Downfall - "Droppin bombs since '04"

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Home › Groups › Perpetual Motion Squad

Perpetual Motion Squad: Mon Apr 29

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Mon, 04/29/2013 - 21:00 - Tue, 04/30/2013 - 00:00
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Aeolyn's picture

Passing Lifedrain seems to

Aeolyn — Fri, 04/26/2013 - 12:15

Passing Lifedrain seems to suffer from the same problem as passing the hormones back in Garalon. Sometimes it passes smoothy. Sometimes it really doesn't seem to want to register the new target even if you're right there.

I agree with spreading out again on the final light beam phase. Stacking up like that makes for a partical effect nightmare. It becomes borderline impossible to even see the Lifedrain or Lingering Gazes going out with all 3 colors flashing all over the clump of us. And that's dismissing the effects from all of our own spells and abilities getting thrown around in the small area.

My only concern is that we're agreeing to extend a phase in which he uses Lifedrain -- giving him more time to use our (apparently) worst mechanic against us.

I like the Mortal Strike idea -- those figures are huge and cutting them down 25% would be ultra helpful. I'm concerned about who can actually apply it though. I admit I haven't played a Warrior in several expansions but isn't Mortal Strike one of the Arms exclusive signatures? As a Hunter I can apply the healing debuff but it will be very expensive to do so. My Widow Venom shot does literally zero damage, eats a global, and eats Focus. That's complete shit all around.

Mehguy's picture

I'm already looking into

Mehguy — Fri, 04/26/2013 - 12:30

I'm already looking into going arms... much to my dislike.

If we can get a better handle on life drain, then extending the fight shouldn't be an issue.  Out low health issue at the end is the stacking.  Everyone has their debuffs from previous brand so those are ramping up along with the other beams debuffs etc.

We need to get out of those phases faster, no slow ass moving around. It make suck for healers if the red beam is moving really fast but there is the DPS time on the red mob to catch up.  Youll end up having to heal more moving slower and being in that phase longer compared to moving faster and getting it the fuck over with.

Luminaire's picture

Wild Strike applies Mortal

Luminaire — Fri, 04/26/2013 - 12:48

Wild Strike applies Mortal Wounds so no need to go arms.

Mehguy's picture

Looks like I finally have a

Mehguy — Fri, 04/26/2013 - 13:03

Looks like I finally have a reason to prioritize the ability instead of using it only when it procs.

Aeolyn's picture

Someone told me Fury has an

Aeolyn — Fri, 04/26/2013 - 12:47

Someone told me Fury has an off-hand strike that can apply mortal strike?

Mehguy's picture

@PMSers - Durumu issue

Mehguy — Fri, 04/26/2013 - 11:20

OK, so after looking through our logs for Wed night, our biggest issue is the Life Drain.  Some attempts he only healed for around 17-20 mil, which appears to be ok/the norm for decent attempts, others were WAY out of the ballpark.

I pulled these from any attempts that were close to a kill, i.e. over 7 minutes in length.

Durumu only has 261mil health, What I have listed is the damage we dealt direct to Durumu for those pulls, and minimum healing he received from the Life Drain.  I say minimum because he still had anywhere from the 500k to the 18+ mil health left when we wiped.

 

  • Pull 4 (7:42) - 279.8mil dmg dealt, minimum 18.8mil healed
  • Pull 6 (8:09) - 314mil dmg dealt, minimum 53mil healed!!!!!! and Im fairly certain this is the attempt where we wiped at 500k health left.
  • Pull 11 (7:52) - 279.2mil dmg dealt, minimum 18.2 mil healed
  • Pull 12 (7:55) - 308.3mil dmg dealt, minimum 47.3 mil healed!!!
  • Pull 13 (7:51) - 294.4mil dmg dealt, minimum 33.3 mil healed!!!
  • Pull 15 (7:33) - 274.3mil dmg dealt, minimum 13.3 mil healed - This I believe was a wipe well before we got to the last part when we lost someone early, then another later and tried to push it.  Not a viable attempt, but still shows healing over time.

I will be looking a bit more into proper rotations to interrupt the life drain.  We really need to stay on top of that.  I will say from what I have read so far, the ideal thing to do, is have 3-4 people dedicated soakers for Life drain and rotate one after the other at 3 stacks.
When it happens DURING the light beam phase, then the people in that specific light beam deal with it.  If you are in the beam, make sure you call out that you have it and in what color beam you are in, in case you had to switch beams from your group to a different one.  
Another thing that will help, is any Mortal Strike ability that will reduce the healing he receives.  Also, some guilds have recommended to save raid def CDs for during Life Drain.  Since the people will take less damage, it will be calculated into less healing for Durumu to receive.


We have to get better at that mechanic.  Us dealing 51 million extra damage to the boss and wiping at 500k health left is unacceptable.

I'm also leaning towards saying screw nuking after the 2nd maze and just continuing the fight as normal until it dies.  Our DPS is not an issue of any sort, its proper handling of mechanics.

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