The last time I did any serious tanking was the Heroic Spine kill, which was about a month ago.
Since then, I've primarily been playing Retribution, so much so that I've grown quite used to the speed of it. The procs of Divine Purpose and the Art of War, the quick movement thanks to Long Reach, and the near constant stream of buttons to hit has really spoiled me and lacking the need for any gear at this point really, I found myself not even bothering with the occasional LFR or LFG tanking bout.
Last night, a few folks in the guild wanted to go in and kill Heroic Madness, and I went in, as I wanted a shot at the mount, at Heroic Gurthalak, and damnit, I wanted to do something fun and challenging in the midst of this malaise. Plus, quick guild rep. And you know, I wanted to see what raiding with this group of people was going to be like, even if it was just in 10s.
The group decided to go with a 2/2/6 makeup to keep things easy and I volunteered to off-tank. I hadn't tanked this fight even on normal in a very long time, and even then I was solo-tanking on every kill, so I was actually kind of new to the fight in this role, but still. Man, was I sloppy. Somehow, I managed to get myself killed twice, and the other tank once.
Death the first: Pulled aggro, took an unintended impale with no CDs and immediately began to cosplay as one of Vlad's victims.
Death the second: Didn't ask for external cooldowns on the 2nd impale of the 4th platform and exploded into a fine red mist. Bastards hits hard.
Murder the first: Bubbled through the shard landing on the 4th platform causing the other tank to eat a hit from the Corruption because I was slow with the bubble/taunt/dispel, like a dick. Like! A! Dick!
I think he died on the 4th go when I didn't make any stupid mistakes but that meant I had to be very careful with what I was doing, and that, on top of how Protection seems to crawl when compared to Retribution, with dry periods and few procs to respond to and just the lack of movement buffs, the whole thing left me feeling like I was moving in slow-motion at times.
Protection will remain my off-spec in Mists, but the addition of more Holy Power generators and movement buffs in 5.0 will do much to improve the play-style of the spec. Not to mention it reduced my damage to a pathetic little, wet, limp noodle number.
Anyway. Despite all my excuses, it was an embarrassing muck-up and I was ashamed of my performance. The failboat had landed. But as things are wont to work out, in spite of my boorish behavior, I had a blast.
The group was well coordinated, it didn't feel like some of us were raiding together for the first time. There was open communication, people pitched in, and it was a fairly democratic run. Admittedly, it was a 10-person casual night, and I imagine 25s are more rigorously controlled, but I liked the people I was raiding with, and the environment I was raiding in. I hope they let me stick around.
If you're curious, this was kill number 20 on this character alone without ever seeing Souldrinker, on either difficulty. Not that I even really want it anymore, other than as some sick proof that it exists and there isn't some code in the background causing the sword to actively avoid me! Did I make you Blizzard? I'm sorry, I'm a lover, not a hater!
Afterward, I putzed about in Stormwind for a bit, considered doing a quick MC or Kara run, but then I just logged out, actually feeling kind-of good and hopeful about my future in Warcraft.
Showing posts with label madness. Show all posts
Showing posts with label madness. Show all posts
Wednesday, August 22, 2012
Monday, January 23, 2012
HOW TO: Solo Tank Madness Of Deathwing 10
My Paladin brothers and sisters, let us bow our heads and pray - for this is the battle in which we prove our prowess. Indeed, here we shine, and bear the brute force of our enemies on our shoulders alone, allowing our comrades to do the best of works - the culling of these enemies of life itself. Keep your shield close, your sword in hand, look the beast in the eye and know that the Light has given you all that is necessary, all that is best, to conquer even the Aspect of Death. Cloak yourself in truth, carry the shield of the righteous, cast your final judgment on the ender of worlds and know that this crusade has come at least to its end.
Ahem.
We've used this strategy a couple of times now and it is pretty damned fool-proof. Once you get the flow of the fight down, prepare for achievement spam. I'll assume you know the basic flow of the fight as you can learn from WoWPedia, WoWHead or any millions of other sites.
