Remember they made a change to it a few weeks ago. The smash no
longer deals 2x damage to the 2 closest people to him, its now 2x to
his target/tank and the closest person to the target/tank.
And I watched a few vids on it to get a base timeline for the stomp/crystal rotation.
Based on our first attempts a while ago, there will/should only be
one cyrstal for the inital spawn because it gets cast right at the
splitting point. Depending where it lands will determine which group
will deal with it.
After that first "phase" the order should go like this until death.
Key thing to note is that once the crystal spawns we need to "start"
working on getting close to it, but DONT run to it or else the Stomp
right after the crystal spawn wont hit all 5 people and really hurt.
THEN (as Barf had mentioned) once the Stomp goes off, immediately
collapse on the crystal to shrink it for less dmg on the explosion.
Whenever we get to Yor'sahj we will get 4 slimes, and can still only kill one. That is the heroic version. Looking at a few 10-man groups, it seems this is the 2nd easiest to go for next because Hagara's dmg output is pretty crazy.
So from TotalBiscuits video, there "should" only be 6 different combinations based on what they had seen on their kills/attempts. Recommend 2 heals, 1 tank, 7 dps to meet enrage timer starting out (pre-nerf)
Combos and preferred slime killed
- Purple Red Yellow Black - Kill Purple, Stack directly under boss, Tank chain CDs, aoe heal/dps (2 sets adds)
- Green Red Yellow Black - (Same as above) Kill Green, Stack directly under boss, Tank chain CDs, aoe heal/dps (2 sets adds)
- Yellow Blue Purple Green - Kill Yellow, spread and spot heal
- Green Red Blue Black - Kill Green, stack under Mana Void
- Yellow Blue Purple Black - Kill Yellow, stack, heal carefully, aoe adds
- Green Blue Purple Black - (Same as above) Kill green, stack, heal carefully, aoe adds
This is what they recommended. We may find something works a little better for us.
This fight can obviously be done in many ways, i agree with all your slime combos except for the first one in which my group kills yellow. Having two red yellow black phases, is extremly difficult and hard on the tank especially when two healing. We save all our damage reduction cooldowns for this phase and usually pop 2 to 3 for each (if we have them up). If we dont have any up this is when we pop heroism. Purple Red Black is actually a pretty easy phase if you have good AOE damage, which you should if you have a fire mage.
This fight also is three healable with the 5% and now 10% buff. Just have one of your healers focus on the tank and probably your squishiest DPS and have the other two healers focus on 4 people each (mainly for purple phase). Obivously the healers only use their biggest heals during this phase, no AOE's, and also the debuff usually resets sometime during the phase.
One thing that really helped my group out was that on the first mana void, we have our healers blow mana cooldowns and we leave it alive. We have one of our dps damage it down to 50-60% and wait for the next mana void. As the next mana void is spawning we have our dps damage it to 20-25% and then kill it right when the new mana void spawns. Then we continue to do this for every mana void giving our healers maximum mana.
Chances are we will try a little more H Zon'ozz, but if after 3 or 4 attempts we still arent getting anywhere, we'll likely just hold off on really working on him until 20% debuff. We did make some progress, albeit small, on Tuesday. Proud of you guys.
Likely most of our focus will now be on Yor'sahj. We had a few decent attempts, we just need to work on some more AoE dmg for phases with yellow/black/random combo so we can get those slimes down faster. Healers were doing much better with Purple. I'd like for us to definitely focus more on this fight. So please re-read above posts, along with the recommendation by Drezi. We likely wont change much, just stick with what we were doing, at least until we know were good on the purple healing, then maybe we'll throw the red/purple/black combo in there, instead of the extra yellow/red/black. As opposed to what I have written above, I will not be kiting the boss under the blue orb, the extra movement can definitely hurt us more than help us.
I did a quick search for some healer tips for the purple debuff and came across a forum post on gamebreaker.tv regarding the abilities that give stacks. Kaluu, and perhaps Drezi could add a couple things regarding it since theyve done/worked on this fight with their other raid groups.
This is all copied from a forum post, I didnt change any of it, so any of the "speculations" made are by the original poster.
