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Thread: Ulduar Razorscale

  1. #21
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    I have a question about the add phase. After a half dozen wipes I got the idea to split the raid into 4 little groups to stay spread out and it went a "little" bit better, but maybe it's our DPS or something but we were just getting overwhelmed, each one of those adds have between 300-450k and we're getting 9-12 at a time, on a low end that 2.7 million worth of hit points to burn every 20 seconds or so before the next batch start coming in. We tried AoE, single target, at some point we seriously have like 20+ guys running around, I sorta figured it was bugged but with people downing him and watching your video maybe we just suck. We're in all 25m gear, had all old content on farm for quite a while now, but this just seems like a joke, watching your video you didn't seem to have as many guys come up as we were but maybe I just didn't notice them. I understand the Watcher Priority but how were you killing them so fast? Especially with haveing your raid split up, 3 guys having a total of 1 million health seems rough of 1/3 of your raid to kill real fast.

    We seriously can't make it to harpoon her down.

  2. #22
    Ciderhelm, first of all great job on making this videos. Kudos to you!!

    Regarding Razorscale25man, how much armor and movement speed does the Fuse Armor do and what is a safe amount of stacks before the OT must taunt?

    Also, where do the OT stand? Behind him until I call for a taunt?
    "In Soviet Russia, RAGE needs YOU!"
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  3. #23
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    Nov 2008
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    Can you post some info on your raid setup with the videos? Just number of tank and healers would be great.

  4. #24
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    I was watching your video again, you were getting only 2 drill thingys coming up every 45 seconds, occasionally a 3rd with a sentinel. Last night we were getting 4 and sometimes a 5th with a sentinel and I believe they were coming every 30 seconds. if it was a matter of only having half the raid on each side that would be simple...but with having 4 coming up with 12 guys it was nearly impossible.

  5. #25
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    Ciderhelm when was this video taken? PTR? Pre or Post Enrage Timer fix? Just curious.

  6. #26
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    Quote Originally Posted by deramon View Post
    I was watching your video again, you were getting only 2 drill thingys coming up every 45 seconds, occasionally a 3rd with a sentinel. Last night we were getting 4 and sometimes a 5th with a sentinel and I believe they were coming every 30 seconds. if it was a matter of only having half the raid on each side that would be simple...but with having 4 coming up with 12 guys it was nearly impossible.
    We had the same trouble yesterday, but on a 10-man grouping. It felt like we were playing luck-of-the-draw with the adds - sometimes we'd score 4 total (2 for each group), and sometimes we'd pull 10, incl. sentinels. Perhaps our DPS was slow, but sometimes it looked absolutely ridiculous.

    I'm starting to think there's a trigger for all these adds... it couldn't be a random thing to screw raids over like that, could it?

  7. #27
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    Jun 2008
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    @Deramon. It sounds like you have 4 squads running around, killing what they can get their eyes on?

    It would be much easier for you to have a "right" and a "left" group. A tank or two in each, and a suitable amount of healers. This group should be placed between the middle of the circle, and the harpoons. This gives you less movement-time, and thus a higher DPS.

    You should have a for each of the big fellas (those who WW's) and take care of those rather quick. As their WW will kill melee-dps nearby quite fast. The 2nd threat to your dps and healers is the spell-casters - which is beautifully pointed out in the movie. The rest of the mobs (the small dwarves) is easily off-tanked, as we had 1dk tank 4-5 adds and he still only needed a heal every now and then (I was that healer).

    The first time the adds will "respawn" is when the engineers makes it to the fourth cannon. They use 20 seconds on each harpoon, so when the 3rd one is ready, you should have the majority of the adds down.

    Remember that the npc's (guardians i believe, they're called) can tank and dps as well. They have 400k hp, and should be tanking the small dwarves.

    When the 4th harpoon is ready you should off-tank the newly spawned mobs, and get the ground phase over with. As delaying the harpoons will require more mana, and time, as you will be getting more adds.

    If you find DPS to be your weak side. Find a way to lessen travel-time. Tank mobs closer to eachother. Assign melee to one specific side, and let the ranged stand in the middle - the healers at the harpoons, as that's the only thing that will gimp your dps.

  8. #28
    Join Date
    Nov 2007
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    good explanation for p2.

    the porno music was relaxing too

  9. #29
    theres a big brown circle on the ground directly in the middle of the area. i suggest those who are having trouble tell their raiders not to leave that circle under any circumstances. this helps keep things organized aswell as making sure you're nearby when she lands

  10. #30
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    Dec 2008
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    Quote Originally Posted by Ciderhelm View Post
    I honestly don't have an answer to the question Gustav, as that was our first time going into Phase 2 during the raid. I don't believe it's a result of her breath but I could be incorrect.