Composition
1 Tank (preferably a Paladin, but most classes can handle it)
2 Healers (we used a Discipline Priest and Paladin)
7 DPS (if you can get a DK to DPS you can make phase 2 very easy)
Glyphs
Prime: Truth, WoG, Shield
Major: Focus Shield, LoH
Un-glyph'd Divine Protection is very useful on Impales but Glyph'd DP can be very useful to deal with Bolt impact, Tetanus and other raid-wide magical damage, it's a matter of what's more important to you and what's killing you.
Phase 1
Platform Order: Green (Ysera) > Red (Alextrasza) > Yellow (Nozdormu) > Blue (Kalegos)
The order of kill is as follows on each platform:
Corruption > Bolt > Limb > Hemorrhage > Limb > Blistering Tentacle > Limb > Blistering Tentacle > Limb
The DPS benchmark is to make sure your raid can kill the Corruption before the Elementium Bolt lands. This ensures that you should only ever get 1 Impale per platform. This is crucial. As a paladin you CAN survive two per platform but you shouldn't have to as if you're consistently getting 2 Impales, the last platform will be troublesome.
So. You start on a platform, you can ignore the limb more or less, spread out a bit so people aren't standing in a line behind one another, and nuke the Corruption as soon as it comes up. Here is how you survive all the Impales:
Platform 1 (Ysera): Dream
Platform 2 (Alextrasza): Ardent Defender + Divine Protection
Platform 3 (Nozdormu): Guardian of Ancient Kings + Divine Protection
Platform 4 (Kalegos): Ardent Defender + Divine Protection
Bolt will be coming out very soon after killing the Corruption, so swap and kill the Bolt, then begin on the limb. Keep the limb below 75% - preferably right about 80% - until Hemorrhage happens. Take it slow - this is the mana-regen part for your healers, if you're standing around waiting, it's fine, let your healers get the mana back up, this is crucial with 2 healers, as the Tentacles will burn through their mana pretty fast and you really don't want Blistering Tentacles and Hemorrhage at the same time.
Once Hemorrhage goes down, swap and burn the Limb. Jump platform, repeat.
On the third and fourth platforms, you will have to deal with Blistering Tentacles as Alextrasza won't help you on those two - leave at least your top melee DPS who loose the most by swapping on the limb while the rest of the raid swaps and kills the Tentacles. We leave our Rogue on the limb. Ranged starts with the furthest Tentacles, melee on the nearest, and you should swap and help as well. I use Hammer here to splash some damage onto the Limb.
You might need to use Divine Guardian or other raid-wide CDs here, especially on the second set of Tentacles if the DPS is slow on getting them down and your stacks get high.
On the fourth platform you will also have to deal with the Bolt impact (as you'll easily kill it without the impact on the other 3 platforms thanks to Nozdormu). What's important here is that the Corruption is killed as early as possible before the Bolt lands, preferably with 5 seconds to go so you can all get well far away from the impact point to minimize damage from the crash. If you find yourself dying to this over and over, you can even use Heroism on the Corruption to get through this part. We have our DPS save all their CDs and Trinkets on the third Platform to use on the fourth Corruption and that's usually enough.
After that it's the same as third - Limb > Blistering Tentacles > Limb > Blistering Tentacles. This one can cut a bit close with the Cataclysm timer.
Notice this whole time the only thing you've had to tank is the Corruption, survive the impales, and pick up the Hemorrhage for a couple of seconds before they evaporate thanks to Kalegos' buff. There isn't a lot to tank and using two tanks is a massive waste. As you're tanking the fourth Corruption, you're likely to be closest to the impact point when it lands if your DPS is low - remember it is safe to use Divine Protection in that case. Don't be afraid to use it to save yourself as long as you're not tanking Hemorrhages or Corruptions.
This should never happen, but, IF YOU TAKE A SECOND IMPALE FOR ANY REASON, your only recourse is an immunity. Ardent Defender is part of your first-impale rotation, but you can use DivineShield or Blessing of Protection to survive it - hit the ability, taunt, wait for the debuff to run out, and cancel. You don't need to loose a melee to pull this off but the timing can be tricky. Remember you have 3 seconds to pull this off - plenty of time and GCDs.
Phase 2
The basic progression of this is to burn Deathwing, swap and kill the Elementium Fragments, burn some more, swap and burn the Elementium Horrors, burn some more, stop at 11%, deal with the second wave of adds, the second set of Terrors, then hit hero and burn to kill while ignoring all other adds.
