1. #1

    Immerseus H10m Help

    http://www.worldoflogs.com/reports/rt-u8a0ezny2le61hhp/

    raid comp
    druid tank
    warrior tank

    dps:
    2 rogues
    1 hunter
    1 warlock
    1 mage

    healers:
    disc priest
    rdruid
    rshaman

    usually we are pretty good at figuring things out and getting it done. On top of that, usually I can tell what exactly is the problem,, but this one is confusing me.

    we got the first and second phase down....but then we always end up dying either right at the end of the second phase (when the blobs hit) or during the second first phase (healers low on mana and the phase just lasting to long and people dropping)

    what are we doing wrong. mechanically we are doing what we are supposed to be doing. I have an idea of somethings to implement to better improve positioning and dealing with adds that I have not tried yet but will on our next attempt....but any other tips would be super helpful.

  2. #2
    depends, how much healing you guys got in terms of HPS?

  3. #3
    Are you assigning DPS certain sections of the platform in phase 2? If so, they need to understand that those assignments WILL fail them quite often. DPS absolutely need to watch the boss when he goes down to see where the oozes are going to spawn -- if there are no/few black oozes heading to their spot, they need to move to a spot with more oozes. Nothing sucks as bad as having 6 oozes spawn in one wedge and only killing one or two of them, because it just so happened to be the tank's wedge.

    Same can kind of be said for healers, but they have to be a lot more careful because they're actually keeping the raid alive.

    Finally, are your tanks soaking the puddle in the middle when it grows? If not, you're probably having some of the oozes reach the boss earlier than they need to.
    Grand Crusader Belloc <-- 6608 Endless Tank Proving Grounds score! (
    Dragonslayer Kooqu

  4. #4
    Quote Originally Posted by morph757 View Post
    we got the first and second phase down....but then we always end up dying either right at the end of the second phase (when the blobs hit) or during the second first phase (healers low on mana and the phase just lasting to long and people dropping)
    Have your resto druid pop Tranquility just at the end of the first slime phase. Tranquility doesn't target the adds anyway (it can target them after they have been healed to full, but if you check logs you'll see Tranquility at 100% overhealing on non-player targets), so there isn't any better time to use it. Put Symbiosis on the shaman for Spiritwalker's Grace and the druid can channel Tranquility while running back into position. Another option is to put Symbiosis on the priest to get a second lifegrip, which is quite useful for dragging healy adds out to the edge to buy time. Either way, save big cooldowns for that transition. The phases after that have a more even mix of damage/healing adds and tend to have less stuff reaching the boss.

    If your healers are low on mana during the fight then they're not doing a good enough job of hugging fully healed adds. Standing near an add when it's been fully healed restores mana pretty quickly, so use that. It may not restore them to 100% mana, but close enough that it should be a non-issue. You can use lifegrip to buy extra mana time if you really have to, but keep in mind that dragging out the fight more than necessary can lead to enrage timer issues.
    Diplomacy is just war by other means.

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