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25[H] Ragnaros

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Re: 25[H] Ragnaros

Postby madmessias » Mon Sep 26, 2011 1:54 am

mort wrote:Yes, but Iceblock has a 5 minute cooldown so unless you have 3 mages it wouldnt work on all waves. Our mage has proved it to be a valid strategy but he prefers saving Iceblock for a sticky situation.

We do actually have 3x mages :) But got recklessness+bladestorm for the first wave so that one is really easy, can just have mages iceblock the other waves :) I suppose he can stand wherever he wants on the platform then, since the seed wont spawn?
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Re: 25[H] Ragnaros

Postby Cockadoodle » Thu Sep 29, 2011 2:33 am

warden wrote:It does not simply force the seed onto another person; it actually prevents it from spawning. The mechanic works as Belloc stated in the post above. Things that we've confirmed to work:

Ice Block
Bubble
HoP
Glyphed Grounding Totem (but not unglyphed)

On the odd times when somoene uses one of these (properly) and 20 seeds still spawn, it just means they weren't one of the 20 targeted. DBM also now has a warning that, upon spawn, tells you if you're targeted or not.

Does it work if a hunter has deterrence up during spawn?
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Re: 25[H] Ragnaros

Postby madmessias » Thu Sep 29, 2011 3:03 pm

Cockadoodle wrote:
warden wrote:It does not simply force the seed onto another person; it actually prevents it from spawning. The mechanic works as Belloc stated in the post above. Things that we've confirmed to work:

Ice Block
Bubble
HoP
Glyphed Grounding Totem (but not unglyphed)

On the odd times when somoene uses one of these (properly) and 20 seeds still spawn, it just means they weren't one of the 20 targeted. DBM also now has a warning that, upon spawn, tells you if you're targeted or not.

Does it work if a hunter has deterrence up during spawn?

Doubt it, only makes all attacks miss you, think you need immunity to meele attacks, or tanks wouldn't get hit alot, i got hit almost all the times.
Also hunters dont really need to get rid of their seed, since they can dps great while moving.
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Re: 25[H] Ragnaros

Postby Vladogor » Tue Oct 04, 2011 1:08 am

We just started working on this, did a few pulls but got stuck on the seeds...

How do you guys synchronize movement of the raid when running from spawning seeds using the AOE strategy?

We tried running on DBM count 1sec left and count 2sec left as well as looking at the boss's animation when he raises the hammer above himself. BUT a few people keep falling behind from the running group and die to the seeds spawn...

Thanks!
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Re: 25[H] Ragnaros

Postby Bellante » Tue Oct 04, 2011 2:27 am

The simplest thing to do is to make sure everyone runs when the bar hits zero. Not when the voice-over counts to 1, not when the big blue warning comes, as all these are subject to reaction time, but literally when the bar hits zero. Some might still screw up, but at least it's very easily identifiable what they need to learn, and to keep telling them "look at the bar, when it hits zero, you run instantly, don't think about anything else".
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Re: 25[H] Ragnaros

Postby Adornus » Tue Oct 04, 2011 7:18 am

We also have our RL count down from 5 so we have everyone time out the run at the same time. Relying on different DBMs/Big Wigs wasn't reliable for us.
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Re: 25[H] Ragnaros

Postby Treck » Tue Oct 04, 2011 8:28 am

Tbh, if thats the case, you should make sure everyone has the same version of one bossmod.
Having someone counting down ist very reliable eather tbh.
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Re: 25[H] Ragnaros

Postby Vladogor » Tue Oct 04, 2011 8:59 am

Thanks for the help guys! Will go for "run when bossmod timer hits zero"

/gone to look for addon that checks what addons raiders have installed
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Re: 25[H] Ragnaros

Postby Treck » Tue Oct 04, 2011 9:15 am

Both DXE and bigwigs can check everyone elses current installed version.
Wouldnt be suprised if DBM had the feature aswell, just not sure.

People should be running the same bossmods anyway, whats important is having the same timing, if that means moving at 0, 1, or 2 doesnt matter, as long as you all do it the same.
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Re: 25[H] Ragnaros

Postby Bellante » Wed Oct 05, 2011 1:54 am

Treck wrote:Both DXE and bigwigs can check everyone elses current installed version.
Wouldnt be suprised if DBM had the feature aswell, just not sure.

People should be running the same bossmods anyway, whats important is having the same timing, if that means moving at 0, 1, or 2 doesnt matter, as long as you all do it the same.


Yeah, it does, /dbm version is the command. And agree on the timing completely, noone ever dies to it except if they try to "think for themselves" so to speak.

Completely off-subject, a quick tip: /dbm lockout pings raid members to ask to see their lockouts. Useful for pugging and BH25. The ones without DBM are then listed afterwards, and then you can poke them individually to find out if they're saved.

GL on rag!
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Re: 25[H] Ragnaros

Postby RedAces » Wed Oct 05, 2011 4:57 am

Bigwigs command is /bwv

We (10m) had one count it down on TS, but be prepared that sometimes they'll spawn 1 sec later. :)
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Re: 25[H] Ragnaros

Postby warden » Thu Oct 06, 2011 7:22 am

Be aware that on the 3rd seed spawn, the cast of seeds can be pushed back up to 4 sec if smash lines up badly; there isn't a way for bossmods to detect this, although they will still correctly display a warning for the actual cast. Our RL will monitor this on the 3rd seed and call HOLD if he sees smash is going to push back seeds. In that case, we'll run only on his call. In the newer versions of DBM (and I think bigwigs changed too), the timers for the first and second seeds are perfect now, while before they could be up to 1 second off. There's nothing any bossmod can do, however, to perfectly predict the 3rd seeds cast.
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Re: 25[H] Ragnaros

Postby fafhrd » Fri Oct 07, 2011 12:36 pm

When exactly they spawn isn't terribly relevant though, so long as the timer isn't off by more than around 5 seconds. If you're doing the stacked up, move together thing all you care about is that everyone moves at the same time, long enough before the seeds hit for no one to take splash damage. Problems arise if anyone moves earlier or later than the rest, since people then get hit by the seeds dropped by people ahead of them (if you know you're starting late, running off the side and spawning our add out off to the side is better than eating 19 seed impacts on the head). If everyone moves at the same time but you realize the seed cast was delayed, watch where they land and be ready to move a bit farther than usual.
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Re: 25[H] Ragnaros

Postby gomashon » Sat Oct 08, 2011 4:39 pm

We had a few silly tank related wipes (sulfaras hitting tank in p4).
From my experience the easiest way to do that is have tank stand on the frost patch (yes melee will get parries, worth it). the offtank can be in the frost patch also. Once the trap is about to spawn, offtank run away, if needed taunt the boss so he wont get rooted to early.
When sulfaras, offtank taunts him into the trap.
This way tanks are mostly on the frost patch, take minimal dmg, and u also avoid any silly (oops we pushed/kited meteor on top of the tank). Doing the tank swap every empowered sulfaras is ok, yes the MT will have some extra dot stacks but since he has no superheated stacks it is still easily healable.
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Re: 25[H] Ragnaros

Postby Vladogor » Sun Oct 09, 2011 2:03 pm

We've been wiping with the AOE strategy for a few days. People keep dieing to seed splash. Even if we get lucky/finally learn the encoubter better I still don't feel that this will be consistently getting us into phase 3 and 4. It's either the high ping that some of our raiders have or just slow reaction...

So I begin to wonder whether the "spread and kill elementals one-by-one" kind of strategy will yield more consistent and better result :roll:
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