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Archive for the ‘Tips’ Category

Last night Reversion joined another guild’s raid on his hunter to help them out. He’s done that a few times now with this group and they’re all nice people. Less progressed than the Crits and Giggles raids are, but working hard. Last night they were having trouble getting people, or getting the right balance, and I listened in on vent.

 

They decided to have one of their two shaman healers (they were running two shammies and a disc priest) switch to her druid, which she did good naturedly although expressing that she likes her shammie a lot more. After they downed Magmaw with that setup she stuck with the druid and they went to  work on Omnitron.

I guess they had a little trouble with him; they spent a while analyzing what was going wrong and the druid said something about how “she was sure she’d done way too much overhealing”. I got Reversion to check his meters. She was at 27% overheals.

Druids of the world, that is not too much overhealing!  I went back to a kill we did on Omnitron last month (I haven’t been raiding much so I don’t have anything more recent than that) and looked at our numbers.

 

31.8% overhealing and as a raid, we do darn good at stay out of bad stuff, our tanks aren’t squishy, they use their cooldowns. In a group struggling to get this boss on farm I’d expect to see more overhealing, honestly.

Broken down further, the actual numbers for our healers looked like

 

 

(I cheated. This fight is always really good for my numbers. It’s the same fight this other raid was talking about, after all!)

Might be hard to read, but I’ve got 28% overheals, the paladin has 27%, and the Holy priest as 24%. As a rule of thumb I’ve noticed druids and paladins top the overhealing meters this expansion. If you’re one of those two classes, don’t panic. When I was starting I was getting closer to 37% overhealing. As the raid gets better and you learn the fights, the overhealing drops.

(Note for numbers people: the reason our cumulative overhealing is a lot higher than our individual percentages is that we have a bear tank. Reversion’s mastery procs healing, and it usually inflates overhealing numbers a lot)

So why was the druid healer I eavesdropped on worried? Because she wasn’t really a druid healer; she was a shaman healer in a druid body. Shaman right now look at meters and see overhealing as bad. I won’t go into all the details there because I’m not a shaman expert at all. It’s important to remember when switching classes but not roles that more than just spell names change.

I’m guilty of that. When I paladin heal, I notice I’m better at triage healing than a lot of pure paladin healers; I can get a party up from low without losing people, and I’ve heard other paladins complain about that. But I’m terrible at using cooldowns. Druids have…. er….. Tranquility. And Natures’ Swiftness which I think I ditched the last time I redid my spec, it’s really useless. Paladins have Hands of Various Things, Divine Favor, Divine Other Thing, Shiny Big Angel Thing, Avenging Wrath….If I want to be half as good on my paladin as I am on my druid, I need to get better at using those. They’ve got a great toolset and I’m not working it right.

But anyway; if you switch to a druid and see overhealing, don’t panic.  This is Working As Intended.

 

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How To CC DESPITE the tank

So you have a tank that is trying the ‘gogogo’ thing or just plain has not asked for CC. There are more than a few ways you can use CC despite him, or try to. Here are a few. There are probably plenty of others. These tips are also useful of you have a tank that wants to CC but the DPS keeps breaking it.

Distracting Shot + Frost Trap

Distracting shot is a 6 second forced attack that hunters can use. If you tag a CC’able melee target with it and then drop a trap at your feet, you can pull that target off the tank and trap it.

Banish

Banish is a ‘lock ability that puts an elemental or demon target in a state where they can’t do anything and they can’t be hit. This is great because you can Banish targets that are in the melee and it will not break accidentally.

Deathgrip plus a friend

Deathgrip pulls a target right out of the melee pack. Then you can have a friend trap, repent, sheep, etc. Be careful though, if the target has a DOT on it then it will not stay CC’ed. And Deathgrip is also a taunt – so if the cc doesn’t go off, you will have a very angry mob up close and personal.

Mind Control

With Mind Control a priest can take over a target and use its abilities. The controlled target becomes an ‘ally’ for a short time so the CC will not be broken since the target can’t be hit.

