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Old 09-06-2007, 09:26 AM   #1 (permalink)
 
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AAR: Mags 9/5

WWS Report

Great job last night guys, we now seem to firmly have a grip on Phase 1, and need to focus on phase 2 and cube control. This fight is very easy once we are in Phase 2 as long as we control the cubes. We need to focus up and make this our top priority when Mags is released. Our best status was getting through 1 Blast Nova and got him to 85%. We need to start stringing together the Blast Nova interrupts now.

Biggest things we learned tonight:
  • Infernal Control = Channelers are easy. Our best attempts were when the infernals were under their best control. We consistently got better as we went because we had better control on the infernals. This needs to be at the forefront of everyone's minds during the Channeler phase, Every single priest/warlock/hunter/paladin/mage should use their stuns/fears/freezes/banishes/disorients to keep these things out of the fight.
  • No Cube clicks = Death. If you are assigned to a cube, you need to be at your cube ready to go 5 seconds before the Blast Nova timer is about to count out, that way when he does decide to cast it (which doesn't happen as soon as the timer is done) you can start channelling. ONE CLICK is all you should do. Its just like the Netherspite beams, once you click it you have a 90 second debuff that prevents you from controlling it again. Cube control is THE MOST IMPORTANT PART OF THIS FIGHT. If people don't handle the cubes, then the raid dies, period. We have to improve this going forward.

Overall guys, it was good progress, we just have to handle these things, and keep our work consistent in Phase 1.
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Last edited by orion808; 09-06-2007 at 11:35 AM.
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Old 09-06-2007, 09:47 AM   #2 (permalink)
 
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Re: AAR: Mags 9/5

Agreed, very good progress. As we move forward into Phase 2, I'd like to remind people of an important aspect of the cube clicking. Doing this not only interrupts the Blast Nova, but also banishes Magtheridon during the length of the channeling. During the banish phase, he is vulnerable to additional damage. It's important for all the DPS that aren't controlling cubes to burn him as hard as possible while he's banished.

This also means it's to our advantage to keep the banish up as long as we can. However, the cube channelers take 800 points of damage per tick while channeling. During the banish period, healers need to focus on the people on the cubes. To the extent possible, we may want to have healers assigned to specific cubes when spreading out at the end of Phase 1.

Other than that, it's just being ready for the roof to fall in...
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Old 09-06-2007, 09:56 AM   #3 (permalink)
 
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Re: AAR: Mags 9/5

At this point, I am not looking for the extra burn time on Mags in banish, it is useful, but right now we need to focus more on just getting him banished and moving on to the next Banish.

Its good to note, but not something we should be focusing on, we need to consistently interrupt the Blast Wave.
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Old 09-06-2007, 10:03 AM   #4 (permalink)
 
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Re: AAR: Mags 9/5

Excellent work last night folks! If we can master the cubes, Mag is going down. I've seen a couple forum posts suggesting either a macro or raid alert to assist with coordinating the cube clicks in order to ensure all 5 people are clicking simultaneously. A big, yellow CLICK!!! in the middle of the screen at the appropriate time might help
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Old 09-06-2007, 10:36 AM   #5 (permalink)
 
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Re: AAR: Mags 9/5

Great work last night. Very nice progress on getting to phase 2. Once we get the clicking right, we will have this fight.

Healing was great last night. I do not think there were many cycles to do much more, but if possible, it may help if the clickers get a HoT as close to the channeling as possible. This will help keep clickers stay up a bit longer while we get the click timing right.

Also, clicker redundancy: Having both clickers move to position and click, one time only, may reduce the chance of a missed click. Only one clicker should start channeling. This is specially nice while we learn click timing.

Of course, when we learn to click at the right time, neither of these might be necessary. But in the mean time, they may aid in keeping the raid up to continue damage.

Last edited by Elminnster; 09-06-2007 at 11:13 AM.
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Old 09-06-2007, 11:15 AM   #6 (permalink)
 
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Re: AAR: Mags 9/5

Good notes Elm and Aeryck. Definitely something we can look at.

