Alysrazor - Defeated 31/07/11

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

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Jesung

Quote from: TeaLeaf;329577Feathers:
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.

I agree 100%, me and Torgen had 0 problems with our side, me with Spell lock and Torgen with Pummel. We didnt miss a single Fireoblast and the mob was dead after 2 casts.

Ranualf

well after my many mess ups i was surprised to be on the team still:oops:

i had a lot of problems to start with during the searing wind phase- where she whirls around, and creates the hurricanes of fiery death- i got crispyfied a few times- bhaa !
:sideways:
TL advice about staying closer to the middle worked a lot better:worship: - then i got a worm spawning under my feet(read healer in wrong place) and well 2 secs later i was soo toasted you coulnt tell what i was...

i found the key to the fight exactly as jas said- hover around you marker(tank should be around there not in the middle to be pawned by the bird angry bird...):withstupid:

after several crap attempts from myself to stay alive, it was announced the fiery trails left be the hurricanes DO NOT HURT... this was where i was going wrong- see fire- avoided fire- well not apparently on these ones !

the tank swap went really really smooth with all 3 healers alive "cough cough" and i slapped a few dots onto her when she was decked(helping dps and more importantly getting mana back)

The fight is not as mana intensive as balerok, but your still using a fair chunk
overall it came together perfectly at the end- awsome fight, and we have another boss on the dead by us board
:dmw::dmw::dmw:WD all:dmw::dmw::dmw:
[SIGPIC][/SIGPIC]
Common sense is not a gift, it`s a punishment
As you have to deal with everyone who does not have it...

TeaLeaf

P1 Air phase
P2 (All of the) Ground phase.

Groups split into Left & Right.
Raid markers placed left & right, roughly between where the two lava worms usually spawn.
Each group sticks to their side.
Group 1: tank, healer, 2 ground dps plus 1 Air DPS person
Group 2: tank, 2 healers, 2 ground dps

Pre-pull, identify which raid marker is the side the raid will group during the ground phase (P2).

Ranged dps put a Focus on Alysrazor at start of fight (you can dps her if you have nothing left to do)
Air DPS, Tanks & Healers use first feather drops
-Air DPS takes 3
-Tanks take 1
-Healers take 1 (and can now heal on the move)
Other DPS pick up feathers after first boss strafe run
Ground DPS prio BTI, then big bird, then boss (if you can)

When P2 Ground Phase starts cyclones will form - start moving towards the side you agreed to group up on.
The cyclones run in concentric rings, as Amber said, it is far easier to do this from an inner ring - rings 2 & 3 are recommended, avoid the innermost ring as you might stray too far into mid and get killed by a 35k/0.5 second debuff (I have personal experience of this!)
Cyclones move in alternate directions as you move outwards:

Ring 1: -------------->
Ring 2: <--------------
Ring 3: -------------->
Ring 4: <--------------
Ring 5: -------------->
Ring 6: <--------------

Pick a cyclone close to you and follow in its trail (the fire trail it leaves does no damage)
If a cyclone passes you on an adjacent ring (it will be going in the opposite direction (see diagram above) then turn 180 degrees and follow the cyclone in that new ring.
Each time a cyclone passes you in an adjacent ring turn 180 degrees and follow that cyclone.
The net effect is almost like turning in a circle between two rings.
If you are good then you can repeatedly turn in the area where there are the Fire Rings which then buff you multiple times ready for the burn phase.

When cyclones are gone, stack on the agreed side as close as possible to the boss - tanks make sure you are min range and not too far away for heals.
If you get a good transition into the burn phase then blow heroism immediately.
Interrupt the channeling adds.
When boss reaches 50% one tank needs to be in position to taunt.
Tanks split on 45 degree angles away from group and perpendicular to each other.  Non-tanking tank stays with raid during AOE and then moves to position just prior to the taunt.
At this point start using 3 min CD raidwalls to aid healing during this AOE damage phase and continue to burn hard on the boss.
At end of burn phase boss does big AOE (knocks about 60% HP off raid and then you re-enter P1 again.
Rinse & repeat 3 times for kill.

DPS about one third of the boss per cycle.
We killed before end of third cycle and well before boss went airborne again into a fourth P1.


