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  1. #1

    Spine HC bursting?

    Hey guys!
    We're right now progressing on Spine and I was thinking that I would try to up my dps a bit on the tendons (as we're thinking of maybe trying to burn the first one down in one go).
    So I thought I would ask you guys what you do? What works for you? I play survival atm because of the increased overall damage for the amalgamations, but is there a lot more burst in Marksmanship?
    Is it worth putting up a Hunter's Mark? Serpent Sting? Have any of you done the numbers?

    Thanks in advance!

  2. #2
    High Overlord Azandur's Avatar
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    That's a very good point

    Thanks to Alcatraz_ for the awesome signature!

  3. #3
    My guild tried to do it, but never committed to it. We calculated it with our feral tank also DPS'ing (~1m) and 3 healers contributing ~500k total, and 5 DPS, this is all with lust/warp/potions. It all comes down with each DPS doing ~1.8m. Assuming you're using lust/warp, I'm going to guess that MM thrives here with AiS dump, and that'd also apply HM, which is a +.
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  4. #4
    marksmans dubble rapid fire has more burst, hands down. Also depends on if you have specced into marked for death. Hunters marks is for sure worth it. Dunno abouth serpentsting

  5. #5
    Quote Originally Posted by drulis View Post
    marksmans dubble rapid fire has more burst, hands down. Also depends on if you have specced into marked for death. Hunters marks is for sure worth it. Dunno abouth serpentsting
    Is that while playing survival though? Because it does do a shit-ton of dmg then.

  6. #6
    Personally, i specced 2/2 in MfD, so that's mark taken care of without the global.

    I try use:
    1 - RF, readiness after it's down
    2 - RF.
    3 - Readiness before, RF.
    4 - 4pieceT13 - i try to use it as much as possible but i'll make 100% sure it's up for this one.
    5 - RF is up again (Lust+pot)
    6 - Readiness / RF

    Switch pets to use CoTW for every tendon if you need to.

    with 19 seconds on tendon, and a /tar macro, a glyphed chimera can be used 3 times, so re-glyph it if you haven't already - first global applies MfD

  7. #7
    Quote Originally Posted by Essenji View Post
    Hey guys!
    We're right now progressing on Spine and I was thinking that I would try to up my dps a bit on the tendons (as we're thinking of maybe trying to burn the first one down in one go).
    So I thought I would ask you guys what you do? What works for you? I play survival atm because of the increased overall damage for the amalgamations, but is there a lot more burst in Marksmanship?
    Is it worth putting up a Hunter's Mark? Serpent Sting? Have any of you done the numbers?

    Thanks in advance!
    Its not worth trying to burst it in one go to be honest. With the nerfs, Tendon DPS is so trivial. Take 2 tanks, 3 healers and concentrate on high Amal DPS for short transitions. With traps up on the bloods you will be miles ahead of everyone on the Amal.

    If you haven't killed it before just keep things simple and controlled. Don't try anything fancy.

  8. #8
    SrS likely is not worth the global as MM, but as Survival, it definitely would be. The bonus damage with Noxious Stings is too much to ignore and more than makes up for the use of a global.

    If you're MM, mark should be applied automatically, but as Surv... hm. I'm not really sure if it's worth it or not...

  9. #9
    High Overlord Donkeywing's Avatar
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    Depends on the amount of hunters

  10. #10
    Quote Originally Posted by Donkeywing View Post
    Depends on the amount of hunters
    I'm in a 10-man guild where I'm the only hunter so I'd say 1

    Thanks for the good replies!
    We go for 2 grips on each amal and have quite fast transitions. We pretty much use the fatboss-tactic for the rest of the fight.

  11. #11
    Dreadlord
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    For BM:

    Code:
    #showtooltip Kiroptyric Sigil
    /cancelaura Deterrence
    /cleartarget
    /tar boss2
    /stopmacro [noexists]
    /petattack boss2
    /use Rabid
    /use Rapid Fire
    /use Bestial Wrath
    /use Call of the Wild
    /use Kiroptyric Sigil
    /use Serpent Sting

    You want to use Serpent Sting first instead of Kill Command for a couple of reasons. If you don't sting with your first GCD, you will only get 5 ticks instead of the max 6 ticks in 20 seconds. If you try to use Kill Command in your macro it very likely will not be cast because of pet range issues. What I do almost every time is the following:

    SrS, Arcane, KC, 6xArcane, KC, FF+2xArcane, 2xCobra, Arcane, KC, 3xArcane = 1 SrS, 13 Arcane, 3 KC, 2 hasted Cobras.

