Monday, April 28, 2008

Secondary runs 4/26 and 4/27

The remainder of Karazhan this week started out well; Illhoof dropped in 7 minutes 1 second; and Netherspite, after an initial wipe, dropped easily. We wiped one time on Prince, but that was in part due to loss of a player who was not inside the terrace when we began. We also suffered one unlucky infernal smack on top the group. We also lost another player due to DC, early on during Illhoof, which caused another wipe. Stats on the first run of 4/26 were

DPS

  • Berber 930.9 2789533
  • Sagemage 735.6 1604568
  • Eliminster 774.7 1440867
  • Sorilea 647.5 1233577
  • Kkoreastyle 546.1 1577487
  • Sand 396 1399031
  • Koalat 557.9 853141
  • Domainatra 236.5 681475



HPS

  • Nistagmus 636.5 2019985
  • Brutstrength 466.2 1406513
  • Dniwek 531.5 1236743
  • Lightkeeper 569.2 263311


The second half of our runs were not as easy; Nightbane, Nightbane, Nightbane. We tried three healers; then four; then five. It is extremely difficult to keep the tank up since heals must come constantly despite the current health level. Each cleave costs 7k health; and each regular melee swipe is around 4.5k. Bosskillers.com suggests five healers, flasks and stoneshield potions. I am going to suggest we modify our approach to this boss since we are unable to down him so far.

We wiped four times on our first runs, and our best was only 42% on Bane. We finally decided to come back 4/27. On 4/27 our best was 25%, in his last ground phase, but we lost most of our dps.

The Nightbane runs were all difficult; when he returns from air phase, we need a hunter to misdirect each time; particularly if the air phase resulted in a lot of HOTs cast by healers to keep the party alive. If he runs from the tank on landing, the party wipes. There were times that a hit or two was not enough to keep his attention.

There is a spot on the terrace, with a skull next to the inner wall; it is where he lands each time. It is half buried and hard to see, but it is smack in the middle of that terrace and the tank must stand right in front of it.

During air phase, the adds need to be melee tanked to save the casters; they hit hard enough that any aggro can wipe out 2-3 per air phase, spelling another wipe. We had two tanks and melee dps, and kept them on adds; the skeletons can also be pally feared, or shackled, or hunter trapped. It is important to keep caster AOEs to a minimum, or to very low level spells. They have a bit over 14k health, so they die within the time period of the air phase with 10-15 secs to spare, if your entire group is up. This part of the fight is made more difficult by the constant rain of fire from Nightbane, which healers must mitigate; thereby drawing aggro to healers.

Stats were:

DPS

Berber 572 903899
Sagemage 565 665871
Kkorea 390 544694
Koalat 298 499390
Sand 290 645193
Domainatra 188 184469
Sidewiz 81 122056


HPS

Nistagmus 733.7 1000165
Dniwek 576.5 713022
Spartanvenim 498.1 550224
Sidewiz 310.4 468157
Sand 78.6 175100

Thursday, April 24, 2008

Opening Karazhan 4/22/08

This opening run, we took on new members from Gold and from the guild at large; by the time we made it to chess event, we looked for alts and others to run through Chess for a shot at loot. Congratulations to Solon, who basically re-equipped his entire kit with epics; with all the new members we still broke prior records on dropping bosses in no time flat. The only real wipe the whole night was the result of a fear by Spartanvenim; we all wished we had a screen shot saved of that one. Basically he feared one lousy imp in the Illhoof library room; and it ran throughout the instance aggroing everything it came near. By the time it was done we had 20 shades of various types beating us down in 2.2 seconds, then filing out of the room to go back whence they came. We all had a good laugh at that one, particularly when we figured out how far away the shades came from.

I want to welcome Aezura to the group; she is not yet a part of the guild, but is an excellent healer from Die Wachter who agreed to accompany us. If you see her around, give her a Hey! and let her know we appreciate her help.

Stats for the night were:

We dropped Moroes in 3:29 minutes, Curator in 4:43.

DPS
Moroes Final
Berber 809 749
Koalat 594 592
Sidewiz 591 600
Sorilea 573 545
Sandman 317 316
Solon 265 265
Domainatra 191 191

HPS

Nistagmus 397.1
Aezura 363.7
Spartanvenim 154.1

Tuesday, April 22, 2008

Monday, April 21, 2008

Nightbane and Netherspite

The team attempted Nightbane three times and only got him down to 60%; the tanks repeatedly died, but we were using a newer healer and the group was unable to sustain the healing power needed to keep everyone up. This was so, even with a 4th healer added (Sidewiz as offheal) to the group. If the MT goes down it is an almost certain wipe since Nightbane can oneshot most other classes. His damage on the MT was up to 5600 on crushing blows; added to his typical 2500-4500 for most melee swipes.

