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Maintankadin

[10H] Megaera

Galiks
Wed Apr 10, 2013 8:42 pm

[10H] Megaera

Already killed it, but I feel like this strategy will help many other guilds dramatically that will be or are working on it. Feel free to add any other input or strategies to help one another.

edit: a kill video to go with the below strategy - http://www.youtube.com/watch?v=aThQyfm6uGo
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Composition: 1 Tank, 3 heals, 6 DPS (preferably ranged)

The most dramatic change to this strategy is obviously the single tank aspect. Since most common strategies leave poison head alive the entire time as to enable raid stacking, the physical damage this head will deal is actually higher than the spell damage done from ranged (Megaera's Rage) and adds complications to the standard strategy. Here's how you do this fight, assuming poison head never is the kill target:

1. Begin by pulling both heads and tanking in the center of them so their breaths cross-fire into one another. Melee need be aware of the breath rotation, and are less desirable than ranged for this encounter. Melee can focus on the nether wyrm adds instead of heads later into the fight.

2. During each rampage, gain threat onto the poison head so it doesn't have threat on anyone else after rampage and will instead just cast Megaera's Rage on you from across the room. When rampage ends, melee range tank the head that is going to die (the non-poison head).

3. As far as handling the cinders and icy beam, warlock portals are useful but are not required. Develop your own strategy to handle these, but it shouldn't be overly-complicated as compared to normal.

4. Add-handling. Another benefit of this strategy is heads die faster, so there's less adds. Figure out your way of killing the adds, and when to ignore them with CC, but they shouldn't be a limiting factor.

It's really that simple. The only difficult part will be surviving the breaths as a tank solo, which can be achieved through some of the tips offered below. Your DPS should be through-the-roof by having a tank with insane vengeance from taking damage from both heads and adding another DPS on the head full-time.


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CD rotation for breaths on the paladin tank (assuming you only get 2 per head since you have extra DPS):
1st Blue/Green
*Pain Suppression
*Divine Protection (Unglyphed)
---
1st Red/Green
*Divine Protection (Unglyphed)
*Guardian of Ancient Kings
---
1st Purple/Green
*Ardent Defender
*Divine Protection (Unglyphed)
---

2nd Blue/Green
*Pain Suppression
*Divine Protection (Unglyphed)
---
2nd Red/Green
*Divine Protection (Unglyphed)
*Guardian of Ancient Kings
---
2nd Purple/Green BLOODLUST
*Ardent Defender
*Divine Protection (Unglyphed)
---

3rd Blue/Green
*Pain Suppression
*Divine Protection (Unglyphed)
---

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Key aspects:
1. Ensuring the Rot Armor debuff from the poison head will fall before the next Rot Armor breath after the preceding rampage is critical. In order to do this, you must control your DPS in your raid to slow or halt DPS if your stack has a remaining duration above 37 seconds. This isn't difficult but may require a couple pulls to master.

2. Lust on the final arcane head - this will make it easier and reduce RNG.

3. Pain suppression is your friend and other external CDs that aren't required for rampage healing. I found that I only needed Pain Suppression on the first breath of each Blue/Green head.

4. The benefits to this approach is healers don't have to spread to heal two tanks, the damage intake is entirely predicted into one source, and all DPS is effectively dumped into the head that needs to die.

5. It is more efficient to tank the last blue/green from the left side of blue so that the green is casting Megaera's Rage as opposed to meleeing, as it has dramatically increase attack speed at this time.

6. Crowd control nether wyrm adds if you find yourself lacking DPS to push a head. Ring of Frost, Solar Beam, Binding Shot, Howl of Terror, etc.

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Recommended Glyphs: Alabaster Shield, Battle Healer, Focused Shield. It is important to leave DP unglyphed as it is a major CD for breath damage reduction.

Required Talents: Unbreakable Spirit, Light's Hammer. Unbreakable spirit is required to ensure DP is up for everyone second breath.
Grommash
Wed Apr 10, 2013 9:03 pm

Re: [10H] Megaera

So doing this melee aren't ideal at all? This is something I'd want to try but our DPS might be a lot lower as we would be running 2 melee DPS to make this work.
Galiks
Wed Apr 10, 2013 9:06 pm

Re: [10H] Megaera

Grommash wrote:So doing this melee aren't ideal at all? This is something I'd want to try but our DPS might be a lot lower as we would be running 2 melee DPS to make this work.


