Alysrazor - Defeated 31/07/11

Started by TeaLeaf, May 20, 2011, 02:09:19 PM

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TeaLeaf

TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

TeaLeaf

Short fight tactics, will be updated once live versions appear...

Fight being changed a loooooot on PTR, will update properly once live hits.

-Have DPS get the flight buff, fly through rings for self buffs. Nuke boss.
-Rest on ground deal with adds in aoe bonanza.
-When he lands, deal with the aoe fiesta.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

TeaLeaf

TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

TeaLeaf

TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

TeaLeaf

This will follow Baleroc.  Prep up and be ready!


TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

TeaLeaf

#5
From Tankspot:

Quote from: Aggathon;515679Tankspot Raid Guides 10 Man Edition: Alysrazor (Normal)

This fight is probably one of the hardest so far on 10 man simply because it is so compartmentalized and every person needs to do their part. As with most strategies there is more than one way to skin a cat and alysrazor is no different. We did many iterations and the version stated in this guide might not work out for you, but I’ll say the two most common setups:

The first is the 3 healer setup, You have 3 healers, 2 tanks, 5 dps. I strongly encourage to have 4 DPS on the ground phase and 1 in the air, I’ll explain later. Basically this version takes longer, however it may be more stable since you have 3 healers instead of two.
However, the way we finally did it, and the way I like best since it leads to a faster kill and subsequently less odds of someone messing up is 6 DPS, 2 healers, 2 tanks.

Okay, so enough of the babble about setup that you might not understand because you haven’t tried the fight yet so you don’t even know what I mean by on the ground or in the air.

Here’s a brief summary of how the fight goes, I will get more into the details as I go into the strategy.
According to the Dungeon Journal, Alysrazor has 4 phases. I think it’s more like 2, there’s phase 1 where people are killing adds pretty much, and there’s phase 2 where all the DPS are laying into the boss. Phase 1 starts when you pull the boss and will repeat once phase two is over. Phase 1 is a lot about add management. There are several jobs:
Flying people. These are people that pick up 3 feathers right off the bat and fly in the air chasing Alysrazor.
Blazing Initiate DPS â€" these people are in charge of killing blazing initiates during phase 1 and blazing initiates are their number 1 priority, especially interrupting. Blazing initiates cast a spell called fireoblast, and if an initiate gets off more than a couple casts, it is highly likely to wipe you if not give you some significant problems.
Tanks killing voracious hatchlings. Some brief time into phase 1 after the first blazing initiates have spawned but usually before the second, two big fiery eggs will fall to the ground. Your tanks need to run over and each get close to one. Whoever is closest to the egg gets a debuff called imprinted. Imprinted makes that hatchling focus the imprinted target for the entire time it is alive or the imprinted target dies and it also allows the imprinted target to do 1,000% increased damage against the hatchling that has imprint on it. Sorry no fun revenge cleave damage here.
Alysrazor is going to fly around in the air. When she does this she will spawn two things in the air behind her, either incendiary clouds or fire rings. The people flying want to fly through the fire wings because it increases the duration of wings of flame (allowing you to stay flying) and gives a buff that increases haste by 8% per stack and stacks up to 25 times (200% haste). I’ll have an entire section about these guys more below. Occasionally alysrazor will do what I like to call a strafing run and will fly low to the ground and do an AoE claw in the middle of the room along the north/south line. Sometimes she’ll start from the north and go south, sometimes south and go north, the big thing here is just DON’T STAND IN THE MIDDLE.

Alysrazor will do this strafing run 3 times (once when you pull her/the phase starts and then twice during phase 1). Each time she will drop more feathers. I’ll detail this in the actual strategy section though. When the timer for molting comes up the 4th time (or 3rd depending on if you count the first strafe of the phase as one of the strafing runs) then phase 2 starts.

