http://www.icy-veins.com/iron-qon-detailed-strategy-wow
1 Tank - BoP, DP to reset stacks with cancel aura macro (if both Hal & Whytee are in)
3 Healers
6 dps
Ro'shak
As Normal, plus Lightning Storm, Whirling Winds targeted at single player - avoid
Move out at 35% or so as he runs off at 25% HP
Quet'zal
Same as Normal, Aura Mastery & Stampeding Roar for Tornado
Aim to reach 25% before before 2nd wind storm
Frost Spikes on 2 people periodically or Freeze
Dam'ren
Regen time!
Unleashed Flame - targets 3 people stacked (ensure we run a stack in melee for this)
Get rid of arcing lightning stacks
Run off CDs to be ready for P4
@27%, go dead zone & then WARP & nuke to as low under 25% as possible as still targetable during dead zone and won't transition until afterwards
Boss + other 3
Kill as many adds as possible before first Fist Smash: Damren then Ro'shak (Fire) then Quet'zal (Lightning)
Melee stack with CD rotation during Ro'shak life (3 stack for fire aoe)
Ranged stay spread
Stay spread until Arcing Lightning debuff gone
Fist Smash nasty
Rotate CDs through end phase
Bump for tonight.
Quote from: TeaLeaf;3730431 Tank - BoP, DP to reset stacks with cancel aura macro (if both Hal & Whytee are in)
Looks like you can single tank this with a Prot pally without having an additional pally in the raid. Having 2 would help the healers though as we could reset stacks more frequently.
Also, I think we should look to 2 heal it as it can be single healed :blink: http://www.youtube.com/watch?v=EbEUGTOL8qY and that should avoid a second tornado.
Lets give it a go the healing camp has had it far too easy :norty:
The cd rotation for melee at Ro'shak:
2 healers:
1 - 2 - vamp (between 2 and 3) - 3 (self cds) - devo for 4 - rallying/demo for 5 - zen for 6 - amz for 7
3 healers:
1 - 2 - devo for 3 - rallying/demo for 4 - zen for 5 - barrier for 6 - amz for 7
These are the rotations with the group we ran sunday.. If we have 3 healers with Smiz here and TL dps'ing we'll obviously have to pop a vamp in somewhere (probably between 2 and 3).
Trying to do some work on the logs this morning and I can't easily tell if Devlan got hit by something or whether Tanales' pet called Devlan got hit instead.
Any chance we can not name pets after other players please?
Seriously poor video audio, BUT, it does actually show you how to run through the tornadoes without getting hit. Starts to number them and show the route at about 2mins15sec into the video. Might be helpful for those who have not figured out the pattern of them yet.
RDPS
In 10 man HC Ro'shak has 163m HP.
25% HP means we need to remove 122.25m HP to get him to fly away.
First UF comes in about 23 secs after the pull.
This means to manage a 3 healer + 7 CD rotation we need to have got the Ro'shak to 25% within 97 seconds (based on Try 1 timings of UF).
With 1 tank+3 healers+6 dps this equates to 1.26m rdps.
We're not doing that much even on our best tries (the Fatboss video shows above 1.25m from a 1 tank+3 healer+6 dps setup).
Are we simply short of gear here or are we pooching in some other way?
Let's move the fight towards where the boss is so that we have less dead time at the start of the fight, we don't need to be that far back.
Unleashed Flame
Take Try 1 as an example:
http://www.worldoflogs.com/reports/g6n5xe9xfabjrinb/analyze/dt/spell/?source=108&s=7652&e=7890
This is darned confusing. Sometimes we get a nice break between them, other times it's almost like we're getting a double hit. The gap (secs) between the UFs is:
Gap (secs) between UF:
Ranged: 4-8
Melee: 8-8-8-4-6-4-8-4-8-8-8
So why do we get some 4/6 sec gaps and some 8 sec gaps?
If all the 4 sec gaps were 8 seconds then we'd have had another 14 secs dps time and 3 less stacks of UF to handle.
2 Healers or 3 healer?
If we go 2 healers we get closer on the dps front but we have less CDs and less healing which means we lose people.
If we go 3 healers we get more CDs but it takes longer and therefore we get more UF and still lose people.
I'm feeling stuck between a rock & a hard place here. Help!
Let's get some discussion going on how to move this forward please!
I'm currently looking at some numbers for unleashed flame and Ro'shak's energy regeneration rate (if anyone has any numbers I'd appreciate them). I'll look into the times between unleashed flame and how we might be able to counteract it.
But first I have a quick question directed at Whytee. I assume both paladins are using clemency. Does Whytee have to use both of his stacks of Hand of Protection in order to keep his stacks at a controllable level during the fire phase? Can you use divine shield and 1 of the stacks to reset stacks and then still be able to survive the rest of the fight? If you can, then maybe we can use divine shield on Hal, Hal's two stacks of HoP on two of the other melees and then Whytee's one HoP on the last melee to reset the scorched stacks.
Of course we could also lower the amount of melee by one, so that we'd be able to reset stats without using Whytee's HoP, but I feel that might strain the healers more than necessary.
I need mine and Hal won't be there on Tuesday night.
