Sunday, May 24, 2009

Mimiron

EVERYONE TURN OFF Projected Textures during this fight, so that consecrates and desecrations do not cover up the Rocket Strike Texture below your feet!

Macros:

Hunter Kiter:
/target Assault Bot
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",7) end

/cast Distracting Shot


DK Tank:
/target Bomb Bot
/castsequence Death Grip, Chains of Ice


Note to MT, take warbringer to charge back into the boss so that he does not move around too much when you pull out during overload - otherwise the mines don't stack neatly on top of one another and may get too close to ranged/healers.

-----------------------------------

Go in with a very conservative healing lineup on learning attempts.

3 Holy Paladins - maybe overkill, but pallies bring alot of raid dmg mitigation and having 3 will allow us to fully freedom the hunter tank during phase 3. Put up Fire Resistance Aura.

2 Resto Shamans - chain heals on their groups during phase 2

2-3 Holy Priests - prayer of healing on their groups during phase 2

0-1 Resto Druid - wildgrowth on the melee group + innervate and combat rez

1 MT
1 Hunter Tank
1 Gennocide Tank
1 DK Tank
------------------------
1 Tank
8 healers
16 DPS



phase 1

Tank CD Rotation for Plasma Blast: last stand, shield wall, shield block, guardian spirit
SAVE DIVINE SACRIFICE FOR PHASE 2

If melee are failing at avoiding overload + landmines try the following ideas:
1. rogue can disarm the mines
2. if center positioning doesn't work try tanking off to the side
3. To avoid double coverage of landmines around melee, the tank tanks to the far 4 o'clock position, raid stays near center on other half of the circle. When Melee pulls out during overload they run to the center of the room, however, the tank repositions at the 1 o'clock position, clear of the first wave of land mines. Melee gets back in once the Leviathan tank runs over to the tank in the new position.



phase 2

Groups 3 4 5 will be all healer + ranged groups, they distribute themselves evenly throughout their allotted third of the room. Thin, single file circle close to the center of the room and the boss. Keep the dark avenues cleared so that melee can position themselves on them, this should keep the aoe off the casters when mimiron focuses on the melee.

We will use the following pally cooldowns during this phase in this order:

aura mastery chosin
divine sac chosin
aura mastery nobkin
divine sac nobkin
aura mastery rhonus
divine sac rhonus

Start off with aura masteries first since they provide less protection, and when things start getting really rough the divine sac should give enough breathing room for the healers to top everyone off. Pallies call it out when your rotation is done so that the next one in line can start using theirs. (aura mastery + fire resistance aura + mark of the wild should temporarily grant the raid 314 resistance)



EVERYONE! NEEDS TO AVOID ROCKET STRIKES DURING THIS PHASE! DO NOT TUNNEL VISION!


phase 3

hunter on assault bots - only snares! DO NOT ROOT THE ASSAULT BOT EVER! If you do, the melee will start getting 1 pumped (combat mechanics 101, rooted mobs that cannot melee their primary aggro targets will hit next highest aggro target in melee.). Kite tank the assault bots, these need to go down immediately!

Once the assault bot dies, all dps switch to the command center - one of the designated melee need to loot the magnetic core and use it directly underneath the command center.

Lukelee tanks junk bots, don't dps junk bots, keep all dps on assault bots, at the end of phase 3, we aoe down all the junk bots

Dk on bombs, taunt and root bombs - position yourself directly underneath the boss as that is where these bomb bots spawn. Wear DPS gear, but tank in frost presence, blow cooldowns. These bombots explode for around 25k. You will use a stam flask. If problems keeping up the DK tank, choose the DK that has some pvp gear for extra stam.

Gennocide tanks the Command Center - head.



phase 4

Spinning Up, Laser Barrage
DO NOT DIE IF YOU ARE THE INITIAL TARGET DURING LASER BARRAGE, IF YOU DIE HE GOES CRAZY SEARCHING FOR ANOTHER LASER BARRAGE TARGET AND EVERYONE DIES! DO NOT FEIGN, VANISH, INVIS, OR ICE BLOCK IF YOU ARE THE TARGET OF LASER BARRAGE!

If dps is low, there is a point in time where overload and laser barrage will happen at the same time.
This means the tank has to eat both. Tank needs to save last stand+shield wall+shield block+guardian spirit for this occasion!

During this phase there are 2 tanks - Gennocide and Lukelee, Gennocide tanks the head, Lukelee tanks the base.
All ranged DPS sit on head.
All melee DPS sit on base.

