LOCATION
Engine of Nalak’sha
Energy VortexAn active Energy Vortex transforms any player or creature who stands in it, granting a small taste of the Titan's true power.
Touch of the Titans: Contact with the Energy Vortex transforms the target into celestial form, increasing all damage done by 50% and healing received by 50%.
Overcharged: The Energy Vortex periodically inflicts players with Overcharge, causing them to take 5% additional damage. This effect stacks.
Stage One: Entering Defensive ModeElegon activates the Energy Vortex, attacking with Celestial Breath and calling for Celestial Protectors to help defend the Engine of Nalak'sha. Stage One ends at 85% and 50% remaining health.
Celestial Breath: Elegon's breath inflicts Arcane damage every half second for 1.50 seconds to players within a 100 yard long, 60 degree cone.
Materialize Protector: When Elegon has more than 50% remaining health, he summons a Celestial Protector to attack the players.
Celestial Protector: A construct of pure energy, the Celestial Protector servers as primary defense for the Engine of Nalak'sha.
Phasing: The Celestial Protector exists in a state of flux, held together by the immense power of the Energy Vortex. When the Protector has over 25% remaining health and exists outside the bounds of the Energy Vortex, players inflict 90% less damage to it.
Arcing Energy: The Celestial Protector inflicts Arcane damage to two random players and applies Closed Circuit to each target.
Closed Circuit: After being hit by the Arcing Energy, the Closed Circuit reduces the healing received by the target by 50% for 20 seconds.
Stability Flux: Upon reaching 25% remaining health, the Celestial Protector begins to pulse energy and periodically inflicts Arcane damage on all players.
Total Annihilation: Celestial Protectors explode when near death, inflicting Arcane damage to all players.
Grasping Energy Tendrils: With no targets in melee range, Elegon grabs and pulls all enemies to him, inflicting Arcane damage.
Radiating Energies: When Elegon reaches 50% remaining health, he becomes dangerously unstable. Elegon periodically inflicts Arcane damage to all players who are within the Energy Vortex, and higher Arcane damage to all players who are outside it.
Stage Two: Primary Power OfflineElegon attempts to reactivate the Engine of Nalak'sha by creating Energy Charges to energize the Empyreal Focuses. If players destroy all Energy Charges in a wave, Elegon will continue to create more Energy Charges. The creation process permanently weakens his physical form. Stage Two ends once an Energy Charge leaves the Energy Vortex.
Draw Power: Elegon attempts to restart the Engine of Nalak'sha by constructing six Energy Charges from his own body, permanently increasing all damage taken by 10%. This effect stacks.
Energy Charge: A small part of Elegon himself, the Energy Charge contains enough Arcane Energy to restart the Engine of Nalak'sha.
High Energy: With each successive cast of Draw Power, the created Energy Charge gains an additional 70% movement speed. This effect stacks.
Discharge: Upon reaching zero health, the Energy Charge explodes and inflicts Arcane damage to all players.
Stage Three: Power Draw StableElegon has reactivated The Engine of Nalak'sha, disabling the Energy Vortex and activating all Empyreal Focuses. Elegon shields himself from all damage. Stage Three ends once players destroy all the Empyreal Focuses.
Empyreal Focus: The Focuses activate whenever the Engine of Nalak'sha begins operation, venting energy into the surrounding platform. Damaging all six Empyreal Focuses temporarily disables the Engine of Nalak'sha.
Energy Conduit: The Empyreal Focus vents excess energy, inflicting Arcane damage to all players touching the energy conduit every half second.
Overloaded: Upon reaching zero health, the Empyreal Focus deactivates and vents excess energy back to Elegon, increasing his damage inflicted by 20% and casting speed by 20%. This effect stacks.
Linked Focuses: The Empyreal Focus will not deactivate until both it and the linked focus are brought to zero health.
Unstable Energy: Elegon periodically inflicts Arcane damage on all players.
Energy Cascade: Elegon fires a ball of Titan plasma at the location of a random player, inflicting Arcane damage on impact to players within 5 yards and creating a Cosmic Spark.
We'll probably be trying this initially with 2 healers, 2 tanks & 6 dps.
Make sure you have a clue before turning up or we WILL waste half the night whilst you catch up!
Add /target Celestial Protector
to your target macro for the main add
Quick summary about yesterday's encounter:
1 - Trash: Tanks should use the warden's ability to gain advantage of knocking back (frontal cone), after you got knocked back the mob will gain a buff for around 10 seconds (300% damage increase). Giving that you're knocked back, the buff will be around 3 seconds left when the warden reaches the tank and at that time use a CD or Disarm and the tank will be safe.
2 - Boss - P1: Boss is gonna be stationary. The MT should tank the boss around 4 O'clock to be in ranged for healers. Ranged + Healers should be around 7 O'clock @ the edge of the circle. the OT should be with the ranged group (not building stacks of the buff yet). When the 1st add spawns the MT will taunt the add and once the add passes the boss, the OT starts charging toward the boss and taunts him (to reduce the stacks on OT). DPS the add till 25% while he's in the circle and once you reach 25% the tank will drag him to outside of the circle. At that time reset you stacks and stay outside of the circle. Before the add is going to die he's going to cast a KABOOM spell for 3 seconds time frame.. Quickly get inside the circle to and start building the stacks to make it easier for healers. Don't forget to rotate CDs on KABOOM Spell such as Rallying Cry, Demoralizing Banner.. etc. After that MT will charge the boss and taunt him, OT will go to reset his stacks (yesterday me and Hal managed to Sync and maintained 8 stacks). The aim now is to reduce the number of adds spawning so lets work on that!.
3 - Boss - P2: Continue to dps the boss @ 85% until sparks spawn. I'd strongly suggest that we stacked around the middle since 6 sparks will spawn (3 on left and 3 on right) just quickly when they spawn use your AoE ability such as Thunder Clap, D&D etc.. then continue dpsing your main spark with single target ability. Keep in mind that the sparks will move 20% faster on each spawn. after killing your 1st wave of spark remember to reset your stacks quickly and continue dpsing the boss.. stack in middle for AoE again.
4 - Boss - P3: This is an easy phase If we execute P2 perfectly. DPS the pillars quickly (keep in mind the spawn of adds is affected by dpsing the pillars, the faster we take down pillars the less adds will spawn). After pillars are going down, move to the pre-mentioned spot for Aoe'ing adds tanked by OT. MT should be prepared to engage the boss A.S.A.P to avoid mass death grip by boss.
Guru the Cunning Planner! :taz:
P1-->P2 transition @ 85%
This is critical. We are aiming to get a fixed 3 x Celestial Protectors in P1 before hitting 85%. This allows the 3 adds to be covered by AMZ (1st), personal CDs (2nd), Rally Cry (3rd). Any more than 3 and we start to get to get into CD rotation problems.
DPS: MUST get onto the Celestial protector immediately. They spawn every 35 seconds, so we need to kill it quickly to allow pure burn time on the boss AND more importantly, sufficient time to get into P2 without a new add spawning. If we're too slow then we run straight from one add to the other and do not allow ourselves a clear window in which to burn the boss below 85% and trigger P2 without an add (and we saw what happened when we went into P2 with an add alive!).
