Downfall - "Droppin bombs since '04"

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Home › Groups › Perpetual Motion Squad

The Fellowship of The RNG: Mon Dec 15

Start Date: 
Mon, 12/15/2014 - 21:00 - Tue, 12/16/2014 - 00:00
17 individuals signed up
Starline
Truesnipe
saedo
Ghli
Mehguy
KeithC19
Elapsed
Dragon
Elektraqt
Odor
Shebanoob
Foresight
Lusty
Craeg
Feldield
Barfolomeu
Plum
Groups:
  • Perpetual Motion Squad
saedo's picture

A quick summary for

saedo — Mon, 12/15/2014 - 13:02

A quick summary for tonight:

Phase 1: 100-85%

  • Stick with your groups, don't go chasing waterfalls
  • Don't step on a mine
  • Be aware of where the hunters duo are, move Arcane Wrath towards them as best you can
  • Run into nova
  • Keep mumble clear for need to know information

Intermission

  • Mana up

Phase 2:  85-55%

  • Novas knockback, run into it
  • Adds knockback on death
  • Mines grow, don't get knocked into them
  • Arcane Wrath limits you to 10 yards of movement, get to edge of circle

Intermission

  • Interrupt rotation on mages
  • Assigned DPS for controlled killing of exploding adds
  • DPS CDs helpful for faster burn

Phase 3:  55-25%

  • Boss tanked in corners
  • Melee follow boss as taunted
  • Nova comes in 3s, run into them faster / use CDs
  • Adds have more HP
  • Arcane Wrath similar to P1, just try to get it to hunters

Intermission

  • Reaver appears, burn hero burn him
  • Then Mages, interrupt too
  • Again controlled killing of exploding adds throughout phase

Phase 4:  25-0%

  • Spread out 4+ yards
  • Nova makes you explode with damage, melee use CDs, healers prep for big damage among them
  • Mines multiply, space will be limited
  • Avoid orbs
  • Arcane Wrath, get it to hunters if you can, or run out yourself if there's not many yards left.

I will be there, at least as long as i can

Odor — Sun, 12/14/2014 - 17:49

I will be there, at least as long as i can, I know i can't stay all raid time, but would like to come for a while anyway

 

Dragon's picture

I will be here, may be up to

Dragon — Sat, 12/13/2014 - 15:52

I will be here, may be up to 30 minutes late due to closing at work.

saedo's picture

Needs more reads.  Only 5

saedo — Fri, 12/12/2014 - 18:13

Needs more reads.  Only 5 members of F-RNG has looked at this page since the comments.

Mehguy's picture

Imp Mar'gok comments

Mehguy — Thu, 12/11/2014 - 22:00

I pretty much agree with Shaedo on all his observations and points, as the raid officers discussed them after raid last night.  My comments to his observations....

P1: Thank you for mentioning to not chase the add.  Please also do not chase the boss.  Kaluu and I were doing much better with not moving the boss towards the end, but he still gets a little finicky with his hitbox and his positioning if i try to spin him around or move so I don't get knocked into the mines either by the exploding abberation in P2.  But if we screw up a taunt, DONT chase the boss, we will get him back to the middle soon enough. and if he targets one of the melee with the arcane wrath while you are chasing him, that makes it all that much harder for the hunters to have to deal with.  As for the add, please do NOT stunlock it until it gets under the boss, there have been several times where ive tried to taunt it or grab it from further out so ranged can get on it too, but its been getting stunlocked out of their range.  I'm guilty of it too, so its something that we all need to work on.  Once it gets underneat the boss, then stun to your hearts content.

