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  1. #1
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    Can someone explain the Megaera hotfix?

    Megaera-
    Reduced the health of Megaera's heads in 10-player normal and heroic modes.
    Anyone else puzzled by this change?

    Blizzard implemented a fight, mid-instance, that requires 4 healers (unless you have 3 very, very well geared healers), when all the other fights are 2/3 heal and most of T14 was 2-heal, and yet they deem it necessary to reduce the health of the heads instead of the damage on the raid?? We had no trouble killing the heads before 5 stacks with only 4 dps, we don't however run with 4 healers as standard in a tight 10-man roster, this change makes no sense to me?

    Surely they should be tuning the boss around a 3-heal setup and increasing the health of the heads to discourage 4-healing the encounter?

  2. #2
    Deleted
    Does it need 4 healers? We were doing all wrong last night D:

  3. #3
    You have to 4 heal Magaera on 10m? Sounds like people are doing stuff wrong... On 25m we just went with the usual healing setup of 6 healers and had no issues on healing side, I mean, the damage can't be higher than 25m.

  4. #4
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    Quote Originally Posted by Tehterokkar View Post
    You have to 4 heal Magaera on 10m? Sounds like people are doing stuff wrong... On 25m we just went with the usual healing setup of 6 healers and had no issues on healing side, I mean, the damage can't be higher than 25m.
    The damage is roughly double on 25man, most guilds appear to be 7 healing 25man. Although you do have the flexibility of more raid cooldowns for rampage in a 25man setup.

  5. #5
    The reason is quite simple - they were bugged and had too much health.

    They said in the Blue post with the Council nerf that they like to balance encounters with a 3:1 ratio in health between 10 and 25 man. This means that generally mobs in 25 man have 3 times as much health because 25 mans have 3 times as many dps (15-17 vs 5)

    Like council, Megaera was bugged and only had a 2.4 or 2.5:1 ratio, so on 10 man they had too much health compared to the dps requirement =)
    Last edited by Thorim; 2013-03-13 at 01:47 PM.

  6. #6
    Deleted
    The fight is all about chaining cd's. We 3 healed it with an OS healer and a 488 MS healer. The other healer was in 496. Pretty easy tbh, if you know how to use cd's properly.

  7. #7
    Deleted
    Quote Originally Posted by Thorim View Post
    The reason is quite simple - they were bugged and had too much health.

    They said in the Blue post with the Council nerf that they like to balance encounters with a 3:1 ratio in health between 10 and 25 man. This means that generally mobs in 25 man have 3 times as much health because 25 mans have 3 times as many dps (15-17 vs 5)

    Like council, Megaera was bugged and only had a 2.4 or 2.5:1 ratio, so on 10 man they had too much health compared to the dps requirement =)
    But the damage output on the raid in 25/10man Megaera is approximately 2:1 looking at logs, surely that can't be right?
    Last edited by mmoc4b659ae2ed; 2013-03-13 at 01:49 PM.

  8. #8
    Deleted
    Quote Originally Posted by Bunnys View Post
    Anyone else puzzled by this change?

    Blizzard implemented a fight, mid-instance, that requires 4 healers (unless you have 3 very, very well geared healers), when all the other fights are 2/3 heal and most of T14 was 2-heal, and yet they deem it necessary to reduce the health of the heads instead of the damage on the raid?? We had no trouble killing the heads before 5 stacks with only 4 dps, we don't however run with 4 healers as standard in a tight 10-man roster, this change makes no sense to me?

    Surely they should be tuning the boss around a 3-heal setup and increasing the health of the heads to discourage 4-healing the encounter?
    What are you talking about? The fight is 2 healable with decently geared healers, and easily 3 healable at almost any gear level (learn to play/manage cds).

    As already stated, this reductions intention wasn't to make the encounter way easier, it was simply to keep the normal correlation between 10 and 25 man health levels. That the fight is way easier on 25 is true, but I hardly see this as a massive issue considering that it isn't that much harder (or harder at all, considering the hp reduction) than the previous 10 man fights.

  9. #9
    Quote Originally Posted by Bunnys View Post
    The damage is roughly double on 25man, most guilds appear to be 7 healing 25man. Although you do have the flexibility of more raid cooldowns for rampage in a 25man setup.
    That depends on your comp. In 10, tranq, dh, and htt function as real raid CDs, while they just tickle your allies in 25. More pallies and disc priests may help.

    Because its a stack up and heal phase, the damage isn't really a problem unless you're running 3 monks or something. The fight is just the first one that actually tests healing in the tier, so if you have weaker healers its going to show up in this fight as opposed to the first 4.

  10. #10
    Deleted
    Quote Originally Posted by Cookie View Post
    What are you talking about? The fight is 2 healable with decently geared healers, and easily 3 healable at almost any gear level (learn to play/manage cds).

    As already stated, this reductions intention wasn't to make the encounter way easier, it was simply to keep the normal correlation between 10 and 25 man health levels. That the fight is way easier on 25 is true, but I hardly see this as a massive issue considering that it isn't that much harder (or harder at all, considering the hp reduction) than the previous 10 man fights.
    Its not 2 healable with 'decently' geared healers, although the smell of elitism is making me believe decent in your book might be 510.

  11. #11
    Deleted
    Just for comparison on raid damage taken, our kill compared to a 25man (similar kill time)

    http://www.worldoflogs.com/reports/y...=10407&e=11060
    http://www.worldoflogs.com/reports/r...x/?s=359&e=974

    very nearly 2:1 ratio on damage taken/healing required...

