Just a brief update on the status of Nenrax and Raxnen.
Raxnen burned through a good chunk of rested xp and now comfortably sits at level 27. Made a bit of progress with herbs and alchemy, and also got the fish finder book and leveling up all the secondary skills to the next rank. I also got my hands on another BoA trinket, so he gets to level with two nice shinies along with the shoulders. I'd like to get the mace or a staff next. I think I'll get the mace, because it has mana regen and crappy shadow priest is oom always.
Nenrax also burned through most of the rested xp, sitting just a few xp shy of level 63. Minor progress on lock pick, but to date is at about 303 or so. I ran some pugs through Ramps and BF, got some new blues. Hopefully most of the classic zone gear will be replaced very soon.
Other alts. I still haven't completed decided what to do with Exxis. I think I may make him an herb/mining bot as a feeder for other alt crafters. Short term, the herbs and ore will help Nen and Rax level up and it will be easier to farm since he already has the epic ground mount. I think once Nen's JC is maxed, I'll drop mining and pick up Blacksmithing for him and once alchemy is maxed, I'll pick up inscription for Rax. The DK seems much more sensible to farm with comparatively speaking. This will take a long time to work on, so the key priorities are to get Nenrax to level 80 and well situated with JC first. Then I will switch him to blacksmith and Rax to Inscription and go on a mass farming exodus for both herbs and ore with Exxis. This would leave me without an engineer cept for "Charmie", but that is the least desirable of my profs at this time.
Reelacks has been a slow progress, but I did pick up the Wispcloak recipe and honored with SoH. He's definitely the down time toon for when the priest and rogue are resting and there's no Raiding to do with Xar.
Speaking of Xar, he's finally maxed at 450 with LW so any Ulduar recipe drops obtained can now be crafted. WooT!
Monday, May 11, 2009
Expansion, Consolidation, and General Craziness
Well a lot has happened in the state of our raiding and guild affairs over the past week or so.
In Bad Juju land, we've welcomed a new 80 to our mix and can finally add a hunter to the fray. We upgraded one of our warrior tanks to getting closer to Naxx 10. So the guild raiding capabilities continues to grow. Membership has also smidged a bit upwards as we added an alt of a long time friend to the mix, and also a new recruit is on the way via one of our main healers. Slow but steady we grow.
I chatted a bit last Friday with our guild leader, and he set things in motion with the Protectors of the guild ensuring and clarifying that they all are indeed officers of the guild. This is a good thing. I feel as a protector now more obligated to increase my role within the guild, rather than just the feeling of being a "senior" member so to speak. We've also been given the go ahead to recruit outside of our personal circle.
So here-in lies the dilemma we are facing. We're getting new Jujus, but we dont have quite enough. We raid very well alonside the members of Section 8. Section 8 is recruiting. There's been a whole smattering of discussion about reforming a new guild, or combining or whatever.
So what are the scenarios?
Bad Juju absorbs Section 8:
Given the more personal nature of our guild, this would be the easiest solution. The issue I see here is that S8 Guild leader is also recruiting and I don't think his fall from grace would settle well. I could see most of the rest of that guild fitting AOK with us, but this is a touchy realm
Section 8 absorbs Bad Juju:
This is not a very realistic solution. Bad Juju currently has 3 times as many individual members, and not to mention our personal relationships of which many would object to be absorbed. This scenario would translate into a true raid guild. S8 GL would not be the ideal person to lead a guild of this size.
S8 and Bad Juju raiders /gquit and form a new guild:
This could happen, but it would create a lot of hard feelings and sort of slap both GLs in the face. The only advantage of this would be the smoothest possible raid team.
Nothing:
This is probably what will happen. The raids will be co-op guilded until S8 fleshes out its ranks. Hopefully this doesnt cause any defectors from Bad Juju, and we can continue our good relationship with S8 members.
