Archive for February, 2010

So close, yet… actually, pretty damn close

Wednesday night, the second and last raiding night according to the new schedule, we went into ICC intending to hammer out some progression–FINALLY–and maybe kill a wing boss. We’ve been taking potshots at Putricide, and barely at that, over the last month thanks to some seriously crappy attendance.

As I said, finally, we had good attendance Wednesday night and the stars seemed aligned for a wing boss kill. We got some quickie tries in on Putricide the night before, getting him to no more than 70%, but that was with us really only half-trying at the end of the night. The remainders of Tuesday night indicated two issues: rDPS on the boss was low, because those 70% attempts were lasting 6 minutes or so, meaning the boss wasn’t going down fast enough, and that we’d have to go through a bunch of wipes before everyone got used to avoiding the environmental damage.

To remedy the first issue (the low rDPS) we adopted the “stay on green” strat that would minimize how much time melee (and god, do we run melee-heavy) had to run to get to their target. Staying on green side meant that the Volatile Ooze would die expediently, and give us downtime to work on the boss. This definitely resolved the issue, suddenly we were forcing Phase 2 after the first Gas Cloud.

We went through a few wipes working out the kinks, like moving away from flasks, positioning for when the green ooze explodes so people don’t get knocked against the wall or a corner, avoiding the malleable oozes, etc. Everything was slowly coming together and suddenly our 70% attempts jumped to 50% attempts, and then we were dancing on the precipice of Phase 3.

Sidenote on phase transitions: one of the Rogues discovered if you Vanish during the Tear Gas cast (phase transitions) you don’t get stunned and can continue dpsing the boss/slime. A mage also pulled this off with Invisiblity. I’m guessing anything that takes you out of combat will do the same–Feign Death, etc.

Anyway, so we through the motions attempt after attempt, watching the health counter be lower and lower every time we wipe: serious progression. The bonus dkp flows like wine to keep everyone motivated. Honestly, I didn’t care if we didn’t kill him, I was having fun learning the fight.

Finally we start consistently pushing the good doctor into phase 3, although the first time it happened we weren’t prepared, had an add still up, and in the confusion managed to die one by one. But we were getting there!

We followed up with a few more phase 3 attempts, getting Putricide at the lowest to 20%. By this point it was getting late (attempts add up quickly when each can take up to 10 minutes), and performance was starting to reverse course. Thirty minutes before raid end we shuffled off and closed the night with VOA.

Am I disappointed we didn’t kill Putricide Wednesday? A little, but not totally. Last month we spent a whole night wiping on Rotface when he first came out, not scoring a kill, and then the following week we two shot him. I’m fully optimistic that next week we’ll build on what we learned and drop this sucker.

Prot farming Lovely Charms

Lovely Charms are somewhat of a rare commodity–going for huge chunks of gold on the auction house (as bracelets), and being divvied up sparingly by various miserly mobs. For the achievement alone I needed 120 of these random drops, and was looking for the quickest, least painful way to get them.

I first tried Ulduar on Tuesday, but apparently Blizz moved exceptionally fast and hotfixed that tactic (along with any other mobs you kill with a vehicle). I put out some feelers for a spot with lots of meleeing, aoe-able creatures. A guildie offered up a spot suggestion: by the Avatar of Freya in Sholazar Basin.

I cannot agree enough, that spot was amazing. The Bonescythe Scavengers constantly respawn and keep coming. They’re short-lived, melee only, and drop decent silver/cloth. Over the course of twenty minutes I farmed up 50 charms.

I was killing them so fast that I barely had time to loot before another wave spawned.

Where have you been farming these items? Have any better spots?

The Blood Council has a 10 min enrage timer

How do I know this? Oh, we fought them for 10 minutes and 3 seconds last night.

But how? you might ask. Wouldn’t that require most of your raid being de–

Yes, yes it would. And yes, yes they were.

The jinx was Demogar promised us twice the dkp we would normally get for the kill if we one shot the Princes. I scoffed, but whatever.

