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Old 08-24-2007, 10:26 AM   #1 (permalink)
 
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AAR - 8/23 - The Eye

With Gruul taking a dirt nap, we decided to try our hand at The Eye. Specifically, we wanted to work our way into Void Reaver, the second boss.

After waiting for people to show up (a theme that I'd like to get away from in the coming weeks), we got into the instance at about 8:20. Sajier gave some explanations of the trash, we marked up the mobs, took too long buffing, and got sheeping. Generally, the pulls went pretty smoothly. With it being our first time seeing any of this, we did a good job in keeping our heads and not wiping. Two aspects of these pulls upon which I think we can improve are:
  • Positioning, both initially and as the fights evolve - We need to recognize that no one should ever be standing in front of mobs that cleave. Likewise, casters should generally be standing well back of where the mobs are being tanked. This would help tanking and melee by cleaning up the areas where they're doing their thing.
  • Tanking - Reactions and pick-ups need to be quicker, and positioning needs to happen faster and more deliberately. Pulling aggro off other tanks should be kept to a minimum and only when necessary.
That all being said, again, we did a good job in staying alive and getting the pulls done.

Once we got to Al'ar's room, we got our first drop: [Nether Vortex]. Here, we discussed the designation of three people, one from each crafting profession (Tailoring, Leatherworking, and Blacksmithing), to take these Vortexes and put them to use when crafting the items whose patterns drop in The Eye and Serpentshrine Caver. We decided that those people be Sajier, myself, and Luna, and I was awarded the Vortex. Given that some of these patterns are for BoP items, we'll have to give some more thought to how we should be doling them out in the future.

Not content with giving us some time to work out such details, the very next mob decided to drop [Pattern: Boots of Utter Darkness]. As I was the only leatherworker who would benefit from that item, it wasn't actually a difficult decision.

With the trash in Al'ar's room cleared, we skirted around the edges and moved to the hallway on our way to Void Reaver. The trash pulls here were more of the same; different mobs, but same general story. The same improvement possibilities noted above applied here as well, but all in all good job in getting through the mobs. Once we got to the pulls in Void Reaver's room, we hit a snag. With two banishes and a sheep necessary for crowd control, it turned out to be a bit too much for us to handle for the first couple of shots, and we faced our first few wipes. Once we got our initial positioning set (after several attempts), the Warlocks and Mage were able to get their CC off without a hitch, and the packs revealed themselves to not be all that difficult. At this point we also had to start dealing with people's fickle internet connections and had to bring in a couple of replacements.

Once we got everything settled, we got two attempts in on Void Reaver. After a relatively brief explanation and assignment of positions, we went in. The orbs wiped us out pretty quickly, and we ran out of the room to reset. Our second attempt was much cleaner. More of the melee group put on a small amount of Arcane Resist gear in order to avoid some pounding damage. The ranged was able to avoid the orbs much more effectively. It still wasn't good enough, however, and we had to retreat with Void Reaver at 60%. 60% on our second attempt ever ain't bad, guys. Once we get our orb reactions down, Void Reaver should be a push-over.

In general, it was a very slow-moving night. Even with it being our first time in the instance, we need to work on getting our focus and doing the little things that will enable us to move more quickly. I'm hoping this will improve as we work together more.
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Old 08-24-2007, 10:36 AM   #2 (permalink)
 
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Re: AAR - 8/23 - The Eye

Excellent summary, Gaviin.

I have a question about the mobs in Al'ar's room. The way the strategy was explained, I thought that everyone but the OT was supposed to stay grouped up in the corner. This would cause the mob to charge the OT and then return to the group reliably. When we were actually fighting them, though, the callout was for "everyone to get in the red circle" -- instead of waiting for him to come back, we kept chasing him around. That didn't seem very effective.

Did I misunderstand the strategy? Or did we just not implement what we meant to do? Seems like we had way too many deaths on those pulls.
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Old 08-24-2007, 10:52 AM   #3 (permalink)
 
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Re: AAR - 8/23 - The Eye

Overall I felt like we did good. We were painfully slow since we were picking people up after every fight. But we were doing the same thing in every other instance we've ever been in when we started. Once we have a little more familiarity with the trash packs we'll be blazing through them.

VR is a very doable fight for us based on what we did in that second attempt - we just have to do a better job avoiding the orbs.
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Old 08-24-2007, 11:04 AM   #4 (permalink)
 
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Re: AAR - 8/23 - The Eye

WWS Reports from last night: WWS
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Old 08-24-2007, 11:48 AM   #5 (permalink)
 
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Re: AAR - 8/23 - The Eye

Sajier,

I was also collecting combat logs and it looks like during the Void Reaver room in particular that we might be spread out enough that we are missing events in each others logs. Do you want me to send you my combat log in the future so you can try and merge them?

