Post by Zianna on Nov 4, 2005 20:44:24 GMT 1
First and foremost: All the mentioned classes must join the healer channel, as soon as they join the raid. I strongly suggest creating putting this channel in a seperate window, since we will use it for important orders that might otherwise disappear in the chaos of the general window, during fights. If you need help setting that up, poke me outside MC.
General notes:
Now, the strategies may vary at times, since it all largely depends who we have with us, but the following is the MO we will aim for, if possible.
TRASH MOBS
Speed Pulling:
Team A (3) on MT1
Team B (2) on MT2
Team C (2) on MT3
Team D (1 priest) on dispelling
3 on spam
Working dual pulls, the assigned teams keep their tank alive and regains mana when needed. There are no mana breaks.
The non-assigned healers spam the raid, ressurrect casualties and make sure people are rebuffed, once alive again.
Team D (priest with the help of warlock felhunters) will be responsible for dispelling the Firelords' silencing debuff.
Specific notes on trash mobs:
Fire Lords: The Fire Lords' magical debuff does 250 fire damage every 2 seconds and, more importantly, silences. This is where the dispelling priest comes into the picture, but it is crutial that another priest in the raid makes sure the dispelling priest is not silenced her-/himself. Priests and druids should either have decursive set up or configure CT raidassist for the appropriate priorities (and noone raids with us without CT raidassist, so...).
Lava Annihilator
Hug these (meaning stand real close)
Lava Surger:
Don't hug these!
Core hounds: The magical debuffs vary but in my experience, none of them are worth dispelling frantically during the fight since the dispelling nerf. Avilable priests and locks do need to dispel during and after the fight though, since the hound debuff will mess with dispelling of Firelord debuff.
DOG PACKS
5 tanks are appointed. The standard strategy is 5 teams of 2 healers each, one on each tank. The remaining healers spam raid. Usually, this one is real easy. The important thing to remember here is that the dogs' unremovable debuff continues to do damage for a while, even after the dogs have died, so keep on healing till those have timed out. This is an excellent place to train som cross spamming, which we depend on deeper in the place. Most of the time, I won't assign healers here but ask everyone to spam.
LUCIFRON
4 teams are made.
Team A (3-4, possitioned by the large stalagmite) heals the MT.
Team B and C (2 in each team, possitioned further back) has each an OT/OT duo to heal. When their OT's target is down, team B assist on the MT, team C assist on the MT/raid or, if possible/needed, stay back and regain some mana to take over on MT and raid, once the attack order is given on Luci.
Team D (all priests, 2 possitioned by the large stalagmite, the rest in the back of the cave) will do nothing but dispel Impending Doom (the ten second countdown, 2000 shadow damage debuff) and Mind Control, assisted by warlocks.
Team A will, if possible, be grouped with a shaman with mana tide. This shaman will 1) purge Mind Control from the MT, team A and the decursing mage, 2) cast mana tide when needed and, if he/she can, 3) heal the MT.
One more shaman (possitioned in the back of the cave) will be on general purge duty. This shaman will also be assigned to heal the healers.
Remaining healers will spam the raid (and please, stay out of range of Impending Doom).
MAGMADAR
Team A on this fight (4-5) will heal the MT. Don't forget your own health, you are most liekly out of range of other healers.
The 2 hunters on tranquilizing shot duty will each have a healer assigned to them. Those healers will spam in-range raid too, but their main objective at all times is to keep their hunter and themselves alive. Hunters and their healers should be possitioned in the south end.
2 shamans will be grouped with the MT and must keep tremor totems running on him at all times. These shamans will also spam raid when possible.
I usually send 4-5 spam healers to the north of the cave, to be in range of the melee dps.
Remaining healers will spam raid.
Shamans make sure to keep up a tremor totem at all times and cast mana tide when needed.
Generally:
Keep at max range to the MT/Maggie, to avoid the aoe fear.
