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Thread: Icecrown Strategy Notepad

  1. #91

    Default

    More notes on Heroic: Deathbringer Saurfang: ("Wait seriously, more?!" "Yeah I know, sorry! ><")

    Regarding: Blood Nova

    Looking through our logs, I found some (potentially) interesting stuff. Below are different logs, with just Blood Nova hits extracted (either actual damage hits, or misses). In the cases where multiple people get hit (very rare, except near the end of #1 where we're wiping I presume), the first person listed on that hit is the target. Otherwise all people listed are the one and only target of the spell.

    The thing I noticed (and hopefully this isn't just made up), is certain people tend to get hit far more than other valid targets, and I'm wondering if there is a reason for this that we can determine (and thus plan for).

    The first thing to notice is in nearly every log, Ugra is targeted far more than most people, whereas Fides, Kilwenn, and Wildhide are targeted far less. Thawfore also gets a ton of targets from it in #3 and of course #4 is the real kicker and the one to focus on -- every single cast on either Gale or Thaw.

    Assuming, based on the tooltip, the chance of any given ranged target is in fact purely random, we can calculate the odds of what happened in log #4 happening:

    Out of 14 trials (meaning, 14 casts) for that #4 log, with a success rate of 1/3 (meaning 2 targets count as a success where either Thaw or Gale get hit, out of a total of 6 targets available, so 2/6 or 1/3), for all 14 trials to be a success, the probability of that is:
    Code:
    1/3^14
    
    or
    
    2.0907515812876897174119255215746e-7
    
    or
    
    0.000000209075
    
    or
    
    0.0000209075%
    That's basically a 1 in 5,000,000 change if it was truly random. Obviously it is not, so the question is, what does cause Blood Nova selection?

    If I had to guess, I'd personally go with distance from the boss. I don't know where Thaw is exactly (though I know he's in the back), but Ugra tends to be at range quite a bit and Fides is fairly close for Mind Flay distance. Also Gale didn't start getting hit a lot until later into our logs, which was likely around the time he started moving far left near the wall and maximized his range from Blood Beasts.

    Any other info on this? Obviously if we can force it on one person every cast, that would really help with spike damage later into the fight. Moreover, we could potentially abuse our immunities to force Blood Nova casts on already immune players (Thaw and Kil both got a few immunities due to bubble/ice block in the logs, meaning he doesn't gain that Runic Power burst he would've).

    Code:
    #1
    [20:01:02.328] Deathbringer Saurfang Blood Nova Ugra 8007
    [20:01:27.257] Deathbringer Saurfang Blood Nova Ugra 8992
    [20:01:51.745] Deathbringer Saurfang Blood Nova Ugra 10557
    [20:02:12.637] Deathbringer Saurfang Blood Nova Kilwenn 11787
    [20:02:44.739] Deathbringer Saurfang Blood Nova Ugra 13182
    [20:03:03.216] Deathbringer Saurfang Blood Nova Galethorn 14149
    [20:03:26.578] Deathbringer Saurfang Blood Nova Kilwenn 7610
    [20:03:50.665] Deathbringer Saurfang Blood Nova Ugra 10222
    [20:04:23.662] Deathbringer Saurfang Blood Nova Galethorn 12550
    [20:04:49.384] Deathbringer Saurfang Blood Nova Ugra 7721
    [20:05:06.236] Deathbringer Saurfang Blood Nova Ugra 9434 (B: 312)
    [20:05:06.236] Deathbringer Saurfang Blood Nova Wildhide 9961
    [20:05:06.236] Deathbringer Saurfang Blood Nova Fideslol 8412
    [20:05:28.344] Deathbringer Saurfang Blood Nova Wildhide 13205
    
