Dead Men Walking

Forum Archive 2023 => Archived Raid Tactics => Boss Compendiums => World of Warcraft - Dead Men Raiding => dMw Gaming => Gaming Archive => Firelands (Tier 12) => Topic started by: TeaLeaf on May 20, 2011, 02:10:19 PM

Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on May 20, 2011, 02:10:19 PM
http://ptr.wowhead.com/npc=52571
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on June 16, 2011, 07:30:46 AM
Short fight tactics, will be updated once live versions appear...

Two phases that rotate. Scorpion first (?).

Scorpion
-Whole raid gather in front of boss to mitigate cleave damage.
-If Searing Seeds was casted before entering Scorpion phase, move when you are about to explode. Every player will have a different timer.

Cat
-Spread to avoid pounce damage
-Kill the cat illusion thingies

Searing Seeds should cast once Cat phase ends, so just keep eye on debuff once in Scorpion again.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on July 07, 2011, 12:02:19 PM
http://www.icy-veins.com/majordomo-staghelm-detailed-strategy

Also Tankspot's:
QuoteHello and welcome to the Firelands Raid Guide! My name is Aliena, and in this guide I'll show you all you have to know about Majordomo Staghelm, the second to last boss in this new raid instance. We defeated this fight with 1 tank, 6 healers and 18 DPS, but similar raid configurations may work just as well.

On 25-man difficulty, Staghelm has 180 million health and 57 million in his 10-man version. Staghelm is a druid and will switch between several different Forms depending on your raid's positioning.

When 18 or more players are stacked up together, Staghelm will shift into a Scorpion Form. When your raid is spread out, Staghelm will assume a Cat Form. On every third shift, Staghelm will briefly shift into human form and then adapt to your raid's positioning afterwards with either Scorpion or Cat.

The longer Staghelm remains in a form, the faster his energy bar will regen due to a stacking buff called Adrenaline. Whenever his energy bar is full, he'll use a devastating ability depending on the form he's in. Eventually, he'll use them so fast in succession that you'll be forced to adjust your positioning and make him switch forms. However, every time Staghelm switches forms, he also gains a stacking buff that makes him deal 8% more damage on those devastating abilities.

This acts as a soft enrage timer and means you're basically forced to keep him in one stance for as long as possible without endangering your raid's survival. We've found 6-7 applications of Adrenaline to be manageable, but depending on your gear level you might want to try using 5, or even more than 7.

You should start out the fight with the whole raid stacked together including the tank, with Staghelm facing everyone. This will trigger his Scorpion Form, and whenever his energy bar fills up, he'll use an ability called Flame Scythe, which will inflict about 2.3million fire damage split among all raid members in front of him. The damage on this is affected by Fury, so it will go up as the fight progresses.

Your healers will likely get behind as Flame Scythe happens faster, so you should aim to Aura Mastery or otherwise cooldown the last few each Scorpion phase. When you absolutely can't take another hit of Flame Scythe, your raid members immediately need to spread out across the room and trigger Staghelm's Cat Form. Your tank should then drag him to the middle of the room so you have plenty of space in this phase.

In cat form, he'll use an ability called Leaping Flames when his energy bar fills up. He'll pick a random ranged raid member, jump on him and leave a huge circle of fire on the ground. These fire puddles don't vanish while he's in cat form and you'll need ample space in the middle, so make sure that all your ranged raid members are at least 20 yards away from Staghelm during this phase.

Every time he leaps, he'll also summon an add called Spirit of the Flame. These need to be killed as they come out, so make sure to assign some DPS to them.

After about 6 stacks of Adrenaline, your entire raid should collapse on your tank in the middle, and Staghelm will shift into human form, briefly stun your raid, cast Searing Seeds on everyone but the tank, and then shift into Scorpion Form. The Searing Seeds debuff will have a different duration on every raid member, from roughly 10 seconds to roughly a minute.

When Searing Seeds expires, the raid member will explode everyone else within 12 yards of him for more than 60000 damage, so Whenever someone's debuff is about to tick off, they need to run out of the raid and away from other people. No one can tell you when to do this, you have to keep an eye on your own debuff timer. Failing to leave the raid in time will almost certainly result in a wipe.

On the other hand, panicking and leaving the raid too early might result in too many people being out of the stack and Staghelm switching forms prematurely. To avoid this, you should run out when your debuff has about 5 seconds left, give or take a few. That should be plenty of time to get 12 yards away from everyone else. As soon as your debuff explodes, re-join your raid members.

This is the part of the fight that will likely give you the most trouble, as raid damage on Flame Scythe will be increased with people temporarily out of the raid. Raid cooldowns should be reserved for most of the Scythes. If at all possible, try to stack Adrenaline to at least 5. When you cannot handle the damage anymore, initiate Cat Form and handle it the same way you did the last cat form.