If you're standing in fire, move. Do not finish the cast, move. Immediately.
Spread out. If a lot of healers have to stop casting at the same time to move from a pool of fire, people have no healing and die.
If you die and get ressurrected, get more people up while you are still out of combat.
When Maggie gets down to 15% HP, it hurts the MT a lot more. MT healers, be prepared for this please.
GEHENNAS
4 teams, pretty much same setup as for Luci.
Team A (5, possitioned to the far right, facing G) heals the MT (at least 1 shaman with mana tide, preferably 2 for fire res. totem/swap on mana tide)
Team B and C (2 in each team, possitioned at max range from their target) same as Luci, except team B's OT may be standing by to grab G when her/his mob is down, should the MT go down. Be prepared for this and try to keep her/him in good health as well when you switch to healing the MT/spam raid.
Team D (3) keep teams 1-3 alive.
Remaining healers will spam the raid.
If we are low on mages, druids should assist on decursing the MT, the OT and the healers (in that order), since it is crutial to have people decursed immediately.
Spread out, Gehennas will cast a very painful aoe fire thing where ever people are standing close. If you are hit by this: Move, move, move!
GARR
This will vary, depending on the amount of locks present.
Team A (3) on the MT.
Team B-E = 2 healers per OT
Team F (1) on the locks
Remaining healers spam OTs first, raid second.
When OT healers are freed (their tank's target is dead) they go free=choose whether to heal or dps. All free healers help dps on Garr.
Make sure to communicate during the fight if you are omm/dead and which tank is missing a healer now.
LAVA PACKS
Team A (2): On MT1
Team B (2): On MT2
Team C (2): On MT3
Team D (2): On banishing warlocks
Team E (1/2 priests): Dispelling
1 ooc resser
Remaining healers spam the raid.
GEDDON
Team A: On MT (6+)
Team B (2, 1 priest for shield): Keeping the bomb alive.
ALL other priest (and locks) on dispelling (and nothing else). Dont bother dispelling pure melee, it's the mana holders that's a must. Priests will be assigned to a class they need to dispel, as will locks.
Remaining healers on raid.
If the MT becomes the bomb, he/she will stay put and tank. That means everyone but the priests and team B heals him/her. When Geddon starts the fire nova thing, the MT will/should run out of range to the left of us. Do not go straight, if you have to move for range, go round, fire hurts.
SHAZZRAH
All healers will be spread out it the groups, to guarantee range.
Almost all teams will have 2 healers, where one is assigned to keep their party alive and the other is assigned to heal the MT, save for 1 shaman who will be purging Shaz. Druids assigned to the MT should be decursing him.
Druids on party healing duty should assist the mages by decursing their own team, if possible (healing has priority). If we have less than 5 mages, druids have to prioritise decursing very much.
Stay at max range of the MT, arcane explotion hurts too.
Shazzarah will blink to the raid. When he does, stop what ever you're doing and run! Some nice buckethead will try to take him away from you, but if you are holding aggro, run towards the MT please. He clears all aggro when he blinks, so NO HoT and no DoT are allowed in this fight, or you and the people around you will be his mid-fight snack.
NB
HoT=Healing over time=Any healing spell that ticks after the initial heal lands.
DoT=Damage over Time=Any damage ticking after the initial spell/attack landed. Yes, this includes stings, damage curses, etc.
Bending this in neon since judging by past fights, some people have doubts...
Spread out! A lot! We are spread very wide in this fight. Because of this, all healers are responsible for healing themself too, do not expect someone else to. They might, if they can, but don't count on it
SULFURON
Team A: 3 (-4) on the MT, 1 of these a shaman for tide and purging Sulfuron of Inspire (self buff that doubles his attack speed and increases dmg by 25%).
Team B: The priests, dispelling like mad. (note: the MT will only get the debuff when charging, after that he's out of range and wont need dispelling.)
