Dead Men Walking

Forum Archive 2023 => Archived Raid Tactics => Boss Compendiums => World of Warcraft - Dead Men Raiding => dMw Gaming => Gaming Archive => Throne of Thunder (Tier 15) => Topic started by: TeaLeaf on February 28, 2013, 11:35:06 AM

Title: Tortos - DEFEATED 19/03/13
Post by: TeaLeaf on February 28, 2013, 11:35:06 AM
http://www.icy-veins.com/tortos-detailed-strategy-wow

Title: Tortos - DEFEATED 19/03/13
Post by: TeaLeaf on March 14, 2013, 02:45:05 PM
Title: Tortos - DEFEATED 19/03/13
Post by: TeaLeaf on March 18, 2013, 08:22:54 AM
It's clear from the first & only pull last night that we need to get a slow on those spinning ninja turtles (Call of Tortos) and also that we need to focus one down so that it is ready for the first cast of Furious Stone Breath - because it wipes the raid if it is not interrupted with a kicked turtle!

Glyphed Shadowflame (warlock) should be awesome on this fight and really help with avoidance of both the turtles *and* the rock falls.   The slow lasts 8 seconds and I think the CD is 15 seconds, so it should be available for each & every Call of Tortos.

Melee *really* struggle on this fight due to the spinning ninjas being impossible to dps without taking serious damage.     We'll be running a maximum of one melee dps on this fight  unless we find something to change our minds.   We might even go to zero melee if it's a 'first kill deal breaker'.   Certainly when on farm I can see melee wanting to sit this one out!

Whirl Turtle has 3,2m HP and there are 3 of them.   We need to burst 1 down under the slow, then burst the second down whilst first slow expires, then finish off the 3rd with A.N.Other slow.  

Bats are fun.    Healers will need real focus on this one to ensure we do not get a tank below threshold (which is apparently 550k not 350k - I can't read my own writing!).

Check out the Class Specific Advice pages on Icy Veins (it's not always complete, but a lot of info is there).
http://www.icy-veins.com/tortos-detailed-strategy-wow
(Section 5 is the Class Specific section)

For info, the Greater Cave Bat's silence is not a cone.  It's a 50,000yd AOE effect that silences for 4 seconds.
http://www.wowhead.com/spell=136751
Can these be cc'd in any way to make the packs easier?  We can try next raid.
Title: Tortos - DEFEATED 19/03/13
Post by: Slush on March 18, 2013, 10:36:51 AM
Quote from: TeaLeaf;368768Bats are fun.    Healers will need real focus on this one to ensure we do not get a tank below threshold (which is apparently 550k not 350k - I can't read my own writing!).

350k.

Icy-veins:
"A group of Vampiric Cave Bats enters the room every 30 seconds. These bats have normal aggro tables, and their only ability aside from meleeing the tank is  "Drain the Weak". This deals a small amount of damage, and heals each bat for 50 times the damage it has dealt with this ability, in the event that the target they are attacking has less than 350,000 health."
Title: Tortos - DEFEATED 19/03/13
Post by: TeaLeaf on March 18, 2013, 11:48:21 AM
Wowhead spell tooltip says 550k which is why I updated the above.  I wrote Icy Veins' 350k in my notes, but the debuff's tooltip says 550k.  

Anecdotally, the dot did not seem to disappear until the tanks were pretty much on full HP, certainly well above 550k, so it might be that 550k is the number?

Drain the Weak (http://www.wowhead.com/spell=135103)
Title: Tortos - DEFEATED 19/03/13
Post by: TeaLeaf on March 19, 2013, 04:45:34 PM
Replaced Icy Veins PTR video with the 5.2 updated version.

We'll focus burn (in melee) down one Whirl Turtle in the first wave.    
First Turtle burn needs to be quick as first Furious Stone Breath is not long after.
Ranged then finish the rest of the Whirl Turtles.
Very important that Vamp Bats are tanked at boss so that splash damage hits Boss + Bats.    Use ToT & MD on the bats to help get them the OT.
After each Quake you take increased damage for 8 seconds - avoid rockfalls to minimize damage!
After each interrupted Furious Stone Breath (kicked turtle) the boss takes increased damage for a short time - burn him hard if everything else is down!