    Bare in mind the druid and the shaman are offspec healers, as we usually run a 2.5 heal setup, maybe we should have just been more prepared with regards to gearing our offspec healer.

  12. #12
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    Magaera in 10man is easily 3-healable. That is, if you have the DPS to push the boss in about 8:30 minutes. After that, your healers are running oom.

    It's not really an issue of pushing the heads before 5 stacks. You should be able to do that, even if you 4-heal it.

    The Problem with pre-nerf Magaera was just the health bug as mentioned above. Raid Damage is fine. You don't have trouble surviving the Rampages if you chain cooldowns. The only real trouble is your healers going oom before the 6th/7th head and therefore your tanks/raidmembers dying.

    --

    If you have overgeared healers or the right tank setup (dk/pala/monk) who can heal themselves for 70% of an average healer, you can still manage to beat this fight. But if you run other setups, like warrior and druid tank and you have average geared healers (around 500 itemlevel) you cant really 3-heal it if you don't have the dps to push the boss in <9minutes
    Last edited by Riemu2k3; 2013-03-13 at 02:13 PM.

  13. #13
    We are a 7/16H T14 guild (gear level probably average 500-502). We did the fight on both 25M and 10M.

    First attempted on 10M due to attendance issues. We tried 3 healers, we tried 4 healers, we tried at least 3-4 different kill orders, we tried tanks swapping at 2 stacks, we tried tanks not swapping at all. Could usually make it to the 7th head but that was about the best we could do - rampage and green bombs would slowly pick people off, or tanks would get gibbed due to high stacks, or whatever. Probably 30+ attempts, maybe quite a bit more. We rotated raidwide defensive cooldowns, we stacked when necessary, people didn't stand in green bombs, we dispelled cinders.

    Last night on 25M: 6 healers. No tank swaps. Order: G -> R -> G -> R -> G -> R -> G. One shot, easily.

    Bear in mind that when we're forced to form a 10m, we usually take the best of our raiders. On 25M, we have a few that play at a slightly lower level than the rest (though usually not so much as to be a problem).

    10 man was overtuned, no question about it. Even watching how fast the heads health dropped on 25M was quite ridiculous, they dropped like rocks compared to 10M. Glad to see they made the change even though I hope not to be forced into doing 10M again.

  14. #14
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    Pretty surprised to see this, we killed it with 2 (well geared) healers in about 5 pulls on the first day.

  15. #15
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    Quote Originally Posted by Carlaena View Post
    Pretty surprised to see this, we killed it with 2 (well geared) healers in about 5 pulls on the first day.
    I doubt with 510 avg itemlvl across the raid any bosses were hard...

  16. #16
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    4 heal? What?

    10m is not overtuned, 25m is just a joke for MOST fights. Carry on.

    Anyone 4 healing - your healers are bad. This is not even close to a 4 heal fight. 3 heal is standard and 2 heal if you have well geared / good healers & you coordinate raid CDs properly (likely another thing your raid isn't doing).

  17. #17
    We're a 10-man guild with ilvls between 500 and 505 or so (13/16hc T14) and we finally got a kill by 4-healing something like B-G-R-B-G-R-B rotation. We kept hitting a wall on the 6th head 3-healing with healers going oom left and right and notably we couldn't do the Fatboss tactic of never killing B even with 4 healing because the raid damage got so ridiculous near the end. With 4 healers and a balanced tactic (kill each head type roughly similar amount) it was kinda easy in that we actually had some pretty major screw ups (getting confused what to tank/kill next after so many tactic changes for example) and still got the kill. I really want to see someone 3-heal this with <500 ilvl healers.

  18. #18
    Quote Originally Posted by manamonster View Post
    4 heal? What?

    10m is not overtuned, 25m is just a joke for MOST fights. Carry on.

    Anyone 4 healing - your healers are bad. This is not even close to a 4 heal fight. 3 heal is standard and 2 heal if you have well geared / good healers & you coordinate raid CDs properly (likely another thing your raid isn't doing).
    Usually if a fight involves splitting people into groups or where having more people in a tiny room is an advantage(Warmaster Blackhorn P1 for example), then yeah, 25m is easier.

  19. #19
    Quote Originally Posted by Bunnys View Post
    Just for comparison on raid damage taken, our kill compared to a 25man (similar kill time)

    http://www.worldoflogs.com/reports/y...=10407&e=11060
    http://www.worldoflogs.com/reports/r...x/?s=359&e=974

    very nearly 2:1 ratio on damage taken/healing required...

    Bare in mind the druid and the shaman are offspec healers, as we usually run a 2.5 heal setup, maybe we should have just been more prepared with regards to gearing our offspec healer.
    You can't compare 10 and 25 players there, most 25 groups don't kill a single green head while most 10 man kill it 3 times or more. Its pretty obvious that the incoming damage is higher that way.

    We didn't have that much trouble with healing (3 healers, Disc 502, did damage during "normal" phase holy paladin 507 resto druid 502)

    Edit: Just checked the logs, they killed green 2 times.
    Last edited by Telanu; 2013-03-13 at 03:13 PM.

  20. #20
    Deleted
    500 ilvl raid group, 3 healed it. 4 healers is far from mandatory. The more DPS you bring the less stacking tank damage you take which is why 2 heal is also a viable possibility.

    I'm not even sure the tank damage should scale linearly between 10 and 25man raids. You have 2 tanks in both scenarios and if the tank damage is factored down by a value of 5:2 then it becomes inconsequential.

    Perhaps all 3 heads should be active in 25man mode, but i imagine that's how heroic works instead.

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