ok…Firelands…lots of trash >< ARGHH!!
Ok enough /wristing about trash.
Some thoughts about the trash.
1.) Some of the packs wander so be careful when engaging, don't facepull extra ones.
2.) The Molten Lords seem to have a major armor debuff so your tanks will want to swap. The Lords also have a knockback, so be careful you are not booted off a ledge or into more trash.
3.) The firenaga looking things. The Cauterizers – their spell to heal can be interrupted – do so.
4.) The Hellhounds also have a nasty debuff, watch out for it. It can stack and ticks 10k a sec. I think our tank got to 10 stacks..so 100k a sec…yeah not fun. Heading to Beth’tilac..CC what you can. Some of the mobs were immune but with the changes to CC, experiment! FOR SCIENCE!
-Note on the last major pack before the boss – it will be a Drone fighting a bunch of Hell hounds. CC what you can of the Hellhounds. Also there is a spinner off the left..kill him as he will target not only your raid but also break your CC as he is trying to fight the Hellhounds as well. You cannot fight a war of attrition with this group, if you kill one and wipe, it will respawn.
5.) The Surgers or were they chargers? They obviously charge, ranged and healers don't clump up. His charge target and anyone near it takes lots of damage.
6.) The scorpions in the big area, not bad just picked em all up and burned them down.
7.) Forgot to note, to summon Shannox, you will need to kill a certain amount of trash. Appears one of each type. When we killed a charger, molten lord, some naga, and some scorpions. A game message said the Huntsman Horn is heard off in the distance or something.
Well besides trash…Firelands is quite nice looking. I cannot wait to head back in.
Last night we did manage to get a recipe drop! The Plate tanking gloves (grats Arv!) But Boo on Blizzard for making them random drops…./sigh.
Anyways back to Beth'Tilac.
SR went in and we put some good attempts in. Besides the initial seeing the fight for the 1st time and some silly mistakes, good progress was made.
1.) If you can taunt spinners, do so. It will allow the spec ops team to get to the top faster, and will make spinners stop spitting on people.
2.) Slowing down the Spiderling is a nice. Also make sure you kill adds efficiently.
3.) Spec ops team – watch out and don't fall down in error or don't forget to jump down as well!
4.) Having a central stack point is nice, helps out the healers on the bottom a lot. DPS and tanks don't deviate too much from it if possible. (Actually makes CH useful :P)
5.) Call out when jumping up. The spec ops healer doesn't want to miss their tank going up. Likewise…don't go up before the tank!😄
6.) Like Magmaw and Cho'gall, add management is key in p1 it appears, you can easily get overrun if you cannot kill effectively and efficiently.
7.) This Fight does seem to favor ranged.😦 Poor Melee.
Addition – Shannox and Riplimb can no longer be taunted. So tanks can drop stacks. Going to try this out.
1. 2 Tanks: 1 on Shannox, one on Riplimb.
Burn Rageface down immediately. Deal with the frenzy instead of his nonsense.
Tank Shannox and Rip 25-30 yards apart. Riplimb tank positions him near a crystal trap, dragging him into it as soon as Shannox begins to throw his spear. Apply a slow to Rip as soon as he breaks free to lengthen the pup’s trip time. Shannox will not be able to apply the debuff without his spear, and Rip wont attack at all while he’s fetching.
Trap + Slow + Distance between mobs = Enough time for tanks to drop stacks. If it isn’t, just kite Shannox away from Rip for extra time. (slows being mage slow, Icy touch, concussive shot, etc etc)
Learn2raid has some very nice strats as does http://www.icy-veins.com/
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.
Thing to note about her – when noone is engaging her up top she will cast fire onto the raid (much like Magmaw)
p1 – she will be hiding above the web. So killing Cinderweb Spinner are key to getting a portion of the raid up to her. 1 tank, 1 healer, 1-2 DPS. Tank goes up 1st and pops a cooldown to survive till a healer can get up there, then the DPS. The team up top will need to watch out for meteors that she will drop on them. Move from them, be careful as they will leave a hole in the web. Also when her energy bar is depleted, the team up top needs to get back to the ground when she casts Smoldering Devestation – this will kill you. Once back on the ground kill Spinner’s to get back up.
The team below – kill adds. DPS and healers will stack up a bit to help healing. The ground tank will need to pick up the drone and tank them a small distance from the raid. DO not let the spiderlings get to the Drone as the drones will eat them to regain health. Do what you can to slow them down. The Drone will need to be tanked facing away from the raid as it does have a cone attack. It will also fixate a random player once in a while but will reduce its dmg for 75%.