The only thing you're needed for is to tank the Horrors. I pick both of them up right away and drag them into Nozdormu's slow-time puddle, our Frost DK taunts one off of me. The DPS jumps on that one and burn it super fast - Anti-magic Shell is more than enough to soak the few stacks of Tetanus. You on the other hand will have a lot of stacks of Tetanus by this time and will be chaining CDs to survive. I usually use Guardian of Ancient Kings here just as the first Terror Dies and keep a twitchy hand on LoH, AD, or anything else to survive the massive spikes of damage from the DoT. If you need to, you can have someone taunt off and kite the add for 2 seconds or so to let the DoT drop off but usually it isn't necessary. Play it safe, and you'll be fine.
The Horrors are really quite survivable - on the kill last week, I died to a Tetanus tick after the first set of adds died and our feral druid and DK tanked the second set of adds just fine - though we did use Heroism to burn the adds faster. Your only purpose in Phase 2 is to survive tanking one of the adds while DPS deal with the other.
Burn Deathwing to get him as close to 11% as you can, and stop. Deal with the second set of adds the same way and you're on the home stretch.
Once the second set of Horrors die, use Heroism if you didn't use it on the Horrors and just burn to kill. If a third set of Elementium Fragments spawn, ignore them and just keep burning. You can't survive the AoE damage sub 10% for every long with 2 healers.
Save Divine Guardian for when Deathwing hits about 6% health as the AoE damage spikes quite a bit at 5%. Chain Divine Guardian with other raid-wide CDs - we go DG, Discipline Barrier, Aura Mastery, our Boomkin starts to channel Tranquility and Deathwing is usually dead right about then. I throw in a Holy Radiance too because why the hell not. Remind everyone to use Dream if it's off cool-down at this point as well.
It's actually not a difficult fight to tank at all, despite my preamble. Once you get the order of kills and rhythm down, this strategy is very repeatable. The healing on the other hand is really intense and you will want to hug your healers the first couple of times through. But it is certainly not more difficult than 2-healing, Ragnaros I don't think.
Good luck!
Ahem.
We've used this strategy a couple of times now and it is pretty damned fool-proof. Once you get the flow of the fight down, prepare for achievement spam. I'll assume you know the basic flow of the fight as you can learn from WoWPedia, WoWHead or any millions of other sites.
Composition
1 Tank (preferably a Paladin, but most classes can handle it)
2 Healers (we used a Discipline Priest and Paladin)
7 DPS (if you can get a DK to DPS you can make phase 2 very easy)
Glyphs
Prime: Truth, WoG, Shield
Major: Focus Shield, LoH
Un-glyph'd Divine Protection is very useful on Impales but Glyph'd DP can be very useful to deal with Bolt impact, Tetanus and other raid-wide magical damage, it's a matter of what's more important to you and what's killing you.
Phase 1
Platform Order: Green (Ysera) > Red (Alextrasza) > Yellow (Nozdormu) > Blue (Kalegos)
The order of kill is as follows on each platform:
Corruption > Bolt > Limb > Hemorrhage > Limb > Blistering Tentacle > Limb > Blistering Tentacle > Limb
The DPS benchmark is to make sure your raid can kill the Corruption before the Elementium Bolt lands. This ensures that you should only ever get 1 Impale per platform. This is crucial. As a paladin you CAN survive two per platform but you shouldn't have to as if you're consistently getting 2 Impales, the last platform will be troublesome.
So. You start on a platform, you can ignore the limb more or less, spread out a bit so people aren't standing in a line behind one another, and nuke the Corruption as soon as it comes up. Here is how you survive all the Impales:
Platform 1 (Ysera): Dream
Platform 2 (Alextrasza): Ardent Defender + Divine Protection
Platform 3 (Nozdormu): Guardian of Ancient Kings + Divine Protection
Platform 4 (Kalegos): Ardent Defender + Divine Protection
Bolt will be coming out very soon after killing the Corruption, so swap and kill the Bolt, then begin on the limb. Keep the limb below 75% - preferably right about 80% - until Hemorrhage happens. Take it slow - this is the mana-regen part for your healers, if you're standing around waiting, it's fine, let your healers get the mana back up, this is crucial with 2 healers, as the Tentacles will burn through their mana pretty fast and you really don't want Blistering Tentacles and Hemorrhage at the same time.
