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Heroic Yor'sahj

Mark Unread · 32 replies
122 posts
+1 votes
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Axis' WoL for 1/31/12.

http://www.worldoflogs.com/reports/wawa2welcwv0804l/sum/damageDone/?s=3273&e=3831
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Posted Feb 3, 12 · OP
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122 posts
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5iyu8.jpg
Posted Feb 3, 12 · OP
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Posted Feb 3, 12
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143 posts
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When doing black-green-red-yellow and killing green, I've read a strat where they pop heroism after the first set of adds and stay stacked for 5-8 seconds after next oozes come up and aoe the 2nd adds and then have all dps run to ooze. Might be worth a shot.
Also read a strategy where they didn't get 2nd sets of adds because they killed yellow on black-green-red-yellow and instead stayed as close to the boss as possible while being 4 yards from everyone. Again, might be worth a shot. If we do this, we might want assigned spots.
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Posted Feb 6, 12
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This is straight from Icy Veins.

"When the Forgotten Ones spawn (something that happens in all combinations, save one), DPS players should not specifically AoE them down. Rather, only classes that can spread their damage on the boss to the adds (for example, Combat Rogues with Blade Flurry, Fire Mages with Impact and Combustion) or that can spread their damage on the adds to the boss (for example, Warlocks with Bane of Havoc, Enhancement Shamans with Lava Lash, Improved Lava Lash, Flame Shock, and Fire Nova) should bother with the Forgotten Ones."
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Posted Feb 8, 12 · OP
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Zentha wrote:
This is straight from Icy Veins.

"When the Forgotten Ones spawn (something that happens in all combinations, save one), DPS players should not specifically AoE them down. Rather, only classes that can spread their damage on the boss to the adds (for example, Combat Rogues with Blade Flurry, Fire Mages with Impact and Combustion) or that can spread their damage on the adds to the boss (for example, Warlocks with Bane of Havoc, Enhancement Shamans with Lava Lash, Improved Lava Lash, Flame Shock, and Fire Nova) should bother with the Forgotten Ones."

I agree that would help out or DPS on the boss by a small amount, I don't think it will make the difference that will get us a kill. That has the side effect of increasing raid damage which is our main problem at the moment. We have the HPS and DPS to get this guy down (more on that later). The factor we are missing is control. We need cool-downs at every slime phase. Why have cool-downs that we don't use? I was a little mystified why we weren't using Zen's 4p every slime phase if it had been available for every slime phase for the previous 20+ pulls. It is oversights like that that are leading to our lack of control on the fight. The slimes come out every 75 seconds. Which means we should setup a raid damage cool-down rotation around that timing. If we can use 3 cool-downs per slime phase in total, we should do that. We should not be saving 3 min cool-downs for specific cases that may never happen on a 10 min fight. Use them and get control. For long cool-downs that are game-changers, yes, by all means save that for the worst combination (or if we are going to die without it). If you have personal damage reduction cool-downs, make sure you are using them on CD during slime phases. With 2 healers, we need to reduce our incoming damage during slime phases or we could lose someone. Losing anyone is a wipe unless the boss is almost dead.

We also need to kill the adds more quickly in the green phases where we have adds up and we are spread out. If that is the combo, we need to have DPS kill the adds one by one (ranged especially since melee will have trouble reaching adds while staying spread out). That should be the first priority there because if we lose a healer, it's all over. We should mark any that are attacking healers in that situation so they can die first. Hopefully we won't have adds during a green phase more than once per fight so it shouldn't affect our overall DPS significantly.

According to WoL data, when we 3 healed, we did an average of 207K dps. When we 2 healed, we did 237K dps. The median dps on a successful kill is 243K (accounting for the 5% hp reduction). The median HPS on a successful kill is 35k (again accounting for the 5% damage reduction). While 2 healing, our average HPS was 34K. We are right on the border of a median kill, which should mean we have the capability to do this fight. However, as I was mentioning above. If we have more incoming damage than the average kill, we need more HPS. So reducing our incoming damage by using our raid damage CD's effectively is the key I think we are missing.

I suggest we make a list of our available raid damage cooldowns and their CD times (ie, 3 min, 2 min, ect) here in this forum topic. Then we figure out a rotation for each slime phase using the shorter CD abilities. We can specify which combinations we want to use our long CD abilities on. Then we run that rotation just like we did on Heroic Ultraxion. Group 1 does these cd's staggered, group 2 does these cooldowns staggered, ect. If we need a certain range for a CD ability, and we are on the green phase, it wouldn't hurt to figure out set spots to stand during the green phase so we can make that happen.
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Posted Feb 8, 12
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Zen, the difficulty is that we have exactly 1 of the listed damage-spread specs (combat rogue). That means we really do need to use our AoE.

As far as raid cooldowns go:

1m: Vamp Blood
2m: Sloe Power Infusion (possible)
3m: Frenzied Regen (req 15s prep time), Sloe Barrier OR Hymn, Leafie Tranq, tree
6m: Mana hymn x2
8m: Verd Divine Hymn (not ideal) x1 or (Disc Sloe) x2, Gan Tranq (not ideal)

Quick planning:
(R=red, Y=Yellow, B=Blue, K=Black, G=Green, P=Purple)

KBGP: Kill black, spread, Vamp Blood
KBGR: Kill green, stack, Vamp Blood
KBPY: Kill yellow? (correct me if it's purple), stack, Vamp Blood
KGRY: Kill green, stack, cooldown rotation
KPRY: Kill purple, stack, cooldown rotation
BGPY: Kill yellow, spread, Vamp Blood

Absolute worst case scenario, we need 3 back-to-back cooldown rotations (3m cooldowns aren't up until 30s into the 2nd-to-next phase), but I assume that healers will be completely OOM by then, so I vote we accept the inevitable wipe and hope for better RNG next time.

Note that cooldown rotations should only be used when the first set of adds are up.

Rotation 1: Leafie CD#1 (tree?), Sloe's 3m CD
Rotation 2: Frenzied Regen (switch to Bear during the slime-crawl-phase), Leafie CD#2

Emergencies ONLY:
Verd Divine Hymn, Sloe Divine Hymn (if disc), Gan Tranq
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Posted Feb 8, 12
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Verdthandi wrote:
Absolute worst case scenario, we need 3 back-to-back cooldown rotations (3m cooldowns aren't up until 30s into the 2nd-to-next phase), but I assume that healers will be completely OOM by then, so I vote we accept the inevitable wipe and hope for better RNG next time.

Note that cooldown rotations should only be used when the first set of adds are up.

Rotation 1: Leafie CD#1 (tree?), Sloe's 3m CD
Rotation 2: Frenzied Regen (switch to Bear during the slime-crawl-phase), Leafie CD#2

Emergencies ONLY:
Verd Divine Hymn, Sloe Divine Hymn (if disc), Gan Tranq

Thanks for getting the ball rolling on those verd. So Rotation1 and Rotation2 consist of 3 raid-wide healer/damage reduction cooldowns when you include zen's 4 piece right? Which of these abilities can be safely used with deep corruption? Since only zen's CD will be available on the 3rd wave of slimes, should we plan on using a long cd ability on rotation3, similarly to how Me and Medahni took turns on Heroic Ultraxion with our 5 min cd's. For example, you could hymm during rotation 3. Then the cycle repeats and sloe gets the next rotation3 cd. Also, should the cd's be staggered? Hence, for rotation1, leafie uses her cd once the damage starts coming in and then sloe uses hers when leafie calls for it (ie. so they aren't stacked at the same time). I think the heavy damage phase lasts for longer than a single cd, so stacking them may be less effective than chaining them.
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Posted Feb 8, 12
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Short answer, Stout, is that we don't want to use raid-wide CDs on Deep Corruption, aside from Vamp Blood. There just isn't enough damage going out during those phases to worry about. In addition, barrier causes stacks on entry, tranq and hymn cause stacks per tick, and none of the tree form bonuses are particularly valuable for this.

Rotation 3 would only be used if we get back-to-back-to-back RYK slimes, in which case we are quite simply fucked regardless.

Yeah, we should definitely stagger CDs. I don't believe that we need the cooldowns up for the entire RYK phase--and with our comp, that isn't possible--but if we pop them when the adds come, the adds should be dead before we run out of cooldowns for the rotation. If not, they'll be sufficiently close that we won't be instantly slaughtered.
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Posted Feb 8, 12
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122 posts
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I've been trying to use IBF during the RYK slimes, but with that three minute CD, it hurts when I don't have it up.

I did a bit of research, and it looks like there is 75 seconds between each slime phase. Which means, if hit at the right time, VB will be up for every slime phase. But if I time it incorrectly once they hit Yor'sahj, well, it'll hurt.
5iyu8.jpg
Posted Feb 9, 12 · OP
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