I was the tower tank and I can say one thing that seems to have made it pretty easy for us. When I get up I grab the mini boss take him to the side with 2 archers and everyone prety much colapses on me. WE dps nuke the mini boss and aoe cleave the 2 archers. The mini boss will toss out a thunderclap this is what slows everyone and makes dodging the knock off hard. What I noticed is EVERY TIME his first knock off ability was aimed facing the stairs you come up... so if you are ranged come up and sit at the opening you are in direct line of fire for th eknock off... once we started to go up collaps at the 2 archers it was GG becuase his first cast was facing away form us and he would normally die right after first cast so can't say where 2nd goes.
2nd mini boss on tower seems to always do her aoe ability to the left (when first facing her comming up the stairs) of the platform so again you can have th eteam go to the archers and avoid the first aoe blast from the get go!
Hope this helps!
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Stack on his ass, blow bloodlust, and burn him. Orbs come out too fast for anything else imo. Between any adds that may be up, picking up the boss, and orbs coming out instantly, I think it's a poorly designed transition with way too much RNG to be fun.
Not really, assigning people to get the stack makes it harder because of the RNG involved.
Our strat works because the fireball mechanics does not put stacks on every player soaking if you stack up... that's the whole point, and I'm not even sure it's intended.
After the 3rd fireball you'll have a maximum of 2 people with 3 stacks, send them out to reset and back in (15sec debuff means 1-2 fireballs), and so on. People with self reset (mages, rogues, pallies) can get up to 5-6 stacks before resetting without moving out.
Use Lust/hero below 50% with the healing cds from dps (ascendance, embrace ecc.) and then start with the raid cds.
People don't find it complicated to move to a spot and stay there. They find it complicated to watch their debuff for 3 stacks and move when they get it. The raid can also still be in 2 groups but close enough to use raid cooldowns/ AoE heals.
Ignoring the obscenities and key clicking from my hubby, here it is in action http://www.twitch.tv/ceresc/c/2948024 We basically divided into a V formation with tanks on point, boss facing tanks. and dps split into 2 groups on either side of purple. Group 1 ran to star Group 2 ran to Triangle. Kept stacks from getting too high, a little sloppy but we one shot it from there.
Last edited by Ceresc; 2013-09-19 at 04:05 PM.
we've downed this both weeks so far, but i'm trying to get a handle on the exact mechanics in order to reduce the damage. normal seems pretty easy to stack and burn, but i assume heroic will be more painful.
i understand the fire DoT thingy that happens when you bleed off power from the fireball (i.e. stand under it), but some questions remain. let's assume the entire raid is stacked on the melee, who is standing at max range.
1) how many people will get the fire DoT and therefore reduce the damage from the fireball (assuming those two things are directly linked)? the whole raid? some fixed number of people that is less than the full raid? a variable number of people?
2) does the person targeted with the fireball also get a DoT?
3) what is the purpose in having the targeted person run behind the group? is it a) because there is some bad splash that happens from the fireball itself, or b) to ensure that the maximum damage bleed-off happens?
4) assuming b, how much bleed off will happen if the targeted person does NOT run out? we've done it both ways the the overall fireball explosion damage seemed about the same.
please don't guess or theorize; i'm trying to get solid answers.
thanks
I can tell you that the more people the ball hits before it gets to its target and explodes - The damage is reduced when exploding. If it hits nobody, it is 600k damage to everyone in the raid. I don't know EXACTLY how much it reduces the damage on impact per person, but going through about 5 or 6 people like in our raid last night, it is a VERY significant amount.
I've spent a fair bit of time combing through our logs.
1) The ideal number of people seems to be 4. This results in an unmitigated explosion of 146k per person. Soaking with more than 4 does not reduce the explosion below this number.
2) Yes. The targeted person does tick the orb and get a stack. The tank also always gets a stack. So you want 2 more people to get a stack to bring the damage down.
3) They don't need to be at the back. They just need 2 people in between them and the fireball.
4) They shouldn't need to run out. The detonation (in our logs) always occurred ~0.5s after the orb target took a tick from the orb. So they could be stacked on others, and the orb would be defused.
All that said, I'm really curious about the "all stack up and only 3 get dots" suggestion, because I don't see that in our logs. I see everyone in the stack getting the dot.
The formula for the orb reduction seems to be 1/N where N is the number of players. With a 600k baseline for 10 man, and the tank automatically counting as 1, you need at minimum 1 other to soak the orb, with 2-3 being ideal.
What my guild does is when the boss comes down, we stack and burn. We use hero / lust and rotate healing cooldowns. We use a druid, sham, priest.
I did it in Flex attempting a stack kill, and every single person got the fireball debuff when we all stacked up. I didn't notice anything like "only 3 people get the debuff" or something.
I think next raid we'll just try spreading out in a quarter circle behind the boss and running out if you get 3 stacks.
I don't know what to say, we did it again on wed. night and I'm sure it worked: I got the first stack on the first ball, no stacks on the following 2, and another 2 stacks when dps were already resetting theirs.
Can't tell if something changed because our dps and healing was much higher compared to the first week, and felt just easier than the first time...
My 10man guild got this down for the first time last night after a night of wiping. We use the 'stack behind and burn' method with people running out to drop their stacks. the change that got us a kill was using 2 healers instead of 3. We also increased the distance from the boss that the ranged stacked to max so they had more time to react to the orb.
We were wiping at 15-20% until we added an extra dps. Our team was 2 paly tanks, HPriest (me) and Pally healers, boomkin - feral - DK - 2 hunters - enh shammy as dps. I think the fact that we have a lot of other off healing in the team made 2 healing it possible as their wasn't any significant damage going out until P2.
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Thank you for this, it helped us get him down when we were struggling versus him this week (despite getting him down last week). The only thing we did different is simplify it: stand on triangle, move back a little if targeted, and when you get to 3 stacks, move right to diamond (rather than back to it) to drop stacks. The line mechanic is really specific so you don't have to move far away and then you can still be easily within healing range.
In visual form:
BOSS
STACK ............. DROPSTACKS
TARGET
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