1. #1

    Warmaster Blackhorn Normal - Help needed.

    I need some advice on how our fail raid team can beat his fight.

    http://www.worldoflogs.com/reports/jkx3qt639h45bg4w/

    Attempt 13 was the last one for the boomkin, who was replaced by an Enhancement shammy.
    Seems we either fail at moving from Blade Rush, or avoid it but do even more crappy dps.
    Really considering doing it with 1 tank, 3 heals, but not sure how to keep the tank alive in P2.

  2. #2
    Deleted
    don't go 1tank 3heals, if you feel you are lacking in dps 2tanks/2heals is also doable (and in my opinion, easier than 2tanks 3 healers but hard to get my RL to listen, then again we have sucky healers)

  3. #3
    Deleted
    Quote Originally Posted by NickV View Post
    I need some advice on how our fail raid team can beat his fight.

    http://www.worldoflogs.com/reports/jkx3qt639h45bg4w/

    Attempt 13 was the last one for the boomkin, who was replaced by an Enhancement shammy.
    Seems we either fail at moving from Blade Rush, or avoid it but do even more crappy dps.
    Really considering doing it with 1 tank, 3 heals, but not sure how to keep the tank alive in P2.
    we tried it with 1 tank once but teh debuff got too much, we went with 2 tanks 2 heals and 6 dps. we had 3 marks at the back of the ship where the mobs where tanked just to shout out where the sappers would be landing, we had 2 dps on the sappers a mage and a destro lock for the stun, i was calling out stacking in the big pools as a healer and we where just trying to catch as many of the small pools as possible.

    we gave priority on killing dragons as they where destroying the ship faster then we could get the big dudes down, so we killed the 2 drgons and then the big dudes quickly. there might be other ways but this is how we done it, also when the dragons are flying over the ship to get in place to drop the dudes off you can dot em up to get em down faster

    good luck and i hope this works for you aswell

    edit: this is our world of logs log: http://www.worldoflogs.com/reports/6...?s=8084&e=8460
    Last edited by mmocf87b51648a; 2011-12-30 at 03:11 PM.

  4. #4
    first off, you cannot 1 tank, unless your raid vastly over gears it.
    the 1 tank would get double dots stacking in p1, with no way to drop them, and would likely not even live past the first 2 melee adds. let alone if you even got to p2, he would almost be getting 1 shot at the end.

    2 tanks, 3 heals.
    dps requirement is very low, 5 is more than enough.
    you need just enough dps so that the new melee adds dont overlap the old ones by more than a few seconds.
    spread everyone around. with 3 heals you can soak everything and be fine, and just eat the charges.

    looks like you have 1? melee. he should be combat, and the tanks should hold the adds next to each other. with so many ranged, one or two will need to stay on the melee adds to make sure they go down fast enough.

  5. #5
    If blade rush is the charge from the 2 mobs then this shouldn't really be an issue. Your rogue should be combat for this to cleave the 2 adds, he doesn't even need to reforge or regem. Him the druid & shaman should be more than enough for the 2 adds, I'd even sub either the shaman or druid for a range dps to help on the drakes.

    Make sure someone calls on vent when the sapper is arriving, we have our healing paladin throw his big stun on it most of the time.

    Overall I'd get an extra range to replace the melee druid & get the rogue to go combat for it & this should help quite a bit.

  6. #6
    Deleted
    A few things:

    - Put 2 people in every corner and have the tanks stay near the middle; that way there's always people close to soak the barrages, and when the adds rush, they'll hit only few people.
    - Have your tanks alternate which add they tank... In your logs, it would seem one tank only took dmg from the slayer add, while the other took almost only dmg from the dreadblade add. The dmging stacks that these adds put on your tank will just keep stacking if they keep tanking the same one. To have them fall off each time, they need to switch adds between every wave.
    - You have no DK in your raid. Everyone knows DK's make or break raids.

    Edit: actually... How does your druid take 2.2 million from the dreadblade add stacks, and 8.5 (!!) million dmg from the slayer add stacks, while your pala takes only 2.5 million from the slayer add stacks, and 0 from the dreadblade add stacks? I dont know what's happening there but it's something weird..
    Last edited by mmoc1663e6f809; 2011-12-30 at 03:21 PM.

  7. #7
    This fight took us awhile to master, mostly figuring out the group setup.

