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  1. #41
    For some reason I was reading that as the fire in phase 2, and not helfire in phase 1. Makes sense, thanks!

  2. #42
    So how many pulls does it take to kill boss / see phase 3 etc.

    100 wipes in we properly got to p2 like 5 times. Using the bl on pull strat and praying that we make it before add spawns...

  3. #43
    "How many pulls does it take" is incredibly subjective. I could argue that this is a 50-75 pull boss given current gear/traits (if your players are good), but the players that could start fresh on this boss and kill it that quickly have already done so.

    Realistically, this boss shouldn't take more than 150 pulls with current gear/traits. Going past 200 and you have some basic problems with strategy/composition/players.

    100 pulls and not consistently getting out of p1 is pretty bad. I would argue that 90% of p1 and p2 come down to properly dpsing the eyes with the remaining 10% on tanks not dieing to scythe and healers actually healing eye players.

  4. #44
    Quote Originally Posted by Nephcyte View Post
    So how many pulls does it take to kill boss / see phase 3 etc.

    100 wipes in we properly got to p2 like 5 times. Using the bl on pull strat and praying that we make it before add spawns...
    first time we saw p3 was maybe ~75 pulls in. we killed boss in 107 pulls. we lusted in p2.

  5. #45
    For phase 3 we're looking like we might only be running 1 warlock 1 demon hunter for CC on the adds. What other forms of CC are reliable? We should anticipate 3-4 adds correct?

  6. #46
    Quote Originally Posted by Chewtoy View Post
    For phase 3 we're looking like we might only be running 1 warlock 1 demon hunter for CC on the adds. What other forms of CC are reliable? We should anticipate 3-4 adds correct?
    Third add towards the end if things go right, fourth if they go wrong. Fifth means you're wiping to gaze of the titan any second either way.

    It also depends what you think of as "reliable". Hunter traps WORK and can be refreshed before they run out (banish can't, but banish can't be broken, either). If you just want a targetted CC that doesn't have to hit something that might be moving, DH/Monk/Warlock are your best bet. Paladins with turn evil, maybe?

    That being said, if you have hunters etc, I'd just have the DH insta-CC the first 3 adds, have whomever is actually gonna CC it do theirs, and you're good to go (with DH permanently cc'ing fourth). It's an instant target CC, so unless someone breaks, it should be good.

  7. #47
    I am Murloc!
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    Rogue blind, paladin repent and monk paralysis.

    If you have a hunter they are pretty good at throwing a trap down right where the add spawns so people can then CC it properly (they always spawn in fixed positions). We didn't have that luxury on our kill, but you can throw a frost trap down, and your assigned CC can just hard CC it when coming out of the second visions.

    We had our rogues do #3 and #4, with our warlock doing #1 and DH doing #2. Blind lasts a minute and the boss shouldn't last beyond a minute when the third add spawns anyway. Boss feel over right as the fourth add was spawning for us, this week he barely got the third add out. Plan for four I guess.

  8. #48
    I think you want to assign all but the warlock and keep the banish for if something fucks up as banish doesn't break. if something gets messed up and one add runs in, it's just convenient to have a banish for that.

  9. #49
    Do nightorbs always spawn in the same spot or are they otherwise predictable?

  10. #50
    Quote Originally Posted by Nitros14 View Post
    Do nightorbs always spawn in the same spot or are they otherwise predictable?
    Yeah they always spawn in the same spot so it's pretty easy to kill the adds near the orbs used for each time stop and place your ranged accordingly.

    The adds also spawn in the same spot every time.

  11. #51
    Is there any way to stop the add from casting seeds or getting less casts? We seem to get a decent amount, or people are just standing in them. We had about 60 mil damage from seeds in 152 seconds.

  12. #52
    If you interrupt the first cast of seeds (usually done by DK grip) the add doesn't cast anymore seeds.

  13. #53
    Quote Originally Posted by Chewtoy View Post
    Is there any way to stop the add from casting seeds or getting less casts? We seem to get a decent amount, or people are just standing in them. We had about 60 mil damage from seeds in 152 seconds.
    Honestly, just tell your ranged to stop being bad. They were somewhat tricky to dodge when you had to move before they were cast but now unless you are melee hugging the add you shouldn't really get hit.

  14. #54
    Huh? They don't only spawn in melee

  15. #55
    They're a projectile with travel time, the further from the boys the longer it takes for it to hit. It's not much longer but it's noticable if you watch specifically for it.

  16. #56
    So we had our first night on Gul'dan and to no one's great surprise our dps is bad, and we have nine ranged which isn't helping anything (no alts, casual guild farming AP for one character is quite enough).

    We kept getting to ~55-60% and the bonds right after the Fel Lord spawns (that happen in the middle of liquid hellfire) were consistently wiping us. Best way to use scattering field to deal with that? We were trying to use it to break the ranged that ended up a million yards from the boss.
    Last edited by Nitros14; 2017-05-12 at 05:39 AM.

  17. #57
    Your ranged should not land a million yards from the boss. Your ranged should bait the first out, bait the second one "in-line" just behind the melee clump for bonds and the third back out. And yes, you should be using a scattering field for this bond set.

  18. #58
    Quote Originally Posted by Nitros14 View Post
    So we had our first night on Gul'dan and to no one's great surprise our dps is bad, and we have nine ranged which isn't helping anything (no alts, casual guild farming AP for one character is quite enough).

    We kept getting to ~55-60% and the bonds right after the Fel Lord spawns (that happen in the middle of liquid hellfire) were consistently wiping us. Best way to use scattering field to deal with that? We were trying to use it to break the ranged that ended up a million yards from the boss.
    You have nine ranged, is one of those ranged a warlock? We baited the first one, used a warlock gateway to get to the melee for bonds, just after the bonds went out ranged moved one direction and melee moved another, and then the third one was baited out.

    Scatter field is best used for bonds, although I have seen it used on the raid as the second hellfire goes out as well. Depends on how many you have used already.


    You state that its your first night, how many attempts did you get? Were you using vantus runes? As people get more accustomed to the fight damage rotations will smooth out as people aren't second-guessing where they should be moving. Hopefully next week you won't even hit this mechanic

  19. #59
    No vantus runes we used them on Elisande, we got half a night so 15 pulls. We have a single warlock yeah. I guess we can just blow a raid cooldown and land it near melee to keep bonds together? Assumed it would be bad.
    Last edited by Nitros14; 2017-05-12 at 08:12 AM.

  20. #60
    The 2nd hellfire lands after bonds goes out. You should be nowhere close to its position once it lands.

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