Posts Tagged ‘Heroic’
Our (temporary) nemesis is finally down! Unexpectedly, having four melee dps on the boss actually helped us get him down faster, while the ranged dps were still enough to handle other adds.
The steering went like a breeze as well with hard turns being a lot easier than with only two melee and we got him consistenly to phase 2. It just took some timing with the heroism/time warp to start just before the phase change while all dps focuses on the boss at that point to get there with few enough damage increase in the end.
On to baleroc and beth!
Thodos, stop drooling on the boss and turn around!
See the forum posts:
Baleroc heroic:
http://ravencouncil.com/forum/viewtopic.php?f=25&t=3379&p=33299#p33299
Alysrazor heroic:
http://ravencouncil.com/forum/viewtopic.php?f=25&t=3378&p=33298#p33298
Prepare for baleroc for sunday and alysrazor for next week. We’ll also take a look at beth’tilac, but that’s probably still the hardest before ragnaros.
Vid:
Differences with normal mode are explained here:
http://www.icy-veins.com/lord-rhyolith-detailed-strategy#sec-8
It doesn’t look like we’ll have to change much as 1 tank 2 healers is recommended for heroic and we use that for normal already. Now we’ll need all the dps we can do, both on the adds as on the legs. The faster we get him to phase 2 the better, meaning we might even have to burn cooldowns at some point to just get him into phase 2.
We might have to assign 3 dps to the adds, who should also be ready to do damage to liquid adds and be ready to knock them back or slow them.
Vid:
It seems like an extreme healing fight with people even out of the group during scorpion phase to do as much damage as possible. I wonder whether we have the gear for this already (especially on our healers).
Basic differences are described here:
http://www.icy-veins.com/majordomo-staghelm-detailed-strategy#sec-6
After a well-deserved raid break, we took it upon us again to tackle our first heroic boss and we delivered straight away. Without relying on exploits we simply got him down slowly but certainly. Luckily by the time I died, the boss was already almost dead and we burned him down with only 1-2 more deaths.
A very well done job all! On to the next heroic kill!
We’ll focus on rhyolith and majordomo heroic next. Since we already killed rhyolith on normal, we’ll try majordomo on sunday/tuesday. So, read up on the changed tactics. I’ll try to update it here and in the forum the next few days.
Forgot to make a picture again! Oh well, we can make one next time.
Discussion thread:
http://ravencouncil.com/forum/viewtopic.php?f=25&t=3377
Vid here:
Basic difference is that rageface will also have to be trapped to get rid of a buff while having the raid move away while he’s trapped to make sure noone’s meleed again before it drops off. For riplimb it basically stays the same.
For the rest, the dogs won’t have to be killed at all and once the boss is down to 30% we can mostly nuke him down while still trapping the dogs all the time.
This boss is a pushover on heroic and should be easy enough to kill on the first raid.
Raevin’s notes:
———————————-
During feud melee is still on tank (so he requires a load of healing/tank CDs).
We need to manage break stacks to minimize breaks on tank during fued (tank should have none at start of feud).
Feud tank stands to the side and does not stack up so he doesnt take the other damage.
Tank will take 4 hits during feud, 5s appart and 1 double attack (he will take 1 break if he starts with none).
Tank needs to manage CD so the double attack doesnt kill him when he has one break.
Use DPS as break tank during non-feud phases.
Allows “normal” tanks to soak double stikes and start feuds with no breaks.
“Normal” tanks alternate who tanks during feud so they have no breaks.
Warriors with shield block (+shield wall) can max out their block.
After 1st feud, feud timer is random in heroic.
Discussion in the forum
Changes:
- every golem can have his abilities modified by nefarian (see overview below)
- everything is 50% faster (energy drops 50% faster, abilities are used just as often as in normal, but due to shorter phases, they follow eachother faster)
- damage is increased, especially on e.g. the one being targeted by acquiring target from magmatron (has to be spamhealed to survive)
Per golem:
Electron:
lightning conductor if modified by nef, turns into a shadow conductor after 5 seconds. Instead of avoiding this person, people have to hug on his position to minimize the damage he takes. You can see shadow pulses going out of him. If people are on top of him, he takes about 15k damage per 2 seconds or so, 5 times. If people are not on top, he dies. Careful of the arcanotron puddles that boost damage.
Toxitron:
Now and then, when a poison cloud is up, nef can warp into it and draw everyone into it. People have to run out and back to their positions fast.
Arcanotron:
The puddles he spawns that boost damage will, if modified by nef, grow larger and larger and then explode. People must go out of its range and a bit out of its graphic effect even to avoid damage. You can see when it happens when nef fires a shadow bolt at the puddle.
Magmatron:
When someone gets the acquiring target and it’s modified by nef, that person will be rooted to the ground so in that case, the raid will have to move away from him instead of vice versa.
Tactics:
Positioning is important in order to handle the adds swiftly, which is perhaps the main part of the difficulty. To handle this, all the ranged should stack up (but spread about 8 yds among themselves) on the left front side of the room. The toxitron tank moves him to the backside of the room near the statue. He should be there alone except when melee is predominant. Melee has to be extra careful though ofcourse.
Whenever a poison cloud spawns, it’s mostly on the ranged, so they then move to the right front of the room and continue killing adds that should come towards them. The other tank will also be close to there.
It should be me tanking toxitron, as I can slow them quite often, one by one as they spawn. Other slowing abilities should also be used, like boomkin shrooms, hunter traps, earthbind totems, etc.
For the rest, healers will have to be on the ball for acquiring target and the shadow conductors, as those people will be needing dedicated healing.
All in all, it doesn’t sound too hard once you get the positioning right and people are their usual sharp selves.
Discussion in the forum