    #2
    [20:13:02.721] Deathbringer Saurfang Blood Nova Kilwenn 7601
    [20:13:29.213] Deathbringer Saurfang Blood Nova Ugra 8903
    [20:13:48.873] Deathbringer Saurfang Blood Nova Fideslol 8582
    [20:14:07.763] Deathbringer Saurfang Blood Nova Fideslol 9987
    [20:14:30.066] Deathbringer Saurfang Blood Nova Thawfore Immune
    [20:15:11.640] Deathbringer Saurfang Blood Nova Ugra 8533
    [20:15:40.568] Deathbringer Saurfang Blood Nova Ugra 10356
    [20:15:57.412] Deathbringer Saurfang Blood Nova Ugra 12281
    [20:16:50.874] Deathbringer Saurfang Blood Nova Ugra 13629
    [20:17:16.196] Deathbringer Saurfang Blood Nova Ugra 8461 (B: 312)
    [20:17:40.699] Deathbringer Saurfang Blood Nova Ugra 11417
    [20:18:04.398] Deathbringer Saurfang Blood Nova Kilwenn 14674
    
    #3
    [20:23:06.801] Deathbringer Saurfang Blood Nova Ugra 8145
    [20:23:37.755] Deathbringer Saurfang Blood Nova Ugra 9124
    [20:24:00.224] Deathbringer Saurfang Blood Nova Ugra 11681
    [20:24:29.563] Deathbringer Saurfang Blood Nova Kilwenn 14120
    [20:25:17.020] Deathbringer Saurfang Blood Nova Thawfore 10323
    [20:25:39.489] Deathbringer Saurfang Blood Nova Thawfore 12602
    [20:26:01.993] Deathbringer Saurfang Blood Nova Ugra 14551
    [20:26:19.279] Deathbringer Saurfang Blood Nova Galethorn 9312
    [20:26:44.972] Deathbringer Saurfang Blood Nova Ugra 11278
    [20:27:04.686] Deathbringer Saurfang Blood Nova Thawfore 13205
    [20:27:25.626] Deathbringer Saurfang Blood Nova Thawfore 12163
    [20:27:50.880] Deathbringer Saurfang Blood Nova Thawfore 10332
    [20:28:10.163] Deathbringer Saurfang Blood Nova Kilwenn 11711
    [20:28:33.237] Deathbringer Saurfang Blood Nova Wildhide 7763
    
    #4
    [20:37:25.589] Deathbringer Saurfang Blood Nova Thawfore 8455 (B: 414)
    [20:37:48.883] Deathbringer Saurfang Blood Nova Thawfore 10213
    [20:38:11.376] Deathbringer Saurfang Blood Nova Thawfore 11912
    [20:38:31.877] Deathbringer Saurfang Blood Nova Thawfore 13566
    [20:38:53.964] Deathbringer Saurfang Blood Nova Thawfore 8545
    [20:39:14.868] Deathbringer Saurfang Blood Nova Galethorn 12031
    [20:39:59.471] Deathbringer Saurfang Blood Nova Galethorn 14600
    [20:40:16.754] Deathbringer Saurfang Blood Nova Thawfore 8703
    [20:40:41.253] Deathbringer Saurfang Blood Nova Thawfore 10246
    [20:40:58.921] Deathbringer Saurfang Blood Nova Thawfore 11071
    [20:41:22.648] Deathbringer Saurfang Blood Nova Galethorn 14736
    [20:41:49.592] Deathbringer Saurfang Blood Nova Thawfore 9362
    [20:42:16.111] Deathbringer Saurfang Blood Nova Galethorn 11286
    [20:42:34.238] Deathbringer Saurfang Blood Nova Galethorn 12143

  2. #92

    Default

    Some notes on Heroic: Festergut:

    Regarding: DPS/Berserk

    Our best attempt of the night we did 41,000 RDPS over 3min 45sec. At 13.7m HP, that puts us at 334 seconds, which is 34 seconds over the Berserk timer. Now, Bloodlust would reduce that slightly, but to make up a 34 second difference, Bloodlust would need to boost our DPS to 72,111 for it's 45 second duration, which is possible and is similar to numbers we've seen in the past, but not so on this fight where Malleable Goo or Vile Gas can stun or severely hinder output for a good chunk of time.

