RGT will be doing this after Alys & Baleroc, so start prepping for it please!
2 tanks
3 healers
1 melee
4 ranged
Little Spiderlings to be killed by hunter - then hunter proximity kills the Broodling leaving the patch of fire somewhere convenient
-healers note 50k AOE damage on hunter when Broodling explodes
Spinners now have a stun which can be cast if the are left up in the air
-prio to taunt down so stun not cast
-note: may bug if taunted before they are fully 'lowered' on their thread
Drones have a new ability - Fixate which focuses on a target and humps them
-fixated player takes 75% less damage from the Drone
-must watch for Spiderling hunter becoming fixated and kite Drone away from Spiderlings whilst fixated
Send 2 dps up for first phase, 1 thereafter
At transition (smouldering devastation) the dps immediate prio is to finish Spiderlings - ignore other adds until Spiderlings are down)
Strict raid walls must be used.
My concern on this fight is the HP at which we start P2. We have to aim to have Beth down a LOT lower than we usually do, 85% won't cut it and certainly we can't have the 100% that we killed Beth from at the start of P2 the week before last!
Well, it seemed so far away, but this is the LAST heroic challenge left before we encounter Heroic Ragnaros. Let's see if we're up for killing Beth fast so that we can start playing hardball with the Firelord himself :)
Ill watch some movies tonight ( to mutch work to do so at work atm.. :( ).
Maybe a stupid question.. but do we have an optimal setup for teusday? Are we gonna have 2 people ( me and grimR ) on the small ones again rotating traps?
Really looking forward to this one.. and looking forward to the firelord as well.. but seeing noone killed it yet.. must say alot :P hahaha :)
My initial thoughts are to just have one person doing the little adds - and the new add. It's more pressure on the person assigned to it (likely to be a hunter) but also allows us the flexibility to handle the rest of the fight, particularly in P1 where we are hoping to send 2 dps up instead of just the usual 1.
1 ranged dps (likely hunter) on little adds & new add - keep clear and proximity explode the new add to drop patches outside middle area
All taunting down Spinners asap to avoid stun(=wipe) being cast
Tank + 1 healer upstairs + 1 melee dps + 1 other dps(first cycle only)
Tank + 2 healers + 2(3 from second cycle onwards) ranged dps downstairs
Hero at c.50%
Strict raidwall rotation towards end
In my own mind Baleroc was the gear check for this fight, so the fact that we've done Baleroc means we can meet the DPS requirements for Beth'tilac too.
would it help respeccing to survival for more aoe dmg / slows for the adds?
Probably yes. It will be a pretty much solo job I'm afraid to allow us more dps on the other things.
ill do some reading up, later on and get back to you :)
The hunter that takes care of the adds should be able to do so in MarksMan but needs a few AOE tallents to slow the adds.
I dont mind who ( me or grim ) will take care of that part but we will have to make a second spec for it :)
Im looking forward till tonight! lets get it down and start working on raggy :P
Rly looking forward to this fight. This is fight is made for us. :-D
good luck guys, one melee dps only, guess that surely will not be me, so I'll be fine to warm the bench! pressing thumbs though!
Well for the melee there is just not much to say really.
It is the same as on normal....
Only at the start a little taunt change but for the rest it is the same.
First few tries we had Jesung and myself as dps going up, dps wise i think that worked to get the boss hp down enough.
At some point he had to go fully downstairs to get that in order, that ment i was on my own dps wise. Only 1 try i think i could see if i was on track for an "k" result for doing it on my own.
It felt like that i would end up near 80% but can't really say as the other tries there happend always something that delayed my dps time.
If it wasn't the big walk to get on top, or when i got on top that i had to walk around some meteors first to reach the boss etc.
That is my story.
Logs are up.
We struggled with only 3 dps downstairs for the first cycle. No idea why, most guilds send 2 dps up for the first cycle and manage it ok.
Moving 4 dps down worked well and it stabilised a lot.
Stacking the sludge in a line (tight grouping to give predictable pathing) was key.
Need to manage fixation better and know when to run to tank.
Otherwise I think we need more work to up the dps as we're not going to get it done if we have to push boss from 80% to 0% in P2.