We switched to Netherspite, and downed him in one try; everyone kept on the beams, we were able to combat rez when needed with three druids along, and it was almost an easy cap. During the banish phase everyone ran, rebuffed, and then with about 5 seconds left on banish the MT has to run back in and pick him up. I used faerie fire as his banish phase ran out and there was no problem with him aggroing onto other targets. At one point we lost blue beam; Koalat was not able to consistently keep the beam, and Sorilea picked it back up. This means that both are Nether Exhausted for the next phase, and Sidewiz took the blue beam on; he died, and Koalat was at that point able to pick it back up (90 seconds from beginning of Nether Exhaustion).

Stats were:

Berber 661
Sorilea 639
Sagemage 611
Koalat 393
Sidewiz 351
Sandman 336
Domainatra 205


Heals

Nistagmus 766.7
Dniwek 546
Murdi 290.5
Sidewiz 155.6

Friday, April 18, 2008

Enchanting, JC and BS recipes on Thesandman and Holyterror

I am asked this every week, so here is a (probably current) list of the major enchants available from Thesandman:

Mongoose
Executioner
+4 stats to ring
Gloves, Spellstrike
Major Heal to Gloves
Major Heal to Weapon
+7 Striking to weapon
+20 Agility to weapon
+12 Stamina bracer
+6 All stats chest
+15 strength gloves
+6 mana per second to bracers
+20 spell penetration to cloak
+4 All stats to bracer
+26 attack to bracers
+120 armor to cloak
+10 spell critical strike to gloves
+12 dodge to cloak
+7 agility to boots
Threat to gloves
Unholy weapon
Icy chill weapon
Void shatter
Shard shatter


Blacksmithing, by Holyterror

HT is an axesmith, and also therefore a weaponsmith; so any major axe can be created up to level 350+, which means


Felsteel Gloves
Dark Iron Pulverizer
Truesilver champion
Blight
Phantom blade
The Shatterer
Dawn's Edge
Arcanite Reaper
Skyforged Great Axe
Stormforged Axe
Planar Edge
Lunar Crescent

And generally as a weaponsmith I can still make armor all the way through to adamantite bracers and chest, so level 65 gear.

Jewelcrafting, there are now five recipes that dropped:

Insightful Earthstorm Diamond (Meta Gem)
Sovereign Nightseye, +4 Strength and +6 Stamina
Thick Dawnstone +8 Defense rating
Wicked Noble Topaz +4 Crit Strike, +8 Attack Power
Khorium Inferno Band, Fire Damage +27, +27 Stam, +7 Mana per second

Wednesday, April 16, 2008

Kara Opening 4/15

Opened up Karazhan and cleared through Shade, and Chess Event; quick and easy, and very few losses. Shade dropped with one down, at 5 minutes 18 seconds; one of our fastest yet.

Stats are
dps
Mindaika 637.2
Sidewiz 606.4
Eazydeath 609.3
Koalat 558.8
Sorilea 513.2
Eliminster 435.3
Sand 300.6
Domainatra 192.9

Heals
hps
Nistagmus 654.7
Lightkeeper 519.2
Stonehearth 284.5
Murdi 262.1

Tuesday, April 15, 2008

GEM and Blue Team Membership

There are some constant problems with scheduling that need to be addressed; so here is the official set of rules on 'who goes to Kara' on any given night.

GEM is used to schedule everyone onto the team; but just because you 'make the list' of the first ten to sign up, it does not mean you are going to Karazhan. Several people are excluded each week, for a number of reasons, so I want to explain to avoid further hard/hurt feelings.

Team members for blue team are all given priority for Kara runs. Long time members are obviously those who maintain a consistent presence on the team each week, and are considered the core group of people on the team. Those team members come before people trying to make an appearance on the team. Those members are obviously better geared, and are accustomed to the team dynamic on Blue; the ability to communicate, understand roles, and react to changes in fight situations are essential to success in Karazhan.