FEATHERS: I’m going to take this time to talk about feathers. Whenever Alysrazor does a strafing run, she spawns a bunch of feathers behind her. I think it’s somewhere between 8 and 10 I don’t remember at the moment. These feathers give you a buff that stacks. Each stack increases your runspeed by 30%, and if you get 3, you are able to fly around in the air. Unless you are an air DPS, don’t get 3, it’s not worth it and may hog feathers from others that need them. The runspeed buff also allows you to cast while moving! It’s pretty legit. I’d favor allowing healers and tanks to get feathers after the two people that fly up to DPS. It’s really nice for phase 2 if everyone can have at least 1 stack of the runspeed buff

Phase 2:
The most important thing about phase two is: DON’T GET HIT BY TORNADOES. At the start of phase two, your only job is to not get hit by tornadoes. If people who were flying and have the ridiculous speed increase can get the fire rings on the ground safely then get them, but if you weren’t a flying DPS don’t worry about the rings, just DO NOT DIE TO TORNADOES. I cannot stress this enough. There will be a big tornado in the middle of the room, so don’t stay in the middle of the room and people flying need to get close to the ground so they don’t die to fall damage or get hit by harsh winds. From the big tornado in the room several tornadoes will spawn outwards and then proceed to move in circular patterns around the room in random clockwise or counter-clockwise positions. I suggest watching a video for this because it’s hard to explain, but the tornadoes do move quickly.

I will take this time to interject some tips/strategies about tornadoes:
Clipping a single tornado is survivable, if you barely hit one it’s no big deal, it’s when you get full on railed by one or hit multiple tornadoes that you’ll die. Don’t take this as a license to hit tornadoes, far from it in fact. Just relax about this phase and it’s okay if you slightly mess up, it doesn’t have to be perfect, but you do have to not suck at it.
CAMERA DISTANCE. Try to put your environment distance and your camera as far out as possible for this, the right camera angle and a far distance so you can see both in front and behind you and see what tornadoes are coming is very important. Sometimes Alysrazor will fly over you and will sort of mess up your camera angle, so just be prepared for it and know how to compensate or move your camera angle quickly if it becomes a problem.
My personal favorite strategy to avoid tornadoes is really simple, since the tornadoes are in “lanes” I’ve simply just stood in one lane until a tornado was about to hit me, then stepped into the next lane, then strafed back. It’s almost non-stop moving because the tornadoes move so fast, but even without a speed buff I was able to effectively avoid tornadoes this way
In case this doesn’t work I have some other suggestions that other people have told me that worked for them. It kind of relies on getting 1 or 2 feathers that lay on the ground after alysrazor does her strafing runs.
Follow a tornado until one passes you on the left or right then follow that one, rinse, repeat. If you don’t have a runspeed buff then this is pretty much just what I said in 3), heh
Run towards tornadoes and move out of their way and quickly back into its lane when it passes. I personally don’t like this method because I think it increases the likelihood of getting clipped as you dodge a tornado coming at you, but some people swear by it so I thought I’d mention it.
Hookay, now that you’ve survived the tornadoes, on to the rest of phase 2. Once the Tornadoes are done (I think they last about 30 seconds) alysrazor lies vulnerable in the middle of the room trying to regain fire energy. She summons two adds to her side that try to channel more fire energy into her. While she’s on the ground she takes double damage or something big like that. If you have a clean transition you’ll want to bloodlust here. The two adds that she summons can be dealt with by stunning/interrupting them, however don’t worry about trying to kill them, they have too many HPs to be worth it and I don’t even know if you can, just DPS the boss, that’s the important thing. Have tanks worry about controlling the two adds to extend the burn phase as long as possible.

Once Alysrazor reaches 50 energy, she will come back up. At this point a tank needs to taunt and the entire rest of the raid should stack up somewhere that is NOT in front of her because she will start doing her AoE cleave thing but she has to be tanked during this. This is a good place for tank cooldowns and after this let the adds that give her fire energy give her the fire energy asap, because once she hits 100 she gets out of this phase. She also does an AoE hellfire like thing that needs to be healed through, and once she hits 100 fire energy she will knock everyone back for 50k, so everyone needs to be above 50k when this happens. Again, good time for cooldowns.

Live through that and phase 1 starts again. Rinse and repeat, but the 3rd time alysrazor lands, she will do an enrage and will not ignite and go back in the air, your tanks have to just constantly tank her and they will die fairly quickly. However if none of your raiders are dying and the 2 DPS in the air are doing their jobs, then hitting the enrage shouldn’t be an issue.

The strategy: Okay so I ‘ve already typed almost 4 pages and I haven’t even gotten to the real strategy yet. I guess I talked about Phase 2 a lot, but Phase 1 is still pretty vague. So here’s why you bring 6 DPS, 2 healers, and 2 tanks. It’s all about phase 1.
I’ll start off by talking about what the air DPS do and detail that. A lot of people seem to have problems with it (and even I still sometimes mess up, it’s fairly exacting to fly around while holding your rotation and avoiding clouds and flying through rings before they despawn).

