Thursday 9/20 Raid Report

guild news, policies, and raid information
Drumble
Posts: 1040
Joined: January 4th, 2007, 7:10 am

Thursday 9/20 Raid Report

Post by Drumble »

Before this gets a little out of hand -- a simple reply of "when I deferred to him first, Mahnalor said he had the belt already" would have done wonders.  /win  /endthreadAs it stands, Mr. Fussy Face, "Would you prefer it's sharded?" and your bullet points just seem like you're trying to push buttons.We all know the formula is:#1  Steal underpants#2  ?#3  Profit#4 ... Face?I remember this from high-school 20 years ago.  Are you really ready to get in this pissing match?  I aim for the sun, grab an umbrella.My next reply to this thread will not be nearly as friendly as this.
Han
Posts: 745
Joined: January 3rd, 2007, 5:42 pm

Thursday 9/20 Raid Report

Post by Han »

I would like to take a minute to point out that I also hate murlocs...
draven
Posts: 4005
Joined: January 5th, 2007, 6:21 pm
Location: tbd

Thursday 9/20 Raid Report

Post by draven »

grrahgrlgrahlarrurglegrahlragrrahhl
Mahnalor
Posts: 253
Joined: December 26th, 2006, 9:35 pm

Thursday 9/20 Raid Report

Post by Mahnalor »

Hi Folks,So we headed in the back door to confront Curator and were able to get him down but couldn't get Shade down....Here's a small recap:Curator - We wiped the first time as we ran thin on mana.  Our second go, we changed strategy a little and slapped a couple of well timed Judgements to help restore mana for our casters.  Once we did that... it was in the bag :)Loot:Gorona's Signet Ring - DrpGloves of the Fallen Hero - NagashiShade - Ummm.. well.. yeah.... we managed to get him down to 2% I believe but just couldn't knock him out... after 4 tries and a few swaps of raid members, we had to call it.  Several things were challenging.. first, we only had 3 melee interrupts.  Without impeccable timing it was difficult to interrupt two schools of magic.  The additional hits were felt by the healers as they had to work overtime.  Second, just about every run we lost folks to Arcane Explosion.  This requires quick thinking and reaction to get out of the way as soon as possible.  There isnt much forgivness here...We were all focused on getting Shade down and didnt bother to go for the chess event.  In hindsight, it would benefit us to go straight for chess, then backtrack to Shade/Ilhoof.  Nonetheless, we learn and move on.Combat stats can be found herePlease be sure to read the next post as I will be providing additional comments on raiding, strategies, etc.-Mahnalor
Han
Posts: 745
Joined: January 3rd, 2007, 5:42 pm

Thursday 9/20 Raid Report

Post by Han »

I feel like a broken record sometimes here.....but ummmmmm Counterspell?  obviously not the first choice of interrupts since it has a long CD, but it also locks out a school for 8 seconds.  Thats the longest lockout in the game AFAIK.  Its also instant cast, and an easy stopcasting, targeting macro can make it more effective than a kick when melee are stuck in a flame wreath.  Sorry to sound annoyed, but its a personal pain point of mine that our mages would not counterspell when tuesday group was learning shade.
Drumble
Posts: 1040
Joined: January 4th, 2007, 7:10 am

Thursday 9/20 Raid Report

Post by Drumble »

I could go either way on this one -- lockout is good in the sense that it keeps him casting Arcane Missles -- and that's an obvious heal target, but in an ideal world -- he'd be casting fireball (interrupt), fireball (interrupt), fireball (interrupt) = no damage at all.I'm going to pine over the stats and see if there's anything I can add ..
Drumble
Posts: 1040
Joined: January 4th, 2007, 7:10 am

Thursday 9/20 Raid Report

Post by Drumble »

Getting out of the Arcane Explosion is a BIG problem to fix.  I see a few other things I'll point out:Attempt #1 530k damage:Mahnalor - 13 pummelsDrp - 9 kicksThandrenn - 8 pummelsAttempt #2 790k damageMahnalor - 18 pummelsDrp - 12 kicksThandrenn - 8 pummelsAttempt #3 560k damageMahnalor - 14 pummelsDrp - 9 kicksThandrenn - 7 pummelsAttempt #4 540k damageDrp - 14 kicks !!!!Mahnalor - 11 pummelsThandrenn - 6 pummelsWhen you're in charge of interrupting the spell.  Interrupt the spell.  He was doing needless extra damage to people.  Mahnalor is pulling a lot of weight, Drp stepped it up too.   ... Dying to the Arcane Explosion -- unless you're in ice shackles and didn't call it out in time, unless you're linkdead .. unless your mouse runs out of batteries or your wife comes in the room and says she's pregnant - and it's not yours.  .. unless ... wait .  there is no excuse.   Make sure to quick click follow on your pets too, that's DPS lost if they blow up.Attempt #107:12'19.005    Shade of Aran's Arcane Explosion hits Thandrenn for 9964 Arcane damageAttempt #207:32'52.563    Shade of Aran's Arcane Explosion hits Drp for 9191 Arcane damageAttempt #3 -- cleanAttempt #408:19'36.157    Shade of Aran's Arcane Explosion hits Starsaver for 9054 Arcane damage08:19'36.157    Shade of Aran's Arcane Explosion hits Thandrenn for 10169 Arcane damage
Han
Posts: 745
Joined: January 3rd, 2007, 5:42 pm