Logs: http://www.worldoflogs.com/reports/7xxxwb5h89ommft4/details/43/?enc=wipes&boss=60410
(click the Damage by Actor tab and then select the appropriate try to see the table of who was slacking or lagging badly that try!)
There's a pretty big spread of damage on Total Annihilation, let's focus on getting our stacks reset before the Protector goes kaboom:
Total Annihilation Logs: http://www.worldoflogs.com/reports/7xxxwb5h89ommft4/spell/117914/?enc=wipes&boss=60410
Stability Flux 25%-->0% AOE: http://www.worldoflogs.com/reports/7xxxwb5h89ommft4/spell/117912/?enc=wipes&boss=60410
Healers - don't rush to heal people up post-kaboom. As Guru said above, let them gain some stacks and then they will take less mana to heal up to full health.
Phase 2:
Assuming we get it pushed below 85% without a new add spawning then we have 2 priorities:
1 - burn the boss HARD during Draw Power - this is 15 seconds where we take zero damage and have nothing to tank, so burn baby burn!
2 - get into position for the Sparks (with a mind to your required position for the Pillars in P3).
From what I saw on DPS, we can handle 3 waves (which gives a total of 4 stacks), so we're on track from a DPS point of view.
Phase 3
Seems pretty simple, bar slowness on killing some pillars. We need to burn them down as close as possible to being at the same time as each other to reduce damage taken. Remember, for each Pillar we kill, he gains a stack of Overloaded (http://www.wowhead.com/spell=117204) and this lasts until the end of P3 - so if we kill all 6 pillars at the same time then we minimise the damage taken by the raid. If we kill one fast and then not kill the other until 30 seconds later then the raid gets raped over a prolonged period by a buffed boss.
That's all I can think of for now, getting the pre-LAN jitters, need MOAR BEER!
Big improvement on dps during Draw Power.
Nice to see Phase 3 finally tonight, we'll kill him tomorrow!
Quick note for fellow melee dps:
In phase 1:
1st Celestial Protector @ 25% (mainly you want to dps the boss and ignore the add), once the add is about to die just get out and reset your stacks.
2nd Celestial Protector: Ignore the add completely and stay on boss, once the adds is about to go KABOOM use your own CD like Die by the Sword for warriors (http://www.wowhead.com/spell=118038) and use Victroy Rush to heal you up or HS.
Make sure your HP is above 52% to survive the KABOOM. Then you can reset your stacks (I managed to get around 12 stacks and survived it!).
3rd Celestial Protector: Same as 1st Celestial Protector.
BIG NOTE: use this tip if you have enough dps on Celestial Protector.
Fury Warrior PoV - 10man Normal:
[video=youtube;91In8AXtwxM]http://www.youtube.com/watch?feature=player_embedded&v=91In8AXtwxM[/video]
Looking at the logs we seem to be more or less on track for the kill time, expected kill time is 9 mins - 9 mins 30 secs. Our last try in the somewhat shortened raid night (due to lack of people) was 8 mins 01 secs (including the wipe time) and we were into P3. We would need to add in some time for the 3 Energy Charge waves we missed on that try and a small amount for then clearing up the adds, but to my mind that puts us more or less on track for the kill.
The thing I though went much better is the dps target switching and in particular using any spare time to add dps to the boss. Logs show much more damage on the boss than before and that's what we need. Looking forward to tonight and getting a full raid group back out there for the kill.
Just a quick note from my side, i moaned abit on the dps on my sparks and not being able to kill it fast enough.
I made some changes in saving focus and a small cooldown ( trinket ) and im now killing them well before they get to the pilar ( when they are about halfway on first 2 ) and still a nice way to go on the 3rd.
Im actually starting to like this fight :) we will get it tonight :)
Ideally we'll kill 4 sparks (Energy Charge) in the first phase (and let the 5th wave hit the pillars), then kill 3 in the second phase (and let the 4th hit the pillars). We can increase those numbers, but 4+3 should give us 5+4 = 9 stacks, so a 90% damage increase on the boss which should be more than enough to complete the kill.
QuoteWhile fighting the boss i found that you can stand on the very edge of the green circle, just inside the phasing zone, and instead of running out and running back in, you can simply jump and it will reset the negative stacks but keep you in the 50% damage/healing buff.
Sounds a bit suspect but may be worth a try [/FONT][/COLOR]
Well, we can confirm that this works and does actually save a chunk of time. I found I had to edge into the zone, then back out a fraction (I could only ever get to the right point by backing out - going forwards I never found the right spot). Well worth finding as a jump (and cast instant spells/abilities whilst in the air) means almost zero dps loss for ranged.
Last night was good in that we saw 5 trips into the final phase and produced a best of 23%. That's about 20 seconds or so from the kill, so we know what we need to do on Tuesday.
For my reference, here was the positioning of the 6 totems (clockwise from near left) we went with and the tactics adjustments we used.
1-Milly (Whytee helping)
2-Ammon
3- Slush (ele) (Ammon helping)
4-Guru
5 - Hubbah (Guru helping)
Larry Bird - TL (Hal helping)
Protectors were DPS'd by Guru & Hubbah, Guru calls the 25% 'Reset' and ALL dps then burn the last 25% down.
(Note: we took a decision not to remove me from the boss due to the boss damage being done, the remaining 5 DPS & 1 tank should be able to finish the job quickly enough).
THINGS TO SORT
We're still peppered with daft early deaths or missed sparks or late dps on protectors and we need to fix this fast or our progress in MoP will be really slow. We delivered a final phase on only 5 of 16 tries last night and that success rate is way too low.
SURVIVABILITY (http://www.worldoflogs.com/reports/7mdi1m7ij6vo5wgm/survivability/?enc=wipes&boss=60410) - first death or wipe analysis:
Try 1 - too long in Stability Flux (http://www.wowhead.com/spell=117912). Kill the Protector faster when below 25% HP!
Try 2 - missed spark
Try 3 - healing range issue during pillars
Try 4 - missed spark
Try 5 - too long in Stability Flux (http://www.wowhead.com/spell=117912). Kill the Protector faster when below 25% HP!
Try 6 - missed spark
Try 7 - healing range issue during pillars
Try 8 - missed spark
Try 9 - healer aggro on adds during P3 - needs all pillars down asap, ensure ToT & MD to assigned tank, all RUN to group up spot
Try 10 - missed spark
Try 11 - Lost Protector tank to stacks/lack of healing
Try 12 - Lost Elegon tank to stacks/lack of healing
Try 13 - stood in final phase outer-ring AOE (and don't run through Energy Conduits please!)
Try 14 - Lost Elegon tank to stacks/lack of healing
Try 15 - Unstable Energy?
Try 16 - Energy Charge Discharge
There's far too many of the above that we can avoid and not have happen at all. Let's be aware of where we make mistakes and fix it for next time please so they do not happen again.