Melee prio: Very 1st Turtle>Bats>Boss
Ranged Prio: Whirl Turtle>Boss (splash to Bats)


I'm not going to copy paste this for every boss, but here's the tips from Icy Veins to prompt people to go look for themselves for each boss (not every class has something so I have just pasted those that have entries)

Prot Pala tips from IV:
Useful talents:
 Unbreakable Spirit
 Holy Avenger
 Light's Hammer
Useful glyphs:
If tanking boss:
 Glyph of Divine Protection
 Glyph of the Battle Healer
 Glyph of Focused Shield
If tanking adds:
 Glyph of Divine Protection
 Glyph of the Battle Healer
 Glyph of the Alabaster Shield
Tips and Tricks:
A block tank, especially a Paladin with AoE healing/damage between  Hammer of the Righteous/ Consecration/ Glyph of the Battle Healer is a great tank for the adds. We're also a good tank on the boss by using  Shield of the Righteous just before the bite to minimize the damage taken.
If you're on the adds, you can start on the boss to build up some  Vengeance. This gives you some bonus Attack Power before the bats arrive. You should try to tank the bats in range of melee so they can cleave/AoE them while DPS-ing the boss.Try to position yourself between the boss and the next turtle shell, so it flies through the bats into the boss for an increased damage spike on both.

Boomkin tips from IV:
Useful talents:
 Soul of the Forest
 Heart of the Wild
These two talents are useful because you always have 4 targets to dot and gain  Starsurge procs off of.
Tips and Tricks:
Make a macro for finding the little turtles (can be sometimes be hard to target them if they spin in the boss/bats) First you should set the current turtle that your raid has marked as your focus with a /focus macro and use that focus to easily target your current nuke turtle.

As range, you will be around 98% of the time on the Whirl Turtles.
The few casts I had that were not dotting all 3 Whirl Turtles and hard nuking the first one where used to place wild mushrooms at Vampiric Cave Bats collection/aoe location and then dot the boss.   Try to dot/SS proc the boss when a turtle has just been kicked into him for the extra damage

Tree tips from IV:
Useful talents:
 Faerie Swarm
 Feline Swiftness is great for the fight, because you have to move a lot and the faster you are, the better
 Incarnation
Tips and Tricks:
Use  Symbiosis on a Shaman for  Spiritwalker's Grace. This will enable you to run around while channeling. It works well on Tortos, especially after a  Quake Stomp when you have to run and avoid void zones.
 Incarnation works great for after Quake Stomp phases as well. Simply get  Lifebloom up on everyone and cast  Regrowth when  Omen of Clarity procs.
 Faerie Swarm may work to slow down the small turtles, but that needs to be confirmed.
Make sure to apply  Ironbark to the bat tank, if the bats are still up before a quake stomp.
Use your  Wild Mushroom. Make sure to top off players with  Rejuvenation before Quake Stomp and then detonate your Mushrooms to heal players.

Mage tips from IV:
Useful talents:
 Ice Barrier
 Living Bomb or  Frost Bomb
Useful glyphs:
 Glyph of Ice Lance (Frost Mages): for cleave damage
 Glyph of Inferno Blast (Fire Mages): for cleave damage
Tips and Tricks:
There is a lot of movement and the fight seems better suited for Frost than for Fire.
For the bats, apply your  Living Bomb on 3 of them or just cast  Frost Bomb.
Frost Mages should use  Frozen Orb and spend keep attacking Tortos to consume all their stacks of  Fingers of Frost. If possible, try to cast your Water Elemental's  Freeze right when Frost Bomb (if you chose it as your Tier 5 talent) is about to expire.
Fire Mages should try and get  Combustion up on Tortos with a good ignite as the bats spawn. They should be tanked near Tortos, so it will be possible to spread Combustion and  Ignite to a few of them. Then simply AoE them.
Use  Ice Barrier before  Quake Stomp.

