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  1. #21
    Quote Originally Posted by rumbo View Post
    correct, I failed to list a fair few solo options there. The main reason why we did not focus on solo-soaking was the impression I had that on intermission one, due to coils not being leveled, it would have still been relatively easy to soak the damage with a cd up (devotion aura or barrier for instance). Likely switching to a tactic then that puts the classes that can solo-soak by themselves and all classes that can't together (as we were planning on doing on intermission 2 due to more static shocks going out.)

    Cheers for the input.
    What you described at the end is how we're doing it. We don't bother having warlocks try to solo soak, though. Too risky and there's enough going on already.

  2. #22
    Paladin - Bubble
    Spriest - Disperse
    Druid - Iceblock/Cloak/Disperse depending on spec w/ Symbiosis
    Warlock - Dark Bargain (Unending Res / Dark Bargain + Dark Regen is enough to keep you alive as long as you get a couple heals)
    Hunter - Deter
    Mage - Iceblock
    Rogue - Cloak
    Monk - I forget the ability name, but they can solo soak

    DK/warriors are the only class that can't solo soak.

  3. #23
    Quote Originally Posted by Novx View Post
    Paladin - Bubble
    Spriest - Disperse
    Druid - Iceblock/Cloak/Disperse depending on spec w/ Symbiosis
    Warlock - Dark Bargain (Unending Res / Dark Bargain + Dark Regen is enough to keep you alive as long as you get a couple heals)
    Hunter - Deter
    Mage - Iceblock
    Rogue - Cloak
    Monk - I forget the ability name, but they can solo soak

    DK/warriors are the only class that can't solo soak.
    Shamans and disc/holy priests as well.

    Monks can use either diffuse magic OR zen med so we can successfully immune 2 in a row woo.

  4. #24
    Deleted
    Quote Originally Posted by Daltin View Post
    He meant don't use an immunity if you're soaking with 17 other people, since it completely takes you off the damage shared.

    Static Shock divided by 17, or Static Shock divided by 16 because a rogue cloaked it is what he's getting at.
    No it doesn't that's the whole myth part.

  5. #25
    Deleted
    Quote Originally Posted by Aladya View Post
    When the first intermission happens, depending on your dps you'll probably have the static shock conduit ~50-90 energy. However, as a side effect of the intermission, the level is also increased by 1 for its duration(after the Intermission the level stays increased but the energy falls to 0). This means the static shock hits for over 3.2 million damage(for example if the Static Shock platform is at 90% energy you'll be hit by a 3.8 million dmg Static Shock).
    How sure are you about that part?
    The scene at 3:41 in your video shows your rogue almost dying (losing about 50% of his HP), so he seems to have popped feint? Assuming he had about 500k max hp, he lost about 250k life at that particular event. Doing the math backwards, that would mean the static shock dealt more like 2 million damage than 4 million.

    If it dealt 3.8 million damage, that would be split to 4 people, dealing 950k damage to everybody. So what types of cooldowns had your rogue active to help soaking, so he received only about 300k damage? Did he have additional cooldowns, too?


    -> How exactly is the amount of damage of static shock calculated and how exactly does it get divided among the people standing in it?
    Would it be possible, that the energy of the static shock conduit doesn't matter at all during intermission phases, resulting in 2.6 million damage for 1st intermission and 3.9m damage for 2nd intermission? A 2.6 million static shock would yield 650k raw damage to each of the four soaking persons, resulting in 325k for your rogue with feint. On the other hand, your warrior wouldn't need that massive cooldown stacking if it was only 650k raw damage.
    I just want to know for sure how much damage these static shocks during intermission really deal as this impacts how we split up our group and how we handle the conduits.
    Last edited by mmocbd24f84edd; 2013-06-21 at 01:45 AM.

  6. #26
    Static shock damage is as usual during intermissions.

    Damage = base damage * (level * 100 + energy) / 100

    That rogue probably had elusiveness and/or they used aoe cds such as smokebombs.

    EDIT: Seen the video. The rogue goes to 10%, that means he procced cheat death.
    Last edited by Fluorescent0; 2013-06-21 at 08:04 AM.
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  7. #27
    Shamans can solo-soak with the so-called "Reincarnation"

  8. #28
    Deleted
    Quote Originally Posted by Wyand1337 View Post
    How sure are you about that part?
    The scene at 3:41 in your video shows your rogue almost dying (losing about 50% of his HP), so he seems to have popped feint? Assuming he had about 500k max hp, he lost about 250k life at that particular event. Doing the math backwards, that would mean the static shock dealt more like 2 million damage than 4 million.

    If it dealt 3.8 million damage, that would be split to 4 people, dealing 950k damage to everybody. So what types of cooldowns had your rogue active to help soaking, so he received only about 300k damage? Did he have additional cooldowns, too?
    I'm quite sure. If you check the video again the rogue has feint and his cheat death procs. The explosion in question hit for 916k dmg(3666k divided to 4-->the hunter+mage(immuned it)+warrior(cds)+rogue)

  9. #29
    u can have feral druid too solo with symb on Shadow priest

  10. #30
    What if a Resto Shaman uses Astral Shift 40% + Reinforce 20% + Spiritlink 10% + Healing stream glyph 10% Nature?

