Alrighty guys, and gal, we are on the verge of 2 heroic kills this week. We already accomplished Stone Guard, and we did it with the shittiest combo you can get. Great job by all on that.
Now... onward to Feng and Garaj'al!
GO GO ARROGANT BRITISH BASTARDS VIDS!
Feng
We pretty much already saw what we need to do. Every phase is the same, nothing is really new other than the Shield phase. We saw its pretty simple, just need some strong AoE and slows/knockbacks. As soon as Lumi drops the nullification barrier on the shield, the adds disappear.
For every weapon he grabs he gains 5% inc damage. So, even on the first weapon he starts out at 5% increase, and will be at 20% at the end. Which is why fire is recommended because we can essentially nullify the fire on the first one and kill him right around/after the 2nd one with heroism.
We will go in this order
Arcane/Staff - everything is the same, the goal is to transition after no more than 4 of the Arcane Velocity abilities
Shield - We pretty much know what to do, Max range dps the boss so there is more time for the adds to get to the shield. Utilize all slows, rotate knockbacks appropriately. Once he throws the Shield, tanks should get him to the raid as well so any AoE hits him as well for more dmg. Ensure we drag him back to the start spot so he keeps the shield as close to that wall as possible.
Earth/Fist - Only thing that changes is the lightning that comes from his smash (the one I need to steal) goes in 3 different directions instead of just 1. Same as normal, I'll interrupt the Epicenters that Lumi cant barrier, if it glitches and I can't steal it for an interrupt, we will want to stack far away (max range, if not more) and utilize raid cooldowns for it and just heal through.
Fire/Polearm - Same as normal, recommended to save heroism for this phase. We experienced this by accident, and I don't remember if we used hero on it or not. But we still killed that 25% for the transition right after he absorbed fire the 2nd time. So we should be golden here.
Gara'jal
179mil health Heroic (122.5mil health normal)
6 Minute Enrage
There are a few decent changes to this that pretty much changes how we will encounter this fight.
Voodoo Dolls - They now deal 100% damage that the tank receives, compared to 70% on normal. Tanks need to be very aware and use cooldowns accordingly to help the raid take less damage. Block will be the best choice in this manner.
Banishment (tanks AND dps) - When a tank gets banished on normal, they will have to kill a "Severer of Souls" add in order to return. HOWEVER, in heroic there are now 3 of them! The tank can see all three, BUT the DPS can see 2 of them as well (they cannot see the "tank only" Severer). SO, when a tank gets banished the DPS needs to prioritize the 2 Severer adds that they see, while the tank gets the one that only they can see.
Spirit Realm debuff (dps/heals) - When you return from the spirit realm, you will now incur a debuff called "Frail Soul" that lasts 30 seconds. This debuff will cause you to instantly die if you try to go back to the spirit realm within those 30 seconds. Pretty much this will force us to go with 3 healers. If we have 1 healer coming back, they will have the 30 second debuff, BUT if the other healer gets voodoo doll'd (like we normally see) then we would be screwed. So 3 healers is a must.
So... Pretty much how I see this going (to start anyways), is we will try to keep the pull as normally as we can. Having Elapsed and Foresight go in to start so get gets stacks quick. BUT he will be the only one concerned with getting stacks, and thats ON the pull, never afterwards. The way the fight works in heroic, is you don't want to be spending extra time in the spirit realm if you don't have to. It's get as many adds as you can down, multidotting etc and letting them drop and get the fuck out as quick as you can to get straight damage on the boss. Wasting any extra time to get stacks is going to actually lose dmg on the boss overall as compared to just getting out quick and putting all you can into him. Also, to start out, we will be having to rotate people in a specific manner. This is solely due to the way the defbuff will affect those that come out of spirit realm.
Elapsed/Foresight (3 ppl have Voodoo)
Healer/2DPS (Elapsed/Foresight debuff)
Healer/1DPS (healer/2DPS have debuff, 3 others have Voodoo) this leaves 2 tanks and 1 heal/1DPS
Healer/2DPS (healer/1DPS have debuff, 3 others have Voodoo) leaves 2 tanks and 1 heal/2DPS
As you can tell... well pretty much have a standard rotation of 1 healer and either 1 or 2 dps going in every other time. NOW, its possible that people who come out of the spirit realm and have the debuff CAN get voodoo'd, but I havent seend enough videos to really determine that, but there isnt anything to suggest they cant. If that is the case after we give it a few go's, then we can alter our strategy a bit (maybe) and still have a healer and 2 DPS go down every time. But for the most part, it will pretty much ensure that ANYONE who doesnt have either the debuff or Voodoo WILL have to go.
Blow Heroism at the start, everyone's cooldowns are up at this point and will allow for the most uptime on the boss when everyones shit is up and ready. Compared to at the end when we may have people still in spirit realm killing adds, or people accidentally use their CDs on adds or at the wrong time, etc.
Disc priests are great for this fight because of their shields. Can really help mitigate damage the raid takes from Voodoo Dolls with their absorptions etc. On the last phase, that will be critical, as well as having a Pali *cough Elapsed cough* use BoP on the tank, they will NOT lose threat as the Voodoo Doll Mechanic will allow for tanks to maintain threat. It will negate the voodoo dolls dmg altogether saving a TON of healing.
Mutli-dotters are pro at this fight. If ours can get their stuff going strong once they get inside and know that their adds are going to die, or be extremely close to dead, by the time they leave, they should be able to get out quick and get back on the boss. And if any adds do remain, then whoever goes in can just clean up real quick.
If we get ahead on adds, it would be an ideal time to send in a healer (if feasible) by themselves and have dps kill the totem to send them, so they can get stacks and get their mana back etc. Its going to be very mana intensive.
PMS - H Feng / H Gara'jal
Mehguy — Fri, 02/15/2013 - 14:54Alrighty guys, and gal, we are on the verge of 2 heroic kills this week. We already accomplished Stone Guard, and we did it with the shittiest combo you can get. Great job by all on that.
Now... onward to Feng and Garaj'al!
GO GO ARROGANT BRITISH BASTARDS VIDS!
Feng
We pretty much already saw what we need to do. Every phase is the same, nothing is really new other than the Shield phase. We saw its pretty simple, just need some strong AoE and slows/knockbacks. As soon as Lumi drops the nullification barrier on the shield, the adds disappear.
For every weapon he grabs he gains 5% inc damage. So, even on the first weapon he starts out at 5% increase, and will be at 20% at the end. Which is why fire is recommended because we can essentially nullify the fire on the first one and kill him right around/after the 2nd one with heroism.
We will go in this order
Gara'jal
179mil health Heroic (122.5mil health normal)
6 Minute Enrage
There are a few decent changes to this that pretty much changes how we will encounter this fight.
So... Pretty much how I see this going (to start anyways), is we will try to keep the pull as normally as we can. Having Elapsed and Foresight go in to start so get gets stacks quick. BUT he will be the only one concerned with getting stacks, and thats ON the pull, never afterwards. The way the fight works in heroic, is you don't want to be spending extra time in the spirit realm if you don't have to. It's get as many adds as you can down, multidotting etc and letting them drop and get the fuck out as quick as you can to get straight damage on the boss. Wasting any extra time to get stacks is going to actually lose dmg on the boss overall as compared to just getting out quick and putting all you can into him. Also, to start out, we will be having to rotate people in a specific manner. This is solely due to the way the defbuff will affect those that come out of spirit realm.
As you can tell... well pretty much have a standard rotation of 1 healer and either 1 or 2 dps going in every other time. NOW, its possible that people who come out of the spirit realm and have the debuff CAN get voodoo'd, but I havent seend enough videos to really determine that, but there isnt anything to suggest they cant. If that is the case after we give it a few go's, then we can alter our strategy a bit (maybe) and still have a healer and 2 DPS go down every time. But for the most part, it will pretty much ensure that ANYONE who doesnt have either the debuff or Voodoo WILL have to go.
Blow Heroism at the start, everyone's cooldowns are up at this point and will allow for the most uptime on the boss when everyones shit is up and ready. Compared to at the end when we may have people still in spirit realm killing adds, or people accidentally use their CDs on adds or at the wrong time, etc.
Disc priests are great for this fight because of their shields. Can really help mitigate damage the raid takes from Voodoo Dolls with their absorptions etc. On the last phase, that will be critical, as well as having a Pali *cough Elapsed cough* use BoP on the tank, they will NOT lose threat as the Voodoo Doll Mechanic will allow for tanks to maintain threat. It will negate the voodoo dolls dmg altogether saving a TON of healing.
Mutli-dotters are pro at this fight. If ours can get their stuff going strong once they get inside and know that their adds are going to die, or be extremely close to dead, by the time they leave, they should be able to get out quick and get back on the boss. And if any adds do remain, then whoever goes in can just clean up real quick.
If we get ahead on adds, it would be an ideal time to send in a healer (if feasible) by themselves and have dps kill the totem to send them, so they can get stacks and get their mana back etc. Its going to be very mana intensive.