Knockback plus something else

You can use Typhoon or Thunderstorm to knock targets way from the tank and then CC them. This is risky and disruptive but it can work.

Hex

Hex is very durable. It resists a lot of damage. It can take a few aoe hits and not break. So you could keep something, even in the melee, CCed for at least a short time.

Almost anything during ranged pulls

Many forms of CC work when the tank is pulling the group back with a ranged move. Traps, Hex, Sheep, Repent… just about everything except sap. And even sap works if you get in there fast before the pull starts and hit a target the tank is unlikely to hit with the ranged move. This is effective against DKs tanks that tend to use deathgrip for pulling (some do, but not all).

Hit one in the back while the tank is moving in

As the tank moves in for the pull, the targets aggro and move to meet him. The fight usually takes place about 2 steps in FRONT of where the first target of the pack is standing at the start of the pull. If you preselect a target that is far from where the tank will meet the first opponent, there is a very high chance you can CC it out of range of melee aoe. You can do this even as the pull is happening if you are fast. This can work with a ‘charge’ tank like a bear or warrior, and is very effective with a Pally tank. You may have to do it after a shield throw if you’re worried about the shield breaking your CC.

Hit the caster

If you have run the instance a few times you should know which targets are casters and will not move toward the tank. Many tanks that are not experienced enough to ask for CC also tend to leave a hanging caster out shooting at the party. If you know which those targets are likely to be you can CC them before they get a cast off. This is very effective with a bear tank because they lack a real ranged silence. You tank will be very thankful even if they did not mark targets properly.

Party Chat

Just offer to do it. Some tanks don’t ask for CC, not because they dislike it but just because they are being lazy or forgetful or they don’t like being demanding. Or they may be so new they don’t know what classes can do what kind of CC against which types of targets. If you offer to use CC they will often be glad to let you do it. You might have to pick and announce which targets you are CCing if the tank doesn’t. Many tanks, if you announce what you are going to CC, are happy to let you do it and try to avoid breaking it.

Keep trying

It takes time for tanks to get really good at dealing with CC pulls and just CC in general. It takes time for them to learn not to break it. It takes many tries for them to get the hang of the proper sequence of a CC pull. Keep trying. Help your tank learn. If they break it, don’t cuss them out. Remind them what target you are CCing and tell them how they can avoid breaking it. Tanks did not have to learn this stuff in the last expansion. Don’t be shocked if your tank has no idea how to work with your kind of CC. Offer to use it and help them learn how to work with it.

Or they might just be so gung-ho that they or lazy they don’t want to CC. If you keep trying they may give in and let you do it. It helps the healer and often keeps you all alive so don’t be afraid to push the issue with a reluctant tank.

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We have some folks tanking our raid this week that don’t normally tank. So I decided to post the short short version of how to tank 9 of 12 cata raid bosses. This is VERY simplified and aimed at poeple that already know the fights as a DPS or healer and just need to know the tanky bits. Enjoy!

Magmaw

  • Get in range fast. Don’t ranged pull and then run in slow.
  • Try to not use big cooldowns when you get omnomnomed (mangle) but if you have to, use them.
  • When he comes up off the spike be sure you are in your tanking position and that you do some serious threat as fast as you can.
  • Use something to stay alive for the first 30 seconds after he comes up off the spike. That is the worst time for heals.

That is all. He is easy.

Omnomnomistron Defense

  • Pick up bosses fast on that first cycle. This is CRITICAL. Keep your camera on the next boss near wakeup time and have your taunt ready.
  • Don’t stand near bosses that are about to wake up unless you plan to pick them up fast
  • Know which boss is your turn and which is your partner’s
  • Tank your boss a 1/3 or ½ way across the room from your partner. If you are too close adds or fire beams can kill you or the other tank.
  • Be ready to click off your auto attack and stop hitting the bosses for 10 seconds when their shield is up. The shield last 10 seconds. When it goes down,  start up your rotation again.

-Fire guy

  • Keep him slightly to one side of the room. Think about where people are going to run from the laser thingy.