In Bad Juju land, we've welcomed a new 80 to our mix and can finally add a hunter to the fray. We upgraded one of our warrior tanks to getting closer to Naxx 10. So the guild raiding capabilities continues to grow. Membership has also smidged a bit upwards as we added an alt of a long time friend to the mix, and also a new recruit is on the way via one of our main healers. Slow but steady we grow.
I chatted a bit last Friday with our guild leader, and he set things in motion with the Protectors of the guild ensuring and clarifying that they all are indeed officers of the guild. This is a good thing. I feel as a protector now more obligated to increase my role within the guild, rather than just the feeling of being a "senior" member so to speak. We've also been given the go ahead to recruit outside of our personal circle.
So here-in lies the dilemma we are facing. We're getting new Jujus, but we dont have quite enough. We raid very well alonside the members of Section 8. Section 8 is recruiting. There's been a whole smattering of discussion about reforming a new guild, or combining or whatever.
So what are the scenarios?
Bad Juju absorbs Section 8:
Given the more personal nature of our guild, this would be the easiest solution. The issue I see here is that S8 Guild leader is also recruiting and I don't think his fall from grace would settle well. I could see most of the rest of that guild fitting AOK with us, but this is a touchy realm
Section 8 absorbs Bad Juju:
This is not a very realistic solution. Bad Juju currently has 3 times as many individual members, and not to mention our personal relationships of which many would object to be absorbed. This scenario would translate into a true raid guild. S8 GL would not be the ideal person to lead a guild of this size.
S8 and Bad Juju raiders /gquit and form a new guild:
This could happen, but it would create a lot of hard feelings and sort of slap both GLs in the face. The only advantage of this would be the smoothest possible raid team.
Nothing:
This is probably what will happen. The raids will be co-op guilded until S8 fleshes out its ranks. Hopefully this doesnt cause any defectors from Bad Juju, and we can continue our good relationship with S8 members.
Tuesday, May 5, 2009
Ulduar Update
So our collective little guild co-op finally downed a few bosses (besides the Flame Leviathan).
XT-002
Two shotted. Finally convinced the RL to tank the boss at the stairs. It took everything we had, but we nailed. Key highlights for me. Innervate the OOM'd mage who was CCng the repair bots, and battle rezzing the unfortuneate DK during the heart phase.
Razorscale
Two shotted. We followed a pretty standard strategy of group up all the adds and blaze them down. A few minor issues occurred on the kill. OT took threat from me on Razorscale and eventually died, but I somewhat growled him back. That fight is just some awesome to watch. I love being the center of attention. The breath weapon and speed at which the dragon moves vs. the giant dire bear is something pure rage. A truly breathtaking and visceral experience. MOAR!
Ignis
We initially tried to position him near the furnace to make the heals a bit easier. Yea didn't take to well to scorch. The second round of wipes we tried the internet strat guide method of kiting in a four point rotation. We did a little better, but again wipeage. Our third and more interesting attempt had me kite him to one of the water pools to minimize raid damage on debuff. Had a modicum of success but it has issues as well. The pull is tricky to get back in enough time to avoid the scorch. Probably can have the hunter do a misdirection pull to correct that. Also I was drowning quite a bit and that gave issues to the healers. Lastly, the silence affect really jacked up our healers.
Kologarn
We tried a few different methods. Both of us tanks fell off the edge and generally speaking we did "OK", but no kill. I think that's just a simple find the best solution scenario and nail it. The hard part for me is to figure if I can tank that in my gear to give some added oomph.
Comments:
Gear. Ulduar is really testing my gear. I'd say my gear is barely adequate to MT a lot of these fights. I've gone all out, respeccing my resto in to 2/2 IMOTW and 3/5 furor, quaffing down blackened dragonfish, with elixirs of expertise and elixirs of fortitude. Carrying 36k+ health is good, not great. I need to regem my helm with the 8agi/12stam helm.
