http://www.icy-veins.com/horridon-detailed-strategy-wow
Ez-mode target macro for dps priorities:
<snip> - does not work due to spectating mobs also being targeted
Not tried it yet (raid tonight will be our first opportunity) but it should target each add in order of priority and phase.
Trash en route to Horridon is nasty.
Take your time.
Pull one banshee at a time.
The Banshee will only follow you back to the raid if you are in range of it (otherwise it stands still and does not follow).
Simplez. Not.
Forget the macro, it was a nice idea but it ends up targeting adds which are spectating at the arena and not necessarily in combat!
DPS levels:
I thought we were low on dps last night, variation between top and bottom was too great and we'll go with a higher AOE dps group next time. As ilevels improve this will become very much easier.
http://www.worldoflogs.com/reports/rt-9bocupytawkt8chi/sum/damageDone/?enc=wipes&boss=68476
Interrupts!
Need more and more focus on them please. A lot of our problems were admittedly overlaps which are entirely due to not getting stuff killed quickly. Too many adds meant too few interrupts because we had more targets than we could handle, but we can do way better on this and be much more in control of the fight. In particular we need to interrupt those priests & effusions fast!
Damage Taken:
We are taking a bunch of damage that we can avoid:
http://www.worldoflogs.com/reports/rt-9bocupytawkt8chi/analyze/dt/spell/?enc=wipes&boss=68476
Blazing Sunlight (http://www.wowhead.com/spell=136719) (magic) - we need to work in dispells (inc mass dispells) and plan them. For example, make sure no single dispells are used if a mass dispell is used, probably a TS call would work simply enough.
http://www.worldoflogs.com/reports/rt-9bocupytawkt8chi/spell/136719/?enc=wipes&boss=68476
Rending Charge (http://www.wowhead.com/spell=136654) - I know some of these numbers are from wipes, so they're not 100% accurate and make us all look worse than we are in reality, but this is 29 million of avoidable damage!
http://www.worldoflogs.com/reports/rt-9bocupytawkt8chi/spell/136654/?enc=wipes&boss=68476
Sand Trap (http://www.wowhead.com/spell=136723) - imo we're generally not doing too bad on this one, we just need to keep moving out of it as fast as possible to get these damage numbers as small as possible.
http://www.worldoflogs.com/reports/rt-9bocupytawkt8chi/spell/136723/?enc=wipes&boss=68476
Venom Bolt Volley (http://www.wowhead.com/spell=136587) - this is cast by two mobs: Gurubashi Venom Priests & Venomous Effusions. We need to interrupt this cast consistently and with prejudice. Venom Bolt Volley deals a low amount of Nature damage to the entire raid and leaves a stacking DoT that lasts for 60 seconds. If we interrupt the casts then this really is a non-issue!
http://www.worldoflogs.com/reports/rt-9bocupytawkt8chi/spell/136587/?enc=wipes&boss=68476
Living Poison (//) - we need to improve here. It's a pool of poison that appears under a Venomous Effusion when it spawns and it moves slowly around towards players (like Wild Fire @ Feng). It deals heavy damage to anyone standing in it, so don't stand still and be hit! Green Balls are Good! Green Mist is Bad.
http://www.worldoflogs.com/reports/rt-9bocupytawkt8chi/spell/136646/?enc=wipes&boss=68476
DPS Prios:
I was still seeing some incorrect targets going down when we had other high priority targets alive. We have to stay on top of our prios and target switch rapidly.
Quote from: TeaLeaf;368066Blazing Sunlight (http://www.wowhead.com/spell=136719) (magic) - we need to work in dispells (inc mass dispells) and plan them. For example, make sure no single dispells are used if a mass dispell is used, probably a TS call would work simply enough.
http://www.worldoflogs.com/reports/rt-9bocupytawkt8chi/spell/136719/?enc=wipes&boss=68476
2 second cast. Can also (and should also) be interrupted. Hits for 80k, ticks for 20k every sec for 30 secs.
Use your Shockwave/Capacitator/other mass stun on these Wastwalkers when they are grouped to avoid these being casted. I suspect the insane mana drain/dispells on these were the reason things went out of control a minute or two later.
