus was best shown by the very bad, not funny and sexist harry potter jokes between two pulls.
This type of comment is totally unhelpful when it is bother after the fact and subjectively unsubstantiated.
RGT insists on humour, we'll kick you if you can't laugh and have fun with the rest of the group. If someone oversteps the mark then the first step is a whisper to the RL so that it can be addressed at the time. If this gives no satisfaction then come talk to a Council Member with details and we'll investigate. Dumping a vague complaint on the forum helps nobody if you have not bothered to make a complaint at the appropriate time.
Talk to us first and at the time so we can help.