  11. #31
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    Quote Originally Posted by Spiritkrush View Post
    What if a Resto Shaman uses Astral Shift 40% + Reinforce 20% + Spiritlink 10% + Healing stream glyph 10% Nature?
    Still leaves you with 38% damage taken or so, which will be well over 1 million. Maybe if you add Devotion Aura and Pain Supression *and* PW:S there... and at that point you might as well do a group soak and save yourself the effort.
    Last edited by KaPe; 2013-08-12 at 04:53 PM.

  12. #32
    Quote Originally Posted by Mctriple View Post
    What you described at the end is how we're doing it. We don't bother having warlocks try to solo soak, though. Too risky and there's enough going on already.
    This stems from a lack of understanding of how much reduction a lock can have. A lock can have roughly 82% damage reduction if he makes proper use of Dark Bargain, Unending Resolce and /cancelaura Dark Bargain macros. However, 82% is not safer than 90%, so if that's your argument then it is fine. but people using only DB or DB+UR without cancelaura in will take a lot of unnecessary damage.

    The biggest point is that the remaining 18% comes in through 8 seconds, meaning it is pretty close to a complete joke.
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  13. #33
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    Quote Originally Posted by Fluorescent0 View Post
    On the 4-4-17 disposition, we have two rogues, one holy paladin and one tank per side. Tanks can't get targeted by overcharge/static shock/helm of command, which makes it easier to soak bouncing bolts.
    Tanks CAN be targeted by Helm of Command but are not targetable by the rest mentioned.
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  14. #34
    Deleted
    Unless your raid composition prevents you, you really want to make sure the amount of non-solosoaking DPS (DPS warriors + DPS DKs + DPS shamans) isnt higher than 5 and that the amount of non-solosoaking healers (priests + shamans) isnt higher than 2. If you can setup your raid like that then you're done. Put all the non-solosoakers in one group of 7 and spam cooldowns like no tomorrow. Shout, totem, barrier, AMZ. Spread out the remaining DPS/Tanks on whatever quadrant you feel appropriate with one healer on each.

    Since we normally only have 2 locks in our raid, we make a 2nd "portal group" with classes than can solo soak but have a hard time with helm. For the rest we just mostly create a melee group and ranged group since stacking melee on top of each other makes handling some mechanics easier. So for us its something like:
    G1: "Soak group". DPS Shamans/Warriors/DKs + Healing Priests/Shamans. Gets a portal. 7ppl in this group, 6 in the other.
    G2: SPs, Locks + Whatever else might be needed to fill it up. Gets a portal.
    G3: Remaining melee. Typically WW-Monks, Rogues, Ferals, Rets. Easymode group since they hardly get any adds and already stand stacked for overcharge.
    G4: Remaining ranged. Typically mages, boomkins, hunters.

    Another tip might be to try to always have a CR in all groups. So with the example above if you dont have a feral you might wanna make sure theres a resto druid in group 3, etc. During progress you wanna insta-ress anyone dying to help get through the phase and get more training. You can start managing resses when you get closer to a kill.

    Additionally it helps to make sure you either have a tank or a hunter in all groups. Once again using the example above we put a tank in group 1 and 3 respectively and try to get a hunter into 2 and 4 respectively. That means any bouncing-adds should either be picked up by a tank or be misdirected to a tank by the hunters (tell your other DPS to not DPS them).

    While execution obviously is very important, it really helped for us to optimize exactly who stands in which quadrant.

    For 2nd intermission we just let group 1 and 2 group together. This is because you want to have locks in the "soak group" (13 ppl) now since static hits way harder. I know theres a few other ways to do it though and any way is fine really.
    Last edited by mmoc2ad35e79a0; 2013-08-13 at 12:13 PM.

  15. #35
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    Quote Originally Posted by Fluorescent0 View Post
    Tanks can't get targeted by overcharge/static shock/helm of command, which makes it easier to soak bouncing bolts.
    Complete false. I regularly get targetted by helm, shock and overcharge. Melees/tanks can't get targetted by Diffused Lightning and that's all.

  16. #36
    Keep your melee on each section stacked near the center on the symbol. Ranged in either a triangle or square pattern around them not too far out. This will prevent people getting an overcharge off in a corner which can be immediately followed by a helm of command knocking the person right off if they don't have a significant speed boost. Always keep your slowest players up near the front (especially if on a platform w/o a lock portal). We ran with 3 solo soaking platforms and 1 platform dedicated to stacking. However, our comp was fairly favorable when it came to solo soakers.

