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Mak
2005-11-28, 03:20 PM
What did we change on the third fight last night(11/27) from the previous two that allowed us to win. From my perspective, the MT never lost control on the third one and I was able to dump 2.5 mana bars into his stinky hide. Just curious so we can continue doing that in the future. :)

Duerdon
2005-11-28, 03:26 PM
I think it had a lot to do with Mags placement and keeping him static and having all the MT's keep him in one spot. When mags was running around all over we were pretty much screwed from loosing Fear distance and having to switch between MT's getting agro.

Potpie
2005-11-28, 03:28 PM
The big difference for me was a CT_RaidAssist option turned on:

Show MT's Target's Target.

That absolutely rocked, and made it super easy to keep track of who had Magmadar's attention.

Beaf
2005-11-28, 06:55 PM
Better make sure all the healers have that turned on.

Darkkwing
2005-11-28, 07:41 PM
Everyone MAKE Sure it's turned on. So you all know who's getting the crap beaten out of em and know when to land your dispells if needed too. Once we do that for Mags a few times than yeah 9pm server time or less we will get to Geh.

Phebus
2005-11-28, 11:18 PM
My opinion on what happened is a little different then what was already posted.

From my healing position/assignment it was my job to keep Sol alive. In the first two fights I was unable to get many heals off on him becuase of several reasons the primary one is the Fear. With the tanking location in the 3rd fight I was able to run within healing range then run back ou on the 5sec warning ding. Where in the first two fights it did not seem nearly as easy for me to get away. Also in the first two fights I made the mistake of doing a slight bit of over healing where I noticed I was actually drawing some of Magmadars aggro. Where he was not charging me, however in my main tanks targets target window i would see my name flash up and then a fire ball and conflaguration would hit me causing me to go into healing myself and not Sol.

For the Healers side of it, above all else in my opinion we must keep the main tank up. The first two fights when Sol dropped. Mags went into a chain of going down the aggro list where the new person with his aggro changed 5 to 10 times depending on who was taunting and it was virtually impossible to actually heal the correct person that was getting beat on within enough time to keep them alive. The last fight with Sol tanking him in that location it made it easier to keep him up, and with him not going down it just made it a lot easier for everyone to do their job.

Another thing to counter that if the main tank does go down. I think Dps should stop until he is back undercontrol of a tank. This would allow for trying to re stick Mags in a location and I think it would make it easier to counter on the healing end.

Just my 2 cents :)

Zeg
2005-11-29, 12:42 PM
Another healers perspective..

I heard people saying you could stay at the edge of healing and not get feared.. well, that was true only some of the time.. I purposely kept moving forward and back and watching my icons.. first fear.. didn't touch me.. 2nd one.. did.. even though I was at the edge.. so.. that said..

I changed my tatics a bit too.. as well, kept the grunt piece handy for breaking fear.. as in the 2nd fight, I only got feared once, use the trinket.. solved.. and was able to continually dump..

One observation I had, that was dismissed, but I think it was very valid - is the use of tremor totems.. 1st & 2nd fight.. MT got feared.. I know.. I watch Sol run away and my icons de-light. and he was feared for much more than what a tremor totem would have let him be..

Are all the shaman dropping them, 1 by Sol/DW and the rest by healers.

What Mak said was definately true.. Sol held aggro much better.. not sure if he resisted fear or it was the work of the shaman keeping the totems down and use of trinkets, potions, whatever.

Another idea would to have some of the take turns staying in fear range, hope the totems fix em quick, then rotate, next fear other half stays in..

Cause what I "fear - no pun intened" is that I step out of fear range during that 5 sec tick, which btw.. I usually would count to 4, then move back, is that Sol get's plastered before I get back in range.

Just my 2 cents.

Thwak
2005-11-29, 12:43 PM
Everyone MAKE Sure it's turned on. So you all know who's getting the crap beaten out of em and know when to land your dispells if needed too. Once we do that for Mags a few times than yeah 9pm server time or less we will get to Geh.

I agree with DW that everyone should turn this option on. I am surprised more didn't have it on already. I've used it for a while and it makes things much easier. There is also a nice option in there that will play an audio alert (the flag taking sound from WSG) if you get aggro. As a hunter I find this very valuable as it basically tells me when to use Feign Death.

Thwak
2005-11-29, 12:50 PM
Regarding max range - there is a mod available on the Curse Gaming site (I believe it is under the Hunter class section) that tells you if your target is within range via a colored button in the top middle of your screen under your target info. I believe this is set to Hunter max range (41 yds) but I think that is the same for healing and other casters with talents. Might be worth checking out.

Typical Luci fight for me (after the guards are down) involves moving to max range (using handy mod), lighting a smoke, and auto firing until he is dead. If tank aggro switches it is very easy to find max range again. Much easier to look in the center area of your screen than at your attack icons IMO.

