1. #1
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    Protectors of the Endless 10H questions

    Our raidcomp:
    Tank: Feral Druid
    Healers: Holy Pal, Resto Shaman and Disc Priest.
    DPS: Fire Mage, Kitty, BM Hunter, Frost DK, Fury Warrior and me as Aff Warlock.

    How we should split (interrupts, adds, etc.).

    And second:
    Which combo we should go? (Currently we're trying Regail>>Kaolan>>Asani)

  2. #2
    We 2 tanked/2 healed our kill, both tanks get every interrupt. Occasionally they will need a backup so have a melee on call and all ranged /focus Asani. You should kill Kaolan first as his dot is hard to heal with 7+ out. For adds, we assigned 2 ranged to them the whole fight cycling random dps/tanks and healers to position themselves to receive stacks until after the second corrupted waters on the last boss. At that point, we burn the boss.

    Good Luck!

  3. #3
    While I don't know about 10 man in particular, I know our locks said they prefered to sit on the adds full-time for soul shards in 25 man. Getting you + the fire mage the stacks first so you can pound down adds seems like the best idea.
    Also, pets do not get the dmg buff, so BM is useless. Surv will do more dmg for the hunter.

  4. #4
    Do you only need 1 player on each guy (except Kaolan) to interrupt 100%? I thought it was 2 per.
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  5. #5
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    You need like three to keep the water guy from casting a water bolt. Them going off towards the end of P1 is really sketchy.

    Water bolt will cause a 90% of the time cause a wipe if a single one gets off in P3. Them going off at a bad time in P2 can also cause some problems.

    I don't think you can 3 heal this encounter, at least I wouldn't recommend it.

  6. #6
    So you need 3 for water guy and 2 for lightning? Or is it 1 for lightning?
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  7. #7
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    If the lightning guys casts get through its not that big of a deal, especially in P1.

    We run with 4 melee on this boss because we solo tank it. 3 are on water and 2 on lightning (one of those being a tank).

    Lightning casts really aren't that dangerous although you will want to lock him out while corrupted waters i up, because 250k 1 second machine gun casts on your tank is quite a bit. Worry more about having solid interrupts on the water guy though.

  8. #8
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    Quote Originally Posted by Dracodraco View Post
    While I don't know about 10 man in particular, I know our locks said they prefered to sit on the adds full-time for soul shards in 25 man. Getting you + the fire mage the stacks first so you can pound down adds seems like the best idea.
    Also, pets do not get the dmg buff, so BM is useless. Surv will do more dmg for the hunter.
    So, I should just leave the protector to the others focusing on adds, or we should get 9 stacks of debuff with mage then just burn boss?

  9. #9
    Quote Originally Posted by Bloodfire View Post
    So, I should just leave the protector to the others focusing on adds, or we should get 9 stacks of debuff with mage then just burn boss?
    You want to stack the buff to 9 on as many people as possible - so basicly, have 4 groups, 3 consisting of 2 dps, and 1 consisting of the tank + 1 dps.
    Stack up accordingly:

    G1-3
    G2-3
    G3-3
    G1-6
    G2-6
    G3-6
    G1-8
    G2-8
    G3-8
    G4-3
    G1-9
    G2-9
    G3-9
    G4-9

    If the boss is still on high hp at that point, you need the two healers to stand out of the raid and soak up adds, while your ranged dps nuke them down ASAP.
    Remember, you can let 4 adds slip through during the burn, so at 25% hp or so on the boss, just tunnel him hard and it should die.

    I'm unaware if there's a better way to handle the stacking and last phase in 10 man, as this is basicly our 25 man tactic, "converted" to 10 man. There might very well be.