Protector DPS
We struggled hard on Protector dps which we then fixed, but we spent way too long getting AOE'd by the Protector as it was not killed fast enough once it hit 25%. DPS logs are seriously confusing on the Protectors. Top DPS on the Protectors (from Try 9 onwards) should be Hubbah & Guru but it was not. This might account for the Protector timing issues and the slow killing of the add below 25%.
Celestial Protector - Damage taken from (for all tries)
Guru 89358346 34.4 %
Halbarad 60439994 23.3 %
MÃlly 32813943 12.6 %
Ammon 31526371 12.1 %
Hubbah 19016310 7.3 %
Teaell 12711128 4.9 %
Neasa 4088699 1.6 %
Slush 4003140 1.5 %
Whytee 2213579 0.9 %
Zolena 1280252 0.5 %
Beast 1148373 0.4 %
Puja 320969 0.1 %
The above is a table of Protector damage for all 16 tries. Keep in mind that tries 1-8 Ammon was assigned to the Protector with Guru, tries 9-16 were Guru & Hubbah. If you are assigned to the Protector you *have* to make sure that you are First or Second on DPS for the add and there are many tries where this is not the case. Please remember which target you should be DPSing, it is important! You can check how you did in the logs here (http://www.worldoflogs.com/reports/7mdi1m7ij6vo5wgm/details/35/?enc=wipes&boss=60410) under the 'Damage by Actor' tab.
From a healer perspective, finishing the add off fast is essential. On our decent length tries we take about 6 million damage from Stability Flux (http://www.wowhead.com/spell=117912) but this peaked at almost 9 million damage taken on some of our later tries. Let's stop slacking and focus that sucker down fast - we 2 heal this encounter and the healers could do with the extra mana if we avoid the unnecessary 3m damage taken!
Energy Cascade - the big round circles on the floor in P3 from which adds spawn
We're doing better, but we're still getting hit too much. Only 3 people last night avoided being hit by any last night, so gratz to Zolena, Guru and me. There's a big delay between the puddle appearing and the damage hitting, so let's move faster if you got hit!
http://www.worldoflogs.com/reports/7mdi1m7ij6vo5wgm/spell/119722/?enc=wipes&boss=60410
ENCOUNTER ADAPTABILITY
Guru mentioned this in another post, but it should be NORMAL for you to be using Tomes to switch talents or glyphs through the evening depending on which fight we are on. I switch Halo in and out depending on the fight for example, so it is worth checking through your talent & glyph options to ensure you are using the best options for the specific encounter. Don't let someone else suggest it, be on top of it yourself please!
Phew, big wall of text, apologies. From what I see it is mostly avoidable damage, avoidable error, wrong target/range issues. All of these are something that we can fix easily, so let's make it happen tomorrow night for the kill!
I'm about to start looking at the buff/debuff list, but I need a cup of tea first!
Due to Phasing, when the Celestial Protector is outside the Inner Ring and has over 25% health, he takes 90% reduced damage.= He must have been pulled out too early... Guru's comment on how hard it is to dps the add once in a while must be due to this?
Quote from: TeaLeaf;360730SURVIVABILITY (http://www.worldoflogs.com/reports/7mdi1m7ij6vo5wgm/survivability/?enc=wipes&boss=60410) - first death or wipe analysis:
Try 2 - missed spark
Try 4 - missed spark
Try 6 - missed spark
Try 8 - missed spark
Try 10 - missed spark
-And/or other tries where we did not get into p2 properly (3rd Protector up)
Some of these fails happened because we had a Protector up while we flipped him in to next phase. This was not an issue on try 11-16. I started using Stormlash Totem (http://www.wowhead.com/spell=120668) on try 11 (approx). I did this right after pull to have it back up for last part of the phase.
Stormlash damage done for try 15:
http://www.worldoflogs.com/reports/7mdi1m7ij6vo5wgm/spell/120687/?s=9492&e=10005
Dear Teaell,
I salute you Sir for this great post.
Please accept this arabian tea as a compensation for your great effort:
(http://farm6.static.flickr.com/5050/5254069235_8aa1f28a66.jpg)
:roflmao:
Thanks Guru, I need it!
Quote from: Slush;360731He must have been pulled out too early... Guru's comment on how hard it is to dps the add once in a while must be due to this?
Nope, visually from my perspectrive we were not focusing on the add properly. The add is not pulled out until 25%, so the rest is down to us. I remember seeing the add below 25% and seeing the HP trickel down almost like hardly anyone was hitting it. I think we just need ot focus opn it better, that's what the logs seem to say. I'm sure there is a fraction of a second sometimes when he was over 25%, but 99% of the time I'd be willing to bet he was <25%.
....and something I forgot from the above post. Cosmic Spark dps.
This is a table of the damage done to the Cosmic Sparks (the adds that come at the end of the Pillar phase) cross all 16 tries. We need more from people and a better balance please. If they go down quickly we win!
Toon|Damage Done|% Damage
Teaell |18293522 |21.0 %
Guru |13781447 |15.9 %
Whytee |12678410 |14.6 %
Slush |8899425 |10.2 %
Hubbah |8225583 |9.5 %
Ammon |7867211 |9.0 %
Halbarad |7518288 |8.6 %
MÃlly |5474948 |6.3 %
...and slightly OT, here's the reference for 'Larry Bird' (the pillar that has no colour, ie is clear') - the actual line is at 1:10.
Frustratingly close @ 7%.
Logs tell the story and are already uploaded.
Ok so we got the kill, but I'm still not entirely convinced that we have a sound strategy for our group. Any tactic that means we need to take upwards of 500k damage per second damage to the raid for well over a minute is always going to be a risky one and I'm convinced there are easier ways of doing this.
We brute-forced it last night and that's not a tactic that is easily repeatable and doesn't help us towards farm status on this boss. Suggestions please for making this fight easier next week.
Oh. Oh! I know the answers to that one!
1st: Stack reset.
Run out at X amount of stacks! If you do ghost wolf/roll/blink/Speed pot/cat form/disengage when you are at near full health AND have... 10-15'ish stacks. (Numbers to be discussed)
2nd: 4+4
Did anyone have problems with killing 4th Spark yesterday? I guess skill and gear has improved. No dps class should ever have problem with 4+4. The second part of the answer is going 4+4 :-D. This will make sure we spend shorter time in last phase, with +5% damage taken on boss.
For me the brute force method is the way to go......I think we will struggle to reset all people ( I know I would struggle to do so as the time to run out and back would be fatal for some ).
The last phase would have gone a lot better if I had arrived there with more mana......this is entirely possible. I had been very frugal with heals done on the first rotation of phases.......and after the posts were down the first time I was back at 100% mana. We had a bit of a wobble at the start of the 2nd cycle after the tug in and this cost me everything. Anyway,arrived in last phase with only 30% mana. Without the emergency healing it would have been a lot more comfortable.
I think we need to look at CD rotation for final phase.......I think we need to use raid healing boost cd's first ( weakest to strongest in order and only called in as the raid HP requires ) and only after the healing cd's are all blown throw in the damage reduction cd's which will have more value as stacks get higher.
