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Post by Mang on Feb 9, 2012 6:26:24 GMT -5
I honestly haven't looked up much strat on this, but boat is fun as hell imo, and we're trying it on Monday. Read and watch guides, kick up the discussion.
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Post by cornholio on Feb 9, 2012 20:56:54 GMT -5
Major Differences:
- Phase 1- -Twilight Barrage: Applies a stacking debuff that increases shadow damage taken by 50% for 15 seconds. Notes: A single player can soak this barrage with personal cooldowns as long as they do not have the debuff. Also, three players can soak the barrage together, regardless of debuffs as the damage splits well enough amongst three players. This debuff also increases shadow damage taken from Twilight Onslaught. -Fire: Basically heroic Mimiron v2. There will be fire randomly placed on the ship. Standing in fire is bad, so little NPC's fly over deck on jetpacks, squirting down water on patches of fire. Notes: Once the animation for water appears, that patch of deck is safe to stand on, even if the fire animation is still there. (This was mentioned in one video, so this note may be incorrect.)
- Phase 2 - -Goriona lands: Goriona lands, normal dragon mechanics seem to apply. There is a frontal cone, although I have not heard about a tail swipe. Notes: Since Goriona lands, there is no longer Twilight Flames (the purple circles that spawn on the ground). Tanks still need to switch as Blackhorn applies the sunder debuff. If Goriona has not reached 20% and flown away yet and Blackhorn has reached 20% (I've seen/heard 20 and 80 for this trigger) He will begin to siphon life from Goriona and deal and equivalent amount of damage to the raid. This seems to be a raid wipe and all guides and videos I have seen have their group forcing Goriona off the platform before serious DPS is on Blackhorn. -Consuming Shroud: Absorbs 100,000 healing. Debuff is active until either the player dies or the 100,000 healing is received. As heals land, each player in the raid except for the person with the debuff will receive damage equivalent to the heal. So if Player A receives the debuff then a flash heal for 12k, each person in the raid receives 12k damage taken. Notes: Heals look like the pulsing AOE from Valiona/Therallion. -Enrage: Blackhorn's enrage timer supposedly begins when he lands on the ship. He lands after the last drakes are killed. Notes: I have heard different values for the enrage, either 3 or 4 minutes. People save bloodlust for when Blackhorn is the last mob on the ship to aide healers and burn through him before the enrage. This does not get the amount of credit as a DPS check as other fights, but still seems to be mightily important.
Execution:
- Phase 1 - Not having more ranged in our group really hurts us (again). We have to be soaking purples in groups of three perfectly. Drakes are the #1 priority for DPS to kill. Less drakes up = less twilight barrage. EVERYONE must be soaking twilight onslaught, regardless of shadow damage debuff. Splitting immediately is essential to get to each groups quadrant and soak barrages. Fire will be similar to Mimiron. We just have to stay away from it. From some videos, I see people running through fire to get to onslaughts and barrages to soak, so the damage does not seem to be a 1-hit kill, but there may be hidden cooldowns used that I can not tell. The 3rd set of elites need to be dead before the 3rd set of drakes as phase 2 begins when the 3rd set of drakes are down. We may want to consider killing 1 drake right away, then both elites, then the 2nd drake.
-Phase 2- Blackhorn and Goriona need to be tanked near an edge, facing away from the raid. The two tanks should generally be next to each other to make tank swapping not so complicated. Because there are no more Twilight Flames, the group can and should stack up to maximize aoe healing. This DOES complicate shockwaves, as the entire raid will be forced to move. I have seen 2 different strategies for this, one with 1 group, another with 2 groups. AOE healing seems to be the best way to defeat the Consuming Shroud (100,00 healing absorbed/reflected debuff) as the damage to the raid will not be a huge spike and more manageable for healers. Goriona should be #1 priority in phase 2 so that Blackhorn can not siphon life from her and essentially wipe the raid. Bloodlust seems to be most useful when Goriona leaves, as healers won't have crazy haste that could blow up the raid by spiking the Consuming Shroud target with heals. Also, damage increases on the tank after Goriona leaves due to the Vengeance ability that Blackhorn has. For Blackhorn, Vengeance increases damage dealt as health lowers. So cooldowns should be rotated to survive his melee. Finally, we should have a rotation for Disrupting Roar (Circle AOE damage to the raid) for raid cooldowns. It is not a wipe if we do not have a cooldown up, but helps immensely as the roar's damage is increased.
