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General Vezax Hard Mode

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Re: General Vezax Hard Mode

Postby Joanadark » Mon Aug 10, 2009 8:37 am

depends on whether your raid finds it easier to run out with gravity bomb, or run out with mark.
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Re: General Vezax Hard Mode

Postby Arianne » Tue Aug 11, 2009 12:09 pm

XT is still easier IMO because all mana regen abilities work. We've been trying this using a 3 camp strat and I think we're gonna have to drop to 1 or 2 camps cuz our ranged DPS is just not putting out enough damage to get the animus down (10% left). :\
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Re: General Vezax Hard Mode

Postby Corpsicle » Tue Aug 11, 2009 1:34 pm

The biggest problems we had with this were our ranged dps learning to run away from shadow crash/mark of the lifeless. It took about 8 pulls altogether to learn all the new strats (no kiting, no puddles, stacking in one spot for range) and get it down - and some of those wipes were to just silly things like lag spikes keeping our enhancement shaman from interrupting twice in a row, etc. To compare to learning XT hard mode, we did that on our 2nd attempt. Both fights involve decent changes in how you handle normal mode to how you handle hard mode. I think XT likely remains slightly easier, until the point at which your healers and dps 'get it' for mana management, shadow crash, and Mark of lifeless. At that point the fights are about equally difficult.

That is, assuming last weeks ZOMG ADDS on XT doesn't recurr as part of the normal encounter. We barely managed to get past it with two healers, 2 tanks, and the blow up scrapbots with bomb bots achievement. Should last weeks bugs stick around on XT for awhile, then I'd say Vezax hard mode is much easier. :)
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Re: General Vezax Hard Mode

Postby Kup » Sun Aug 30, 2009 11:38 am

The toughest part of this fight now is to remember to stop your threat rotation 10-15 seconds before the Animus spawns so you have enough mana to spike threat on it for the burn. But ya, lol easy for a pally to solo tank now even if mana is frustrating.
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Re: General Vezax Hard Mode

Postby Pala » Tue Sep 01, 2009 3:36 pm

The great thing about solo tanking the two is that 10 seconds after the Animus is out you will probably have a full mana bar! I have 1/2 SA and try to only Consecrate in the fight at the beginning with wings. But when the Animus is out it is like free mana! It is important that you get the Animus right away. It liked to go for the melee and now they move out. Now it heads for the tree druid and I have to dump a lot of threat on it to grab it. This has resulted in a little bit of raid repositioning but not too bad. The melee had to shift, that's about it.
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Re: General Vezax Hard Mode

Postby Arianne » Tue Sep 08, 2009 12:36 pm

So we tried to do this for a couple of hours last night on 25 and our casters died horribly to shadow crash and took a TON of mark of the faceless damage (like 10-15k every time a mark came up). It really feels like we're missing something on the strategy here. I'm thinking it may be somehow positioning because we usually end up pulling Vezax about 20y forwards (feral pulling with faerie fire) and that seems to put the casters in the darker area of the floor, which then seems to make it hard for them to distinguish where the shadow crash ends.

In addition, how do you handle the 'juke' searing flames when the animus spawns? It seemed that 3-4 times last night he'd cast searing flames too fast for the 2nd set of interrupters when he'd spawn the animus (ie: interrupt a searing cast to cast the animus and then re-cast searing flames before the cooldowns of the interrupters were up again).

Lastly, it seemed like when the animus was out our ranged dpsers just fell over immediately. I guess I need to look at the healing they were getting, but what do you guys usually use as healing set up for the ranged?
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Re: General Vezax Hard Mode

Postby Belloc » Tue Sep 08, 2009 1:23 pm

Vezax should be tanked exactly where he spawns. The reason for that is simple: That's where the animus spawns.

No one can get hit by the shadow crash during the animus phase. If someone gets hit, they are dead and it is 100% their fault. Mark of the faceless is something that your players should've figured out long ago. Whoever gets the debuff needs to be running before it starts dealing damage and healing.
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Re: General Vezax Hard Mode

Postby Treck » Tue Sep 08, 2009 2:03 pm

Did this today, was that and onelight to our drakes (wich we managed aswell btw ^^)
Solotanked it just cuz i could :P
AM rotation on shadowaura did wonders, had 3 pallys chaining them.
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Re: General Vezax Hard Mode

Postby Arianne » Tue Sep 08, 2009 9:21 pm

How do you get Vezax not to move on the pull?