I know myself that with careful management of mana and no unexpected emergencies I can do a lot better in the last phase and it could have been stretched even further.......the damage is insane, but grouped up "everyone sharing the love" healing is way more efficient than spreading out that requires single heals on multiple people that use up time that is needed everywhere else at the same time.
I used Healing tide for the run in from the edge and this stabilised the raid nicely as we got ourselves sorted. I used Ascendence when called for a healing CD ( duplication of healing done shared amongst all in range ).......and spirit link went down near the end as we were choking for mana.
The brute force method might not seem the prettiest or most elegant solution.......but it is logical that with 2 healers the best output will be gained from getting everyone to "share the love" and also the best dps will be attained from standing still and nuking like hell........it has a finite point of stacks of debuff that we can cope with but we showed that we can do it that way........and the more gear we get the quicker and easier it will get.
We only saw the last phase using brute force twice......and we killed it.
Anyway.....thank god we got it in the end ;)
One small additional comment regarding raid damage in sparks phase. I was seeing ranged people with large debuff stacks resetting after sparks were dead. Melee are obviously stuffed for resets until sparks are down.......but ranged can reset with every instant they cast without affecting dps output...........the lower the stacks, the lower the healing required as each spark aoe's on death and hence the less healer mana used. For me he spark and pillar phase is the part of the fight where I can conserve mana and try to build some back up........as mentioned above I did manage to get to the end of the first spark/pillar phase and had refreshed back to 100% ( from a low point of 43% right at the start of spark phase )...the gain can be seriously significant.......if this could be repeated it would mean going into the final phase basically full on mana.......and this would be so much easier ( not sure "easier" is the right word...but it will do for now ).
I am trying to train myself into the habit on this fight of hitting the space bar with EVERY instant cast I send out......the accumulated reduced healing required if we manage this across all ranged would be significant.
Anyway, all in it is a great challenging fight and one I have enjoyed despite the hours of wipes.
Need a bit of advise maybe from the tanks of RGT. Every time that sharp is coming back after kiting the ad to the edge of the platform and when I want to move back to drop my stacks I always seem to die :s. I save some cooldowns for it but even then I sometimes die :s
I've been having some trouble with killing the 3rd orb, I must say.. If we're going for 4, I'll definitely need a hand on the 4th and the 3rd is really getting a bit too close for comfort, despite using trinkets and personal cooldowns.. Any suggestions are more than welcome!
Quote from: Oddbal;362291Need a bit of advise maybe from the tanks of RGT. Every time that sharp is coming back after kiting the ad to the edge of the platform and when I want to move back to drop my stacks I always seem to die :s. I save some cooldowns for it but even then I sometimes die :s
How many stacks of the debuff do you have at the change over?
I'm usually in the same role as you and I have to use cool downs during the breath that hits just before the tank swap but on some of the earlier tries our dps just weren't getting the add down quick enough to allow the tank swap to happen before my stacks were too high to survive the breath and run out.
Quote from: Mellisanda;362301I've been having some trouble with killing the 3rd orb, I must say.. If we're going for 4, I'll definitely need a hand on the 4th and the 3rd is really getting a bit too close for comfort, despite using trinkets and personal cooldowns.. Any suggestions are more than welcome!
DPS pot for the 4th, trinket & personal Cd for 3rd. Grab a tank to assist and take one of the nearside pillars.
Quote from: Mellisanda;362301I've been having some trouble with killing the 3rd orb, I must say.. If we're going for 4, I'll definitely need a hand on the 4th and the 3rd is really getting a bit too close for comfort, despite using trinkets and personal cooldowns.. Any suggestions are more than welcome!
I usually struggle to get the last one down one my own, normally either Hal or Whitey help me depending on which side I am assigned to.
Quote from: Whitey;362303How many stacks of the debuff do you have at the change over?
Me and sharp are chaging when I have about 6 / 7 stacks and when i finally move out I have 9 if all goes well.
Quote from: Jesung;362306I usually struggle to get the last one down one my own, normally either Hal or Whitey help me depending on which side I am assigned to.
Some classes do struggle, so it is worth explaining how we place them in a little more detail as it might help.
Pillars, are 1-3 on left (1 being near left, 3 being far left) and 4-6 on right (4 being far right, 6 being near right and also known as Larry Bird):
- RGT try to ensure that people assigned to 3 or 4 have a movement boost so they can get back to the console group up spot quickly.
- Tanks need to be able to get back to the console spot quickly to tank the adds, so we tend to have them patrol the 1-2 or 5-6 zones and they can then help out on 1,2,5 or 6 as required.
- Put your weakest dps on 1,2,5 or 6
- Make sure that your weakest dps has at least 1 strong dps on an adjacent pillar
For example, RGT might use the following order:
1 - Boomkin..} tank in this area
2 - Rogue.....}
3 - Fire Mage
4 - Arms warrior
5 - Aff Warlock......}
6 - Shadow Priest..} tank in this area
1 can need help depending on procs, so tank is nearby to assist
2 rarely needs help, but has tank & mage adjacent to assist if needed
3 strong dps
4 probably our strongest burst dps
5 our weakest burst dps so 4 is assigned to help out on 5 after their own (and has the movement speed to do it)
6 can need help depending on procs, so tank is nearby to assist
We find this works well. DOTers in particular can help by adding a DOT to an adjacent pillar if they get the time (using the free time from an excess of procs if they happen).
Once the pillars are down then the priority is getting back to the console asap - tanks are already nearby and can readily pick up all the adds and group them at the console from their 1-2 or 5-6 positioning. The repeating TS call during this run back & AOE phase is usually ("watch your feet" - for the big circles of kaboom that spawn).
REMEMBER to hold back proc use for the next orb, there's little point blowing procs on extra boss dps if you then fail on the orb! Initially we tended to use personal dps CDs for the 3rd orb and a dps pot for the 4th so that we could kill 4 orbs on the first pillar phase (giving 5 stacks of the dps buff) and kill 3 orbs on the second pillar phase (giving another 4 stacks, total 9 stacks). RGT now do 4-4 and get 10 stacks which helps P3 go very quickly and means we don't even need all of our raidwalls.
Yup - as TL had said i'm on front left usually. Don't know if using boomkins but some nice tips:-
- always put 3 wild mushrooms down and detonate when orb spawns
- always save procs (star surge) for orbs, ensure you get them by keeping dots on boss
- if you can help it try to be in an eclipse state for dpsing orbs ; it can be easy to have 0 power making killing orbs hell (quick celestial alignment helps)
Quote from: Oddbal;362317Me and sharp are chaging when I have about 6 / 7 stacks and when i finally move out I have 9 if all goes well.
That number of stacks should be easy to heal through. Sounds like you need some special love from the healers. I'll try and get a look at the logs and see if that's the case.
i am normally at 9 when i drag the add outside of the circle
Remember that you can be outside the circle and the add still inside!