-Poison guy

  • Move out of the poison cloud FAST. Leave the boss in the cloud if you can.
  • Put him against a wall, or in a good spot and KEEP HIM there. Don’t move around. The kiters need a consistent spawn point for the adds.
  • Stun one add yourself if you can.

-Lightening guy.

  • Don’t move around a lot. People need to stay spread so just pick a spot and let them move around you.

-Arcane guy

  • Move him out of puddles fast.
  • Interrupt as much as you can.
  • Dont forget to still interrupt while he shield is up.

Maloriak

-Boss tank

  • Know who is doing what interrupts. If you are doing some do them right. If you are having trouble with them try to swap the plan around so you can do the storms. Infact, unless you really have a handle on the add thing, just do the storms.
  • Make sure you don’t accidently hit an add pack instead of a storm.
  • Hold the boss right where he starts. Use the first few seconds of the fight to line him up. Remember he runs back to the pot when he throws a vial. Don’t follow, just wait in your lined up spot.
  • If you get the first mark on your head don’t move, but pop some big cooldown to stay alive.
  • When you go to the back for the green phase, remember the boss will hit hard and there will be an arcane storm to interrupt. Move back to the proper boss spot as soon as you can while still interrupting all arcane storms. Missing one now will wipe the raid.

-Add tank

  • Pick up adds fast. Get plenty of threat and debuffs on them as soon as they come out. By the time you are at 3 packs you are going to be getting pounded. If the fire is coming when you have 3 packs, don’t stand in it.
  • Get the adds to the bottom of the steps FAST when it is green vial time.
  • If you get 3 packs in the second cycle they hit harder than the first time. Big time ouchy.
  • Get max threat on BOTH huge adds as FAST as you can when they come.

Chimeron

                -boss tank

  • Find your spot before the fight starts and STAY THERE (until the last phase).
  • Watch for the ‘double attack’ DBM announcement. When you see it don’t do anything, but start watching CLOSE for a big green/yellow vertical arc the boss does toward the other tank (or watch for the other tank’s health to dip). When you see it, taunt. If you don’t see it, but the boss is instead casting massacre, taunt anyway. The other tank usually picks the boss off you before the massacre starts and the boss should be back on you after it goes off.
  • When it is stack up time you don’t have to be doing much threat or being in tank mode at all. You can throw heals or whatever you want to keep people alive.
  • Be sure to be back in tank mode doing good threat as the stack-up phase (feud) ends.
  • In the final phase live as long as you can while dragging the boss to the back left corner.

-Off tank

  • Watch for the double attack announcement. When it goes off, taunt right away and then do your best threat for a few seconds.
  • After a double attack, remember to let the other tank have the boss back. Slow your threat if you have to.
  • Don’t forget to stack up!
  • If the double attack is really a massacre (DBM announces a nonexistent double attack before massacre) let the main tank have the boss back.
  • As you go into the final phase, run to the far right hand end of the room and try to live as long as you can.

Bind dragon (1 tank)

  • Tank the boss in the center of the room or wherever the raid leader says.
  • Tank him at max melee
  • Dodge the rings as good as you possibly can but try not to back up. Just move side to side
  • If the flame breath targets you or is headed your way, move! It might LOOK like it is going to go behind you but it still gives you sound.
  • Stay moving in the air phase but be ready to pick up the dragon when he lands.
  • In the later phases, just position the boss as best you can WITHOUT moving through any walls of fire. If people whine that he is in a bad spot mostly ignore them. Just do your best with the room you have to maneuver.

Throne of the 4 winds

                Go read my old post on this one. Tips for the conclave of the wind

Halfus

-Boss tank

  • Range pull then get on the boss.
  • Interrupt if you have that dragon.
  • Watch your stacks and clear them if you have that dragon. The stacks go to 20. Don’t let them get over 14 before you clear them. Don’t let them get over 9 without using some cooldowns.
  • Try to pay attention to where the other tank is if you are going to have to tank swap.
  • If you have the interrupts dragon be sure to spam your interrupts as you come out of the 3rd stun when he does the triple stuns.