I was calling out when to click on TS, but I will add a Raid Warning to it for extra Umph.
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Old 09-06-2007, 11:43 AM   #7 (permalink)

 
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Re: AAR: Mags 9/5

As for HoTs on Clickers, the HoTs aren't strong enough for that much incoming dmg. I need to recheck our hots, but they are like every 2-3 second ticks...and only for 250-750 Heals.

So after 3 seconds, you take 2400 dmg and get healed for maybe 1000...and thats if you already have the HoTs in place.

Just saying it's easier to hit a healing Touch that takes 3 seconds to cast if improved and nail you for 5-7k.
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Old 09-06-2007, 02:08 PM   #8 (permalink)
 
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Re: AAR: Mags 9/5

I am not sure whether or not any healing is available around the first click time. Maybe increasing the number of healers would alleviate some problems.

Friend's guild runs with a 4/8/13 setup (one of the DPS is a fury warrior). From his advice, it seems 6 healers is low. One of the few ways a 6 healer setup would work is if you have a lot of locks to banish the infernals.

Here is how they setup, for reference.

Tank setup:
Add #1: Druid
Add #2: MT (Prot Warrior)
Add #3: Fury Warrior
Add #4 and #5: 2nd and 3rd best geared Prot Warriors

Healer setup:
4 healers on MT for Mag. 4 for raid healing.

Healer #1: Tank 1 -> Float Tank 2 -> Prep MT for Mag -> MT Heal
Healer #2: Tank 2 -> Prep MT for Mag -> MT Heal
Healer #3: Tank 3 -> MT Heal
Healer #4: Float Tank 3 -> Tank 5
Healer #5: Tank 4 -> MT Heal
Healer #6: Float Tank 4 -> Tank 4 -> Tank 5
Healer #7: Tank 5
Healer #8: Float MT

"Float" means to heal around but keep an eye on the tank mentioned in case their healer gets feared/silenced/killed/etc


"Prep MT for Mag"
means to make sure the MT is topped off for when Mag releases. Getting all the HoTs set up. They usually have a tree druid for this.


Most frustrating moment in Mags: wipe at 4% because of a missed click. Ouch.
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Old 09-06-2007, 08:10 PM   #9 (permalink)
 
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Re: AAR: Mags 9/5

Just a couple of suggestions for phase 2.

Can we please assign people/groups to go to specific cubes so that we are spread out and there are ample people at each cube just in case someone goes down. It would be like the Gruul assignments. At least this way not everyone is clumped up at any given cube and we can readily react/adjust to a missing cube clicker.

Note on ice traps: I placed ice traps between skull and square and let Halten know where they were so in case an infernal was on him he could just run to the designated area for the trap. Maybe we could do the same for the other hunters so healer would know where traps are so they have a way out if an infernal is on them but after the first three mobs I don't think it's useful.

Also, the hunters were sending their pets early to the Circle target to minimize the time it would take to take that last target down. Was wondering if we could get the locks' pets to do the same. The hunters were sending their pets right after the square goes down. Just thought it would save us a tank or two in the long run. The last target was usually at about 75% or less as the raid got to it with the pets being sent early for damage. Any thoughts?
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Old 09-06-2007, 08:33 PM   #10 (permalink)
 
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Re: AAR: Mags 9/5

Unfortunately both Celltar and I are specced to use our imps in phased form as mana batteries. We can't afford to unphase them and have them attack, as they will die. Our imps are a big part of our DPS, and we'll need them for Magtheridon.

Sure, we can always summon another pet...but unfortunately pet summoning for warlocks takes a full 10 seconds (longer if interrupted), so we don't like to do that in combat if we can help it. (Those with 21 points in Demonology can get a near-instant summon, but neither of us are specced that way.)
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Old 09-09-2007, 12:41 PM   #11 (permalink)

 
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Re: AAR: Mags 9/5

The pet damage did help. It was also nice having a lock back there to keep it DoT'd for the entire time. I also don't hit like a prot tank, so me being on the last mob to die also helps (even if unintentional). If we split the damage too much, it will take longer to take down Sharabeth's target and move on to mine. I think the DPS classes work better if they "swing" from one mob to another and not be split up as much.

Side Note: I've noticed (and I'm guilty also) the using of spells that are over-kill when a mob is near death. People are wasting mana and energy doing this. Look at the DoTs and the flow of damage and note that the mob is going to die.
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