Spinners cast acid at a random player for 20k
Spiderlings will jump on people injecting venom into them for 7500 for 10 seconds, appears the jump has a 5 yard range.
Add management seems key. Spinner > Spiderling > Drone. There will be LOTS of adds, so be prepared to bring the DPS.
Once she casts Smoldering Destruction 3 times phase 2 starts. She will come down to the ground
Once she gets to the ground, just like any burn phase, tank will need to swap every stack of Widow’s Kiss (reduces healing done and causes people next to the target to take extra fire dmg) and they should not hold hands in this case – tanks will need to not to stand next to one and not close to any other raid memebers. Kill all adds so she cannot eat them.
She will cast frenzy throughout this phase increasing her dmg by 5%. this stacks….
Rotate cooldowns as approp throughout p2. The damage is fire so yay for holy paladin’s aura mastery. (Aura Mastery > Spirit Link totem > PW: Barrier > Warrior shout > any cooldown you got)
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 (5% ish), then boss to 35%ish, kill dogs and him.
He will get 60% stronger and faster when dogs are dead, but dealing with one mob is better then 3. He will still throw out traps in p2 to watch out. p2 looks like it will need big heals and rotating of cooldowns.
Once Riplimb has been slain, Shannox drives his spear into the ground instead of hurling it. This attack inflicts 50000 Fire damage and increases the Fire damage taken for all players by 40% for 1 min. The spear strike also triggers a cascade of molten eruptions around the impact location, inflicting 80000 Fire damage to enemies caught in an eruption.
Tanks will need to swap every few stacks of jagged tear which comes from:
Shannox inflicts 125% of normal melee damage in a 120 degree cone up to 10 yards in front of him, and inflicts Jagged Tear on his current target.
•Jagged Tear – Shannox’s Arcing Slash leaves a Jagged Tear that inflicts 3000 Physical damage every 3 sec. for 30 sec. This effect stacks.
So dont have him facing the raid.
He will also throw his spear into the raid causing massive damage so, don’t be near its landing point and don’t be between the spear and it’s landing point. It leaves a flame trail.
Riplimb will attack the target with the most threat. In Heroic Difficulty Riplimb cannot be permanently slain while his master lives. When his health reaches zero, he will collapse for 30 seconds, and then reanimate at full health to resume fighting.
•Limb Rip – Riplimb savagely bites his current target, inflicting 130% of normal melee damage and inflicting Jagged Tear.
•Jagged Tear – Riplimb’s Limb Rip eaves a Jagged Tear that inflicts 3000 Physical damage every 3 sec. for 30 sec. This effect stacks.
•Frenzied Devotion – Riplimb enters an unstoppable rage if he witnesses Shannox’s health reach 30%. This effect increases Riplimb’s damage dealt by 400%, attack speed by 200% and movement speed by 100%.
• Feeding Frenzy – Riplimb’s successful melee attacks increase his physical damage dealt by 5% for 20 sec. This effect stacks.
Rageface cannot be controlled, and darts about from enemy to enemy, changing targets periodically.
•Face Rage – Rageface leaps at a random player, stunning and knocking them to the ground. Rageface begins to viciously maul the player, inflicting 8000 Physical damage every 0.5 sec. and the damage dealt increases over time. While Rageface mauls the player, he is 50% more susceptible to critical strikes. Rageface will continue the mauling until his target is dead, or he receives a single attack that deals at least 30000 damage.
•Frenzied Devotion – Rageface enters an unstoppable rage if he witnesses Shannox’s health reach 30%. This effect increases Riplimb’s damage dealt by 400%, attack speed by 200% and movement speed by 100%.
• Feeding Frenzy – Rageface’s successful melee attacks increase his physical damage dealt by 5% for 20 sec. This effect stacks.
So lets have one tank grab Shannox and Riplimb. Tank them close to one another. Melee start on Riplimb. Remember Shannox and Riplimb both can apply jagged scar, swap at about 5 stacks.
Ranged and healers stay loosely arranged. Watch for for traps Shannox will throw out into the raid. They take 2 seconds to arm once they land.
Interesting note, the traps can be used against the dogs.
Crystal Trap will freeze a dog for 10 seconds-giving healers some breathing room. If a player hits it…they will need to be broken out.
Immolation trap – will cause a lot of dmg to the player or dog that walks over it. Also will incrase dmg done to the target by 40% for 9 seconds.