Druid Effloresence - NO STACKS (I'd love to get this checked as my
guess is it's supposed to act like Healing Rain/Holy Word: Sanctuary
and give a stack on entry). Lifebloom - 1 stack per cast. (NO STACKS on bloom) Rejuvenation - 1 stack on initial application Swiftment - 1 stack on the person swiftmended. Tranquility - 1 stack per tick (i.e. a raid killer) Wild Growth - 1 stack for each person hit by Wild Growth
Shaman Chain Heal - 1 stack for each person it bounces to. Earthliving - NO STACKS Earth Shield - NO STACKS Healing Rain - 1 stack upon entering. If you leave and re-enter, you gain another stack. Healing Stream Totem - NO STACKS Riptide - 1 stack on initial application Spirit Link - NO STACKS (Although one report of it blowing up the raid. More info needed). Unleash Elements (Earthliving) - 1 stack
Paladin Beacon of Light - NO STACKS Guardian of Ancient Kings - NO STACKS Lay on Hands - NO STACKS Holy Radiance - 1 stack for initial application (i.e. if it hits 4 people, 4 people get 1 stack). Word of Glory - NO STACKS
Priest Atonement - 1 stack Binding Heal - 1 stack to the person you heal. More testing on whether stacks on the Priest. Desperate Prayer - NO STACKS Divine Hymn - 1 stack per tick (i.e. will wipe your raid) Echo of Light (Holy Mastery) - NO STACKS Guardian Spirit - ?? Holy Fire (with Atonement) - 1 stack per tick. Do not use if you have atonement. Holy Word: Sanctuary - 1 stack upon entering. If you leave and re-enter, you gain another stack. Holy Word: Serenity - 1 stack Lightwell - 1 stack per buff gain (i.e. when the person clicks) Penance - 1 stack for the whole channeled cast (i.e. not 1 per tick) Power Word: Shield - 1 stack (even when glyphed) Prayer of Healing - 1 stack Prayer of Mending - NO STACKS Renew
- 1 stack on initial application (Renewing Renew in Serenity Chakra
with a direct heal only adds 1 stack from the direct heal and none from
the renewing the Renew. Yes, there are probably better ways to express
this).
Other Abilities
Generally, most other abilities that are not used by a healing class will not add a stack.
Deathknight Anti Magic Zone - Possibly adding 1 stack per person under it. Deathknight Bloodwordms - 1 report of adding stacks. Need more info please! Deathknight Deathstrike - no stacks Deathknight Death Pact - no stacks Deathknight Rune Tap - no stacks Druid Leader of the Pack - no stacks Hunter Chimera Shot - no stacks Mage Glyphed Evocate - no stacks Paladin Divine Storm - no stacks Priest Vampiric Embrace - no stacks Rogue Recuperate - no stacks Warlock Drain Life - no stacks Warlock Fel Armor - no stacks Warlock Healthstones - no stacks
Dranei Gift of the Naaru - 1 stack
Healing Potions - no stacks Mysterious Potion - possibly a stack
Set Bonuses, Trinkets and Weapon Procs No stacks. Use your Maw of the Dragonlord with no fear!
Abilities that Affect Stacks Mage Ice Block - Clears stacks Paladin Divine Shield - Still gives stacks
@ Drezi and Scaron, Thanks for the posts/comments on my threads. I do appreciate it. They have definitely given me some reading and insight as to where we should be putting more focus.
Our vids
dreziak — Sun, 04/15/2012 - 08:04Heres some of our kills if you wanted to see from a bad mage perspective.
http://www.youtube.com/predziak
Ha...doubt anyone would accuse you of being a bad mage.
Netti — Sun, 04/15/2012 - 12:34now...when I played...that was another story. I was the fat fingered poster boy.
Parses:
saedo — Tue, 02/14/2012 - 22:25Parses: http://www.worldoflogs.com/reports/rt-72u2ovoqygxmjb1v/
attempting heroic
Ghli — Wed, 02/08/2012 - 11:37attempting heroic morchok
group 1: mehguy, Saedo(soaker), fel, taco(healing), moon
group 2: kaluu, aeolyn(soaker), foresight, rhoora, razi.
note on this
Mehguy — Wed, 02/08/2012 - 12:32Remember they made a change to it a few weeks ago. The smash no
longer deals 2x damage to the 2 closest people to him, its now 2x to
his target/tank and the closest person to the target/tank.
