Majordomo Staghelm - Defeated 16/8/11

Started by TeaLeaf, May 20, 2011, 02:10:19 PM

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Noréia

Just to remind you guys, there are some healing abilities even for an enhanced shaman, just let me know if I can do some at these adrenalin strikes.
I agree with Slush btw, there was a bit of a "low confidence" feeling during the later attempts!
Guess we can do it easily.

JonnyAppleSeed

#31
A nice page from a druid point of view ... The same stack count as we are using at the mo 10,5,5,5,5

http://www.glowbie.net/blog/2011/08/04/healing-staghelm-10/
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


Azunai

As you all know I'm a huge fan of Power Aura's. I outsource as much info as I can to this nifty little addon.

For those who also use it, for this fight I have an aura set up for the Searing Seed debuff. So you can "Check your seed" and easily see how much time is left :-)

Import all of the stuff inside the code box (also the version number) into your Powa menu, by clicking the Import button in Powa's main screen. Here goes:

Version:4.17; g:0.9843; icon:INV_Elemental_Mote_Fire01; buffname:Searing Seeds; r:0.9765; x:-450; bufftype:2; texture:23; alpha:0.78; aurastext:SEED!; size:0.99; timer.h:4.48; timer.Texture:AccidentalPresidency; timer.enabled:true; timer.r:0.9686; timer.Relative:CENTER; timer.x:-34; timer.UseOwnColor:true
You can customize this as much as you like (color, size, position, aura texture, etc.).
Keep the entire Activation tab as it is, should never need to change here.
Under Timer you can customize the timer. Make sure you keep "Show Time since activation" unticked, as it will count upwards otherwise.
or Garrit, or Torgen. Also, Livestream.

Grimnar

Well a full night on this boss with some good progress.

Loads of 23% wipes and our best try was at 13%.


The orbs where a little problem to adept to if we can get that better under control it will be a kill:boxing:



Feral dps point of view:

I also learned a few new things for a feral. First of all, being hit capped sure works also not removing haste works nicely. The downfall of all that is that i lost loads of mastery (bleed damage) and some crit. So getting the hit was an improvement and not in one...

Fight it self:

We started always the fight with me giving the tank a speed buff, that is from now on a NO go. As when i use it there the buff aint avail at the crit. moments.
When the group has to split i use the speed buff so that everyone runs out faster and it saves us some time and for the slowpokes under us they will move as fast as the others would have without the buff:narnar:
(this saved us from a few wipes from what i have seen so i will keep doing it that way)


After the break we decided that at the start of the fight i go behind the boss untill 4/5 stack to being able to use my main attack (shred) and get some extra dps in. This worked out well for me, after the first 2 tries that way i stayed out longer to get the full heroism duration with me using shred. So i moved in when my beserk ended that was mostly when boss just reached his 5 stack (or 6 stack when hero went in late).

I also have to say well done to Sheepy as he mostly had the hero call spot on with the boss timers for when we had to split.


Scorpion phase 2 and 3:  At the start of the 2 scorpion phase where we have the seeds sheep and i also said on ts how many seconds we had left on our debuffs so we could decide who should do the first tranq. This worked out very well with just 1 time where we both where asking ourselves "and now?"  as we just had 5 secs difference betweens us.  
What i like to have for my own rotation is that i do the first one (if able) as my beserk is ready at the 3 run that way i don't have to watch out for using my tranq aswell and loosing dps because of it.


For the rest nothing new from my end. We where close to a kill and should get it next time.

Whitey

#34
Good progress indeed.  The main area to work on is positioning for Orb phase and healing assignments during that phase.  We don't need to be standing next to the orbs, try and use a  similar distance from the middle as we do in the first cat phase ensuring you move closer/further away from orb at the debuf swap.

Phase | Stacks
Scorpion 1 | 10
Cat 1 | 6
Scorpion 2 | 6
Cat 2 | 6
Scorpion 3 | 5
Cat 3 | 4
Scorpion 4 | Until dead[/TABLE]

Scorpion 1: Heroism after 3 and Barrier after 8
Scorpion 2: Tranq just before 3 and DG before 4
Scorpion 3: Tranq just before 3 and Barrier before 4
Scorpion 4: Personal cooldowns and DG

Jesung

Sheepy and Slush(?) seemed to have there's under complete control, although they did not seem to ever get pounced on, I am not using this an excuse as me and Incendia should have stood closer to as it took far to long for the switch over and I am sure Incendia will agree and inevitably that is what killed us. Plus me failing hard with Life Tap and killing the whole raid 'accidentally'.