Flying:
After picking up 3 feathers you will gain the “wings of flame” buff. It initially lasts for 20 seconds so you then have 20 seconds to fly through a fire ring to keep the buff up. This buff is DIIFFERENT than the Blazing Power DEBUFF. The Blazing Power Debuff has a much longer duration (I think about 40 seconds or something) and are not an indication of how long you will be in the air. Upon passing through a fire ring, the maximum amount of time you have to fly through another ring is only 15 seconds. So another way to say that is that flying through a ring only resets the timer on wings of flame to 15, not 20.

There are some tricky things to flying. First, don’t panic too badly about incendiary clouds. At least on normal you can hit a few and be fine, they won’t knock you out of the air or anything but they will do damage and you will be flying too high in the air to be healed back up by your healers for the most part. Avoid them as you can but if you have to hit one for a ring or accidentally hit one it’s not a huge deal unless you are hitting a lot of them and die, in which case it is a big deal and you may have just wiped your raid.

The other tricky part is when Alysrazor does her strafing runs and flies close to the ground. When she does this she will always spawn the fire rings above her, and she will summon 3 fire rings when she does this. However, she will also spawn 2 incendiary clouds for every 1 fire ring. They will be directly above her lined up horizontally. It’s late and I don’t have time to photoshop something or make an MS paint pic, so hopefully you can either see this in a video or my word picture is good enough. The fire ring is not always in the same place for different strafing runs, but for the same strafing one it will always be in the same place relative to Alysrazor for all 3 spawns… let me explain.

.....X...X...X
-->X...X...X -->
.....O...O...O

Okay well in Word that looks nice and pretty, but I have no idea if it will format right. Anyways the arrows show the direction alysrazor is flying in and the Os are the rings of fire and the Xs are the incendiary clouds. So on this particular strafing run you want to be on alysrazor’s right side because that is where all of the rings will spawn . The next time she does a strafing run though, the rings might be in the middle and the incendiary clouds on the left and right sides of her. I really hope this isn’t confusing but I know it probably is. When I make a video of this I’ll try to be more clear.

Why is this important? Because while it is always important to keep your wings of flame buff up, it is the most important here, because if you miss the last ring of the strafing run, you will lose the buff unless you are very lucky and time it perfectly because after the strafing run it is about 10 seconds before alysrazor spawns another ring, so if you only got the 2nd ring of the 3 in the strafing run, the time from getting the second buff to the new ring spawning is about 15 seconds and you’ll lose the buff and fall to your death and die. If you do miss this ring, fly to the ground, find a feather, wait for wings of flame to fall because grabbing a feather will not refresh the timer, and click on the feather after you lose your buff and you’ll go right back into the air.

I highly suggest setting up a timer or a poweraura or something to keep track of your wings of flame buff timer in a heads up fashion. If you mess up and have time to fly to the ground so that you don’t fall to your death, it could save your raid, or it might let you know if you accidentally missed a ring or something.

I’m also going to dispel more rumors about the rings. Some people have been saying that when 1 person flies through the ring it disappears, this is simply not true. It may look like it, but it’s not true. The rings only last for 3 seconds and ANYONE that flies through it while it is up will gain a stack of blazing power. After 3 seconds it goes away. Dems da truths.

If you’re a pro and get over 25 rings of fire, you’ll gain a buff called Alysra’s Razor and it will increase your critical strike chance by 75%. If you get a couple of rings during tornadoes to keep this buff up, then your alysra’s razor buff and your 200% haste buff will still be up during the burn phase and you can do some serious damage. It’s pretty fun.

Ideal classes for flying:
Some say melee are good, this is for two reasons. The first is that the DPS on the ground have to move a lot, so it hampers melee because they have to move more, and the second is that melee can’t get GCD spell casting capped, that is that melee’s attack speed gets the full benefit of the 200% haste, but some casters will just get GCD capped and won’t get the full benefit, however DoT classes will still get the benefit of the haste, so affliction locks and shadowpriests also make good choices for the air. I actually like melee on the ground, the melee I’ve sent have been smart about initiate spawns and are very valuable for interrupting fireoblast, which is critical to the fight. The BEST class seems to be fire mages though. They do ridiculous DPS. You might think that arcane mages would be awesome especially with the mana return they could just spam arcane blast, but really they can’t, the mana regen isn’t enough, even as affliction I’ve had to life tap a couple times because towards the end of the fight I was just dumping mana like crazy. So really all that happens is arcane mages get GCD capped and do OKAY damage, but fire is better.