Notes: -Fake Class: Death grip is helpful for preventing sappers from running away from the raid during Twilight Onslaught. -Hunter: Frost traps help slow sappers, but mess with Twilight Barrage animation. Using Disengage to avoid a shockwave is a little risky because if the hunter has not landed before the shockwave goes off, the hunter will still take maximum damage. -Mage: Can use cauterize with no debuff to soak Twilight Barrage. -Paladin: Ardent Defender can be used to soak and survive twilight onslaught solo without a debuff. -Priest: Guardian Spirit may similarly be used to have one person soak Onslaught without a debuff. -Rogue: Rogues can Feint and soak a Twilight Barrage solo as long as they do not have the shadow damage debuff. Rogues can also Dismantle the elites. -Warrior: Warriors can disarm the elites. Warriors are great at soaking the barrages immediately following onslaughts that are far away from the stack point. -Splitting the raid up into multiple sections (either three or four) to soak Twilight Barrages in phase 1 may result in a 2nd Twilight Barrage before the 1st Twilight Barrageās debuff runs out. If that happens, that barrage can simply hit the ground without much concern for ship health. -Having 1 person soak Twilight Onslaughts means that the boat will take more damage than if the group were soaking. (All videos of heroic I have seen are with the entire group stacking). -We can rearrange our tanking/positioning during phase 1 so that the elites are tanked on top of one of the drakes for maximum cleave capabilities. -Ranged DPS can start the fight on the very top of the ship to get maximum time on the drakes.
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Post by llena on Feb 9, 2012 22:16:22 GMT -5
huge post about boat, nothing about Hag...is this our focus or just for this week since we've cleared the first 4? i see people pugging Hag now and a ton of guilds have killed zonozz as well, but not ultra...just want to know where to focus.
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Post by cornholio on Feb 9, 2012 22:52:15 GMT -5
I wrote this to give us the best possible chance to kill/progress on Monday. Our focus going forward is probably Zonoz or Hagara, though. We should have a discussion as to which should be our next.
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Post by cornholio on Feb 13, 2012 11:21:03 GMT -5
Most videos I've seen, twilight barrage is never soaked. Also, ranged usually start port side, but can get more uptime starting starboard side then running port side.
Most strategies I have seen do NOT show elite/drake cleave. It seems as if the drakes die too quickly
During phase 2, one option to effectively deal with shockwave was to have all ranged loosely stacked followed by a hard stack two seconds prior to shockwave.
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Post by Mang on Feb 13, 2012 16:35:13 GMT -5
People seem to be on the fence as to whether 2 or 3 heal makes more sense now -- the healing can get kind of crazy, but the dps requirements (esp ranged in p1) are pretty high.
Two tanks, so either Aaron and Matty tank, or Aaron and Tristan tank (on either pala / DK). DK deathgrip is mad boss for sappers...
If 3 heal, option for either Jors resto or Tris on Rockamo, allowing Jors to stay boom for heavier ranged comp -- while killing the melee adds is important, it's really the least important job to do in p1. Wolf and myself should handle that cleave just fine.
We could start as a 3 heal -- Matty tanks and Tris heals, to both emphasize ranged DPS and 3-heal survivability as we get comfortable. Downsides -- no DK grip, no replenishment
Options for comp swapping:
bring in Tris' DK to tank, adding death grip, but that forces Matty ret, making us melee heavy, but brings replenishment -- and we can still choose 2 or 3 heal via Jors
My thoughts are that if we need Tris on his DK to tank / replenishment from Matty, then we're probably going to end up needing to 2 heal, to overcome our melee heavy deficiency.
This is me making a lot of assumptions about a fight I've never actually tried to do though...
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