Here's last nights logs. Any insight or advice you can give would be very helpful.
Here's last nights logs. Any insight or advice you can give would be very helpful.
Thanks to JustintimeSS for the awesome sig!!
So does the line give you the debuff that increases the damage from the ball or is it the ball when it lands that gives you the debuff? Seems to be a lot of different opinions in here about it on what gives it.
I thought it was when the ball passes through you that you get the dot debuff and the line was just there to show the path of where the ball is going to go
Galakras gains a stacking fire damage buff for each pulse of "Pulsing Flames" - 3% per pulse - for the rest of the fight. The debuff you get for soaking a fireball (not the line, as far as I could tell) is "Flames of Galkarond" which deals ~30k a stack per second.
It does seem a bit wierd, some hit stupidly hard for us, while others barely hurt. I do think we had a few issues where the person that got the ball ran away from the raid, and the ball went in the wrong direction, but we still survived, just out geared it massively I think.
Also really really try to hold off lust for as long as you can...the damage at the start of phase 2 is weak compared to sub 40%.
Last edited by rated; 2013-09-14 at 12:52 AM.
The best thing to do, is have players attempt to soak as many as possible and when they get 3 stacks of the debuff, don't soak it anymore. It is really wierd how the soaking works as in half the time you're in the beam and it doesn't register. Maybe an ICD.
Anyone have any idea how much the Flames of Galakrond explosion is reduced per person the orb passes through? That'd be good to know to help figure out the "ideal" number of people to intercept it per orb
When I wasn't in the raid when we first tried it, we failed doing it in a single line. The dot stacks up too high, after 4 orbs you have to heal 1.2 million DPS plus tank damage plus explosion, and obviously Galakras doesn't only throw 4 orbs (more like 10-15, depending on your raid damage).
If it was a damage taken debuff, it would work. But since every hit gives the raid a stacking 30k DPS dot, it's better to just have two groups and have RNG go its way. Even if you're unlucky and the same group gets 5 orbs in a row, that's only half of the raid eating 150k DPS each. I found it impossible to two-heal a single line, CDs run out at a certain point and tank/explosion damage just gets put on top of the dot.
I'm fairly certain that two lines is how it is supposed to be done, otherwise they wouldn't have chosen a tank-switch-style dot mechanic instead of a simple enrage debuff.
We tried doing Galakras the way you were supposed to for probably about 3 hours or so, we then switched to a sort of zerg tactic where everyone stacked in melee, and the person with the orb ran a tiny bit behind the group and then ran back in when it exploded, using this tactic we killed it on the first attempt.
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I've played around with this mechanic a lot so I'm pretty sure this is how it works.
The person who the orb is targeting will get a 'fixate' debuff for 5 seconds. At the end of this debuff, the orb will fly out to the spot the person was at when the debuff wears off. This is important, because
1. If you're melee, you can basically go back to dpsing to the boss as soon as your debuff wears off instead of sitting there waiting for the orb to come to you.
2. It makes it so that if you are a soaker on rotation, you don't have to take a stack from the ball if it's not your turn to soak, since you can essentially dodge the orb before it gets to you.
If you are slow to get to the point before your debuff wears off, your ball will hit wherever you were when your debuff wore off.
As for the soaking part, you will always have one soaker at least - which is the main tank. The ball always starts on the main tank and gives him a stack, thus giving you one guaranteed soaker there. The line the ball creates is the real marker for whether you soak (and thus get a stack of the fire dot) or not, not the actual ball itself. This is important too because if your tank tanks it a little out of position, and the line is a little off to someone's side, they will essentially not get the debuff. It's why 'stack' strats sometimes don't see everyone getting the debuff at once, because they all don't truly stack up with the line, instead thinking that the ball passes them and thus they are soaking it.
I'm not sure where this whole fire damage taken thing came from with the dot or orb explosion. Galakras himself pulses a raid wide AoE, and everytime he pulses it, he does 3% more fire damage. This effect stacks on him. The dot you get from soaking a ball is a 30k per second dot that lasts 6 seconds. This is why getting up to 5-6 stacks is bad and why "just stacking" up is a bad idea and essentially just zerging him before he kills you. I don't think the increased fire damage buff he gets applies to the orb or the dot stacks you get from soaking an orb either, just to his pulsing raid wide AoE.
It's very easy to make 2 groups of 4 (because you have the main tank always soaking a stack) and just alternating every 2 stacks. If you understand how the orb fixate mechanic works as well with the line and the above mentioned fixate debuff, you will never have an odd guy out with weird stacks either. You need at least 3 people to make the orb damage deal-able, including the main tank who always takes one.
I'm sure the majority of deaths in that phase are due to high stacks of the dot, or people not moving in time behind the group before their fixate debuff ends thinking that as long as the ball hasn't flown out yet, they are fine on time.
TLDR; There are 3 sources of fire damage on Galakras -
1. Pulsing raid wide AoE that starts weak, but everytime it pulses, it makes Galakras do 3% more fire damage and stacks, making the raid wide AoE pulse the soft enrage of the fight. Doesn't apply to the orb damage or the dot you get from soaking an orb.
2. Orb landing damage. It starts off big, but as people "soak" it, the damage it deals gets smaller.
3. Dot damage from soaking an orb. 30k a second dot for 6 seconds you get for letting an orb pass through you. This stacks, so getting past 2 stacks makes it really hard to heal.
Last edited by Angelicat; 2013-09-24 at 08:00 PM.
I think the problem is people are getting the terminology mixed up. The debuff is just a warning that you are the orb person. The flames of galakrond is a dot that deals fire damage and can stack every time you intercept the ball. The searing flames is a self buff on the boss that increases his fire damage and happens at random. The explosion of the orb is a raid wide aoe burst of fire damage independent of location, lessened by people standing in it before it explodes.
More annoying is the fact our only melee can be targeted with it. Either way, it felt like a farce compared to our first kill when we split into two groups to handle it.
Remember to bring Galakras close enough to the faction NPCs so they can get some hits in. Varian/Lor'Themar both hit Galakras like a fright train, and the damage will help a ton in 10 man.
Just wanted to give a shoutout to Angelicat & MelodicAssassin, amongst others here... with these tips, we were able to understand how to handle the second phase and got our kill.
Galakras targets a random player with 5 sec fixate debuff -> yellow line from the boss to the player.
When the debuff falls off, a fireball goes flying to the spot the player was standing at, at the moment the fireball spawns & starts moving.
This means 2 things: you can easily set up 2 teams of soakers (stacked tightly on the soak spot) & rotate them after 3 debuffs, and, it doesn't matter who is the fireball target: if it's one of the players who is not soaking currently, he can move away from the spot when the fireball starts moving & avoid getting the stacking debuff. Likewise, if the target is a soaker, he can move back into the soak group as soon as the fireball starts moving.
Crappy ascii setup:
XXXX XXXX RestofRaid (standing about 8 yard to the side)
In other words, the soak group was standing just behind the boss (at approx max melee range), the fireball dropzone was just 5 yard behind the soak group, with the tank->soak->fireball spots marked in a direct line, and the Rest-of-Raid spot about 8 yards to the side between soak+fireball spots -> to minimize time spent moving = more dps/heal uptime.
Boss tanked on top of flamestrike spot.