if you have an arcane mage in your party tell them to get slow I have found it very very useful in this fight. I would slow the beast closer to us and jovi and i would burn him down fast and shiv most of the time had aggro on the other one so if he would start getting too close i would frost nova and slow that one.
I thought that fight was pretty fun but i can immagine its going to be hell on 25 man.
Range was in a moon around him at about max range.
If I had the sense while i didn't have boss aggro and the beasts were far enough away, I'd taunt them back. Wasn't necessary most of the time. All-star Range classes switched well and dps'd the hell out of them.
For tanks, put up your "attack" key. I clicked it off when I had the blood debuf and called out for Rune to taunt. Boss healing sucks if you get a few swings in or the beast are whacking someone.
The key is to NOT get hit by beasts. The best way of doing that is to obviously kill them before they get to you.
I think if we setup designated Main Assists it will make things easier.
Something like Fireshiv on one side and Verty on the other? All other DPS on their sides use macros to /assist Verty, /nuke of choice?
People in melee have to ABSOFUCKINGLUTELY avoid getting agro on the beasts. That means no AoE such as Consecrate, Divine Storm, Blade Flurry, Whirlwind, etc. Do I need to make that bigger? Casting Consecrate right before the Beasts spawn is just selfish and not cool. And yeah, this is directed at a specific person.
Anyway....healing and dps was fine. Tank swaps can be a bit quicker, but with Beasts chewing on people in melee I can understand being distracted. So it all comes down to killing the beasts fast and not getting hit by them.
We don't want too many people focusing on CC, since it's better to kill them fast.
I think our best bet would be to go back to the basics...
Have Verty spec for this fight, I'll give ya 30g
Have Verty and Vordin stand directly in line with DBS stacked on top of each other, Vordin with RF on. Verty casts Hurricane on the beasts a couple seconds before they pop, and she should get initial agro on all 5, Vordin should get heal agro on any that stray. Meanwhile, our assigned Main Assists on each side will be nuking the crap out of 1, and all dps on their side will be assisting them. Earthbind dropped in melee everytime they are coming, and a Hunter standing between Verty and DBS for Frost trap. This SHOULD be all the CC we need.
Or maybe just have Coffs instead of Vordin stand with Verty. The beasts seemed to really like him.
I do have the increased dmg done by hurricane but regardless it doesn't hit hard enough to snag aggro off healing, though. (as we saw in 25 mans) With that being said there's no point imo to re-respec for that one fight again for the increased range as my AOE isnt going to snag aggro there's no need for me to be in the middle.
There were a few ranged dps that weren't running from the beasts either but instead trying to "tank" them when they came closer. I know we all have to be 12 yrds apart but in the event that a beast is going to slap you silly, you may want to move for that.
The mages using slow isn't a bad idea either. The reason I liked having Joe on my side for this fight is because I have a knockback and he has burst. So on 10 mans he'd snag aggro and I'd knock the beasts back to avoid them hitting Joe. If we teamed our dps like this for 10's and 25's I think that'd help as well. Jovi said it helped having Blood go Elemental for his knockback.
Just my thoughts.
~Verty~
-- You can stop the tears but you can't stop time. You can dull the pain but it never goes away.
Having done it on 25, I can say that Hurricane DOES indeed pull threat as long as everyone is aware of the beasts spawn. No AoE in melee, and healers chill a bit when they are spawning. (except if we use an RF pally)
I don't think we gave it a fair shake las tnight, since Coffs was snagging healing agro in melee, and you weren't hitting all of the beasts with your hurricane.
Having Slows and such is nice and all, but there are still going to be 3 Beasts effectively unaccounted for when the spawn. Those need to be controlled somehow. Boomkins are tailor-made for that.
10-man is easy. 2 dps on each one and they die quick.
Even the beasts I was hitting which I was aware of at least 2, were not aggroed to me in the least. We can give it another shot but imo we made good progression the way we were doing it. Just need to tweak some things is all... I'll talk to the others and see what they think.
~Verty~
-- You can stop the tears but you can't stop time. You can dull the pain but it never goes away.
Nic, after I saw they were coming towards me (and verty behind me), I'd drop my trap, retreat a bit and start burning. Do I need to maintain the 12 yard distance from others after aggro has been acquired on them? My inclination is no, but I wanted to make sure...
-- Killa is not politically correct. He is just correct. Always.
"We are never deceived; we deceive ourselves." --Johann Wolfgang von Goethe
#1 priority = don't get hit by them #2 priority = nuke 'em #3 priority = control them
People with agro will likely have to move at some point. Have a planned path that will mostly keep you away from others. But your first priority is to not get hit by them. Then always go back to where you were.
@Verty: It will take team effort to get it to work as it should. Coffs spamming heals in melee him initial agro. He stopped doing that. lol If you give the Hurricane deal a serious shot, then healers will need to chill for a second or 2, and no one else should be doing AoE then. You'll basically just be keeping the three that are 'loose' occupied until the dps gets to them. Vordin will surpass your threat pretty quick, but your Hurricane should start them moving towards you instead of in random directions.
The video said that on 25 man you could do the fight with one tank because the healing from the tank debuff is trivial ... that would give us two more dps. Might be worth a try.
Of course I'm always cautious when top guilds call the healing on something trivial ...
That video is from when Saurfang only healed 5% instaead of 10% of the damage he does to a Marked tank. His healing is no longer trivial. Once we have the top 10 dps all doing 7k+ dps like they are, it might get to be a bit on the 'trivial' side. But if you watch closely, they even had 3 people die to Mark when he was below 5% health. They had to burn down another 15%.
And we only had 2 tanks on him. Blackmail was Arms.
We can get this guy. We just need to figure out the best means for us to do it. If the Hurricane/RF + /assist macro doesn't work, we'll figure something out I'm sure.
Range on TotT is only 20' unfortunately. As long as they don't start chewing on someone in melee, they'll end up heading for Vordin. The real onus is on the melee to not get their attention. Hurricane is only going to tick for around 200 on each, so she won't be able to hold them for more then a second.
And actually... as of this Tuesday anyway (not sure about last week), running into a cannon is a great way to stop DBS from getting Blood Power if you're Marked. I used that strat last night. If you have agro on a Beast, they will evade or teleport you back to DBS, so avoid agro....
Nope. The beasts are the only issue. I am forced to pull back a bit after I pull aggro on one. Also, they had an irritating habit of going left (as you're facing the boss). I'm not sure, but wouldn't it be better for the initial aggroer to stand in the center in the rear, that way, both sides could nuke them down quicker. Or is this what's happening now? The problem was all the beasts going left (or right), thereby making the opposite side's dps ineffective without running around frantically.
That's my two cents...
-- Killa is not politically correct. He is just correct. Always.
"We are never deceived; we deceive ourselves." --Johann Wolfgang von Goethe