People have been moving pretty fast, but it just seems to always take two ticks before they're far enough away from the group unless they're a mage (blink) or a warlock (teleport). We have a shadow priest that pretty much always gets picked for mark at least 3 times a fight and there's really nothing she can do to move away faster it seems.

Here's an example of a juke:

[22:22:30.687] General Vezax begins to cast Searing Flames
[22:22:32.296] WAR's Pummel interrupts General Vezax's Searing Flames
[22:22:37.109] General Vezax begins to cast Searing Flames
[22:22:37.906] DK's Mind Freeze interrupts General Vezax's Searing Flames
[22:22:43.156] General Vezax begins to cast Searing Flames
[22:22:43.953] WAR's Pummel interrupts General Vezax's Searing Flames
[22:22:49.171] General Vezax begins to cast Searing Flames
[22:22:49.828] DK's Mind Freeze interrupts General Vezax's Searing Flames
[22:22:49.953] ROG's Kick interrupts General Vezax's Searing Flames
[22:22:58.796] General Vezax begins to cast Searing Flames <--- JUKE (uses WAR interrupt, doesn't lock school, summons animus)
[22:23:00.390] General Vezax begins to cast Searing Flames
[22:23:01.171] DK's Mind Freeze interrupts General Vezax's Searing Flames
[22:23:06.453] General Vezax begins to cast Searing Flames <--- WAR INTERRUPT NOT UP
Last edited by Arianne on Wed Sep 09, 2009 1:14 am, edited 1 time in total.
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Re: General Vezax Hard Mode

Postby fafhrd » Wed Sep 09, 2009 1:11 am

have the people without escapes stand off in their own little group. they may get reduced time in crash, but the fight isn't a dps race for any part other than the animus - just survive till then, blow your wads, then survive till loot.
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Re: General Vezax Hard Mode

Postby Belloc » Wed Sep 09, 2009 9:16 am

Vezax will almost certainly move on the pull... so just move him back.

And have a hunter use his speed aspect. The tank will be perma-dazed (which is fine, he doesn't move), but everyone else will have extra movement speed at all times UNLESS they get hit by a shadow crash -- in which case they've failed anyway. Mark of the faceless doesn't trigger the daze effect.
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Re: General Vezax Hard Mode

Postby Corpsicle » Wed Sep 09, 2009 12:10 pm

Vexax doesn't agro until about when you are in judgement range. I tell my dps to wait for 10k threat before starting, then I just run up and as soon as I can judge, then I nuke him with big threat moves to start the fight. He moves maybe one step but it isn't so much that I can't just move him back where I want him.
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Re: General Vezax Hard Mode

Postby Arianne » Wed Sep 09, 2009 1:29 pm

Does profound darkness trigger the daze?

We currently have 2 groups of 2 people interrupting the searing. We're debating on whether or not to move to 3 groups of 2 or just have an additional group that is assigned to interrupt the first searing after the animus. Thoughts? (We use multiple people per group because DKs can't reliably get spell hit cap.)
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Re: General Vezax Hard Mode

Postby Belloc » Wed Sep 09, 2009 2:51 pm

For some reason, I believe that profound darkness doesn't trigger the daze... but I'd like to hear from others. I really don't think it does, though.

And I'd recommend just having two people on interrupts, max. Maybe have a third person prepared to interrupt if someone calls out that they fudged it.
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Re: General Vezax Hard Mode

Postby hacki » Fri Dec 18, 2009 6:19 pm

Since when is HotR hitting the Saronite Vapors?

Here from the logfile last evening:
Code: Select all
[22:53:59.481] Salessaja casts Hammer of the Righteous on General Vezax
[22:53:59.669] Salessaja Hammer of the Righteous Saronite Vapors *5714*
[22:53:59.702] Salessaja Hammer of the Righteous General Vezax 3228
[22:54:05.954] Salessaja casts Hammer of the Righteous on General Vezax
[22:54:06.138] Salessaja Hammer of the Righteous Saronite Vapors 2857
[22:54:06.202] Salessaja Hammer of the Righteous General Vezax 3229
[22:54:12.236] Salessaja casts Hammer of the Righteous on General Vezax
[22:54:12.486] Salessaja Hammer of the Righteous Saronite Vapors 2857
[22:54:12.486] Salessaja Hammer of the Righteous General Vezax 3228
[22:54:18.516] Salessaja casts Hammer of the Righteous on General Vezax
[22:54:18.725] Salessaja Hammer of the Righteous Saronite Vapors 2857
[22:54:18.767] Salessaja Hammer of the Righteous General Vezax *5165* (R: 571)
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