And I watched a few vids on it to get a base timeline for the stomp/crystal rotation.
Should start like this.
Stomp->Boss Split(90%)->Crystal spawn->Stomp->Crystal
explode->Crystal Spawn->Stomp->Crystal explode->Black Ooze
Based on our first attempts a while ago, there will/should only be
one cyrstal for the inital spawn because it gets cast right at the
splitting point. Depending where it lands will determine which group
will deal with it.
After that first "phase" the order should go like this until death.
Stomp->Stomp->Crystal Spawn->Stomp->Crystal Explode->Crystal Spawn->Stomp->Crystal Explode->Black Ooze.
Key thing to note is that once the crystal spawns we need to "start"
working on getting close to it, but DONT run to it or else the Stomp
right after the crystal spawn wont hit all 5 people and really hurt.
THEN (as Barf had mentioned) once the Stomp goes off, immediately
collapse on the crystal to shrink it for less dmg on the explosion.
future reference
Mehguy — Wed, 02/29/2012 - 22:07Whenever we get to Yor'sahj we will get 4 slimes, and can still only kill one. That is the heroic version. Looking at a few 10-man groups, it seems this is the 2nd easiest to go for next because Hagara's dmg output is pretty crazy.
So from TotalBiscuits video, there "should" only be 6 different combinations based on what they had seen on their kills/attempts. Recommend 2 heals, 1 tank, 7 dps to meet enrage timer starting out (pre-nerf)
Combos and preferred slime killed
- Purple Red Yellow Black - Kill Purple, Stack directly under boss, Tank chain CDs, aoe heal/dps (2 sets adds)
- Green Red Yellow Black - (Same as above) Kill Green, Stack directly under boss, Tank chain CDs, aoe heal/dps (2 sets adds)
- Yellow Blue Purple Green - Kill Yellow, spread and spot heal
- Green Red Blue Black - Kill Green, stack under Mana Void
- Yellow Blue Purple Black - Kill Yellow, stack, heal carefully, aoe adds
- Green Blue Purple Black - (Same as above) Kill green, stack, heal carefully, aoe adds
This is what they recommended. We may find something works a little better for us.
H Yor'Sahj
dreziak — Sun, 03/18/2012 - 11:30This fight can obviously be done in many ways, i agree with all your slime combos except for the first one in which my group kills yellow. Having two red yellow black phases, is extremly difficult and hard on the tank especially when two healing. We save all our damage reduction cooldowns for this phase and usually pop 2 to 3 for each (if we have them up). If we dont have any up this is when we pop heroism. Purple Red Black is actually a pretty easy phase if you have good AOE damage, which you should if you have a fire mage.
This fight also is three healable with the 5% and now 10% buff. Just have one of your healers focus on the tank and probably your squishiest DPS and have the other two healers focus on 4 people each (mainly for purple phase). Obivously the healers only use their biggest heals during this phase, no AOE's, and also the debuff usually resets sometime during the phase.
One thing that really helped my group out was that on the first mana void, we have our healers blow mana cooldowns and we leave it alive. We have one of our dps damage it down to 50-60% and wait for the next mana void. As the next mana void is spawning we have our dps damage it to 20-25% and then kill it right when the new mana void spawns. Then we continue to do this for every mana void giving our healers maximum mana.
PMS bump H Yor'sahj
Mehguy — Tue, 03/13/2012 - 21:48la-di-frickin-dah
@PMS - H Yor'sahj bump
Mehguy — Fri, 04/13/2012 - 00:00Chances are we will try a little more H Zon'ozz, but if after 3 or 4 attempts we still arent getting anywhere, we'll likely just hold off on really working on him until 20% debuff. We did make some progress, albeit small, on Tuesday. Proud of you guys.
Likely most of our focus will now be on Yor'sahj. We had a few decent attempts, we just need to work on some more AoE dmg for phases with yellow/black/random combo so we can get those slimes down faster. Healers were doing much better with Purple. I'd like for us to definitely focus more on this fight. So please re-read above posts, along with the recommendation by Drezi. We likely wont change much, just stick with what we were doing, at least until we know were good on the purple healing, then maybe we'll throw the red/purple/black combo in there, instead of the extra yellow/red/black. As opposed to what I have written above, I will not be kiting the boss under the blue orb, the extra movement can definitely hurt us more than help us.
I did a quick search for some healer tips for the purple debuff and came across a forum post on gamebreaker.tv regarding the abilities that give stacks. Kaluu, and perhaps Drezi could add a couple things regarding it since theyve done/worked on this fight with their other raid groups.
This is all copied from a forum post, I didnt change any of it, so any of the "speculations" made are by the original poster.
Druid
Effloresence - NO STACKS (I'd love to get this checked as my
guess is it's supposed to act like Healing Rain/Holy Word: Sanctuary
and give a stack on entry).
Lifebloom - 1 stack per cast. (NO STACKS on bloom)
Rejuvenation - 1 stack on initial application
Swiftment - 1 stack on the person swiftmended.
Tranquility - 1 stack per tick (i.e. a raid killer)
Wild Growth - 1 stack for each person hit by Wild Growth
Shaman
Chain Heal - 1 stack for each person it bounces to.
Earthliving - NO STACKS
Earth Shield - NO STACKS
Healing Rain - 1 stack upon entering. If you leave and re-enter, you gain another stack.
Healing Stream Totem - NO STACKS
Riptide - 1 stack on initial application
Spirit Link - NO STACKS (Although one report of it blowing up the raid. More info needed).
Unleash Elements (Earthliving) - 1 stack
Paladin
Beacon of Light - NO STACKS
Guardian of Ancient Kings - NO STACKS
Lay on Hands - NO STACKS
Holy Radiance - 1 stack for initial application (i.e. if it hits 4 people, 4 people get 1 stack).
Word of Glory - NO STACKS
Priest
Atonement - 1 stack
Binding Heal - 1 stack to the person you heal. More testing on whether stacks on the Priest.
Desperate Prayer - NO STACKS
Divine Hymn - 1 stack per tick (i.e. will wipe your raid)
Echo of Light (Holy Mastery) - NO STACKS
Guardian Spirit - ??
Holy Fire (with Atonement) - 1 stack per tick. Do not use if you have atonement.
Holy Word: Sanctuary - 1 stack upon entering. If you leave and re-enter, you gain another stack.
Holy Word: Serenity - 1 stack
Lightwell - 1 stack per buff gain (i.e. when the person clicks)
Penance - 1 stack for the whole channeled cast (i.e. not 1 per tick)
Power Word: Shield - 1 stack (even when glyphed)
Prayer of Healing - 1 stack
Prayer of Mending - NO STACKS
Renew
- 1 stack on initial application (Renewing Renew in Serenity Chakra
with a direct heal only adds 1 stack from the direct heal and none from
the renewing the Renew. Yes, there are probably better ways to express
this).
Other Abilities
Generally, most other abilities that are not used by a healing class will not add a stack.
Deathknight Anti Magic Zone - Possibly adding 1 stack per person under it.
Deathknight Bloodwordms - 1 report of adding stacks. Need more info please!
Deathknight Deathstrike - no stacks
Deathknight Death Pact - no stacks
Deathknight Rune Tap - no stacks
Druid Leader of the Pack - no stacks
Hunter Chimera Shot - no stacks
Mage Glyphed Evocate - no stacks
Paladin Divine Storm - no stacks
Priest Vampiric Embrace - no stacks
Rogue Recuperate - no stacks
Warlock Drain Life - no stacks
Warlock Fel Armor - no stacks
Warlock Healthstones - no stacks
Dranei Gift of the Naaru - 1 stack
Healing Potions - no stacks
Mysterious Potion - possibly a stack
Set Bonuses, Trinkets and Weapon Procs
No stacks. Use your Maw of the Dragonlord with no fear!
Abilities that Affect Stacks
Mage Ice Block - Clears stacks
Paladin Divine Shield - Still gives stacks
@ Drezi and Scaron, Thanks for the posts/comments on my threads. I do appreciate it. They have definitely given me some reading and insight as to where we should be putting more focus.