Raid 07-01-2010

Started by Gandalf, January 07, 2010, 10:20:23 PM

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Gandalf

*G*

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Tirkad

Indeed, it was quite an interesting run. Btw, i'd like to ask you one thing: is there a dps schedule for the last boss? I mean, can we define some checkpoints based on the boss' health like:
1st mark should happen when the boss is at 60%
2nd mark should happen when the boss is at 35%
3rd mark should happen when the boss is at 15%
and of course, as necro and mal pointed out during the fight, the 4th is our endline.
Of course it's not mandatory, it's just something to help people track the fight.

Pandizar

I'd say its about
50% for 1st mark then
30% for 2nd
<15% for 3rd
(I was finding it pretty easy to keep 1 marked alive a struggle to keep 2)
Might be possible to mitigate this by getting marked people to join together and then I could use chainheal to keep them both alive.


***Have read up and refreshed myself on tankspot tactics ( I was spamming big heals on the beast spawn and they were coming for me so a holy pala using Righteous fury will have no problems) and we will have to get at least 1 typhoon spec balance druid in raid, its a movement of 1 point which will pretty much stop the beasts hitting completely.

http://eu.wowarmory.com/talent-calc.xml?cid=11&tal=5012203125331313113305310030000000000000000000000000000000205003312000000000000000000

I removed the points from balance of power so its equal to a loss of 1% spell hit for a balance druid which would mean the cap would be 367.25 or 14% (with goatsquid and imp fairies fire)***

JonnyAppleSeed

also all damage is melee...we can use amp magic for a bit more dps
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Tirkad

Quote from: Pandizar;301049***Have read up and refreshed myself on tankspot tactics ( I was spamming big heals on the beast spawn and they were coming for me so a holy pala using Righteous fury will have no problems)

I offered myself for the righteous fury, but the others didn't like the idea. I still think it's a good idea, since all the ads will be concetrated in one point (making the single targetting a bit more difficoult tho) and will be cc'ed without difficoulty. In addition, i can always bubble if the situation will require it, and then debubble to make them go back and forth. :narnar:

Quote from: JonnyAppleSeed;301051also all damage is melee...we can use amp magic for a bit more dps

I didn't undestand you there, jas. Amplify magic does not increase the dps done by casters, it will just increase the effectiveness of incoming heals on the buffed target.

Jim

Quote from: Tirkad;301053it will just increase the effectiveness of incoming heals on the buffed target.

i think thats what he meant Tirkleton
That Guy that sneaks around from time to time :P

Pr0ski

DannagE

Quote from: Jim;301055i think thats what he meant Tirkleton

First loving the scrubs reference :D

Second, phoar look at those rogues dps! Gnowai and I are tricks of the trading each other in fights where we can stand close, makes for some nice dps :boxing:

Finally, looks like people are getting used to the first 2 fights and thats proberly why we can do those now. Just need learn to listen to whats said on teamspeak and then we won't have people doing the wrong things. Although running groups through 10man would be ideal. - Smaller group, easier for them to see what others are doing, easier to see who's messing up and who needs extra help. Gives a basic idea of the 25man and how you need to behave towards that fight.

Im outta 2pence' now :narnar:
Dan

Jim

Quote from: DannagE;301073First loving the scrubs reference :D

Dan

/bow i LOVE Scrubs, and i've been calling Tirkleton that for ages, as it matches the name and reminds me of Scrubs :P

But yeah that is a good idea with TOTT Dannage, but make sure you're not going to overpass the tanks threat, and besides, that should be going on me anyway :P
That Guy that sneaks around from time to time :P

Pr0ski

Tirkad

Quote from: DannagE;301073Second, phoar look at those rogues dps! Gnowai and I are tricks of the trading each other in fights where we can stand close, makes for some nice dps :boxing:

I hate to be the bringer of bad news, but they've decided to nerf HfB to 5% bonus damage, as you can see from this blue post. Please correct me if i'm wrong but i thought the bonus damage from HfB was 15%...

Bastet

I think one of the problems we had on last boss is that the adds got to people. If its close move, cause if he hits you its worse then several people getting hit by blood thingy. Also hunters, leave your pets on the boss, since i saw pets w/ main agro on the mobs. This just cant happen since we need to slow down the stacking of the bar.
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Jim

Quote from: Bastet;301130If its close move, cause if he hits you its worse then several people getting hit by blood thingy.

Seeing as i wasn't there i can't guarantee what you folks did with the blood beasts, but when i last did it on 10 man if someone was in trouble with 1 add, normally was Maldaror, i'd Mind Flay the mob so he could get a blink off, so what i'm trying to say is to get some co-ordination between the ranged to help the others out if they're in trouble, be it roots, knockback, slow whatever will help to not let them hit you

Out of interest, what RACE are the Blood Beasts, i would guess they're actual Beasts?
That Guy that sneaks around from time to time :P

Pr0ski

Tanales

They are jim, but according to a comment on wowhead:
Quote... they are not susceptible to crowd control that specifically targets Beasts, such as a druid's Hibernate, a shaman's Hex, or, as stated by a previous poster, a hunter's Scare Beast. They are, however, vulnerable to slows, snares, and stuns as normal.

He also posted this:
QuoteA strategy that my 10-man raid found effective was to have a rogue Tricks of the Trade onto a hunter and then use Fan of Knives. The hunter would place a Frost Trap in the path of the mobs, slowing them while our DPS went to work on them. Once they had moved out of the trap's effect, we had an elemental shaman immediately drop an Earthbind Totem to slow them again. Generally, by the time they were out of the totem's range, they were very close to dead and were quickly and easily brought down.
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Jim

Damn, well can always stun them if they're getting close
That Guy that sneaks around from time to time :P

Pr0ski

Bellanie

one of the major problems we had on the night was there was only one knock back that could be used, Mine other people need to help out with knocking back aswell, it does help a great deal. On several occasions i managed to drop a Earthbind Totem and then Thunderstorm, there by gaining more time to dps the beats down.

Also on a side note if you have a knock back spell on your talent try but it requires ou to move one talent point then do it, you will find its a lot more easier to knock the beasts back then it is to try and kite them, which many people had to do on to many occasions!
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Pandizar



Ok sorry for my crude ripping-off from tank spot but this definitely sounds best-

  • Holy Paladin - waits just before beasts spawn, pop Righteous fury and cast a few big heals towards the tanks.

  • Shaman - pops down a earthbind (it has 12yrd range so if shaman is at 12yrd from tanks it should effect the beasts, if elemental can also use Thunderstorm push-back/frost shock taunt if a beast loses aggro and is going to chew on a tank)

  • Everyone should single target nuke the leading beast (or 2 leading they only have 90k)

  • Hunter ice traps/misdirects/multishot to Paladin as they crawl towards the Paladin. When they get close to Druid they use Typhoon to push back remaining beasts until dps downs them.

only bad thing I can see is a loss of aggro on the beasts and them splitting off either side and making a mess.