Tuesday, June 16, 2009
Yogg-Saron with 4 watchers (ie not a hard mode)
Yogg was recently nerfed (you can look up the changes on the blizzard website) and I dont actually think it will make much of a difference to anyone still working on downing him with 4 watchers. It WILL make a huge difference to the hard modes (not losing as much sanity being the major one). No MCs in Phase 1 doesn't really make a huge difference to the phase, it just removes the RNG from it and causing needless wipes. So, I actually agree with that one. Nerfing the spawn rate I think was unnecessary.
Shopping list:
3 tanks
5 healers
8-9 melee
9-8 ranged
Tips for the fight with 4 watchers. At all times your raid should maintain their own sainty. The green beams give you back 20% per tick.
Phase 1
This was fairly straight forward. We stand near the door to avoid the gas clouds. Tanks ferry the adds to sara. We DPS the adds to about 30% before switching to the next one. We also have about 3 ranged DPS who are capable of dodging clouds nearer the centre to finish off adds that need a hand. We do not spawn an extra add, we dont need to to just kill yogg. Once Sara is dead, split the additional mobs up and smash them down. Healers watch and heal up the explosions.
Key things:
Make sure every add hits Sara. Do not spawn any extra adds. Keep this phase under control and clean up all adds before phase 2.
Phase 2
You must have cleared out all the phase 1 adds before the tentacles appear! Very important.
Melee team
There are 10 portals, East, North and West. Allocate 9 melee and one healer to enter these portals. Allocate groups of 3 to the 3 sides to make it easier. Once someone enters a portal THAT PORTAL VANISHES, so the allocation really does help. If you are having issues, allocate individuals portals, but I hope that would not be necessary.
If a melee gets put in a constrictor on the way to their portal, the other 2 melee must get them out. If by chance that melee is the last one through the portal, and they are nowhere near the ranged team, sorry... wait for a b-rez - that is literally bad luck. The melee need to look after their own.
If a melee gets brainlinked, who ever is brainlinked with the melee MUST go with them to the portals, then return to their own job once the link severs as the melee go in the portal.
This is all about tentacle control. The faster the tentacles are killed in the portals, the less spawn in the main room. Melee are on the clock, do not skip a sinlge tentacle, and smash them as fast as possible. Blow all cooldowns on the first portal phase - and get the yogg brain to about 75%. Dont forget to turn your back to the skulls. This is not as easy as you might think. But with a bit of practise you will learn where the skulls could be (they are randomly placed in the room) and where to stand to minimise their impact. I cant really describe them here, just practise will help. But generally, if you have your back to the room and are facing the tentacles, you will be ok most of the time.
Once the tentacles are all dead, you head into the brain room. Yoggs hitbox is huge so eyeball the exit portal and head toward it as you DPS. There are dangly tentacles which move around and CAN get in the way of you clicking the exit portal and get you insane. Be aware of this and don't nub it up.
When melee get spat back out, they need to clean up all the corruptor tentacles they can possibly find.
When the portal phase comes up again, melee head back in (cleaning up corruptors and constrictors on the way) and this time blow heroism. Again, get to Yogg as soon as possible without missing a tentacle (remember killing tentacles in the portals means less outside) and smash him to about 50%. Pop out, kill corruptors and constrictors.
Third portal, blow any CDs that have come up and get Yogg to 30%. It is imperative that this happen on the third portal phase. Any more and you will run over the timer and probably be overrun with tentacles in phase 3.
Ranged Team
You guys get to stay outside. Mark up the main assist (your best ranged player) with an icon. Ensure that person has the ability to put their own marker back on themselves as DBM will probably remove it if something happens to them like brain link. If possible have a couple of people spamming a macro to mark up the assist. I also recommend reminding people on vent/ts to keep stacking on star (our symbol).
All ranged must stack on star and assist star at all times.
Now, what star has to do is this; smash crushers (moving off the crusher when the tank calls for it, more on that in the tanks section), get people out of contrictors whenever possible, and when there are no crushers or constrictors up, kill corruptors. They will move to wherever the next crusher is and clear out the area around that.
When the portal team kills all the tentacles and are on the yogg brain, the tentacles become stunned, making them much easier to kill and no new ones spawn.
Rinse repeat. If you find at any time that you are becoming overrun with tentacles call a heroism (requires a second shammy in the main room team) to help clear them out during a stunned phase if the melee were a bit slow that time (this might happen on the third portal). At the end of each stun phase there should be very few corruptors up. By few I mean less than 5.
Tanks
Your job is to reset crushers - the big huge tentacles. This is done the following way; Watch for the cast, call for DPS to change targets, wait a second until the stacks drop off, run in and hit the crusher, call for DPS again. Rinse, repeat as necessary.
Healers
There really isn't a lot of healing going on. Stay with the ranged team and heal as required. What IS necessary is decursing, and there will be a lot of it.
Phase 3
OK, so you made it to P3 with perhaps a crusher up and a couple of tentacles. Most of the raid is alive and no one is insane.
Adds:
Tanks pick up the adds as soon as possible, they hit like mack trucks to begin with, but get the pro melee team onto them and they soon shrink down into kittens. Get your taunts off as soon as you can, and stay with your back to yogg the entire time. This should be not too bad to achieve.
Melee:
DPS adds. You should be able to do this with your back mostly to yogg for maintained DPS time.
Healers:
Stand with your back to yogg and heal and decurse. Watch the boss timers for add spawns and time a nice big heal for that first hit from the add - it's a doozy.
Ranged:
Melt brain. Go hard, everyone is counting on you.
Troubleshooting:
Ok so you make it to phase 3 consistently, but you are still wiping. What's going on? Ask youself these questions:
Was P1 perfect?
Were all the adds from P1 dead before tentacles from P2 spawned?
Did melee kill all the tentacles in the portals?
Were brain link and the green death beams managed?
Were constrictors killed in a timely manner?
Were crushers dead by the end of the stun?
Did melee keep corruptors under control after a portal phase?
Did ranged stack on star and assist correctly?
Did you get to P3 in 3 portal phases?
Were there 1 or less crusher and 5 or less corruptors up at the start of P3?
Were there 23 or more alive, un MCed raid members ready to go into P3?
Did everyone stay calm in P3 and do their jobs?
If you answer no to any of these questions you need to figure out why you answered no and fix it. And just remember, the fix for a problem in P3 might be in the execution of P1!
This boss has the best wipe enrage mechanic I have seen! I wont tell you what it is, I just hope you get to experience it because that it part of the learning curve to kill yogg!
Good luck
Friday, May 29, 2009
General Vezax is a pussy
Here's our amazering strat-fu.
Melee and heals bunched up and hit Vezax. All healers were autoattacking the boss for ret pally healing on themselves. This also meant that the green blobs were likely to be hanging around the boss. They were dropped by ranged just outside of melee range, which was totally perfect for everyone involved. We had one downed on the boss, and that caused a wipe!
One healer (our healer lead) went and hung out with the ranged, to cover off when the range ended up OUT of range of the boss. Healer lead kept an eye on everyone's mana and marked up green sludge for range to drop. No one touched green blobs unless the healer RA called it over vent.
Healer allocated to 2 groups for mana regen and took it in turns to mana up.
We had a DK tanking and using CDs to muscle his way through the mini enrages. Healers were extra spammy to cover it off.
Ranged stacked up and stood in the black stuff. Life leechers ran away from the group. EVERYONE ran away when someone was targetted for the shadow crash (as shadow crash hits a spot on the groud where its target was standing, its not a heat seeking missile or living bomb like life leech)
EVERY.SINGLE.FLAMETHING.WAS.INTERRUPTED. => I think this was the most important thing of the entire fight. I think 2 were let through? Maybe? But everything else was covered off. We had the RL (a rogue) call out the interrupt rotation over vent.
What do I think were the most important things in this fight? Judgement of light by a ret pally on the boss is OP (free healing FTW). A DK tank makes this much easier, not movement for a boss always makes the fight easier. 8 healers is handy (our prot pally tank was ninjaed recently from the healer team). Interrupting 90% of the flame things.
All you do, is you take all of the above and do them all at once, and find that rhythm Vezax has a definate rhythm to him, and once your team hits that groove, you will down him. Don't panic, and just keep doing your job.


