I'll be honest, my guild is still on Horridon but for us (and I imagine many other groups) it's a L2P issue (I don't mean that offensively, just a statement of fact). We are a 2/16 H group, nothing amazing, but we are also currently in the process of replacing a couple of our members that had been holding us back in progression. Even with our held-back group this week we were able to get to the third door. I do think the second door should have one less Venom Priest in 10 man since having that many interrupts and dispells is asking a ton. Granted our group has some exceptional players mixed with a few bad ones but after a little practice we were getting all the adds down before the next door opened pretty consistently and with time to spare. I think the issue with this fight is more average raid groups are having trouble because it does seem pretty tightly tuned, everyone needs to know what they are doing at all times and a single missed interrupt could mean a wipe, it's most certainly rough. I wouldn't object to a little more wiggle room on this fight, it is a normal mode after all and normal-mode raiders are expected to make mistakes.
Last edited by jearle; 2013-03-12 at 04:27 AM.
So is this nerf on horridon for 10 or 25 man? As then the issue would still remain (bit less though) that 10-man have it bit tougher.
We got to see p4 finally 2x during 3 hour of time we spent on him. Would've probably gotten farther, but raid time run out and for first 1.5 hours we had a boomkin along who struggled abit. We switched him with warrior with more DPS and got further.
By now (as 10-man grp) I would say it is 50-50 dependancy on composition and player skill. We are still in process of learning the phases and finding people their roles which they are best in.
We can choose from
DPS: 1-2 warriors, 1-2 spriests, 1 rogue, 1 hunter (maybe a retri and boomy as well)
Healers: 1-2 druids, 1 shaman, 1 monk
Tank: druid, paladin
So we don't have the ideal comp for anything. But as seen from last night practice, practice, practice, for us it takes just bit longer.
We took him down after 5 wipes yesterday and he really wasn't that bad once you got the interrupts under control. We was 16/16N last tier and our average ilvl was somewhere between 485-500.
The way we did it was:
1st door: Our hunter took care of the stonegazers while the rest nuked down the first wastewalker, when the second set of wastewalkers spawned we marked the first and had our warrior/shaman interrupt that one while the rogue/monk handled the other. I used Mass dispell pretty much on cd this phase since the group is pretty stacked up on the adds.
2nd door: Everyone nuked the priests and the hunter took care of any Effusions, interrupts were handled the same as the previous door.
3rd door: We pop bloodlust and nuke the living shit out of the warlords while the tank kited away from the frozen orbs and dispelled when people reached ~4-5 stacks of the debuff.
4th door: Aoe'd them all down while staying out of totems.
Last phase: Burned down War-God Jalak as fast as possible and then simply nuked down Horridon while the tanks/healers rotated cooldowns to keep the tanks alive.
Blood Death Knight
Discipline Priest (me)
How does 2 healing the fight feels, how punishing will it be on healers? How much fkcups it allows to have in form of too high stacks or missed interrupts?Or does the 50-70k extra DPS in form of someone's OS will balance it out and make things die faster?
On first door we just did it normally, focused on stonegazers/wastewalkers.
Second door I had boss (prot pally) and I kept dispelling as much as possible the poison effects.
Third gate same as second, we were just careful not to get hit by orbs/etc. Also I didn't let any champions/warlords on tanks (on previous tries an add would slip from the other tank's threat table which resulted in the death of Horridon's tank). I kept dispelling diseases. We also popped a hero on this gate.
On fourth gate we just spreaded and didn't stand in front of bears.
On war god we just tanked and spanked it and healed through it, it should be pretty trivial, we had the greatest difficulty in gate 3 too but after a tank swap it all went good.
As a disc-priest I went all-out atonement while weaving in shields whenever the raiddmg was high (and on people with debuffs since there is no way to dispell everything in time except on the first door with mass dispell)
We started with 3 heals (resto-shammy) but there was hardly anything for him to heal on the first 2 doors so we decided to let him go dps instead.
The extra dps really help since if the mobs die faster there will be less dmg going out (esp now after the nerf on the adds)
Last edited by Pf0llz0r; 2013-03-12 at 09:19 AM. Reason: Forgot the quote
That what is probably a bad thing for us, that we don't have a disc priest. We did T13, T14 w/o one. And now this tier will go w/o one as well (since we have lot of other class healers to choose from having one extra in 10-man will be an overkill and make the rotating people harder then it already is). But well if we hit enrage or go on too many tries with 2 many adds into another door, then I will suggest 2 healing or well can have a chat with our healers tonight as well.
I picked up on another topic that with HoP paladin can reset anyone's puncture stacks... So maybe, just maybe it is worth it to have the same tank for door 3 and 4? Makes traveling with the adds easier and picking up extras, when some of the old ones are not dead (though if old adds are up, most probably a wipe).
Ye having a disc priest really help but I'm pretty sure most healing comps can 2heal it.
Our prot pala solo-tanked Horridon for the majority of p2 (after the gates) since our dk died quite soon after horridon recieved his rampage-buff and that was due to HoP from both himself and our holy paladin.
Also don't get discouraged if someone dies toward the end, one of our dps died ~8min in to the fight and our tank ~9min and we still got the kill (took us 10:57)
Last edited by Pf0llz0r; 2013-03-12 at 10:16 AM.
Theres no hotfix notes on horridon whereas there are on the council.
That leads me to believe that horridon was not tweaked. Can't say 100% for sure without seeing them again though.
Having said that, they are different types of fights. Horridon is less about numbers and more about execution with the council reversed imo.
From the Hotfix notes from yesterday:
Even if the hotfix was in, our DPS was too slow at prioritizing adds. We'll be back on Thursday so we'll know for sure if the hotfix was in or not on Monday, but should definitely be in on Thursday.Reduced the health of the Gurubashi, Amani, Drakkari, and Farraki adds on the Horridon encounter.
Just compared 2 logs from before and after the nerf, and they show 15% reduced HP on Wastewalkers and Venom Priets. (I only checked these two types of "priority" adds but i assume the last ones was nerfed aswell.
I compared to a log from monday night on a US server = the changes are live so you do not have to wait for server reset (Hotfix)
glad we killed it and council before nerf then :P small achievement for casual guild like ours
The nerf to horridon won't let you skip learning the fight (unless youre raid us geared 505 pus). At higher gear levels I can see the fight being laughably easy. But when it takes time to kill the adds it is def more of a challenge.
---------- Post added 2013-03-12 at 09:22 AM ----------
I might be wrong on that point but thats atleast how we did it on the priests from the second door
I'm only the healer after all.
Last edited by Pf0llz0r; 2013-03-12 at 02:08 PM.
Anyway, i think the nerf has its reason; i like the fight mechanics and i like how it's tightly tuned for a 10man (also i assume some fights are harder for 25man due to mechanics), but still it was too much for healers having to burn a lot of mana for dispels. Well, if the nerf is actually live, this evening we could get a kill.