    So, we have to find a way to not only increase tank survivability/healing output, but increase DPS as well.

    One option briefly discussed with Wild is to have Wild as one of the tanks, such that he can go cat form while not tanking and utilize the +damage increase from Gastric Bloat much more effectively than myself or Khrash can.

    Khrash is a given for tanking this fight due to AD and raid-cooldown, so the second tank is between myself or Wild. After loading Wild and myself into Rawr, we get the following raid-buffed tanking stats for each of us:

    Code:
    Wild
    35963 ac
    58187 hp
    49.49 dodge w/ idol proc
    
    Kull
    36823 ac
    51537 hp
    53.87 dodge/parry
    So virtually the same Armor (effectively), wild has 6000 more HP buffer, and I have ~4% more Dodge. However, I only block about 1800 damage on 15% of the landed melee swings. For Wild, unfortunately I don't know how to read the results for Druid Bears, but it states:

    76.431% to absorb incoming hit (from savage defense)

    I don't know if that includes avoidance in that percentage or not. Still, even if it does, Wild's "block" is effectively double my own as he blocks 1818 damage as well and worst case, he'll block 30% of hits that aren't dodged, and at best he'll block 76%. These are all calculated with a 1 sec boss swing timer (when Festergut has a 3-stack going).

    So, it's tough to say for sure and I don't know how to do the math to confirm, but I imagine the 6k HP buffer and extra block Wild has makes up for the ~4% avoidance I have over him, so it seems a good choice to have him tank with Khrash this fight.

    The ultimate question is really then not about the tanking, but about what that takes away from us. We need Thawfore, Fides, or Gale to heal in Wild's place, and use me as a DPS replacement. I don't know how much experience healing/heal gear Gale has for Resto on his Shaman, but in terms of maximizing Raid DPS, he'd be the best choice and could provide 10% Physical Reduction for tanks. If so, based on our attempts, I suspect I can do about equivalent DPS to Gale for this fight, which means all extra DPS Wild brings to the table is bonus. This brings us to the next section...

    Looking over our logs, the timing is as such for Gastric Bloat/Inhaled Blight stacks and taunt rotations:

    Time into FightEventExtra Info
    0:00Bloat #1Tank #1
    0:32Inhaled Blight #1+30% Damage
    1:04Inhaled Blight #2+60% Damage
    1:28Bloat #9Tank #1
    1:30TauntTank #2
    1:39Bloat #1Tank #2
    1:41Inhaled Blight #3+90% Damage
    2:14Inhaled Blight Fades+0% Damage
    2:48Inhaled Blight #1+30% Damage
    3:07Bloat #9Tank #2
    3:08Bloat FadesTank #1
    3:10TauntTank #1
    3:18Bloat #1Tank #1
    3:21Inhaled Blight #2+60% Damage
    3:54Inhaled Blight #3+90% Damage
    4:26Inhaled Blight Fades+0% Damage
    4:46Bloat #9Tank #1
    4:47Bloat FadesTank #2
    4:49TauntTank #2
    4:58Inhaled Blight #1+30% Damage
    5:00BerserkSweet, sweet death

    Based on this timeframe, we get the following rough stats for various tanking aspects:

    Total Time Tanking:
    Code:
    Tank #1
    189 sec or 3:09
    
    Tank #2
    111 sec or 1:51
    Time Tanking By Damage Increase Type:
    Code:
    Tank #1
    23 sec 0%
    43 sec 30%
    59 sec 60%
    32 sec 90%
    
    Tank #2
    41 sec 0%
    24 sec 30%
    2 sec 60%
    32 sec 90%
    Gastric Bloat Stack Uptime:
    Code:
    Tank #1
    With Any-Stack Size: 4:50
    @ 9-stack: 1:54
    
    Tank #2
    With Any-Stack Size: 3:08
    @ 9-stack: 1:32
    So, this basically tells us that Tank #1 tanks the most damage by far, spends the most time tanking overall, has a slightly higher uptime of Gastric Bloat at max stack (+90% damage), but a much higher uptime of any Gastric Bloat stack.