For the tank downstairs...
DK DeathGrip works here.
If you're doing 3 (1, then 2) it's critical you save your grip for the 2nd one. This means that the 3rd spinner is only hanging for about 2-3 seconds maximum which is hopefully enough time not to stun the raid.
Focus macros didn't work for me as there are many spinners - click and taunt/grip seems to work best. However, i did accidentally taunt the wrong target as the targeting recticle isn't clear if the target is high on the edge of the monitor, so ensure you turn to ensure he really is targeted.
When the ground DPS was awesome, the drone died at the same time as the spinners dropped which I needed to taunt.
Perfect. Provided the DPS don't go mental on the new drone coming, I don't need to taunt it right away just hit it.
When the ground DPS wasn't quite so awesome I have to kite the drones through the raid to reach my spinners to taunt which means the raid either has to move or heal through the spitting. Also, there's a large chance that it's also towards an advancing pack of spiderlings which is probably worse.
Quote from: Icy VeinsFrom a tanking perspective, the fight does not change at all. The only difference in execution is that, as the ground level tank, you should tank the Cinderweb Drones in the center of the arena, in order to allow for better detonations of Engorged Broodlings (not something you ever need to concern yourself with).
So instead of me kiting the drone around the raid and or through the raid, I remain static and just turning to taunt the spinners and keep agro on the drone.
This does solve a few of my problems, but does introduce a new dilema - kite drone away from spilderlings if needed OR stay inside spinner taunt range.
I think you are misreading that. You being in the centre comes under part of our 'tight group' strategy, it's being in a tight group that helps the detonation of the broodlings, not a tank being in the centre and certainly not being a static tank. There will always be movement, so I'd suggest the focus should continue to be to stay tightly grouped in the area we were using.
The only thing that might help range on taunts is going back into the circle, which we can do, but it makes any adds coming from the middle path a bigger challenge due to the closeness to our grouping point. Perhaps we can do that to ease things.
Quote from: Icy Veinsan important mention should be made regarding the pull. Beth'tilac will climb up to her web and be unattackable from the ground as soon the first attack reaches her. For this reason, we advise that a Destruction Warlock pulls the boss using Bane of Havoc, and then remains on the ground level for the rest of Phase One. This will provide your raid with a large DPS increase, as 15% of all the damage done by the Warlock will be done to Beth'tilac.
This might be worth doing.
Fiery Web Spin (the stun cast by the Spinners) is interruptible.
We might need to assign a healer to help on this in P1 to allow more time on other adds.
http://www.wowhead.com/talent#ccZfRhMGMMurof0M
-a recommended MM build for a hunter to solo the little adds
-use Disengage to increase mobility
-use Disengage as often as possible to negate the Broodling explosion
The numbers for this fight simply do not work unless one player handles the little adds and the Broodlings (thus allowing one additional player up to Beth's level in P1). If we have to have 2 DPS on it then we're almost certainly going to die later in the fight as we'll be behind on boss HP.
ye found that spec last week :) and was planning on making that the second spec..
For the small ones the hunter and his healer should be able to take em all with healer only taking the last one when hunter is already gone to the next pack ( and the ones that the hunter misses ofcourse .. )
I have no idea how it went last week seeing i wasnt there.. but this is how its on 99% of the movies i seen on youtube.
Another evening of practise with new tactics.
I think it worked out well we got into phase 2.
Frist few pulls where chaos real chaos but after that it went better and better.
For my own part of the fight:
I hadn't seen the downstairs part before so i was abit searching for how and what to do etc.
But after the first 2 pulls i knew what to do and had no problems doing my role.
phase 1.1 are the first 6 spinners that needs to be taunted and killed, that part is done nice and easy.
phase 1.2 is where i should be fine together with Whitey on the spinners, it went wrong as soon as something else went wrong within the group.
But also what i noticed is with 1 try that the drone went upstairs, i don't know if something else was going on that we lost dps from the ranged camp on the drone or not.
But I won't be able to kill 6 spinners and a drone together with Whitey, but i think something was going on that kept the dps away from the drone.
For the rest if all are also able to react on "fixate" as they should then we should see with this tactic phase 2 alot more nice and easy.