Hope this helps and includes all the notes/adjustments we made during the night.
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)

Grimnar

With the kill on our name here is how i looked into this fight for my role.
 
 
First of all i started very rusty on this fight as i was getting used to a new ui and i still have to fine tune it.
So i was looking for some buttons from time to time:narnar:
 
Little druid adds went fine as long we had 2 dps on it. After a few tries the call for the right side to just play with 1 interrupt was a good call and worked out better with add dps.
(Nocto full time dps, who does more dps as ranged then a melee can in this fight, who also did an interrupt from time to time (yes i noticed that:devil:) and me as interrupter on the druids with interrupting 50% of the casts) With this setup the right side also had some extra time to help out our tank (Whytee) with killing his add.
 
Then whirlwind phase. If you have the speed buff then it is super easy as long as you stay away from the wall ;)
But i have to say for the ferals among us (with the 30% speed buff they standard have) a feather isn't needed. I had a try where i fully forgot to pick up the feathers and i hadn't had a problem with avoiding the whirlwinds (and i hadn't had the portal speed buff).
 
Then the burn phase. Simple nuke him!!!
We had that phase 3 times and as was mentioned to use my tranq during the fight i used it at the 3rd burn time (without getting called for) to give the healers some help at the end as the kill was getting closer.
For the ferals: Use beserk every burn phase!  your beserk will be off cool down every time the new burn phase starts a nice way to boost up your dps and nuking the boss down.
 
 
 
Also something for all raid members:
 
Have the boss as a focus, when you have some spare time attack him.
For melee this is best done in whirlwind phase. He is flying around the room and you can just hit him while avoiding the whirlwinds. (all dps helps....)

Tirkad

:yahoo:Huge congratulations guys, very well done!:yahoo:

Azunai

Just want to confirm you can do it with 1 interruptor on each side as the casts really don't hit too hard. You just need 2 dps so the druid dies fast enough. If not you're going to fall behind on adds. And one druid casting rampant fieroblasts at an ever increasing speed while you're still killing the other does get kind of inconvenient ;-) But as long as they die in time the dmg from 1-2 fieroblasts is easily manageable.

Also the tip for whirlwind phase is nice. Target the boss to hit it while running. :-)

Finally, I could be mistaken or just caught up in the adrenaline of the last few %, but I got the impression she stayed on the ground for a lot longer the 3rd time we did 2nd phase. Does she only do the whole cycle 3 times maybe?
or Garrit, or Torgen. Also, Livestream.

TeaLeaf

She stayed on the ground longer as we got better interrupts in on the channelers.
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)

JonnyAppleSeed

[ATTACH=CONFIG]862[/ATTACH]  

Positions for P1 .. Tanks and healers
It is by caffeine alone I set my mind in motion. It is by the beans of Java that thoughts acquire speed, the hands acquire shakes, the shakes become a warning. It is by caffeine alone I set my mind in motion


Switchback

1 side we got the inturupts great for the feiroblast...that was pals and DA the other side nims was great but hermi u got 1 in over 5 tries....its needs to improve...i know u have a long cd,but...

healing wise...lynx and drea great job....i struggled being in the middle people were just too spaced out and running here there and everywhere i was rubbish,so with the help of the map that Jas just posted maybe we can get a bit closer...but then it depends where the nasty dr00ds spawn....that is something i need to work on and bit more practise and it will be fine...

also dispells....cant think of the name but peeps get a nasty debuff...drea got 20 dispells, me 10....i respeced for this fight im glad i did....so other peeps that can dispell pls do so :)
Im friends with the monster under my bed.
He gets on with the voices in my head.

Battlenet - Switch#2385

Azunai

The only debuff I can think of that you might be dispelling is from Fieroblast - which is the spell that needs to be interupted on the druids. It's ok if the cast slips through occasionally but you shouldn't be looking at 30 per fight - maybe 12 in total, if you're letting casts slip every once in a while. The solution is not to put more effort into dispelling, but to work out how to deal with the adds causing the (overflow of) debuffs in the first place.

