Dead Men Walking

Forum Archive 2023 => Archived Raid Tactics => Boss Compendiums => World of Warcraft - Dead Men Raiding => dMw Gaming => Gaming Archive => Siege of Orgrimmar (Tier 16) => Topic started by: TeaLeaf on August 19, 2013, 05:11:25 PM

Title: Kor'kron Dark Shaman - DEFEATED 24/09/13
Post by: TeaLeaf on August 19, 2013, 05:11:25 PM
PTR



Title: Kor'kron Dark Shaman - DEFEATED 24/09/13
Post by: TeaLeaf on September 18, 2013, 09:12:26 AM
Title: Kor'kron Dark Shaman - DEFEATED 24/09/13
Post by: TeaLeaf on September 18, 2013, 09:39:39 AM
For this reset:
-heroism at end (25%)
-two stacked groups (ranged & melee)
-coordinate movement before ability (we'll discuss what to say & when)
-slimes for ranged dps (don't forget cc/knockbacks)
-pack abilities into a small area earlier in the fight
Title: Kor'kron Dark Shaman - DEFEATED 24/09/13
Post by: TeaLeaf on September 23, 2013, 09:33:53 AM
Things to note from the log review:

Foul Geyser
Melee & tanks need to watch Foul Geyser more carefully, 50% of Guru's deaths had standing in Foul Geyser as the major reason for death.   Tanks just need to make sure we do nto get both tanks hit, but that rarely happened and could have just been part of a wipe.

Toxic Storm
These are slow moving huge circles, so there really isn't anyway we should be standing in them and taking damage.   Everyone took 'some' damage here, but Pinn you need to be more aware of this as 7 of 13 deaths were from Storm.   Check your graphics settings are sufficiently up that you can see these cloud animations fully or just give them an extra 5yds clearance.

Toxic Mist
Toxic Mist (http://www.wowhead.com/spell=144089) is a DOT that starts of nice & simple but gets worse over time.   Every application of the DOT causes another stack of Toxicity (http://www.wowhead.com/spell=144107) to be applied, so at the start of the DOT it ticks for 80k every 3 seconds, but at the end of the 30 seconds it is hitting for closer to 180k damage.    It is essential that healers are aware of the remaining time of this debuff on players so as to anticipate the increasing damage relative to their remaining health at the end of the 30 second period - likewise we need to all be aware of our own HP, the remaining duration and personal CDs that can be used in those last few painful seconds.   Dispersion & similar abilities save a ton of healing if we can use them and save healers the trouble.

Foul Slimes - tanks
Reading around I am finding that rather than a tank kiting away from the Geyser, that they should 'dance' around it to keep the slimes as close together as possible so as to make cc and dps on them easier.     This is something I think we need to master fast and it should help significantly if we can dps them down faster.

Foul Slime - DPS
Teaell|69167622|   24.7 %
Devlan   |49462958|   17.7 %
Pinnfiske   |47482668|   17.0 %
Whytee   |37729100|   13.5 %
Tanales   |28885495|   10.3 %
Halbarad   |26031353|   9.3 %
Foul Slime dps is a ranged priority, so tanks/melee should always be at the bottom of the list.   The longer the slimes remain alive the more healing is needed and the more spread out people become as their panic increases.  Make sure everyone chooses talents & glyphs to maximise aoe dps if not already done.

Hunter misdirects or ToT (under a personal CD to avoid/minimise the Foulness aura damage) to the tank could help significanlty to keep the adds grouped for the most effective aoe dps.  Stunned adds help (assuming we dps them on the spot and not kite) as long as the tank moves out of aura range asap.

Alternatively: tank kite adds towards ranged group as that's where all the ranged dps is coming from, so all the threat will be there too (and it might also allow for raid makeups where no MD or ToT is available).

Alternatively: ranged dps gain aggro on adds to remove them from melee range (with or without MD/ToT).

Self Buffs
We need to pay more attention to being buffed. On progress fights the small things all add up.   Jas watch your food buff please!   Tanales start using pre-pots please, every other dps is pre-potting and we lose a lot of stats/dps/heals when we're not fully buffed.
http://www.worldoflogs.com/reports/rh6fl5adlvlr1ygs/log/?enc=wipes&boss=71859
[{"spellNames": ["Potion of Mogu Power"], "eventTypes": [4]}, {"spellNames": ["Virmen’s Bite"], "eventTypes": [4]}, {"spellNames": ["Potion of the Jade Serpent"], "eventTypes": [4]}, {"spellNames": ["Potion of the Mountains"], "eventTypes": [4]}]
Falling Ash
Whilst we did not really see much of this due to wiping, this is something that takes a LONG TIME to hit us.   If you see the Red Circle on the ground DON'T PANIC!!!   Start Spirit Shelling the raid and 15 seconds after the red cirlce appears the meteor will strike the ground and only then do we take damage.   Too many of us were running out immediately the red circle arrives.

If we run out too soon then we get more Storms etc dumped on the ground in the limited area outside the Falling Ash circle, so STAY IN the circle until nearer the end of the 15 seconds and then move out to avoid the 1 million damage.

Froststorm Strike
75% of Hal's deaths are down to this ability - none of Whitey's deaths are due to this ability, so we need to figure out what the difference is when they are tanking and taking the Froststorm Strike.  From the logs I think it is simply more focused healing is needed as Hal is taking less damage from Froststorm Strike and has a lower debuff uptime, but is dying more often to it.

....and that's all for this morning.    Thoughts & comments folks please to help us get this bugger killed so we can move on to other fights!
Title: Kor'kron Dark Shaman - DEFEATED 24/09/13
Post by: TeaLeaf on November 10, 2013, 08:37:33 AM
Old fight and I know it is farm, but someone on TS mentioned the 3 tank approach to this fight duiring Flex on Friday night and it's something we will need to consider before getting to the Heroic version.   Perhaps we should be trying it under Normal so that it becomes less of a shock during Heroic?
Title: Kor'kron Dark Shaman - DEFEATED 24/09/13
Post by: Devlan on November 10, 2013, 10:02:03 AM
I'm not sure that the 3-tank system would really work on 10-man raiding, as it seems to be something developed by and for 25-mans.
Title: Kor'kron Dark Shaman - DEFEATED 24/09/13
Post by: Ziley on November 10, 2013, 12:22:41 PM
The 3-tank system is almost mandatory in 10-man heroic from what I've heard, since the chance of iron tomb and toxic mist coinciding is so much larger than it is in 25-man (and would almost guarantee a dead player). Now, the question is whether I'm geared to tank Dark Shaman on heroic, and I'd argue that I'm not. We've seen me getting battered pretty hard on a few of the normal bosses, and with an item level of 520'ish I'm pretty far off what you'd want in a heroic tank. But Kor'kron Dark Shaman are still well into the future, so I might have been able to collect a few more tank pieces by then - who knows. :)
Title: Kor'kron Dark Shaman - DEFEATED 24/09/13
Post by: TeaLeaf on November 10, 2013, 03:55:40 PM
Quote from: Ziley;377960The 3-tank system is almost mandatory in 10-man heroic from what I've heard
Correct, hence the suggestion!