  17. #37
    Quote Originally Posted by Lethora View Post
    Complete false. I regularly get targetted by helm, shock and overcharge. Melees/tanks can't get targetted by Diffused Lightning and that's all.
    Tanks get Helm, they definitely don't get Static Shock.

  18. #38
    Deleted
    Quote Originally Posted by Aladya View Post
    I'm quite sure. If you check the video again the rogue has feint and his cheat death procs. The explosion in question hit for 916k dmg(3666k divided to 4-->the hunter+mage(immuned it)+warrior(cds)+rogue)
    Could you or anyone else shed light on a disagreement that we are having that is causing substantial wipes.

    If we are dual soaking static shock, is the damage divided by the number of people AND THEN affected by damage reduction cooldowns? or is it different.

    One of our priests is saying that if we are dual soaking with a shadow priest who uses disperson (obv the static isnt targetting the priest, but his partner), then the partner actually takes their 50% of the damage, plus 90% of what the SP would have taken (ie the SP takes only 10% as per disperson, but everything he mitigates goes to the partner)

  19. #39
    Quote Originally Posted by SantaMaria View Post
    If we are dual soaking static shock, is the damage divided by the number of people AND THEN affected by damage reduction cooldowns?
    Yes. The damage is divided by number of people first.

    Quote Originally Posted by SantaMaria View Post
    One of our priests is saying that if we are dual soaking with a shadow priest who uses disperson (obv the static isnt targetting the priest, but his partner), then the partner actually takes their 50% of the damage, plus 90% of what the SP would have taken (ie the SP takes only 10% as per disperson, but everything he mitigates goes to the partner)
    He is wrong. In your example, the partner will take 50% of the damage (assuming he doesn't use any CD) and the SP will take 5% (50% of the damage reduced by 90% by Dispersion).
    In my raid, we used to have a quadrant with mages & monk + 1 Holy Priest, 5 people in total. When the Priest get Static Shock, they all stacked up and used their immunity / damage reduction (IB / Zen Med.) while the Priest GS himself. If the damage works like how your Priest said, it would have easily blasted through GS (GS have 200% target HP cap).
    Last edited by Qualia; 2013-08-13 at 10:41 PM.

  20. #40
    Quote Originally Posted by Alarinth View Post
    This stems from a lack of understanding of how much reduction a lock can have. A lock can have roughly 82% damage reduction if he makes proper use of Dark Bargain, Unending Resolce and /cancelaura Dark Bargain macros. However, 82% is not safer than 90%, so if that's your argument then it is fine. but people using only DB or DB+UR without cancelaura in will take a lot of unnecessary damage.

    The biggest point is that the remaining 18% comes in through 8 seconds, meaning it is pretty close to a complete joke.
    Our warlock is pretty adamant that the cancelaura of dark bargain to make it start ticking while you're still under damage reduction does not actually trigger a double dip, said he tested it multiple times.
    That doesn't mean that you shouldn't do it, though, as it'll still work on other random damage (which means the spike the healer has to heal up is lower).


    To back aladya up:
    http://www.worldoflogs.com/reports/r...=11381&e=11839

    Look at whaboom's death. 610K hit, 130K absorb, and 2.6M overkill. A total of 3340K dmg, before locks dmg reduc (is it 20%?), making the shock hit for about 3.8-4M.

    As we get our static shock conduit to 90 energy roughly, let's do the math:
    1.3M base dmg.
    *1.90 (90%) due to energy=2.47.
    Add the "extra level" during the transition, and it becomes 1.3*2.9=3.77

    As you can see, the only thing that fits is the "extra level during transistion"-theory. The damage it does also doesn't scale exponentially, but rather with a percentage of the base (in this case, 13K dmg per 1 energy). Triggering a new level on the pillar on the other hand, causes more static shocks to go out (so 1=1, 2=2, 3=3... Quite obviously).


    As for soaking of static shock, this is how the shocks work:

    Let's say that we have a static shock that does 4M damage.
    We have 4 players -
    A resto shaman with no reductions.
    A shadow priest with 90% dispersion.
    A hunter with Deterrence.
    And a bear tank who pops barkskin+SI.

    Now, first the static shock counts the amount of players - 4 - and divides the damage - 4M - on to the targets.
    Each target now takes 1M damage.
    It then applies damage reductions.
    The shaman has no reduction, and takes a 1M hit and dies.
    The shadow priest has a 90% reduction, and takes a 100K hit and survives.
    The hunter deflects all the damage with deterrence and survives.
    And the bear druid pops Barkskin+SI, getting a: 1M*0.8=800K (barkskin), 0.5*800K=400K (Survival instincts) hit and survives.

    It's really that simple - first it splits the damage, then it considers immunities. If it worked like the "myth" would have you believe (that immunitying the damage caused it to spill over on other people), it would mean that the static shock simply wouldn't target the person with bubble/deterrence/block - but you clearly get a "immune/deflected" message. If there's nothing to immune or deflect, then obviously you wouldn't get that msg :P.

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