If you can use them without ignoring the fight too much go for it. But does not appear it is required to use them.
If we get them down, Rhyolith and then Alysrazor.
Sorry to our Holy brethren….not too sure about Holy anymore!
Int > Spirit > haste/crit/mastery – for 10’s is what i aim for (but tailor to your own preference, I prefer more haste and mastery. However with the change to crit in 4.2…crit is an interesting change.)
Appears we only have 2 choices here…
First off is our T12 Helm – Cowl of the Cleansing Flame – T12 Helm
Not too bad. int/stam/spirit and a RED sockets and a nice socket bonus. mastery of 229. Not sure I would reforge anything on the helm.
2nd choice is more suited to out DPS friends out there…
Flickering Cowl – Blarg random enchant
Also random enchantment…so looks like hopefully you will be able to get/kill Rag soon for a helm token.
227 int, 341 stam, 144 spirit. 156 mastery
Not too shabby – but will setup back 1250 VP.
Flowform of Rhyolith
227 int, 341 stam, 162 spirit. 133 mastery
drops from Rhyolith😛
The one i think i will want to get
227 int, 341 stam, and a red socket and int socket bonus!
143 haste and 115 mastery—delicious
Drops from the Majordomo
Drops from Baleroc – yellow socket, int socket bonus. 211 crit and 167 mastery…might want to pick it up.
Our only other choice is our T12
Mantle of Cleansing Flame
282 int, 454 stam, 201 spirit. Blue socket, int bonus. Haste of 183.
Appears once again 2 choices:
Robes of Smoldering Devastation – meh once again no spirit…
Hold out for our T12 in my opinion.
Robes of the Cleansing Flame
368 int, 611 stam, 261 spirit. Yellow and Blue sockets, 20 int bonus. Mastery of 243.
Woah choices…not really. 2 choices here. 1 with spirit and one with out.
I would recommend the VP one.
1250 VP – remember these are BoE you might be able to get for a pretty penny.
1st there are the crafted ones – get it if you can, but don’t forget more then likely you will not be able to upgrade the crafted pieces.
Other then that:
2 choices here – neither with spirit….
I like the Majordomos chain of office – from the Majorodomo
Embereye Belt – needs honored with the Avengers of Hyjal
But then again I like haste.
1st choice: tier leggings
Legwraps of the Cleansing Flame
Although, it has crit can reforge it to your liking.
Leggins of Billowing Fire
Which has no spirit and has haste and crit.
Endless Dream Walkers
These are quite nice, but watch out as they probaly will not be upgradable. Also depending on your server expensive. (need to find a crafter on drak with there on horde side…sigh…
Coalwalker Sandals from Shannox – prob want to get these as can upgrade these the BoE appears you cannot.
Exalted with Avengers of Hyjal – not a bad ring.
Soothing Brimstone Circle
VP – 1250. Crit…
Crystal Prison band from Shannox
Crit and mastery. No spirit
Fiery Quintessence– Revered with Avengers. Nice amt of spirit if you need…on use is a lot of int.
Eye of Blazing Power – from Alysrazor – interesting, appears has a 45 sec ICD
Jaws of Defeat – from the Majordomo – the on use proc is very interesting.
I would recommend getting all of them and playing around with them in coordination with your trinkets from 4.1.
Smoldering censer of purity – is nice. But unknown where it drops from – comes from any of the bosses as an addition to their loot table. 186 haste and 2334 SP and red socket with int bonus.
Funeral Pyre – from Beth’tilac is not bad. Reforge some of that crit into spirit. 288 crit. 225 mastery. 2334 SP
Shoravon!!!! Drool!!!! – Ragnaros. Red socket bonus. 316 mastery, 218 crit, 2467 SP, reforge that crit!
Kogun!!!! – Ragnaros!! Don’t let those stinky pallys have this (they can haz spellpower axe.) Also don’t let lootwhore Zarm have it either!! 105 haste and 2467 SP.
Chelleys Scalpel – this one may cost a lot. Drops from Trash – 2333 SP. 118 Crit. 113 mastery.
CUP OF ANNGORRR – Shannox – 160 haste. Not bad. Get this one. Actually really good….obtain at the cost of your soul.
OMFG WAND CHOICES….
Phoenix Feather Wand– 83 mastery. 700 VP
Stinger of the Flaming Scorpion – no spirit. 90 Crit and 77 mastery. – from the majordomo.
Remember, crafted gear will serve you when you 1st get there, but cannot be upgraded.