    Therefore, to maximize our DPS, we're best off with Wild as Tank #1, so he spends most of the fight with Gastric Bloat, and can spend about 2 minutes (or say 1:50 to account for Bear swaps and movement) in cat form DPSing at 90% increase.

    Unfortunately, based on Rawr, with Wild's tank spec/tank buffs/etc. in Cat, his theoretical DPS is 3800, which is only 500 higher than the theoretical Bear DPS while tanking. Of course, real world results never match theoretical numbers, but a 90% increase on, say, 3000 DPS in cat is still 5700 DPS, which is pretty good and certainly better than Khrash or myself can do. The real gain is simply the ability for Wild to continue DPSing with that stack without worry about threat (due to Cat form).

    Anyway, feedback of course welcome, but some stuff to consider and try out.

    P.S. Wild: Get Mongoose or something on your tank weapon!

  3. #93

    Default

    Another thought on Heroic: Festergut:

    We were trying to perfect our positioning obviously for avoiding Malleable Goo, but we can still definitely improve upon it. Looking through our logs, people getting hit by that is a huge DPS (and HPS for that matter) loss, even if it only hits one person each cast.

    One thing to notice about Malleable Goo is that the effect range is extremely short range from the spot it lands -- only 5 yards. It's such a short distance that if melee and tanks are at opposite ends of Festergut and one group gets targeted by Goo, the other won't be hit.

    So, to allow everyone to avoid getting hit by Goo, we need to better work our angles and try to communicate where Goo is going so those players can look and move if necessary before it lands. The best setup for this is to keep Festergut facing 90 degrees away from Putricide (as we tried a few times at the end), somewhat far out in the room, and have the ranged/healers form as much of a straight line behind Festergut as possible, all 8+ yards from each other. This would allow us to easily tell by the angle of the Goo which area it was heading towards (tanks, melee behind festergut, or ranged behind melee) and perhaps even call specific players who need to move (but at the very least, alert those that should look up and see for themselves).

    It also seems a poor idea to have Kheelan's position be the stack up position, rather than forcing him to also move to stack up. This way any Goo going out just before or just after a bunch up will not hit people. Also, those moving away when a goo is targeting their area need only move a few steps, as again, 5 yards is very short.

  4. #94

    Default

    The thing that kills ranged DPS is movement so minimizing that is going to be the key. Vile Gas has an eight yard radius of effect so obviously we need to stay eight yards away from each other.

    Now, ranged players have to move for Gas Spore and for Putricide's Malleable Goo. Kull had a good setup on our last attempt to avoid the person that gets Vile Gas, however I think we can reduce movement if we set up in a square(4 people) or pentagon (5 people) arrangement. We can still stay 8 yards apart but when a spore is cast then all ranged run to the center of the square to get the Spore buff. This will reduce the distance that each player has to run by a minimum of approximately 2.5 yards and can save the outer people up to 13.5 yards. Remember to always be DPSing so use whatever spells you can in transition and make sure you are casting while waiting for the Spore to explode.

    Additionally, on the last three attempts we had, I noticed that the ranged group always had a Malleable Goo thrown at them while we were waiting for the Spore to explode. The Goo was in flight when the Spore exploded. This means that ranged have to move immediately after the Spore explodes or risk getting hit with the Goo. Even if you have to stop casting, it is important to move out. It seems that the melee players also got hit by Malleable Goo as well 2 out of those 3 attempts. Melee damage is going to key for this fight so MOVE.