-Off tank

  • Pick up the dragon as fast as you can.
  • Kill it while doing maximum threat.
  • They hit hard so use cooldowns if you need them
  • Be ready to pick up the second dragon fast when the first dies.

Twin dragons

  • Keep the purple one in a stable spot without plenty of space all around it for people to spread out.
  • Dodge the fire spray on the purple dragon.
  • When the dazzling swirls appear on the ground dodge them while running toward the center of the room. Run fast. Turn your back on the dragon. Use cooldowns.
  • Pick up the blue in the center of the room and do good threat even before he feet hit the ground.
  • Keep him in the center and faced away from the ranged group.
  • Don’t move around much and if you do, tell the melee in vent that you are moving.
  • When the fire strips come, remember you can move away from them without moving the dragon. If it comes in the middle just face him to one side or the other and you will be save. If it goes down on a side then just face him toward the stairs on either side.
  • If a void zone appears just shift to the side.
  • This fight is ALL about using the ‘Q’ and ‘E’ keys to side step and rotate the dragon.
  • After the 3 flame strip be ready for the purple dragon to land
  • Tank her in the center.

Elemental council of jerks

                You know… I don’t feel like explaining this one right now. Let’s just leave this at 8 of 12. :P

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Switching Gears

How do you handle switching things up?

I’m not talking about major switches in your gaming, not the “now my main is a hunter” or “I just moved servers” thing. No, just the evenings where you look at the loading screen and say “I want to play this guy”. I know there’s some folks who only have a couple characters, or even a single main, but I’ve got 8 characters on Winterhoof. One bank alt, she doesn’t count. One main. One actively being levelled lowbie shaman, one “I logged into her a few weeks back” lowbie hunter. A paladin at 84 and two not-my-main 85s, my mage and my priest. Oh, and a worgen that hasn’t left the starting area.

In the last two weeks, I’ve spent several hours on my paladin, my shaman, my priest, and my mage. Invariant, the mage, had been getting plenty of fresh air anyway since she is my archeologist and I’m still looking for that flaming doll. The others, not so much. Every time I log in I have to reacquaint myself  with the way each operates.

One thing that helps is keep my UI fairly standard across characters. The action bars in the same places, Recount and Omen in one corner, Vuhdo frames in their proper spot, even on my non healer characters – Invariant has Remove Curse mapped in Vuhdo, no need for Decursive. For my healer characters, I assign similar spells to the same mouse click combos – right mouse click for a good HOT, shield, or fast cast, other combos for longer cast spells. That way I can let the muscle memory work for me.

Same with my action bars; I try to keep spells that do similar things in the same place across characters. Of course, this is subjective. Frost  Nova and Disengage do not do the same thing, at all, but they have the same spot on my action bars for their respective characters.  I tend to keep opener moves on 1 and 2, aoes toward 6  and 7, and emergency spells at the end.

ArcInventory is my bag addon of choice. I have it set up to use the “Rules” to sort things for me. So what I get when I hit my B key is a giant bag with everything I own, but visually seperated into containers by the rules I set. I can have all my crafting mats assigned to the two left hand columns, my spare armor set in the bottom right, and junk items at the very top, all by themselves. If I keep it the same across characters, any time I open my bags I know where things will be.

I have a quick routine when I get onto a  character that I’ve been resting up. Check my bags and gear to see if I need to sell and repair. Check my map and quest log, to see where I need to go. Check over my abilities and remind myself just what this character actually does. Takes about three minutes and then I’m ready to go. The first few pulls are uncomfortable as I search for the right abilities, remember critical things (“Oh, right, pet.” “Oh, right, totems”. “Oh, right, mage armor”).  After that I settle in.

That said right now my paladin is the hardest to get into. I’m leveling in ret by questing. I just am not comfortable with the spec at all. It doesn’t feel like me. I’m not really a melee player; I like standing at range and killing stuff. And things are always lighting up and I don’t know what to push. This goldenish swirly icon? That goldenish swirly icon? The one that looks like a shiny hand? Ack! I may just wait til she gets a whole level of rested and then heal dungeons the last bit of the way; I’m much better at that.