I'm not some theorycrafter in an uber raid guild who's cleared naxx 30 times. I need more Naxx-25 runs to flesh out some key pieces. Thankfully we've got a run scheduled for this week, so hopefully a few choice pieces will come my way (here's looking at you hood of the exodus).
XT-002
Two shotted. Finally convinced the RL to tank the boss at the stairs. It took everything we had, but we nailed. Key highlights for me. Innervate the OOM'd mage who was CCng the repair bots, and battle rezzing the unfortuneate DK during the heart phase.
Razorscale
Two shotted. We followed a pretty standard strategy of group up all the adds and blaze them down. A few minor issues occurred on the kill. OT took threat from me on Razorscale and eventually died, but I somewhat growled him back. That fight is just some awesome to watch. I love being the center of attention. The breath weapon and speed at which the dragon moves vs. the giant dire bear is something pure rage. A truly breathtaking and visceral experience. MOAR!
Ignis
We initially tried to position him near the furnace to make the heals a bit easier. Yea didn't take to well to scorch. The second round of wipes we tried the internet strat guide method of kiting in a four point rotation. We did a little better, but again wipeage. Our third and more interesting attempt had me kite him to one of the water pools to minimize raid damage on debuff. Had a modicum of success but it has issues as well. The pull is tricky to get back in enough time to avoid the scorch. Probably can have the hunter do a misdirection pull to correct that. Also I was drowning quite a bit and that gave issues to the healers. Lastly, the silence affect really jacked up our healers.
Kologarn
We tried a few different methods. Both of us tanks fell off the edge and generally speaking we did "OK", but no kill. I think that's just a simple find the best solution scenario and nail it. The hard part for me is to figure if I can tank that in my gear to give some added oomph.
Comments:
Gear. Ulduar is really testing my gear. I'd say my gear is barely adequate to MT a lot of these fights. I've gone all out, respeccing my resto in to 2/2 IMOTW and 3/5 furor, quaffing down blackened dragonfish, with elixirs of expertise and elixirs of fortitude. Carrying 36k+ health is good, not great. I need to regem my helm with the 8agi/12stam helm.
I'm not some theorycrafter in an uber raid guild who's cleared naxx 30 times. I need more Naxx-25 runs to flesh out some key pieces. Thankfully we've got a run scheduled for this week, so hopefully a few choice pieces will come my way (here's looking at you hood of the exodus).
Friday, May 1, 2009
Why you think your toon is special, and I don't.
Everyone will always think their class is special or is the best or whatever else. That's fine for you. But I am going to tell you that the most valuable member of ANY raid is a feral druid. ESPECIALLY a feral cat.
1. We're the only class that selectively rez someone in the middle of a fight.
2. We're argueably the only class that can tank in their DPS gear or DPS in their Tank gear relatively effectively. We're the only class that will most be crit immune even in dps gear.
3. We can pop a raid-wide heal, a quick HoT, decurse and remove poison.
4. Our main buff gives great overall universally good upgrades (all base stats, armor, and resistance)
5. We heal you when you crit and you crit more often.
6. We give tanks threat for doing nothing but getting hit.
7. We have the best DoT ever. RIP!
8. We have speed (better than rogues) and stealth (almost as good as rogues).
9. We have CC that does DPS, and that can be selective cast or made to proc on hit.
10. With dual specs, we're the only class that can effectively tank, dps or heal.
11. We're immune to polymorphs (sheep this bitch), and shapeshifting can get us out of some snares.
12. We never have to train our weapon skills for melee.
13. Cat attack speed is never worse than one (unless debuffed). This means weapon dps is what matters, never speed.
14. We crit more than anyone.
15. We AOE as well as you, sometimes better.
16. We can neutralize stealth.
17. We can render you inert.
18. We can still use ranged spells in a pinch (burst, DoT, and AOE).
19. We have useful and frequent ways of lowering our threat.
20. We are druids. We do more than enough. Long live hybrids!
This is by no means saying 10 druids could succeed in a raid (or maybe they could?), but if you had to pick a melee dps toon between a DK, Rogue, Warrior, Enhancement Shaman, or Ret Pally who would you pick. I'll take the cat anyday.