Thx whitey for helping out. I look forward to your reply :D
From a healing POV the tanks take a hammering in phase 1 and as Odd pointed out, he sometimes dies in that phase despite using cd's? Similarly we have to spam Mario and Sharp during that phase, not sure if there is much we can do about that other than accept we have to spam them. If the rest of the raid can drop stacks as often as possible by being at the edge of the circle then we should be able to focus mostly on tanks outside of Kaboom time.
In terms of time, I would like to extend simply to raid more however, as others have said, even with all the time in the world if we don't improve we won't kill this boss.
If RGT have any advice on reducing what seems like constantly insane tank damage during that phase I would love it or is it a case of just keep blowing big heals?
What I noticed too was that I seem to die when he does his breath when me and sharp are about to change. Maybe keep an extra eye out for the changing?
When the add dies it obviously does a kaboom ( 2 secs after death ? ....can't remember, time flies at that point).......the current boss tank obviously takes that also and also takes the most damage from it as of course he has the highest stacks and of course he may be taking a breath right about then ( if there is anyone with higher stacks...slap them...hard...)........so for me ( and the other healer ) the prio is Boss Tank > debuffs cleanse > raid at this point particularly. So long as the raid are resetting their stacks correctly they may get low but they are not going to die any time soon as there is nothing else thats going to kill them too quickly - even though the raid gets low keep the focus on the tanks swapping...........plenty of time to get the rest of the raid up before the next add kaboom ( i tend to drop a healign stream to trickle heal the raid while i focus the tank ) so prioritise the boss tank above everybody and everything for the few secs after the add dies and once the tanks have swapped and are stable only then get the raid up.
From a healer POV......watch people stacks and if they get tardy with resetting - tell them and keep telling them........its no good one person riding high stacks because they can survive if it means they are taking healer focus that should be time spent tank healing. If the person with high stacks has a mechanism for negating the damage then fine so long as that decision does not place them in a position off needing emergency healing.
I have got into the habit of hitting the space bar with every instant i cast - this applies to all ranged so there is no reason why any ranged should ever get above 2-3 stacks.......melee have to be very particular about resetting as the add is dragged out and make sure they do not race off and build stacks too high with the kaboom from the add still on its way.
Debuff cleansing - as you can't assign groups for cleansing then the best way is to agree between the 2 healers that one of you will cleanse one of the two that appears and that the other will cleanse the remaining......i tend to go 2nd so i wait for one person the be cleansed and then do the remaining one........not getting this right and done quickly can cause you problems during the period that the tank is taking most damage....get them cleansed quickly and healed back up before the add is killed as your focus needs to be switched to the boss tank asap.
For the final phase - gather up with the adds ( minding the puddles of badness ) and heal up..... as soon as the glass is down Healign tide is a great raid healer whilst you all run in and gather under the boss and pop CD's in turn whilst ALL stand in the healing rain and blowing all your aoe heals.
Hope that will help the healers, as you say puja dps need to watch their stacks. I want in on weds but on Monday some of the dps were getting up to 9-10 stacks.
I've been looking at the logs but on my phone it's a pain. My Internet went down earlier. When I am home I will post some of the info I've found
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Quote from: Oddbal;362358Thx whitey for helping out. I look forward to your reply :D
I had a look at the logs and it doesn't look like your using AMS for the breath. Your losing out on a 75% reduction on the damage from breath and that's a lot of damage.
Sort out the use of your cooldowns and with the healing tips from Puja, you should be fine.
Well thats one thing for you Odd.
Ive looked at logs for RGT's first kill. It was 9mins35 secs long. Our best attempt was 9mins 32 secs. Their 1st kill at this time the grp was around the same ilvl we are currently.
We have our dps issues and that is being dealt with....
Damage....we are taking a shedload more than they are. Its been pointed out that CD's raid and personal need to be used to mitigate and heal up through parts of the fight.
From what i can see RGW are taking so much more damage from the celestial protectors.....This is the raid dmg done by the protector and its highest dmg spell, total annihalation....
RGT Total damage taken from protector......28,677,080 with total annihilation causing 10,447,433 of that damage.
RGW Total damage taken from protector.....41,550,654 with total annihilation causing 16,162,153 of that damage.
No wonder our healers are pulling their hair out and going 00m. We are taking so much extra damage. This i can only presume from the protector going down too slowly, especially when its casting total annihilation http://www.wowhead.com/spell=117914 (http://www.wowhead.com/spell=117914)
Its been said from me and the healers that people are retaining more stacks than needed. As Puja states dps should only be on 2-3 4 as max. We havent had melee dps on this so its easy for us ranged to jump and clear.
Total annihilation will hit you more with the more stacks you have,so we could take an 80k hit or a 150k hit per tick....this is obviously a pain for healers.
Yet still the protector is hitting us for alot, so i think it would be worth for now that all dps bar 1 or 2 stay on the protector. This way it will drop quicker so the tank can drop stacks quicker and with more on it hopefully we would only get 1 tick of total annihilation.
So with the protector actually going down quicker, the raid taking less damage helps the healers keep the raid and tanks up. As puja says during that phase the healers should just focus on the Elegon tank and they should be using appropriate personal CD's (mainly aimed at Odd)
DPS on the orbs. I think we should use what TL has posted and work out our best dps to be on 2 with the lesser burst being helped by the tanks. We can only do this in the raid at that time to see how people are performing. Some of us do really heavily on procs, i know i do and there are others. So that we can hopefully tweak once actually in the raid.
Still though in this phase people need to sort their positions out during the transition. When we have 5-6 secs before entering that phase I run and position my self ON THE EDGE. I can dps all 3 orbs on my side but still use the "jump reset" thus less dmg. I personally am using just mind spike as it is a quick cast and then with my dots on the boss it can proc for instant cast also with mind blast.
I hope this helps abit with what others have already said. Its quite an involved fight so we need to tweak up to help each other, but tbh its mainly down to dps. We kill the add faster, tank stacks get reset quicker and less raid dmg from annihilation. Reset your own stacks,helps the healers.
We know this fight its just getting each transition correct.
We have 2 people assigned to the Protector full time, then all turn and burn it for the last 25%.
Jup understood what I have to keep an eye on ;). I can't wait to get him down.
RGW will be victorious in the end!! :boxing:
Just a comment regarding positioning.
We stand by the left side of the console in ranged....means we just hop to clear stacks. Tank pulls from the first pillar position on the right ( Larry Bird ) and that is the direction the boss faces.......the tanks at all times are in range of the healers and the healers do not have to move to heal tanks..........if the healer can't heal the tank it's because the tank is in the wrong place and healers should not be running in and out to get range.
If everyone is positioned correctly the healers can reach everyone from the ranged group up spot with out moving so much as an inch.........if you have no melee then all but tanks should be on VERY small stacks for the kaboom. Ranged building up stacks need a smack up the side of the head.
Quote from: TeaLeaf;362492We have 2 people assigned to the Protector full time, then all turn and burn it for the last 25%.
Then why are we taking so much damage ?....stacks what?.....confused.com
Quote from: Switchback;362505Then why are we taking so much damage ?....stacks what?.....confused.com
When we are having problems with enounters, I usually go icy-veins.com and read through the boss abilities again. I usually go back to the forums with 1-2 suggestion that I hope will work. LIke the 4+4 strat thats mentioned earlier in this thread.