Once Hemorrhage goes down, swap and burn the Limb. Jump platform, repeat.
On the third and fourth platforms, you will have to deal with Blistering Tentacles as Alextrasza won't help you on those two - leave at least your top melee DPS who loose the most by swapping on the limb while the rest of the raid swaps and kills the Tentacles. We leave our Rogue on the limb. Ranged starts with the furthest Tentacles, melee on the nearest, and you should swap and help as well. I use Hammer here to splash some damage onto the Limb.
You might need to use Divine Guardian or other raid-wide CDs here, especially on the second set of Tentacles if the DPS is slow on getting them down and your stacks get high.
On the fourth platform you will also have to deal with the Bolt impact (as you'll easily kill it without the impact on the other 3 platforms thanks to Nozdormu). What's important here is that the Corruption is killed as early as possible before the Bolt lands, preferably with 5 seconds to go so you can all get well far away from the impact point to minimize damage from the crash. If you find yourself dying to this over and over, you can even use Heroism on the Corruption to get through this part. We have our DPS save all their CDs and Trinkets on the third Platform to use on the fourth Corruption and that's usually enough.
After that it's the same as third - Limb > Blistering Tentacles > Limb > Blistering Tentacles. This one can cut a bit close with the Cataclysm timer.
Notice this whole time the only thing you've had to tank is the Corruption, survive the impales, and pick up the Hemorrhage for a couple of seconds before they evaporate thanks to Kalegos' buff. There isn't a lot to tank and using two tanks is a massive waste. As you're tanking the fourth Corruption, you're likely to be closest to the impact point when it lands if your DPS is low - remember it is safe to use Divine Protection in that case. Don't be afraid to use it to save yourself as long as you're not tanking Hemorrhages or Corruptions.
This should never happen, but, IF YOU TAKE A SECOND IMPALE FOR ANY REASON, your only recourse is an immunity. Ardent Defender is part of your first-impale rotation, but you can use DivineShield or Blessing of Protection to survive it - hit the ability, taunt, wait for the debuff to run out, and cancel. You don't need to loose a melee to pull this off but the timing can be tricky. Remember you have 3 seconds to pull this off - plenty of time and GCDs.
Phase 2
The basic progression of this is to burn Deathwing, swap and kill the Elementium Fragments, burn some more, swap and burn the Elementium Horrors, burn some more, stop at 11%, deal with the second wave of adds, the second set of Terrors, then hit hero and burn to kill while ignoring all other adds.
The only thing you're needed for is to tank the Horrors. I pick both of them up right away and drag them into Nozdormu's slow-time puddle, our Frost DK taunts one off of me. The DPS jumps on that one and burn it super fast - Anti-magic Shell is more than enough to soak the few stacks of Tetanus. You on the other hand will have a lot of stacks of Tetanus by this time and will be chaining CDs to survive. I usually use Guardian of Ancient Kings here just as the first Terror Dies and keep a twitchy hand on LoH, AD, or anything else to survive the massive spikes of damage from the DoT. If you need to, you can have someone taunt off and kite the add for 2 seconds or so to let the DoT drop off but usually it isn't necessary. Play it safe, and you'll be fine.
The Horrors are really quite survivable - on the kill last week, I died to a Tetanus tick after the first set of adds died and our feral druid and DK tanked the second set of adds just fine - though we did use Heroism to burn the adds faster. Your only purpose in Phase 2 is to survive tanking one of the adds while DPS deal with the other.
Burn Deathwing to get him as close to 11% as you can, and stop. Deal with the second set of adds the same way and you're on the home stretch.
Once the second set of Horrors die, use Heroism if you didn't use it on the Horrors and just burn to kill. If a third set of Elementium Fragments spawn, ignore them and just keep burning. You can't survive the AoE damage sub 10% for every long with 2 healers.
Save Divine Guardian for when Deathwing hits about 6% health as the AoE damage spikes quite a bit at 5%. Chain Divine Guardian with other raid-wide CDs - we go DG, Discipline Barrier, Aura Mastery, our Boomkin starts to channel Tranquility and Deathwing is usually dead right about then. I throw in a Holy Radiance too because why the hell not. Remind everyone to use Dream if it's off cool-down at this point as well.