Afterwards, collapse on the tank in the middle once more and go through another phase of Scorpion Form. Since you have four stacks of Fury at this point, your raid leader needs to judge how many stacks of Adrenaline you can handle and call for raid cooldowns. We did 6, but 5 might be safer.

The next time Staghelm changes Forms, he'll briefly switch into Human form again. This time, since you're transitioning into Cat Form, he won't cast Searing Seeds but instead use an ability called Burning Orbs. This will spawn 5 big flaming mushroom-looking orbs around the room that will each attack the nearest player every 2 seconds with stacking damage.

To deal with this, you should have two ranged players near each orb that switch off on taking the damage. Make sure that they get healed and that they switch off when they start taking too much damage (which should be around 5 stacks). The orbs last a minute, so they'll basically span your whole Cat Phase.

At this point, you've seen all possible stances and abilities that Staghelm can possibly use throughout the encounter and he should be close to death. You should aim to defeat him before his next human phase, as another Searing Seeds would likely prove to be deadly. We defeated him when he had 6 stacks of Fury, during a Scorpion phase, and used a raid cooldown for almost every Flame Scythe that phase.

It's incredibly important that your raid communicates smooth transitions - when a transition is called on ventrilo, everyone needs to move out of or collapse into the raid as soon as possible, else you chance delaying the transition and ending up with a wipe. This is especially important when transitioning from cat into scorpion, as you don't want Staghelm to reach full energy right before triggering his phase change and ending up with a fire circle in the middle of the raid.

Once you understand the transitioning and all 25 of your raid members understand when to run out with their Searing Seeds debuff, this boss shouldn't prove too much of a problem. As always, good luck and have fun! I've attached footage of the whole encounter, so you can see how we dealt with the various mechanics in detail.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on July 26, 2011, 07:39:45 AM
Whilst Alysrazor is likely our next raid goal, this one follows closely behind!  Be prepared!
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on July 31, 2011, 05:50:38 PM
Bump for after Alysrazor.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on July 31, 2011, 10:53:44 PM
Alysrazor is dead, be prepared for this fight on Tuesday.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 01, 2011, 01:06:01 PM
I suppose the tank doesnt get hit by the seed debuff? Otherwise I suppose this is a pretty doable fight. Seems that melee dps has it relatively easy here. Apart from running out @ seeds and kitty adds it seems like a nukefest.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Grimnar on August 01, 2011, 01:11:11 PM
What we also noticed yesterday was that those adds go down pretty fast.
 
We rushed in yesterday and got the boss to 75%. With that i have to say we havn't seen the hardest part of the fight yet.
Moving out on your "own". People can't call that for you so you have to do that fully on your own.
 
With that under controll and healers can keep up with the stacks then it should be pretty easy.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 01, 2011, 01:16:19 PM
Said it before and Ill say it again: Power Aura's ftw! Set it to show a big blob of whatever on your screen when debuff time < 6 seconds, so you'll know when to move out. ...although I'm not 100% sure you can set it to check for time left on a debuff.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on August 01, 2011, 01:50:44 PM
Range on the seed AOE is 12yds, so the tank should not get hit if people move correctly.

Adds have about 320k HP, so drop like flies.  We can probably focus a specific number of people to them to increase boss dps.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 01, 2011, 03:07:04 PM
No, obviously tank doesnt get hit by the explosions if ppl move right. ;-) I meant does he get the debuff himself, i.e. Does he have to run out?
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Twyst on August 01, 2011, 03:24:32 PM
Quote from: Azunai;330001I meant does he get the debuff himself

Tanks don't get the debuff
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on August 02, 2011, 09:07:24 AM
P1 - Scorpion
Schedule raidwalls for #6 or 7 Flame Scythe
Group up, tank calls break on 6/7 stacks

P2 - Cat
Spread and position around circle to pre-determined positions
Move out of fire when he leaps
Assign 2 ranged dps to Spirit of Flame (are they tauntable?  - ie will they will die quickly enough in melee splash damage?)
Collapse to mid immediately he does 6th leap

Transition back into P1
When we return from Cat form to Scorpion, he briefly turns to Human form and casts Searing Seed:
Searing seed - duration 10-60 seconds - different for each person - CHECK & KNOW YOUR DEBUFFS!
Run out 5 seconds before debuff expires - AOE range is 12 yds - Set range check to 12 yards
Run back into group immediately after detonation of seed.

