Alysrazor - Defeated 31/07/11

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

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Azunai

#30
DPS dying can really only be caused by Brushfire. These are the slow moving fires rolling over the floor, cast by the druids inbetween Fieroblasts. Remember that they can't be interrupted and should be dodged. DPS, especially melee DPS, needs to watch carefully where the druid is going to cast it, and not be in front of it when it does. Brushfires will also come in from across the room. You can obviously see these coming from a mile away so dodge accordingly.

Tip: As DPS, make sure you stay on the outside of the room, between the druid and the wall so to say. Brushfire isn't aggro based, but if the druid on your side happens to target you with it, the Brushfire will roll to you and then into the wall. See 0:35 in the vid below. This reduces Brushfires in the middle of the room, which helps tanks and healers there. Staying on the outside of the room also allows you to avoid the Worm fire entirely. Especially DPS shouldn't ever be hit by this at all.

As for healers and tanks, see the diagram below. Tanks obviously have to juggle with Worm fire a bit when steering their bird into a worm, but just like DPS, healers can only realistically die to Brushfire, as their position allows them to evade the worm fires alltogether.
or Garrit, or Torgen. Also, Livestream.

TeaLeaf

Quote from: Azunai;332518See 0:35 in the vid below.
:blink: looks for video below :blink:
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

hehe i think he means the vid he posted on page 3 ;)

Azunai

Quote from: TeaLeaf;332520:blink: looks for video below :blink:

My forum settings are weird - it's inverted, i.e. newest post on top. For some reason xD Always forget to switch it back, and kinda got used to it. But I forget others have it set the 'right' way. So yes, it's ehh.. above/previous page I guess :p Just our kill vid!
or Garrit, or Torgen. Also, Livestream.

Arcticfire

damnit Garrit, what part of: I want you guys to come with it. Didnt you get?  Thanks though but stilL!!!

pälsboll

Quote from: Arcticfire;332514At 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".

sorry can´t remember what color of my side was last time.. but i do know it was the left side from entrance..
but I would like to say thank ya Garrit/Torgen instead.. every little tips helps :)

Grimnar

Quote from: pälsboll;332593every little tip helps :)

Here the fight for you as kitty in easy mode ;)

You are signed up with another (hoping a ranged) dps to a side (left or right, both are the same)

For you as Kitty it means you are the interrupter, the other dps stays full time dps to get the add down faster instead of loosing a few dps seconds for the interrupt. (those seconds are for you and me getting enough energy back)

You interrupt the first and the last (3rd cast) The second cast you will just take that hit, you take little damage and the debuff you get will/should be disspelled by a healer. (after the 3rd cast the add should be dead)

The little adds spawn in 3 places a side always in the same order and always the same place. So after a few tries you will know when and where you have to be.


After your little druid friend is dead you dps the big bird from the tank that is on your side. This is mainly for the ranged on your side as you have to remember the spawn time for the next little druid to kill and how far you have to walk to get there. If enough time then get a few hits on the bird and start killing the little add. When all those little adds are down on your side you just nuke down the big one.

Just before the whirlwind phase starts and all adds are down move to the right side of the field (at least if that is the side where you guys group up) you have to avoid the whirlwinds (you can stand in the animation behind a whirlwind).
If 1 passes you turn and run with it and do that again and again (you move in circle's).

Boss drops down and you start up 1 rotation and then hit your beserk and nuke the crap out of him.


All of that repeats itself untill you kill the boss.


Try to use your innervate on a healer in the little add phase. and don't forget to get 2 feathers for the speed buff (you don't really need it as a feral druid but it makes your life in the whirlwind phase alot easier aswell)

Hopes this helped you a bit.



If you want i can record the fight for you from a kitty point of view. But the vid from Torgen shows you the melee side already ;)

Switchback

OK u wana know why we died....no inturupts....and the kitty (sorry pals ) was running all over the place as was hermi a few tries....we ended up with 2 dr00ds up no inturupts,lots of debuffs...dead...

I was crap again running every where just hotting people but evey1 just seemed to far apart.....

The answer though drea is no enough inturupts and dps on the adds on that side.
Im friends with the monster under my bed.
He gets on with the voices in my head.

Battlenet - Switch#2385

Azunai

Orientation can be a b*tch in this fight, I'll hand you that, especially once you start making it through the WW phases. The first few times I did it I had no idea which side was up or left. The silly thing is you tend to consider the middle to be the line between the entrance to the little arena that you fight in and the volcano the boss spawns from. It's actually slightly tilted.  

Something else I noticed when we were doing the fight last night is that there seems to actually be 6 places where the Druid adds can spawn, as opposed to 4 - which is what I originally thought. I didn't notice this on the left side, where I usually am, but on the right it became clear to me when one of the adds actually spawned in front of the firewall that blocks the exit after you start the fight - which I thought was the middle of the area on the south side. It's actually not.