    When we are in normal positions and a Malleable Goo is thrown at a ranged player then ranged players run away from the center of the square(basically run away from other players) if necessary. Malleable Goo only has a 5 yard radius so you do not have to move terribly far to avoid it. We will just have to get used to seeing the graphic to understand exactly where it will explode.

    I really think we just need a little practice on timing and positioning and then our DPS will increase.

    Now for other ways to increase DPS:

    1. Melee classes have a distinct advantage for this fight. We only need 4 ranged players to prevent melee getting affected initially by Vile Gas. So if we have one of our Shaman go Enhancement then that should up our DPS(provided one of them have somewhat comparable Enhancement gear) due to the increase of time in combat. Also if we have Wild Tanking/DPSing then melee will also have Leader of the Pack. So ranged would be Me, Fides, Kheelan, and Ugra(or Gale) and the rest would be melee.

    2. I can up my DPS by not going to get the Spore buff and just Ice Blocking the first Pungent Blight. This means I would only have to move for the Malleable Goo. Fides can also do the same thing with Dispersion. I am not sure but he may already be doing that.

    Well that is my 2 cents. Hope it is usable.

  5. #95

    Default

    I'm thinking the easiest way to handle malleable goo is just have someone call out when it is tossed and everyone (mainly the ranged though) move 5 yards forward. This would avoid anyone moving into the spot the malleable goo is going.

  6. #96

    Default

    Quote Originally Posted by Kilwenn View Post
    Now, ranged players have to move for Gas Spore and for Putricide's Malleable Goo. Kull had a good setup on our last attempt to avoid the person that gets Vile Gas, however I think we can reduce movement if we set up in a square(4 people) or pentagon (5 people) arrangement. We can still stay 8 yards apart but when a spore is cast then all ranged run to the center of the square to get the Spore buff. This will reduce the distance that each player has to run by a minimum of approximately 2.5 yards and can save the outer people up to 13.5 yards. Remember to always be DPSing so use whatever spells you can in transition and make sure you are casting while waiting for the Spore to explode.
    Excellent idea; combined with your other suggestion below, a square of 4 people seems ideal with the meet up a smoke centered between.

    Quote Originally Posted by Kilwenn View Post
    Additionally, on the last three attempts we had, I noticed that the ranged group always had a Malleable Goo thrown at them while we were waiting for the Spore to explode. The Goo was in flight when the Spore exploded. This means that ranged have to move immediately after the Spore explodes or risk getting hit with the Goo. Even if you have to stop casting, it is important to move out. It seems that the melee players also got hit by Malleable Goo as well 2 out of those 3 attempts. Melee damage is going to key for this fight so MOVE.

    When we are in normal positions and a Malleable Goo is thrown at a ranged player then ranged players run away from the center of the square(basically run away from other players) if necessary. Malleable Goo only has a 5 yard radius so you do not have to move terribly far to avoid it. We will just have to get used to seeing the graphic to understand exactly where it will explode.
    More good points and I think with a 4-square position where the only point of collapse is never occupied by a player outside of collapse time, ranged should be able to all easily move from their position to the collapse spot and back to avoid every goo. If we position our 4-square somewhat like this...

    Code:
    Putricide ---->       %
    
    
    
                      1       2
                          X
                      3       4
    With the "sides" of our square pointing toward Putricide, then any given Goo should be easy to tell if it's going for left side (players 1 & 3) or right side (2 & 4) who can then both quickly step into the center of the square, marked X until goo lands then move back into position.

    Another thing to consider, similar to your implication about having Goo thrown at them while they are stacked up waiting, is to delay our stack up. With a tight 4-square, we can easily watch the debuff and call for a stack only 3-4 seconds before (or sooner if needed of course), so Goo cast right as the debuff goes out will target the corners of the square and allow the center to be safe.

    Really, this all hinges on us just getting used to the timing and communicating (which I should be able to do since I'll just be DPSing it seems.

    I really think we just need a little practice on timing and positioning and then our DPS will increase.

