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#2352 May 26 2010 at 4:41 PM Rating: Good
Added two more heroic 10man kills to my tally last night (Princes & Blood Queen). Princes was a pain and took us a few goes to finally get but the other 7 heroic kills last night were one-shots which was really nice. Just got Putricide, Dreamwalker, Sindragosa & LK to go. Oh, and I still haven't got my regular Kingslayer title yet!

It was nice that top 3 DPS last night were myself, our other feral druid and our boomkin - DRUIDS FTW!

#2353 May 28 2010 at 9:53 AM Rating: Excellent
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We got Prof. Putricide last night after deciding to kite the boss to give people more time to kill the slime adds. Boy that was an issue.

The idea was when adds spawned all the DPS leave the boss and kill the add. Sounds simple enough, and hey the thing has a long spawn time. Goo spurting out, then it sits there for a minute, etc etc. Thing is the DPS still weren't killing the green add before it got to someone, and taking forever on the orange one as well. This was a fairly consistent problem, and we were calling out adds etc, so it's not like no one knew they were coming.

So in the middle of all the frustration with the adds not dying fast enough, we happened to notice who's getting the first hit in on them. It's the DK. She's leaving the boss, running all the way across the room, and getting to the add before the ranged can swivel around and click the new target. That's just not right.

Well after she embarrassed the heck out of the ranged a couple of times I think they got the message. We let the DK stay on the boss, and the adds died faster, and it was all downhill from there.

Good times. Smiley: lol

Oh and I finally got to try blood princes. That is crazy fun to heal. Reminds me of Jaraxxus; not amazingly difficult, but there's damage going everywhere and when it's all over you just breathe a sigh of relief.

Ooh and kitty got a new toy. Smiley: grin
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#2354 May 28 2010 at 10:26 AM Rating: Good
A suggestion for putricide: if you're comfortable with your healer throughput, stack people on top of the green ooze spawn (PP+tank included, though healers will probably need to stand off so they're not interrupted) and cleave it down. Everyone still needs to switch targets, and you will explode once on spawn, but likely only once. The add dies remarkably fast and boss uptime is a lot cleaner. It also puts people in a better position for the gas cloud (which should be dying in under 20 seconds, btw, as a gauge).

The ooze damage is distributed among all people hit, so it's a lot less damaging if it hits everybody, and not having to run around to catch the ooze in the first place just makes everything a lot faster.
#2355 May 28 2010 at 11:56 AM Rating: Excellent
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Hmmm...

We originally attempted the boss by having the melee + boss more or less under the green spawn point and the ranged stack a little away from them, nearer the center. We never did try just having one stack under the spigot. Though I think the thought was similar, to help kill the add faster and minimize the amount of time the melee had to spend away from the boss killing the add. We had a couple of 'multiple hits' that way with the green ooze which proved costly. Healers not being able to get back in range in time, and people not being able to re-collapse on the new green ooze target. Of course, our abomination tank was still learning the fight then as well, and had issues hitting the ooze with the slow effect before he'd start creaming people. With too stacks the worst case was usually when the ranged stack got splattered and then it chose a melee target, or one who got blasted the opposite direction of the heals. I imagine those problems are less so with 1 stack. How many people need to be at range for the bouncing goo to not target the melee stack anyway? Or is this just healed through?

For better or for worse we only had a single melee DPS, who stayed grouped up with the pally healer and the PP tank in the end, and just concentrated on the boss. I still find it funny watching people collapsing on the green ooze target, only to dash away when a bouncing goo ball comes towards them. Smiley: lol In the end we were able get it and keep everyone alive too, so I was pretty excited. Smiley: grin
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#2356 May 28 2010 at 12:59 PM Rating: Good
I think ranged preference is just as many goo as get tossed; it tries to target ranged first and will only move to melee if ranged targets run out. I'm not positive though, but we usually have enough.

I forgot about that bit, yes we have the mages, warlocks, and hunters stand off the main clump about 8 yards so that they are also goo targets and prevent it from hitting meleepile, but also soak the damage when it explodes...and if we're lucky enough that they get targeted by ooze we buy enough extra time on it to usually kill before any explosion at all (since they can blink/zap/FD). Point is to start where it spawns so cleaves are already smashing it the second it becomes targetable. The abom definitely needs to puke it quick though, both for the dot which really helps kill it and to keep it slowed in case it makes it into pursuit of someone.

