Getting tea-bagged by a blind dragon…..
Yup…THIS IS BLAAAACCCKKKKWINNNNGGGG!!!
*cough* Anyways…1st real night of putting attempts against the Draconic Ray Charles of Azeroth.
15 attempts in all, with the closest attempt being 13% or so. π (Not bad at all!)
Overall I would say we did ok, it was the small silly mistakes which caused the kill to slip from our grasp. Unfortunately, with Atramedes, a silly mistake usually means you are dead.
Some of the blaring ones that come to mind.
In the ground phase – the gong has to be hit at the right time when he is attempting to cast Searing Flame. One second to late and its a wipe. Remember its a 2 second cast. Also when Sonic Break target gets picked all need to have better awareness about who is getting targeted. (Remember target RUN TO THE RIGHT!)
In the air phase – Don’t stop moving. Stopping = death. Need to get better to annouce when they need the gong assistance. Also if the designated gong striker dies….we need to better aware of who needs to pick it up if they go down.
Oh well, he will die next time. I am sure of it!! π
Why is it that the annoying dragons seem to give people issues. (Sindy I am looking at you!)
But to those who have downed him? Is it better to have more ranged for this fight. My thoughts afterwards make it seem it favors ranged in this one at time. In the air, melee cannot do much. Also from what I could tell the silly dragon would not always target the raid member with the highest sound? Is this a bug?
Also if you have not read…check up on the notes from what has been found out about 4.1. π
Best was 31%, not 13% π
We happily got Ray Charles down after about 6 wipes or so.. using a pretty unorthodox strat. As far as melee vs ranged goes.. we had 2 fury warriors, 1 rogue, 1 ret pala, a mage and a spriest. While i dont doubt having more ranged would be nice just go with what youv’e got.
Hmm. similar setup to ours. only 2 ranged in our comp as well.
Curious as to what your strat was? How was it unorthodox?
How we did it basically calls for 2 1/2 man healing it. Dragon tanked in the middle, melee on one side ranged+ 2x healers on the other. Other healer (me as a restoshaman) on the far side just behind the melee. I was on the gongs. Ground phase, use ghost wolf to get out to the gongs for searing whatsit. Air phase, wait until someone gets targetted and just before it reaches them hit the gong, go into ghost wolf and run around the edge of the room, as the flame gets close hopefully get a holy shield for body and soul then run run run and hope that ground phase restarts before it catches you. Potential to use life grip here but chances are you’ll be pulled into a sound pulsey thingy.
I guess it’s not thaaat unconvential with the exception that you wouldn’t normally use a healer to do the gongs as it puts you out of range of the ranged group and sometimes melee putting the onous on the other 2 healers. However i found that ghost wolf for the kiting was completely invaluable.
Also, and i’m guessing when we go in their tonight i’ll notice it, but as far as i could see there wasn’t a cast bar before the searing whatsit. So I hit it the second it started to cast, resulting in a decent amount of raid dmg.. healable though.
Tbh with about 5 or 10 percent health left we still had 2 gongs available so we must ahve been doign something tonight.
Hopefulyl get Chimaeron down tonight, really wish i had an addon that allowed grid to set say a cap of 15k on everyones health… although that’d mean i wouldn’t be able to see one of the tanks properly.
Cool thanks for outlining your strat. Very similar to ours. except we had a hunter and a ehnhancement shaman on gongs. Guess it just comes down to practice lol. Thanks again Eulogy.
Ahh Chim the evil he is. I know with Vuhdo (which I cannot say anything bad about) automatically has the under 10% warning on it. I do think there is a way to show the lowlife warning for Grid…under the debuffs you can can config grid to make it show who has the under 10k.
Whooot got him down after 4 attempts π Thought it was pretty easy tbh.
Thanks for your tips on it though. I ended up getting a grid status plugin that just shows the (a) debuff that dispears when a person gets healed above 10k.
Nefarian….. here we come!
Awesome Grats Eulogy! Kick nef’s arse!
I think you are wrong π pretty sure we got him under 20%, that was the attempt, you, dro, and roor were dead.
Was it really that low?
Hmm
Oh well! π
Hi, long time no talk π
Anyway, we found that liberal use of life grip in the air phase allowed us to only need one gong each time, thus giving us more ‘oops’ gongs throughout the fight. And it is a legit reason for you to yoink your teammates around π‘
I don’t think more ranged really helps, not a lot of dps happens air phase anyway.
And on the targetting, we noticed that too, it is not the highest sound person that gets it… not sure why.
Good luck!
SLO!!!!!!!!!!!!!!!!!!!!!!!!!! Missed ya!
>< I forgot about lifegrip. there were times I would use it and other times…I forgot lol. I will try to remember it more!.
Aye the targeting is weird indeed.
Life grip messes me up when it is used on me.
Don’t get me wrong, I understand why it was used, and the need for it. I just get all messed up when I am beating the flame and the next minute I am on the other side of the room running into a pile of fire.
lol indeed. I guess I shold make a macro for it as well. Warning people they are getting gripped.
Ha, yes, our priest is very good about giving a warning in vent before he hits it, but it helps a ton, when done right =)
We use a tank on the gongs for Searing flame, just moving the dragon to each of the four corners of the room after the air phase. During the air phase a range with a speed boost hits the gong and the tank hits it the last time.
He hasn’t been targeting the person with the highest sound as far back as I can remember. But people with higher sound will take more damage from his other effects, even if he decides to not roast them directly.
Heavy range can be a benefit for the air phases, but the more range you have the more likely someone is to run the wrong way and incinerate your raid.
Since the “tuning” to the sound rings, it’s been a little easier. They now always spawn under his belly and pause before drifting out. (Before it was closer to his tail… sometimes… and they just went everywhere immediately.) A tight stack for your ranged group and a tight stack for the melee group makes dealing with rings easier. Before they just seemed to drift aimlessly, but now they seem more focused on the location where you were standing (because you’ve moved to the side by now, right?).
The speed boost pots are really helpful for classes that don’t have a sprint ability.
Using a sound meter (DBM has it now and there is a stand alone called Atramedes) can be helpful to the healers to know who will need more heals or if they should just write someone off completely.
Life grip can also be used when during the ground phase. If you have a priest in the opposite group (I’m always assigned to melee to be in range of the tank if things get shitty), they can snag the person running.
For all the fixes they have supposedly put in place on this encounter, it is still the buggiest by far. Some nights we go in and people are getting 50+ sound after the first rings have gone out – even though they weren’t hit.
Aye…I am kinda fearful to put out lolwell for this fight, cause of the bugs associated with it and sound lvls for the priest casting it.
Hmmm. I will have to be more vocal about our ranged stacking. We tried it but kinda fell apart. Should help out better with those targeted by the flame breath.
Hmmm. Assigning a healer to stand with melee sounds like a good idea as well. less ranged….less hyjinx with flame breath.
Aye Atramedes is nice…its cool DBM has it as well. I prefer the Atra one though.
π
The additional benefit to having a healer in melee is that the rings hit the melee and ranged groups at *slightly* different times, meaning, in theory, you should never have all your healers in motion at the same time during a ground phase.
Ranged AND melee should stack tight. The better a stack you get, the less chance there’s someone off in left field getting flame breathed and needing to run through 3-4 others to get away.