I know hunters with turtle and rogues with cloak can clear spores. What other classes have spells that can clear spores?
To clarify the suicide strat, we should suicide every Call of Night in p3?
Thanks all.
I know hunters with turtle and rogues with cloak can clear spores. What other classes have spells that can clear spores?
To clarify the suicide strat, we should suicide every Call of Night in p3?
Thanks all.
dks with ams
My guild runs with 2 rogues (im one of them) and generally the RL doesn't call for Cloak nearly enough as he should - he always calls for the first rogues, then when he asks for another soak, chances are the first cloak is off CD again, so i think if u have 2 rogues and rotate their cloaks it should be enough for spores.
As for Call of night - we suicide every one, maybe not the `best` but it works, last phase is a joke if you don't mess up the dispelling.
After looking at some other guilds' kill logs, it seems that Call of Night in P3 comes out every 35 seconds. If we don't suicide every Call there is a chance that it goes on the call buddy and instantly wipe us.
We have 6 ranged dps + 4 heals; out of 10 people, two already have call, two are call buddies, so there is a 26.8% chance that the next call will go on the buddies and wipe us.
lol...suicide strat is the way to go.
Last edited by Kirbypro; 2017-04-18 at 06:01 PM.
Suiciding is much easier - assuming you have enough dps, of course. Four people avoiding collapses every few seconds, for almost a minute - most specs will barely do anything during that time. It's possible, sure, but way more hassle that just killing them and using a combat res.
If you don't have a res available for phase three it probably means that someone has failed to dodge Collapse earlier. If they failed already in the 'easy' phases, they'll probably do it again during the 'hard' part.
On progress we suicided 1(Ankh totem him up or CR if no ankhs left) and had the 2nd tank run with the other one since he's pretty much useless at this point. On the 2nd wave we did the same thing, but a DPS (hunter or mage) runs with the one you're not suiciding until the 2nd tank can take over again. Third one was the same as the first one, the tank should be able to get it asap. After that we sacced them all. If you have the DPS now though it's possible to just do it twice and sacc the rest.
Last edited by Kapaya; 2017-04-19 at 09:40 AM.
My guild just killed him a few days ago. We 2 tanked with 1 tank tanking all 3 bosses. The OT would taunt to drop recursive strikes and then he would go collect spores. Regarding suicide we ended up suiciding 1 person for first call of night. Once the second wave went out, the first guy with call of night just ran out and started pulsing while we used Tranq to remove the damage. We suicided all groups following.
Don't lose cb resses in p1 and p2.
Sacrifice people in p3 UNLESS someone with improved range (mm hunter, bala druid) got it, have a likewise partner and both of them know what to do, otherwise it's not worth it.
If you have trouble with clearing spores hunter can consider going with leg bracers (turtle every ~ 2 minutes instead of 3).
Classes with nice selfhealing can easily take 1 spore, even 2 without stressing your healers much.
To add to that last point if you run with ele/enhance shaman have you can have people grab spores and then have the shaman pop AG and it will keep the rest of the raid up as long as they only grab one. We did this during times when the orbs would come up and I would rip off CLs after hitting AG and almost soloheal the raid for 5-7 seconds through spore ticks.
You want to suicide everyone with the debuff in P3. For spores, ret paladins are also very good at spore clearing as they can horse around and pick up 5 or so before their bubble will even proc, then once it has proc'd they still have another 6 seconds or so to pick up the rest of the spores.
We suicide all the collapse of night. otherwise you need another player to babysit them or take crazy raid damage.
they have to be fast and prepared to find spores, otherwise the call of night aspect does a pretty fast ticking damage as it does in the other phases.
have battle rezes up or rez totem.
its 7.2, you should have the damage now even with a few dead.
clearing spores, we were luckily enough to have 3 rogues, that was plenty with their cloak as they took no damage.
paladin with bubble can do one rotation, DH with meta could take one as well.
It works fine, people are just not looking at it the right way. You can ask the other ranged to be ready to get into position to help the first soakers and the second soakers will kill themselves anyway so you get aoe pulsing for maybe 3-4 seconds which can be countered by a tranq. There is no other raid damage going on during the phase, all the damage is on your tank. It's probably cleaner to spend all your time trying to do p1 and p2 with absolutely no crs used but if your guild is even less progressed then mine I guarentee you that 95% of your wipes will be because you need to reset after using CRs and you can cut down the amount of pulls used drastically if you just go without CRs.
If you want to sacrifice everyone then fine, but the boss takes so long to progress if you just endlessly call wipes because of CRs.
People are telling you to go without losing CRs - for a typical world 1500-2000 guild trying to do this alone could cost you 50 more wipes then you need. Go without CRs and just adapt in last phase if the wrong person gets call.