Friday, May 15, 2009
Mimiron washing machine strat
By which I mean do the following in P2 and P4:
Allocate 3 groups (we used G345 in raid), and give them a third of the space each. Fortunately, this is well marked out on the ground for you already - Left RIght and Back as you enter the room. In each group put some ranged and 1-2 healers depending on the firestandyness of the people in each group. Each group is a self contained unit of healing.
Now, everyone arrange themselves in a little thirdish circle around the boss, as close in as you can get safely, staying nicely spaced horizontally from each other, and also not standing in front of each other relative to the boss. This is important because the cannons do line of sight damage, tearing through everyone in the way to their actual target. I hope that made sense. If not, go look it up, you will see what I mean.
Melee in groups 1 and 2 (with 3 healers - one in each third - we had to use 8 total healers to cover off the sheer output of helaing required PS Shammies are OP, we used 2) stay BEHIND the boss at all times, and dodge the cannons by running through the boss to the other side.
Ok the main issue we had was the retard beam. So, we solved it simply by saying: When the retard beam (P3Wx2) starts EVERYONE ROTATES CLOCKWISE ONE THIRD. You have no idea how much easier it made the fight for us. Healers didnt have to worry about moving back to their old positions, people were not running in front of each other and getting smashed by cannons. It was glorious to behold.
There are strats out there that do this by staking in 2 or 3 ranged groups. We found that the cannon damage was somewhat too severe to keep up with and this does a similar job with less aoe.
The healing allocations I gave below, are pretty much similar to this, and generally remain unchanged. We are just adding another group (LR and B now) and allocating healers to it as well.
Oh yeah, and GET OUT OF THE RED FIRE ON THE FLOOR! Do these things and mimiron will go down pretty fast. Actually, we got mimi down second attempt at using this strat, and we only ballsed up the first one cos people didn't listen between pulls and didn't realise their groups had changed.