But I do think there’s value in switching characters. I’ve been working hard on learning all the raid fights as heals; when I switched and did a few fights on my mage, I was amazed at how much easier it was to pay attention to stuff on the ground I needed to move out of, target switching time, etc. Of course, I was focused on that somewhat at the expense of my dps but…. that wasn’t too shabby either.

I also find that switching around and not spending lots of time on any alt favors “simple” specs and rotation. Switching to Invariant and going arcane is easy. The fights where I’ve gone fire? Let’s not talk about that… fire is much much more complicated and while fun, would take time to master that I’m not spending.

Remember, the most important thing to do when you’re switching characters is always put your toys away – mom’s advice growing up works well now too. Even if you think you’re only logging into your main for a few minutes, stick your leveling alt in an inn, sell her junk, mail things you want to auction to your bank alt. There are far too many times I’ve gotten on a main to send something to an alt and found myself three hours later in a Stonecore run that just won’t die. Save yourself the headache and always leave in a way that makes it easy to come back.

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Recently, my priest hit 85 and I decided it was time to level her alchemy from its dismal state -  120 or so – to max. And this week, I decided my druid should be an enchanter instead of a miner. Yes, I have an enchanter already but first, I wanted to have an enchanter in our raid, 100% of the time, and second, I like the bonus.

For both professions, I had a smattering of materials at various levels – a few stacks of random herbs, handfuls of different dusts and essences – and was willing to spend several thousand gold just to get things leveled up. Both of them were annoying in spots but very do-able; I did my alchemy in two couple-hour sessions, and I’ve spent about 4 hours so far on the enchanting and I’m almost to Cata level.

Materials are definitely the place where you are contrasting time versus money. If you go out on an herbalist and pick the flowers, you can get alchemy leveled without spending more than training gold and money for vials. But it’s time consuming and annoying. An enchanter could go kill stuff for greens – but if you do this, you’ll probably give up after the thousandth time a low level mob drops Melon Juice instead of a green.

I chose to use the Auction House as my materials source. This works better for enchanting than alchemy, because you have fewer components: basically at each level, you’ve got 1 type of dust, 1 type of essence that you use either greater or lessers (three lessers combine into a greater, or one greater breaks down into 3 lessers) , a Shard (larger and smaller), and a crystal. Most of the recipes you use to skill up won’t need shards, and if you are using crystals at any point in power leveling you’re probably doing it wrong.

For Alchemy, however, you have a huge number of plants that are combined in  various recipes – sometimes you’ll get a stretch of forty skill points where the only recipes offering a good chance of skill up require, say, Goldthorn. If there’s ample Goldthorn on the auction house, you’re fine. If there’s not much, or if it costs too much, you may have to go pick the herbs yourself.

Some enchanting mats may be on the AH by themselves; check and see. I found that many of them were a reasonable price. If there aren’t enough of a particular mat, or it’s outrageously expensive (someone was selling Eternal Essence for 500 gold a piece on our server), then look up what level range of gear disenchants into that mat, buy a bunch, and disenchant your own. You’ll probably get a lot of dust, a few essences, and one or two shards out of every ten or so items you buy.

The first 100 or so skill points in each seem pretty easy to get. For alchemy you can set yourself making multiples of whatever potion is going to give you a skill up. For enchanting, buy stacks of vellum from the enchanting supplies vendor and go to town – this is so much more convenient than the old “enchant your own bracers 200 times” method!  I just destroyed most of the scrolls I made, but a few I sent to my bank alt to try to sell. You do have to click multiple times for every enchant you’re trying to do; once in the book, once on the vellum. Power leveling enchanting runs a risk of repetitive stress injury, that’s for sure.