Okay so now that you’ve all graduated from flight school… time for ground school (har… see what I did there, can you tell I’m writing this at 1am?).

PICTURE TIME!
There's a problem with the picture, currently working on fixing it. For some reason I can't just make it show up as a picture but here's the link to the picture!

Our feral druid was kind enough to make this picture Vibra and Alathia are our two healers, so we split the 8 people left in the raid downstairs into two groups, and east group and a west group. Each group has at least 1 DPS that can interrupt, 1 tank, 1 healer, and 1 more ranged DPS. DPS Shamans are great for this fight if they spec into the 5 second interrupt thingy, they can get every fireoblast.

You’ll also note the spawn locations. When the initiates first spawn, they spawn two at a time at a set timer. I’m pretty sure that once you kill them a timer starts for the next one to come down, so if you kill them quickly your DPS should have time to help out your tanks on your respective sides a little bit to get the voracious hatchlings down. Watch out for brushfire (which CANNOT be interrupted, don’t try) and plump lava worms. Taking avoidable damage will stress your healers. Tanks, if there is a plump lava worm on top of a blazing initiate, eat it early it will probably be overall less raid damage.

So anyways, the first initiates that spawn will be in the north east and the south west, so 2 DPS from the west group will go to the south west spawn and kill it then immediately head to the north east spawn point where the 2nd initiate will spawn, rinse repeat. There will be 2 DPS that do the same on the east side but they will start with the north east spawn then the second spawn on their side will be the south east spawn. With interrupts on every fireoblast and DPS being careful of avoidable damage, this is easily two healable and the adds should die quickly.

Tanking: So I mentioned earlier that the tanks will get imprinted and do 1000% increased damage against their voracious hatchling. This is true and the tanks will do a butt load of damage, but sometimes it’s not quite enough to get them down on their own, so if DPS have downtime between initiates, help with the hatchlings but make sure initiates are still your number 1 priority, not interrupting fireoblast will wipe the raid, mainly because when the initiates do cast fireoblast, they get a buff that increases their damage and I think cast speed.

So ya, enough about the initiates, on to the tanking. The hatchlings will start out with a debuff called “satiated” and when they have this they will not enrage. It lasts for 15 seconds and can be refreshed by dragging a voracious hatchling over to a plump lava worm where the hatchling will eat the worm, get satiated, and the lava worm will go away. However, when the bird is not satiated it will have a debuff called “hungry” and when they are “hungry” each melee attack has a chance to make them throw a “tantrum.” Tantrum itself is the actual enrage, not hungry. Since there will not be enough plump lava worms to ensure that the voracious hatchlings will never be hungry there are a few tricks the tanks need to pull off. First, wait to get a lava worm until the worm is actually throwing a tantrum. This increases the time you can go without needing to eat a worm. However, if a lava worm is just in a really bad spot and you need to eat it so that the DPS can kill initiates, then do it. Otherwise you’re just going to have to tank the enrages. If you know you’re going to have to tank tantrum (which only lasts 4 seconds), call it out so your healer is aware and/or save a cooldown for it. Shield block is awesome here, but even minor trinkets or enraged regen may be enough, especially if the DPS aren’t letting fireoblast go off and the healer is on his/her toes for your side. If you have to, shield wall or barksin or whatever to stay alive here. The only other place a tank needs a cooldown is perhaps at the end of the burn phase when Alysrazor is between 50-100 energy.

The voracious hatchlings need to die before the tornadoes activate, and once the timer for phase 2 is below 30 seconds, no more initiates will spawn so that is the DPS’s mark to finish up any initiates that are up and help finish off the hatchlings.
Anyways, this guide is now 7 pages long and I fairly thoroughly explained what to do in phase 2 up top, so just scroll up to read it.

I’m sorry that this guide may have seemed kind of ramble-y, but as you can tell there is a lot of information in this fight and on 10 man, the devil is in the details. I really hope this guide helps people. As usual ask questions or feel free to PM me. Hopefully this guide is still coherent even when I was writing it so late at night. Happy Hunting!

Also: sorry I haven't had the time to put up more guides, I will put them out as I can.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Azunai

Sooo.. in order to make this less wall-of-text-y. Based on that Tankspot guide. Find your role and learn what to do! :-) :

------------Phase 1-----------

Alysrazor flies overhead in circles and does a fly-by over the ground through the middle 3 times (north to south and south to north), after which Phase 2 starts.

