1. #1

    Alysrazor 10 Heroic : Blazing talon initiates?

    Hey
    Our guild is now progressing Alysrazor 10 heroic, and we are having huge problems with the Blazing talon initiates. We have a warrior and frost DK on them, me as hunter on the meteor and shadow priest and mage flying. The problem is that our melee's can't kill the initiates fast enough. Second initiate spawns before the first can be killed, and thus is free casting Fieroblasts for quite some time before our melee's get to interrupt him..

    Is it a dps problem, or are we doing something wrong??

  2. #2
    Deleted
    You should definitely have some range helping out with killing those, as well as possibly assisting with interrupts, as I'm not sure that a frost DK / warrior can get each of their fieroblasts alone.

    Even if the second initiate spawns just as you're killing the first one there's travel time to account for before interrupting, so might want to have pala/shaman healer covering that when needed.

  3. #3
    Deleted
    You have your ranged on the meteors :S... One spawns like every 30s :S

    Tell your ranged to help nuke the initiates and when cataclysm is being cast move towards the middle to get in range of the meteors. Are they currently just sitting by the middle waiting for the meteor to spawn? lol

  4. #4
    Deleted
    Drop a healer so u have 4 dps on the Blazing talon initiates and only kill the first meteor unless u somehow manage to screw it up and let it goto the wall.

  5. #5
    Speaking of the Initiates, do they stay alive much longer than on normal? On normal, we have our melee flying and have a Aff lock and Arcane mage on one side, with a MM hunter and Spriest on the other. On normal we have virtually no problems with kicks due to counterspell/the felpup kick and silence shot.

    But if a cast or 2 gets off on heroic, is that a problem that would require melee (rogue and frost DK) to be on initiates while 2 ranged fly, or do they die quickly even on heroic? Our DPS is pretty solid, all 5 of our regulars (arcane mage is DPS # 6 who works as backup/6-7 DPS encounters) regularly rank top 200 for their spec on WoL.

  6. #6
    The reason you don't put melee on-top is that spellcasters like Fire mages, shadow priests, boomkins and Aff warlocks scales insanely well with haste because of dot ticks. A good mage can do upwards of 100K dps over the fight due to the buff.
    Along with that, yes, missing an interrupt on fieroblast can be lethal. Either use one person upstairs, 3 healers, and 2 persons on each side (one ranged one melee would be the ideal choise, so theres 2 rangeds to quickly blow up the meteor and then return to the initiate), or 2 healers with 2 people upstairs. 2 Healers is very doable, really - especially if you have a dps or tank warrior to help with the HP shout when the knockback happens.

  7. #7
    We managed to kill this recently and it's normal to have "leftovers" from phase to phase aslong as they are left on low HP.

    We have 1 rogue and 1 dk + ranged helping, and generally 1 ranged (hunter) taking the 2nd meteor of each phase.

    Despite being tanking and not being fully aware of what was going on with the Initiates im pretty sure we had some passing from 1 phase to the other.

  8. #8
    I am Murloc!
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    Quote Originally Posted by Dracodraco View Post
    A good mage can do upwards of 100K dps over the fight due to the buff.
    I thought it was due to spreading combustion on adds and inflating their dps.

  9. #9
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    First, add an extra DPS and have 2 people on each side. Second, the spawns get easier and easier over time, because they are fewer. It goes like this:
    - Pull/reignite
    - 2 sets of 2 adds each spawn: NE-SW, then NW-SE (this is the hardest wave, use cooldowns to burst them down in time, else it will be very hard)
    - in this mini-phase, ranged ignore first meteor because they need to help on the first add wave
    - Firestorm 1
    - 3 adds: E, then W, then SE (easier wave, can be easily handled without cooldowns)
    - Firestorm 2
    - 1 single add: NW (burn this one quick and then help on the hatchlings)
    - Tornado phase

  10. #10
    Quote Originally Posted by KaPe View Post
    I thought it was due to spreading combustion on adds and inflating their dps.
    Oh, it is. But that still doesn't mean they can do it without the buff. No other class but tanks can get anywhere near them :d.

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