Second and later P1
Call break at about 5 - check damage levels and adjust!
Raidwalls for Flame Scythe essential as stacks build

Second transition into P1 (via Human form)
Burning Orbs cast instead of Searing Seed.
Three (?) orbs cast
Need to arrange three pairs of ranged/healers to handle the proximity debuff
Switch to next player at 5 stacks (just like Baleroc crystal handling)
Healers cover damage - use personal CDs to survive debuff if needed


I want to build a raidwall CD list please, I'm not sure my CD list is up to date.  Can you all please put your raidwall and CD in this thread please so that I can build a rotation?  Thanks.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Whitey on August 02, 2011, 09:30:52 AM
Quote from: TeaLeaf;330057Assign 2 ranged dps to Spirit of Flame (are they tauntable?  - ie will they will die quickly enough in melee splash damage?)

I'm not sure if they are tauntable but they have the same threat table as the boss so go straight to the tank.  I was thinking more of melee taking care of the adds as the boss jumps out at regular intervals and so would be better if ranged were on him?

As for raid cooldowns, I have a DG.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on August 02, 2011, 09:49:28 AM
Quote from: Whitey;330062As for raid cooldowns, I have a DG.
What's the CD on it?

I know we have a range of raidwalls, but I wanted to update my list of the talented CDs, so if people could post their raidwall & talented CD I'd be grateful


Healing
Grimnar - Tranqility (http://www.wowhead.com/spell=740) - 8 min CD
Teaell - Divine Hymn (http://www.wowhead.com/spell=64843) - 8 min CD
Jas - Tranqility (http://www.wowhead.com/spell=740) - 3 min CD
Slush/Puja - Spirit Link Totem - 3 min CD
Sheep - Tranq - 8 min CD

Mitigation
Twisted (DPS spec) - AMZ (http://www.wowhead.com/spell=51052) - 2 min CD
Whitey - Divine Guardian (http://www.wowhead.com/spell=70940/divine-guardian) - 3 min CD

HP Adjustment
Torgen - Rallying Cry (http://www.wowhead.com/spell=97462) (+20% HP to raid for 10 sec) - 3 min CD
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Grimnar on August 02, 2011, 09:56:08 AM
Grimnar: Tranq with a 8 min cd.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 02, 2011, 10:17:45 AM
Rallying Cry - +20% max hp to raid for 10 seconds - 3 min CD.

Also, I don't think kitties will die fast enough from melee splash. Personally I don't have a sustainable splash ability. Just 10 seconds of Sweeping Strikes every minute and the occasional cleave. Can't use cleave all the time as it would kill my dps on boss. With their 300something k hp, I might as well focus them down then.

Finally, 10man version summons 2 of the mushroom things, so 4 people needed.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Twyst on August 02, 2011, 10:59:58 AM
If I don't get to tank (solo tank again - lulz) then I can always re-spec unholy for AMZ raidwall
http://www.mmo-champion.com/threads/941129-Is-AMZ-viable-on-25-Stag
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Noréia on August 02, 2011, 11:24:41 AM
where is melee dps when in cat form? does he not leap on tank and melee?
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 02, 2011, 11:38:29 AM
Nop, has a min range I guess.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on August 02, 2011, 11:40:16 AM
Yep, melee stick to boss.  Leaps are to ranged.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Whitey on August 02, 2011, 12:35:47 PM
I've added the CD for DG to TL's post as well as links to wowhead for the details, any change due to talents/glyphs should be mentioned.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Twyst on August 02, 2011, 02:36:08 PM
I've changed my offspec from Frost PVP to Unholy PVP so that I now have AMZ. Not that I get to DPS much. What is interesting though is that a lot of top guilds are taking unholy DKs (over frost DK) in heroic modes purely for AMZ as it's a lot of mitigation on 2 min CD. Basically the only boss where there isn't a good use for it is Shannox, but the best use for it is Domo.

The only sucky thing about it is that it takes 3 talent points away from a pure dps spec
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Grimnar on August 02, 2011, 10:35:10 PM
Well melee point of view incl the feral bit ofc.
 
 
First of all melee has it pretty easy on this boss fight and is a must kill for feral dps as he drops 4 items we need for our dps set:blink: (yes incl the staff):devil:
 
Also like the Al'Akir fight i don't like my dps position.....  I like the fight and i really like the different "seeds" timers as it shows if people are awake and not just waiting for someone else to make the call for him/her.
But me as a feral my dps is low on this boss as i have to be infront of the boss, and the adds well you don't build up any dps on those as a feral...  I tried to swipe a few tries but then swapped to single target dps as with the last 3 adds i had no energy left to bring in dps to get them down quick enough. (my dps is low as kitty cats "should" run around without any hitrating at all same counts for exp... so i am missing attacks and loosing some energy because of that)
 
But to go for hit cap for this boss only would be a pretty big dps drop on the other bosses....  so i am a bit lost on how to improve on this one as a feral dps.
 