Mistweave Monk tips from IV:
Useful talents:
Leg sweep has potential for the bats, but depending on how your raid handles them you may not be able to use it at all. Ring of peace might be useful as well, although we currently don't know if it has any effect on the bats.
 Dampen Harm is by far the best choice as there is no magic damage in this fight and it works wonders with quake stomp.
Tips and Tricks:
 Revival for quake stomps (cooldown rotation with other healers)
Try to avoid the turtles. You'll want to mistweave most of the time by channeling soothing mist and using expel harm on cooldown for chi, use all your chi for uplifts and use Thunder Focus Tea as often as possible, but timing them to have max RM on your raid during stomps.  Doing this can give you the best throughput for uplift spam on each stomp.
Use your Dampen Harm as often as possible to mitigate half the damage from quake stomp. On the stomps where your Dampen Harm is on cooldown you can use Zen Meditation to mitigate all(90%) of the damage and Fortifying brew to mitigate some damage. Since the stomp happens quite often, you won't have a cooldown for every single one but it will be very close.
Usually for 25 man, you can opt to be a "Melee healer" where its your job to help keep the melee alive.  Do do this, you stand next to melee while they are DPSing the bats and you spam SCK/SM to generate chi.  You can help heal the rangeif melee are fine, but your SCK should do nicely.  You also have the option to unglyph RM so that they only spread close to the melee to further help your assignment.

Rogue tips from IV:
Useful talents:
 Elusiveness
 Anticipation
Useful glyphs:
 Glyph of Feint
 Glyph of Vendetta (Assassination)
Tips and Tricks:
When looking at Tortos, if you are to the left of his right leg, it is considered being behind him.
You can  Cloak of Shadows  Rockfall.
Using  Feint during  Quake Stomp drastically reduces the damage taken (especially with  Elusiveness).
If you need to DPS the bats, just use  Fan of Knives as your Combo Point builder and spend these Combo Points on  Envenom (pool energy before Envenom for more Fan of Knives casts).

Resto Shaman tips from IV:
Useful talents:
 Healing Tide Totem
Tips and Tricks:
 Healing Tide Totem is amazing on  Quake Stomp. Use  Ascendance when Healing Tide Totem is on cooldown.
Always use  Unleash Elements +  Healing Rain before  Quake Stomp.
When the bats come, focus on the off-tank. Apply  Earth Shield and  Riptide on them, and precast  Unleash Elements in case you need to cast  Healing Surge (which you will most likely have to). Do not forget about the main tank, though.
 Spiritwalker's Grace works well while the turtles are spinning around.
 Earthbind Totem may work to slow down the turtles (needs to be confirmed).

Warlock tips from IV:
-preferred spec: any
-Rank 1 Talent: Soul Leech - provides active healing/mitigation for various damage sources
-Rank 2 Talent: Mortal Coil - provides good healing on 45 second intervals
-Rank 3 Talent: Sacrificial Pact - use to mitigate AoE damage
-Rank 4 Talent: Burning Rush - useful if caught out of place
-Rank 5 Talent: Grimoire of choice
-Rank 6 Talent: Kil'Jaeden's Cunning - no need for improved AoE or return damage. AV can be used if Demonology and you time movement with Metamorphosis

-use AoE on the bats.  Ranged should handle the bats with ease.
-if assigned to kick turtle shells, position yourself appropriately by using KJC to move and cast
Title: Tortos - DEFEATED 19/03/13
Post by: Ammon on March 19, 2013, 05:54:13 PM
I also went looking around and found the following.
http://www.mmo-champion.com/threads/1276143-Melee-s-job-on-Tortos?p=20534313#post20534313
 A forum post discussing melees & tortos.

According to Knut (momento) fella i know as he used to be in my old guild, the tortoise adds have a huge hit box also.
as for the rogue things mentioned earlier, anticipation is god :D
I swap between elusiveness & leech poison on a fight by fight basis already so no argument from me there :)
Title: Tortos - DEFEATED 19/03/13
Post by: TeaLeaf on March 19, 2013, 10:25:08 PM
Timing is really important here for whomever kicks the turtles.

-try to debuff the bats
-try to debuff the next set of turtles
-and still try to interrupt the Furious cast

That's 3 things, with 3 turtles and no room for error.  The RNG bit is where you have 1 turtle left for the job and then the new set of turtles or rockfall all converge on your location and stop you doing the interrupt.

On a more serious note, 1 melee *is* the way forward on this fight as it makes the turtles go down way faster.
Title: Tortos - DEFEATED 19/03/13
Post by: Ammon on March 19, 2013, 10:36:58 PM
I found myself using shuriken toss on this particular fight so i could continue to build combos and damage the boss even when at 30y gathering the bats to misdirect them or plain running away from rockfalls.
Felt really wierd doing ranged damage on my rogue.