Both professions have a nasty spot somewhere near the top end of Vanilla recipes, where the mats you need are farmed from level 55+ zones. Maybe you’ll be on a server where there’s a lot of people farming this content, but most likely, you’re going to have to spend time or money to get over the hump. Don’t worry! If you can get through the 270-300 zone, it gets considerably easier. Outlands and Northrend level recipes use fewer mats which drop from more things. It gets better.

A word about Enchanting: somewhere around 300 is where I started running into real rod difficulty. Rod difficulty? What’s that? Well every so often your enchanting rod just isn’t good enough and you have to make a new one. Sometimes you learn the pattern from your trainer; sometimes you have to go get it yourself. If you’re going to power level enchanting, you might go pick these up first. One recipe is in Moonglade, there’s another in Outlands, Hellfire to be precise. Wowhead can give you good directions.  This will happen again near max level enchanting, when you have to buy the pattern from a vendor in Twilight Highlands. If you’re not 84 and can’t open the zone, you can’t max out enchanting yet.

The components to make the rods can be… expensive… as well. If you have or know a blacksmith, get him to make you all the rods you’ll need in order to make your runed rod. So far the worst one for mats has been the runed adamantite rod; you need a Primal Might, which may set you back a bit.

Anyhow. An alchemist doesn’t have to bother with any of this, but if you are leveling alchemy, remember your specialization! You can certainly go back and get this one after maxing things out. Google a guide to learn how to gain a specialization. I went Elixir specialization which gave me extra flask procs. To do this I had to make a few flasks and get some weird components that dropped in Caverns of Time: Black Morass. Two clears and I was done there; at level 85 even a shadow priest can solo that place. No big deal.

Back to leveling. When you hit Northrend level, there should be lots of mats on the auction house for you. If you have a jewelcrafter, one cheap way to get enchanting mats is to craft a whole bunch of rings – the Sun Rock Ring takes two Crystallized Earth and a bloodstone. It mostly disenchants into dust but sometimes Cosmic Essence instead and is extremely cost effective.

Either profession is very easy to power level these days, if you invest a couple hours and maybe 2000 gold. Enchanting is slower, and slightly more annoying IMO.  Once you get toward max level, you can level your alchemy with transmuting gems but for enchanting you’re going to have to go to Twilight Highlands and  buy some patterns – so if you’re not 84 yet you can’t complete enchanting. Alchemy, you can get well before you’re 85, if you’re interested.

There’s leveling guides out there that tell you the “most efficient/cost effective” way to level either but basically those assume that your auction house will actually have the componentst, or that you’re spending the time yourself. I find that the best way to do things is just make what you have mats for. Don’t make green recipes, unless it’s the last skilling-up recipe you have that uses a particular mat. Don’t get frustrated; it’s better to walk away and come back later.

If you’re looking to switch a profession, now is a pretty darn good time to do so. There’s plenty of mats on the auction house, the power levellers have already been past, and – well, it’s cold outside, you probably are spending lots of time on WoW anyway.

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So I made this table… Probably it is half wrong but I was borded and it is there so I figured I might as well post it so people can mock me. Tell me what is wrong and I can make it better. It is not very good but HTML tables are a pain in the whelpling.
A=Nether Scion
B=Slate Dragon
C=Storm Rider
D=Whelplings
E=Time Warden

A B C D E tanks hard?  
Speed Debuff Stun     3 hard Wake the Speed dragon and stun dragon. May need 3 tanks. One DPS on interupt duty. Tank swaping needed
Speed Debuff   Whelp   2.5 medium Wake Speed dragon and whelps. Kill both. Do with 2 tanks if raid damage is tolerable. Tank swaping needed
Speed Debuff     Fire 2.5 medium Wake Speed dragon and fireball Kill both. Do with 2 tanks if raid damage is tolerable. Tank swaping needed
Speed   Stun Whelp   2.5 medium Wake the Speed dragon and stun dragon. May need 3 tanks. One DPS on interupt duty. Kill both targets.
Speed   Stun   Fire 2 hard Wake stun dragon. Wake Fire ball dragon OR Speed dragon depending on heals make up. May need 3 tanks. One DPS on interupt duty. Kill both targets.
Speed     Whelp Fire 2 easy Wake one of the AOE dragons. Wake either other depending on heals. 3 tanks optional
  Debuff Stun Whelp   2 medium Wake stun dragon. Wake welps. 2 tank ok. One DPS on interupt duty. Tank swaping needed
  Debuff Stun   Fire 2 medium Wake stun dragon. Wake fireballs. 2 tank ok. One DPS on interupt duty. Tank swaping needed
  Debuff   Whelp Fire 2 easy Wake fireballs and whelps. 2 tanks ok. Tank swaping needed
    Stun Whelp Fire 2 medium Wake stun dragon. Wake Fire ball dragon OR welps. 3 tanks optional. One DPS on interupt duty. Heavy initial raid damage