(http://icy-veins.com/images/elegon-inner-outer-ring-small.png)
What Puja means with "clearing stacks" is that ranged and healers stand on the green line (between outer and inner ring) through phase 1. You can then just jump to clear stacks of
Overcharged (http://www.wowhead.com/spell=117878). You dont need to move out of the inner part to remove your stacks. The more stacks you have, the more damage taken. Stand on the line. Jump to remove the stacks.
You will have high uptime on your
Touch of the titans (http://www.wowhead.com/spell=117870) if you do it that way.
When you have boss at 85% and you are entering phase 2, all your rnaged and healers should be standing on the line again (but then spread out to dps the sparks), jumping to reset stacks.
Quote from: Niel;362501the tanks at all times are in range of the healers and the healers do not have to move to heal tanks..........if the healer can't heal the tank it's because the tank is in the wrong place and healers should not be running in and out to get range.
Hopefully RGW healers are nice enough to let the tanks know if they are slightly out of range rather than just let them die and tell them later. :devil:
I said this because it seems the healers are running in/out to heal the tanks due to range...........this needs fixing ASAP.
Quote from: Switchback;362505Then why are we taking so much damage ?....stacks what?.....confused.com
When you stand in the circle you get 1 buff and 1 debuff. The buff is immediate and gives you a dps boost on the boss. The other is a stacking debuff that increases the damage you take. You want to keep this stacking debuff minimised as much as possible for obvious reasons, so you reset the debuff stacks (and get back to 100% damage) by leaving the 'glass floor' area or, positioning yourself right on the outer edge of the circle such that when you stand still you still get the dps buff, but when you jump the stacking debuff is reset.
Comparing these 2 logs:
RGT's first kill: http://www.worldoflogs.com/reports/rt-g7zwzra4l6ty50v8/?s=10688&e=11263
RGW's best try: http://www.worldoflogs.com/reports/rt-xhxi2gt0c9f64fk4/?s=7700&e=8200
Total Annihilation:RGT ave 174k taken per player, RGW 200k per player. This is as a result of RGW stacks being too high. It's a frikkin long cast time (3 seconds) and you've just killed the Protector, so you know you are about to get hit by a big KABOOM! so reset your stacks before he blows up! The extra damage is wasted healer mana.
The other difference is that RGT push the boss below 85% and into P2 after only 2 Protectors spawning (RGW take 3), so that's a hell of a lot less healing needed overall. That means RGT took 10m damage from 6 Total Annihilations, whereas RGW healed through 18m on your best try with 9 Protectors in total.
That's 2m damage per extra Protector and an extra 250k damage being taken per Protector, so the key to the RGW's healer mana and damage taken is here, RGT's first kill went 2 Protectors in first P1 (1P1), 3 Protectors in second P1 (2P1) and that's your dps target. RGW's best try went 3 in 1P1 and 6 in 2P1. Handle those adds right *and* put the boss under 85% and 50% with the right number of adds and all of a sudden the damage taken and healer mana becomes less of an issue.
Remember, after 1P2 RGT had the advantage of having done 4 Energy Charges which gave 5 stacks on the boss equating to a permanent +50% damage, so that helped RGT get through 2P1 faster. Try for 4 Energy charges in P1 if you can, it really helps. RGW's best try only gave you 4 stacks (3 waves of Energy Charge killed) to boost damage in 2P1.
DPS on the Energy Charge (only comparing 1P2)
There is a fairly big difference here in burst dps between RGT & RGW and it accounts for why RGT did 4 and RGW only did 3 Energy Charges in 1P2. The following logs only compare damage done to the Energy Charges in 1P2:
RGT first kill: http://www.worldoflogs.com/reports/rt-g7zwzra4l6ty50v8/analyze/dd/source/?s=10762&e=10839&target=112
RGW best try: http://www.worldoflogs.com/reports/rt-xhxi2gt0c9f64fk4/analyze/dd/source/?s=7814&e=7878&target=71
For further reference as specs/builds have changed, here's RGT most recent kill:
http://www.worldoflogs.com/reports/9abbwjwpvuxqj5a2/analyze/dd/source/?s=7993&e=8071&target=100
There's a fairly big difference in spike damage from some classes, so it's worth investigating.
It is well worth looking at these tables and then at specific players and the spells they use as it gives you hints and tips as to how you could do more damage in this phase. Look at all 3 logs when comparing though as specs change. For example I used Cascade for the first kill but now use Halo, Midd was Frost for the first kill but now uses Fire, etc. If there's a player of your class then compare the type of spells used and see where the differences are as they add up to the dps difference.
Everything below here is fine:Stability Flux:This is the AOE damage given out by the add when <25% HP. RGW numbers are good here and actually slightly better than RGT's first kill numbers which means you are killing the add ok from 25% to 0%. No change needed here imo.
Cosmic Spark damage taken seems fine and again better than RGT's first kill. This means adds are generally be tanked by tanks and not by the healers/dps.
Energy Charge's Discharge damage taken for RGW is about the same as RGT's first kill. This means people had about the same number of stacks when the Energy Charge was killed and it does its AOE.
the healers are having to run alot during p1 yes!! but we did ask tanks to be in range........... not happening ...... we have to run, heal, reset etc
I thought the heal team stood on the border of the energy vortex thing and hit jump to make the stacks drop.
correct me if i'm wrong ofc, but the tanks position in range of that is kinda vital.
Talked to Riggy about this last night - RGW clearly need to work on tank positioning and healer/raid positioning so that this does not happen. I'll be around tomorrow night to assist with this if needed.
I'm usually prio heals on tanks and stand next to the big button most of the time. The tank on the boss can be a bit flakey for range but with a bit of fine tuning you can reach. So if everything runs to plan I can get away with almost no movement
thanks guys that does help ........... i will yell if tanks out of range :) but yeah, stacks range etc and we should be all good
For me it's still those proc:s that eludes me when I really need them. Working on saving a Pyro:s for those charges phase. And I'm also going to have a look on Frost again. LFR seems like a good "dummy" place to practice. The big adds are fine. It's just that proc on the charges that's faltering on me.
/Mats
The positioning worked alot better. Just who ever is tanking when we swap sides needs to move round bit quicker so healers get ranged.
Main issue is dps. Its all over the show and so varied between raiders. We are having trouble with the orbs and just overall dps.
Once logs are uploaded we all need to use them to tweak what we can.
My problems tonight :
DPS on the large add, I use Target assist and i am confused ( not facetiously so) that when we have assigned dps on the boss, until the call from Tan that there are 4 5 6 or 7 dps on the add when its first pulled.
Kill the add!! i have stayed dps the add, but notice others run off to their marker before the add is dead, is that ok? i think it probably is and i should have ran to my position.
Killing my orb seems problematic i use 3 dots BA(on boss CD) SS ES and AS which I can run out off focus.