    Quote Originally Posted by Kilwenn View Post
    1. Melee classes have a distinct advantage for this fight. We only need 4 ranged players to prevent melee getting affected initially by Vile Gas. So if we have one of our Shaman go Enhancement then that should up our DPS(provided one of them have somewhat comparable Enhancement gear) due to the increase of time in combat. Also if we have Wild Tanking/DPSing then melee will also have Leader of the Pack. So ranged would be Me, Fides, Kheelan, and Ugra(or Gale) and the rest would be melee.
    Well, I don't think another melee-spec is required, just that we're having as many people in melee range, and thus invalid Vile Gas targets, as possible. We could force both healers out to range to Kil/Fides for example could stay in melee range and thus only have to stop DPSing to move for goo. However, I'm weary of the idea of letting our healers be valid Vile Gas targets, so perhaps first we'll simply start out by trying the positioning/goo avoidance changes and let healers stay in melee range to see how our DPS fares. If we need a bit more of a boost, we can swap 1 or 2 ranged DPS into melee range, but I suspect with Wild tanking we'll meet the criteria easily enough.

    Quote Originally Posted by Kilwenn View Post
    2. I can up my DPS by not going to get the Spore buff and just Ice Blocking the first Pungent Blight. This means I would only have to move for the Malleable Goo. Fides can also do the same thing with Dispersion. I am not sure but he may already be doing that.
    This seems like a fantastic idea, as the misc Shadow damage from the fight actually decreases over time (he sucks up the gas in the room) so I don't see any issues with not getting the Spore buff if you can immune the big AE.

    Quote Originally Posted by Kheelan
    I'm thinking the easiest way to handle malleable goo is just have someone call out when it is tossed and everyone (mainly the ranged though) move 5 yards forward. This would avoid anyone moving into the spot the malleable goo is going.
    True enough, but ideally we want as few people to have to move as possible. As we sorta of were trying to do our few later attempts the other night, I wanted to set ranged up in a straight line perpendicular to Putricide so seeing who needs to move is very simple, but the spread out is too great and as Kil mentioned, so is the collapse distance.

    Instead, I think the 4-square setup will work well enough, so we can just have 2 people moving (for a ranged-targeting Goo) at once rather than 4-5.

  7. #97

    Default

    For the square formation on Festergut:
    Since Kull will be on watch to keep track of it, I think we should tank Festergut at one of the wall to the side(either the gate or the opposite side of it), with the 4 range closer to the middle of the room, that way it's clear the goo is going to one of the range group, instead of the melee/tank.

    And melee/tank can form a triangle/square of our own around festergut, so only one of us will get hit(if it goes for one of the melee)

    Something like:
    Code:
         Putricide -----------------> P
    
        M1                        1        2
    T   F   M2                        X
        M3           H            3        4
    If we opt to have melee do a triangle around Festergut it should be easier to tell which of the melee group the goo is going for, though a square formation will reduce the chance of multiple people getting hit.

    And if the melee spore person stand directly in the middle of Festergut, the spore should hit everyone in melee range still.
    Last edited by Rofldat; 03-02-2010 at 04:48 PM.

  8. #98

    Default

    Yes, precisely what we should do Rofl for positioning, though I'd add one minor change:

    Since melee lose no measureable DPS by moving to avoid Goo (due to the 5 yard range being so small), I'd say it's best to have melee stacked up behind at max range and then when we know Goo is inc on melee, announce and melee run through to Tank spot until Goo hits then go back. At most melee will lose one white swing, but should be able to avoid every Goo cast all fight.

    Assuming we keep both healers in melee range to avoid their stuns, we're probably best off putting 1 healer with melee stack and one with tank stack.

    Finally, we should try to put Festergut as far from the back-most casters (so #4 in the square) as possible, so we can angle the Tank-stack and Melee-stack positions perpendicular to Putricide's throwing angle, essentially trying to replicate the angle the ranged have setup but using a 2-point system instead of 4-point. The further we can get Festergut from square #4 player but still in cast range, the more severe the angle can be, making it easier for melee/tanks to identify which stack Goo is landing on.

