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Fairly straight forward, one mechanic removed, one added.
On heroic the trapping is different in that we will trap Rageface rather than Riplimb.
Also the dogs are not actually killed on heroic as their health is increased by alot and more importantly they do NOT enrage when Shannox goes below 30% (infidels!!)
However, they do gain a stacking buff on every successful melee hit.
So, the strategy changes a littlebit.
Ranged/healers gather loosely in a 'middle' section. MT and OT approx 40 yards away (inside range of healing) on opposite sides of the middle.
Now the tricks:
1) OT (riplimb) moves to middle with speed enhancers such as hc leap/roar/leap of faith, as soon as the spear is cast. This makes Riplimb move to middle, then back out again to fetch spear, then (from 80 yards) move back to Shannox.
2) Slows, apply all possible slows when doggy moves back out to get spear, and then when he moves to the boss to get it.
The slow is removed as soon as he gets the spear, remember to re-apply.
3) MT (shannox) kiting, it might be a bug, but Shannox cant receive the spear as long as he is moving. So. if for the last few seconds the MT still has Jagged Tear, he can STRAFE Shannox directly away from Riplimb, moving slowly. and stand him still as soon as stacks were reset.
(source: http://www.mmo-champion.com/threads/945739-Heroic-Shannox-issues.?p=12434975&viewfull=1#post12434975)
Lastly, with multipe firetraps around, we can reposition the the raid as a whole say left or right aslong as we keep our respective positions.
Some light reading ready for tonight http://www.icy-veins.com/shannox-detailed-strategy#sec-6
It looks like Riplimb can be handled pretty much in the same way he is now.
Rageface is a different story:
QuoteTrapping Rageface (http://www.wowhead.com/npc=53695) is a task in which the entire raid (minus the tanks) will have to participate. One ranged DPS (preferably an Arcane Mage) should be assigned to DPSing Rageface (http://www.wowhead.com/npc=53695) at all times. This will ensure that Face Rage (http://www.wowhead.com/spell=99947) is broken promptly. Additionally, a backup player (either another Arcane Mage or a Marksmanship Hunter) will need to be assigned. This backup player will DPS Shannox, but will quickly switch to Rageface to break Face Rage if the player assigned to breaking Face Rage normally is the one targeted.
Because Rageface attacks targets at random and cannot be tanked, the entire raid (though chiefly the player assigned to Rageface) is responsible for ensuring that Rageface does not trigger Immolation Trap (http://www.wowhead.com/spell=52606)s (to avoid gaining the Wary (http://www.wowhead.com/spell=100167) buff) and that he triggers Crystal Prison Traps when needed.
The timing for trapping the dogs is one of the more delicate aspects of the fight. Your raid will have to alternate which of Riplimb and Rageface they trap at which time, as there are not enough Crystal Prison Traps to have both dogs trapped freely. Essentially, you will want to trap the two dogs in an alternating fashion. However, if Rageface's stacks of Feeding Frenzy are low (under 15) for whatever reason (running excessive distances, attacking a Hunter who has Deterrence (http://www.wowhead.com/spell=19263) active, etc.), your raid can opt to delay trapping him. Riplimb should, however, be trapped regularly, regardless of his Feeding Frenzy stacks.
QuoteWhen learning the fight in heroic mode, the focus should be on correct trapping of the dogs. DPSing the boss is a secondary priority, and all DPS players and healers have to perfect trapping of Rageface when needed, as well as avoiding accidental triggering of the Wary buff.
We're doomed!
But seriously if you can dance the seeds on raggy you can stay out of the traps here. This should be easy in comparison :)
not so sure about that. It's not about you staying out of them, it's about avoiding Rageface going through them. If he decides to come after you from far away and there's a trap in the way, you're gonna have to be sure you don't pull him through it.
Key problems we saw last night:
- Trapping both Rage & Rip in a timely manner with alternate traps and not using each other's traps.
- People standing in traps. If we stand in a trap we are causing a wipe.
- Wary was triggered too often as space became a premium later in the fight.
That's it. I did not see anything else that was causing us an issue.
We could increase space and reduce 'Wary' problems by assigning someone to trigger immo traps. It's a 9 second debuff, does circa 30k per 3 seconds and increases damage taken by 40%, so theoretically we can handle triggering traps to clear space to allow better pathing. I could do this and dispersion through some damage if healers are manic, but I think we need to allocate someone and know when a trap trigger is coming (i.e. not randomly triggered or it makes the healer role real nasty). Trigger on traps near a Crystal trap seem sensible, or on ones that are in the 'boss/target path line'.
Healer mana seemed to really ease up a bit as we got better trap control on Rip & Rage, so I am presuming that the additional trap trigger damage could be handled.
We each need to get take responsibility for not standing in traps. No excuses here, we should handle it, it's a dirty great big trap on the floor and it takes several seconds before it activates, so move out of it! We can't really afford to 'accidentally' trigger a crystal trap during this fight as it screws up the resetting of the Rip/Rage debuff which in turn wipes us.
If we do the above, we actually enable far better trapping of Rip/Rage which will allow us to get well beyond the 26% wipe we saw last night.
Thursday - 26% wipe on best try.
Sunday - kill please!
