Downfall - "Droppin bombs since '04"

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Home › Groups › Perpetual Motion Squad

The Fellowship of The RNG: Wed Dec 17

Start Date: 
Wed, 12/17/2014 - 21:00 - Thu, 12/18/2014 - 00:00
16 individuals signed up
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Truesnipe
Starline
Puregenius
Plum
KeithC19
Aeolyn
Mehguy
Elektraqt
Auroan
Kalasin
saedo
Foresight
Feldield
Lusty
fleshpeeler
Groups:
  • Perpetual Motion Squad
saedo's picture

Heroic Twin Ogrons!  

saedo — Thu, 12/18/2014 - 01:33

Heroic Twin Ogrons!

 

saedo's picture

Heroic Butcher  

saedo — Thu, 12/18/2014 - 00:05

Heroic Butcher

 

saedo's picture

In preparation of possible

saedo — Wed, 12/17/2014 - 10:43

In preparation of possible Imperator Mar'gok, I'd like to mention the changes we'll be doing.   We made progress on Monday and nothing will change for P1-P2 (read here), with much more experience on P3 and how we as a group react to it, here is what we'll do.

Phase 3:  55-25%

We will make the tanks do all the work.  This will be the phase I ask all the melee to run to wherever the Aberration spawns and dogpile it.   Kill it ASAP.   BTW, we found out stuns do nothing, AOE will happen regardless, so don't bother wasting a GCD.  

The tanks, we will have one on the Aberration with the other running away with Mar'gok.  And I stress, DON'T TUNNEL and follow that one.   The melee sticks to wherever the Aberration spawns.   When the Mar'gok tank gets his debuff, the other tank will taunt it back to the melee pile.

The goal here is to maximize dps time on the Aberration.  There will be less running around involved, and likely, don't even need to change spots much.  It'll be back and forth the entire phase.

Again I stress, under no circumstances do you run to the boss.   Even if the Aberration dies fast and you melee have nothing to do, you will just stand there and rub one off.   The logic of this change is to take the tank debuff far away to explode on it's own, if you ever run towards Mar'gok, you get closer to that tank, you run into the range of that explosion, you will die and or drain healers of uneccessary mana.

Anyways, that's the major change, with mines do the same with range pile, hunters do the Arcane Wrath, etc.

Intermission

We'll just be picking up the Reaver a little sooner so people can open up on it right away.  Otherwise same as before, burn it down with everything you have, then a mage.   And a couple DPS still explode those adds throughout the phase.

Phase 4:  25-0%

The plan should be the same.  Spread out 4+ yards.   Don't step on mines.   Run Arcane Wrath to hunters if possible, run it out yourself if yardage gets low enough.   Avoid orbs.   Kill Aberration.   AoE little adds, these are stunnable to stop damage.  Kill boss.

Mehguy's picture

To caveat

Mehguy — Wed, 12/17/2014 - 14:08

P3: One thing I noticed on our attempts on Monday, it appeared he consistently spawn the abberation in the direction he is facing. So keep that in mind when he summons it/DBM notifies of it spawning. Whichever way the boss is facing at that time is likely the way he is going to spawn the add.  We may want the melee to "dogpile" it, but we still want to get it to the middle for positioning sake, depending where the tank runs the boss out for the debuff we dont want melee dogpiling it too close to where we are trying to run.  

Intermission: Reaver will be tanked IN THE MIDDLE-ish of the room, maybe closer to the door he comes out of between the 2 mages, but outside of their 25yd buff range so the melee has less running to do to get to the Warmage.  We will very likely be killing just one warmage and leaving one up.  This means you need to be VERY aware of if you are focused by them in P4, you will already be spread 4+ yards, but if you get that, you will need to be a little further from others.

P4:  Saedo hit it onthe head here.  we are all spread, so there is no real running to the sides to drop it  as there will likely be people to your left and right.  Run the debuff BACK.  We should ideally have Feld/Aeolyn evenly split so 1/2 the raid can get to one while the other 1/2 can get to the other hunter.  Remember also when this jumpst the first time, it will spawn a 2nd debuff, so there will always be 2 out at any given time.  Be calm about it, don't panic.  If there is no hunter near you, grab your closest person and the 2 of  you handle it until it is ~25 yards (50 if you have enough room), then whoever has it just run farther back and drop it.  Rememer also that this is one that we DO NOT have to leap-frog out, there is unlimited running range on this one.  So if you get it and you are in the middle, just take a few steps to the closest person to you (ideally behind you), the 2 of you just stand there dps-ing your heart out until it hits that yardage point, then run out.  Be aware, be calm and DON'T BLOW UP FUCKING MINES!

Late, but its Everstar's fault, like always

KeithC19 — Tue, 12/16/2014 - 09:01

I am going to see the HOBBIT at 10:00pm EST, ( it is 144 minutes long [with a 25 minute straight battle scene LETS GO]) so I should be back between 12:30-12:55.  Sorry for the lateness but I mean come on, its the last Hobbit. I am pot committed to this series. I have to go. I will not share my milk duds so do not ask.

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