Remember to keep your old gear…
•Upgrade Weapons and Relics from the Patch 4.2 Valor Points Vendor to heroic quality.
•Upgrade Weapons and armors from the Firelands raid to heroic quality. Since they aren’t listed in the loot table of any boss I will assume they’re trash loot but I could be wrong.
To buy the upgraded version of an item, you will need the normal version of the item and 1 Crystallized Firestone.
Overall, I cannot wait for firelands!!! But seems like there are fewer choices for cloth healers then the other healers. Some of the pieces chosen you will be in competition with caster DPS. Then again gearing in Cata has been rather restrictive in nature.
Update: Now with Firelands in full swing…the lack of spirit cloth is not as bad for disc as it is for out Holy brothers and sisters.😦
I know this is old new but Shadow Rising is now 12/12! Go us!
I am glad that we were able to down the content before the nerf to T11 raids. However, the competitive person in me wishes we had made some attempts/kills in Heroic modes.
I started raiding with SR back in 12/3/09 – horrible gear and ICC was about a month or two away. I dinged 80 1 week or so before the LFD and I hit those dungeons hard. I geared up my priest from Ilvl 200 to everything i could get with badges – full T9 and whatever slots I could fill in. Then did a few ToC’s and then ICC. Ahh miss the old crew…
Did very well for a while and then lets not bring up old memories, but I felt it was time to move on…
So I shopped around and eventually joined an Alliance guild on Skywall (choice – btw they are recruiting! Great group). I had a great few months there, it was odd going from 10 man to the 25 man environment. But at the time it was great, I got to do heroics and it was a blast.
The drive to down something on Heroic was a hunger that I do miss I admit. I got to heal with some amazing healers, Fugs, Ygg (grr I could barely keep up with him on the meters!), Colwyn, Vvtra, Akena, and Pally Blogger Star, Madrana. They were definitely on the pervy side but in a good way! they were funny and was a warm feeling to be raiding with that crew. (lol the gnome mages, Panyx and Geng always cracked me up)
Although, I did not get all the Heroics done in 25 man when current, I was realy close, there was only HLK25 left on my plate, it was an experience that was a blast.
But eventually, SR was back in business and I came back home as one would say. We had our struggles I will admit.
We had some hangups with not enough people some nights, to just straight up trying to insert a square into a round hole.
Other times things went perfectly and bosses died left and right. I am glad to be back in SR! 12/12 is nothing to sneeze at!!
However, the “harccore” mentality as Lyss would like to call it is still there….raiding 4 hrs, 3x a week. Heroic modes attempt….I do miss it at times. I still check out Choice’s progress and wish I was still there sometimes. (evil old Heroic Prof Putricide and Sindy.)
■Blood 2-Piece Bonus: Your melee attacks cause Burning Blood on your target, which deals 800 Fire damage every 2 seconds for 6 seconds, and causes your abilities to behave as if you had 2 diseases present on the target.
■Blood 4-Piece Bonus: Increases parry chance by 15% for 12 seconds after Dancing Rune Weapon expires.
■Frost/Unholy 2-Piece Bonus: Your Horn of Winter ability also grants you 3 runic power every 5 seconds for 2 minutes.
■Frost/Unholy 4-Piece Bonus: Your Obliterate and Scourge Strike abilities deal 6% additional damage as Fire damage over 4 seconds.
I cannot comment on Blood…looks ok? But for the DPS DKs…..2 piece seems ok…4 piece…./facepalm worthy.
■Balance 2-Piece Bonus: You have a chance to summon a Burning Treant to assist you in battle for 15 seconds when you cast Wrath or Starfire.
■Balance 4-Piece Bonus: While not in an Eclipse state, your Wrath generates 3 additional Lunar Energy and your Starfire generates 5 additional Solar Energy.
Balance – 2 piece ok, 4 piece ok?
■Feral 2-Piece Bonus: Your attacks with Mangle, Maul, and Shred deal 10% additional damage as Fire damage over 4 seconds.
■Feral 4-Piece Bonus: Your finishing moves have a 20% chance per combo point to extend the duration of Berserk by 2 seconds, and when your Barkskin ability expires you gain an additional 10% chance to dodge for 12 seconds.
Feral – 2P….BAD!!!! 4 piece ok for kitty. for bear….WTF….
■Restoration 2-Piece Bonus: Your periodic healing from Lifebloom has a 40% chance to restore 1% of your base mana each time it heals a target.
■Restoration 4-Piece Bonus: Your Swiftmend also heals an injured target within 8 yards for the same amount.