Team composition is a constant problem, since each boss in Kara can demand a different approach. We always need one tank; three healers; and ranged dps. GEM is not the final word on anything, since we swap out players during the night, and initially I must form up a team that I think can complete the run. On GEM, one tank is always signed up for each run; but because of computer issues cannot sign up directly. I receive emails from several guild members each week asking for a spot; and these do not appear on GEM.

I also understand the problems and frustration newer members are experiencing, and by not allowing many members on Blue, indirectly these rules contribute to the problem. The guild officers are mindful of the problem, but here are the issues facing Gold team currently, and why no runs are scheduled:

1. GEAR. If you are still running greens, almost without exception you are not able to complete a Kara run, and cannot contribute to the success of your team. The guild is now assisting members with upgrading their gearing; I am attempting to up the tanks on Gold, by donating gear and time on quests. Other officers may have other ideas, but we are all willing to assist other members if you just ask; however it really helps if those wanting specific runs for gear just use GEM to schedule them, outside of other runs. Wsping us when we are in some heroic instance somewhere is not as easy to respond to as a GEM event.

2. Composition. The team needs a specific composition, and cannot succeed on much other than Attumen without careful attention to team composition. If you look at our posts on the Kara events, there are specific dps numbers, and heal per second numbers, that contribute to success. On some of these fights, its a simple matter of math; if you cannot reach a certain dps, the mob will enrage, burn up your mana pool, or just wear an entire group down to nothing if you cannot subtract X amount of health in a specific time frame. Attention should be paid at this level to your talent tree; hybrid trees, and solo/pvp skill sets, are no longer useful in a team situation with ten players. This will change your solo/quest playing, or cost you when you constantly respec; but the team-oriented talents are essential to success, and cannot be sacrificed because you still do dailies.

3. Addon requirements. Please take a look at the screen shots for our run on Nightbane; you will see my screen, with all may addon output available. I purposely posted this, because there are essential addons for ten person runs that cannot be skipped. They are:

Ventrilo: not the in-game chat engine, but regular Vent. This is a must-have, period. If you cannot communicate with your team, you are operating at half capacity or less. You must be able to hear announcements, react in split seconds to changes in any tactical situation, and provide information back to your team. The importance of successful communication cannot be overestimated; there are events with mobs that must be quickly dealt with or its a wipe.

Omen2: again, a must-have. This threat meter provides a quick reading on everyone's aggro level, and can head off a death by just adjusting your aggro slightly in response to a fear, stun, or movement impairing effect on the tank. This happens constantly in Karazhan, with even trash mobs. If you cannot anticipate the problem, or deal with it yourself, then your team must eventually do it for you.

Deadly Boss Mods: another must-have. Download, and then enable all the announce functions for the bosses; they repeatedly save you from wiping on the advanced bosses in Karazhan. The special attacks and debuffs used by the bosses, and the styles of combat, are all important to know about before they happen to you; and DBM provides timers and advance notice so everyone can react.

Class addons; there are important addons to monitor your health, mana, energy and rage that assist you in reacting to the quick changes in your own status during the boss fights. Every class is different, and addons come in every variety; but by level 70 you probably have something to provide warnings and announcements on aggro, health loss, and impending death. If you don't, it's time to get them.

Recently we discussed bringing Gold team members onto Blue to run the instance, to build experience and strategies for Gold. This is a good option, particularly while Gold is not running due to a shortage of certain classes. There are more new members to this guild every week; and everyone wants to run the end-game instances. New team members will be chosen based on their ability, gear, and conformance to addon requirements. Blue team will not simply be picking up members because someone signed up on GEM. Those interested in running can be available at run time; and be prepared.

'Be prepared' is more than it sounds like; you must be able and willing to provide not only for yourself, but for the entire team. Basic preparedness includes having ammo, bandages, food and your reagents. Blue team however shares everything they can; buff food, potions, scrolls, runes of warding, everything. If your char is not maxxed in their skill, or spends all their own dough on enchants and gear, then you really have nothing left for the team. If you cannot contribute something extra, then you are shorting the other folks who can use what you can provide. Potions are essential for every class; but mats are expensive, and it is time consuming to farm them. This is a team effort, not a bunch of individuals who are interested in epic drops. Those who can support a team are obviously preferred over those who don't, or won't.

Happy Dance!

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Nightbane downed!

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Prince!
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Monday, April 14, 2008

Karazhan Cleared!

We finally did it! Prince fell after a few tries; then we tackled Nightbane, expecting wipes, and got him on our third try! Screen shots to follow, once I figure out how to post them. . .