 
But for the fight it self:
 
Start,  I helped out Whitey with a speed buff during the pull and TL used his pull on whitey after that. So when boss was at the group we where all grouped up and ready, incl the tank.
As some dps couldn't wait a few secs for the tank building up agro we had some agro probs at the starts of almost each try. The best comment maked on ts about that was " but but but my dps...."  So for next time, sod off with your dps and give the tank some agro time as it will help out the whole group, and that is worth more then that 2k extra damage that person did....
After 6 stacks (8 in the last try) the healer and ranged group split up to the ranged positions around the boss. Melee just kept on nuking the boss down and waiting for the adds to spawn to nuke them down as fast as possible.
The adds spawn faster after each jump so save mana/energy/rage to keep up to kill the last few adds. As feral dps i had loads of probs with those adds as i was out of energy when i needed burst dps. I even tried a few tries bringing in beserk but that went even worse then the other tries...
After 6 jumps we had to group up again and watch our nice "seed" timers. We said at 5 secs move out.. that got changed after last try at 4 / 4,5 seconds. Raidwalls are needed at that point but there is no steady order to call out before hand as no one knows how long his/her timer will be.
 
After 6 stacks (if correct) we spread out again and had the kitty phase again but this time with the balloons aswell???
 
(this part i am a bit lost as it went a bit to fast last try)
 
But for melee nothing changes, nuke boss / nuke adds!
 
 
best try was 47% i think.
 
Also a litte thanks to all the different healers we had tonight. Drew and Lynx.
And also to Nocto who went full healing the whole evening while he normally is dps.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on August 03, 2011, 10:12:37 AM
I ran Fraps most of last night so picked up about 100GB of video to track things.  I've reviewed a fair chunk of it this morning so hopefully this will help:

Grouping During P2 Seeds
The circle we group in has an approx 22 yard radius to its outer edge (estimated from healing ranges). The Seed AOE has a 12 yard range, so theoretically if we get onto the 'track' (the gold ring) we should be ok - but, I saw several examples where a detonating seed on the ring still hit someone in mid.  This means we are not grouping tightly enough in mid during this phase.  Certainly I know I blew a melee's arse off once last night as whilst I was detonating a seed on the ring the melee I AOE'd was several yards outside the main group and therefore took a hit.  

Timing of Seed Detonation
This was a very common problem and I do not think people yet fully understand why this is so important.  We run at about 8 yd/s, we need to move 12yds away for the AOE to be avoided, so running out with 5 seconds until detonation is too early and leaves the raid exposed.  The problem with leaving early is the Scythe.  Fewer people grouped in mid mean fewer people to share the Scythe damage, so the aim should be to minimise the time out of mid.  I tried running out at 3 and it worked about perfectly with a detonation on the ring and an immediate return.

The other issue is - don't run too far!!  It takes longer to get back into mid and so Scythe munches into the raid again.  Nobody should be further out than the ring which we estimate is 22yds from the centre - we had some poeple last night who were 10+yds outside the ring and the raid wiped to Scythe as a result.

Positioning for Leaps/Pools
We struggled when the same people got several leaps on them and often had people the wrong side of a lava pool at the point we needed to collapse.  We can deal with this by starting further away from the boss.  Range should not be an issue to the boss or your own group, so healers should be ok (range to other groups will be excessive probably).  

If we put down 3 lava pools (1,2 & 3) at greater range  and then move in towards the ring and place the last 3 (4,5 & 6) at normal range then we should not have any problems with running out of room or having people in the wrong place.

[ATTACH=CONFIG]786[/ATTACH]

This would also probably allow us to not stack in 2s or 3s meaning less people move when a leap happens.  On the 5th leap everyone should then move in toward the outer ring so that they are ready for the collapse on the 6th leap.

Raidwalls
These are pretty much essential to have in the rotation for Scythes when the boss stacks are too high, but we should be able to avoid using any in the first scorpion phase and not need any until late into the first seed phase.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 03, 2011, 12:34:55 PM
Heh, can't help but think of Heroic Leap + Charge as the ultimate seed solution :')
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on August 04, 2011, 08:09:27 AM
http://www.icy-veins.com/majordomo-staghelm-detailed-strategy

Timing of Flame Scythe
It takes Staghelm the following amounts of time to reach 100 energy, depending on how many stacks of Adrenaline he has.  Use this table to work out which CDs can cover more than one Scythe.  