Each OT get at least one healer, preferably with backup.
Shamans should assist on purge when we all go to Sulfuron.
One note here, if any of you can stop spell casting, please make those priests shut up (Nagas, not ours, obviously). They cannot be allowed to heal. Shamans, shock em please!
When the naga priests are dead, everyone but MT healers can dps.
GOLEMAGG
Team A: (4+) on the MT.
Team B: (2+) on OT1.
Team C: (2+) on OT2.
Remaining healers spam raid/dps (around 3 should spam and dps should be ready to jump in healing if things go south).
MAJORDOMO
With 15 healers:
Team A: (4 from start) on MT, target dummy and initial self heals.
OT1/MA (2)
OT2 (2)
OT3 (2)
OT4 (2)
Mages (1)
Target Dummy (1)
Remaining healers keep healers alive, assist on tanks and spam general raid.
Orders:
When OT1’s elite is dead and he becomes MA, his healers follow.
The mages' healer can usually spam our healers a bit too, but sheeping mages have 1st priority. He/she switch to raid spam (focus on healers and tanks) when the priest mobs are down.
When OT2’s mob is dead, his healers prepares for OT4.
When OT3’s mob is dead, his healers quickly goes 1 on OT4/1 on MT.
Should someone be free to assist elsewhere (bloody unlikely, but still), they look to MT, then OTs, then healers, then raid. (“look to” means “see if they need”. If they don’t, move to next priority).
Druids, hold on rebirth until ordered to use it by the healer leader.
Food for thought:
DRAFT - RAGNAROS
Team A (6) on the MT1 and MT2 (if possible, regain mana during sons)
Team B(2): Healing Team A / backup on the MTs
Team C (7):
When Rag is up = healing remaining raid (spread out lots) 4 of these assigned specifically to melee.
When Sons are up = spamming MA -> tanks -> other melee dps -> healers -> rest.
Positions - knock back
Positions are everything. If you are too close to someone you will be knocked back, possibly into lava = you’re out. If you have minimum 15 yards to closest player, you cut app. 65% of the risk of being knocked back. If you are standing if front of a cliff, you will be bounced off it and into the lava in front instead. Personally I prefer that, since it’s a lot easier to get up from.
Team A should (imo) spread out along the edge. Otherwise, the moment the tanks go in, we have to move to keep range and get too close to each other. Team B can stand behind their targets, since they should be able to reach them all from there. If a Team A healer dies/get hopelessly knocked into lava, 1 B healer step into his/her place as soon as this is obvious.
Sons
The moment Felbane announces that the Sons are spawning, everyone run to the gather spot immediately, but try to keep people alive while doing so (shields, instant cast, etc). We are going there to allow tanks to grab the Sons off us. This is a good thing. The moment you see the Sons are picked up by tanks/banishers, move away towards your normal position. The Sons hurt AoE and their aura eat your mana = baaaaad. There is a lot of damage done in the chaos that is the Sons. Team A should hold back on their mana, IF (and only IF) they can see that spammers have control of the situation.
On one hand if someone dies, they stay dead here. On the other hand, Teams A and B needs their mana to keep the tanks up when Raggie comes back. We all need to focus and think rationally here and pay good attention to our surroundings, our team mates and the raid in general.
That is all.
If you have questions/comments/suggestions, please page me on the forum and I will get back to you a.s.a.p.
General notes:
- The Main Tank (MT) and OffTank (OT) should always be shielded at every pull, to buy them time to build aggro.
- If you are assigned to someone and run oom, say so in the healer channel and say who is now missing a healer.
- Rather a death than a wipe.
Now, the strategies may vary at times, since it all largely depends who we have with us, but the following is the MO we will aim for, if possible.
TRASH MOBS
Speed Pulling:
Team A (3) on MT1
Team B (2) on MT2
Team C (2) on MT3
Team D (1 priest) on dispelling
3 on spam
Working dual pulls, the assigned teams keep their tank alive and regains mana when needed. There are no mana breaks.