Slush

Dude, neither you or Incendia are healers.. But you ran out of range for me. Incendia did it again the try after. Amber also ran out of range at one point, being at ~20%.
Its frustrating being locked to an orb when people move like that :-)
And yes; Me and Sheep were luckier with Bounces.

I had a quick chat with Whytee, and tbh; We had a free-for-all healing assignment on Orb phase. This caused range issues.

What i suggest:
Healer 1 near Orb 1 with a ranged. Focus healing on the 2.
Healer 2 near Ord 2 with a ranged. Focus healing on the 2
Healer 3 dancing away from Bounces, focusing on Tank, self and the 4 other raid members.

Azunai

Remember you're not really locked to an orb. You can move a very long distance, to close the gap between two people of different orbs (for healing range). As long as you don't mess up Pouncing and your orb partner stays dynamic. Doesn't mean you have to be on the move all the time but if the other team is being forced back by unlucky pounces then you have no choice really.
or Garrit, or Torgen. Also, Livestream.

Slush

#38
Quote from: Azunai;330691Remember you're not really locked to an orb.

Situational for a healer, but I do agree to a certain degree. Cant move far in any direction as it
A) Lowers my healing output in a phase that is extremely healing intense (Debuff ticking on 4 of us, Bounce x6 on random players and tank taking damage from boss.
B) It increases the chance of others having to run through misplaced fires (from Pounces)
C) Gives my Orb partner a headache
D) Could put debuffs on other people (moving further and further to reach the ones that needs healing).

I say we were unlucky with the RNG (Orb placement + Pounce) on the last 2 tries yesterday.

Azunai

All true, but if the other Orb team can't help it cause of unlucky pounces the alternative is a wipe ;-)

Awesome table you got going on there btw Whitey :-D
or Garrit, or Torgen. Also, Livestream.

Whitey

Quote from: Azunai;330698Awesome table you got going on there btw Whitey :-D

It looks fine to me :narnar:

Milli

Yeah I totally agree with whats being said, my positioning was nowhere near as good as what it should have been on the orb phase, whether I was concentrating on the stacks too much or trying to make sure that the flame pools were far enough out I dont know, but you're right - it didnt make things any easier for an already difficult task for the healers.   Can only apologise for that guys :doh:

Slush

Quote from: Milli;330701Can only apologise for that guys :doh:

Lol no. That was one of several issues yesterday, its all learning curve.
We had people blowing up, people not moving out of Pounce fast enough and the list goes on. :-D

Learning curve. And I think you did great. Like the rest of us. The real reason its being discussed now, is to avoid to make the same mistakes next week. Which it might be smart to have a healer on each Orb. That way there will be less chance for out-of-range.

Grimnar

and maybe also for the orb phase is to run with an extra ranged.

We ran with 3 melee yesterday, if we get an extra ranged that should open a free moving spot for a healer am i correct?

3 melee is good for the adds as they die faster that way. we only had 1 try where we had 2 adds up at the end of a phase, that was only because i had something else to do at that point and wat not able to dps for 2/3 of those adds. At the end we nuked them down fast enough.

But i think an extra ranged will give us some palying room for the healers, downside is that we have another player moving around the circle.
Or maybe in this case keep a healer in the melee camp?

Azunai

I reckon the adds won't be a problem. Player may be at range and take 2-3 seconds longer to start dps because he has to target/cast, but all dps is on adds anyway. Remember that 3 melee means 2 of the melee have to run out when splitting (I was doing this already but only realised a bit later on that I *had* to). I think if we swap what we had yesterday, 1 less melee and 1 more ranged, we'll be alright.

TBH I don't think we should change anything at all (apart from a line-up change then, when possible). Just be more accurate and get comfortable with the Orbs and this is a kill, simple as.
or Garrit, or Torgen. Also, Livestream.