2 melee DPS is fine as long as they optimize DPS on the head while dodging the cross-fire from breaths. The main point you'd have to test is if you can push each head before casting a third breath. The first head will be the most difficult as you don't have extra time during a Rampage to get the head to about 70%, but if you can surpass that you will be fine.
Grommash
Wed Apr 10, 2013 9:12 pm

Re: [10H] Megaera

Alright thanks, I think this is something we might try. Centralized damage on one head (because the tank damage isn't wasted on the non-kill head) should make the DPS requirement quite a bit more relaxed.
Donatist
Thu Apr 11, 2013 1:42 pm

Re: [10H] Megaera

We two tank it atm but i have thought about 1 tanking too. Unfortunately for us the adds just fuck us over at the 2nd purple head. WE have a mage, moonkin, fury warrior, warlock, but apprentyl not enough stuns??? Idk what they do thats wrong but we always have 10+ adds going into rampage which rapes since we have no stuns left.
Galiks
Fri Apr 12, 2013 9:53 am

Re: [10H] Megaera

Donatist wrote:We two tank it atm but i have thought about 1 tanking too. Unfortunately for us the adds just fuck us over at the 2nd purple head. WE have a mage, moonkin, fury warrior, warlock, but apprentyl not enough stuns??? Idk what they do thats wrong but we always have 10+ adds going into rampage which rapes since we have no stuns left.


Do you lust on the 2nd purple head or the fire? Try the 2nd purple head lust it should help. If not try solo tanking.
Bemxuu
Fri Apr 12, 2013 7:12 pm

Re: [10H] Megaera

Any vids of solo tanking? Checked few vids recorded as single tank by wowprogress - it's all mistakes in spec detection. I need to see the positioning.
Galiks
Sat Apr 13, 2013 7:35 pm

Re: [10H] Megaera

Bemxuu wrote:Any vids of solo tanking? Checked few vids recorded as single tank by wowprogress - it's all mistakes in spec detection. I need to see the positioning.


I'll record it next Tuesday and upload.
Donatist
Mon Apr 15, 2013 1:16 pm

Re: [10H] Megaera

It was a L2P issue for add control. Didnt matter if we lusted red or purple tbh we tried both. Killed it this week along with Durumu. But i gotta say i was a bit upset we never tried one tanking it :( Hopefully they let me one tank it this week.. The reason we couldnt try it was because the melee were to frightened.

2 tanked it though was fine, just was left to add control.
Galiks
Mon Apr 15, 2013 5:55 pm

Re: [10H] Megaera

Donatist wrote:It was a L2P issue for add control. Didnt matter if we lusted red or purple tbh we tried both. Killed it this week along with Durumu. But i gotta say i was a bit upset we never tried one tanking it :( Hopefully they let me one tank it this week.. The reason we couldnt try it was because the melee were to frightened.

2 tanked it though was fine, just was left to add control.


One tanking will be fun and helps you neglect adds greatly as the heads drop fast as fock. Also you can probably get rank 1 parses this way!
Galiks
Wed Apr 17, 2013 3:15 pm

Re: [10H] Megaera

Bemxuu wrote:Any vids of solo tanking? Checked few vids recorded as single tank by wowprogress - it's all mistakes in spec detection. I need to see the positioning.


Youtube link of our kill this week:

http://www.youtube.com/watch?v=aThQyfm6uGo
Volitaire
Wed Apr 17, 2013 6:55 pm

Re: [10H] Megaera

Thanks for posting that up! I was really really hoping you would get that up in time for us :) We will be most likely hitting this up tonight assuming we can get that council finished off. Between your writeup and the video it explained exactly in fine detail what I wanted to know before I even have to step foot in the instance.
Donatist
Thu Apr 18, 2013 1:27 pm

Re: [10H] Megaera

One tanking it looks way more entertaining that 2 tanks. That second blue head though looked rough since they pushed arcane so fast you still had the 2 green debuff.
Bemxuu
Thu Apr 18, 2013 3:57 pm

Re: [10H] Megaera

As impressive as it can be. Thanks =)
Galiks
Thu Apr 18, 2013 4:06 pm

Re: [10H] Megaera

Donatist wrote:One tanking it looks way more entertaining that 2 tanks. That second blue head though looked rough since they pushed arcane so fast you still had the 2 green debuff.


yea we could have just halted there and waited for the rot armor to get to like 37s. we were only off by like a second or two tho