The non-assigned healers spam the raid, ressurrect casualties and make sure people are rebuffed, once alive again.
Team D (priest with the help of warlock felhunters) will be responsible for dispelling the Firelords' silencing debuff.
Specific notes on trash mobs:
Fire Lords: The Fire Lords' magical debuff does 250 fire damage every 2 seconds and, more importantly, silences. This is where the dispelling priest comes into the picture, but it is crutial that another priest in the raid makes sure the dispelling priest is not silenced her-/himself. Priests and druids should either have decursive set up or configure CT raidassist for the appropriate priorities (and noone raids with us without CT raidassist, so...).
Lava Annihilator
Hug these (meaning stand real close)
Lava Surger:
Don't hug these!
Core hounds: The magical debuffs vary but in my experience, none of them are worth dispelling frantically during the fight since the dispelling nerf. Avilable priests and locks do need to dispel during and after the fight though, since the hound debuff will mess with dispelling of Firelord debuff.
DOG PACKS
5 tanks are appointed. The standard strategy is 5 teams of 2 healers each, one on each tank. The remaining healers spam raid. Usually, this one is real easy. The important thing to remember here is that the dogs' unremovable debuff continues to do damage for a while, even after the dogs have died, so keep on healing till those have timed out. This is an excellent place to train som cross spamming, which we depend on deeper in the place. Most of the time, I won't assign healers here but ask everyone to spam.
LUCIFRON
4 teams are made.
Team A (3-4, possitioned by the large stalagmite) heals the MT.
Team B and C (2 in each team, possitioned further back) has each an OT/OT duo to heal. When their OT's target is down, team B assist on the MT, team C assist on the MT/raid or, if possible/needed, stay back and regain some mana to take over on MT and raid, once the attack order is given on Luci.
Team D (all priests, 2 possitioned by the large stalagmite, the rest in the back of the cave) will do nothing but dispel Impending Doom (the ten second countdown, 2000 shadow damage debuff) and Mind Control, assisted by warlocks.
Team A will, if possible, be grouped with a shaman with mana tide. This shaman will 1) purge Mind Control from the MT, team A and the decursing mage, 2) cast mana tide when needed and, if he/she can, 3) heal the MT.
One more shaman (possitioned in the back of the cave) will be on general purge duty. This shaman will also be assigned to heal the healers.
Remaining healers will spam the raid (and please, stay out of range of Impending Doom).
MAGMADAR
Team A on this fight (4-5) will heal the MT. Don't forget your own health, you are most liekly out of range of other healers.
The 2 hunters on tranquilizing shot duty will each have a healer assigned to them. Those healers will spam in-range raid too, but their main objective at all times is to keep their hunter and themselves alive. Hunters and their healers should be possitioned in the south end.
2 shamans will be grouped with the MT and must keep tremor totems running on him at all times. These shamans will also spam raid when possible.
I usually send 4-5 spam healers to the north of the cave, to be in range of the melee dps.
Remaining healers will spam raid.
Shamans make sure to keep up a tremor totem at all times and cast mana tide when needed.
Generally:
Keep at max range to the MT/Maggie, to avoid the aoe fear.
If you're standing in fire, move. Do not finish the cast, move. Immediately.
Spread out. If a lot of healers have to stop casting at the same time to move from a pool of fire, people have no healing and die.
If you die and get ressurrected, get more people up while you are still out of combat.
When Maggie gets down to 15% HP, it hurts the MT a lot more. MT healers, be prepared for this please.
GEHENNAS
4 teams, pretty much same setup as for Luci.
Team A (5, possitioned to the far right, facing G) heals the MT (at least 1 shaman with mana tide, preferably 2 for fire res. totem/swap on mana tide)
Team B and C (2 in each team, possitioned at max range from their target) same as Luci, except team B's OT may be standing by to grab G when her/his mob is down, should the MT go down. Be prepared for this and try to keep her/him in good health as well when you switch to healing the MT/spam raid.
