Will this phase 3 strategy work on the 25 norm encounter? As it seems to be a much better way of controlling the adds.
Right now, that entire room is bugged. Nothing mob wise paths the way its supposed to making this encounter much more difficult. In theory, you will never get hit now, even by onyxia and nef, but in reality it does not work that way and just makes the encounter harder to manage.
Basically the bug is if you never stop moving, nothing in the encounter will melee you. The problem comes when the fire is spawned, the adds are so slow, buggy, and far away with you that it is almost impossible to prevent them from hitting the fire.
To compensate for this, we now tank phase 3 up against the side and let our warrior use the entire room, instead of just being limited to running in a circle. Until this bug came in however, we also did phase 3 in the manner described. The other advantage is that all your healers are now in range of the add tank and the main tank at the same time
2 additional notes, we bring 3 disc priests and cannot cover every crackle. We also use 7 healers and the enrage timer if a DPS dies becomes a very serious concern.
The moving thing only was the case if you actually backpaddled instead of straving / running. This, however, seems to have been hotfixed from wednesday to thursday (on Dragonmaw-EU at least) as I was able to "backpaddle-bug" the bone warriors on Wednesday but wasn't able to anymore on thursday.
Either way, good guide. We just started working on this on wednesday and are handling almost everything the same - except for the fact that if we want to trigger 2 crackles in P1 we HAVE TO kill Onyxia before the crackle cast finishes or her lightning machine will go off and wipe us. I suppose that's just our dps being lower than yours? Oh well, we've only spent like 6 hours on it and are reaching p3 every now and then.
Phase 2 is, in theory, very easy. But getting the hang of the transition into p2 right is really hard for some of the raiders... *cough*
Good to know, we killed nef on Tuesday this week.
Originally Posted by Xcuse
Also, I did not even look at phase 1 of the write-up, only 2 and 3. It is entirely possible to do phase 3 from 85-0, in fact most guilds that I have seen do it that way, it all depends on how much faith you have in your kiter.
Great guide, one question on the difficulty. I'm in a 10man Heroic guild and we've done halfus, maloriak, chimaeron, atramedes, and just recently magmaw and conclave. Is nef a good next target? Or should we be spending time on something like omnotron next.
Well, I'm the add-tank so... I suppose they're having quite some faith in me... let's hope I don't disappoint!
Originally Posted by Darksend
On 10m Nef normal already is really hard, with heroic being another step up. I'd definately suggest doing Omnotron, Al'akir and possibly V&T (if you have a good rogue that can play Sub) after the recent nerfs first .
Originally Posted by Mukluk
Just my suggestions tho - I've barely done hardmodes in 10m.
I'd really recommend waiting for 4.1 before bothering with V&T, making that fight such much easier on 10s. Same is true for Nefarian, without the awesome nerf to interrupt you'll have to bring 6 hitcapped interrupts (vs lvl 85) instead of letting your shaman/paladin healers then doing the backup job. Omnotron and Al'Akir are both solid goals for the next week(s).
Originally Posted by Xcuse
We are a grp of friends on a 9/13 10m HC guild (semi-hardcore)...and just started last night a few attempts on nef heroic. I gotta say p1 is not really a problem at all...but p2 can be a pain in the ass with all that dmg especially nef's shadow bolts..which are freaking ridiculous...hitting for 52k every 4 secs or so.
Right now our healing comp is...Resto druid, Resto shaman and disc priest. Not gonna lie to you but the resto druid has some serious problems to burst heal those 52k sometimes...any particular advice on p2 10m HC? Should we just use Tranquility or anything like that?.
Thx in advance.
Unless you want to replace the druid you may have to wait for 4.1 and the changes to Nef heroic.
- Nefarian's End
- The damage of Shadowflame Barrage has been reduced by 15% (10-player normal and Heroic difficulty only).
- The damage of Tail Lash has been reduced by 20% (10-player normal and Heroic difficulty only).
Well, what you actually can do is using 4-4-2 people on the pillars if both other healer can manage it with their mana.
After a few more attempts...we can reach p3 easily (druid had a bad night the other day), anyways...on P3 our Kite Tank..which is a DK...seems to die every single time at around 70%...after the adds reseted...even with Icebound fortitude up the adds pretty much destroy him for some unknown reason. I came up with the idea than the offtank has to kite along the outter circle and always staying at the same side of the raid so..both tanks can be healed for every healer. Is that ok? anything else you guys think we should change?.