So, the fight stats … and 18.5% of the way in (according to WoL) we lost a healer and four dps. A little bit later we lost some melee and another healer. At this point I would have been prepared to wipe it and try again. But oh no, there was extra dkp on the line, everyone wanted to keep going. So we did.

About five minutes in we lost another chunk of dps. And we kept going.

Eight minutes into the fight and we’re at the 15% range, and Demo buys the farm. Taldaram goes wild and one shots a few people before I can pick him up. Now I’m tanking both guys with few healers left up and watching my hp yo-yo up and down.

The enrage timer is starting to get really close. By the 9 minute mark there was still 8% or so to go with only 9 of us left standing. It was going to be a photo finish.

Timer finally counts down the last few seconds, people yelling out health percentages in vent, and then it hits 0. The Princes enrage, their big one-shotting attack misses me and someone manages to pluck away the last bit of health.

The Princes go down with the nine of us left standing. Epic kill.

And yes, we all got our extra dkp.

The cooldown you can chug

Apparently it’s Armor Week here on Righteous Defense because I have another mitigation tip for you all.

Part and parcel to the increased value of armor in ICC, I’d like to encourage the use of an awesome consumable which can be used efficiently to buff your damage reduction for the first four minutes of a boss fight, or be reserved for certain tough spots. I’m referring to, of course, Indestructible Potions.

Because the effect of the potion lasts for two minutes, you can squeeze maximum uptime out of these by chugging one immediately before combat begins (which doesn’t set off the Potion Sickness “debuff”) and then drink another once the first effect wears off. Properly timed, this will give you 3500 armor over the course of a fight (provided the fight is 4 minutes long or less).

Though, you might want to space out when you drink the second potion, as most fights last a little longer than four minutes and can get more intense towards the end of the fight (I’m thinking specifically of Saurfang’s frenzy).

Moreover, you could chug the first potion pre-combat and then save the second for a specific heavy damage point in the fight so you know you’ll have that extra armor when you need it. Thankfully, with a 2 minute duration you have some leeway with the armor bonus.

I keep a stack of Indestructible Potions on me at all times and chain them for fights like Blood Queen (to minimize damage transfer) and save the second chug for about three minutes into the Saurfang encounter (since the fight usually lasts around 5 minutes for us, and I want that extra armor on me during the entire frenzy period).

Notes on HP and armor

Just a few random thoughts …

New stamina scaling math

With the nerf to Sacred Duty, to calculate how much hp we get per point of stamina multiply by 10 to get the base stam -> hp number, then by 1.10 for our modifier (as opposed to the old 1.14 modifier). With that, we get 11 hitpoints from every point of stamina.

Armor is the new hotness

Coupled with the nerf to stamina, armor deserves another look as a tanking stat. While back in the days before 3.3 stacking armor was something for druids primarily, the inclusion of +armor items to the Emblem of Frost vendor has created an armor renaissance. Coupling that with the pattern of ICC boss fights rewarding physical damage mitigation (I’ll give examples in a second), you’re going to get a lot more mileage out of armor right now than you would stacking stamina.

Here are a few times where armor stacking is recommended:

  • When tanking Saurfang, any damage you take is transferred to the people with Mark of the Fallen Champion. Any damage you can mitigate down or avoid completely makes the lives of the healers easier. The less damage you transfer, the longer the Marked folks will live.
  • On Festergut the majority of the damage you will be taking will be physical (with the magical portion, the breaths, generally negated by inoculations). Festergut hits hard and fast and rewards not just being able to survive his hits, but minimizing the damage as well.
  • If maintanking the Blood Queen, any damage you take is passed to the OT as shadow damage via the Blood Mirror. Therefore, the MT wants to have enough mitigation to minimize how much damage they pass through the Blood Mirror, while the OT (contrawise) wants to have lots of stamina to soak all the incoming shadow damage that they’ll be getting passed to them.

ICC is the first raid in a long time that rewards tanks for giving certain stats priority situationally. For Putricide you are rewarded for having enough avoidance to increase time between stacks of the P3 debuff, for Blood Queen each tank is basically assigned the mitigation role or the stamina role, and so on. We are encouraged not just to survive damage, but to prevent it. A welcome change of pace.