    Theoretically it's possible to squeeze 4 Kill Commands in. I have never done it and have given up on trying. Because of this delaying Kill Command a little bit each time does not matter.

    The second time around will probably look like this:

    SrS, Arcane, KC, 6xArcane, KC, FF+2xArcane, Cobra, Kill Shot, Arcane, Kill Shot, KC, 2xArcane = 1 SrS, 12 Arcane, 3 KC, 1 hasted Cobra, 2 Kill Shot.

    That is good for between 1.1-1.3 million damage done to tendons each time.

    EDIT: Note that the macro has Rapid Fire. You may want to save Rapid Fire and Potion of the Tol'vir for the second tendon (3rd lift/pry) since you will have the benefit of Heroism/Bloodlust for #1 and #3. You might also want to disable Rabid autocasting.
    Last edited by kidsafe; 2012-02-10 at 01:01 PM.

  12. #12
    Mechagnome
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    I killed this as MM (no pallies, lol, need trueshot), and I managed a similar rotation as Dela2k up above.

    I found we moved too fast for Chrono to be up every tendon, so I tried to do it like this:

    1. RF into Chrono, Readi after the plate falls
    2. RF (we get the tendon to like 30% post nerf so I probably don't even need RF).
    3. Readi before the lift, RF into Chrono
    4. ZOMG NOTHING
    5. BL + pot
    6. RF/Readi/RF+prayers for your tank.

    I can get away with this because our 2, 4, 6 lifts have pretty low (30%ish) health at the beginning because everyone lines up their longer CDs for the first lift. You kind of have to adjust for your raid. IMO 1, 3, and 5 are the most important lifts anyways.

  13. #13
    Is there any way to target the tendon correctly?
    Using /tar seems to be totaly bugged; I also tried /rar boss2 which works sometimes and does not on other times.

    What bossID (boss1/boss2/...) do the tendons have; could I use /tar boss2 /tar boss3 and boss1 will always be deathwing himself?

  14. #14
    I have personally not had any problems targeting the tendon with a /tar boss2 macro. Worked every time for me.

  15. #15
    Quote Originally Posted by Draeblin View Post
    Is there any way to target the tendon correctly?
    Using /tar seems to be totaly bugged; I also tried /rar boss2 which works sometimes and does not on other times.

    What bossID (boss1/boss2/...) do the tendons have; could I use /tar boss2 /tar boss3 and boss1 will always be deathwing himself?
    /tar boss2 works for the majority of people

    if you're experiencing issues with that not line not working, you might want to reboot the game or even check if there's a bad addon causing it, since I've had DW's health frame vanish at one time, and the target macro just wouldn't work until I restarted the game

  16. #16
    Every time /tar Boss2 didnt work for me was when tank exploded amalg on other side of plate and lifted plate to expose the other tendon on 2nd lift.

  17. #17
    Mechagnome
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    Whichever tendon is exposed goes into the boss2 spot on the boss frames. I've never had any problem with /tar boss2.

  18. #18
    Dreadlord
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    Quote Originally Posted by Celoric View Post
    Every time /tar Boss2 didnt work for me was when tank exploded amalg on other side of plate and lifted plate to expose the other tendon on 2nd lift.
    Correct, "boss2" continues to be attributed to the existing Burning Tendons on the other side. You should never encounter this issue on a good attempt, so I don't see it as a problem.

  19. #19
    Quote Originally Posted by kidsafe View Post
    Correct, "boss2" continues to be attributed to the existing Burning Tendons on the other side. You should never encounter this issue on a good attempt, so I don't see it as a problem.
    Not sure if I understand correctly; when the mob explodes on the right side the right side gets lifted and when it explodes left the left side gets lifted?
    So we should always have the mobs explode on one side - either right or left; yes?

    Is it even possible to have the first tendon phase on plate one on the right side and the second phase on plate one on the left side?
    Last edited by Draeblin; 2012-02-13 at 11:55 AM.

  20. #20
    Dreadlord
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    Quote Originally Posted by Draeblin View Post
    Not sure if I understand correctly; when the mob explodes on the right side the right side gets lifted and when it explodes left the left side gets lifted?
    So we should always have the mobs explode on one side - either right or left; yes?

    Is it even possible to have the first tendon phase on plate one on the right side and the second phase on plate one on the left side?
    Yes you should, and yes it's possible...

    If you explode the Amalgamation on the left side, the left side of the plate will lift up. If your raid messes up and explodes the Amalg on the right side, then a new "Burning Tendons" will appear at full health and it will not be targettable with the line "/tar boss2"

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