Thursday 9/20 Raid Report

Post by Han »

Also, the slowing effect can be dispelled.... I know its real hard to be running out and dispelling at the same time, but if someone looks like they are in trouble, a priest can get rid of the slow debuff, if they happen to dispel themselves and run out quick...
Han
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Joined: January 3rd, 2007, 5:42 pm

Thursday 9/20 Raid Report

Post by Han »

Oh and btw, anyone who is reading these suggestions... Please please keep in mind that we (me and mason and others who comment after reading stats) are trying to just do whatever we can to aid progression.  Several of us have tried offering up raid spots in the tuesday group, ducking out of tuesday group to sign on thursdays and see if help is needed, etc all without a lot of luck... Now I feel like the only thing I can do is watch the film and throw out a couple suggestions from the bench.  Our #1 priority as a guild is clearing karazhan (for everyone in the guild) and this is the only way I see that we can really help with that.  Any suggestions are always welcome.... Back to the stats... I agree that the long lockout can be detrimental, but its better than no interrupt at all....Drp could maybe use deadly throw as well to interrupt, since he has the merciless gladiators gloves (this is in the event of a flame wreath and you are caught too far away)
Han
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Joined: January 3rd, 2007, 5:42 pm

Thursday 9/20 Raid Report

Post by Han »

Ok, I know I have beaten the hit rating horse to death already in these forums, but there were a lot of missed pummels and kicks in some of these attempts... Looks to be around 10-11% of them were missed as a whole.  With an ability that has a cooldown and a limited number of interrupters, that hurts.
starsaver
Posts: 123
Joined: June 19th, 2007, 5:33 am

Thursday 9/20 Raid Report

Post by starsaver »

Miramel wroteAlso, the slowing effect can be dispelled.... I know its real hard to be running out and dispelling at the same time, but if someone looks like they are in trouble, a priest can get rid of the slow debuff, if they happen to dispel themselves and run out quick...
I usually do a mass disspell before running out as the spell is inside Shade's AE cast. It's just kinda hard to get everyone in the area as some are running or already out, etc.... I think most the deaths that occur from it are people not noticing that it's coming in time. My death from it was due to the whole post losing power. Living on an island in the middle of the ocean FTL.... Paul
Mahnalor
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Joined: December 26th, 2006, 9:35 pm

Thursday 9/20 Raid Report

Post by Mahnalor »

This is really great feedback folks. Thanks a ton!  Though we only get a few folks from the raid actually looking at these threads (which IMHO HAS to change) I will try to pass along the information on raid nights.  One of the htings that Jazzmyn and Mahonri mentioned was that counterspell was not a good idea since he starts doing melee and hits really, really hard.  Since this could neither be confirmed nor denied, we aimed on the conservative side and went with not using it as much as we could have.  Maybe we should have at least tried one effort with counterspells...
drp
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Joined: July 10th, 2007, 6:53 pm

Thursday 9/20 Raid Report

Post by drp »

he does melee some times after a kick, you could check the logs but i think he never hit me for more then like 2500 ish
Drumble
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Joined: January 4th, 2007, 7:10 am

Thursday 9/20 Raid Report

Post by Drumble »

He does melee if all 3 of his schools are shut down.  This could be the problem if there are too many interrupts in the fight ... and why you really need to leave those Arcane Missles open (he's already spent the mana on the spell).He does hit hard, but it's about the same amount as one of his fire/frost bolt spells.  However, there is no casting time - so no delay with no possibility for interruption.  Additionally with his random targetting, it causes him to run all willy-nilly through the room -- making it tough on melee who are the primary damage dealers in the encounter.For this reason, I've heard some guilds use a kick/pummel cycle ... there were some times when Amulec and I were both kicking his fireballs and one of us got him in the balls (hehe) and one of us interrupted his next cast of arcane missles.
Han
Posts: 745
Joined: January 3rd, 2007, 5:42 pm

Thursday 9/20 Raid Report

Post by Han »

Yep thats the key is to not interrupt all three schools of magic, just the frost and fire... In this way counterspell would work the same, but yeah its hard sometimes two will hit the key at the same time and interrupt the next spell.
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