1. We're the only class that selectively rez someone in the middle of a fight.
2. We're argueably the only class that can tank in their DPS gear or DPS in their Tank gear relatively effectively. We're the only class that will most be crit immune even in dps gear.
3. We can pop a raid-wide heal, a quick HoT, decurse and remove poison.
4. Our main buff gives great overall universally good upgrades (all base stats, armor, and resistance)
5. We heal you when you crit and you crit more often.
6. We give tanks threat for doing nothing but getting hit.
7. We have the best DoT ever. RIP!
8. We have speed (better than rogues) and stealth (almost as good as rogues).
9. We have CC that does DPS, and that can be selective cast or made to proc on hit.
10. With dual specs, we're the only class that can effectively tank, dps or heal.
11. We're immune to polymorphs (sheep this bitch), and shapeshifting can get us out of some snares.
12. We never have to train our weapon skills for melee.
13. Cat attack speed is never worse than one (unless debuffed). This means weapon dps is what matters, never speed.
14. We crit more than anyone.
15. We AOE as well as you, sometimes better.
16. We can neutralize stealth.
17. We can render you inert.
18. We can still use ranged spells in a pinch (burst, DoT, and AOE).
19. We have useful and frequent ways of lowering our threat.
20. We are druids. We do more than enough. Long live hybrids!
This is by no means saying 10 druids could succeed in a raid (or maybe they could?), but if you had to pick a melee dps toon between a DK, Rogue, Warrior, Enhancement Shaman, or Ret Pally who would you pick. I'll take the cat anyday.
Alt notes - Nenrax skills development update
Nenrax finished off his rested xp earlier this weekend, and will now enjoy a nice 10 day rest building up rested xp. He's about 2/3 of the way to level 61, with now most of Silithus cleared. I only did the breadcrumbs quests in Hellfire, and managed to snag a few flight paths en route to Shattrath, my new home.
Jewelcrafting - Up to 276. I have farmed enough thorium to make enough settings to carry me through to 300. I still have a few unused gems for the higher level recipes, so a few more circuits through Un'Goro and I should be set.
Mining - About 320 or so. I went off to Outlands, trained mining to Master to continue leveling on Thorium.
Cooking - Again, trained up in Outlands, and leveled off of the Sandworm meat obtained in Silithus. Still plenty of free points to level up from old world foods, so cooking will be a breeze in Outlands. Currently just over 300.
Fishing - Only leveled up another 5 points to 250. I think one night when not raiding, I'll just hang out in TB or Org and max it out. Catching for cooking is irrelevant at this point, as the skill-> misses in Azshara aren't worth it and I can't stay rested.
Gear - nothing new of consequence really. Outlands will take care of that in short order soon, although finishing off a few of these Silithus quests may yield a nice shiny or two to make Outlands a smidge easier.
Jewelcrafting - Up to 276. I have farmed enough thorium to make enough settings to carry me through to 300. I still have a few unused gems for the higher level recipes, so a few more circuits through Un'Goro and I should be set.
Mining - About 320 or so. I went off to Outlands, trained mining to Master to continue leveling on Thorium.
Cooking - Again, trained up in Outlands, and leveled off of the Sandworm meat obtained in Silithus. Still plenty of free points to level up from old world foods, so cooking will be a breeze in Outlands. Currently just over 300.
Fishing - Only leveled up another 5 points to 250. I think one night when not raiding, I'll just hang out in TB or Org and max it out. Catching for cooking is irrelevant at this point, as the skill-> misses in Azshara aren't worth it and I can't stay rested.
Gear - nothing new of consequence really. Outlands will take care of that in short order soon, although finishing off a few of these Silithus quests may yield a nice shiny or two to make Outlands a smidge easier.