Everyone
- Avoid the middle from north to south due to fly-by's.
- Pick up 1-2 feathers, 3 if you're flying. Especially 2 if you are melee-ing the Initiates.

Tanks
- Stand next to your egg to pick up the Voracious Hatchling. You (as tank) have to kill these mostly on your own. You get a 1000% dmg boost.
- When your Hatchling is throwing Tantrum pull them over Lava Worms. <--this is situational and may need on-the-spot change. For example a Lava Worm may be a nuissance so you have to deal with it before a Tantrum on your Hatchling.
- Hatchling needs to be down before Phase 2.

Healers
- Divide into two groups, one for west and one for east.
- Heal stuff

Ground DPS
- Get 1-2 feathers (2 if you're melee I guess) for run speed boost
- Divide into two groups, one for west and one for east.
- Kill Initiates, they spawn north and south of your area, in a set order.
- Important: Interrupt their Fieroblast. If they cast this they get a 10% dmg and cast speed buff, making the next one harder to interrupt, and snowballing out of control
- When you have time to spare help with Voracious Hatchling, but prio on Initiates.

Air DPS
- Get 3 feathers to go airborne
- Keep up your flying buff (originally 15 seconds I think) by flying through hoops. Also stacks a haste buff up to 200%
- Avoid the fire clouds


--------------Phase 2------------

Alysrazor lands in the middle, starts sending tornadoes in circular motion around the room. They each have their own lane (think Dante's circles of hell to name a random example) and must be avoided. This phase lasts for about 30 seconds.

Everyone
- Avoid the tornadoes. They fly pretty fast but there's a pretty simple strategy
- Follow one, until another passes you by on either side, then turn, skip a lane and follow that one instead, rinse and repeat. See the Tankspot Vid below, makes perfect sense.


--------------Phase 3-----------

Alysrazor is tired from the fire tornadoes and takes a breather. She is in the middle and does nothing whatsoever in this phase. Two (one on 10man?) adds spawn that channel a spell into her that gives her back Molten Power. At 50 of this, she gets back up into Phase 4.

Tanks
- Pick up these adds and offtank them.
- Interrupt their channel whenever you can to make this phase last as long as possible.
- Adds disappear after this phase, they fly off.

Everyone else
- Burn burn, for us, for them, for you! Yes, even healers. Hitting her restores resource (mana, energy, RP, etc.), so make good use of this.


--------------Phase 4-----------

She gets back up and a normal ground fight starts. Seems pretty tank-n-spank, though healer intensive. You'll want to blow raidwalls and other cooldowns here.

Tanks
- Tank her facing away from the raid as she does a frontal attack.
- She does a debuff that increases your damage taken by 10%, so you need to tankswap (vid says 6-7 stacks)

Healers
- Loads of tank and raid damage in this phase, heavy healing

Everyone else
- Keep DPSing.


When reaching 100 Molten Power she will fly back into the air resuming Phase 1. She also leaves another bunch of feathers on the ground which the flyer(s) need to use asap to get back into the air.

Rinse repeat, grab loot :-)

And here's a video (25 man, but a lot of principles apply)!

[video=youtube;1t7xzTtr1pk]http://www.youtube.com/watch?v=1t7xzTtr1pk[/video]
or Garrit, or Torgen. Also, Livestream.

Tirkad

#7
It seems quite interesting as dps. About healing, the amount of AoE dmg going on is quite scary...

EDIT:I've read many posts about it and all of them agreed that it's all about surviving.

Arcticfire

seems your gonna need some good S*x then!

Grimnar

Errmmm fun / wondering tries it where for me.....
 
Started with my normal job dps and interrupts.
 
I have just 1 thing to add as it seemed an isseu when i swapped to tank.
I did the interrupts the first few tries on the left side with 1 interrupted and then i had to let one go as mine interrupt was still on cooldown and hit the other cast again.
First few tries i was on my own doing that. later on Nocto helped out aswell with a few interrupts but we missed 1 to 3 of those casts for 2/3 mobs that where alive during those tries because both on cooldown or dps'ing the crap out of something (or maybe even trusting the other player has this one and i have the next)
 
But for me missing 2 out of the 5 casts the add will do when you have 2 dps on it aint a problem. The add was fully focused with those casts on the person near him (that would be me) so i took the damage what aint much. Plus the interrupts where still very easy for someone like me (a melee class)
So i don't know what the real fuss was all about when the right side also came in that position to do it. It was mentioned on TS that the boss would also get a buff?? is that correct then in that case yeah it is a problem but otherwise i don't see a very big problem. As long there are 2 dps downing them. 1 dps won't make it as we noticed later on.
 