Thx in advance.
He is dying after all adds reset once? Does he reset them again (and again.. and again)? I guess he's using AMS for every crackle and his other cooldowns to smooth out damage at lower energy rates?
Having Nef in the middle and running with the adds around him is the easiest way, your camp just moves with the body (similar to Halion) - but your camp/mt healer might have to switch side from time to time, depending on fire pathing, so you shouldn't rely on them for healing the offtank.
My 10man group has decided to start Heroic Nefarian and join the race for server first even tho technically we're slightly under geared because not everyone is in full heroic gear . We did about and hour and half worth of attempts monday night before reset to start to get a feel for it, and we did make it to phase transition once.
DPS: priest, hunter, Rogue, warlock
Our healers include myself, the resto druid, holly pally, and a resto shaman. I'm healing the tank that is on Ony (he's a DK) the resto shaman is on the add tank (he's a warrior) and the holy pally is on tank on Nef (he's a Pally). The Tanks are getting hit really hard. We've decided that since they're getting hit really hard, that our tank is really our sole responsibility, and we're not healing anyone's tank at the same time (maybe a bad idea?) We normally wipe just around or after the second Electrocute, from what i'm assuming is that now we're placing raid heals, keeping larger heals from the tank, and the tank dies. I know from the time we got to phase 2, I was practically spamming Healing Touch on my tank, and before the Electrocute hit I rejuv/WG myself and then swiftmend myself for Efflo, and just hoping WG/Efflo will hit the people near by me. The problem with Healing Touch spamming is now I'm low on mana. Why don't I innervate myself? you might ask, because now that we are about to transition, the holy pally is oom, calling for it, and the shaman is low on mana as well because we all spammed our largest heals to make it this far.
Also, i'm worried about Phase 2, since personally, I feel like phase 2 is the hardest for me, I always need to pop tree form, and Lifebloomx3 everyone on my platform just to keep everyone up, and now we're doing heroic mode
If anyone has any actual suggestions or tips or tricks or anything, that would be really awesome.
Why don't you just kill Onyxia and push all eletrocutes during phase 3? This way you don't have to deal with 2 drakes, 5 adds, taillash and lightning discharge all at once.
Originally Posted by Saphiria
And 3 tanks, really? There's still an enrage timer you want to beat. There are several other ways to deal with the adds like kiting (you have a DK, let him specc frost), tanking (Onyxia tank can take all adds as well or have a dps with some selfcooldowns + help from other tank them) or CC.
How many Explosive Cinders go out at a time in 10? I'm assuming one, yes? Anyone have any suggestions on how to deal with that if your interrupter gets it? We can probably manage a back up one one or may be two of the platforms, but all three may be rough.
We got server first on this on 10man last week. One cinder happens per cast in 10man phase 2 and we had 1 healer 2dps on one platform, 1 healer 2dps on another, and 1 healer 1 dps and the 2 tanks on the third. Every platform had a main interupter and a backup. The plat with the two tanks had one of our bad interupting dps (shadow priest) and if you had to jump just said something like "got cinder, joe your next interupt" etc.
Originally Posted by Moophisto
My guild is running 7 healers with 2 healers on the Nef tank and 5 on the Add tank for p3 and we are still having a really hard time keeping the add tank alive once the adds are about 12% energy but not so much trouble keeping him up throughout crackles. We've found the adds do much more then the crackles to us as healers and I was just curious if there was anything you could help me out with here. We normally run 2 priests 2 paladins 2 druids 1 shaman-- We've also ran this 2 Priests 3 pallys 1 druid 1 shaman, all in all we use our Sacs and pain sups when we can in a cool down rotation but I really don't think paladins using Sac is enough to mitigate much of the damage, do you recommend going with 2 pain sups and tank cool downs in a rotation with healers just burst healing the last bit b4 the resets???
whats better to use for prot warrior when tanking adds?
armor+mastery elixir or magic resistance/mastery elixir ?
or just go with stamina flask ?
You'll want resistance/mastery to reduce the breath and electrocute spikes. Their physical damage output alone isn't that intimidating.
what breaths ?
I am on add tanking duty