I know others could see it, but my pillar was not visible, it appeared when the pillar to my right (which was visible ) was killed..... then i fell in the hole....
I feel like i was truly Sith tonight sorry :(
@ sweed
I analyzed the log... I realized that the best way to do dps on the orb for a fire mage is use scorch on boss (or big add) till pyro! or heat up procs (movement rotation)..and preserve it for orb spawns, use on it causes -50% of health and after this continue with scorch on orb (much fast and there are more chances that heat up procs). on logs you used fireblast and i done about 2M dmg over you on orbs ( if your pyro! procs you humble me :sad:)
@ hermi
you try to do more dps :ranting2: ..... no seriously .. I did my best but unfortunately right now my dps is between 50 and 60K .. very procs depending ( I know that what I am about to say will **** Switch ... but be below 3 ilvl means having at least 3 pieces 476 against many 483/489, dunno if it costs 20k less dps but I assure you that I did my best ).... but seriously you think frost would be better?? :help2:
@ sithy
I saw you keep hitting the boss instead of the pylon and didnt understand why, now i know.....I hope you will be able to repair it
Hi Sith,
Like i said yesterday in guild chat, Dont use dots on the orbs.
Use BA on the boss just before orb spawns to trigger lock and load procs.
Make sure you are in the circle for 100% extra dmg.
And use Explosive shot / glaive / Arcane shot on Orb. If it isnt dead by then ( which it should be if you get a crit on one of em ) fill with Cobra shot.
On the 3rd Orb i usually pop my Direbeast for that extra bit of dps ( and focus for another free Arcane shot ) and on the 4th one i pop my trinket for extra haste ( faster cobra shot ).
I usually dont have mutch problems with the Orbs, only when i get No Crits in those shots which happens like 1 time out of a 100 :)
If you still have problems with this save your other cooldowns for this phase ( this is the most imporant bit of the fight tbh, more stacks on boss is more dmg he takes ).
If there is anything i can help you with over the next week just give me a whisp or something :) ( same for Tanales if he has any problems ofcourse )
Also on te big add i dont think every dps should be helping. Having one full time on it and 1 on backup should be more then enough to get it down before it gets dragged out.
Having Doting classes switch seems like a huge DPS loss to me, but i can be wrong ofcourse :)\
Edit:
I had the same problem as sith is having with the pillars not showing up till 10 seconds later when i was Raiding on Yaril's laptop a while ago.
This was due to the graphics setting were set on low ( i did that due to lag issues ) when i put these up to high i dident have problems anymore ( but lag ofcourse :P )
Quote from: hubbah;362647I had the same problem as sith is having with the pillars not showing up till 10 seconds later when i was Raiding on Yaril's laptop a while ago.
This was due to the graphics setting were set on low ( i did that due to lag issues ) when i put these up to high i dident have problems anymore ( but lag ofcourse :P )
Oh yeah, blame my poor laptop :(
Following suggestions here, I seemed to be fairly OK on the orbs this time around, other than the 3rd one.. Which was downed quick enough with Sharp's help (Thanks!!) I think if we're proccing Hero for one of these phases, we should have no problems with getting through 4 sets of orbs, although that's not necessarily ideal..
Re the Celestial Protector - I've been told to increase damage on this, but there's only so much I can do because it's almost dead by the time my dots are all up. I've been throwing them on it when it's about 50%, rather than 25% instead, but I'm not sure if that's ideal either?
@ hermi
you try to do more dps :ranting2: ..... no seriously .. I did my best but unfortunately right now my dps is between 50 and 60K .. very procs depending ( I know that what I am about to say will **** Switch ... but be below 3 ilvl means having at least 3 pieces 476 against many 483/489, dunno if it costs 20k less dps but I assure you that I did my best ).... but seriously you think frost would be better?? :help2:
I have an Ilvl of 473
@ Hubbah
Yeah thanks for the tips I will use them next try
@Mellisanda
Im sowwy :)
@ Hermi & Sithy
2 / 3 / 5 or even 10 ilvl's wont make a 20k difference.
Mages even with the nerf are the best dps class at the moment & hunters with the buff are starting to be pretty competative again for the first time this expension, i feel like less of deadweight now :narnar:
Hey guys all i can suggest is if your struggling then don't be too proud to ask your class leader for help or advice it is always freely given if i can improve then i try to , if you don't use class specific add-ons try them ! spell flash is really helpful i know there is an in game one but this can be configured to remind you to re-apply dots etc useful when all hell is breaking loose ! if you find reforging all your junk a hassle (i know i do) reforge light is great for this we have a plethora of crafters and i'm sure they wont mind making enchants gems etc if you are in need of the best ones (i just mooch all mine of my boyfriend teehee) . The thing is i know we can kill Elegon then will should be a piece of cake =D (hopefully)
last night when RGT was clearing vaults I was running a livestream and a link to the vod can be found here (http://twitch.tv/michelanio/b/345274965) if you want to have a look. It's not he best quality or view since its from a tank but perhaps you might find some bits useful
Ilvl isn't on pieces it's overall gear.
I still have blue gear. Christ that's the problem you actually think that 3 ilvls means 3 better bits of gear then we are in serious trouble.
It's an average of all your gear equipped .
As hub says 3 ilvls is nothing if you actually know how it works. So a 20 k difference is unacceptable .
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Quote from: Switchback;362735Christ that's the problem you actually think that 3 ilvls means 3 better bits of gear then we are in serious trouble.....
.....So a 20 k difference is unacceptable .
lol Switch ... I knew you'd be angry ....
Doing my usual breakfast log browsing: I see one good 9 min Elegon attempt in the logs, but am I reading only 2 waves of Energy Charges killed on the first P2 (3rd wave one got through to the pillars) and 3 killed on the second P2? (for a total of 7 stacks)
Yea it was the last attempt of the night and yes we did only 2 sparks on first p2 but we decided to continue just to train on the transition and we got it working and we are getting better on it
weve gone away from the "drag us all in" tactic, not doing it seemed to work better for us.
Aye we are slowly making progress on this....
We are getting better on the orbs, still room for improvement but we are actually getting more than 1 set down /cheer.
I think for us, not being dragged in and running to the other side is good. I struggle with movement at the best of times and others do. So for now we can keep it at that.
Really want to push this on Monday, so lets all grind, lfr heroics etc get som gear upgrades and upgrade our gear also, every lil helps.
I'm gona try and do a hc farm day on the weekend for jp points so the more the merrier.
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This dude dies tonight
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As requested any thoughts on this fight that may help. Would more damage be done on boss if a ranged stayed on elegon and 1 of the tanks took the first 2 orbs? Where possible/unless unavoidable keep people on their primary spec and not ask them to try a fight in offspec save position changes etc
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You can have tanks take a single orb, but then you end up with no tank for adds on one side. Not sure if that would be an issue so long as people can run away (and pillars are down). However ranged should already be maintaining at least DOTs on Elegon even during the Orb phase. There should be no break in casting, as soon as an orb is down you're straight back on the boss maintaining as much of your rotation as possible throughout.