•0 Adrenaline stacks: 18 seconds;
•1 Adrenaline stack: 12 seconds;
•2 Adrenaline stacks: 10 seconds;
•3 Adrenaline stacks: 8 seconds;
•4 Adrenaline stacks: 7 seconds;
•5 Adrenaline stacks: 6 seconds;
•6 Adrenaline stacks: 5 seconds;
•7 Adrenaline stacks: 4 seconds.

Disc/holy Priests:  
Power Infuse yourself for the 5th Adrenaline for extra output
Use Div Hymn on last scorpion phase under a PI.
Macro [item=Fiery Quintessence]Fiery Quintessence[/item] in for Divine Hymn.  
You can cast PW:B to cover 2 scythes later in the phase when stacks of adrenaline are high enough.
Recuperation in Cat phase and high burst spellpower during Flame Scythe


Paladins, Rogues and Mages
Can get rid of their Searing Seeds through Divine Shield, Cloak of Shadows and Ice Block respectively. Note that this will still cause the seed to detonate and deal damage to nearby allies. Players desiring to do this should do so immediately after a Flame Scythe has been cast, and should, naturally, be out of the raid. This will ensure that they are able to return to the stacking position before the next Scythe.

Warlocks
Put DI on a resto druid.
Put up soulwells just before the pull to use them twice during the fight.

Raidwalls:
Just trying to look at good combos here, not locked in stone

Perhaps go with something like:
0 Adren: 18s - heal
1 Adren: 12s - heal
2 Adren: 10s - heal
3 Adren: 08s - RC Torgen
4 Adren: 07s - Tranq Grim (8 min CD so not available again) + PI'd Div Hymn Amber
5 Adren: 06s - AM Tirkad + DG Whytee/Hal + PI'd Div Hymn Amber + Personal CD's
6 Adren: 05s - AM Tirkad + PWB Amber + Tranq Jas + healthstones
7 Adren: 04s - PWB Amber + Tranq Jas + SL Shaman

You could macro this order to /rw or healer channel to help (based on cast of first Scythe) to help, or call the number of the Scythe on TS for people to react to and use their CD.  Timing of these CDs will be critical.

(note the overlaps)
(I've not included a SP Div Hymn as I'm not going to be there after Thursday, so you'll have to do it without me!)
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Whitey on August 04, 2011, 11:33:44 AM
Quote from: TeaLeaf;330265Perhaps go with something like:
0 Adren: 18s - heal
1 Adren: 12s - heal
2 Adren: 10s - heal
3 Adren: 08s - RC Torgen
4 Adren: 07s - Tranq Grim (8 min CD so not available again) + PI'd Div Hymn Amber
5 Adren: 06s - AM Tirkad + DG Whytee/Hal + PI'd Div Hymn Amber + Personal CD's
6 Adren: 05s - AM Tirkad + PWB Amber + Tranq Jas + healthstones
7 Adren: 04s - PWB Amber + Tranq Jas + SL Shaman

You could macro this order to /rw or healer channel to help (based on cast of first Scythe) to help, or call the number of the Scythe on TS for people to react to and use their CD.  Timing of these CDs will be critical.

We shouldn't need to use any cooldowns during first Skorpion phase.  During the subsequent ones we didn't go about 5 stacks of the buff and on at least one of the kill videos I watched, that was the number they used to split on after the first phase. If we can get to 6 or 7 using the raid wall then that would be a huge improvement.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on August 04, 2011, 11:46:57 AM
Sorry, I was thinking second scorpion.  First is going just fine without any.  If we can't handle 7 then roll the CDs up one and work it from 6, etc.  It should help greatly.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Slush on August 04, 2011, 06:05:44 PM
I read through the posts, and I agree. It all looks good, and the small tewaking will be good.

But I think what kept us from killing this boss two days ago was; Lack of confidence.
We done harder bosses than this, and there will be harder coming after; Believe that this can be done, and we will get through it. We have the tactics, we have the gear and we have the skills. The only thing missing was minor tweaking.. and the confidence.

Go find it guys, and believe we can do this.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Noréia on August 04, 2011, 06:10:55 PM
Just to remind you guys, there are some healing abilities even for an enhanced shaman, just let me know if I can do some at these adrenalin strikes.
I agree with Slush btw, there was a bit of a "low confidence" feeling during the later attempts!
Guess we can do it easily.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: JonnyAppleSeed on August 09, 2011, 08:35:32 PM
A nice page from a druid point of view ... The same stack count as we are using at the mo 10,5,5,5,5

http://www.glowbie.net/blog/2011/08/04/healing-staghelm-10/
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 09, 2011, 09:06:46 PM
As you all know I'm a huge fan of Power Aura's. I outsource as much info as I can to this nifty little addon.

For those who also use it, for this fight I have an aura set up for the Searing Seed debuff. So you can "Check your seed" and easily see how much time is left :-)

Import all of the stuff inside the code box (also the version number) into your Powa menu, by clicking the Import button in Powa's main screen. Here goes:

Version:4.17; g:0.9843; icon:INV_Elemental_Mote_Fire01; buffname:Searing Seeds; r:0.9765; x:-450; bufftype:2; texture:23; alpha:0.78; aurastext:SEED!; size:0.99; timer.h:4.48; timer.Texture:AccidentalPresidency; timer.enabled:true; timer.r:0.9686; timer.Relative:CENTER; timer.x:-34; timer.UseOwnColor:true
You can customize this as much as you like (color, size, position, aura texture, etc.).
Keep the entire Activation tab as it is, should never need to change here.
Under Timer you can customize the timer. Make sure you keep "Show Time since activation" unticked, as it will count upwards otherwise.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Grimnar on August 09, 2011, 10:34:28 PM
Well a full night on this boss with some good progress.

Loads of 23% wipes and our best try was at 13%.


The orbs where a little problem to adept to if we can get that better under control it will be a kill:boxing:



Feral dps point of view:

I also learned a few new things for a feral. First of all, being hit capped sure works also not removing haste works nicely. The downfall of all that is that i lost loads of mastery (bleed damage) and some crit. So getting the hit was an improvement and not in one...

Fight it self:

We started always the fight with me giving the tank a speed buff, that is from now on a NO go. As when i use it there the buff aint avail at the crit. moments.
When the group has to split i use the speed buff so that everyone runs out faster and it saves us some time and for the slowpokes under us they will move as fast as the others would have without the buff:narnar:
(this saved us from a few wipes from what i have seen so i will keep doing it that way)


After the break we decided that at the start of the fight i go behind the boss untill 4/5 stack to being able to use my main attack (shred) and get some extra dps in. This worked out well for me, after the first 2 tries that way i stayed out longer to get the full heroism duration with me using shred. So i moved in when my beserk ended that was mostly when boss just reached his 5 stack (or 6 stack when hero went in late).

I also have to say well done to Sheepy as he mostly had the hero call spot on with the boss timers for when we had to split.


Scorpion phase 2 and 3:  At the start of the 2 scorpion phase where we have the seeds sheep and i also said on ts how many seconds we had left on our debuffs so we could decide who should do the first tranq. This worked out very well with just 1 time where we both where asking ourselves "and now?"  as we just had 5 secs difference betweens us.  
What i like to have for my own rotation is that i do the first one (if able) as my beserk is ready at the 3 run that way i don't have to watch out for using my tranq aswell and loosing dps because of it.


For the rest nothing new from my end. We where close to a kill and should get it next time.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Whitey on August 09, 2011, 11:02:47 PM
Good progress indeed.  The main area to work on is positioning for Orb phase and healing assignments during that phase.  We don't need to be standing next to the orbs, try and use a  similar distance from the middle as we do in the first cat phase ensuring you move closer/further away from orb at the debuf swap.

Phase | Stacks
Scorpion 1 | 10
Cat 1 | 6
Scorpion 2 | 6
Cat 2 | 6
Scorpion 3 | 5
Cat 3 | 4
Scorpion 4 | Until dead[/TABLE]

Scorpion 1: Heroism after 3 and Barrier after 8
Scorpion 2: Tranq just before 3 and DG before 4
Scorpion 3: Tranq just before 3 and Barrier before 4
Scorpion 4: Personal cooldowns and DG
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Jesung on August 09, 2011, 11:02:53 PM
Sheepy and Slush(?) seemed to have there's under complete control, although they did not seem to ever get pounced on, I am not using this an excuse as me and Incendia should have stood closer to as it took far to long for the switch over and I am sure Incendia will agree and inevitably that is what killed us. Plus me failing hard with Life Tap and killing the whole raid 'accidentally'.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Slush on August 09, 2011, 11:11:59 PM
Dude, neither you or Incendia are healers.. But you ran out of range for me. Incendia did it again the try after. Amber also ran out of range at one point, being at ~20%.
Its frustrating being locked to an orb when people move like that :-)
And yes; Me and Sheep were luckier with Bounces.

I had a quick chat with Whytee, and tbh; We had a free-for-all healing assignment on Orb phase. This caused range issues.

What i suggest:
Healer 1 near Orb 1 with a ranged. Focus healing on the 2.
Healer 2 near Ord 2 with a ranged. Focus healing on the 2
Healer 3 dancing away from Bounces, focusing on Tank, self and the 4 other raid members.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 10, 2011, 06:54:51 AM
Remember you're not really locked to an orb. You can move a very long distance, to close the gap between two people of different orbs (for healing range). As long as you don't mess up Pouncing and your orb partner stays dynamic. Doesn't mean you have to be on the move all the time but if the other team is being forced back by unlucky pounces then you have no choice really.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Slush on August 10, 2011, 08:30:14 AM
Quote from: Azunai;330691Remember you're not really locked to an orb.