 
Whirlwind phase is short and doable as long as you have the speed buff!!.
 
Burn phase says enough  NUKE HIM!!!
 
 
For me as dps i don't had real problems with this fight. What might be a problem is that i can do 1 out 2 interrupts needed if you want all interruptible casts interrupted.
Also Tanks won't be able to help out on this as i noticed that when i was a tank......
 
 
now my wondering part.....
 
I Had almost no clue as what i was doing as a tank!!!!!!!!!!...  At some point i was really asking myself how do i get that dps done like Hal did...  
 
It was all new for me and i wasn't prepared to go tanking and i think i am the 4th tank for rgt and doesn't have the gear lvls as the 3 others or the experience in cata..
So yeah i started a bit scared but the last few tries i had my add under controll for my own feeling. I started to learn when to get to a worm and when to stay away from them. (i was at the end still unable to make the calls to the healers) that because i still had almost no clue on what i was doing and i was freaking busy getting the add away from other people that where moving all around the area also in the middle infront of the adds that do a nice cleave attack..    plus dancing around the 2 worms was a challenge (what i found pretty fun)
getting the speed buff wasn't a problem at all. Yeah i started with 1 at the start of the fight but i found it not needed at that point. Just a bit later i had loads of feathers to pick up in time before i really needed the speed buff.
 
 
But i think my points arn't that helpfull for the tanks as i was the one running around like a headless chicken.. trying to do my best and help the guild out to see and learn the fight.
 
 
Up for a new round as a dps i hope ;)  And kill him! i want that druid his staff so this one has to go down quick :narnar:

Nocto

Tonight, 26th July 2011, on Alysrazor, I attempted to solo interrupt the Blazing Talon Initiate with my 5 second Interrupt. However I was found that in-order to get every single interrupt, I would have to be doing very little, if not no damage to the mob, in order to get my interrupt off in time for it's cooldown to have reset. This would be made increasingly harder up to the point where with the mob obtaining 2 stacks of casting speed increase (i.e. 2 Successful Casts) that I could no longer interrupt everyone.

This problem arises when the mob does not cast it's Burning Pitch (Uninterruptable), it normally would cast from landing: BP > Pieroblast > BP (if Pieroblast was interrupted), however I was finding that, after interrupting the first Pieroblast, it was not casting Burning Pitch (which would've given me enough time for the 5 second CD on my interrupt to complete), was I interrupting the Pieroblast too late? I'm using a /stopcasting macro (which should be instant) and so I cannot see the problem as i'm not getting a GCD in the way.

Having looked on the Forums it would seem that guilds have been running with a DK on one side (10 second interrupt), a Rogue and a Lock on the other side. Others on this same thread seem to suggest that missing one or 2 pieroblast casts did not matter, because their dps would have nuked it down by then. A shaman on this same thread suggests that grounding totem also affects it but with a 25 second CD that would mean that I would be able to get 3 interrupts on the First mob, and 2 (possibly 3 on the Second, dependant on if the CD was off by the time the 2nd mob comes, however the time between the arrival of the first and second mob is about 15 seconds, meaning that it may just be cut short, and making me unable to do this :sideways:.)

So what should we do?
We could run with 2 interrupters on either side, which worked before the break.
I could be more vigilant on interrupting and using grounding totem, which I've only just found out works.
Or I can interrupt the first cast, let the second one go, and interrupt the third, the only problem being that it would have a speed increase on the cast time. (On a side note, the spell casting of the mob is not alternate as we previously thought it is, if PB is successfully cast it will carry on to cast that spell again, untill interrupted, leaving no room for error.)

Link to the thread: http://us.battle.net/wow/en/forum/topic/2878768490

Jesung

Quote from: Nocto;329564Tonight, 26th July 2011, on Alysrazor, I attempted to solo interrupt the Blazing Talon Initiate with my 5 second Interrupt. However I was found that in-order to get every single interrupt, I would have to be doing very little, if not no damage to the mob, in order to get my interrupt off in time for it's cooldown to have reset. This would be made increasingly harder up to the point where with the mob obtaining 2 stacks of casting speed increase (i.e. 2 Successful Casts) that I could no longer interrupt everyone.