Quote from: Ice Hawk;337260Another evening of practise with new tactics.
...
For the rest if all are also able to react on "fixate" as they should then we should see with this tactic phase 2 alot more nice and easy.
For the benefit of those not in tonight's raid, could you provide a summary of the new tactics?
Quote from: Twisted;337272For the benefit of those not in tonight's raid, could you provide a summary of the new tactics?
Hmm for a tank point of view i think not much has changed for you.
For "fixate" it means that the person who has it has to get to the tank and away from the small adds.
The tactic change was a second melee in the fight, the melee downstairs help taunting (add nr 4 and 6, tank taunts 3 and 5) and kills the spinners with the help of the tank.
That is what has changed i think, nothing else has changed for the fight as you know it.
The biggest change was to DPS assignments. Previously we were trying one hunter on little adds + broodlings. However, we found this difficult to sustain so we changed to:
one melee + one tank on the drone & spinners (plus a little top up from other dps)
This allowed the little adds + broodlings to be handled by one hunter & one ranged
Once we'd implemented this change we progressed regularly into P2. Our best was 79% at P2 entry, which is more or less where we need to be, however we sort of blew the transition and wiped at that point. We're much more solid now in P1 with these dps assignemtns.
Well i was upstairs today trying to get him down as far as possible before phase 2.
The best try we had after we fixed our movement space and none of us falling down we would have had him at 77% health left. It ended up at 81% but i already had stopped my dps on him as the wipe was already called.
But with the time etc left we should have gotten him at 77%.
But i also have a feeling now knowing both ground and up fights that we can have a second dps up only for the first run.
As for the spinners i am killing 1,5 spinner before i go up and for the rest they shouldn't be a big problem for the other dps and tank with splash damage.
The only thing i can see that might be a problem for the first bit is maybe the drone.
But that is my point of view after today.
I must say that although it feels very hectic, it does seem to be going rather well now. Drones going down before new one pops, and the area is nice and clean. I can see the benefit of bringing in the extra DPS upstairs for the 1st round, but I'm not sure if we'll be able to catch up down below if we do...
I guess time will tell if we need the extra DPS boost, but I'm thinking we do. I just hope we can still manage downstairs if we go with 1 extra dps upstairs.
At the moment, I'm not sure downstairs would cope with the loss of 1 dps and the question as to whom would be a horrible one. The drone and little add soaking seems to be a 2 person job, so you'd either lose your melee dps (Torgen) taunting and AOEing the adds, or your other Spinner/drone dps (Jesung). The loss of either would be a problem.
Before we start movign DPS upstairs for the first phase, I'd like to see us test the soft-enrage. We're regularly hitting approaching P2 now and the DPS is looking on target to see the boss at sub-80% when P2 starts, so we just need to get into P2 regularly and try it. With our raidwalls we ought to be able to push close to the kill once we see P2. The only possibility I see for DPS at the moment is a delayed additional DPS going up once Spinners are almost down.
Otherwise I think we are getting a pretty repeatable system working now, we just need to execute it without having any errors so that we can start playing in P2.
Another one crossed off the list, well done guys with a nice clean kill and the one less DPS on the floor for the first phase worked out fine.
Quote from: TeaLeaf;337953At the moment, I'm not sure downstairs would cope with the loss of 1 dps
As it happened, they could. We're now sufficiently organised downstairs to have 2 melee dps upstairs for the first rotation. Boss was at 78% when P2 started. Hero was blown at 50% (we could delay a bit to help later healing) and raid walls used in succession later in the fight. Nice clean kill in the end.
:thumbsup::dmw:
Quote from: TeaLeaf;338146As it happened, they could. We're now sufficiently organised downstairs to have 2 melee dps upstairs for the first rotation. Boss was at 78% when P2 started. Hero was blown at 50% (we could delay a bit to help later healing) and raid walls used in succession later in the fight. Nice clean kill in the end.
:thumbsup::dmw:
Boss went into p2 with 75% hp. If i didn't get delayed by some weird stuff happening it would have been around 72/71% but i lossed some dps time during phase 1.2 and also in 1.3