Prince on our first try, wiped us completely; we were surrounded by infernals, and healers were cutoff from the main tank and some melee. The third try was the charm; the infernals dropped across from us, all our healers stayed up, and we got him past his second phase after a really tough fight. Everyone survived his enfeebles and shadow novas; and with a Stoneshield potion and self heals, I got through his second phase without a problem. His second phase is the worst; he begins to inflict melee damage that appears to average around 4500 per hit, and hits much faster than the other phases. As druid, you can go into the fight after hitting a self heal like Rejuvenation; and our druids all innervated others during the fight to conserve mana. That spell alone is worth any amount of dps, because in such a long fight folks invariably run OOM. In our successful fight, I hit Nistagmus with an innervate before I left the door; hit Barkskin and Rejuvenate when Prince turned toward me, but before he aggroes; and then shifted to bear after a Stoneshield potion. You have very little time once he begins to walk towards the right side of the terrace; he runs to you, very quickly, when still outside a 30 yard range. After that is just one long haul, with healers trying to preserve mana, and melee dps trying to survive the enfeeble and shadow novas.

Nightbane was a tremendous fight; but we dropped him! We lost two early attempts; on one, we lost a healer, then another, and that was a quick wipe. Nightbane de-aggroes at 75, 50 and 25%; he flies off, we group together, and adds are summoned while he aoe's the entire group. On the ground there was another AOE called Charred Earth; we lost a healer to it since it does 3000 damage per tick, and one couldnt get out fast enough. On another attempt, after his flight, he landed and I could not pick him up fast enough; he already aggroed to a healer and without a misdirect or a good landing closer to me, he went right to them instead.

On our third try, though, we got it all together; I turned him across the terrace, so no one was effected by his tail swipe. The MT has to move him a bit anyway, if Charred Earth is cast under or near you. The camera angle on the fight for the tank is limited due to your position and his sheer size, so you have to communicate constantly to know where the charred earth is located; it can be near you but blocked from view. The move is slight, however, because if you pivot him too much the group gets tail swiped. A bear form can pick him up with faerie fire and a quick swipe, but you have to be close to his landing spot because he moves quickly once on the ground. A hunter spamming misdirect is essential during the fight to keep him on the tank. You can hit him while still in the air; I can cast faerie fire, and Mindaika said he could throw weapons at him. DPS must not attack, and heals must stop just before he lands; I think druid HOTS, cast during the flight phase, can cause a problem on landing if you cannot aggro him to the tank quick enough.

We lost but one team member; everyone else stayed up. The fight is long, but not as bad as Prince, and the MT must just stay on him throughout his melee phases. He does not hit as hard as Prince; but again, the length of the fight meant that our guest healer Tarian ran out of mana; a druid was able to innervate, so he could keep healing; Sidewiz was able to chip in on healing; and we survived nearly intact. The adds during his flight phase are weak undead that can be disposed of in the time of his flight phase; we finished slightly late only one time, and I was able to leave the adds and pick up Nightbane while the fight was finishing.

Stats after the Nightbane fight were:

DPS
Sagemage 659.9
Berber 656.6
Mindaika 562.2
Sorilea 515.8
Sidewiz 427.6
Thesandman 333.2
Domainatra 156.6

Healers
HPS
Nistagmus 754.7
Tarian 703.8
Dniwek 473.9

Sunday, April 13, 2008

Karazhan 4/6/2008

This was our final weekly run on Kara for this week; and we dropped Illhoof with only two left alive!

AOE was provied by Eli, Sage and Sidewiz; Sori was left standing at the end, and put enough arrows into Illhoof to drop him. Congrats team!

The fight was messy; we lost Nistagmus to the chains, and eventually Dom also; then I died for lack of heals. Mindaika was left alone with Sorilea backing him up. There were few adds left, and he was down so far (5%) that both were able to two-man it and down him. Again, this was our first time ever downing that guy.

We attempted Netherspite, but lost out; he was down at one point to 27%, but moving beams and losing beams cost us the fights. We learned to intercept the green beam every time; seconds of that green beam will completely heal him.

Kara Opening 4/8/2008

The opening run on Kara took us through five 'bosses' in a single night; counting Opera event as one boss. We dropped Attumen, Maiden, Moroes, Opera (Wizard of Oz) and then hit Chess Event before we called it.

The Oz event was the most important, since our approach had to switch based on team composition.