    Donors, the movie will be up in about 20 minutes for download.

    I will update you in this post if this is happening or not!

  11. #31
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    Dec 2008
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    No we were getting 4 transports at a time so each group would take one transport. I made a post on the wow forums about it and most people seem to say that this video was probably taken on the PTR before it was finished being tuned, which is why I asked the question if it was done on the PTR, 3.1 Pre Enrage Nerf or 3.1 Post Enrage Nerf.

  12. #32
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    Dec 2008
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    As I said earlier that I will update you if the tanks could stand next to eachother at the "permanent grounding phase". This is now confirmed in the 10 mans, ---> The MT and the OT can be possitioned at the same place while moving around while taunting off. We just did it! :P

    GL!

  13. #33
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    Jan 2008
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    Quote Originally Posted by deramon View Post
    I was watching your video again, you were getting only 2 drill thingys coming up every 45 seconds, occasionally a 3rd with a sentinel. Last night we were getting 4 and sometimes a 5th with a sentinel and I believe they were coming every 30 seconds. if it was a matter of only having half the raid on each side that would be simple...but with having 4 coming up with 12 guys it was nearly impossible.
    Your strategy for killing the adds is too slow. If you are trying to dps the groups down individually I would recommend you use an AoE strategy. It cuts down on the amount your raid has to move resulting in more damage output.

    I haven't watched the video, but our strategy is just a simple AoE the adds, with an extra tank pulling out the whirlwind guy to be single target DPS'd by range.

    Use 3 tanks total.

  14. #34
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    Dec 2008
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    Is there a /tar macro for the sentinel? I need my DPS on him immediately.

    Does anyone know the sentinel's exact name?

  15. #35
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    Dec 2008
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    okay I understand dividing it into 4 is slow but when I have 5 transports come up all over the place it makes it quite difficult to grab them all. The point of my posts is this video is showing only 6 adds out at a time and 7th sentinel, our experience was 12 adds at a time along with a sentinel. Yes I know if you group them up you can AoE them but with 12 guys, 4 of them able to chain lightening and wipe the group, there is something wrong here.

    I wish Ciderhelm would answer about when this video was taken.

  16. #36
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    Mar 2008
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    My raid also encountered alot more drills than shown on the video, I hope its not just the RNG, or else more people are going to be complaining next week.

    We tried it once having everyone to the east (where the video shows) because someone thought that the lava bombs only formed inside the circle. We found this not to be the case we moved back into the circle. But then I got to thinking about who was always "newbing it up and standing in the flames" in our raid and after watching this video again, it looks like the person closest to the center of the circle is always the target (when the spell is cast) If thats the case then the sentenal tank is the perfect person to stay there, since the melee doesn't have to run to kill the sentenal (throught the fires).
    Last edited by Radius; 04-17-2009 at 01:05 PM.

  17. #37
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    Jun 2008
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    Quote Originally Posted by deramon View Post
    okay I understand dividing it into 4 is slow but when I have 5 transports come up all over the place it makes it quite difficult to grab them all. The point of my posts is this video is showing only 6 adds out at a time and 7th sentinel, our experience was 12 adds at a time along with a sentinel. Yes I know if you group them up you can AoE them but with 12 guys, 4 of them able to chain lightening and wipe the group, there is something wrong here.
    How far "up" are you taking the adds? Where the drills pops up?

  18. #38
    Also note that, if you don't generally have trouble with DPS deaths in phase 1 (or have enough druids that you can reliably battle rez them), using Bloodlust/Heroism on the second burn is slightly better as it lets you carry over the buff into the first part of Phase 2.
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  19. #39
    Join Date
    Aug 2008
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    91
    could anyone give me a ballpark figure on avg raid dps per person, for razor? We get him to phase2 after 3 lands not 2 and this is really hurting us on his enrage.

  20. #40
    Join Date
    May 2008
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    445
    Great Video Ciderhelm (as always).


    There's one important point that you do not make in the video that I think is key information:

    Devouring Flame does not target individual players. Much like Shirrak the Dead Watcher's "Focus Fire" ability it targets the spot on the ground where the player was standing when the spell was successfully cast.

    Keeping this in mind, if you assign one raid member to call out Devouring Flame targets, those players can begin moving and will be out of range of the AoE damage before the spell even lands. Using this method effectively you can avoid all incoming damage from Devouring Flame (at least prior to the ground phase).

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