1. #1

    10 Man Heroic Spine Help

    Hey guys, we're having a lot of trouble with heroic spine at the moment. Can you guys take a look at our logs and give us any tips / pointers?


    http://www.worldoflogs.com/reports/rt-lwuz89lfts3gf9v3/

  2. #2
    Deleted
    1. On rolls kill all the corruptions to prevent annoying grips, you will also get a few extra buffs which will be beneficial later on in the fight.
    2. If you don't want grips during nuke/burns phase either kill the corruption or do the nuke phase right after grips (there's a timer!).
    3. Pop lots of cooldowns on rolls, especially the last roll which is the hardest. 2x tank 4set, paladin wings+df, aura mastery, holy priest hymn, barrier etc. Use disc priest hymn before the that roll to clean a few debuffs as you need to dispel while rolling. Just lust on the 5th amal nuke to compensate for lack of cooldowns.

  3. #3
    Deleted
    Decide a proper rotation of CDs, in particular on rolls and during pulsing phases of the Hideous Amalgamation (that means, also tanks and DPSes must help healers with their cds).

    Take the Hideous Amalgamation lower as possible, so that when it reaches 9 stacks it can be killed quite fast.

    All DPSes make a macro to target Burning Tendons, so that nobody loses precious time targetting something else.

    During last phases, be sure somebody keep Corrupted Bloods away from healers with aggro. Otherwise, they can be easily be killed; if not, it is likely a wipe 'cause they must spend too much time healing themselves.

  4. #4
    Deleted
    We managed to do it just last week before the 25% Nerf, so I wanted to give these pointers:

    1. Don't kite the bloods on the third plate. With the 25% Nerf it really isn't needed. We had our Warrior Tanking just kill them off over time so there was less blood and less tank damage.

    2. Remember the debuff. The earth debuff gives a 20% Damage Reduction buff that stacks twice and persists for the entire fight. Get Two stacks on both tanks and the rest on the healers. Once the debuff turns to earth, it will not turn back to the blood debuff as stated in the Dungeon Journal, that is out-dated.

    3. Sort a large Cooldown rotation for each roll. The roll and shortly after are when you'll get high volumes of damage, so use of Spirit Link Totem, Disc Bubble or Hymn is vital here.

    4. If you've got a Holy Paladin, get him to get the Beacon & Holy Wrath Glyphs. Holy Wrath will stun the adds when used with the Glyph, giving you 2 - 3 seconds of no tank damage, and allowing him to run away if needed (Used for kiting if you do so). The beacon glyph will let him swap his Beacon without mana cost, so he can keep his beacon on 1 person with the healing debuff, and heal the other doubling the healing on the healing debuff.

  5. #5
    Quote Originally Posted by wownerd2012 View Post
    Hey guys, we're having a lot of trouble with heroic spine at the moment. Can you guys take a look at our logs and give us any tips / pointers?


    http://www.worldoflogs.com/reports/rt-lwuz89lfts3gf9v3/

    I looked mostly for player death for a few of your longer attempts. Things I think that happened according to log that shouldn't have happened.

    1. Bloods/Amalgamations killed non-tank players. Were your tanks asleep? Priests have been killed a few times like this. Do you guys not use Fade?
    2. Bloods continued to be killed when amalgamation was already at 9 stack doing aoe pulsing damage. Which one(s) or your dps was cleaving them down to pad meter?
    3. Stood in grasping tendrils when amalgamation was channeling aoe pulse, taking unncessary damage that led to death. Why?
    4. Popped too many bloods in such a short amount of time that resulted in extremely low health, only to be killed by first tick of pulsing damage. This is bad. Should never pop more than 9 if you could help it. And definitely shouldn't have popped all 13 of them within 10 seconds and let them be soaked up right away. You need to work this out with your dps/tank team here. They are really messing this fight up big time.
    5. Melee dying to final explosion of Amalgamation. Really?
    6. Bad timing in general. Don't let amalgamation pick up 9 stacks if you see 1) too many people in raid are at somewhat low health and/or have debuff. 2)a fiery grip is to be cast soon. Who's Raid Leader? Communication??

    Healing output looked okay. 55k hps overall should be more than enough to land you a kill at 25% nerf.
    Last edited by calboy67; 2012-06-07 at 05:26 PM.

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