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Tips for the Conclave of the Wind

We went after the first encounter in the Throne of the 4 Winds on Friday after we dropped Magmaw and again on Saturday and got them down. Videos on this fight helped but I noticed there were several tidbits of information that we did not get from videos. These small ideas were key to getting them down so I figured I should post about it. Go watch a video and then read this. It will make more sense that way.

This fight has 3 bosses that all need to die within 1 minute of each other. You need 2 ranged, 2 tanks, 3 heals and 3 of any other sort of DPS.

When setting this fight up I like to put raid makes on the floor of the entrance platform and have everyone stand on them and move back and forth to practice the phases of the fight. The left boss is green because he does plants and healing, the center/top boss is blue for his ice and the right boss is any color (what color is wind?). We will call the right platform yellow

Setup

Right/Yellow
One heal (preferably one that can reduce fall damage), Two ranged DPS.

Center/Blue
One healer, one tank

Left/Green
One healer, one tank, 3 DPS melee or anything.

This is the configuration at the start of the fight. The fight has two alternating phase. The bosses all have an energy bar. This bar fills from 0 to 90. Ninety is full, not 100%. Don’t mix up ‘percent’ and the energy number or your timing will be wrong. At 70+ energy people need to shift to be near the bridge they are going to use. At 80 energy people move. At 90 energy the wind bridges vanish and you have to already be moved.

Movement

At 80, all the DPS on the right/yellow platform move to center/blue. Everyone on the green platform goes to blue and everyone on blue (tank and healer) goes to green. It is important to note as you are moving there might be a boss there taking a swing at someone. Also on the blue platform there might be an ice patch you land on. Get off it fast. The healer on the right/yellow platform does not move. That person stays there until that boss dies.

Special attack phase.

At 90 the bosses do a big attack. Lasts only a short time. During that time the DPS should be burning the blue boss. As soon as the boss energy bars drop down everyone needs to be moving back. EXCEPT, the tank and the heals on the blue and green platforms. They only move once per cycle. The ice boss applies a debuff so you can’t go back there right away. There will be plenty of aoe damage on the ice platform and everyone also needs to stay off the fickin ice patches and out of the spray of ice.

Now for the real tips…

Right platform, wind, yellow

This platform does not need a tank because the boss just stands there and shoots stuff at you. The big risk here is getting blown off. If the whole squad gets blown off the boss silences the raid and everyone dies. It is possible to recover from a blow off, if you did not die. So try to get back on the platform fast. There will be tornados. Don’t let them hit you. The big thing is that periodically the boss will start channeling a knockback and slowly turn clockwise, sweeping the blast of wind around the platform.

-When he is doing the sweeping move he holds one hand out in the direction he is doing it

-If you are far back it is easier to see the boss’s move but takes more running to get away from it

-keep your camera at max zoomed way out to see better.

-If you get blow off toward the inside of the ring of platforms, you live and get carried back to the platform. If you get blow off AWAY from the ring you die.

-Don’t stack with everyone else. If one of you gets blown off it is not a wipe. If you all get blown off it is probably a wipe.

Center platform, ice, blue

-Don’t stand on the ice

-Don’t point the boss at your healer or anyone else on the platform

-Always be ready for you or the healer to get ice under them. Have your next movement after that planned out.