You can see all of it on the screenshot below, courtesy of some other folks on the web - directly on the bottom of the screenshot is the entrance to the arena:

or Garrit, or Torgen. Also, Livestream.

Arcticfire

k, our trouble:
-staying alive, some people have ALOT of trouble dodging the fire(s), from either the druid or the worms. I myself find it understandable(is that a word?) that you can die from this, 1-2 hits....not prefered but ok can life with it.
-DPS problems are "sorted" unfortunatly not by us, but by Blizzard.
-Flying, im sorry but I dont see the problem here, I tried it once and it seemed really easy.

-recharge phase: every group should take care of there druid by interrupts and stuns(solarbeam?) to make sure alyszor stays down as much as possible, dont dps them tho, thats for ALyszor.
-tanky phase, obviously dont stand infront of the boss, atleast thats what worked best last try.
then we start over.

It isnt a hard fight guys, just being aware of the situation, and I can ask that from you guys, since I know most are raiding for a while now.

anyway we got her to 74% after 1 complete rotation.

TeaLeaf

Quote from: Arcticfire;333299-Flying, im sorry but I dont see the problem here, I tried it once and it seemed really easy.
Flying is easy - you just need to get used to the stop-start movement rhythm:
-fly through a ring then stop
-new ring spawns so fly through it and stop
-rinse & repeat
(you do not continuously move)

That's the movement side of things, but the rest of it then comes down to being able to do a full DPS rotation at the same time.  It may sound stupid, but one of the things that will stop this is which hand you use to move and which hand you use to dps.  For me personally I have my left hand doing the moving via AWSD and my right hand doing my full spell rotation via my mouse buttons.    If I used AWSD for movement and also had my main abilities bound to 1,2,3,4,5 then I'd be totally buggered as my left hand would not be able to both move and hit the dps buttons.  So that's a question to ask whomever is doing the flying and it might be a cause of the problems.

Re the tanky phase, tanks stand on the other side of the boss so the main group should never be in the cleave zone.
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)

Slush

Quote from: Switchback;332614OK u wana know why we died....no inturupts....and the kitty (sorry pals ) was running all over the place as was hermi a few tries....we ended up with 2 dr00ds up no inturupts,lots of debuffs...dead...

Interrupts:
Melee interrupt always fails. Every fight you have this failing. We have it. Everyone has this.
But, this being said.. there is no excuse for missing interrupts. The druids spawns and casts are predictable, so they HAVE TO be dealt with properly.

Raid healer dispell:
But... They still miss..
This is why we have healers... All healing classes can and SHOULD dispell as soon as possible. RGT raid healer (Me or puja usually) has this as high prioirty.
Sub 20 dispells per fight is ok. Sub 10 is optimal.
The raid healer should be the first to pick up the second feather at batch number two, so he gets supermobile and can DISPELL the DoT that is being applied to the Druids target.

It looks like .. only Dreaman dispelling on all your tries last wed, even though he is MainTank healer? How does he reach the players that needs to be dispelled on other side of the room?
Edit: Switch also done alot of dispelling on 12th of Sept. Healers need to sort this, so everyone know who is doing what.

Twyst

Quote from: Slush;333304Interrupts:
Melee interrupt always fails. Every fight you have this failing. We have it. Everyone has this.
But, this being said.. there is no excuse for missing interrupts. The druids spawns and casts are predictable, so they HAVE TO be dealt with properly.

Pretty sure he's talking about the druids when the big bird is grounded.
Now, the druid might be casting right away as soon as he lands, but as I DeathGrip him in to me (so I'm inside healing range without moving) that interrupts as well.
As a tank, I can handle interrupts on my druid by myself - mind freeze 1st (pool 20 runic), strangulate 2nd (save a blood rune), mind freeze is up for 3rd (pool 20 runic). At this point it's pew pew on the bird time, so turn, taunt and BOSH!

I also assist on the druid that lands in the 1st phase and ensure It try and interrupt the 1st cast which means I can go get my egg knowing the dps team have full interrupts up. But these days we're so awesome the druid dies and I can take a leisurely stroll to my egg taking in the surroundings in peace ;)

Slush

Quote from: Twisted;333308Pretty sure he's talking about the druids when the big bird is grounded.

Hmmm. ok.

Grimnar

The little druids at least pre-nerf is 1 interrupt and 1 cast letting go and interrupt the other one.


But reading drea his comment in another thread it sounded they just had 1 dps on the little druids (adds) and the other one on the big bird. If so then i can see why it went bad. You need 2 dps on the little adds 1 interrupting and 1 full dps. This means the add dies quicker and less damage fireballs to avoid for the whole group. Tanks should be able to kill their big add on by themselves. With ofcourse the help from the dps when the little adds are down.

I don't know how you guys tried it but i had this feeling after reading that comment. So if i am wrong soz in advance ;)