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Sart 3D, zerg requirements

Posted: Mon Aug 31, 2009 12:05 am
by Texaporte
Raid DPS needs to be at about 40k in order for the strategy to work. We will have heroism, and we are going to need to stack as many melee buffs as possible - +5% crit buff (fury warr or feral drood), +3% crit (Ret/Prot paladin), haste (frost DK or shaman), lesser haste (ret paladin and ???), kings, Str+Agi (DK, shammy), AP (imp Bshout, ret pally), other AP (blood DK, enh shaman, marksman hunter), armor debuff (warrior/feral drood), will all help greatly in the quest for 5k DPS per raid DPSer (you can probably go down to like 4.7ish since Tex will do about 2-3k when she's hulked up like you guys are).

Basically we need to find a good spot (most videos I've seen engage him by jumping down from the ledge and being behind him, for the shortest run), pray for good firewalls and void zones, and DPS with all our might. One we can do this with the melee team, we can probably work on getting it done with the ranged team - the main difference between melee and ranged on this fight is the amount of time most casters lose when they have to dodge a wall. It's a little more forgiving to melee and hunters.

After an initial MD on Tex, I think tricks should go to DPSers to squeeze out every last bit of damage. How many times have we had people catch up to Tex once she's started?

Re: Sart 3D, zerg requirements

Posted: Mon Aug 31, 2009 7:19 am
by hung
should attempt this soon before paladin threat gets brought down to reasonable levels.

Re: Sart 3D, zerg requirements

Posted: Mon Aug 31, 2009 9:35 am
by Daewen
Don't forget Rogue Savage Combat 2/2: +4% physical damage to poisoned targets!

Re: Sart 3D, zerg requirements

Posted: Mon Aug 31, 2009 10:48 am
by Camyu
I think basic zerg strat is as follows:

1. Tex grab Sarth where 1st drake (Tenebron) typically lands, turning Sarth to face north.
2. We dps Sarth.
3. At 30 secs, 1st drake lands where we already are, grabbed by Tex.
4. At around the same time, we watch for the 1st fire wall.
5. We dps Sarth, watch for void zones spawned by Tenebron, watch for 2nd fire wall. (What to do with random adds?)
6. Dps Sarth before 2nd drake ever lands, which starts at 75 seconds.
(6.5 If Tex dies, rogues try evasion-tank for the last seconds. However, if 2nd drake has landed, Sarth is immune, and we lose.)
7. We win! We gain a title, and we /roll for Reins of the Black Drake.

Sarth will have 2,510,100 x 1.25 health, which is 3,137,625. With 8 full-time dps and only 75 seconds to do it, we need to bust our asses and buffs, and deliver an average of 5229.375 dps per person. Keep in mind though, Tex would provide some dps, but we would also lose some due to dodging firewalls.

Re: Sart 3D, zerg requirements

Posted: Mon Aug 31, 2009 11:34 am
by Logos
No offense to anyone, but I have only seen a handful of our dps'ers able to dish out that kind of dps on a single boss (your AOE damage doesn't count on this fight).

I don't think we have 8 of em. Doesn't mean we shouldn't try.....but the numbers don't seem to add up presently.

Re: Sart 3D, zerg requirements

Posted: Mon Aug 31, 2009 12:05 pm
by sphie
Nah, there's no offense but it's also a very valid concern.

But keep in mind, sustaining 4k-5k dps is very realistic in a 90s fight versus a 6 minute fight. With heroism + all cooldowns blown, in that 90 seconds DPS is going to be through the roof.

Re: Sart 3D, zerg requirements

Posted: Mon Aug 31, 2009 12:12 pm
by Werehamster
I can single target 3k dps on a heroic training dummy in cat when blowing my cooldowns, and that's just self buffed! Is tonight my chance to shine as something other than a tree? It sounds like you want a feral druid for leader of the pack... (technically I can give Faerie fire as a tree, and I do in some cases like the heart phase of XT-002).

Re: Sart 3D, zerg requirements

Posted: Mon Aug 31, 2009 12:23 pm
by Daewen
Yeah we don't normally stack our buffs or get to do this sort of omgdps except on Patchwerk. I think we can muster this sort of dps, though I imagine the first few attempts will merely be working out the pull, and how the whole raid moves for the two directions of flamewall. Once we have those figured out so that we don't lose dps time on the pull, and can maintain it while shifting for walls, I think this will be ours before the night is out.

Re: Sart 3D, zerg requirements

Posted: Mon Aug 31, 2009 1:13 pm
by Texaporte
Looks like 40k was overdoing it - that's how to do it in 72 seconds. We have 90 seconds, though I don't honestly know if Tex can live that long tanking that many dragons. We'll find out, won't we?

Re: Sart 3D, zerg requirements

Posted: Mon Aug 31, 2009 1:26 pm
by Logos
so 32k dps is the new number / 8 = 4k dps per char

seems highly doable.

who is gonna heal Tex for crazy damage at the end while topping off the raid?