Quote from: TeaLeaf;368066Rending Charge (http://www.wowhead.com/spell=136654) - I know some of these numbers are from wipes, so they're not 100% accurate and make us all look worse than we are in reality, but this is 29 million of avoidable damage!
http://www.worldoflogs.com/reports/rt-9bocupytawkt8chi/spell/136654/?enc=wipes&boss=68476
Does he mark where he will charge? If not, this is not unavoidable, is it?
Quote from: TeaLeaf;368066DPS Prios:
I was still seeing some incorrect targets going down when we had other high priority targets alive. We have to stay on top of our prios and target switch rapidly.
I wasnt there, but:
Dps prio after door is closed is everything but Horridon... then Horridon, isnt it? (ofcourse with priorities within the Troll groups).
Re Rending Charge - it is avoidable. He marks, you get warning, he paints the floor (during which you can run out), then he charges.
Re DPS prios: read Icy Veins for a breakdown of prios and why. After door closes the prio remains, however in most cases we'll be on clean up duty when the door closes and on low prio adds. However I was mainly talking about the majority of the fight when the door is open - for example people madly dpsing a minor melee add and ignoring one that stuns or casts.
This fight is definitely a pain for a Rogue, resorting to either multi-dotting (assassination) or trying to cleave (combat)
though i'm not happy with the damage output of either due to the rapidly changing nature of the fight, I apologise for the abysmal damage though.
For interrupts, I am definitely focusing on that, and even mulled over the possibility of taking shurriken toss & deadly throw, since throw interrupts at 3-5cp in conjunction with kick, it'd give me much more turnaround on that, at the cost of cp management though (so best done as combat)
I just finished readin a long thread on mmo-champ on what people agree is an overtuned fight on 10 man. The most useful reply is quoted here:
QuoteCore points:
The 3 main adds and the dinomancer have fixed spots where they land, which seemed identical for each door.
Same goes for their order.
1 lands right in front of the door alone, then 2 land together on the left and right.
The main aim of the dps should be ignore everything else normally and nuke the 1st add down as soon as possible (ideally before the next 2 spawn). This makes it very easy and reduces the number of spawns.
Mark a skull and start dpsing one of 2 new ones that drop down later, TILL the dino spawns. When dino spawns switch to it and nuke to 50%, after he goes dino form switch back to skull, MC boss using orb whoever is supposed to pref a healer if 3 heal, and then take the mobs down. You DO NOT need to dps boss much at all in these phases so just focus on the adds.
I'll split details for each door so it is easier to follow:
1st door, sand trap adds
adds coming from the door are not a big threat so dps them casually, the OT just needs to make sure to face the basilisks away n pick them up
nuke 1st sandtrap add, nuke 2nd one, switch to dino, back to 2nd, kill, then 3rd, then clear the rest of the trash, done
2nd, poison adds
door adds charge n put dots so annoying but not a big threat
assign interrupts for the venom priests, if you can kill 1st priest before next 2 land u just need 2 interruptors
effusions should be nuked asap as they are more dangerous then the priests and have low hp, people seem to underestimate them (u can cleave if ure dps is enough, they just drop really fast but cast everything the venom priest does)
you only need 1 interrupt per priest, and if you are nuking effusions fast enough you should never get high poison stacks
3rd door, toughest of the 4
the small adds from the door are deadly due to their stacking dot
ignore champions, nuke the warriors which have low hp
when first frost mob spawns, lust and nuke it down, it will carry forward into the next 2 frost adds and ideally you should be able to kill most of the adds off in the lust
a DK can pop ARMY here which will take care of the champions/warriors stacking plague debuff (makes it much easier)
4th door, just kill adds dont stand in totems, simple
Last phase, boss is taking 200% more dmg so nuke away. Jalak when it spawn has 17mil hp and drops really fast, use all raid defensive cds you have during this time and save tank cds for the phase after
When Jalak is dead, Horridon hits harder so just rotate tank cds and taunt etc, call externals, zerg the boss. THE END
edit: quick post at work, so ignore the grammar and ****, if something doesn't make sense feel free to ask
There were several that agreed; this was what they had done with success aswell.
