Tag: Raiding

Good Reading

by Daffnae on Mar.16, 2010, under Daffnae, Raiding

Here’s a good article I found: World of Matticus - Raid Leading 101: Maximizing DPS Uptime.

It has specific info on Putricide:

First change: Instead of tanking him on the right, we placed Putricide closer to the middle where the pattern is. The orange ooze spawns, it locks on to a target and goes after them. If it happens to be a melee player, they still have plenty of time to hustle it and kite it around the room. Regardless, we cut the distance the melee had to travel to DPS the Ooze by half! They didn’t have to run as much. There was more DPS on the ooze meaning it died quicker which led to more DPS on the boss.

Second change: Instead of simply keeping Professor Putricide stationary, our Putricide tank was instructed to keep Putricide as close to the orange Ooze as possible. The reason? It allowed for incidental AoE attacks from melee to hit multiple targets. Chain Lightning would help. Divine Storm would help. Cleave, and the list goes on. The orange vials that the Professor drops wouldn’t be a problem since the entire melee group is constantly moving alongside the Professor and the orange Ooze anyway.

It also has good general advice:

The lesson here is when working on a boss, try to set your tactics up in such a way that will cause the boss to take extra damage. Again, not every encounter will allow for this, but the possibility is there. Put those AoE strikes to maximum effect whenever it is feasible to do so.

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We’ve Got Saurfang’s Number

by Daffnae on Mar.12, 2010, under Daffnae, Raiding

Last week I posted some information on Saurfang that helped explain the encounter and what we needed to do to manage the healing and runic power in order to defeat him more easily.

While we have downed him several times, I think I have just found a piece of information that may make him really easy for us in the future.

We had previously identified the two areas where we could impact the fight most (other than the obvious: DPS a lot and heal a lot):

  • Rune of Blood - make sure the tanks switch as soon as this debuff is cast on the tank. This reduces the amount of healing on Saurfang and reduces the Blood Power gained from melee swings on the tank with this debuff.
  • Blood Beasts - kill them quickly or kite them to reduce the number of times they hit a player, which generate Blood Power.

In our last run, our tanks worked hard at switching as soon as Rune of Blood was cast. We ran into a couple of cases where the taunts were missing on some of our failed attempts. However, on our successful kill, we cut the number of heals in half and the fight went very smoothly.

And now to unveil the new information that will make this fight a piece of cake…

The exciting new information (new for me…I’m a little slow) is that several classes have effects that reduce healing that can be utilized on this fight:

Let’s see how the numbers work out using our last 2 Saurfang fights as an example.

Attempt #3 (6 min 49 sec):
Saurfang’s health = approx 9 million
Heals from Rune of blood = 31 * 45K = 1.4 Million
Heals from Mark (due to death) = 439,000

Attempt #4 - Success! (6 min 1 sec):
Saurfang’s health = approx 9 million
Heals from Rune of blood = 17 * 50K = 850,000

Attempt #4 - What could have been:
Saurfang’s health = approx 9 million
Heals from Rune of blood = 17 * 50K * 50% = 425,000

This illustrates a couple of things:
1. DPS kills the boss much faster if his healing is reduced (success was 48 seconds faster than previous defeat).
2. We have a better chance to keep the person with the mark alive if we get the boss down faster.
3. If we were able to reduce his healing by 50%, we could have downed him another 14 seconds faster (assuming 30K DPS).
4. Healers have a much better chance of not running out of mana if we can shorten the fight.

So, let’s keep up the great work and see if we can blow him away even faster next time!

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