Sol
2005-11-29, 01:02 PM
most of the time I am immune to fear by stance dancing. a couple times the MT's ate fear anyway because we missed the warning or because the warning came up too soon and our immunity was worn of. I didn't think tremor totems were that important, but on the last fight i think i missed my stance dance 2x and there was a tremor totem down for one of them. Ralcah was doing a good job and asked if I wanted them, and I had dismissed the tremor totems on the first 2 pulls.

Zeg and Shebus both hit on the key success factor and its that we dont' get our healers feared. I think that most guilds don't move mags period for anything is because of how important it is to keep him nailed to 1 spot and let the healers find that "fear immunity" range and not have to move. IF that means standing in the conflagration, they say "so be it"... more important to not have the healers having to move around and risk getting feared.

That last mags fight, I didn't have to move hardly at all, and I did not die until Mags was about 20%. The two things are related i think. When mags died, we had a smooth transition over to DW and i seem to remember BE ended up tanking that last few % of health. Anyway, I feel the same is true for Luci and Gehennas, the strategy has to revolve around keeping the healers healing so that the MT can do their thing.

Myrkris
2005-11-29, 01:07 PM
Healing range is 40 yards, at least for my spells (I assume the same for others). That one yard seems to make a difference on some of the AEs. I can heal outside Mag's fear, but not outside Luci's or Geh's curse AE.

Mak
2005-11-29, 01:37 PM
I can nuke at 41 yards without getting feared the whole fight. I think what might be happening is perhaps Mag is getting between the MT and the healers thus eating 10 or so yards? i.e.

H-------------MT--Mags

vs

H-----------Mags--MT

Muddus
2005-11-29, 02:23 PM
The thing I mentioned on the HLS spam is the fear distance is not a perfect science. When he starts spitting lava on the healers they have to adjust where they are standing and the distance between fear range and max heal range is pretty small. If you move a bit too much you can get into fear range very easily.

We are getting better I expect these issues to become less apparent the more we do it.

Ralcah
2005-11-29, 02:39 PM
In regard to the tremor totems, I had one down at all times. I rarely got feared for more than 1 second. I did run in and try to put one down every once in a while for Sol when I heard something about the warnings being off the timer. I actually think the importance of the totems come in for the healers. I know there were a few times when I watched the whole healing core go scrambling into a fire spit.

Thats a lot of mana spent on healing the healers instead of keeping an eye on the tanks. All of the warriors know the stance dance, and they pull it off quite well. My suggestion would be to make sure that there is a shaman with those healing the MT. This would ensure that the tremor totem stays down at all times, cutting down on the time that the healers are scrambling and therefore making it easier for the tank, since he would not be forced to heal himself via potions or healthstones.

Muddus
2005-11-29, 03:39 PM
It's a good point we put 1 healer in charge of keeping the healers up, but I failed at times, so not only did we put a lot of mana into keeping the healers topped off, when a healer died they had to sit and drink, so they are out for a bit, plus the time it takes for a ooc person to rez them.

I think a totem or 2 for the healers would be very helpful, but we have a good deal of melee people that could use them as well.

Myrkris
2005-11-29, 03:53 PM
If you want to use Tremor totems to keep the healers from being feared for long, then we need to redo group assignments so there are healer groups with a shaman in each. So far, we haven't been doing that making the totems much less useful for that since only some groups have healers.

Sol
2005-11-29, 04:05 PM
If you want to use Tremor totems to keep the healers from being feared for long, then we need to redo group assignments so there are healer groups with a shaman in each. So far, we haven't been doing that making the totems much less useful for that since only some groups have healers.

yeah i have trying to make sure that we have healers spread out more, but that results in 2-3 healers not getting totem benefits. Another criteria for the healing leader to take into account -- that the MT healers have healers AND totems. if they do not, then I can rearrange groups at that time rather than force assignment jumbling.

Zeg
2005-11-30, 02:11 PM
Mudd.. the OC rezzers did an awesome job.. I would hate that job.. when you have healers like me, moving all around to find a safe spot and if I drop, you guys have to find us.. that's a real tough job and think the OC guys/gals have done as best they can.

Ya.. and if Sol can stay in one place.. that last fight worked perfectly in that respec.. part of the reason you dropped too Sol was that I'm sure some of us were OOM by that time.. I try to pace as best I can, but I knew I was OOM when you dropped.

Another item.. that I've found useful for those longer fights is to make sure every warlock has soulstone someone.. probably one on mt and next in line mt and then all priests after that.. it's come in handy.. as well, I would rather die, get a large bar of mana back with SS.. then sit out and wait.

And my heals are at 40.. but I was feared at max before.. where Sol did not move, first fear, didn't get me.. he still did not move and neither did I, second fear - got me.

Muddus
2005-11-30, 02:44 PM
I agree the ooc rezzers rock, they do an amazing job getting people back up while staying out of combat. It's a fricken art form. My hat is off to them as well.