Team D (3) keep teams 1-3 alive.
Remaining healers will spam the raid.
If we are low on mages, druids should assist on decursing the MT, the OT and the healers (in that order), since it is crutial to have people decursed immediately.
Spread out, Gehennas will cast a very painful aoe fire thing where ever people are standing close. If you are hit by this: Move, move, move!
GARR
This will vary, depending on the amount of locks present.
Team A (3) on the MT.
Team B-E = 2 healers per OT
Team F (1) on the locks
Remaining healers spam OTs first, raid second.
When OT healers are freed (their tank's target is dead) they go free=choose whether to heal or dps. All free healers help dps on Garr.
Make sure to communicate during the fight if you are omm/dead and which tank is missing a healer now.
LAVA PACKS
Team A (2): On MT1
Team B (2): On MT2
Team C (2): On MT3
Team D (2): On banishing warlocks
Team E (1/2 priests): Dispelling
1 ooc resser
Remaining healers spam the raid.
GEDDON
Team A: On MT (6+)
Team B (2, 1 priest for shield): Keeping the bomb alive.
ALL other priest (and locks) on dispelling (and nothing else). Dont bother dispelling pure melee, it's the mana holders that's a must. Priests will be assigned to a class they need to dispel, as will locks.
Remaining healers on raid.
If the MT becomes the bomb, he/she will stay put and tank. That means everyone but the priests and team B heals him/her. When Geddon starts the fire nova thing, the MT will/should run out of range to the left of us. Do not go straight, if you have to move for range, go round, fire hurts.
SHAZZRAH
All healers will be spread out it the groups, to guarantee range.
Almost all teams will have 2 healers, where one is assigned to keep their party alive and the other is assigned to heal the MT, save for 1 shaman who will be purging Shaz. Druids assigned to the MT should be decursing him.
Druids on party healing duty should assist the mages by decursing their own team, if possible (healing has priority). If we have less than 5 mages, druids have to prioritise decursing very much.
Stay at max range of the MT, arcane explotion hurts too.
Shazzarah will blink to the raid. When he does, stop what ever you're doing and run! Some nice buckethead will try to take him away from you, but if you are holding aggro, run towards the MT please. He clears all aggro when he blinks, so NO HoT and no DoT are allowed in this fight, or you and the people around you will be his mid-fight snack.
NB
HoT=Healing over time=Any healing spell that ticks after the initial heal lands.
DoT=Damage over Time=Any damage ticking after the initial spell/attack landed. Yes, this includes stings, damage curses, etc.
Bending this in neon since judging by past fights, some people have doubts...
Spread out! A lot! We are spread very wide in this fight. Because of this, all healers are responsible for healing themself too, do not expect someone else to. They might, if they can, but don't count on it
SULFURON
Team A: 3 (-4) on the MT, 1 of these a shaman for tide and purging Sulfuron of Inspire (self buff that doubles his attack speed and increases dmg by 25%).
Team B: The priests, dispelling like mad. (note: the MT will only get the debuff when charging, after that he's out of range and wont need dispelling.)
Each OT get at least one healer, preferably with backup.
Shamans should assist on purge when we all go to Sulfuron.
One note here, if any of you can stop spell casting, please make those priests shut up (Nagas, not ours, obviously). They cannot be allowed to heal. Shamans, shock em please!
When the naga priests are dead, everyone but MT healers can dps.
GOLEMAGG
Team A: (4+) on the MT.
Team B: (2+) on OT1.
Team C: (2+) on OT2.
Remaining healers spam raid/dps (around 3 should spam and dps should be ready to jump in healing if things go south).
MAJORDOMO
With 15 healers:
Team A: (4 from start) on MT, target dummy and initial self heals.