1st transition - yes, at this point if everything is handled correctly, there should be essentially VERY little healing needed, ideally healers should stop casting and just let some mana come up and with our 2 druids, I would HOPE that their HoTs would top the raid up through this since there are no adds up (unless we got an abberation spawn at the last sec)

P2: As we noticed... mines are our bane right now.  That and not properly handling the switching of the arcane wrath.  Please watch some vids, and look at Saedo's pic to see that ring that we were talking about last night that shows the 10yard limit you can move.  It's easily the hardest part of this phase, so we just need to get calm pratice on it, and everybody make whatever notification changes on your DBM or weakaura to make it easier for you to handle.  I know I turned off a shitload of warnings that was making me react to things at the wrong time and it made my life a bit easier.

2nd transition:  Agree with assigning dps, someone with good single target, but something that can splash to help bring the extra adds down slowly as well while one is the primary.  As for the interrupts, 4 might not be enough, but it can help.  We just have to remember that they SPAM cast this, even if you interrupt, they wont get spell locked so they will just recast over and over.  The cast is 2 secs, so dont interrupt the millisecond they start to cast, let it get close to finishing the cast to intterupt to give it that little bit of extra time.  If we are going to completely ignore and force the healers to heal through it... we better make sure that we handle ALL the mechanics perfectly prior.  I would suggest that if we have the ranged going to do a rotation on interrupting the other warmage, that they put it on focus, then have a macro pre-set up to interrupt it.  But mostly I think keeping one locked down completely while killing it and letting the other cast freely might be better off.  That way instead of having too many ranged trying to interrupt the opposite mage, we can just slide 1 or 2 more into the interrupt rotation of the focused target to make sure no casts get off from it.   Agree on the personal DPS CDs for this phase... those mages NEED to die faster, ifwe have some little adds still up when the boss comes up thats fine.. but we CANNOT have warmages up when he is done with his transition.

P3: Like with Saedo's suggestion.  We will switch this and tank him in the "corners"  with the ranged following along the inner circle of the room.  So in essence ranged and melee switch places for this phase.  When we get the debuff, the OT will taunt, move the boss and melee will be right behind.  You can see example of this (and P3 handling) by our 'lovely' british bastards in the vid below who think everyone is shit if you dont do it right.  Healers MAY need to use CDs on the Nova here since there are 3 of them, especially if one of the abberations is up and just pulsing dmg when the nova is going out.  Remember to RUN THROUGH the nova to help avoid some of the damage.

Start the vid at 10:55 to see beginning of P3

 

3rd transition: with the Gorian Reaver, he should be first, with the tank debuff from him going out and holding all the anomaly adds that spawn, in addition to kick to the face that will kick us tanks all over the room, he should be priority.  Heroism will be used here and nuke him down and burn the warmages HARD.  Like I made mention, I have seen some people leave one warmage up and just deal with the damage, and based on what I saw last night from our dmg on the warmages in the 2nd intermission... we will likely have to go that route or were gonna fall too far behind.

P4: This is where we will lightly spread due to the AoE that you will put out when hit by Nova, its not a large radius, but will force spreading none-the-less.  Tank debuff, we will need to get far away from raid, against a wall so at least 1/2 the orbs dont affect us.  They fly straight out from us, so if you see us run away from boss, expect orbs from the direction we are running to.   As for the arcane wrath, with all the spreading, its unlikely we will be able to utilize our 2 designated hunters, but we can still somewhat try.  When the 2nd one spawns, it might be best to just have that person and the next closest, deal with it together, just stand together, let it jump back and forth between the 2 of you, then when it hits 25 yards remaining, whoever has it just run straight back, let it fall off and get back in.

 

saedo's picture

Imperator Mar'gok

saedo — Thu, 12/11/2014 - 18:20

Ok guys, based on some research, what we have, what we did, here's my thoughts on the entire matter:

PHASE1:  100-85%

Nothing much should change, we've been doing it largely correctly.  Just have to handle the mechanics we see correctly.  Don't step on mines.  Pass Arcane Wrath to the hunter duo.

One thing of note for the melee, DO NOT EVER CHASE AN ADD.  I was guilty of this too, gotta fight those instincts.  If an add is moving away, the most likely cause is the tank that's tanking it got the debuff and is exploding in your face.  