It seems like it's the melee dps that needs to increase, mainly through uptime on the boss, since all melee are at around 95% uptime.
Is there anyone who has his dps harmed by our current positions?
Starting dps earlier is probably also going to be a necessity as TL mentioned.
Moreover I believe that the melee uptime will go up once we get used to the positioning and cd rotations for phase 1 (which should hopefully happen soon).
On the subject of Unleashed Flame. There's two criteria which must be met before he casts it:
1. his energy must be at least 30
2. it must be off cooldown (which from what I can gather is about 2 seconds, although it seems a little random).
So if melee stacks as soon as ranged has split we'll be looking at the boss going down to about 0 after every unleashed flame and thusly at the biggest possible gap between each burst of damage (if we go in later the unleashed flames will come quick at first and then slow down to the same speed as the other option).
Going in early will obviously mean that we have less time to dps the boss before we start taking damage, but it should mean that the stacks come a little slower (which might help healers catch up, not sure if that is needed at the early ones though) and more importantly it should mean that we have more time to burn the boss once he dips into execute range which will in turn increase our dps ever so slightlhy.
I wasn't able to find very precise numbers, so take it with a grain of salt, this is all just estimates.
Thinking this through some more and the answer is obvious once you posted what you did Ziley. We need to avoid getting Ro's energy too high to start with otherwise he can do 2 in quick succession. So the answer is to stack almost immediately so he does a UF at 30 energy, but then he has to regen 30 energy again before he can do another - hence giving us a reliable 8 seconds between each. This will also mean that we will need to ranged split & melee stack at the same time. No waiting for the energy to get to 40 as it will be 50 by the time we group and then we'll get one UF and another one only a few seconds later once he has regenned the extra 10 energy. Sometimes the blindingly obvious just stares you in the face..... :doh:
Looking at most of the realm logs, every raid group higher than us in progress terms is 3-healing this one, so I reckon we should go that way too. If we get a regular UF at predicatable intervals the healing is easier and we then just need to worry about dps.
The other thing is that we could do is have 3 groups to reduce the melee stacks by 1 or 2 UFs. If we had say a healer run in to join say a tank +1 melee (or the spare ranged) we could have that group take the first 1-2 stacks, then move into our normal ranged then melee stacking rotation. If we save a stack or even two then it might help hugely (the numbers are in the below spreadsheet). Perhaps stack tank+1ranged+1 melee, then go to the normal 3 ranged & 4 melee. 2 stacks, 2 stacks and then 7 stacks (with 7 CDs) will get us to 13 UFs total which is one more than we should need to get into P2?
https://docs.google.com/spreadsheet/ccc?key=0AgpVmSSOvlTsdDJXZ3g5SGpkR1p5a21lT3Q2Qm9Penc&usp=sharing
Sounds worth trying
My only concern is whether the melee stacking with the tank will reset his stacks in time?
Looking like:yahoo: a plan is forming
Quote from: Ziley;373938My only concern is whether the melee stacking with the tank will reset his stacks in time?
I was thinking of having 2 groups of 3 and the third group (melee) with 4. Depends on who is there on the night of course, but in principle it should work. Jim can reset his stacks it looks like from the logs, so he'd be ideal to stick in there twice in the first and third groups.
1 - Tank, ranged, Jim (3) - 2 stacks
2 - Ranged group (3) - 2 stacks
3 - Melee Group (Jim resets stacks) - rest of stacks
We need to be seriously crisp on the stacking & splitting, they need to happen simultaneously within that 8 second window.
Remember we lose a lot of dps to the whirling winds, so we need to have our camera view set back to allow us to see Quet'zal fly down and to check which way he is facing before he casts them.
We need to spank this one hard on Tuesday to get a lead again over Reanimated who also killed a 4th Heroic boss on Sunday (but they did Qon so have nothing else to gain this week).
[video=youtube;TAB36SGkF7g]http://www.youtube.com/watch?v=TAB36SGkF7g[/video]
Had a look at this video. They recommend a 3x3 stacking method for Unleashed Flame and never once mentioned the storms being a problem while stacked (outside of the obvious extra damage from Arcing Lightning). Did we ever experience someone stacked for Unleashed Flame actually getting the storm cloud? Maybe there's a mechanic in place to prevent that during the flame phase.
Also on top of that they mentioned some tips to handling the spear namely, the ranged all being behind the boss.. Not stacked obviously, but all positions would be somewhere behind the boss, and everyone would then move forward a tiny amount so that their back would almost touch the other line of flame. This would make lines become a little easier to deal with. Also when doing 3x3 stacks the Unleashed Flame should match up with spear so that just when a group is spreading a spear will come out and thusly make it a lot easier to avoid accidentally splitting or taking extra damage from the lines.
Also, from what I could gather from the video footage (note: I don't think it was actually mentioned) is that it might be better for the ranged groups to be completely split (as in not 2 + 1) when they're not soaking - probably due to lightning storm.
Oh and a few more things that I gathered:
Using personal cooldowns just before we're sucked in for Wind Storm is better than doing it once we're no longer stunned.
A buddy system might be a good solution to Lightning Storm during phase 2.. Which means that every ranged are in a group with one other player who will stand close and take care of each other's lightning storm debuff.