Raiding Ups - Naxx for Noobs a Bad JuJu success story
After finishing up our failed Emalon attempt, we regrouped for a planned Naxx-10 run with as many members of Bad JuJu as we could muster up and fleshed out the rest with our "sister" guild compadres.
All in all, I am very proud of how everyone performed in the two completed quarters of Arachnid and Military. The wipes were minimal and usually just due to rushing through trash pulls. My breakdown of the performance
Arachnid -
Anubrakan (sp?) - One shot. Since our MT is overgeared, it was easy enough to "heal through" the debuff. Everyone performed admirably, especially our OT was new to the fights in picking up the adds. I raid healed the fight
Grand Widow - Two shot. Our MT did go down, probably due to all the poison abolishing I was doing and not being able to heal through the enrage (we did it the hard way lol). Second time was much better.
Maxenna - One shot. I healed again, flailing my mouse and keyboard to keep off the poison and raid heal. Definitely a good test for my newfound healing off-role. Offtank did well on the add pickups, and the hunter did well on the wraps.
Military -
Instructor Razzledazzle - I think one shot. First time to mind control tanks for our OT. He did very well. I dps'd this as we had picked up a third healer to replace a fury warrior from our guild. I topped DPS on this one with over 3k.
Gothik - Two shots. First attempt the light side got overwhelmed. Again the OT was here and was his first attempt. We reassigned groups, so I was now with the OT and could help him tank the adds on the 2nd attempt. Try two the dark side started to get a bit overwhelemed, but they perservered in time. The boss came down and went after me initially, but no big even in cat form to take a couple swings. In the end he went down.
Four horseman - Two shots. The first try we failed because I was trying the backside for the first time. I tried to go bear and was thinking the healadin was going to stick with him. I guess I misunderstood the strategy, so round two i switched back to resto and "heal tanked" while the front side group worked them down. This obviously worked out much better. The only issue we had was our shadow priest died twice (battle rezzed once) dying on the back side to the voids the one boss plops all over the floor.
All in all, with several players with little to no experience running these quarters of Naxx they did a very nice job. Several people from Bad JuJu got some nice little upgrades, as well as a nice new bow for our hunter friend from the sister guild. Yours truly, finally can say goodbye to his staff of trickery now that I have the shiny new Wraith Spear for my dps set.
It definitely made up for the Emalon wipes, and the mood and general attitude was much more relaxed without the usual raid leader in tow.
Kalon over at Think Tank recently posted his views on successful raiding (much more in depth than I have described), and I think he's hit the nail on the head and I can truly relate. This is not to say our usual Raid Leader is a bad player or bad strategist. I think he has some good ideas, and at times shows a willingness to listen to little ideas. However he can be a bit grating and TOO pushy, and sometimes he needs to be willing to take on some new fresh ideas. However he does get groups going and there's something to be said for that. Babysitting 9-24 pug raiders is NOT an easy chore. However I have to step up more in speaking out when I see things going wrong. As a player who is perfoming MANY of the roles within our group, I see a lot more perspectives and I have to speak up more. I have to also help lighten the mood when things are frustrating and maybe even keep the RL's tone a bit downed.
I see hope yet for better raids to come.
All in all, I am very proud of how everyone performed in the two completed quarters of Arachnid and Military. The wipes were minimal and usually just due to rushing through trash pulls. My breakdown of the performance
Arachnid -
Anubrakan (sp?) - One shot. Since our MT is overgeared, it was easy enough to "heal through" the debuff. Everyone performed admirably, especially our OT was new to the fights in picking up the adds. I raid healed the fight
Grand Widow - Two shot. Our MT did go down, probably due to all the poison abolishing I was doing and not being able to heal through the enrage (we did it the hard way lol). Second time was much better.
Maxenna - One shot. I healed again, flailing my mouse and keyboard to keep off the poison and raid heal. Definitely a good test for my newfound healing off-role. Offtank did well on the add pickups, and the hunter did well on the wraps.