Situational for a healer, but I do agree to a certain degree. Cant move far in any direction as it
A) Lowers my healing output in a phase that is extremely healing intense (Debuff ticking on 4 of us, Bounce x6 on random players and tank taking damage from boss.
B) It increases the chance of others having to run through misplaced fires (from Pounces)
C) Gives my Orb partner a headache
D) Could put debuffs on other people (moving further and further to reach the ones that needs healing).

I say we were unlucky with the RNG (Orb placement + Pounce) on the last 2 tries yesterday.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 10, 2011, 10:20:49 AM
All true, but if the other Orb team can't help it cause of unlucky pounces the alternative is a wipe ;-)

Awesome table you got going on there btw Whitey :-D
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Whitey on August 10, 2011, 10:49:47 AM
Quote from: Azunai;330698Awesome table you got going on there btw Whitey :-D

It looks fine to me :narnar:
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Milli on August 10, 2011, 11:02:31 AM
Yeah I totally agree with whats being said, my positioning was nowhere near as good as what it should have been on the orb phase, whether I was concentrating on the stacks too much or trying to make sure that the flame pools were far enough out I dont know, but you're right - it didnt make things any easier for an already difficult task for the healers.   Can only apologise for that guys :doh:
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Slush on August 10, 2011, 11:13:41 AM
Quote from: Milli;330701Can only apologise for that guys :doh:

Lol no. That was one of several issues yesterday, its all learning curve.
We had people blowing up, people not moving out of Pounce fast enough and the list goes on. :-D

Learning curve. And I think you did great. Like the rest of us. The real reason its being discussed now, is to avoid to make the same mistakes next week. Which it might be smart to have a healer on each Orb. That way there will be less chance for out-of-range.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Grimnar on August 10, 2011, 11:20:18 AM
and maybe also for the orb phase is to run with an extra ranged.

We ran with 3 melee yesterday, if we get an extra ranged that should open a free moving spot for a healer am i correct?

3 melee is good for the adds as they die faster that way. we only had 1 try where we had 2 adds up at the end of a phase, that was only because i had something else to do at that point and wat not able to dps for 2/3 of those adds. At the end we nuked them down fast enough.

But i think an extra ranged will give us some palying room for the healers, downside is that we have another player moving around the circle.
Or maybe in this case keep a healer in the melee camp?
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 10, 2011, 02:16:16 PM
I reckon the adds won't be a problem. Player may be at range and take 2-3 seconds longer to start dps because he has to target/cast, but all dps is on adds anyway. Remember that 3 melee means 2 of the melee have to run out when splitting (I was doing this already but only realised a bit later on that I *had* to). I think if we swap what we had yesterday, 1 less melee and 1 more ranged, we'll be alright.

TBH I don't think we should change anything at all (apart from a line-up change then, when possible). Just be more accurate and get comfortable with the Orbs and this is a kill, simple as.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Slush on August 10, 2011, 02:59:32 PM
Quote from: Azunai;330713TBH I don't think we should change anything at all (apart from a line-up change then, when possible). Just be more accurate and get comfortable with the Orbs and this is a kill, simple as.

True. We are just as likely to kill with 4 ranged as with 3 melee. Orb phase needs practice, then this boss is down no matter who is in the group.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Grimnar on August 10, 2011, 07:28:09 PM
Well it aint the best vid as it is a wipe... but it might be usefull.. it is a vid from last domo fight.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on August 14, 2011, 06:39:34 PM
Logs show some good tries on Tuesday folks, push it for the kill, you're not far off!  Good luck tonight!

(damn it I want to be there!)
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: JonnyAppleSeed on August 14, 2011, 10:44:13 PM
its improving but we are 10% short of a kill
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 14, 2011, 11:00:21 PM
The % doesn't even matter, he's dead as soon as we can survive through the orb phase! Or when we do that extra % so we only have to survive to the end of it xD
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Grimnar on August 14, 2011, 11:02:54 PM
I just have 1 question for myself:

Can i stay fulltime outside at the start of the fight where we go for 10 stacks with heroism etc.???

As that is the only time i can do full dps for the rest of the fight i can't go full out.