To that end, for slightly better dps time for melee, I think we should not run out to adds ever.   On the boss' ass the entire time, wait for the add to come to us, then switch.   This provides zero dps downtime from the run.  Zero chance of mines spawning in slightly out of melee range.   And would be easier for melee and hunters to find each other if we're not gonna be running around all over the place.

INTERMISSION:

Nothing much goes on here, try to mana up or something.

PHASE2: 85-55%

Again we're doing it correctly for the most part, just have to clean up the mechanics handling.  Don't hit a mine, and find the hunters properly.   Melee do add dps in the same style as above.

However, the Arcane Wrath is this phase only lets you move 10 yards from where you were, should you move more, you get teleported back.   Your goal here should be to get to the edge of the circle which only you can see towards the direction of the hunters.   If you do that, you've done your job.   It will be up to the hunters to get to you in time, circumstances permitting.  If it doesn't hop on them the first time, don't panic, don't despair, let the next guy try.

With that, is the DBM warning enough for people to notice and move quickly?   I only noticed a say chat, and the quick raid warning.   For more noticable warnings, I shall show you what WeakAuras can do for you with this screengrab.

The weakaura could be moved and resized to your content, the default I had was a smaller icon in a lower place of the screen.  I chose bigger and higher for my noticabilty factor.

TRANSITION1:

I think we've been doing this all wrong.  Well, not wrong, but not fitting with our raid.  

First off, 2 dps should be assigned to the small expoding adds.   That should be enough to stagger their explosions and make sure they're all dead by the time intermission is over.   So no more waiting til the end and popping all CDs and hope to survive them inevitably blowing up all at once.  Of course, those 2 dps should be wary of the raid and not blow any up should there be anyone at critically low HP.

Second, Fixate and Melee, we're ignoring them, force them healers to heal through it.  In exchange, we start interrupting the Mages.  Interrupt rotations, we'll just go Brackenspore style, Dragon, Auroan, Me, Calm, repeat.

Optional, could set up a ranged interrupt rotation to handle the other Mage.  That is, dps focus on ours still, but interrupt the other when you get the chance.   Though this might create more mumble chatter to confuse us.

Optional, if possible, save some DPS CDs for this phase.   These transitions can actually be the most intensive phases if we learn to handle how to avoid damage in the previous phases.

PHASE3: 55-25%

Due to having less experience on I don't have a more detailed plan that fits our raid yet.

I think Mehguy was going with tanking center and move away when debuff hits?

Some raids suggest tanking in one corner, then range taunt to other corner when debuff hits.

The rest is similar, kill adds, have more HP now, mines don't grow, but will last 2 mins.  The Nova hits 3 times now, Stampeding Roar can help.

TRANSITION2:

Just like the first transition, 2 dps on exploding adds.  There will also be a new add, the Reaver to tank and not face the raid with.

There's been a split on which the raids kill first, a Reaver or a Mage.  Since we're gonna interrupt, I'm thinking Mage.   Then kill Reaver.   Next might be killing 2nd Mage, or just don't bother if boss is up and go for final burn.

Or, if tanks are getting crushed, then we do need to burn Reaver first.  Then we would like a ranged interrupt group for the mage(s) while we burn down Reaver.

Some raids opt'd to blow Heroism this phase, get all the adds down ASAP and then settle in for the final phase.

PHASE4: 25-0%

Again similar, but different.  The adds when killed spawn 7 small adds, they can be just cleaved down.  Tank debuff now shoots balls around, avoid.  

For Nova, melee are fucked, soak it, use CD.  For ranged, if you spread 4 yards apart, that'll be swell, cause you explode damage when it hits you.  Stampeding Roar again helps.

Mines, will spread all over the place, as one despawns (or is hit), 2 more takes its place.

Arcane Wrath, on the first jump only, spreads to 2 people.  But the same, give to hunters get it out of raid.

FIN

 

That's all I got for now.  Any thoughts?  Suggestions?  Changes?

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