Dorothy and Tito were left for melee dps and casters to engage and wipe out. Dorothy must die before Tito, and we pulled that off with the group focussing on those two first. Domainatra tanked Strawman, and we dropped Sidewiz (sorry buddy) for Aniscoria (warlock) for immolate and fire spells to disorient Strawman. Roar was feared repeatedly by the two hunters Jasron and Sorilea. Roar was controlled for the most part by the fears, although there were overlap problems with fear spells at times. Tinman was kited by me (Sand) the entire time. The MT on Tinman must engage him quickly upon his activation; he does not jump up and start fighting, and the delay can be substantial. I took on Roar at first since he moved earlier, then picked up Tin once he started; this gave hunters time to fear. Tinman hits HARD; 4500 is a typical hit from him. He can be slowed by frost, but we had no frost mages. We opted to simply tank him around and let him slow down from his Rust debuff.

Once Tin is controlled, he is just kited around the perimeter, slowly, hitting from time to time to avoid losing aggro. No one else really needs to hit him at all; and a feral druid can kite him by repeatedly casting faerie fire and just backing up. Occasionally a lacerate is thrown in to keep him dotted; and everyone else kills off Dorothy and Tito. Strawman was the third target; Dom had no trouble tanking him once he was on fire and kept immolated. Roar was fourth, Tinman last, so the MT job is boring.

Stats on fight were

Sagemage 635.1
Mindaika 579.4
Sidewiz 572.5
Sorilea 539.1
Jasron 433.2
Thesandman 300.7
Dom 186

Nist, Dniwek, Stone healing; sorry, no stats on them.

Netherspite Down

Last night, downed Netherspite finally; Illhoof in two tries; and attempted Prince but still cannot drop him.

Illhoof was dropped in record time, once we made a few changes to our approach. We wiped on our first try, primarily because we were losing people to his sacrifice ability, and not removing chains fast enough. Everyone has to focus on those chains, to avoid losing the player; there are only perhaps ten seconds or so before a cloth or leather armored player will die. On our second try, we lost no one and dropped illhoof in just over four minutes. Our success this time was due primarily to the AOE casting by Sage, Eli and Berb; the damage on Eli's seed of corruption was amazing. The imps that add were never more than four or five standing, and Kil'rek was burned down by my the aoe, and Dom and I swiping him. Once he is down, Illhoof is 'weakened' to a point that we burned off 4% of his health every ten seconds, so in thirty seconds we had at least 12% off him and after he was down to 20% just burned him down.

Netherspite was the challenge for the night, and we finally succeeded! On this fight, we put one tank on red beam; one tank on green. We were used to the fight and you can find the beams by the colored portals on the wall, before they actually begin. The green beam never touched him, so he never healed throughout the fight.

As MT, I picked up red beam on the first round; the round lasts 90 seconds before his Banish phase, and you cannot stand in the beam the entire time or you die. Domainatra was on green beam for that round, and we alternated for the next 90 second portal phases. I moved off to the side, taking the red beam off myself for no more than eight seconds; then picking it back up. This way we avoided nether exhaustion and the health siphon that occurs if you are in the beam too long. During banish phase, some tried to continue to damage Nspite while he used netherbreath; I pulled back to heal, rebuff, and raise any players lost during the previous phase.

On second portal phase, I picked up green and stood in it; as a druid, you will lose all your mana and be unable to shift into form by the end of the 90 seconds so pick a form and stay in it after about 20. You will also have difficulty using pots to mana back up; I am not sure why, but it took several tries to get back to bear form twice during the fight. I changed to cat form as a new approach suggested by some; but once in cat, you stay in cat until your mana is returned in some fashion. We were able to damage him during banish phase; but he turns to face players and hits them with netherbreath, a significant risk if you are down any players.

A warlock (Eli) and Sori (hunter) took blue beam, and attempted to heal through it. The blue beam does enough damage we lost Sori; I rezzed her. On the blue beam the healing needs to stay constant; or you could assign teams to swap it out. However, the problem becomes that no one can pick that beam up and lose it; after 8 seconds, you are nether exhausted and the beam cannot be blocked. This was our primary problem during early runs, not realizing that the beams can be lost completely if you stay out too long; or someone blocks it even temporarily.

Stats on our Netherspite fight were:

Damage

Mindaika 690.9 dps
Eliminster 668
Sagemage 662
Berber 638
Sorilea 551
Thesandman 324

Healing

Nistagmus 677 hps
Tarian 579
Stonehearth 199