Resto – 2P – nice for our former tree friends, 4p – ok, nothing super awesome but ok.
■2-Piece Bonus: Your Steady Shot and Cobra Shot have a 10% chance to trigger a Flaming Arrow, dealing 80% instant weapon damage as Fire.
■4-Piece Bonus: You have a 10% chance from your Auto Shots to make your next shot or Kill Command cost no focus.
Hunters – no comment….no idea if would be bad or good….I am going to go with gut reaction…meh!
■2-Piece Bonus: You have a chance to summon a Mirror Image to assist you in battle for 15 seconds when you cast Frostbolt, Fireball, Arcane Blast, or Frostfire Bolt.
■4-Piece Bonus: Your spells have an increased chance to trigger Brain Freeze, Hot Streak, or Arcane Missiles. Arcane Power reduces cost of your spell by 10% when active.
Mages: 2P is ok nothing super, 4P i like a lot for fire and frost and MAOR MISSLES….4 piece….reduced cost meh. someone did the math and its nothing spectacular….the old one was better…missles on the run
■Holy 2-Piece Bonus: Healing with Holy Shock has a 40% chance to grant you 6% of your base mana.
■Holy 4-Piece Bonus: Your Divine Light, Flash of Light, and Holy Light spells also heal an injured target within 8 yards for 10% of the amount healed.
■Protection 2-Piece Bonus: Your Shield of the Righteous deals 20% additional damage as Fire damage.
■Protection 4-Piece Bonus: When your Divine Protection expires, you gain an additional 12% parry chance for 10 seconds.
Prot – meh…
■Retribution 2-Piece Bonus: Your Crusader Strike deals 15% additional damage as Fire damage over 4 seconds.
Retribution 4-Piece Bonus: Increases the duration of your Zealotry ability by 15 seconds. [/li]
Ret – meh…..
■Discipline/Holy 2-Piece Bonus: Your Flash Heal, Heal, Greater Heal, and Prayer of Mending spells cause you to regenerate 2% of your base mana every 5 seconds for 15 seconds.
■Discipline/Holy 4-Piece Bonus: You have a chance when you cast a helpful spell to summon a Cauterizing Flame at the target’s location. Each second the Cauterizing Flame will heal an injured party member within 20 yards for 9250 to 10750. Lasts 5 seconds.
Healing Priests – 2P….meh, as most 2p bonuses meh. 4P….do not like….but we shall see it may turn out to be awesome.
■Shadow 2-Piece Bonus: While you are in Shadowform, your Shadowfiend deals 20% additional damage as Fire damage and its cooldown is reduced by 75 seconds.
■Shadow 4-Piece Bonus: While you have Shadow Word: Pain, Devouring Plague, and Vampiric Touch active on the same target you gain Dark Flames, which reduces the cooldown of Mind Blast by 3 seconds.
Shadow: I really like their 2 piece. 4 Piece – meh…
■2-Piece Bonus: Your melee critical strikes deal 6% additional damage as Fire over 4 seconds.
■4-Piece Bonus: Your Tricks of the Trade ability also causes you to gain a 25% increase to one of your combat ratings at random for 30 seconds.
rogues: 2P…LOL WTF. 4P – sounds intrigueing indeed.
■Elemental 2-Piece Bonus: Your offensive spells have a chance to reset the remaining cooldown on your Fire Elemental Totem.
■Elemental 4-Piece Bonus: Your Lava Surge talent also makes Lava Burst instant when it triggers.
Elemental: 2p is interesting, but as well know pets can be dumb. 4p – interesting!
■Enhancement 2-Piece Bonus: Your Lava Lash gains an additional 5% damage increase per application of Searing Flames on the target.
■Enhancement 4-Piece Bonus: Your Stormstrike ability also increases Fire damage you deal to that target by 6%.
enhancement: 2P and 4P i know nothing on enhancement….but sounds ok?
■Restoration 2-Piece Bonus: Your periodic healing from Riptide has a 40% chance to restore 1% of your base mana each time it heals a target.
■Restoration 4-Piece Bonus: Your Chain Heal spell no longer consumes your Riptide effect on the primary target.
Resto: 2P and 4P – no idea…
■2-Piece Bonus: Your periodic damage has a chance to summon a Fiery Imp to assist you in battle for 15 seconds.
■4-Piece Bonus: Your Shadow Bolt, Incinerate, Soul Fire, and Drain Soul spells have a 5% chance to increase all Shadow and Fire damage you deal by 20% for 8 seconds.
Warlocks: 2P and 4P – seems meh….
