Mogu'shan Vaults - Will Of The Emperor - DEFEATED 06/11/12

Started by TeaLeaf, July 01, 2012, 09:24:14 AM

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TeaLeaf

2 bosses
3 diff types of adds

Adds fixate, can be CC'd, DPS down (spawn in pairs at same time)

Emperor's Courage (can only attack from rear) - always fixates a tank - slow before reaches tank (adds a slowing debuff - avoid)

Emperor's Strength - cannot be slowed, does not fixate, tank up - nasty frontal attack, starts at 10yds, increases by a yard for each Smash done.

Bosses have shared health pool - multi-dot yay

Devastating combo (25yd range) - 3 slashes, 1 stomp; left to right  (180 degrees nasty),  forwards and right to left etc.
Stomp is the 360 degrees.
Stacking armor debuff stacks, try to avoid.
No cast bar, watch animation  - tanks & melee must watch & be aware - ranged & healers >25yds away always.
If you avoid all 4 then you get a bonus button that does 500k damage to boss.

Coolant gas - yellow smog - 10k damage per tick per player - also +25% damage done by adds (either have dead already or use raidwalls)

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

Titan Gas
Titan Gas fills the room, inflicting Frost damage every second to all players and energizing both players and constructs, increasing melee damage dealt by 25%.

Emperor's Rage
The smallest Terracotta warriors, the Emperor's Rage strike quickly with dual axes and often formed the forward lines with Lei Shin's mechanical armies.
Focused Assault: Every Emperor's Rage fixates on a random player, attacking only that player until the player dies or the Rage can no longer attack them.
Unarmored: The Emperor's Rage wear very little armor, and all types of crowd control effects work against them.

Emperor's Courage
The Emperor's Courage carry a polearm to harry opponents and form a powerful defensive wall with shields and armor.
Focused Defense: The Emperor's Courage comes to the aid of Jan-xi or Qin-xi by fixating on the tank, attacking only that player until the player dies or the Courage can no longer attack them.
Impeding Thrust: The Impeding Thrust of the Emperor's Courage inflicts 100% normal melee damage and reduces the target's movement speed by 25% for 10 seconds. Stacks up to four times.
Half Plate: The Emperor's Courage wear armor protecting the front of their bodies. The Half Plate blocks or deflects any damage dealt by players to the front of the Emperor's Courage, but they remain susceptible to movement impairing effects.

Emperor's Strength
The heavily-armored Emperor's Strength strike earth-shaking blows with their massive two-handed hammers.
Energizing Smash: The Emperor's Strength smash the ground in front of them, inflicting Physical damage to players within 10 yards of the strike zone and stunning them for 2 seconds. The radius of the effect increases by 1 yard after each use of Energizing Smash.
Full Plate: The Emperor's Strength wear heavy armor that grants them immunity to all crowd control effects.

Jan-xi and Qin-xi
Jan-xi and Qin-xi activate after 90 seconds and share their health pool.
Devastating Combo: Jan-xi and Qin-xi perform a devastating combination of five attacks.
Devastating Arc: Jan-xi and Qin-xi strike a 25 yard hemispherical area to the left, right, or in front of them. These Devastating Arc attacks inflict Physical damage and reduce the target's armor by 10% for 30 seconds. Stacks up to 10 times. The immense power of these attacks ignore any player effects that grant damage immunity.
Stomp: Jan-xi and Qin-xi stomp the ground, inflicting Physical damage to all players within 12 yards and stunning them for 2 seconds. The immense power of this attack ignores player effects that grant damage immunity.
Magnetic Armor: Jan-xi and Qin-xi magnitize their current targets for 10 seconds. If a magnetized player moves more than 16 yards away from the constructs, a strong magnetic force pulls them back.

Opportunistic Strike
If every player avoids all the attacks in a Devastating Combo, Jan-xi or Qin-xi becomes unbalanced. All players within 16 yards gain the Opportunistic Strike ability for three seconds, which inflicts major Physical damage.
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)

Guru

The following video (Tank POV) will tell you how to avoid the combo for tanks and melee.

QuoteIf you avoid all 4 then you get a bonus button that does 500k damage to boss.

The bonus button will appear above the action bars in the middle (like Ultraxion button) and it will last for 3 seconds, so be quick!

Also, There is a helpful information about the sequence of adds spawn:

- 2 x Emperor's Rage + 1 x Emperor's Strength

                             v
                             v
                             v

- 2 x Emperor's Rage + 1 x Emperor's Courage

                             v
                             v
                             v

2 x Emperor's Rage + 1 x Emperor's Strength

[video=youtube;PdDusU4uj8Q]http://www.youtube.com/watch?v=PdDusU4uj8Q[/video]

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 fight is a lot simpler than it looks, we prioritise targets, balance dps on boss against dps on adds and we have a winner.   Don't be put off by the sheer amount of text for this fight, break it down into manageable chunks and you'll see that we can do this on Sunday night, so be prepared for HoF too please!
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)

hubbah

Im sure this will die on Sunday from the video's i watched in the LFR i did :) :)

Midd

Agreed.  This fight appears, on paper, to be pretty simple.  Looking forward to tomorrow's raid :)

TeaLeaf

Notes from RGT raid:

Raid Composition
Tried a 3 healer set up and we were not quite keeping up with adds and boss dps was behind schedule.  Best try was 8% wipe at 11 min 30 sec.
Switched to a 2 healer set up and immediately had a 6% wipe at 9 min 30 sec which is more on track for a median 10 min kill.  
Ended up sticking with 2 healer composition.