-Don’t move to the bridge too early or it will get blocked up with ice.

-Don’t move to the bridge too late or it will be too late. If you don’t jump in time the debuff will drop you.

-If you are jumping to the other platform and you left an ice patch near the bridge, tell people in vent so they will be ready to move fast.

Right platform, life, green

The boss drops healing rings and you have to move him out of them fast.

-The INSTANT you see him casting ‘soothing winds’ turn and run away. He will move as soon as he is done and he will not heal up. You HAVE to keep him out of these rings.

CRITICAL: The area of healing is larger than what it looks like. WATCH the bosses health bar. If it is taking ‘up’ ticks move him farther away.

-Don’t stand in the green yourself.

-When he casts ‘nurture’ adds will spawn from the flowers.

-Don’t let adds stand in the green.

CRITICAL: When 3 or more adds stand together they do bursts of AOE. Tell every DPS to spread out, find some adds and tank/kill them themselves.

-Do NOT gather the adds up.

-The tank should kill the adds too, just don’t turn your back on the boss.

-The adds MUST be down before the end of the cycle.

- NO DPS should be back on the boss until ALL adds are down. Communicate and let people know if there is still one up.

-The healer should stand near someone that can get adds off them. Don’t run away from your people or they can’t get that thing off you.

-DPS needs to spot any packs that are larger than 2 (3 or more) and pick one, hit it hard, and move it away.

-Single target DPS the adds. Don’t AOE them. AOE is garbage now and you can’t afford to have too many up in a pack. IF there is a pack of 3, single targeting one down fast will REALLY help the healing situation out.

-keep all adds and the boss well away from the center of the platform while killing adds. This is critical. He will drop another circle of green either on himself or an add. Be ready to move him off it. If this circle is any where even remotely near the center of the platform then the boss will take big heals during the end of cycle phase. If he is standing on a circle he will heal to full in that phase. See the picture for the areas where the boss should NOT be at the end of the cycle.

-It is ok to leave him standing in green when you jump on the bridge at 80 energy. He will teleport to the center of the pad a moment later. In fact it is GOOD to have him drop that last green patch there because you know he will not heal in the ‘big move’ phase.

-Killing adds fast is a critical key to this fight.

CRITICAL: Keeping that last green circle from dropping in the center is also key to winning. Don’t take it lightly. When we messed it up a little we lost. When we did it right we creamed the fight. Make sure the boss is well clear of the center when energy is 50 and higher.

-At the start of the next round the green boss will be enraged. This makes him bigger so he is actually closer to any healing circle. This also makes him CREAM the next tank.

CRITICAL: The next tank needs to attack him during the ‘big move’ phase and apply all tanking debuffs that he has available before the boss comes out of the big move. Tanking cooldowns should be saved for this time. If the enraged hits are too hard you should apply the debuffs and then run away before he comes out of the move. This will buy you a few seconds of not getting hit. The enrage wears off fast so those few seconds are precious.

Here are my super professional pictures of the tanking on the green platform. Here the boss is green and we are about to pull. The blue arrow is the bridge to the blue platform.

Next the boss is casting his healing circle and the tank is turning to run.

Here is the new boss location well clear of the circle. Remember, the healing area is a lot bigger than the graphic of the circle.

As you are fighting the adds each time here is the area that you want to avoid.

But! If you run to the bridge at the end the boss might drop a circle as it is chasing you. So you can’t drag him across that area. Also you don’t want to be too far from the bridge. So THIS is the real area to avoid.

Do recap, let him drop the first circle in the center and then keep him in the upper left area for the later circles. There may be two, so leave yourself room to drop two in that white area. Boss positioning is very key on the fight but it is not totally obvious how key it is. Move fast and position the boss well.

And also… no that is pretty much it…

Oh wait… if you get on a wind bridge at the very edge of it you can get blow to kingdom come and never land on the other side. Get on bridges ONLY in the center area. Try this out before the fight. It does not kill you. See how sensitive they are so you don’t screw it up in the real fight.

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