Tuesday, May 12, 2009
Mimiron - Healing strat focus

Mimiron comes in 4 phases as you know. He drives legs, body, head, and then Voltron.
I am going to talk about healing strat here, because there are plenty of resrouces about the technicalities of the fight and tanking it but I found next to nothing about healing it. And healing this fight is the key to winning - trust me when I say this. We are currently taking 8 healers (we have one DPS dual spec to help on this).
Legs: We split into 4 groups, one in the left third (G3, ranged DPS, 1 Raid healer, 1 MT healer), one in the right third (G4, ranged DPS, 1 Raid healer, 1 MT healer), one in the back third (G5, ranged DPS, 1 Raid healer, 1 MT healer), and one melee (Gs 1 and 2, one MT and one raid healer). Total - 4 MT healers, 4 raid healers (one of each in each "group"). "oh shit" order allocated for the punches ie GS, pain suppression and as a last resort, Hand of Sanc. Try not to use hand of sanc as there is enough pressure on healers as it is let alone spreading damage further around. It also leaves the pally at risk of sudden death if they get a random damage target. Raid healers were marked. It was DPS's responsibility to be in range of their healer in their section. Everyone should be alive at the end of this phase. Conserve as much mana as possible.
Body: This is where it is balls to the walls guys. Stay in your allocated areas. Again, L, R, B and Melee focussing on their groups, but now the MT healers are helping out as much as possible as well in their allocated group. There is no other way to describe this other than, HEAL AS HARD AND AS FAST AS YOU CAN, keep your group alive as a priority. Everyone needs to move out of the rocket target or you die (that's seen as a red thing on your feet). You need to run away from the lurker style retard check, See Washing Machine strat for more details there. This is when it is most likely people will die, but there is not alot you can do about it. The trick to this phase is to spot heal as much as possible, and try to keep the ranged loosely grouped together to assist with AoE healing. Shammies really shine in this phase.Head: You will mostly be oom at this point. There is a looooong talk time, this is where you top the raid up and get out of the 5sr and regen your mana as much as possible. Everyone will stack (either in 2 or 1 groups). The ranged tank wont requite much healing, 1 perhaps 2 healers will suffice. There will be OT healing, but not a lot. Apart from that ensure you finish this phase on full or near to full mana. And help out on smashing the head when it is down.
Voltron: Back to allocated sections just like P2. 2 healers on MT (no oh shits required thankfully) 1 on ranged tank and everyone else is balls to the wall crazy healing. Again, a lot of this will depend on people doing thier jobs and not fire standing. If you move, get back into position, but dont sacrifice healing out put to do so. If the MT healers get a chance to throw off the odd heal on anyone else, do so. Healers should NOT stop casting this entire time.
(Updated for Washing Machine AWESOME strat)


Friday, May 8, 2009
Hey, NER, why no Thorim?



Assembly of Iron (aka Iron Council) Easy mode.

Freya with no adds



Tuesday, May 5, 2009
Hodir Normal

This really is a fight of every individual getting it right. So here are a list of tips:
- Standing in the light wells is pro.
- Getting the elecricity buff is pro (ranged who get it run to melee as the buff spreads to those in range)
- Ranged get the adds out - mages first, they make toasty fires!
- Melee stay on the boss and stay alive.
- DONT EVER STAND STILL!!! (the debuff is removed one tick at a time, you might not be moving enough).
- Don't stand in blue runes, stop everything and get out.
- Run up the hills after they have been created or you might be stuck under them.
- Dispel any people frozen in place.
- Heal like crazy.
- Have a tank in frost resist gear.
- Pally aura mastery at the right time is very helpful - Generally at the frozen blows moment.
- Standing next to toasty fires is made of win.
- If you get the electricity debuff, we find it helpful to move into melee to boost their DPS.
Chances are you will run close to the enrage timer. Getting the buffs to the melee and standing in light wells is really important - they increase DPS tremendously, but the thing that increases your DPS the most is the hardest thing of all initially to get right: Staying Alive.


Tuesday, April 28, 2009
Crazy Cat Lady - Auriaya

Kologarn 25

The trash to this boss is annoying without a warlock. But judicious use of CC and you will be ok.
Kologarn himself is a very bug dude, I mean, we are the size of his belt buckle. The set up is easy, as per the standard you need 3 ish tanks, but you can probably do it with 2 if you had to.
There is a lot of directed and non directed damage in this fight, healers need to be on top of it.
The key to this fight is dealing with the eyebeams in such a way that your raiders don't run them through your raid exploding everyone in their path. The structure of the boss itself was something I really came to appreciate last night. There is a zone around the body of Kologarn where he does NOT target you for eyebeam, possibly for fear of missing and getting his nads. Pop your tanks and melee in there. Now, the hit box of the arms is HUGE, why is it huge? To cover the no eyebeam zone. This actually prevents hunters from being in there. The other mechanic to force ranged out is that this area silences casters. Neat huh? I thought so.
OK so melee are snugly in with the tanks stabbing at his stomach or arm uninterrupted.
Ranged, it's your time to shine!
We ended up in 2 ranged groups, one left one right with a healer allocated to each group. We spread out as much as we could, trying not to be one in front of the other. We also kept a path at the back free for kiting eyebeams. So, what we did was, eyebeam on you? run directly to the back wall and out the door. DO NOT run over someone else (hence the not trying to be in front of each other comment). Stay away from the adds (pew pew range them down).
That's it, that is the main trick to this fight. Really. Thats all! That is the main thing you need to do. And doing it right is not something you can explain. You just need to be aware and put in contingency plans for moving healers.
Eyebeams. Dont kill your raid mates with 'em and you will collect phat lewtz.
If you are having issues, try to melee stack the raid as much as possible.
Monday, April 27, 2009
Baby Faced XT-002 Deconstructor
So, some tips for getting the kid down.
Raid makeup:
1 MT + 2ish MT healers
2 OTs + 1 OT healer
Melee
Ranged
4 Ranged healers (you will need it)
First up is raid distribution.
Deadly boss mods has a thing that you can use which is a range finder. Type /range then drag it where you like it. Right click on it and set the range to 15(ish) yards. This is really important for later.
Tanks and melee and the OT healer
This one your MT tanks XT in the middle where he paces to, MT healers are at a safe distance behind the MT. Melee split into 2 groups, one on the right arse cheek one on the left. Melee need to make sure their range checker does NOT have the MT on it, nor the OT/Melee healer. The OT/melee healer stands at range behind the melee. Yes, behind. When melee get grav bomb or light well, they run off to the left or right (as is sensible) and get out of range of the other melee. They stay IN range of their healer. It is easy enough to do. If the MT gets moved everyone repositions, don't just mill around like an idiot and wonder why you cant reach the melee anymore or why you are not getting heals.
XT has a massive hit box, take advantage of that.
The melee stay on the boss, then move to the heart, then back on the boss. Rinse repeat. They assist on adds as required.
OTs and the OT Healer
There are 2 OTs, one for the left side one for the right. They need to pull adds they are tanking towards the stairs so the OT healer can keep them alive. Help from the "raid healers" may be required.
Ranged and add control
The MT healers get first pick of spots. Everyone else spreads out, that range checker should be on, and no one should be within 15ish yards of each other - this means minimal movement. Raid healers allocated to "left" "right" and "middle" as necessary. Ranged should be allocated to add spawn points as necessary; do your thing when the adds are out and smash the boss/heart when not. Never under any circumstances, let the little crappy bots get to XT. Get melee on it if you have to, but XT must never heal.
The Heart
This is probably the most important part of killing XT. If you can afford to ignore adds during this phase, I really recommend you just let the OTs to it. The first heart phase is the most important, there are no adds up and everyone can DPS the heart, except trees. Leave the trees to heal. Pop Heroism, pop all your CDs, get as much DPS on that heart the first time around as you can. If you do enough DPS then smash XT, you will miss a tantrum or several as you will have skipped past it on the health meter. The more tantrums you can miss, the easier it will be on the healers.
That's it. Not hard really, just a bit punishing on the healers and keeping the adds under control (as usual) is key. Good Luck!
Friday, April 24, 2009
Razorscale/gore/fang/face/wing/thing


25 Flame Leviathan - plus two or three towers

Tower of Flames (Mimiron's Inferno) – Boosts Flame Leviathan's Fire Damage by 50%. Shortly after the fight starts, Flame Leviathan will activate Mimiron's Inferno. Mimiron's Inferno causes fiery orbs to fall from the sky in a slowly set path. Orbs start where Flame Leviathan entered the room and continues in a clockwise direction in a diamond formation. Orb strikes deals fire damage to all nearby enemies, leave behind a flaming blaze that deal damage over time when touched. Effect lasts for the entire fight but are pretty easy to avoid.