It's actually not a difficult fight to tank at all, despite my preamble. Once you get the order of kills and rhythm down, this strategy is very repeatable. The healing on the other hand is really intense and you will want to hug your healers the first couple of times through. But it is certainly not more difficult than 2-healing, Ragnaros I don't think.
Good luck!
Thursday, January 19, 2012
Dragon Soul Nerfs
This feels familiar, doesn't it?
I'm glad we've killed Deathwing a couple of times by now, and have the fight down pat and dry at this point or I'd be really pissed as I was over Ragnaros. As it is, I'm just shrugging it off, as I don't really see the point in further tuning this content as it is, if you'll excuse the elitism for a moment, relatively easy compared to pre-nerf Firelands, but difficulty is a relative thing.
That said, Madness of Deathwing is no Ragnaros. And Madness of Deathwing is certainly no pre-nerf Nefarian. It's more on par with, I don't know, Cho'gall maybe, or Ascendant Council in terms of difficulty. Once you know what to do, the fight is entirely a breeze and the right setup lets you breeze through so much of the fight it's not even funny.
To be fair, we had a number of wipes on Madness. Spine took us a night. But ever since we killed these bosses, it hasn't been a problem and we more or less 2-healed the whole place except for Zon'ozz and Spine. If we do all normal modes next week, I imagine we can clear out the place in less than three hours. Though I think our Raid Lead might want to do Heroic Morchok and Heroic Yor'sahj.
I don't know. I don't know that we're particularly great and our gear was more or less at normal-Firelands level when we started this tier. We even missed about two weeks of progression when we didn't have people over the holidays. So are the nerfs necessary? Not for us, they aren't.
But I think they probably are necessary for the guilds that were stuck on Ultraxion or Lootship or Spine. Those fights do have relatively steep DPS requirements.
Are you having trouble 2-healing in the 5th minute when you're getting hit with 300k every second? Can you get one of the adds down before the Sapper spawns? Can you take the hits of fire throughout the fight without loosing people? Can your tanks taunt swap and chain CDs to survive phase 2? Is everyone able to dodge fire and cones at the same time? Do Bloods overwhelm you in the third plate phase over and over? Do you just need a bit of DPS to get over the hump on that 4th limb of Deathwing or to clear the last 2% in phae 2?
If yes, then this will help you get over that little bump and that's not a bad thing.
Maybe another two weeks of gear will help, maybe you need a different strategy or composition, or whatever, but I've been there going in on the same fight, night after night after night and not being able to kill something and feeling the frustration with making absolutely no progress. I remember two years ago (holy crap) that the 5% nerf helped us down Sindragosa when she was wiping us with sub 5% enrages or something crazy for two or three weeks in a row, and then the week the buff hit, we killed her. It stung a bit, but I was just glad to finally be on Lich King.
As it is, my expectation and my performance is based on completing at least all of normal content pre-nerf and as long as I can manage that, I'm happy. And we've more than managed that this time around. To everyone else who's waiting to get over that hump - I hope you're able to make the magic happen before the nerfs hit, but if not, I'm sure you'll have those shiny titles after January 31.
I'm glad we've killed Deathwing a couple of times by now, and have the fight down pat and dry at this point or I'd be really pissed as I was over Ragnaros. As it is, I'm just shrugging it off, as I don't really see the point in further tuning this content as it is, if you'll excuse the elitism for a moment, relatively easy compared to pre-nerf Firelands, but difficulty is a relative thing.
That said, Madness of Deathwing is no Ragnaros. And Madness of Deathwing is certainly no pre-nerf Nefarian. It's more on par with, I don't know, Cho'gall maybe, or Ascendant Council in terms of difficulty. Once you know what to do, the fight is entirely a breeze and the right setup lets you breeze through so much of the fight it's not even funny.
To be fair, we had a number of wipes on Madness. Spine took us a night. But ever since we killed these bosses, it hasn't been a problem and we more or less 2-healed the whole place except for Zon'ozz and Spine. If we do all normal modes next week, I imagine we can clear out the place in less than three hours. Though I think our Raid Lead might want to do Heroic Morchok and Heroic Yor'sahj.
I don't know. I don't know that we're particularly great and our gear was more or less at normal-Firelands level when we started this tier. We even missed about two weeks of progression when we didn't have people over the holidays. So are the nerfs necessary? Not for us, they aren't.
But I think they probably are necessary for the guilds that were stuck on Ultraxion or Lootship or Spine. Those fights do have relatively steep DPS requirements.
Are you having trouble 2-healing in the 5th minute when you're getting hit with 300k every second? Can you get one of the adds down before the Sapper spawns? Can you take the hits of fire throughout the fight without loosing people? Can your tanks taunt swap and chain CDs to survive phase 2? Is everyone able to dodge fire and cones at the same time? Do Bloods overwhelm you in the third plate phase over and over? Do you just need a bit of DPS to get over the hump on that 4th limb of Deathwing or to clear the last 2% in phae 2?
If yes, then this will help you get over that little bump and that's not a bad thing.
Maybe another two weeks of gear will help, maybe you need a different strategy or composition, or whatever, but I've been there going in on the same fight, night after night after night and not being able to kill something and feeling the frustration with making absolutely no progress. I remember two years ago (holy crap) that the 5% nerf helped us down Sindragosa when she was wiping us with sub 5% enrages or something crazy for two or three weeks in a row, and then the week the buff hit, we killed her. It stung a bit, but I was just glad to finally be on Lich King.
As it is, my expectation and my performance is based on completing at least all of normal content pre-nerf and as long as I can manage that, I'm happy. And we've more than managed that this time around. To everyone else who's waiting to get over that hump - I hope you're able to make the magic happen before the nerfs hit, but if not, I'm sure you'll have those shiny titles after January 31.
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Thursday, December 22, 2011
More Dragon Soul Impressions
Our first night in DS was very successful as we got through the first 5 bosses in two days, and then got stalled a bit of Gunship and Spine. For that reason, I didn't do the second half of LFR as I wanted to get all the content down on normal mode rather than cheese my way to the achievements.
We've spent, maybe two and a half nights on Spine to really get it down - and not for lack of effort. It is a fun fight that requires a bit of coordination and planning and the execution is solo-play dependent and at our current gear level and DPS level, we just can't 9-man it, so anytime we lost someone without a possible Rez, we'd wipe. So many wipes on the third plate, it wasn't funny.
It was one of those fights that was dead but didn't know it, and we needed one clean pull to get it done. And we got it last night without much fanfare and wound up on the platforms for Madness.
The first pull was... Madness. I didn't know where the Corruption showed up, I didn't realize there was a facing order to it till it slammed half the raid, and then the Elementium Bolt pulsed and wiped us. It looked like a long training period was necessary... so we came back in, pulled a second time... and cleared up to the third platform where we lost to the Elementium Bolt as we weren't prepared for its speed without Nozdomu. The third pulled cleaned that up as well, and we had a very sub-par DPS with us filling in, and we were 3-healing, 2-tanking it.
To say Madness will take us less time than Spine is a given, though with next week being a Holiday week, I'm not sure we'll have any progression pulls, but soon enough. My prediction of being clear through normal modes by Christmas almost came true, and if we'd been more diligent on Spine, we'd be there now.
Anyway - point being that I enjoyed the ramp-up Dragon Soul had. The first 4 were too under-tuned but they did get more difficult as the raid went on. Zon'ozz can be difficult on 10-man if you mess up the orb bouncing and there have been instances where I've gotten myself killed by not being on top of cool-downs when the orb winds up bouncing an extra time and the damage buff stacks get very high. There are some dangerous slime combinations on Yor'sahj and Hagara is supposed to be a coordination fight, though for anyone who did Ragnaros, pre-nerf Nefarian and LK, the synergy required seems quite easy.
Ultraxion was the first road-block boss - the real DPS check, though after a couple of weeks of gear, he has become very, very easy. We lost a DPS early this week to Twilight and still cleared it under 5-minutes. To be fair, people are starting to kiss the 30k mark on that fight across the board. Gunship and Spine are both much more difficult co-ordination checks, and I enjoy tanking them a lot, especially soloing Spine. The bloods get nuts at the end of the fight, I love it.