Right now, in my gear, I have around 29k armor and 65.83% physical damage reduction. Once I pick up the other three +armor offset pieces, I’m going to be rocking some pretty serious mitigation. I can’t wait.

Trying to keep the faith

If you’ve been following me on twitter (and hell, even here on the blog) I’ve been pretty down about my guild lately as it pertains to raiding. There’s been a few issues of nascent drama in addition to some very annoying attendance issues that have nearly cost us the ability to raid for the last two weeks. The problem isn’t so much we don’t have people, it’s that the people we do have are being fickle about showing up or have had scheduling issues (I myself had to miss the raid Wednesday because of a scheduling issue).

In one sense, the problem could be solved with recruiting, but the problem remains that there are capable people in guild, and we just need them to show up. I guess our first step is to work on getting those people to log in and get some of the lesser geared people into raids. We’re probably going to change the raid schedule from three three-hour days to two four-hour days, so we don’t have a stretch of raid nights that may be untenable for some folks. We’ll see how that goes.

In the meantime I’m going to console myself with the knowledge that the core of the guild is strong, and made up of awesome people. Half of our ICC raid core weren’t even in guild during Naxx, so if we eventually have to build up again, it’s not the end of the world.

Some funny things form guild chat last night, so I may take comfort in the hilarity of the people I am blessed to raid with.

Slyke when he was asked for his gearscore when trying to get into a ToGC-10 pug:

And Zilga (a healer) from the attempts we put in on Dreamwalker last night:

Speaking of Dreamwalker …

Interesting fight. We tried it for the two hours or so we could and mostly got the hang of the adds, but we need to work on them a bit more. I really can’t offer any observations other than the Blazing Skeletons hurt like a mother, and need to die asap, and dps really needs to be on the ball with target switches. The fight reminds me a lot of when we were first trying Deathwhisper and the adds seemed unmanageable. Once we figure out what to kill when and how, it’ll go a lot smoother.

Ultimately though I regret trying Dreamwalker last night. We should have built on our experience with Putricide or Blood Queen rather than splitting our progression three ways.

Whack goes the nerf bat

Just to revisit this topic again briefly–I’m going to reiterate my lack of surprised that we were nerfed. I saw this coming earlier this week, the warning signs were all there.

The one thing that bothers me about the nerf (other than how it was just sprung on us in the middle of the night) is that Blizzard thinks that other tanks are “fine”. Specifically, warriors. Warriors right now are at the bottom of the heap across most, if not all metrics, and have very little to show for it. I don’t understand Blizz’s mentality that if a tank can tank a boss then they are fine. Tank survival should be the same across all four classes, much like how pure dps classes are more or less balanced against other pure dpsers.

The situation is now that the tank classes are a lot more balanced than they were a week ago, but warriors are still coming up short. They need some serious loving.

I can’t imagine there will be anymore Paladin nerfs in the near future, so don’t worry that we’re in the crosshairs or something. If any other changes are to be made they might involve making Seal of Command require a two-hander so Prot can’t use it anymore (thus, sadly, killing heroics spec). Beyond that… I just can’t see it.

But then again, I can’t imagine why Blizzard would be so willfully blind to how behind Warriors are in EH, dps, etc. So, who knows?

Tankadin HP hotfix nerfed

No details yet, other than:

It’s an intentional change. Sorry that the fix went in before the announcement. The announcement should be up soon with more details.

And yes folks, this is justified, please don’t freak out. Probably a needed reduction in our superior stamina scaling. It sucks how they sprung this on us, but in the end it was justified. They were never going to buff other tanks to our level, this nerf was inevitable.

Last request: please don’t go forth and QQ, let’s be the bigger tank about this.

Update: Looks like Sacred Duty went from 8% stamina increase to 4%.

Tuesdays are for buggy raids

I think now that the Lich King is vulnerable he must be attempting to slow down raids with buggy boss encounters. How else can I explain the painful nonsense we kept running into last night?