Titan Gas
We found tank damage during TG needed chained CDs to avoid tank deaths as the melee hits are roughly 220k per second due to the +25% melee damage debuff applied by TG to all raid members.

Tank CDs
1st & 3rd - Div Prot, Devo
2nd & 4th - Div Prot, Div Guardian
With some of the 30 sec debuff from TG being used for the 'dance' the CDs seemed to add up to cover the full 30 sec debuff period.

Raid Healing during Titan Gas:
1st @ 3:30 - Healing Tide, Vamp Embrace, Rally Cry & Banner
2nd @ 5:30 - Ascendance, Tranq (TL), Tranq Jas
3rd @ 7:30 - Healing Tide, Vamp Embrace, Rally Cry & Banner
4th @ 9:30 - Ascendance, Tranq (TL), Tranq Jas
Kill before 5th.

Mana
This is scheduled to be a 10 min fight so we need to plan mana CDs accordingly.

Mana Hymn - I am currently using this too late in the fight to give a 2nd mana hymn (6 min CD).   The earlier mana hymn was declined last night, but it we want it then I need to blow it before the 1st TG or I won't have time to get another off before the end of the fight.     Healers need to decide if one later mana hymn is better than 2 when the healing requirements are otherwise very light early in the fight.

DPS Assignments:
Guru was Strength then adds, then bosses
Ammon was Courage>Rage>Strength then bosses
Jesung was Courage>Rage>Strength then bosses
Midd was Courage>Rage>Strength then bosses
Hubbah was Courage>Rage>Strength then bosses
TL was initially Courage>Rage>Strength then bosses, but eventually moved to Bosses>Courage>Adds and this worked better.

Discussion during Officer debrief was to consider also moving a second DOTer (possibly Jesung - aff lock) to the same prio as TL.   This would certainly speed up the boss dps, so long as add dps does not suffer too much.

IMPORTANT - Target Switching:
PLEASE use a target macro for this fight or learn to target the next target during the preceding cast.   Looking at the spread of DPS on Rage, Courage, Strength & the two bosses, it does not entirely match up with the dps priorities listed above.   We HAVE to get better at hitting more than one target at a time where we have that capability.  DOTs need to be maintained all over the place as much as possible.   Everyone please have a think about the dots you have and work out how best to schedule your dps for maximum impact please.

Logs are up.   Let's hear from folks please! :thumbsup:
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)

Niel

I'm disappointed we did not get this one down last night - we had a couple of good attempts where everything was workign ok.....but it definitely got a bit more chaotic with the later attempts for reasons i cannot see. With chaotic i mean there was unnecessary damage taken on non-tanks or we had a mixture of adds wandering around causing us to constantly re-adapt position or priorities........but this in earlier attempts had been under better control. The extra damage taken on the raid is not necessarily a killer.......buy if it occurs at the same time as the tanks taking a beasting then it could be as both healers are tank focussing and leaving the tank to heal up someone in the raid will mean rollign the dice a little and gambling that the tank is ok for the 2-3 secs you are getting someone else back up.

Healing with 2 is trickier but certainly doable...the only complication over other fights in the instance is that more of the healing is single target big expensive heals as the damage taken is mainly tanks with not too many occasions for aoe heals - only really during Titan gas, but we're using healing and damage cd's during this anyway to help healers to prioritise tanks as the tank damage is pretty horrendous and very very spiky.

Regarding mana regen.......maybe it is best to just set a timer and stick with it. I did reject it once last night as it would have meant regening over the cap and thus losing some of the benefit....but it is better to have it twice with it capped out once than only the once.

TL - Mana Hymn @ 3 mins and 9 mins
Shammy Healer - Mana Tide 1 mins, 4 mins,7 Mins, 10 mins and if 2nd shammy healer present add one also at 2 mins,5 mins,8mins.....hopefully a 11 min one not needed.

Anything on top of the above is dependant on raid make-up and is obviously a bonus.

I am 100% sure we will see this one go down on Tuesday.

Cheers

Niel

JonnyAppleSeed

#9
Mana was the big problem for healing this .... Full conserv and regen mode activated .... No healing needed tanks during the combo then none stop big heals until the next combo comes in. When the gas comes in again keep pump healing the tank till the combo only then look at bringing up the raid. You need to stick on your assigned tank at all times. If you think ill just help heal the other tank you may find yours is dead by the time you can get another cast off. You can see a full tank heath bar evaporate in 4secs :blink:
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


Niel

The healing load is very high during Gas......and spikey at others. 95% on tanks with raid generally not needing much......I was throwing them a riptide if they were down.

I did throw some heals on the other tank if my own tank was high and the other tank low.......there were periods when even chained Greater heals struggled to hold the tank up. Split second judgment needed as to whether to cross heal the other tank........in an ideal world we would not do it, but in this one it's something to consider as the tanks do at times take more damage than one healer can reasonably cope with.

A fight where it is extremely easy to blow your mana .....take lots of mana regen CD's within the 10.....and use them spread throughout the fight.

TeaLeaf

I picked this one up from last week's logs:

Quick note for the incredibly stupid (i.e. me):   don't ask a resto druid to cast tranquility during titan gas as they have to stop healing the MT to channel the spell and the MT then dies and makes the healer look bad. :blush:

Sorry Jas, I'll try not to do that again.
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

Ahh dont ya worry I can look bad without your help:lmfao:
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


Sharpfang

hope all of RGW has read this thread before tonights run

Switchback

Quote from: Sharpfang;364869hope all of RGW has read this thread before tonights run

Idd so do I.

TL will be on to help with sorting who is on which add etc.


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