  10. #10
    Quote Originally Posted by Dracodraco View Post
    You want to stack the buff to 9 on as many people as possible - so basicly, have 4 groups, 3 consisting of 2 dps, and 1 consisting of the tank + 1 dps.
    Stack up accordingly:

    G1-3
    G2-3
    G3-3
    G1-6
    G2-6
    G3-6
    G1-8
    G2-8
    G3-8
    G4-3
    G1-9
    G2-9
    G3-9
    G4-9

    If the boss is still on high hp at that point, you need the two healers to stand out of the raid and soak up adds, while your ranged dps nuke them down ASAP.
    Remember, you can let 4 adds slip through during the burn, so at 25% hp or so on the boss, just tunnel him hard and it should die.

    I'm unaware if there's a better way to handle the stacking and last phase in 10 man, as this is basicly our 25 man tactic, "converted" to 10 man. There might very well be.
    Is the berserk and add spawn rate designed so that if you manage to get 10 on players doing a rotation like that, the DPS is too slow? Initially I was wondering if it was necessary to purposely let stacks drop on players so that we won't hit the cap doing a rotation like the above.
    Last edited by timoseewho; 2012-12-16 at 07:33 PM.
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  11. #11
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    It will probably not be possible to do it with a feral druid as a tank.

  12. #12
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    Letting stacks drop is pretty bad, you will fall behind unless your DPS is really good to begin with.

    We generally get people to high stacks, never let them drop and go into the last phase with MOST DPS ranging from 7-9 stacks. People with 9 stacks stay behind the boss, while others position accordingly. There is some breathing room if you mess up stacks and let them drop because most kills involve healers/tank getting stacks at the very end, but realistically you want to get as many stacks prior to P3 have at least 80 seconds left on the debuff and burn the boss letting healers pick up any remaining stacks. Adds still need to die though.

    If you do everything correctly and not let adds hit the boss you can let the last four stream to the boss and melt him before the fifth one reaches.

    Add spawn rate is something like 12, 10, 7 (P1-P2-P3). Give or take a second.

  13. #13
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    Quote Originally Posted by Dre4m View Post
    It will probably not be possible to do it with a feral druid as a tank.
    Perhaps other guilds on our realm are "scared shitless" (They do it with 2 tanks in NORMAL)

  14. #14
    Quote Originally Posted by Dre4m View Post
    It will probably not be possible to do it with a feral druid as a tank.
    Why's that?

    Quote Originally Posted by Tojara View Post
    Add spawn rate is something like 12, 10, 7 (P1-P2-P3). Give or take a second.
    Ah, they increase as each guy dies? Good to know!
    Last edited by timoseewho; 2012-12-17 at 09:50 AM.
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  15. #15
    Quote Originally Posted by timoseewho View Post
    Why's that?

    Probably because Guardian is the Druid tank spec.

  16. #16
    Deleted
    Quote Originally Posted by tyrnyx View Post
    Probably because Guardian is the Druid tank spec.
    Yeah that would hurt quite a bit :P

  17. #17
    Hm, I didn't know that feral Druids was notorious for tanking multi-boss/add fights lol. We had ours do Mel'jarak-_-.
    Last edited by timoseewho; 2012-12-17 at 09:02 PM.
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  18. #18
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    Our 10-man H kills have been aff 'lock (me) and a mage full time on adds (until the very last burn phase where we ignore everything but the boss). We start by getting both of us four stacks, then just keep our stacks from dropping while getting others stacks. (We typically kill it with ~8 stacks.)

    I glyph Curse of Exhaustion. The extra slow is amazing... but the extra CD time means the mage has to help slow a few now and then.

  19. #19
    Deleted
    Quote Originally Posted by timoseewho View Post
    Hm, I didn't know that feral Druids was notorious for tanking multi-boss/add fights lol. We had ours do Mel'jarak-_-.
    I applaud you for having a feral druid tanking Mel'jarak. Did he do it in catform or bearform?

  20. #20
    Quote Originally Posted by Dre4m View Post
    I applaud you for having a feral druid tanking Mel'jarak. Did he do it in catform or bearform?
    Oh I see what's going on here-_-, I'm still not used to saying guardian for Druid tanks lol, still been using feral appended with either tank or DPS lol.
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