First of all, thanks to Patch Day a swath of people were either late or having huge performance issues. Lag was also a major issue for some, though we were thankfully spared the dreaded Gunship lag. Nonetheless, all these little nibbling bites that were slowing people down were invariably cutting into raid performance.

And then there was the brand new buggified version of Saurfang we ran into last night. Usually we don’t see the first Mark until sub-50%, last night we had it at around 70% or so, and a second one going out before 60%. We assumed maybe someone was having issues kiting or people were standing too close together, but instead it just seemed like his Blood Power generation rate was off the charts.

We reset the fight by fleeing to the boat, but then the second time we had the same BP generation issues. We just decided to go with the flow and ended up killing Saurfang with something like six Marks up, no deaths. It wasn’t ultimately an issue for us, but this bug can probably prove to be a roadblock for others. Hopefully they’ll fix it soon.

After Saurfang we were already pushing against the clock and just went to cement our Blood Council kill last week with an equally clean kill. No luck on our part though, because in addition to melee dps assuming being told to scatter when Empowered Shock Vortex was being cast actually meant clump with other melee and get one shot, we had to deal the Kinetic Bombs deciding to randomly explode in midair.

We probably had a few wipes caused by bombs going off and killing too many people, especially ranged dps, which was tight last night and led to more Bombs hitting the ground and exploding. We kept getting ground up in the negative feedback loop.

Based on some cursory research I did it sounds like putting dots on the Bombs was making them explode as they were preparing to despawn. Does that make sense? Anyone have any insight into this?

Finally at around 15 minutes before raid end we dropped Blood Council after eeking out the kill with half the raid dead.

Overall not the best raid night, by far. Still, as long as attendance holds all week we can finally get some progress done on a wing boss. That’s all I ask, dammit.

When to use Divine Sacrifice in ICC

Since the 3.3 changes to Divine Sacrifice, the spell has become a much bigger part of my arsenal than it was pre-change. With a two minute cooldown and no need to take, DivSac should become one of your most oft-used spells in Icecrown as you work your way through Arthas’ minions.

But wait, doesn’t DivSac do damage to me?

Yes and no. We’re not really concerned with Divine Sacrifice, per se, but more with the Divine Guardian effect that kicks in when DivSac is activated. If you make a quick cancelaura macro from DivSac like so:

#showtooltip Divine Sacrifice
/cancelaura Divine Sacrifice
/cast Divine Sacrifice

… and then hit it twice in rapid succession you’ll turn on DivSac, then off (cancelling any damage), but Divine Guardian will stick and the whole raid will benefit from the 20% damage reduction effect.

Best times to pop DivSac in Icecrown

This list may or may not just turn into a list of high raid damage moments in ICC boss fights–though, six of one, half dozen of the other, I suppose. In any case, I’ll update this list when I see more of the boss fights.

Marrowgar

  • During a bonestorm
  • When two or more healers get spiked

Lady Deathwhisper

  • When the exploding ghosts spawn

Deathbringer Saurfang

  • When tanking DBS during the sub-30% frenzy period. Damage you take it carried across to anyone with a Mark, so you want to minimize how much damage you–and they–take.

Stinky

  • Right after a decimate so the next pulse of his aura doesn’t hurt as much

Festergut

  • When Festergut is casting his exhale to do the massive raid-wide damage. Helps if anyone missed an inoculation.

Rotface

  • During an ooze explosion, in case rockets hit anyone

Professor Putricide

  • Right before a green slime reaches its target and knocks everyone into the air. Proper stacking minimizes damage, but applying the Divine Guardian effect on top of that can’t hurt.

Blood Council

  • If using a ranged tank, during their turn, while Keleseth is casting an Empowered Shadow Lance
  • If an Empowered Conjured Flame looks like it’s getting too close to too many ranged at once

Blood Queen Lana’thiel

  • When she goes up in the air and starts casting bloodbolts at people

When used correctly, and at the most optimal times, Divine Sacrifice/Guardian can give your healers some much needed breathing room. Depending on the moment, DivSac can even help prevent wipes. Use it like the dead vote in Chicago, early and often.