About those interrupts: The biggest danger of the spell is not the damage it deals to the target, but the buff the caster gets from it -> spell casting speed increased. If the mob is allowed to cast too many Fieroblasts, its damage will become too much to handle. But with two DPS on each add, this will pretty much never happen, as it will die before then. It's only sure to happen in the case of only 1 DPS being on them:

Scenario 1 - Only 1 DPS on druids
Druid spawns
1 DPS goes to kill it
Since there's only 1 DPS killing the first druid, the second druid will spawn while the first is still alive and start casting Fieroblast and gain spell haste.
By the time the first druid is dead, the second druid will A) have ramped up a pretty high casting speed increase and B) use his casts on healers, since no one has aggro on him.
At some point when your 1 DPS is killing the second druid, which is already pretty strong, a third will spawn, spiralling the whole thing out of control.

Scenario 2 - 2 DPS on the druids
Druid spawns
2 DPS go to kill it, it dies.
The DPS have time to help out on their side's bird
Second druid spawns, 2 DPS go to kill it, it dies, back on the bird. Etc.
In this scenario you may still get Fieroblasts hit people, but they will A) always hit one of the DPSers that's killing the druid and B) be far less in number since the adds die in time, and thus very manageable. Ideal situation with one interrupter among the two is that you only get 1 Fieroblast cast before the druid is dead - 3 casts total of which the 1st and the 3rd will be interupted.
If both of the DPSers have an interrupt, you're golden as no casts will go off then - just make sure you alternate the interrupts.

So obviously, scenario 2 is what you're going for. 2 DPS per add, help on the birds inbetween.
or Garrit, or Torgen. Also, Livestream.

TeaLeaf

#25
Quote from: Switchback;3323461 side we got the inturupts great for the feiroblast...that was pals and DA the other side nims was great but hermi u got 1 in over 5 tries....its needs to improve...i know u have a long cd,but...
You don't need more than one interrupt per side.  We run one melee interrupt on each side (same as you) and no other interrupts.  The add goes down so fast that no more is needed.  The odd cast getting through is really not an issue on this fight due to the speed with which the add dies.

As Az says, we have a tank handle the bird; one melee + one ranged dps handle the druid plus a healer per side.  That leaves one AOE healer and one air person.  When the druid is down there's nothing else to do then we add some dps to the bird.   I also add dps to the boss as it flies around (it's in range of my casts 60% of the time), so I often re-dot it as it passes as our birds seem to go down pretty well and more or less on time even without me dpsing them.

In order for this to work, only tanks, the air person (3) and healers take feathers on the first batch.  DPS wait until the second batch each phase to take a feather.  This way the tank has enough to dps the bird down solo.
Quote from: Switchback;332346...but then it depends where the nasty dr00ds spawn....that is something i need to work on and bit more practise and it will be fine...
The druids always spawn in those 2 marked spots per side, and alternate, always in the same order, so you can know where they spawn.

HTH
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)

Twyst

Tanks can also help on druids P1 start and if they have a litten downtime playing drag-a-bird they can drag their hatching near a druid to get in some big cleaves to help also.

Azunai

Quote from: Twisted;332357Tanks can also help on druids P1 start and if they have a litten downtime playing drag-a-bird they can drag their hatching near a druid to get in some big cleaves to help also.

Pre-bird the tank can help on getting the druid down if he wants, though it really doesn't add much as he'll be waiting on the egg anyway. Arguably it gives the ranged dps on each side some time to hit the boss in the air.

With a bird on his tail I would advise against the tank moving the bird near the druid. The bird has a pretty nasty cleave - which he only uses with 2+ targets in front of him - so if you have a melee DPSer in there he might take unneccessary damage. So yes, you'll get big cleaves, but they won't be helping you much :narnar:

Also it is superfluous as the druid dies fast enough with just 2 dps :-)
or Garrit, or Torgen. Also, Livestream.

Azunai

Here's our kill video for your reference - and of course pleasure. I cut out 1 entire circulation of the phases as it's just a repeat of the first. I am fighting on the left of the room, as viewed from the entrance.

[video=youtube;NdYyxeu12Ro]http://www.youtube.com/watch?v=NdYyxeu12Ro[/video]
or Garrit, or Torgen. Also, Livestream.

Arcticfire

At the moment we have only seen the whirlwind fase once. What I notice is that alot of our trys the other side(blue side for us) dies before the green side(where I was last times).
Is there any reason why you guys are dying, I cant see it myself, I could probably look it up in the Logs but I wanna hear it from you guys. Why does the blue side dies so "quick".