If your abom is REALLY fast (protip: the ooze puddles are also flasks he throws, you can tell where they'll spawn before they do!), he'll even be able to make it back around to the boss and smack it around (which, by the way, he should be wearing a 2h for, as your damage as the abom is directly dependent on your weapon damage).
#2357 May 28 2010 at 1:25 PM Rating: Excellent
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The Abom tank was getting pretty good towards the end. On our last attempt the abom was actually top DPS on the both the Volatile Ooze and the Gas Cloud, which is one of those little things that probably helped a lot.

Never thought of equipping the Abom tank with a 2H weapon; that sounds like it could be quite fun. He's a warrior though (both our tanks are warriors atm), and that gives me worries for p3...
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#2358 May 28 2010 at 2:04 PM Rating: Good
Weapon/shield is swappable in combat, just hit a swap macro as soon as you get out.
#2359 May 28 2010 at 2:10 PM Rating: Excellent
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Sweet!


<---- Learned something new today! Smiley: grin

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#2360 May 29 2010 at 12:48 AM Rating: Good
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For Puti 10 we do as follows:

I am the Abom. I am bear so have a big old 2H weapon. 100% of love.

The tank stays in the middle circle.

Raid changes sides. We usually run 2 melee and 2 heal.

All DPS on orange when it targets.

All DPS on green when it targets. Stack on guy at last minute so frozen guy is never stuck in a new ooze puddle.

We try and be good on phases. As in no adds up and minimal ooze. Some times we lay off on boss to help this happen.

P3 is a swap fest till I have to loot. Stay near existing green stuff while we move around.

As for clumping and stuff, we have melee stay on boss or adds. Ranged spreads out and as said collapse at last minute. Healers just go side to side and avoid bad stuff.

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#2361 May 29 2010 at 4:58 PM Rating: Good
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BLARGH....

Neutral (or better) again with Steamweedle, half done with Ravenholdt. Still lovin my durid like a romance novel.

Somebody punch and/or pinch me.

BLARGH!!!!!
#2362 May 29 2010 at 5:15 PM Rating: Good
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Good to see that you're still having fun with the Druid.

As for me, I had some excess badges lying around and some gold I needed to blow, I bought some Boomkin stuff, respecced and tried out Boomkin for a few heroics.

Nice when you switch out 5650 GS worth of Feral DPS gear for 4800 GS Balance/Resto gear with horribad gemming and outperform yourself for no apparent reason.

I've concluded that Feral DPS is broken and that's why I'm doing shoddy DPS. Couldn't possibly be my skills. Or maybe I'm just a caster person...
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#2363 May 29 2010 at 5:24 PM Rating: Good
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Screenshot

[G] [80:Ulfheônar]: So, aeth can oneshot jesus christ now.
#2364 May 29 2010 at 7:51 PM Rating: Good
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I'm actually sort of glad I don't have to farm that trinket anymore.

Although I now need a trinket gained from a 25-man dungeon accessible once every week instead of a 5-man heroic accessible every day. A trinket that 20 out of those 25 people would roll on.

Yeah, I'm f*cked.
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#2365 May 30 2010 at 8:55 AM Rating: Good
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+[Whispering Fanged Skull]
#2366 May 30 2010 at 3:41 PM Rating: Good
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50.3k hp with just MotW. I am supersoaker!
#2367 May 30 2010 at 6:25 PM Rating: Good
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Yeah, I'm pretty screwed. And now I know I have to get the polearm from Blood Princes instead of the staff from Rotface.

If only we could down Blood Princes.
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#2368 May 30 2010 at 7:33 PM Rating: Good
Mazra wrote:
Yeah, I'm pretty screwed. And now I know I have to get the polearm from Blood Princes instead of the staff from Rotface.

If only we could down Blood Princes.


If only we didn't need randoms to do stuff they can't do and wipe because of them.
#2369 May 30 2010 at 7:42 PM Rating: Good
Blood Princes is easier than Rotface >_>

What seems to be the trouble?
#2370 May 30 2010 at 10:37 PM Rating: Good
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Overlord Norellicus wrote:
Blood Princes is easier than Rotface >_>

What seems to be the trouble?


