Distance is a key factor. Make sure you are near maxed range to make sure his travel him is increased, and moving away from him prior to jump is definitely better than strafing.
This is our kill video PoV holy pally
http://www.youtube.com/watch?v=qvo4JuT-jkg
his movement is pretty spot on.
Also with regard to your warlock. Destro is one of the worst dps in game atm. check out raidbots.com just not quite raid viable when you compare to affliction, or demo. If he doesn't know that, then I feel like he may not be a good warlock, or at least not up to date. It would be like a rogue going sub, hunter going BM, mage going frost etc.
Last edited by frshovinstuf; 2011-09-10 at 03:14 AM.
Here is our attempts last night, pretty sad reading basics were we died on flame orb phase every single time there wasnt some random problem:
worldoflogs.com/reports/rlhgk2sv70533ab5
As you can see we're wiping between 5-5:30 constantly.
I am thinking 3 healers is pretty much the only solution now. Our dps was good enough. with 7 dpsers, having him around 45% on good attempts when wiping at the 5:30~ mark.
If that is what is considered "spot on" then I must be godlike... He fails like the majority of the times he is jumped, he jumps as if it would help, when it reality it hurts him.
---------- Post added 2011-09-13 at 11:04 AM ----------
Didn't check the log, but are you doing the following?
Tank + Melee handling one orb, one healer assigned to heal them?
2 ranged handling the other orb, one healer assigned to heal them?
Popping personal/tank cooldowns when taking orbs debuffs? The tank should pretty much be popping all his cds in a series here, as the dmg is the highest here. Remember the orbs will only last for 5 jumps.
3 healers is perfectly fine. The last time we 3-healed it (2 weeks ago), we killed him in 8:46 doing something like 4/7/4/7/.... Last week the 3rd healer was running late so we decided to try 2 healing it (h pally, resto druid) with zero scythes, going 0/7/0/7... and killed it in 7:39. Both strategies are perfectly viable. Honestly, from a healer perspective I preferred eating the scythes just to have something to do. There's practically no damage in that fight if you avoid them and it gets quite boring.
Our guild is trying H Domo tomorow night, wondering what scythe strat to use, thinking *3-7-0-7-0-7-0* etc what do you guys think? Also which tank would you recommend?
Raid comp(for this fight):
Tank
Pally(ret OS) OR DK(frost OS)
Heals
Druid/Disc/Paladin
DPS
Spriest/Arc mage/Frost DK/Feral Druid/Marks Hunter+Ret OR Frost DK
Yet to attempt this, 2/7 with Shan and Rhyo.
The range orb soaking is a real pain because of how RNG it can be, you might get all the jumps on the soakers, and you might get none,
we had the guys soaking stand on either side never on the same side of the orb, and when they switched who was soaking the other would move a good deal away, if they focus each other it is easier to see stacks while they dps - that is how we did it
The guild(10man) i'm in goes(starting with scorpion) 13/7/5/7/5/7/3/5/3.
For the first part, have your druid stand outside the group (thus 1 less of the 2/3 dps that stand outside) so they get the monsterous healing buff. After 6 or 9 cleaves, have your priest pop barrier. They should use power infusion and hymn to help your druid too.
Dont do more than 7 on cat phase as the jumps become so frequent that you'll struggle to stack again without the cat jumping right where you hope to stack.
With orbs, don't be too rigid with groups/order. It confuses people and stops people thinking. It's important for people not taking the orb to stay far far away to avoid leaps nearby. We have people try and not go above 6 stacks at very worse, attempting to swap at 3/4. Only the healers should figure out what positions they should stand, and shouldn't be completely terrified of taking an orb for a very short time.
Keep it calm and controlled, even towards the end. Resist the urge to nuke over following the spread/stack positions.
We do 3 heal this for comfort issues.
Hope this helps
Last edited by mmocdf76e21f54; 2011-09-14 at 09:35 AM. Reason: clarification
Why would you take scythes at all? You will get one orb phase anyway, and if you know how to survive this orb phase, it's not a problem to have a second one.
Why would they be out of range? Orbs target the nearest player. They don't care if the nearest player is 500000 yards away, just make sure no one is standing between them and the orb.
We killed it using a 0/6/0/6... strat until death. Interestingly enough we accidently managed to SKIP the orb phase completely when we attempted him. We had 5 melees + 1 Tank on the Cat, meaning that if one ranged came too close, he would transform into his Scorpion form. It somehow happened that he transformed from cat, to scorpion, to cat again in about 2 Seconds and we went from Seed phase to Seed phase w/o Orbs. Didn't happen in our kill though.
Last edited by reauxmont; 2011-09-14 at 11:35 AM.
4/7/0/7/0/7/0/7/0
when to you use hero in this strat pls?
Just before the first jump in first cat phase is when everyones bar should be full for the first time.
Your group setup looks pretty good, infact it's fairly similar to ours. We used a combat rogue instead of the ele shaman, and our lock (me!) went demo to cover the spellpower buff, besides that it's the same I think.
0/7 strat works fine, so you should stick with that to avoid confusion.
You're correct in thinking that he chooses who to leap on based on spec, so make sure your ranged are actually at range.
As for dodging leaps, I can't speak for your hunters, but the warlock should never really be getting hit. He should put his portal in the middle of the room, and if the boss leaps towards him he can instantly teleport away. As long as he moves back out to range after teleporting, he'll be fine. Whilst his portal is on cooldown he just needs to stay at max range and pre-move a little before each jump. This also helps with stacking because the warlock can just teleport straight into the middle.
It's also worth mentioning that destruction is a garbage spec. It has the lowest single target of all three warlock specs and doesn't really offer anything useful to make up for it, it's kindof like a mage playing as frost or fire for staghelm, there's just no point. Affliction/Demo are both good, although affliction is probably slightly stronger on this particular fight.
As for dps, you're probably on target if you can clean up getting hit by leaps. We usually hit the orb phase on around 50%, so depending on whether anything goes wrong or not we either kill it just before or during the second orb phase. It looks like you're going to get two orb phases at the moment, but with a little personal improvement from your dps you can probably improve on that. (Approx 40k each should be fine for killing it before the 2nd orb phase).
Last edited by avengingbt; 2011-09-14 at 12:52 PM.
Questions...i have watched vids so please bare with me here. I just havent seen this option though
The scythes if we do 0 of them option...when will we get seeds? is it a percentage or the x.th time we change him to scorpion form.
When he is scorpion form is it quicker now to run out to set him to cat form again? Is the cast time for scythe the same?
many thanks
You will gets seeds depending on which form you start in, and he uses orbs/seeds on every third transformation depending on the form he will shift intoo. So if you start the fight in scorpion form, he will go Seeds - Orbs - Seeds - Orbs. If you start out in cat form, he goes orbs - seeds - orbs - seeds
Seeds are the least troublesome, so you should start the fight in Scorpion form.
He uses his 'special abilities'(Orbs or Seeds) every 3rd shapeshift. If the 3rd shapeshift is from cat to scorpion, you get Seeds. If it's from scorpion to cat, you get Orbs.
Meaning if you're planning to start in scorpion, he will shift from human to scorp (1), from scorp to cat (2), from cat to scorp (3) -> Seeds. After that, he changes from scorp to cat (1), from cat to scorp (2) and from scorp to cat (3) -> Orbs. Repeat until death.
Thanks rocketbear