    So basically what you had except modified slightly:

    Code:
    Putricide ----------> P
    
    
    TH
    
       F
    
         MH
    
                      1       2
                          X
                      3       4
    Quote Originally Posted by Rofldat
    And if the melee spore person stand directly in the middle of Festergut, the spore should hit everyone in melee range still.
    Good call, I see a few people do this already but we should make sure everyone knows (and that melee don't have to move to be in range).

    I was thinking more about Kilwenn's 4-square setup, and I realized the geometry of that setup will actually allow us to make one important change: No one has to move to the "bunch up" position except the player with the spore.

    For example, check out the diagram below:
    Click image for larger version

Name:	&#102;&#111;&#117;&#114;&#115;&#113;&#117;&#97;&#114;&#101;&#46;.png
Views:	3
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    So sorry it looks like such a Easter Nightmare, but it illustrates the actual distances. This shows 5 equal diameter circles. Each circle is 16 yards in diameter hence with an 8 yard radius. Therefore, the central location (in center of the center circle) is the "Spore" target location, and is within 8 yards (radius) of the 4-square positions (marked with dots), so the Spore buff will properly spread while the other three players remain stationary.

    As you can see, the other four circles illustrate the distance between any two outer positions is less than the 8 yard radius of any circle. We can calculate the actual distance between two points as:

    Code:
    |BC|^2 + |CA|^2 = |AB|^2
    2*|BC|^2 = 16^2
    |BC|^2 = 128
    |BC| = ~11.3
    So we have plenty of "buffer" room between each of the adjacent points in our square to give us a ~3 yard safezone.

    Therefore, if we carefully layout our 4-square positions with some smokes before the pull, we can easily up our caster DPS by basically doing what Kil suggested for himself/fides by not getting Spore, but actually everyone will get the spore debuff without having to move positions.

    This setup still requires ranged to move from Goo obviously, but at 5 yard range, that is still irrelevant.

  9. #99

    Default

    Stupid idea(maybe) on Festergut:
    New composition
    Tanks: Khrash and Khee(cat gear/spec) (To be honest I'd like Kull to tank, but since I don't know if Hand of Protection alone is enough to remove the bloat, I'd leave it to Khrash to tank for now)
    Healers: Wild and Thaw...and if that's not enough Ugra on tank healing added in.
    The rest DPS...

    The idea spawned when Wild or Khee mentioned that a single druid can covers the raid, so if that's the case than a Holy Paladin 'should' be able to keep up the tank through 0-1 stacks, and then the druid can shift his focus more toward the tanks when Fester get 2-3 stacks(where the raid damage drops by a huge margin).

    With a 300s enrage timer and 30 'stacks' of the gas to go through(without anyone hitting 10 stacks), here's the basic plan.

    Basicly, Khee will start tanking since his spec is made for DPS, and at 0-1 stack Fester shouldn't pose enough threat that he'll die from not being a full-bear spec(obviously, he'll switch to Cat when not tanking).

    At anywhere between 4-6 stack, Khrash will taunt off Khee and tank from there. Khee go DPS with the 40-50% damage bonus.

    Khrash tank until Festergut cast Pungent Blight( he should be at 8-9 stacks now), at this point Khrash will use Divine Shield(to remove his stack) AND Divine Sacrifice(for the raid-wide 20% reduction)
    At the same time Khee should taunt off Khrash to avoid Khrash getting any stack.