Military -
Instructor Razzledazzle - I think one shot. First time to mind control tanks for our OT. He did very well. I dps'd this as we had picked up a third healer to replace a fury warrior from our guild. I topped DPS on this one with over 3k.
Gothik - Two shots. First attempt the light side got overwhelmed. Again the OT was here and was his first attempt. We reassigned groups, so I was now with the OT and could help him tank the adds on the 2nd attempt. Try two the dark side started to get a bit overwhelemed, but they perservered in time. The boss came down and went after me initially, but no big even in cat form to take a couple swings. In the end he went down.
Four horseman - Two shots. The first try we failed because I was trying the backside for the first time. I tried to go bear and was thinking the healadin was going to stick with him. I guess I misunderstood the strategy, so round two i switched back to resto and "heal tanked" while the front side group worked them down. This obviously worked out much better. The only issue we had was our shadow priest died twice (battle rezzed once) dying on the back side to the voids the one boss plops all over the floor.
All in all, with several players with little to no experience running these quarters of Naxx they did a very nice job. Several people from Bad JuJu got some nice little upgrades, as well as a nice new bow for our hunter friend from the sister guild. Yours truly, finally can say goodbye to his staff of trickery now that I have the shiny new Wraith Spear for my dps set.
It definitely made up for the Emalon wipes, and the mood and general attitude was much more relaxed without the usual raid leader in tow.
Kalon over at Think Tank recently posted his views on successful raiding (much more in depth than I have described), and I think he's hit the nail on the head and I can truly relate. This is not to say our usual Raid Leader is a bad player or bad strategist. I think he has some good ideas, and at times shows a willingness to listen to little ideas. However he can be a bit grating and TOO pushy, and sometimes he needs to be willing to take on some new fresh ideas. However he does get groups going and there's something to be said for that. Babysitting 9-24 pug raiders is NOT an easy chore. However I have to step up more in speaking out when I see things going wrong. As a player who is perfoming MANY of the roles within our group, I see a lot more perspectives and I have to speak up more. I have to also help lighten the mood when things are frustrating and maybe even keep the RL's tone a bit downed.
I see hope yet for better raids to come.
Raiding Downs - An Emalon adventure
Last evening we joined forces with a "sister" guild to take another crack at Emalon, the new boss in Vault of Archavon. Since our guilds are small we've been doing this on 10 man mode. This is probably our 4th attempt with about 5 of us of who have been in all of the attempts.
The raid leader has been instructing us to do as follows: (perspective of facing the boss at the at the stairs)
Off-tank leads off gathering up all the adds near the stairs on the front left side of the room.
Main Tank (always has been me since I have the most health/armor) is taunting the boss (since the OT starts off) and positioning him to the back right part of the room.
DPS - Melee is handling adds and dpsing them down a bit but not killing them
DPS - 1 "plate" dpser has been assigned to kite new adds to the OT.
DPS - Keybinding a mark to the overcharged add
DPS - Ranged on boss until overcharged add appears, then all dps on the add
Healers spread out appropriately to minimize chain lightning.
The closest we have gotten is having the boss down to 5% health left. That was our "best" effort and the results before and since then have not even come close.
We're all seeing the strategy as "not bad", but obviously it's not good enough. What do I see as the issues?
1. We're losing the dps race on the overcharged add
Correctable
2. We're cutting it dangerously close on the boss's enrage timer.
Correctable
3. There's too many little mistakes adding to wipe frustration
Correctable
4. We need the same 10 people to work together before we can mix and match people in to get all a chance to beat the boss
Maybe
How do I think we should correct the issues I've described.
1. The dps race on the add.
The keybind to mark the overcharged add idea is "OK". We could still use this as a visual clue.
The key idea is to have a macro assigned to target and kill the overcharged add that dps can spam based on boss mods warnings. This is something I have to research.