Once your target reaches 10%, switch to DPSing the center.

Once all 3 pieces are below 10%, we will blow lust and down all three pieces. It is important that we save blood lust for the close of phase 4 because all 3 pieces need to be killed within 10 seconds of one another. The blood lust will let is cover any incongruencies between the DPS on the three seperate pieces.

Aura mastery and divine sacrifice should be back up, we will use them during this phase, same rotation as from phase 2.

We will use the following positioning scheme.







If the raid is positioned well, the tank should never have to adjust for laser barrage, since the laser barrage will only turn maximum 180 degrees. A set up where the tank doesn't have to move is ideal because mimiron is extremely twitchy. If the tank accidentally walks too close into his hit box, or too far from his hit box while rotating through the laser barrage, it twitch turn the entire boss in a completely different direction - this can often one shot the entire raid as the laser barrage will start spinning out of control.

Tank positions at the 3 o'clock location or 9 o'clock position. The entire raid positions between the 4 and 6 o'clock positions, or 10 and 2 o'clock positions.
The general rule here is: always have the tank on your right, never ever should the tank ever be on your left side. Nor should you be ever on the opposite side of the tank. If the tank is at the 3 o'clock position, you should never be further than the 8 o'clock position. If the tank is at the 9 o'clock position, you should never be further than the 2 o'clock position.

We will handle this over vent by telling the raid to position either on the south side or the north side. While the tank is at the 3 o'clock position, everyone position in the south side. Never near the tank, never directly opposite the tank. While the tank is at the 9 o'clock position, everyone position in the north side. Never near the tank, never directly opposite the tank.

If you are standing on the wrong side, you will get the tank gibbed by laser barrage.

Once Laser Barrage starts, everyone start rotating clock wise.

Once Laser Barrage is over, the tank will reposition himself to the opposite side. This way, the tank will never have to move during laser barrage.


Spread out! Pay Attention to DBM - Mimiron rocket strikes during this phase! Do not get hit by rocket strikes! It is an instant gib. It targets 2 people.

Melee, do not ever stand in the MT position, there is only a 2 in 25 chance that the tank can be the target of the rocket strike as long as you do not stand anywhere near the tank.

The downside to this positioning is that more people will be hit by the hand pulse - less risk to the tank, but more risk to the dps and healers. However, we are going into phase 4 with 3 sacrifices and 3 aura masteries. This gives us a combined 60 seconds of very high aoe dmg mitigation on the raid. Hopefully by the time the 60 seconds are up, we are ready to blow blood lust and down him altogether.

DO NOT TUNNEL VISION!

STAY ALERT!

DO NOT DIE TO OVERLOADS, ROCKET STRIKES, OR LASER BARRAGES!


-----------------
alternative #2, if phase 4 is far too chaotic to use this positioning scheme, have everyone just go back to their original places in the south / near the big red button. Basic idea - raid always on the left hand side of the tank and never directly opposite of him.

alternative #3, if even this doesn't work. We take two tanks. The OT positions himself directly opposite the MT but a bit counterclockwise, when spinning up is being cast, he immediately taunts off the MT allowing the MT to run around Voltron. MT then acts as the OT, positions himself to taunt off the OT on the next laser barrage.

alternative #4, just suck it up - switch to walk and slowly turn with the barrage and hope he doesn't go crazy.


Watch this one also in addition to the stratfu movie, shows how much communication is needed on this fight.

Saturday, May 23, 2009

Focus Macros - best thing since sliced bread

#show *******INSERT YOUR SPELL HERE ********
/clearfocus [modifier:shift]
/clearfocus [target=focus,dead]
/clearfocus [target=focus,noexists]
/focus [target=focus,noexists]
/cast [target=focus] *****INSERT YOUR SPELL HERE******


How to use this macro:

When you press this macro for the first time, it will set your target as your focus and cast the spell.
When you press this macro with Shift, it will reset your target as your focus and cast the spell.

Wednesday, May 20, 2009

Tuesday, May 19, 2009

Saturday, May 9, 2009

Freya Notes

Freya Fight in a Nutshell:

Macroes:
MT needs a macro to target Eonar's Gift and Mark it, he will call it out.

/target Eonar's Gift
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",7) end



MT needs a macro to target Storm Lasher and taunt it.
OT1 needs a macro to to target Ancient Water Spirit and taunt it.
OT2 needs a macro to target Snaplasher and taunt it.