■Arms/Fury 2-Piece Bonus: Your Battle Shout and Commanding Shout abilities also cause you to deal 10% increased physical damage for 6 to 12 seconds.
■Arms/Fury 4-Piece Bonus: Your Mortal Strike and Raging Blow abilities have a 30% chance to trigger a Fiery Attack, dealing 100% instant weapon damage as Fire.
DPS warriors – better then other 2 piece melee bonueses. 4P – meh…
■Protection 2-Piece Bonus: Your Shield Slam deals 20% additional damage as Fire damage over 4 seconds.
■Protection 4-Piece Bonus: When your Shield Block expires, your parry chance is increased by 6% for 10 seconds.
Prot – see other tanks….all the same meh…
Additional Information & Clarification
■The Fire damage-over-time effects from some set bonuses work like Ignite, and will accumulate and refresh damage just as it does.
■The summoned guardians from the druid, mage, and warlock sets gain increased armor, resistance, Intellect, and hit chance from their master’s stats. They do not gain increased damage done in any way. In addition, they all cast spells and do not melee (this includes the druid Burning Treant).
■The Frost/Unholy death knight 4-piece bonus uses both the physical and Shadow damage of Scourge Strike to calculate the Fire damage bonus for Unholy death knights.
■The hunter 4-piece bonus does not get consumed by shots that do not cost focus.
■The Mirror Image summoned by the mage set (2-piece bonus) does not cause him/her to drop threat. It summons a guardian who appears like the mage and casts Fireballs by his/her side.
■Mage 4-piece bonus stats: +15% proc chance to Brain Freeze, +30% chance on single critical effect to Hot Streak, and Arcane Missiles will always proc by the 4th cast.
■Dark Flame (from the Shadow priest 4-piece bonus) stacks with Improved Mind Blast.
■The rogue 4-piece bonus never picks hit or expertise, and never picks the same rating twice in a row. (very cool indeed)
■The warrior 2-piece bonus gets its duration reduced based on the number of talent points the warrior has in Booming Voice. It lasts 12/9/6 seconds at 0/1/2 points spent in Booming Voice.
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!
What have you thought about T11 raiding?
too hard? too easy? just right?
Brutal? unfogiving? punishing?
trivial, faceroll, /afk?
I admit the jump from Heroic 5 mans to an actual raid was quite a big shock at 1st. Then getting used to mechanics, how to handle abilities, and getting used to raiding with your guild again made the bosses drop. However, looking back at T11, some of the fights are just right for getting introduced back into raiding, while others just punish and spank.
I think overall Blizzard did a good job, with this tier (normal). It punishes those who do not pay attention, do not know their class well, and hurts those who refuse to gem, enchant, reforge as needed. For those who do their homework, the fights can at time be trivial and faceroll worthy (magmaw, halfus, Omno), while others give the right amount of thrill of the kill feeling (Atra, Council, Chim).
Where Blizzard messed up a little is even in the faceroll fights, there is not a lot of wiggle room for complete and utter failure, one mistake will pretty much cause a wipe. There is not a lot of “opps, we made a mistake, recover!” in this tier.
For example, look at Chim, if your healers cannot heal someone above 10k…prob gonna a wipe. V&T – you dont aviod flame teleportation or improperly handle blackout….wipe. Don’t get me wrong, raids/raiders who cannot handle these should probably wipe, but it just seems perhaps a lttile harsh on the initial tier of raiding.
With the endbosses of T11, I think they hit the nail head on. These fights should be punishing much like when LK 1st came out. They need to have complex mechanics and lots of awareness needed. Furthermore, they should wipe if you make a mistake. Give casuals bosses prior to endbosses, and see if they can adjust to the endbosses.
I cannot comment on the Heroic versions of T11, as I have not done any, but if they are like the normal Heroic formula, going to be punishing (as they should) to those who cannot handle it.
A couple of nights ago in SR, the issues of Heroics was brought up, someone asked why should we even bother. That internally made me *facepalm* I immediately said, “why not?”.
Only 7 bosses in Firelands. *fingers crossed* I hope we will get 7/7 fairly soon. It only makes sense to get in there. Also in the Heroic Version of ragnaros, it is different then the normal version, I would like to see it.
Talking to another officer, are all of our raiders even capable of the mental aspects of progressing Heroic versions? That made me step back. I think we can, but who knows. Some of them in passing have mentioned that they would like no part of Heroics? If so that makes me sad. If we get 7/7 soon, what are we going to so…sit around and knit?