It is a thing a bit more dps from me or some mana saving for the healers if i stay/get in, with the group. As healers where short on mana i don't know if it is smart for me staying out.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: sheepy on August 16, 2011, 09:06:47 PM
Well done on the kill guys
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Grimnar on August 16, 2011, 09:10:57 PM
And i got the staff and the shoulders :D

staff for 1 dkp
shoulders for 122 dkp:blink:
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Arcticfire on August 16, 2011, 10:04:29 PM
gz guys :)
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: JonnyAppleSeed on August 16, 2011, 10:04:43 PM
Think of it as 60 each .. less painfull:narnar:. Great job guys the dps went out the roof on the kill ... He fell mid orb phase:yahoo:
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Sithvid on August 16, 2011, 10:59:44 PM
Gratz guys nice work
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: TeaLeaf on August 17, 2011, 12:03:58 AM
Yay!  Gutted to have missed the first kill, but delighted you pushed through this one!  Looking forwarding to seeing it when I return for next Tuesday's raid along with a Ragnaros kill!
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on August 17, 2011, 12:31:11 AM
Frapsed this (and Alysrazor) - will put up the movies tomorrow if I can, otherwise it'll be way later. Good luck on clearing again, I will be back next tuesday! :-D
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: JonnyAppleSeed on August 17, 2011, 08:57:26 AM
Realm Rank 25th ....

10 man tho we are 16th ...  That puts us on the first page. With a raggy kill we will be knocking on the door of the top 10 :yahoo::woot2::yahoo:
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Whitey on August 17, 2011, 05:11:26 PM
Quote from: Whitey;330684
Phase | Stacks
Scorpion 1 | 10
Cat 1 | 6
Scorpion 2 | 6
Cat 2 | 6
Scorpion 3 | 5
Cat 3 | 4
Scorpion 4 | Until dead[/TABLE]


Updated with stacks we were going to use for the kill (we only got to 2 stacks on Cat 3 stage).
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Slush on August 17, 2011, 05:57:01 PM
It must be added that we used every CD available atleast twice, the healers added dps and used two shammys for effective AoE heals so we could get him down during Orb phase.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Grimnar on August 21, 2011, 10:41:19 PM
He went down again after a few tries.

Had to say well done to the ranged and healer camp.

Melee had it hard aswell with keeping up killing the adds, we need to improve at that as we had a few tries 2 adds up at the end of the phase and that should not happen. Just one add half dead or fully dead is where we should go for.

With that said i aint the best melee dps for this fight as i have an energy problem after the second add. It worked out a few tries as i was somewhat lucky with free attacks but at a few points in all the tries i was yelling for some energie to being able to attack the adds.... I have considered using beserk on them but that is just a mega dps loss for the rest of the fight so i didn't go that way. In the end we did it but it was close...


For the rest of the fight all cd's where used multiple times during a try.

2 innervates went to either Jas or Puja
1 Tranq in either cat phase (when avail as i have 1 a try)
2/3 survival inst. used for seeds phase and scorpion phases when avail.
lifeblood and barkskin used when avail to asorb some damage and healing.

Last ablity but not used for now is bearform and his last healing call..  was 1 moment today that i should have used it, but at the time that i had a clue about what was going on with the shouting on ts it was to late...  i clicked on bear form but wasn't able to click the healing button in time...  (was the low hp wipe)
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on September 06, 2011, 04:09:44 PM
Here's the killvid of our first kill:

[video=youtube;QnKY8CVlMTU]http://www.youtube.com/watch?v=QnKY8CVlMTU[/video]
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Arcticfire on October 20, 2011, 12:26:39 PM
We killed him again tnight but it wasnt pretty....not at all. People forgot about there seeds (I noticed Sithy did) and then they moved out when they already dropped there seed in the group..causing Domo to swap to cat form and back to scorpion... It ruined out rotation and made the scorpion phase alot harder.

Lets not forget guys that we are nearly whiping or are whiping on nerfed bosses. So please bring your A-game and stop the slack.
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: JonnyAppleSeed on October 20, 2011, 05:48:00 PM
Power aura !!!!! We cant push this enough for all fights ... but this one is a must
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Azunai on October 21, 2011, 01:48:26 PM
Repost for great justice!

http://www.curse.com/addons/wow/powerauras-classic

Type /powa ingame, click import and paste the code below. Done!

Version:4.17; g:0.9843; icon:INV_Elemental_Mote_Fire01; buffname:Searing Seeds; r:0.9765; x:-450; bufftype:2; texture:23; alpha:0.78; aurastext:SEED!; size:0.99; timer.h:4.48; timer.Texture:AccidentalPresidency; timer.enabled:true; timer.r:0.9686; timer.Relative:CENTER; timer.x:-34; timer.UseOwnColor:true
Title: Majordomo Staghelm - Defeated 16/8/11
Post by: Sithvid on October 22, 2011, 03:31:24 PM
installed feathers crossed