You'll also gain dps by hitting Elegon as soon as it becomes targetable again after each add phase:
http://www.worldoflogs.com/reports/rt-epioxxal49ywb3r0/analyze/dd/source/?s=5504&e=6053&target=1
Click on Tanales and then select any other player for comparison. You'll notice Tanales gets onto the boss a lot sooner than anyone else, by as much as 15-20 seconds on the first add phase. That's a chunk of buffed dps being missed if ALL the dps also hit Elegon at that point. Yes you're on adds, but at least DOT the boss too.
Make sure all your gear is enchanted/gemmed.
Amber - missing 2 enchants (gloves & back) and a buckle/gem from your belt
Hermioneg - missing 2 enchants: hands you got last December and the ring you got last night (but that could have enchanted immediately as you're an enchanter)
Odds - missing 2 enchants (back & weapon) & a tinker (am aware new toon, but you still enchant blue stuff when you're raiding)
Pre-potting
Looking at that same try only (not looked at every try, so apologies if this is the one try where you forgot!), not everybody pre-pots & uses a 2nd pot during the fight:
Hermioneg (none used)
Amber (1 used)
Switch (1 used)
Try to synchronise pot use when best advantage can be gained - ie use them under heroism. Quite a few pots were used at a different time, so losing some of the benefit.
Every little helps and it all adds up. Hope this helps.
I saw a "wipe on enrage" comment in guild chat yesterday and I had to check this out:
Damage from radiating energies (soft enrage) on your best try yesterday (Try 4):
http://www.worldoflogs.com/reports/rt-epioxxal49ywb3r0/spell/122741/?source=1&s=2756&e=3317
Compared with the same information from RGT's raid 1st Nov 2012 (first kill):
http://www.worldoflogs.com/reports/rt-g7zwzra4l6ty50v8/spell/122741/?s=10688&e=11263
As you can see, your fight lasted 14 seconds shorter than the RGT fight and you took less damage from Radiating Energies. This means you didnt hit enrage nor soft enrage. You now need to work on how to survive. It is important in phase 3 that you do not rely on healers to keep you up. All classes have damage reduction talents. Use them in this phase. The more passive, the better (as we dont want lower dps).
And what TL said... You had 70k less raid dps than RGT had on first kill, you also had 30k less raid hps. If both these numbers move a little in the correct directions -> its a clean kill... After all; You did survive through all his mechanics!
Really useful feedback thanks guys although our best try, the 10% one was number 7, number 4 was and 18% try :)
Quote from: Riggy;364585Really useful feedback thanks guys although our best try, the 10% one was number 7, number 4 was and 18% try :)
In that case: You wont have a problem with this fight as soon as Hermi does a little work on some dummies to up her dps a little. :boxing:
Indeed and if we can get the 4th orb both times it's dead :)
Quote from: Slush;364587In that case: You wont have a problem with this fight as soon as Hermi does a little work on some dummies to up her dps a little. :boxing:
Or the tank switches to her target instead of a hunters target :) he only reason a hunter should need help on this is when he or she is switching to late :) ( I know TL, i done that quite a few times :) i blame Jas )
Quote from: TeaLeaf;364581You'll also gain dps by hitting Elegon as soon as it becomes targetable again after each add phase:
http://www.worldoflogs.com/reports/rt-epioxxal49ywb3r0/analyze/dd/source/?s=5504&e=6053&target=1
Click on Tanales and then select any other player for comparison. You'll notice Tanales gets onto the boss a lot sooner than anyone else, by as much as 15-20 seconds on the first add phase. That's a chunk of buffed dps being missed if ALL the dps also hit Elegon at that point. Yes you're on adds, but at least DOT the boss too.
Hope this helps.
Aye i was try to throw couple dots on the elegon whilst running round....from that report you linked....tan does 300k damage on the adds compared to almost 3million from me 2million from amber and 1.5million from swede....so tan is basically going straight onto the boss whilst the rest of us are killing the adds.
As tl says though, when we run from our pillars and i did say over ts last night to throw a dot on etc as it all helps....easier for some classes than others...
Pre-potting, yeah i missed a couple last night and then most fights im not potting again unless we get to the last phase to use with hero....
Hermi not potting.... you did this in in FL and DS please dont make it a habit here also.
Stacks....1 of the issues for healing is people not resetting their stacks it was done by every1 last night but there is no excuse for this....we want to go into the last phase with as much mana for the healers.
Personally i think it would of been a kill last night if we had got that last orb down...oh well 1 of those things...hopefully couple upgrades and he will be down next week.
Quote from: Switchback;364594Stacks....1 of the issues for healing is people not resetting their stacks it was done by every1 last night but there is no excuse for this....we want to go into the last phase with as much mana for the healers.
Everyone should find their "jump" spot on the edge of the floor. That is the area where standing you have the celestial debuff but one jump makes the debuff reset. All casters can then jump every time they have an instant cast, or when they reach 6 stacks, whichever comes first. Also remember to reset your stacks just as the Celestial goes out to explode. You can also run personal CDs (IB for mages) at this point to reduce raid damage from Total Annihlation.
As Slush mentioned earlier, personal CD's (the more passive the bettter) are extremely useful for p3 here. I always run with Ice Barrier on p3 as the constant dmg reduction is a great help. Also running invoication means at least once in p3 I'm going to heal myself for ~180k.
Looking at the lower DPS issue, I would assume that you guys all have access to +300 stat food (which I know we didn't have at the time of our Elegon kill), maybe using that for these attempts would help squeeze out some more DPS.
Hope that helps! :)
Yeah we know that dude ^^ yet some forget to do it /sigh
The reset is called as done in RGT is just when people run to take the obs and dps them down they forget to find the "jump spot"
they need me in raid ill add to this later :P
The healers should be able to see stacks........get the healers to snarl at people who allow them to build - do it in TS and keep doing it.......if you are all hearing the same name/s repeatedly then your problem is identified.
There is no reason for silly stack mounts on ranged at all...........melee tend to build a little more but there is no repeat NO excuse for ranged for anything above about 3........position first > dps/heal after.
Grats RGW just heard from riggy on facebook you killed the basterd :D wish i was there ;)
Indeed - congrats all, It's be a long time coming but very well deserved and don't worry Odds we will smash him in his sparkly face next week!!!!! xxxxxxxxxxxxx
....and form the logs it looked like 4+4 (10 stacks), gg RGW! now onto Will of Emperor & into HoF!
good kill indeed. but it was 3+4 if im not mistaken
Quote from: Sharpfang;364704good kill indeed. but it was 3+4 if im not mistaken
You're absolutely correct, logs show 9 stacks of Draw Power. I was making an assumption from the DPS logs instead which showed 4+4 sets of orbs being DPS'd, I just assumed they were all killed instead of checking the Draw Power stacks. I should have known better, assumptions being the mother of all...... :lol:
That'll teach me :getmecoat:
Finally down for rgw. Gz all!
Will upload a screenie later :)
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Well done guys xx
Noooooooooo I missed it perhaps u got it because i missed it :( well done tho. Sob
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The rest should be simples ... well done all :yahoo: