Saturday, April 14, 2012

ToGc Beasts, how do you do it?

[:1]We run 3 tanks, 6 heals and the rest dps. A fairly balanced group of melee/ranged. We also run a fairly balanced group of healers with every class/spec represented. Disc priest/holy paladin/holy priest/resto druidx2/resto shaman.

We're consistently getting to Icehowl but seem to be about 30-40% short of downing him. Our problem seems to be people getting killed in the worms phase..either people bunching and dying to the flame aoe or poison clouds.

Also, we commonly burn heroism in the worm phase to get it over quickly.

If anyone else is working on this fight, give me some pointers!|||Okay. It seems you have identified the problem: the worm phase.

1) People should spread out. Anytime more than one ranged gets hit by poison, someone was in the wrong spot. This is particularly dangerous after they burrowed - people tend to get the positions wrong there. Practise positioning before the fight abit.

2) Spread melee as well - we put them all on the same worm, as we burn Acidmaw first, but that's up to you. However, even on the same worm they can still be on the left or right side.

3)

a) If melee gets poisoned, the tank with Bile intervenes. The third tank can taunt there to avoid Dreadmaw spraying half the raid.

b) If one ranged gets poisoned, we just heal through it.

c) If more than one ranged gets poisoned, obviously someone ****ed up - however, Dreadmaw tank *might* still be able to cure them.

4) If people die to poison clouds, either the tank is not moving right (possibly due to poison) or they're just being daft. It's not something that can be 'fixed'. They simply need to open their eyes and notice that they're taking damage.

We generally only use two tanks on Gormok - it's easier to avoid lots of Impale stacks at the end that way, as well as being easier on the healers.

If you get to Icehowl consistently, you should be getting him down shortly as long as you get the charge sorted out.

Let me know if you need anything else cleared up still. It sounds like you're doing well in figuring out what's keeping you from the kill, which makes it easier to remedy.|||We use 2 tanks for the fight. I'm not sure the exact pattern they use for taunting. (It's weird, as a healer, I know when the taunt is coming, but I don't know how many stacks it is.) We also use BoPs to clear stacks so that they aren't going into the worm phase with Impale ticking.

For the worms, we have both tanks on the mobile worm, and a lock tanking the stationary one. When Dreadscale is moving (and so the fire debuff is only on the tank) the first tank gets the debuff and the the other tank taunts so the first is free to clear up people with poison. They just swap back in forth tanking and running around clearing debuffs. When Acid is moving, they can swap when the first tank gets the poison debuff so that the slow isn't an issue on moving him out of poison clouds.

Make sure people understand how the debuffs work. I've been amazed how many people don't get it. (That the mobile worm will only put their debuff on the tank, and that the stationary one will hit a random target and anyone near them.) When the melee are dpsing the stationary worm, it's important to that melee pay attention to where poison clouds are and do not keep their back to them. Getting knocked into as poison cloud usually means death.

All dps focuses on Acid throughout this. Once he dies, a real tank picks up dreadscale, and it's just a matter of people not blowing each other up with fire when he's stationary. (While he's enraged, its generally not a good idea to use a ranged tank. It's very sketchy to heal, and you have 2 free real tanks anyhow.)

Whichever tank isn't on Dreadscale gets ready to pick up Icehowl. Idealy, you save your lust for the first crash when he's taking extra damage. (Basically, you need to get better at the worm phase so you don't need to lust there.) Healers can dps a bit here too if everyone is topped off and their mana is good. (Although the disc priest may want to use the time to get some sheilds up on people.) This can really help get him down in time.

Also, make sure that your melee are at max melee range when dpsing Icehowl. They shouldn't be hit by his knockback then, which will give them more dps time.



Another thing to consider is dropping to 5 healers. Phase 1 and 3 are easily healed with 5 healers, and it's really only phase 2 that is problematic. 5 healers does mean that people have to not be dumb on how they position in phase 2 as healers will have trouble keeping up with unnecessary damage.

(And just as a fair warning, you will want to drop to 5 healers for Jaraxus. The healing on that fight is actually quite light if stuff dies quickly enough.)|||Thanks guys! All of our two tank attempts have lead to quick wipes...we also lose tanks fairly often.

Any suggestions for that issue?|||Quote:








Thanks guys! All of our two tank attempts have lead to quick wipes...we also lose tanks fairly often.

Any suggestions for that issue?




What tanks are you using, which ones are you losing, and at what point are they dying?

I'm not going to lie, our non-pally tank (sometimes a warrior, sometimes a DK) does sometimes go down later into the Gormok phase. That's what Battle Rezes are for. (It happens much less now that the healers and tanks are better with their timing and getting cooldowns up at the right time.)|||Quote:








Thanks guys! All of our two tank attempts have lead to quick wipes...we also lose tanks fairly often.

Any suggestions for that issue?




Keep Ancestral Inspiration up.

I think the tank rotation is 3 (Tank pops CD) - 4 (clear with BoP) - 3 (clear with BoP) - 2 - 1

We found we had less deaths with 2 tanks, as it's

a) easier to keep Inspiration/Ancestral Fortitude up

b) easier to keep 2 tanks topped than 3.

We do have a third tank, as stated, he just DPS's on Gormok. I know other guilds use a Ranged to tank, but we just haven't done so.

//edit: And I'm sure you know this, but /range is great on that fight.

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