Mogu'shan Vaults lessons learned
Posted: Wed Oct 17, 2012 10:19 am
Opening a general lessons learned thread following our first excursion into a new raid. Feels like its been a looong time
.
- Trash: first pack utilizes the petrify mechanic of the Stone Guard boss. They MUST be pulled separately or they'll petrify the raid before we can kill either. Pulled separately, they can be burned down just in time. Great gear check right out the door - if you can't kill one before you get petrified, your raid's not geared enough. Also a gentle gear check. Petrify does not count as a death - it just resets the patrol instead of wiping the raid.
- Stone Guard: Great first boss imo. Really keeps tanks on their toes. Once you get the swapping rhythm going, its fairly simple conceptually. Tuning is still very tight however, and a single mistake in execution will likely lead to a wipe. Also the encounter will stay fresh for a long time as the exact combination of dogs will vary the encounter from week to week.
One quick clarification: the snare effect (moving slower) is not a result of a dog ability (pools/mines/shards/chains), but comes from the global petrification spell. If we are overloading them correctly, we should not be getting too many stacks of petrify, but you can still expect to be moving at 1/2 speed or worse right before an overload. This sucked for pools, I imagine it will be much worse with chains. If you class has any movement tricks, keep them handy, they may save your life.
- Feng the Accursed: Critically dependent on tanks using an encounter specific button. Kinda like Ultraxion, but all the pressure's on Dorian
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Phase 1: Shroud of Reversal tank must interrupt epicenter with lightening fists. Supposedly, its possible to stop them all. Again, pressure's on Dorian. I vote for him to stay Shroud of Reversal tank for the foreseeable future as experience in this field can only be gained at the cost of painful raid wipes.
Phase 2: Did some more research on draw flames, and it does not appear like there's any way to cheat our way out of it. Nullification barrier can cancel every other one (recommendation is 2nd and 4th) which means healers must be prepared to deal with 2 full draw flames. Lets brainstorm some global cooldown rotations that might help. Remember, the raid damage is not from the draw flames cast, its from the period that follows when he has stacks of the flame buff.
Positioning for phase 2 - suggestions seem to be to keep him where he's at (edge of the room) and to have the flames be deposited at the center/back of the room. Folks were good about not getting caught in the traveling flames, so I don't think that's a problem.
I think this is our gear check to overcome. Phase 2 lasts from 66%-33%, or roughly 50 million HP in 10 man normal. He casts draw flame every 30 seconds, and we should aim to close this phase in 4 draws (maximum 150 seconds). This requires a raid dps of 333k... If we assume 3 healers, and count tanks as dps (333k/7), that's still asking at least 50k dps from everyone (sustained throughout the 2 minutes).
- Trash: first pack utilizes the petrify mechanic of the Stone Guard boss. They MUST be pulled separately or they'll petrify the raid before we can kill either. Pulled separately, they can be burned down just in time. Great gear check right out the door - if you can't kill one before you get petrified, your raid's not geared enough. Also a gentle gear check. Petrify does not count as a death - it just resets the patrol instead of wiping the raid.
- Stone Guard: Great first boss imo. Really keeps tanks on their toes. Once you get the swapping rhythm going, its fairly simple conceptually. Tuning is still very tight however, and a single mistake in execution will likely lead to a wipe. Also the encounter will stay fresh for a long time as the exact combination of dogs will vary the encounter from week to week.
One quick clarification: the snare effect (moving slower) is not a result of a dog ability (pools/mines/shards/chains), but comes from the global petrification spell. If we are overloading them correctly, we should not be getting too many stacks of petrify, but you can still expect to be moving at 1/2 speed or worse right before an overload. This sucked for pools, I imagine it will be much worse with chains. If you class has any movement tricks, keep them handy, they may save your life.
- Feng the Accursed: Critically dependent on tanks using an encounter specific button. Kinda like Ultraxion, but all the pressure's on Dorian
Phase 1: Shroud of Reversal tank must interrupt epicenter with lightening fists. Supposedly, its possible to stop them all. Again, pressure's on Dorian. I vote for him to stay Shroud of Reversal tank for the foreseeable future as experience in this field can only be gained at the cost of painful raid wipes.
Phase 2: Did some more research on draw flames, and it does not appear like there's any way to cheat our way out of it. Nullification barrier can cancel every other one (recommendation is 2nd and 4th) which means healers must be prepared to deal with 2 full draw flames. Lets brainstorm some global cooldown rotations that might help. Remember, the raid damage is not from the draw flames cast, its from the period that follows when he has stacks of the flame buff.
Positioning for phase 2 - suggestions seem to be to keep him where he's at (edge of the room) and to have the flames be deposited at the center/back of the room. Folks were good about not getting caught in the traveling flames, so I don't think that's a problem.
I think this is our gear check to overcome. Phase 2 lasts from 66%-33%, or roughly 50 million HP in 10 man normal. He casts draw flame every 30 seconds, and we should aim to close this phase in 4 draws (maximum 150 seconds). This requires a raid dps of 333k... If we assume 3 healers, and count tanks as dps (333k/7), that's still asking at least 50k dps from everyone (sustained throughout the 2 minutes).