If we had a rogue, they could go around disarming the traps....
I think that on pull, I'll take the boss further to the right so that when i shuffle sideways we have more space before rocks start causing LoS issues.
Yesterday especially the amount of traps at Shannox' tanking spot became a bit overwhelming the further we went into the fight. I think the dog went quite often thru an immolation trap when running into that area. Avoidable only by getting rid of them or moving the boss out of line. As I can heal myself I can trigger immo traps and heal thru and/or announcing on ts that I need healing. So positioning the boss respectively to the traps seems to be very relevant. Else, I thought the fight is not so difficult at all and we were quite close to a kill.
there are a few options for dealing with traps if we chose to detonate - ie i can do it and barkskin to reduce dmg once a min for example.
i think it would be better to move the whole group though. if when we hit roughly 50% on the boss (depening on trp positioning) we could all move 20 yards to one side and therefore have virtually a clear area to start again and be able to ignore traps?? what do you guys think?
That was what we had sort of discussed pre-pull at the start fo the night, that's they we cleared the area to give us that room, but we were more focused on handling the trapping to start with and sort of forgot to prioritise it during the evneing as we resolved more pressing deaths. Hopefully Sunday will see a slightly more methodical movement form everyone and also an ongoing attack-speed debuff on Rage which was the dog whose debuff seemed to climb too high too fast.
http://www.youtube.com/watch?v=tUKhzoyNrnI
Good alternate guide. useful info.
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Yea nice :-) I like how they're not trapping Riplimb at all. I think that'll make it a lot easier as we'll have far more crystal traps to use on Rageface.
I think we'd struggle to not trap rip at all. However we ought to be able to use the positioning to our advantage. Better discipline in moving from traps and maximising distance to rageface would solve our biggest problem.
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If we don't trap Riplimb we will need additional slows on him as TL's slow by itself isn't enough.
Well he went down on the last try of the night.
With me as tank and Whitey as healer it was a sort of weird run.
Me getting thrown into tanking a heroic got me a bit like help!!...
But after first try it was just adjusting some stuff and it went better after that.
The last try changes i was more happy about with the extra slows. It gave me some time to get my stacks off and twisted a bit more time to start the kiting.
The traps helped alot aswell but at the end i took the wrong traps so i have to learn abit to take the correct once:narnar:
With 2 people in the middle i could trap Rip alot more as more traps where in the middle and on my side.
Oohh and for the offtank use your mastery or dodge trinkets. I started with my hp trinkets but after the break i had a little chat with Whitey and swapped to more dodge and it seemed to work better then a larger hp pool.
Druid uses dodge more then mastery so that is why i use dodge and not mastery but i think pally's use mastery and dk's aswell etc.
Quote from: Ice Hawk;333533Oohh and for the offtank use your mastery or dodge trinkets. I started with my hp trinkets but after the break i had a little chat with Whitey and swapped to more dodge and it seemed to work better then a larger hp pool.
Druid uses dodge more then mastery so that is why i use dodge and not mastery but i think pally's use mastery and dk's aswell etc.
It made the healing a lot easier. p.s. Don't listen to JAS!:flirty:
Aye, the change to 'T' formation worked well, even of we did not quite execute properly towards the end of the kill!
Keys were:
-must remember to break facerage when it is on hunter/arc mage
-immo traps must be slowly cleared throughout the encounter to avoid wary
-even though more traps are in middle (due to Rip tank healer + slower) we should continue to try to drop stacks without using the crystal trap as Rage with high stacks is far more dangerous and caused more wipes
-moving side to side after Rage gets trapped worked well
-hunter/arcane mage has to remember to swing to other side of facerage to put a crystal trap inbetween Rage and the hunter/mage
-circular kiting of Shannox worked well but only worked when Rip arrives and is behind Shannox while Shannox is moving
As I said last night, I fraps it and I'm not making a movie of it. All in all, textbook :blush:
Quote from: Ice Hawk;333533The last try changes i was more happy about with the extra slows. It gave me some time to get my stacks off and twisted a bit more time to start the kiting.
I was really struggling with the kiting without any slows - my success rate at dropping stacks was maybe 1 in 6.
With the slows I think I only failed once to drop the stacks.
I think one of the reasons is that I need a long view (camera panned out) so I can see rip coming so I know when to start kiting, but I also need a vertical view when kiting so I can avoid traps (tank in trap == wipe). With Ice calling out when to start kiting as opposed to when the spear is hurled means that I can change my view a lot sooner, which makes the kite easier.
Even though it wasn't a "clean" kill, it was still a kill and we should take heart from this and do it much easier next time.
I expect that in a week or two, this should be a one-shot heroic boss like Halfus from the last tier.
Gutted to have missed it - Big Congratz tho Guys
Ninja bump here
(http://ninjanerdstech.com/wp-content/uploads/2011/04/funny-pictures-humor-fat-ninja-costume.png)
for the person that is gonna break facerage face if he facerages a person in the raid ( o snap. )
When he gets debuffed by a imolation trap you can not trap it into a freezing trap for like 20 sec.
So when hes debuffed save your cooldown ( deterence? icecube? ) for that bit.
If he doesnt get debuffed its a pretty eazy fight on your part :)