Edit: also learned after looking at my recount that crimson tempest is a real waste of space as an aoe finisher, blergh.
Title: Tortos - DEFEATED 19/03/13
Post by: TeaLeaf on March 20, 2013, 08:20:54 AM
Logs for the kill are here:
http://www.worldoflogs.com/reports/nsvdxklvtehawtiq/sum/damageDone/?s=9074&e=9452

If anyone wants the kicking job y'all just let me know as I hated it.   I'm surprised I managed to do the dps I did with all that running around. :sad:

6 mins is abviously when the soft enrage starts to kick in, so a 6min18sec kill is too slow and we'll need to ramp up the dps for next time.
Title: Tortos - DEFEATED 19/03/13
Post by: TeaLeaf on March 20, 2013, 08:43:46 AM
I found this page:
http://www.worldoflogs.com/reports/nsvdxklvtehawtiq/details/40/?s=9074&e=9452

it seems to indicate 15 sets of Shell Concussion which ties up with 15 shells being kicked during the fight.   What we need to do is burn hard on the boss in those 20 secs post kick to maximise use of the debuff.   It appears that I managed to do it just once in the fight, but you can see what happened to my dps when I got the timing right:
http://www.worldoflogs.com/reports/nsvdxklvtehawtiq/sum/damageDone/?s=9074&e=9452
(click Teaell on the page and see the big upwards spike at 21:55!

HOSTILE HEALING
We also had over 13m of self-healing done by the bats, which is a heck of a lot of additional time to spend DPSing them down, so we could do with minimising that number too to speed us through the fight!
Title: Tortos - DEFEATED 19/03/13
Post by: hubbah on March 20, 2013, 09:18:02 AM
Did the spinning turtles go down fast enough? If so i might have an idea to make it go alot faster..

Put me on bats, ammon on boss full time and rest on spinning turtles.

That way you have 1.5 people on boss full time, should drop like a brick :)
Title: Tortos - DEFEATED 19/03/13
Post by: Slush on March 20, 2013, 09:31:38 AM
Good to hear. Just a sidenote, Hubbah.. Im pretty sure TL told us (Slush+Hubbah) to stay on Turtles full time to avoid a wipe like we had before..

http://www.worldoflogs.com/reports/nsvdxklvtehawtiq/details/0/?s=9074&e=9452
http://www.worldoflogs.com/reports/nsvdxklvtehawtiq/details/59/?s=9074&e=9452

Press, "damage by actor".
Title: Tortos - DEFEATED 19/03/13
Post by: hubbah on March 20, 2013, 09:43:25 AM
Tortos                   25176418   76.0 %
Whirl Turtle                     7.949.488   24.0 %

Tortos                   20094882   41.9 %
Vampiric Cave Bat   15118911   31.5 %
Whirl Turtle                   12.748.717   26.6 %

Dont want to be a moaning person or something but even with me not staying on swirly's the whole time i still did 5 million dmg more on em right? :P :P
Title: Tortos - DEFEATED 19/03/13
Post by: Slush on March 20, 2013, 09:53:59 AM
You sure did Hubbah...
And you did ALOT million more damage than me in total on this fight. gz :-)
Title: Tortos - DEFEATED 19/03/13
Post by: TeaLeaf on March 20, 2013, 10:15:28 AM
I think the learning point is that if we kill the whirl turtles quickly, we can then focus on the boss (and inevitable splash damage will kill the bats for us).   We don't need to add dps to the bats, they'll go down anyway through splash damage and will go down faster if do not focus on them because:

Once the whirls are down we can kick a turtle to debuff the boss and then get buffed dps time on the boss.  
The bats will then go down from buffed splash damage (and from the 1 melee dps).

If we are slow on the whirl turtles, then we do not get buffed dps time on the boss.
Title: Tortos - DEFEATED 19/03/13
Post by: hubbah on March 20, 2013, 10:22:36 AM
Quote from: Slush;368918You sure did Hubbah...
And you did ALOT million more damage than me in total on this fight. gz :-)

Time for arena's!!! :P
Title: Tortos - DEFEATED 19/03/13
Post by: JonnyAppleSeed on March 20, 2013, 05:50:41 PM
Healer info...

4 healing/raid walls are needed in rotation to cover the stomp... if you have more double up