But Madness? The ultimate boss fight?
It just much easier for some reason. And it doesn't really feel like you're fighting Deathwing at any point. I get that we can't fight him, and the feeling of being in the presence of gods is there, but I don't know. There's something missing in the feel of the fight. And with how quickly we were progressing on him, with a very conservatively setup team, it seems maybe too easy.
With our A-team, we should be able to clear the 4 platforms fairly quickly. Of course, Phase 2 could kick our ass and stall us for weeks, but I'm fairly sure I can solo-tank this and if I can do that, then we have 6 DPS to eat the adds that much faster, and honestly, there wasn't that much damage going out either, I might even suggest trying a 1/2/7 combination to see if it's viable.
Anyway. Point being - the ramp up was very nice, but it seems to have dropped off right at the end. And that feels odd. Though if you look at the Heroic raids, KIN stalled on Spine for ages, then killed Madness in one or two night.
Odd to say the least.
We've spent, maybe two and a half nights on Spine to really get it down - and not for lack of effort. It is a fun fight that requires a bit of coordination and planning and the execution is solo-play dependent and at our current gear level and DPS level, we just can't 9-man it, so anytime we lost someone without a possible Rez, we'd wipe. So many wipes on the third plate, it wasn't funny.
It was one of those fights that was dead but didn't know it, and we needed one clean pull to get it done. And we got it last night without much fanfare and wound up on the platforms for Madness.
The first pull was... Madness. I didn't know where the Corruption showed up, I didn't realize there was a facing order to it till it slammed half the raid, and then the Elementium Bolt pulsed and wiped us. It looked like a long training period was necessary... so we came back in, pulled a second time... and cleared up to the third platform where we lost to the Elementium Bolt as we weren't prepared for its speed without Nozdomu. The third pulled cleaned that up as well, and we had a very sub-par DPS with us filling in, and we were 3-healing, 2-tanking it.
To say Madness will take us less time than Spine is a given, though with next week being a Holiday week, I'm not sure we'll have any progression pulls, but soon enough. My prediction of being clear through normal modes by Christmas almost came true, and if we'd been more diligent on Spine, we'd be there now.
Anyway - point being that I enjoyed the ramp-up Dragon Soul had. The first 4 were too under-tuned but they did get more difficult as the raid went on. Zon'ozz can be difficult on 10-man if you mess up the orb bouncing and there have been instances where I've gotten myself killed by not being on top of cool-downs when the orb winds up bouncing an extra time and the damage buff stacks get very high. There are some dangerous slime combinations on Yor'sahj and Hagara is supposed to be a coordination fight, though for anyone who did Ragnaros, pre-nerf Nefarian and LK, the synergy required seems quite easy.
Ultraxion was the first road-block boss - the real DPS check, though after a couple of weeks of gear, he has become very, very easy. We lost a DPS early this week to Twilight and still cleared it under 5-minutes. To be fair, people are starting to kiss the 30k mark on that fight across the board. Gunship and Spine are both much more difficult co-ordination checks, and I enjoy tanking them a lot, especially soloing Spine. The bloods get nuts at the end of the fight, I love it.
But Madness? The ultimate boss fight?
It just much easier for some reason. And it doesn't really feel like you're fighting Deathwing at any point. I get that we can't fight him, and the feeling of being in the presence of gods is there, but I don't know. There's something missing in the feel of the fight. And with how quickly we were progressing on him, with a very conservatively setup team, it seems maybe too easy.
With our A-team, we should be able to clear the 4 platforms fairly quickly. Of course, Phase 2 could kick our ass and stall us for weeks, but I'm fairly sure I can solo-tank this and if I can do that, then we have 6 DPS to eat the adds that much faster, and honestly, there wasn't that much damage going out either, I might even suggest trying a 1/2/7 combination to see if it's viable.
Anyway. Point being - the ramp up was very nice, but it seems to have dropped off right at the end. And that feels odd. Though if you look at the Heroic raids, KIN stalled on Spine for ages, then killed Madness in one or two night.
Odd to say the least.
Labels:
difficulty,
dragon soul,
easy,
madness,
raiding,
spine,
win
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