    Khee will continue tanking(and refreshing his blight stack) until he's at 8-9, where Khash will taunt off him(during this time Fester should be at 0-1 stacks so again there shoudn't be any reason for Khee to die, except maybe Goo + Gas + melee, in which case we may need to ask tank to move from goo)
    **Khrash can use Indestructible Potion at this point, since he'll tank for only 100 more seconds and the potion last for 120.
    **On that note, Khrash should use one pre-pull, since it should last a fair bit through his tanking(it'd run around near the time Fester hit 3 stacks)
    **Thaw/Khrash may need to use Salv on Khee at some point since he will be pulling quite a lot of DPS now(10k+ with the 8-9 stacks).

    Call for Bloodlust near the time Festergut goes into 3rd inhale, possibly coincide wih Khee's remaining stack time AND last long enough to pass Festergut's 3 inhale phase (at this point, all healers should be spamming as if their lives depend on it, and Khee be ready to Innervate anyone who needs it, Ugra should also drop Mana Tide around this time) I expect this to be the make/break point.
    *sadly due to the timing of Divine Shield earlier, Khrash won't have Divine Protection to use during this time.

    After the pungent blight, and after Khrash's 8 or 9th stack, Khee's stack should drop off and thus allows him to tank Fester for the remainder of the fight(which is merely 30 seconds from enrage, and at 0 stacks so if we survived this far and Khee die to fester's 0-stack damage...well...crap)


    If anyone feel curious at this point, Khrash can try to Hand of Protection himself after Forebearance drops off to see if it'll remove his stack(btw, if it does then Khrash can heal and Kull tank, and have Khrash/Thaw use Hand of Prot on Kull to remove his stack, and Kull can chain Last Stand/Trinkets and Shield Wall to hope fully survives the 30 seconds of the final 3-stacks)
    *(if it works, the Khee/Kull rotation becomes 4 Khee - 8-9 Kull (reset) - 4 Khee - 8-9 Kull - 1 Khee(reset on Kull before Khee explode) - remainder Kull)

    Hopefully without losing the stacks, and being a full DPS spec instead of tank one, Khee's damage overall should be similar to a full DPS(or better, seeing as he'll have that 8-9 stacks through Bloodlust) and can push us over the edge.
    In case that it turns out 8-9 stack on the other tank is too much, we can try 4(Khee) - 7(Kull) - 5(Khee, use Barkskin when taunting on 3-stacks) - 9(Kull) - Khee til enrage.

    EDIT: Really rough calculation:
    Assumption
    -Khee's normal Cat DPS is 6600.
    -Khee's bear DPS is 1/3 of his Cat DPS(2200).

    1st cycle:
    Bear 0-4 stacks(0-40% damage bonus, so let's go with 20% average, I'm lazy) = 2200 * 1.2 = 2640 for 40 seconds. 105600
    Cat 5 stacks til after Pungent(let's say 80 seconds) = 9900 for 80 seconds
    average after 1st cycle = [(2640 * 40) + (9900 * 80)] / 120 = 7480 DPS.

    And obviously the number will be higher for 2nd cycle.
    Last edited by Rofldat; 03-04-2010 at 04:53 AM.

  10. #100

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    Goddamn Darnavan:

    Well, as much as Kull'd like to kill him on sight, I'd like to beat the fight with him alive if possible.

    I can most likely just kite the bastard around using CoI/Taunt and minimal damage done to keep threat. However this one has a few possible flaw:
    1. Because I'm most likely going to kite him far away(to avoid any adds coming to me and/or the guy going after someone else as I kite him around), I won't be in range of healer a fair amount of time(not a major concern, since I'll be doing this in blood spec and I have a few cooldowns to survive)
    2. We lose damage/Ebon Plague, so there's less damage on Deathwhisper and less physical DPS to kill undead Adherent. I don't think we've ever run into enrage problem, so this shouldn't be a major concern.
    3. If I get Mind Controlled, shouldn't be a problem since both me and Dar will be far away from people, but in case he gets close Khee should root him until I can get him back.

    Another thing is if possible I'd like to try my suggestion above(even with Kull/Khrash tanking), just to see if it's any worth while(the DPS output should be higher by a noticable amount)

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