Need somewhere to jot my ideas and notes down and figured here as good as any before I forget.
I Choose You, Runemaster MolgeimDwarfaggedon
- Big Guy first, little guy second
- Four large circular patterns on floor look about the right size to use for positions vs. Molgeim
- One caster+healer at each of four tips, melee in center with Molgeim. Rune of Death spawn should be small enough to only affect the one point out of the five. The other four points can stay in-place and continue DPS/healing. Players in the targeted point simply move to the side to join an adjacent point.
- Elemental Spawn portals spawn at a player-marked point, just like Rune of Death. Upon spawn, five seconds or so until elems pop. If elem portal spawns under point, those players move and AE begins on elem spawn point. May need frost trap or Blizzard-specced mage for snare, as explode on impact with another player (and death?)
Firefighter
- Tested earlier this morning on Druid, took a few minutes to solo. ANYONE READING THIS -- PLEASE DO NOT GO SOLO THIS, WAIT FOR OUR RAID WEDNESDAY SO WE GET GUILD CREDIT
Rubble and Roll
- Utilize the walls and the space -- the raid should act like they're playing Snake, where you're dragging your tail behind you and want to utilize as much of the space as possible.
- Stick against walls whenever possible, especially between phases. Bunch up raid and rotate together as each set of flame spawns occur.
- Three spawns between phase 1/2 (three between 2/3 and 3/4?)
- Flames have a 'head' just like Snake and chase nearest player. Can be led if player nearest moves every couple seconds.
- Most of fight is similar to normal otherwise
Lumberjacked
- Kill arms in back and forth manner, never DPS the body until at least five arms and adds have been killed.
Orbital Bombardment and the like
- 2 tanks/3 healers
- Send entire raid to first Elder (probably front guy first). Stop DPS at 10-15% and let the tank and one healer stay behind.
- Rest of raid engages second Elder (stunning guy, back-right). Stop at 10-15% as well.
- Lastly, first tank/healer team move with raid to back-left elder and engage with raid (8 total). Once 10% health, second-elder team brings Elder into melee range and raid AEs them down.
- May require 3 tank/3 healer setup if damage is too high on first/third tank, though will have two healers when tanking two elders.
Heartbreaker
- Tower of Storms seems easiest, as the buff to Flame Leviathan is only 25% physical damage which should never be a factor.
- Tower of Flames second, increases flame damage from his AE so interrupts must be quick.
- Unknown between Frost and Nature. Depends on adds from Nature, will have to test.
Stokin' the Furnace
- Ranged/Healers all stack up ~15-20 yards from XT.
- Tank XT perpendicular to the ranged/healer group with melee stacked in back. One druid healer in each group (one ranged and one melee) for Wild Growth during Tantrum.
- Member targetted with Light Bomb immediately runs out of assigned position and goes behind the MT ~10-15 yards (i.e. West) and waits at smoke-marked position. As soon as their Light Bomb expires, member runs back to position as the Life Spark spawns and agroes the raid (generally a healer).
- Ranged DPS immediately attack the Spark (/target Life Spark on primary nuke/attack macro). Earthbind totem/frost trap placed just behind the tank to slow the Spark as it runs toward the ranged/healer group.
- If DPS is too low and it threatens to get close, MT taunts the Spark back toward him to allow extra time to finish it off.
- Repeat for each Light Bomb.
- Member Targetted with Gravity Bomb immediately runs to assigned area to the East, ~25-30 yards away from the ranged group and waits for debuff to expire, causing an explosion. Deals decent damage to targetted player but won't hit anyone else. Leaves a void zone upon detonation, therefore players should stand near the edge of an existing void zone when waiting for expiration of their Gravity Bomb debuff.
Crazy Cat Lady
- Best recorded kill time for Ignis is 4:22, thus 22 seconds short.
- May try tanking him in water, removing the need to move him at all. Should increase DPS a fair amount.
- Can also try single-tanking, having Ignis tank pickup adds and giving us either 7 DPS/2 Healer
- Lastly, can single-tank with 7 DPS/2 healer but have MT stand in the fire with each golem spawn. Upon going molten, golem resets agro and runs toward healers, who are standing in water, forcing a molten golem to freeze before engaging anyone.
Who Needs Bloodlust?
- High avoidance required for both tanks.
- One cat per tank, if bleeds continue to stack, have to swap both cats back and forth. Splitting is ideal, as removes 50% damage bonus.
I Could Say That This Cache Is Rare
- Requires some form of Mind Control - anything other than Priest?
Lose Your Illusion
- Three healers wastes too much DPS; need to practice with two
- Ranged should be in Toasty Fire as much as possible to proc Singed quickly. Ranged DPS should never move out of Toasty Fire except if it despawns or to get onto large rune for freeze.
- We need a fast way to recognize who gets buffed with Storm Power and have that player move to the caster/tasty group if needed.
- Don't break out the Druid or Priest initially, get the Mage and Shaman and let the NPC break the other two.
- Healers should always be in a Starlight beam whenever possible, but especially during Frozen Blows for the 100% haste to allow enough throughput to heal the raid. Ideally we should only see 2 or 3 Frozen Blows phases so mana shouldn't be the issue.
Knock, Knock, Knock on Wood
- Same basic setup for final phase as Sif is not attackable.
- Start with Thorim on Kulldam so Khrashdin can dispel Frost Nova until Taunt/tank is needed. By then, threat from Taunt should be well over DPS and can continue dispelling Frost Nova without worrying about using tank ability every GCD.
- Blizzard roams around room similar to Mage dude in Karazhan. As before, raid should be spread and avoiding lightning bursts from Thorim but also avoid blizzard.
- Thorim's damage is a great deal higher than normal so healing will be very difficult, may require a DPS to help heal during phase (Ugra, Huggey, etc.).
- As phase 3 goes on as Thorim's buff gets higher, cooldown rotation may be helpful. Can Shield Wall > Divine Sacrifice a two-string set of Unbalancing Strikes near the end if needed.
General Vezax
- The Elders don't attack during the fight, but give Freya an ability and increase damage/health of Freya and her adds.
- In total, with all three Elders, all damage (physical and magic) increased by 50-75% from all sources.
- Freya will cast the single-target root that is attackable and must be quickly killed (/target Iron Roots for DPS)
- Freya casts Ground Tremor, raid-wide interrupt similar to Ignis so casters must use a focus to watch for the cast.
- Freya casts Solar Flare, a beam that deals damage over time to anyone inside. Best to constantly move positions anytime that graphic appears.
- Otherwise, fight remains the same. Due to increased damage, important to interrupt the three-spawn adds and not get meleed by the kited add.
- Try stacking ranged at single point. Everyone runs out on crash and mark target runs out alone mark always right, crash always left or something.
- All ranged can use crash.
- Hard mode have healers out of melee range and move General on top of Shadow Crash cloud so all casters and melee can use black puddle.



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