At around 400-800k, our Keleseth tank suddenly dies, despite apparently having 4+ orbs on him, and we wipe. We tried with two different Keleseth tanks (Warlock and Hunter) and no go. Probably also due to people not moving away from swirly things on the ground.

Generally there's just a lot of stuff going on and unless the Keleseth tank knows exactly what to do, it's a wipe.

One thing that's been bugging me about ICC is that I thought they went for more sustainable incoming damage and less spike damage, hence the 20% reduction to dodge ratings. Still, it seems like every boss in there will one-shot people if not being spam-healed. I lost 99% health getting nicked by a Cleave on Lootships and if the Keleseth tank doesn't have enough orbs on him, it's a one-shot 75k shadow damage taken. Then there's Precious and Stinky with their Decimate and the skellies on the dragon boss (Vali-something) with their Lay Waste or whatever that thing is called.

There are so many wipe triggers in this dungeon, it's crazy.

And all the ******** target-switching is getting on my nerves. 4k DPS on Blood Princes because I had to run away, switch targets, run away, switch targets, etc. 5k DPS on Lootships because it's Swipe, Swipe, jump, rotatio-- oops, mob dead, jump back, Swipe... wait, wait, wait, repeat.

If they're going to continue these kinds of erratic fights, at least lower the ramp-up time of Feral? I mean, crap, the Fury Warrior in our group (excellently geared, though) just jumped in there and did 10k DPS off the bat. I have to apply a million debuffs and buffs before I can even get near it.

I love my Druid, but damn the Feral DPS functionality needs some attention.
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#2371 May 31 2010 at 3:48 AM Rating: Good
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Our Pugged warlock was our weakest link.
We tried having him tank Keleseth but he failed, first try he forgot to aggro Keleseth and me taking empowered shadowblasts is not fun, even with 116k hp after cooldowns. Next try almost worked and we got to 8% but the lock tank and his healer went out of range as the lock tank was constantly running everywhere (much more than needed) try three and he didn't have enough nuclei.
We then switched to having the hunter tank Keleseth and the warlock on Kinetics duty, 3 kinetics hit the ground and wipe.
I then had to ask our enhancement shaman to go ele offspec to help with kinetics but it just took away too much from the raid for these insignificant tasks to be completed.

It should have been done with the warlock and hunter both setting their pet on a Kinetic, the lock or hunter tanking Keleseth and just blowing sh*t up aside from that but I didn't want to place the burden of doing kinetics and tanking Keleseth on someone who never tanked Keleseth before and the warlock wasn't capable of doing kinetics either way.

So in short, we lost massive amounts of damage causing the fight to last much much longer leading to slowly decaying attention to tactics and a wipe when something goes a little wrong.


Edit: Also, rotface is much easier than Blood Princes with a PuG because tactics are always a bit shaky in PuGs
And Rotface heroic is entertaining and reinforces my belief that all fights should have started at heroic instead of pussymode.

Edited, May 31st 2010 12:00pm by Aethien
#2372 May 31 2010 at 8:35 AM Rating: Excellent
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I ran my first random herioc in like 2 months last night, and remembered why I stopped doing them.

Our tank had 21.1k HP after priest and druid buffs. I had 20.0k as the healer. He couldn't hold aggro, and generally seemed lost.

We finished the run and I only lost the mage once, after she aggro'd another set of mobs. But still, I wasn't looking to work that hard. Smiley: tongue
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#2373 May 31 2010 at 8:40 AM Rating: Good
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Get me next time, I have 50.3k hp with just MotW.



















And I'll make you work harder, albeit only for a very short period of time.
#2374 May 31 2010 at 8:46 AM Rating: Excellent
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I'd take any maniac chain-pulling drunk bear over that guy I got stuck with any day. Heck I have an easier time keeping up a kitty pretending to be a bear. At Least kitty gear means more threat.

Plus fast runs are good. Smiley: thumbsup

Edited, May 31st 2010 7:50am by someproteinguy
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#2375 May 31 2010 at 9:11 AM Rating: Good
I've had a chain pulling 27k health tank in heroic FoS recently. It was fun.
I've also had tanks with less GearScore (I know, lol) than my level 75 shaman. It's manageable, although I'm not sure how anyone can end up with gear like that.
#2376 May 31 2010 at 11:23 AM Rating: Good
How much health/armor do your tanks have for Blood Princes? Not the keleseth tank, the other two.
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