2. The boss enrage timer.
I've had feral faerie fire on the boss from the fight's start (growl off OT and then FFF and mangle to establish threat), and in our better attempts it was about to drop off (meaning we have 1 minute left to kill). The problem with the current strategy is twofold.
- The positioning is off. I propose we adopt a strategy as follows.
Same opening with OT gathering adds and MT taunt and position
MT positions to the back left corner of the "pentagon"
OT positions adds to the front left corner of the "pentagon"
Ranged dps and casters spread out on the right side of the "pentagon".
OT keeps adds busy, taunting any new ones that appear
ALL dps on boss until DBM warns of the overcharged add. DPS then needs to spam macro to target and blaze down the overcharged add. Melee dps needs to position themselves to avoid the boss's big blast and stay on the add. This last part is probably the trickiest and precise positioning will need to be worked out to keep melee dps safe.
3. Little mistakes
We've had some minor issues with the add finder plate dpser accidentally taunting the boss. No biggie, especially if we change to my suggested ideas.
Aggro. DPS and healers need to delay just a bit to let the tanks get their aggro. Again no biggie.
4. This is always a challenge having the same core make the initial attempt succesfully. I don't suspect it will happen, but we can hope. The other issue will be getting the raid leader to step aside on this one and try something new. I hope we can get this resolved.
The raid leader has been instructing us to do as follows: (perspective of facing the boss at the at the stairs)
Off-tank leads off gathering up all the adds near the stairs on the front left side of the room.
Main Tank (always has been me since I have the most health/armor) is taunting the boss (since the OT starts off) and positioning him to the back right part of the room.
DPS - Melee is handling adds and dpsing them down a bit but not killing them
DPS - 1 "plate" dpser has been assigned to kite new adds to the OT.
DPS - Keybinding a mark to the overcharged add
DPS - Ranged on boss until overcharged add appears, then all dps on the add
Healers spread out appropriately to minimize chain lightning.
The closest we have gotten is having the boss down to 5% health left. That was our "best" effort and the results before and since then have not even come close.
We're all seeing the strategy as "not bad", but obviously it's not good enough. What do I see as the issues?
1. We're losing the dps race on the overcharged add
Correctable
2. We're cutting it dangerously close on the boss's enrage timer.
Correctable
3. There's too many little mistakes adding to wipe frustration
Correctable
4. We need the same 10 people to work together before we can mix and match people in to get all a chance to beat the boss
Maybe
How do I think we should correct the issues I've described.
1. The dps race on the add.
The keybind to mark the overcharged add idea is "OK". We could still use this as a visual clue.
The key idea is to have a macro assigned to target and kill the overcharged add that dps can spam based on boss mods warnings. This is something I have to research.
2. The boss enrage timer.
I've had feral faerie fire on the boss from the fight's start (growl off OT and then FFF and mangle to establish threat), and in our better attempts it was about to drop off (meaning we have 1 minute left to kill). The problem with the current strategy is twofold.
- The positioning is off. I propose we adopt a strategy as follows.
Same opening with OT gathering adds and MT taunt and position
MT positions to the back left corner of the "pentagon"
OT positions adds to the front left corner of the "pentagon"
Ranged dps and casters spread out on the right side of the "pentagon".
OT keeps adds busy, taunting any new ones that appear
ALL dps on boss until DBM warns of the overcharged add. DPS then needs to spam macro to target and blaze down the overcharged add. Melee dps needs to position themselves to avoid the boss's big blast and stay on the add. This last part is probably the trickiest and precise positioning will need to be worked out to keep melee dps safe.
3. Little mistakes
We've had some minor issues with the add finder plate dpser accidentally taunting the boss. No biggie, especially if we change to my suggested ideas.
Aggro. DPS and healers need to delay just a bit to let the tanks get their aggro. Again no biggie.
4. This is always a challenge having the same core make the initial attempt succesfully. I don't suspect it will happen, but we can hope. The other issue will be getting the raid leader to step aside on this one and try something new. I hope we can get this resolved.
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