Looking at the logs I still think we're seeing too much dps on the boss and not enough on the adds. Remember, dps on the boss at the start is worth one third of the dps done on him at the end when he has a +200% damage taken debuff.
Not got time to post a full log debrief this morning, but take a look at the logs and the damage done to the adds - and in particular the nasty adds (Priests, Venemous etc). We need to be seeing more & faster target switching with more focused dps on these specific adds to then allow us to move to the next gate in good time. Quick add deaths also means less debuffs being spread around the raid, so healers benefit too.
Will try to post more later unless someone beats me to it!
Stone elemental time for the 3rd gate to reduce debuff stacks? Anything else with an aggro taunt?
Quote from: TeaLeaf;368246Looking at the logs I still think we're seeing too much dps on the boss and not enough on the adds. Remember, dps on the boss at the start is worth one third of the dps done on him at the end when he has a +200% damage taken debuff.
I cant really see anything wrong in the logs for the last try (try 13), only dps'ing on Horridon when there are no adds. Ill do my earth elemental. And Puja can probably do his. Can we have som mirror images on door 3 aswell?
I looked at damage done to Effusions, and its all AoE. On the last try we are missing AoE damage from Milly:
http://www.worldoflogs.com/reports/8znxz8goqrtee9zm/analyze/dd/source/?target=59&enc=bosses&boss=68476
There might have been a bress at that time, though.
Other than that, we seem to be stable just missing some dps(?). I read in some post that door 3 dispelling should start at 5 stacks, approx. Below 5 is no worries. Im not healing, so idk.
My point, without was that some of the DPS spread across the adds was a problem. There are some prio adds where some dps did not dps at all (or hardly at all) on particular tries, which indicates a target switching problem. Hence those dangerous adds went down far more slowly than they could have done and thus caused greater healing/panic than there should have been.
Quote from: Slush;368303I looked at damage done to Effusions, and its all AoE. On the last try we are missing AoE damage from Milly:
http://www.worldoflogs.com/reports/8znxz8goqrtee9zm/analyze/dd/source/?target=59&enc=bosses&boss=68476
There might have been a bress at that time, though.
Will have a look at logs when I'm on the desktop slush - only "worthwhile" dps (aoe) that isn't part of normal rotation is mushrooms. Which I try to pre-place each door. But if the mobs aren't in it when I hit eclipse then it's wasted also using it out of eclipse is waste of time. What I'm trying to do is keep MF & SF up on as many targets as possible (inc horridon as to get SS procs as to enable me into star fall quickly.
Also see there was a nerf to the encounter
QuoteReduced the health of the Gurubashi, Amani, Drakkari, and Farraki adds on the Horridon encounter.
Source: http://us.battle.net/wow/en/blog/8953693/ (http://us.battle.net/wow/en/blog/8953693/)
I really dont know, guys. We are hitting enrage on this. We had no interrupt on Dinomancer on the 4th door.
http://www.worldoflogs.com/reports/rt-egghohz3h57m939t/analyze/hh/source/?s=14323&e=14390&target=67
Here comparing door 4 to the 3 first doors.
http://www.worldoflogs.com/reports/rt-egghohz3h57m939t/analyze/hh/source/?s=13927&e=14656&target=67
He did heal for 31 ticks of avg 2.428.944. healing, totalling out on 75.297.286 healing. Whhoooop and Horridon back to full health! (approx 41mill overhealing if i read logs correctly).
Anyhow, I see other guilds having problems with the exact same dinomancer at the exact same door when looking through logs. We just need to have our eyes open, so we dont hit enrage again on this.
Yep, officers picked it up in our post-raid chat when we were looking at the logs. Dino heals boss, so if you want to hit enrage more often, simply omit an interrupt on the Dinomancers!
All in all though, a better performance to get the kill than the earlier tries. Thank you to those who made changes to spell prios or specs/talent builds (damn my whisper list was full last night!) but I think it is clear from the logs that it is well worth the effort. ALL of them looked good changes to me when I went through the logs.
We went in with a lower dps group last night to get people the experience and the kill - an objective that was achieved. We also got some real nice gear upgrades last night, so I fully expect this fight to be one heck of a sight simpler from here on.
:thumbsup: