Ok I admit..I love reading strats and watching vids and stuff.
looking over info, fights seem strightfoward tank and spank/add management/and execution of proper mechanics. Many of the fights are mixtures, which is quite nice!
Very nice read from Learn2raid. Split your DPS/Healers/Tanks as appropriate.
Send up 1 tank, 1 healer, 2 Melee DPS up top. tank > healer > DPS.
Add management seems key. Once she gets to the ground, just like any burn phase, tank will need to swap every stack of Widow’s Kiss and they should not hold hands in this case. Kill all adds so she cannot eat them.
Rotate cooldowns as approp throughout p2. The damage is fire so yay for holy paladin’s aura mastery.
Setup I think for p2:
tank 1 – boss – tank 2
Appears should be pretty easy to execute. Hitting his right leg will turn him right, left leg makes him to left.
He will have 8 stacks of molten armor – with 8 stacks will increase his damage resistance to 80%
The raid will need to split DPS on his legs and adds. Aiming to make him walk over volcanos. Every volcano he steps on will reduce his armor by 1. So need to get him to step on 8 volcanos. raid will also need to make sure not to let him get to an edge – if so he will drink lava and more then likely wipe the raid.
■Fragment of Rhyolith – Fragments of Rhyolith have low health. If not slain within 30 sec, they inflict damage equal to their current health to a random player.,4In 25 person raids, they deal damage equal to half their current health to a random player.
■Spark of Rhyolith – Sparks of Rhyolith inflicts 8075 to 8925 Fire damage to all players within 12 yards.
1 tank for this fight, they will need to tank the Sparks away from the raid. raid will need to kill fragments ASAP.
Melee attacking the boss will have to watch for bad and fire. He has quite a few abilities that can hurt melee.
At 25% – he will then pay attention to the raid. At this point burn and use cooldowns. He will have a constant AoE damage and a target beam at a player. The beam appears to be like Atramedes fire attack it will follow said player. Avoid the beam and being near it.
Again a nice overview, read it/watch it! Kill Boss and his puppies. Dont get boss down under 35% without dogs being dead. So, burn dogs down low, then boss to 35%ish, kill dogs and him.
Interesting, or maybe not. Another tank swap will be needed for the jagged tear debuff he will place on the tanks. He will get 60% stronger and faster when dogs are dead, but dealing with one mob is better then 3.
More on 4.2 later!
Maybe its a little burn out or perhaps just summer blues? But looking at WoW….is Cata really as great as we all thought/hoped it would be?
Looking back, overall, I did like the feel and look of the new zones….but it does seem something is missing…Oh yeah a story…..while leveling thru Northrend you know you would be seeing LK and many things tied to him or he even made an appearence. I think Deathwing makes one appearence, rag makes 1, and so does Cho’gall, the questing areas can be done very quickly.
Another thing as people who have been playing WoW for a lot longer then I….many fights recycle samethings over and over again. Packaged as a new fight, but in reality it is not.
Sure I still get pumped about doing the fights, but once the excitement is done and fights analyzed ( how well we did, where we did wrong), they are still all too similar.
Magmaw – reminds me a lot of Marrowgar. At times heavy tank dmg, with periods of heavy raid damage, and adds (bone spikes) which need to die.
Omnotron Defense System – Northrend beast 2.0. A fight involing numerous bosses with differnt abilities to avoid.
Maloriak – For some reason reminds me of Lord J. Kill adds, burn boss, avoid bad, dispel buff (remedy), spell steal buff, etc etc etc.
Chimaeron – Anub 2.0. Only heal to a certain point. Burn.
Atramedes – Sindy…avoid bad stuff when she is in air. Avoid big bad spell (searing flame/and her drawn in ability). Avoid the circles of sound, avoid killing your raid with engulging magic.
Comes down to it…too many fights are too similar….Firelands looks to be a little different. (but then again how much can one change a fight to not make it too similar…I dont think there really can be a “unique” fight)
Also http://i.wow.joystiq.com/2011/06/09/patch-4-2-fandrals-flamescythe-turns-feral-cats-fiery/ – FIRE CAT! Must be mine. Screw legendary staff. HAWT CAT! (RANDOM THOUGHT OF AWESOMENESS)
Do we have the “b” team on wow now?
With Diablo 3 on Blizzard’s plate, their new codenamed game, expansions for Statcraft 3….is Blizzard’s “B” team on WoW? To be honest I would not be surprised.
Look at the horrible bugs that came with Dragon Age 2′s release…how did they miss those bugs…how did quality control miss that? Did Bioware once again take the “A” team and place them on SWTOR and Mass Effect 3? I would not be surprised….
Seems like that it maybe the case with WoW as well. Months for a new raid….4.1 was meh. Once we get 4.2 what is next? The Abyssal Maw stuff? Oh wait…that was supposed to be with release, just like the firelands were supposed to. So instead of giving stuff they would have early, they are going to pre-package and say hey new stuff for joo. However, in reality, it is late dinner for us. 4.3 and on better be brighter and MORE awesome…or it will really show they put Team B on work for WoW and are just trying to milk WoW for all its worth.
5/12/11 – after about 30 or so attempts and 3 weeks from raiding Horde side, Mr Eye-Nipples is dead!
The trat used is the one, that you can find in many places, with a few tweaks here and there. Also ideas stolen from my alliance raid used liberally as well! (Horde spy!)
Anyways….I assume most people are familar with the fight, just going to highlight a few pointers we did.
Phase 1 – 100% to 25%
This is the meat of the fight and in my opinion, the PITA, portion of the fight.
Conversion is the dealbreaker for this fight. Interrupt this ability ASAP. When it is close to the evil slime phase – make sure you ranged, and if you a have a hunter (traps do not work if they are worshipping) are broken out ASAP, healers are also important as well, especially if you are 2 healing this encounter.
One thing our ranged had to watch out for, is NOT to be in weird locations when Conversion is about to be cast. Be in the back behind the raid, not off to the side etc.
One change we did implement was: having a melee peel off from Cho’gall and help kill the large add. Now why would you want to pull him of cho’gall?
1.) The faster the big add died, the quicker the other tank could get back on Cho’gall, so the 2nd tank could get a breather from the Fury of Cho’gall debuff. Also giving your healers a breather.
2.) Also in case the add tank could not get a Depravity cast, the melee could get it. Pummel ftmfw!
But if your dps is killing the big add fast enough or your tank has a way to get back faster, this may not be needed.
When the slimes do come out AoE the hell out of em.
Also with the recent hot fix:
*The Blood of the Old God aggro radius during the Cho’gall encounter has been dramatically increased.*
Make sure your ranged has some good threat, otherwise the targets the slimes pick originally will cause the slime adds to spread apart as they head toward those targets…causing diminishing damage from your AoE.
5 slimes – easy
10 slimes – bothersome
15 slimes – ARGH! WTF!
20 slimes – pray……you dont want 20 slilmes.
When the third big add is coming out…you will want at this point Cho’gall under 50%. So when the 4 add is out. Your raid should have Cho’gall close to 30% or even lower possible. Remember 25% is the p2 start.
Prior to the 3rd big add dying if you are lucky enough to have Shaman friends, have them place an elemental near the adds, but before they spawn. Also if you have lock friends, have them time their infernal summon, RIGHT as the sllimes form the impact the infernal causes when it lands causes some damage, but more importantly, a stun on all the slimes, buying you some more AoE time on them.
Prior to 25% move Cho’gall to your area of choice: either a wall, but I have also read strats taking him back to the throne (this causes the tentacle adds in p2 to stack up even closer), but not much room to dodge fire on the throne. (we used the wall method)
Try to top people off before the 25% mark, also hopefully noone has any corruption!
To help kill the tentacle adds faster, we went with a system of killing adds from left to right, while still picking a main assist. Make sure to interrupt those casts the tentacles do. Save lust for 17% and lower. Prior to that the damage to the raid should not be too bad providing your raid has low corruption and was topped of prior to 25%.
(This maybe a bit different for other raids, I raid disc, so in P2….bubble spam and heal as needed. The bubbles seem to cut down a lot of the intial damage in p2, also PoM is great in this phase! Time your shadowfiend to come off cooldown in p2, Hymn of Hope when you can, and have some mythical mana pots handy! I saved PW:Barrier to cover me and the ranged and the other healer in between the 10-15% range)
We had a handy DK tank, who when not having cho’gall bonking them, helping DPS the adds and also popped Army.
At about 10% and lower your healers maybe very well out of gas, if they die, brez a DPS if they happened to die.
The Dps will need to be pretty high to not hit a 4th slime phase and burn him in p2. Also hopefully the DPS combined from the 2 tanks will = 1 DPS.
We had quite a bit of time before the slime add even came, also in p2 only 3 people died.
If you are 2 healing, healers will have to be on their game.
I looked after the add tank, druid was on the cho’gall tank. Because the add tank takes no where near the damage the cho’gall tank does, all that really need to be done on them (the add tank) was a PW:S, PoM, and a renew, and the occasional Flash Heal. So I was free to help the druid on the maintank. To also help out with dmg on tanks use liberal usage of Pain Supression! TIme it so it will be back up in p2.
Glad the ogre is dead now…..! Time for some Nefarian time – your next buddy! Then I guess we can say hi to the silly wind elementals.
I am more interested in healing on my druid then DPSing on her…..
So on Drak’Tharon – 3 healers.
Liyhe – Holy/Disc Priest/lolshadow
Orangeslice – Holy/lolprot
Melonslice – Resto/lolBalance
I think I need to stay away from the healers….but when they “fix” shaman I may have to start up my shaman project again.
Is there anyway to break the healing bug?
Even on my mage Velineda…I find myself wanting to BUBBLE something. Iceblock is not quite the same.
OK….I will start out. No Sorak I am not scared to compete with your rogue. Sorry I am a mage and we don’t do it from behind. We burn your face with FIRE!
Friday night…I have transferred and faction changed the mage, to help fill in for Crits as needed. (I am a raidoholic, raiding is the one of the primary reason i play any MMO).
Log in…hmm. What race to make the alliance mage….
Hmmm. Night Elf…nah, but I was tempted.
Gnome, no thanks, Dwarf, no thanks.
Human, warmer – I do like their casting animations.
Space Goat – even warmer – WAGGLE!!!!! 1% hit…self heal – meh…its no arcane torrent.
Worgen – 1% crit is nice. Darkflight – 40% movement buff….score!
Picked the same name…good to go…log in…..
Rep: RAID NAO! GO!
(ok that maybe a bit of an exageration.)
Setup the UI real quick, re-make a few macros. Good to go.
Head on out to Blackwing Descent
Good times overall! Conversation is a bit quieter and a G rated. Quite a nice change from the usual SR dirtiness.
A few pulls on Omnotron, kinks are worked out and boom dead. Grats to loot winners.
Magmaw – dead fried worm!
Maloriak – had some tanks who have not tanked him before, but once again kinks worked out and boom! MAOR LOOT!
BoT and the throne of the 4 winds!
Halfus and V&T
Once again some kinks that need to get worked out but we did get them down in the end.
Throne – this I was nervous about. Never have done this fight and its has been weeks since i have read this strat. I was told what to do and followed around Fahala around. And 3rd pull boom they were dead. Not too bad.
I like raiding, but what is interesting to do it from a role other then healing, and a different raid team.
As DPS some issues I was having…
1.) Hit….misses make me angry….such an annoying thing!
2.) DPS tunnel vision. OMG! Make sure this Dot is up, make sure this is up! OMG A PROC! BLARG HAVE TO MOVE NAO! ARGH! lol
3.) ….wanting to hit PW:S…..
4.) Seeing humans, spacegoats, and Night Elves running around, as opposed to Orcs, Blood Elves, and Cows running around.
5.) Not used to heaing certain people in vent.
HEALING IS EASIER! I can just play…whack a mole!
Let me deal with incoming damages etc…tell me to interrupt, Spellsteal, swap to adds…and I am like wut?????
But overall I think I did ok? At least I hope I did lol.
Another interresting thing is to see how others deal with Raid mechanics. It always fascinates me as to how one group does it compared to another.
When does one group to use Bloodlust and when to save etc. (BTW…hearing it called Heroism over vent…I was like? WUT IS THAT?)
Well to me personally, I am glad they are not like ICC…pity buff…lol
Anyways I am glad for the higher level of challenge.
In ICC, one could to an extent, if you lost someone, recover, stabilize and win for the most part (normal difficulty). Or if you failed at a mechanic you could still win many fights. Prime example, taking too long to free people from bonespikes, or improperly standing in bad in blood princes, and my favorite getting hit by Prof. Putricide’s ooze thingees he throws at you.
In many of the Cataclysm fights, a death or two and it is game over.
(well except for that Omnotron where we lost a tank and 2 DPS in a minute and managed to recover somehow was amazing!)
Magmaw – is actually pretty easy, but fail at adds = wipe. Improperly handle “Mangle” = poss wipe.
Omnotron – failure to pull Arcanotron out of puddles = death, Getting hit by an ooze = death, improperly healing a target from the single target flame thrower from Magmatron = death.
Maloriak – not properly controlling interrupts = death. Not properly stacking up or run out = death. Improper movement on phase 2 of the tank and the raid not watching out for bad = death.
Chimaeron – well…this is a lot on the healers…not paying attention to low health = death. Moving to early from the feud phase = death. Not watching threat to see who is next in phase 2 means death and a wipe.
Atramedes – not hitting a gong during searing flame = death. Improper kiting = death, not watching your sounds meter = death.
With the Cataclysm bosses so far, there is no get out of jail free card. You pass or fail. Losing 1 or 2 people in a 10 man raid is quite harsh and might as well wipe it up. You will more than likely hit an enrage timer (Maloriak, Magmaw, or run out of gongs in the Atramedes fight)
I for the most part like the punishing aspect of these bosses, keeps you on your toes. No carrying people thru until higher gear levels.
For my next thought….how does your raid handle issues? Strategies?, Mistakes?
For the most part (in Shadow Rising), people own up their mistakes, and we all give suggestions to the main idea and follow thru. Furthermore, I think we have raided enough where people are able to take suggestions etc. and asked why what happened there to an individual.
In other groups, keeping outside the raid is a better alternative, in a more private setting. This keeps people who do not need to know, out of the loop, and keeps things under the table. This method maybe best for the more shy, introverted individual, and probably the “safest” method.
For others, just calling it out in the open maybe the best. Sometimes shame/anger is the best motivator for improvement, and the most controversal.
Every raid is different, made up of varied personalities and ideals. Every officer, GM, raid leader, will have to use different methods on how to handle criticism and evaluations of each other and their raiders. At times there is no way to improve your raid without breaking a few eggs and a few egos.
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. (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!!
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.
Feb 9 2011 – woohoo patch day! aka the patch of Sorak.
Some good stuff in the patch, defintely felt like it addressed some issues. Overall no complaints about it.
Ok enough about the patch. Onto the raiding – Shadow Rising went back into Blackwing Decsent. (Hopefully – we will have a more constant group of people, this has been plagueing us for a few weeks.)
Anyways, connection was not working well last night, reboot everything before the raid and all appears to be ok, good!
Arvash – Protection Paladin
Dubstein – Protection Paladin
Liyhe – Holy Priest
Zarm – Restoration Druid
Sorak – Restoration Druid errr Shaman
Zugzuug – Fury Warrior
Droslice – Fury Warrior
Roorknug – Survival Hunter
Zerlegen – Survival Hunter
Lyssianna – Affliction Warlock
(….lots of doubles in this raid…lol)
Clear trash while we wait for our 2nd hunter to log in….boom he logs in and we head onto the 4 stooges – Omnitron Def. System. Smooth as ice, I could not ask more from the raid members, people avoid the bad, etc etc. They are down in one attempt….*blinks* what? did this just happen?
Circuit Design Breastplate Grats again Zerl!
Life Force Chargers Grats again Dubstein!
We then head onto the overgrown tapeworm – Magmaw!
Now Shadow Rising here, we tend to use strats that are not the norm!
Our ranged and healers (hunter x2, aff lock, and the healers) all stand at range and toggle between two points. When the pillar of flame is about to pop, Zerl pops a frost trap and then Roor drops a 2nd after the 2nd, so the worm have a lot of frost to cover. The ranged then pews pews, and the healers ummm…heal.
Ok I know it sounds like normal strat…here is where it gets odd. We 2 tank this…yes you read that…2 tank it….the 1st tank tanks Magmaw while the 2nd stands at range and AoEs the hell out of the worms. They do not really “tank” the worms but help out with the Pallys AoE abilities.
This helps the ranged out quite abit. Furthermore, when Magmaw has chewed and slobbered all over the 1st tank, the tank that was out on ranged then swap places and the process is repeated till he is dead. We found this helps to alleviate the healer when the tank has the armor debuff on from Mangle, and also seems to get rid of the random raid member dead after Magmaw breaks from the chains.
Well I was expected maybe a wipe or two for consistancy sake! But I was surprised, once again…smooth as butter. His life keep on going down and down….5% the call goes out…ignore adds and kill boss. Magmaw down, no deaths and with 3 minutes left before enrage.
Incineratus Grats Zarm!
Alirus the Worm-Breaker Grats to Droslice!
Ok onto Chimaeron…I think put about 5 attempts in, got him down to 49% for our 1st night playing with the overgrown worm! But then the latency issue hit me and Zarm our resto druid. Then vent decided to act up! ><
We put our resto druid on the tanks. Sorak on one group and me on the other. When we would group up for phase 2, AoE heal!!! Zarm would pop tranquility and Arv or Dub would also hit Holy radiance. A few corrections and he will be down. He really does not seem as difficult, mechanics wise, easier then Mag and Omno in my opinion. Phase 3 for him, sounds like an absolute blast. LIFEGRIP WILL SAVE YOU! Body and soul's movement speed buff also seems like a major lifesavor. As well as the druids 83 movement speed buff?
Today we head back in. The worm shall fall along with Maloriak!
But anyone have any hints and pointers for Chim?
Also does anyone know if the prot pallys talent – Divine Guardian works in Chim’s p2?
The 2nd opening boss in Blackwind Descent. There are more mechanics and things to watch out for when compared to Magmaw, but many of the mechanics are easily avoided/handled. It is when in combination with another boss is when the abilities become equal to if not more annoying then magmaw’s.
Things to remember on this fight:
1.) The constructs awaken in a random order.
2.) They have an energy bar which will indicate how long they will be awake, once it hits 0 – they will deactivate, and another will power up, make sure your tanks are ready to pick up the new one.
3.) All 4 of them share a combined lifepool, much like the Blood Prince Council.
4.) For the most part…when a shield is up….the construct….DO NOT HIT! GROPE! FONDLE! ETC
The 4 constructs:
1.) Incineration Security Measure - This deals AoE fire damage. Cannot be avoided. Heal thru it.
2.) Acquiring Target - Picks a target to be burnt to a crisp…really easy to see. The target will get a large red arrow and a red beam pointing at them. Don’t stand in between the target and the beam. Target try not to move. HEAL THRU IT. This is very heavy damage, if the target gets no heals, they will more then likely die.
3.) Shield – bright shiny RED shield…DO NOT CAUSE DMGS to. If you do it will explode and cause LOTS of dmgs.
As you can see….if you do. Backdraft will happen!
DO NOT HIT!!! LOTS OF OUCH! Backdraft is nicht gut!
1.) Lightning Conductor – cause damage to the target and anyone close to them. AKA DO NOT HUG! NO HUGS!
2.) Electrical Discharge – aka chain lightning. Spread out. NO HUGGING!
3.) Unstable Shield – purple shield! – DO NOT HIT! Each hit causes AoE damage!
1.) Chemical Bomb – target a member and places a poison cloud. Get out of it! Cause more dmg if you are in it. Place the bosses in it!
2.) Poison Protocol – will spawn 3 oozes. Kill the oozes, do not let them touch you (just like the oozes from Prof Putr) If they hit ya major damage when they explode. You can tell who they will target as they you will get a message that they will FIXATE on a target. Do not Feign Death, vanish etc. This will cause them to pick a new target. Frots traps are win!
3.) Poison Soaked Shell - Do not hit for the most part! Sure you will cause more damage but you are taking a DoT as well.
1.) Arcane Blast thingee of doom - causes a lots of damage, single target. This is interruptible! DO SO! He casts this every 5 seconds or so.
2.) Power Generator – blue swirl will appear on the ground, move him out of it! If ya don’t people will get one shotted by Arcane Annihilator. Healers, casters etc stand in it. Dmg boost and will help out a lot with mana regen!
3.) Power Conversion – turns incoming damage into increased DPS. Purge! Spellsteal! or stop DPSing him. Show him some love!
Hints and Tips
1.) Do not hit the shields! Stop the DoTs! Pull pets off!
2.) Kite/kill the oozes ASAP. They can at times choose the other tank.
3.) Interupt Arcanotron!!! Make sure your interrupters stay on him till he deactivates. Spellsteal, purge that shield!
4.) DO NOT HUG WHEN, Electron is up. Group Hugs! on Magmatron. (It really really sucks when those two are up at the sametime!) Only time when people/raid should be spread out is for Electotron. Group heals FTW!
5.) Tanks – watch your DBM timers to see when the next construct will be up!
6.) Hunters (also maybe Rogues and Mages) – Feign Death when targeted by Magmatron’s flame thrower – will cause him to lose target and will not use the ability.
7.) DPS - Generally switch to next construct when they are up.
8.) Healers – stand in the blue circle of love. Mana Regen!
9.) Any Construct + Arcanotron – keep people topped off. An arcane blast may go thru every now and then. Keep those bars up!
Things will seem chaotic, but it is not that bad. Many of the abilities are easily avoided and healed through. Happy hunting!
Was a bit hectic this magmaw kill but everyone was still standing at the end.
Uh-oh! We haz broked da machinez! And everyone was alive I think as well! lol as you can see Lyssi is looking away from the camera in this one.
Next Chimerion and Maloriak!
Overall, I am very happy that these two bastards died, finally! What did it, is allowing people to play to their strengths. Also choosing a strat and running with it (magmaw(, even though it was sloppy and a certain lock did not like it, this forced people to bring up their game and really focus! He died on the 10th attempt?
For Omnitron…key is avoiding things we kept on dying to last time, also once again allowing people to play to their strength allowed Omni to die. They died on 2nd try of the night.