Caught up

Wednesday last week may have sucked, but on the bright side it gave us a jump start on our 10man group and allowed us to go into ICC-10 last night with all but the two wings bosses and Blood Council down.

First things first, we hit up Blood Council and despite a dopey wipe (hunter pulled aggro on Keleseth, died, his orb hit the ground, everyone died in the ensuing chaos) the second shot was a quick and clean kill. Netted the orb achievement again, because nothing makes that fight easier than siccing a pet on an orb.

We then bounded up the ramp to the first trash pull before the Blood Queen. Bad things ensued. First we tried a straight pull but it went south very quickly. Second time we tried a little more CC but I got gibbed before we all got in position (I hatehatehate the Tactician). Third time we got a clean pull but the other tank and I soon died, leaving two healers and two dps up with about three mobs. They then proceeded to somehow kill all the mobs with coordinated CC while us losers ran back in a classic cavalry maneuver. By the time we heroically returned, the dps had mopped them all up. Well played.

Once we were done with the trash pull from hell we dispatched the four guys at the top of the ramp and tried to figure out how we were going to handle Blood Queen. After kind of rambling off everything I remembered reading about the fight, we all basically agreed we weren’t going to do a good attempt until we say the fight ourselves. So, we pulled and had a hilariously disastrous wipe, though we ended up seeing the different aspects of the fight: the brain link, the swarming shadows, the vampire bite, etc.

Going back we retooled the strategy a bit (ok, actually formed a strategy) and pulled again. This time we lost a few people early on to some silliness but kept going to get more practice. Had her down to ~60% that time.

The third attempt we had more a plan going and new what to look for. We also had one of the dps (actually, a druid healer going boom for the raid) switch to heals. Seems counterproductive for a dps race fight, but the dps we had was good and we needed the breathing room that a third healer would provide. The third attempt was awesome and despite losing someone early in the fight (who was then brezzed) and a rogue (Falowin, of course) at around 40% we managed to kill her right at the exact second when she enraged and murdered both me and the offtank.

So, wow, our first wing boss down. I was expecting that fight to be a lot harder.

Exuberant after dethroning the Blood Queen, we then bounced back to the Plague Wing to bring a fiery vengeance down upon Professor Putricide. Our very first attempt and it was clear that we had built upon the knowledge we gain from previous attempts. And, also, the dps we had was nuts. We hit phase 2 after the first green slime was dead. We pushed it to phase 3, but we had an orange slime up at the same time, and a little too many puddles on the ground. Wiped in the ensuing chaos.

Still, great first showing! We were all pumped. The next try we got it again to phase 3 but I screwed up the tank switch and kept accidentally outthreating and pulling off Nordic, the warrior tank, when he would taunt it off me. We wiped because I had 5 stacks and he had 2. /facepalm

I clearly wasn’t giving him enough time to build rage after he was crammed in the Abom the entire time. So third attempt I swore I wasn’t going to wipe the raid that time and we had similar results. Quick switch to phase 2, a hop, skip, and a jump to phase 3, and then I’d back off when not tanking Putricide so as not to pull threat. We lasted a lot longer and finally downed the bastard about 5 stacks on me and 4 on Nordic. Down to the wire, for sure.

But it was a kill nonetheless! Very exciting, two wing bosses for the first time.

I’m trying to think of any tips for Putricide that I can impart (I surely can’t offer anything for BQL, haven’t done that fight enough) and the main thing I can emphasize is the fight revolves around how quickly you kill and how well you control the green/orange slimes. If you can down each before they reach their victim that’s more time you have on Putricide. And, furthermore, it’s so very key to make sure everyone stays as far back as possible from where the slimes spawn (except for hunters, who can feign off a link) so there’s a maximum distance between add and target.

Once you get down to phase 3, it’s all about the dps and the tanks not screwing up their switches (ahem). Tensest part of the fight, but the easiest as well if everyone is alive and everyone is doing their job.

The best part of last night is for sure the realization that the group we had last night could easily kill the Lich King. Well, maybe not easily, but with some practice. We have the capability, now we just need the opportunity.

And now to parlay this knowledge into the 25man so we can kill a wing boss there…