Let me know...
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Old 08-24-2007, 11:52 AM   #6 (permalink)
 
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Re: AAR - 8/23 - The Eye

Observations on Positioning:
Initial hall packs:
We should pull with sheeps, leaving the sheeps in the hall, while we pull the Vindicator+1 melee in to the initial room, we shoudl then corner them as they come around the door frame to prevent clenses. We can accomplish this by having the tanks stand in the corners and then misdirecting to them.

Alar's Room
We need to handle the hatchling packs a bit better, I think a good way to do this is 1) Drop hunter traps along the way to trap some of the birds, 2) misdirect to the tanks on both falconers, and 3) sheep like there's no tomorrow!

On the dragon-hawks, we had to adjust the strat on the fly because after the charge, he was staying on the Off tank. I think the best way to deal with this in the future is to have the Offtank pick up the mob, and bring it back to the group where the MT can taunt off and keep fighting. Our tanks need to pay close attention, if a charge happens and someone else is tanking, then they need to step out and be ready to pick up the charge.

Void Reaver Room:
Non-pat Packs:
Once we get the pat down, we should move the warlocks and the mages into the room, and pull the Sentinals/Devastator through the 2 arch room into the hallway. That way the arcane explosion is no where near the crowd controllers.
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Old 08-24-2007, 11:53 AM   #7 (permalink)
 
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Re: AAR - 8/23 - The Eye

Yeah Flared, that would be great, we can work out the merging stuff that is built into the application so that we can get those logs corrected.
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Old 08-24-2007, 12:14 PM   #8 (permalink)
 
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Re: AAR - 8/23 - The Eye

Sajier, just PM me with your email address and I'll compress and send the combat logs to you in the future. Hopefully the merge function works well...I haven't really tried it much.

Also, on those reports you can bring up the statistics specific to the Arcane Orbs and see who is getting hit by those in the Damage Out section. A common theme is that the healers tend to get hit the most by the orbs. That is probably because they are the ones spending all their time looking at health bars and therefore tend to have the least situational awareness during any given fight.

It might also be because the healers were kind of clumped up in one group. I'd suggest spreading the healers out around the circle and possibly move them into specific groups for healing assignments. I was having a lot of trouble healing some of the tanks who were positioned on the far side of the Void Reaver. It was forcing me to have to move closer in than I liked.
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Old 08-24-2007, 12:23 PM   #9 (permalink)
 
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Re: AAR - 8/23 - The Eye

yeah the clumping will be changed next time. I saw that and felt that we needed to spread out entirely around him next time. This should help us to be able to handle it better next time.
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Old 08-24-2007, 08:41 PM   #10 (permalink)
 
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Re: AAR - 8/23 - The Eye

Quote:
Originally Posted by Sajier View Post
Observations on Positioning:
Initial hall packs:
We should pull with sheeps, leaving the sheeps in the hall, while we pull the Vindicator+1 melee in to the initial room, we shoudl then corner them as they come around the door frame to prevent clenses. We can accomplish this by having the tanks stand in the corners and then misdirecting to them.


Void Reaver Room:
Non-pat Packs:
Once we get the pat down, we should move the warlocks and the mages into the room, and pull the Sentinals/Devastator through the 2 arch room into the hallway. That way the arcane explosion is no where near the crowd controllers.

Just my two cents...

Initial Hall Packs - We are going to have to MD pull these and sheep on the fly. The aggro range is wider than the sheep range I believe if Beep had trouble pulling with his bow. Well from what I noticed on the first mob we pulled.


VR Room - Can we get a bubble on the puller please to lessen the blow of the Buzzsaws.


One last comment on the Arcane Orbs - they don't track their target so as an example in this youtube animation here you need to move out of the way if you see it moving towards you.


Good job everyone.
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Old 08-25-2007, 03:43 AM   #11 (permalink)
 
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Re: AAR - 8/23 - The Eye

Quote:
Originally Posted by Sajier View Post
yeah the clumping will be changed next time. I saw that and felt that we needed to spread out entirely around him next time. This should help us to be able to handle it better next time.
Its a lose lose situation really.

If you cluster up and leave space between the groups the odds of you getting hit by the fringe of an orb is dramatically reduced, but the odds of you having to move because you have an orb incoming are dramatically increased.

If you spread out then the odds of you getting hit by the fringe of an orb is increased for each person within 20 yards of you. However the odds of you having to move are decreased depending on how many people you have around you as well.

If 5 people stand 3 yards apart then that means there are 5 chances you will have an orb incoming and you'll have to move. If 5 people are standing within 20 yards of you then you'll still have 5 chances an orb will be coming, but you're less likely to notice if you're not paying attention to your surroundings since its not coming directly at you.

For me it wasn't the orb coming at me or my neighbors that got me. It was the orb falling 20 yards away of where I was running that I didn't even see that hit me.
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