OT1/MA (2)
OT2 (2)
OT3 (2)
OT4 (2)
Mages (1)
Target Dummy (1)
Remaining healers keep healers alive, assist on tanks and spam general raid.
Orders:
When OT1’s elite is dead and he becomes MA, his healers follow.
The mages' healer can usually spam our healers a bit too, but sheeping mages have 1st priority. He/she switch to raid spam (focus on healers and tanks) when the priest mobs are down.
When OT2’s mob is dead, his healers prepares for OT4.
When OT3’s mob is dead, his healers quickly goes 1 on OT4/1 on MT.
Should someone be free to assist elsewhere (bloody unlikely, but still), they look to MT, then OTs, then healers, then raid. (“look to” means “see if they need”. If they don’t, move to next priority).
Druids, hold on rebirth until ordered to use it by the healer leader.
Food for thought:
- The healing of the OTs should be handled like healing tanks during dog pack fights used to: You have a specific duty but need to be flexible; all tanks must live. This requires range. For this reason, it is essential that all healers (and raid) get possitions right. Ideally, we should be in range of every single person in the raid.
- Much like with Garr and locks, keeping the sheeping mages alive can easily be handled by a single healer, as long as the healer 1) knows which mages are sheeping and 2) has standing range to all those mages, a.k.a. do not need to run after them. Mages: Please do not run, they are faster and you leave healing range, making your healer leave the other mages to find range, starting a bad domino effect. Stay put and have faith.
- Like on Maggie, the dps on MT and last OT will increase extremely in the last bit, in this case, when those 2 are the only ones still with mobs. This means no matter how much you’ve been healing already, we need even more now. Make sure you have a mana potion and don't be afraid to use it. The fight be long but it will be over d**n fast, if we cant keep up juuuust 1 more minute.
- If you are teleported to the fire pit, move! Fast! It can easily be survived, if you’re fast to move away from it and then heal yourself before relocating your spot.
- If you are out of range when trying to heal someone you’re not specifically assigned to, leave it. Don’t waste time running for range, every casting second is needed.
DRAFT - RAGNAROS
Team A (6) on the MT1 and MT2 (if possible, regain mana during sons)
Team B(2): Healing Team A / backup on the MTs
Team C (7):
When Rag is up = healing remaining raid (spread out lots) 4 of these assigned specifically to melee.
When Sons are up = spamming MA -> tanks -> other melee dps -> healers -> rest.
Positions - knock back
Positions are everything. If you are too close to someone you will be knocked back, possibly into lava = you’re out. If you have minimum 15 yards to closest player, you cut app. 65% of the risk of being knocked back. If you are standing if front of a cliff, you will be bounced off it and into the lava in front instead. Personally I prefer that, since it’s a lot easier to get up from.
Team A should (imo) spread out along the edge. Otherwise, the moment the tanks go in, we have to move to keep range and get too close to each other. Team B can stand behind their targets, since they should be able to reach them all from there. If a Team A healer dies/get hopelessly knocked into lava, 1 B healer step into his/her place as soon as this is obvious.
Sons
The moment Felbane announces that the Sons are spawning, everyone run to the gather spot immediately, but try to keep people alive while doing so (shields, instant cast, etc). We are going there to allow tanks to grab the Sons off us. This is a good thing. The moment you see the Sons are picked up by tanks/banishers, move away towards your normal position. The Sons hurt AoE and their aura eat your mana = baaaaad. There is a lot of damage done in the chaos that is the Sons. Team A should hold back on their mana, IF (and only IF) they can see that spammers have control of the situation.
On one hand if someone dies, they stay dead here. On the other hand, Teams A and B needs their mana to keep the tanks up when Raggie comes back. We all need to focus and think rationally here and pay good attention to our surroundings, our team mates and the raid in general.
---oo0oo---
That is all.
If you have questions/comments/suggestions, please page me on the forum and I will get back to you a.s.a.p.