    We ended up going with:
    2 tanks
    2 healers
    6 DPS (4 ranged, 2 Melee)

    -One tank would pick up all the adds, the healing wasn't too bad. If it is look into your healers/tank's gear. We were geared for the fight, but not overgeared.
    -The other tank would go around soaking the small purple swirls. No one else; this really helped healing
    -Ranged only prioritizes the Drakes
    -Everyone prioritizes the Sappers (We rotated a stun CD)
    -Everyone watched the ground for the charge animation (it hits for a lot, especially after stacking for an onslaught)

  8. #8
    Hmm.. that pretty much sums up what we were (trying) to do.
    2 tanks
    2 healers
    1 tank would run around soaking the small ones, and on the 3rd set of adds, would grab one of them.
    Add tank would run the 2 melee adds onto the edge of the boat in range of a drake so all 3 could get cleaved.
    Melee and the 'runner tank' would handle the sappers.
    On the 3rd set of 'Elites', the 'runner tank' grabs one of them. Other tank only has around 4 stacks from the other 2 sets since he's a druid with crazy Dodge.. But that's also when there's a sapper dropping, and a 'big one' and everything falls apart.

  9. #9
    Immortal Tharkkun's Avatar
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    We ignored all the small boobs and only soaked the big ones. This saved mana and a lot of running around. Unless your dps is just terrible you should reach the 2nd phase in time.
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  10. #10
    you need 2 tanks.....

  11. #11
    We pretty much ignored the small swirls. Boat is only about 1/2 damaged when P2 hits.
    We 2 tank / 2 heal. Sappers are a priority...then we get rid of the drakes...then the boat adds.
    Usually pop Hero when P2 begins to clean up that last sapper and get started on getting rid of the dragon.
    With the exception of the big swirls, we try to stay a bit spread, and tank the boat adds as far from ranged/heals as we can, to provide a bit more reaction time to charges.

  12. #12
    Some ideas that may help:

    1) As long as you kill 1 drake per harpoon cycle, you don't need to soak any of the little blasts. No room to spare, though - you need at least 8 soakers per big blast, and you can't miss a single sapper. Miss a drake and you're screwed, though.

    2) If you stack up, you can eliminate the charges. They only charge at range, so keep everyone in tight and have fun. Works with point 1.

    3) You can dot the little drakes when they fly overhead - helps a lot.

    4) The sappers end up popping up during the drake burn phases, so the melee team should (ideally) pick them up. They have at least 10 seconds to kill them without slows.


    So what we do is set a rally point in the middle, and all stack on it. 2 tanks, 2 healers, 6 dps. The tanks are off to the sides, so the adds face out. We have 2 dps teams - 2 melee and a ranged for the melee adds, and 3 ranged (including two dotters) for the drakes. Drake team multidots and dpses the melee adds when the drakes are out of range. Melee team deals with the sappers. When a big blast comes down, we all run as a group to it, then back to the rally point.

  13. #13
    Deleted
    Our config for this fight is:

    2 Tanks (Paladin, Druid)
    3 Healers (Shaman, Druid, Paladin)
    2 Melee (Fury Warrior, Unholy Death Knight - always on melee adds or boss.)
    3 Range (Warlock/Mage, Hunter, Druid - Always on drakes, bosses drake and then boss itself.)

    Prio is always the massive blast, everyone besides tanks run to it.
    Healers and Range take the smaller blasts, melee ignore them.
    Everyone attacks Sapper when up, if melee has the choice of sapper or blast, go for blast.
    Avoid the adds charge, they do damage to everyone who stands in the pretty pattern.
    When drakes are out of range of the casters, range goes onto melee adds.
    When the boss comes, everyone nukes down the remaining melee adds, range go onto the bosses drakes and melee go onto boss.
    When boss is down, everyone stacks as close to boss as possible to make avoiding the bosses stomp easier, when bosses drake is down, range turn to boss and repeat until dead popping heroism at 40% ish.

    Yeah, we roll with 3 Druids and wha?

  14. #14
    hmm, maybe im not a pro raider, but i think i have few tips for you:
    rogue spec should be combat for cleaving adds
    warlock should be destro for bane of havoc on Goriona + imba dmg soaking with nether protection + emergency stun on sapper
    hunter can flare the sapper out of stealth
    spread out immediately after big swirl stacking and avoid being hitted by blade rushes
    we always separate deck to sectors for little swirls
    having a DK for DG + chains on sapper helps a lot too

  15. #15
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    Some things I think people may have missed.. rogues can disarm the big guys. they should be tanked by the edge so your rogue (who should be combat) can hit both adds and one drake. Id also get the boomie back in, have him place shrooms where theyll be tanked. he can pre dot both drakes as they fly in to drop mobs, and keep double dots up on all 4 targets whilst moving to explosions and such. Boomkins are amazing for phase one, and can provide off tranq in p2.
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