1. #1

    Problems with Rag 10 man normal

    My guild is currently working on normal Rag 10 man. We're having difficulties even getting close to killing him (50% has been our best attempt). I know we're having problems with people avoiding fire waves and killing their assigned add during the transition, but even if we don't take any damage from the wave and no adds hit the hammer we still have troubles.

    Our raid setup:

    Tanks:
    Prot Paladin
    Prot Warrior

    Healers:
    Two Resto Druids
    Holy Pally
    Holy / Disc Priest (Generally holy)

    DPS:
    Two Rogues, one Combat one Assassination
    Arcane Mage
    Balance Druid
    Affliction Warlock
    Ret Paladin
    Elemental Shaman
    We occasionally have a Destruction Warlock and a Marksman Hunter, but neither are reliable with work and college schedules

    We've switched around healing and the dps that come. Our assassination rogue and arcane mage have been in for every attempt, along with (I think) our ret paladin. They'll likely be in for most if not all of the progression on rag. The other two or three dps rotates depending on the night.

    Generally we start the fight with tanks on the right side and melee on the left, with the rest of the group spread loosely throughout the platform. Tanks are switching when our stacks drop off, which is usually between 2 and 4 stacks on the other tank. Our mage is detonating traps when one of our healers call it out, generally right after it spawns. We try to use aura mastery and divine guardian on as many of the trap detonations as possible.

    When we get to 70% and the transition happens, all of our dps and our two tanks are assigned to a specific add. Last night we ran with two healers so we had someone on every add, previous nights we used three healers so our holy paladin would be assigned to stun an add giving dps time to kill their add and switch to his. We frequently have problems with people not killing their add. The tanks' adds always die due to our long stuns, but our dps have issues killing theirs. Specifically our druid and arcane mage if the hammer falls next to their add. Our mage has started saving PoM for his add and didn't have an issue with it afterwards.

    After the adds die we once again spread loosely, but this time on the left side. Whichever tank had the boss before the transition picks him up again. When the fire seeds spawn we immediately switch sides and we stack in melee range on the tanks. If the platform in melee starts burning, we move slightly back so we're just outside of it. After aoe'ing the adds down we spread loosely on the right side and repeat, this time running left. We haven't made it out of this phase.

    Is there anything that we're doing wrong? Anything we could change to make the fight easier for us? We seem to be losing people when the seeds spawn or when they detonate. We use aura mastery and divine guardian again as the seeds detonate, but we can only get the first two. Our mage has suggested that everyone stack before the seeds spawn to allow us to aoe easier, but that seems as if it would increase the damage we take significantly.

    http://www.worldoflogs.com/reports/otihljy8vh8do032/

    Thats our WoL report for some of our attempts last night. I didn't record all of them because I didn't think to until after raid started and I thought we were calling it so turned off logging and forgot to turn it back on for a couple attempts when we decided to keep trying. Last night was our first time trying to two heal, because two of our healers couldn't make it and we didn't want to waste the raid night. Last night was also our best attempt but our resto druid doesn't want to continue two healing although our holy paladin does.
    Quote Originally Posted by shags
    you cant parry spells but you can dodge them ...

  2. #2
    2 healing is not necessary. your holy pally as well as your resto druids can help with stuns on the adds that are going to fast. A Boomkin should be more than able to handle his add by himself Starsurge typhoon then wrath/starfire whichever eclipse theyre in and boom dead add. Our guilds arcane mage needed an extra stun to get it down. For seeds there is a reliable pattern that once you realize is quite easy to deal with. The first set will come right after the first smash at which point you'll flip sides and stack up. we use the gold ring as our stack point. There will be the first engulfing flames at this point so be prepared to back up if needed. There will then be a smash followed by an engulfing. Right after the 2nd engulfing seeds will spawn and you swap again. As you are stacking you need to stack on the gold ring so the smash that comes while seeds are up wont hit anyone in the raid.
    Stacking is by far the best method to use especially since you have 2 holywraths for aoe stuns as well as a shockwave from your warrior if needed. Set up a chain stun order and all 3 will be up every time seeds get there. Save the AOE reduction cds for the actual explosions of the seeds. Also remember that the engulfing's come in threes meaning if your first is front 2nd is back the 3rd will be the middle. This should help you predict where and when you need to move back and forth.
    your rogue was using feint but from the times it was cast it doesnt seem that he had it up for every searing seed explosion. Its not a huge thing just would help for the healing.
    The healing core we found to work the best for us was Disc/holy pally/resto druid. We tried for a day or two with double resto/holy pally, double holy pally/resto, double holy pally/holy priest. We basically alternated a different cooldown for each seed explosion. First we would aura mastery. Second was Disc bubble. Third was divine guardian from our pally tank.

    Hopefully some of this will help you out. we had the same tank combo as you so hopefully with a combination of those things it should go more smoothly. My guild has a huge learning curve (think we have had 2 attempts in p3 second one was a kill) so it may not be the same thing for you but for us we suck a lot then boom it clicks and we go from wiping in p2 to clearing all 7 bosses on tuesday with 4 attempts on rag >.> hopefully its the same for you guys

  3. #3
    I'll be sure to make sure we're using cooldowns for the explosions. When you say that the seeds come out right after the first smash, should we be moving after the smash finishes or is there a few seconds in between? Hopefully it'll work that way for us too. We currently clear everything in about two and a half hours from the first trash pull to domo dying, but rag has just been a huge roadblock. And we were only two healing because thats all that we had online. We generally three heal, but had our best attempts with two.
    Quote Originally Posted by shags
    you cant parry spells but you can dodge them ...

  4. #4
    The first smash lands you see the waves go and about 2-3 seconds later seeds land on the raid. Same kinda timing with the engulfing and then it repeats. So if you start on the left side its left smash then seeds, right engulfing then seeds, left again smash then seeds. Its just kinda the timing for it.

    We literally cleared from first beth pull till rag down for the first time in 3 1/2 hours on tuesday.

    Good luck on the kill and happy raiding

  5. #5
    A few things:

    1) You're having trouble killing the adds, but you're putting the Arcane Mage and Boomkin on the ones close to the hammer? Why? Don't specifically asign targets, just have melee get the ones close to the hammer and ranged get the farther away ones.

    Currently what's happening is your Mage and Boomkin are struggling to get enough casts off before it runs straight into the hammer. Pointless. Tanks and melee on close ones, ranged on far ones, swap anytime your add hits 50% and help with others.

    2) There's no reason to spread out that far in phase 1 on 10man. Just spread out on the left, right or center makes it a lot easier on your healers.

    3) There's no real reason to go Left -> Center -> Right in phase 2. We just go Left -> Center -> Left. Make sure you're not running too far, the min damage taken from seeds is at 20 yards, which is nothing. The longer you move the longer your healers aren't healing and your DPS aren't DPSing.

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