This problem arises when the mob does not cast it's Burning Pitch (Uninterruptable), it normally would cast from landing: BP > Pieroblast > BP (if Pieroblast was interrupted), however I was finding that, after interrupting the first Pieroblast, it was not casting Burning Pitch (which would've given me enough time for the 5 second CD on my interrupt to complete), was I interrupting the Pieroblast too late? I'm using a /stopcasting macro (which should be instant) and so I cannot see the problem as i'm not getting a GCD in the way.

Having looked on the Forums it would seem that guilds have been running with a DK on one side (10 second interrupt), a Rogue and a Lock on the other side. Others on this same thread seem to suggest that missing one or 2 pieroblast casts did not matter, because their dps would have nuked it down by then. A shaman on this same thread suggests that grounding totem also affects it but with a 25 second CD that would mean that I would be able to get 3 interrupts on the First mob, and 2 (possibly 3 on the Second, dependant on if the CD was off by the time the 2nd mob comes, however the time between the arrival of the first and second mob is about 15 seconds, meaning that it may just be cut short, and making me unable to do this :sideways:.)

So what should we do?
We could run with 2 interrupters on either side, which worked before the break.
I could be more vigilant on interrupting and using grounding totem, which I've only just found out works.
Or I can interrupt the first cast, let the second one go, and interrupt the third, the only problem being that it would have a speed increase on the cast time. (On a side note, the spell casting of the mob is not alternate as we previously thought it is, if PB is successfully cast it will carry on to cast that spell again, untill interrupted, leaving no room for error.)

Link to the thread: http://us.battle.net/wow/en/forum/topic/2878768490

As you said that is what we were doing before the break and ideally wanted to carry on, but with the tank issues tonight it was an unorthodox way of doing it, and we couldn't have it any other way.

TeaLeaf

Feathers:
From my fraps last night we're seeing 8 feathers drop in the first pass.  That means:
3 for Air person
1 for Tank
1 for Tank
1 for Healer
1 for Healer
1 for Healer

So as a rule, dps should not grab one until the second pass.  Another 8 are dropped at the end of the burn phase (when we return to P1 again) so there should be 5 feathers for dps at that point.

Air Phase
Again frmo fraps it appears I could not exceed 25 stacks, so once I get 25 stacks I can stop following the dude and focus on dps only.  I can dive into another ring of fire when I need to refresh, this should improve dps a fair chunk.  I did not notice this last night so spent all the time once I had 25 stacks continuing to track & fly-through rings which I think dropped my dps a fair bit.

Interrupts
I think we need to run this fight with 4 interrupts, 2 for either side and we need to macro buddies so that we cover each relevant cast.  We need this during P1 (with air phase) and again during the burn phase.   We should not need to let *any* casts through if we do it correctly and I'm sure that with sufficient interrupters on the case that we'll succeed in this goal.

Raidwalls
Second half of the burn phase (with Alysrazor airborne but at ground level) we need to sort a raidwall order.  Massive damage was coming in at that point.  From Re-ignite to reaching Full-Power took 23 seconds, so we need to manage AOE heals and group faster at the start - it took us about 13 seconds to group up in the first place so we need to be primed and ready to stack on the chosen (green) mark.  

Tanks
Tanks need to ensure the boss is immediately turned away from raid to the other marker in the burn phase.  We also need to be more careful with tank switches in ground phase (second half of burn phase).  We had a couple where it actually turned Alysrazor to face the raid and this caused the raid health to drop by 90% and almost wipe us!  Do we need to stagger tanks to either side of the other marker, or do we just need to not taunt until you have run back into the correct position?  Cleave on raid is bad!
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Azunai

Yeah definetly run with 2 interrupters. Running with 1 doesn't necessarily kill you as a dps but you'll kill them too slow so you'll run behind on adds. This, and not the getting hit by the initial few Fieroblasts, is what becomes the real problem as it leads to loose adds Fieroblasting the raid into oblivion.
or Garrit, or Torgen. Also, Livestream.

Michelanio

A very good video I found from a tank p.o.v is a video from wowhobbs:
[video=youtube;xyC8KR9P4w0]http://www.youtube.com/watch?v=xyC8KR9P4w0[/video]
Maybe there\'s something to be said for being different. We are who we are. What more could we ask for?