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Collecting thoughts on Sindragosa
Posted: Fri Mar 19, 2010 9:00 am
by Texaporte
- Phase 1 is pretty straightforward, we're getting that part down pretty regularly now. No real need to say anything about that.
- Phase 2 movement is what's killing us. How close can we reasonably get the raid pile to Sindragosa so that:
A) the ice blocks can be used to LoS the mystic buffet even after a death grip
B) The current tank doesn't get chained
C) you can still melee while moving to the next position
D) The tank transitions are faster
That's the real sticking point, I think.
Would it be a good idea to have the current off-tank be the one to coordinate movement? I was getting brain locks while not tanking and running around, and I can definitely improve on that, but it also becomes a difficult dance if you have even a little bit of drift.
Re: Collecting thoughts on Sindragosa
Posted: Fri Mar 19, 2010 10:22 am
by Ustinov
On the delicious but quite unhealthy Mystic (de)Buffet:
It visibly pulses every 5 seconds, so everyone should have the exact same timer, differing only on stack counts. A quick look at your debuffs will indicate whether or not your stack's coming off; if you're at 2 seconds or less, that means she missed the last refresh for you. It looks like at anything over 3-4 stacks the passive Frost Aura damage starts to demand your attention, and you're forced to get even more paranoid about Chilled to the Bone/Unchained Magic.
I remember hearing early on that getting Frost Tombed clears your Mystic Buffet debuff; while true (you're definitely out of LOS of anything that matters), it's gonna be a moot point if the Frost tomb initial drop oneshots you due to the added magic vulnerability, or if you have leftover Chilled/Instability that kills you while you're entombed and unhealable.
I was having some difficulty clearing off mystic buffet, catching a new stack while still standing "behind" the block about 1 in 3 times or so. Depending on how LOS is calculated, it might be the added elevation from the stairs combined with Sindragosa's sheer size since I have to back up to successfully break ice blocks. Anyone else notice a problem with clearing debuffs?
Re: Collecting thoughts on Sindragosa
Posted: Fri Mar 19, 2010 11:35 am
by Camyu
Ustinov wrote:Anyone else notice a problem with clearing debuffs?
Actually, I didn't have any problem clearing the mystic buffet but I think that's probably because I'm spending a lot of time behind the tombs killing them.
I think this is what we should be doing at the last phase:
1. Tombed people don't try to move too far back towards the stairs. We are getting accustomed to running to the stairs instinctively, but in this case, there is no need. Tombs can be positioned safely in front of the stairs with a safe distance from boss and tank, parallel to boss at position T1. Ideally, this should be the minimum distance we need to run when she does a death grip. DPS and Raid Healer (h1) move to los behind T1 after T1 is tombed. Tank Healer (h2) will not los, but will now move next to T1 to heal tank.
Code: Select all
B O S S (TANK)
(safe distance)
T1(h2)
----->(dps/h1)
S T A I R S
2. When the next person gets marked to be tombed, THAT PERSON ONLY should move away to establish the T2 position (not too far away please). The rest of the dps is probably still getting T1 out. And when T1 is out, DO NOT INSTINCTIVELY TRY TO MOVE SIDEWAYS FROM YOUR SPOT (forward or backward is probably OK). Stay near the T1 position, and watch for T2 to be tombed so you don't get chained, then move to T2 to los. The healer2 now is the raid healer and should los with the group, while healer1 now has debuff cleared and becomes tank healer, and should be at a smart spot that is still in range of the tank. Can healer1 stand directly to the right of T2 and still be in range? Or should healer1 remain near T1 and need to get ready to move once the next tombed person has been determined? I'm hoping to the right of T2 would be good. That way, we always move as a group and will never have stragglers near the previous tomb spot.
Code: Select all
B O S S (TANK)
(safe distance)
T2(h1)<---- T1
(raid/h2)<-------
S T A I R S
3. Add a tank switch rotation. Not sure how this works. What if tanks always swap after T2 is cleared, so that the mystic-buffed tank only needs to run towards T1 to get cleared? That would be the shortest distance for tanks to run to. Or is it not that simple?