The raid needs a targeting macro during the 3 amigoes phase to quickly start dpsing their targets.

Group 1 make a macro to target Storm Lasher.
Group 2 make a macro to target Ancient Water Spirit.

----------------------

Freya consists of 6 repeating add killing phases. There are 3 types of phases - as long as you get through 6 of those phases, Freya will lose her healing buff, and enter the final tank and spank phase. It is absolutely pointless to dps Freya while her healing buff is up, so don't bother.

All throughout the phases, a stationary tree add named Eonar's Gift will spawn randomly in the vicinity of Freya. These must be quickly dps'd down because they heal Freya and all of her adds for 6k a second. EVERYONE near the Eonar's Gift must dps it down immediately, it has 65k health, so use short cast hits and down it fast.

Phase type 1: Detonating Lashers
These adds are not tankable, however, they also don't hit for very much. The danger in this phase is that everytime a Lasher dies, it blows up for around 8k. Everyone needs to collapse onto the MT underneath Freya. AoE all the lashers down to 20% health, then stop!

The tanks will take turns AoE Taunting when the lashers reach 20% and run out of raid. MT needs to taunt the boss back onto him when a tank AoE taunts. The AoE tank uses all of his cooldowns, laststand/shieldwall and tanks all the adds while the raid continues to AoE them down.

Melee, stay out! Only ranged AoE continues to dps, mages help with frost nova to staple down the detonating lashers.

Holy Pally, use a Sacrifice when we are killing the Lashers one at a time to mitigate the damage on raid. Use only 1, as it is likely we will get these Detonating Lashers again.

Phase type 2: Ancient Conservator
This add looks like a large Treant - easy to take down - however, he silences the entire raid - tanks and melee also won't be able to use abilities while he is up. However, large mush rooms will spawn, and standing under them will allow you to use your abilities.

Every once in a while he will put a bomb on a random raid member, if you get the bomb, run away from the raid and stand under an empty mushroom, or if none is available just don't do anything. If an MT healer gets this, call it out so other healers can compensate.

Lukelee will tank this add.

Phase type 3: 3 Amigoes
During this phase 3 adds will spawn, these adds need to be killed within 10 seconds of one another, otherwise, they will respawn and heal up to 50% and need to be dps'd down again.

Storm Lasher - tanked by Butterz, interrupt casts as it chain lightnings.
Ancient Water Spirit - tanked by Ungulator, tank facing away from raid as it charges.
Snaplasher - tanked by Lukelee, everytime it is attacked its damaged is increased 10%, stun it once the stacks get higher than 50.

All Melee assist dps Butterz's target - Storm Lasher, interrupt its chain lightning cast at all times!
All Ranged assist dps Ungulator's target - Ancient Water Spirit, we will have DKs on the spirit, as it charges through the raid, we need DKs to Death Grip the Spirit back into the raid.

Once both the Storm Lasher and Ancient Water Spirit are at 15%, stop dps on them, and put all DPS on the Snap Lasher. Once, the Snap Lasher is down to 15%, everyone AOE and bring them all down together.

Final Phase, Freya:
When all 6 phases are done, we get Freya by herself without her healing debuff. She will no longer spawn adds, and she is now a tank and spank.

During this phase, Freya will start launching green root like bombs, GTFO from the bombs, they blow up. Stay alive, keep dps on Freya - whenever the Eonar's Gift spawns, kill it right away.

Thorim Notes

Arena Notes:

Burn Priority Macro; ALL DPS in the Arena need to have this macro so that you can all switch dps targets without delay. The burn order is: 1st Champion, 2nd Evoker, 3rd Warbringer:

/target Dark Rune Warbringer
/target Dark Rune Evoker

/target Dark Rune Champion

1 Rogue respec into Throwing Specialization, this Rogue needs to interrupt the Evoker at all times, DO NOT let that Evoker get any heals off. ALL ROGUES, need to take turns with the Champion Warrior Tank and dismantle it. Call it out, communication is key, the Champions need to be disarmed 4 to 5 seconds after they spawn so that their whirlwinds do not own the raid.

2 Warrior Tanks - tank Champions and Evoker
1 Paladin Tank - tank Warbringer
1 Holy Paladin stands in center with Righteous Fury

----------!!!!EXPERIMENT!!!!!!!------------
1 Shadow Priest Mind Control the Warbringer and make sure that the haste buff is up on the raid. Put yourself in a safe spot to avoid the lightning bolts from the orbs, in the brown portion of the middle circle in the raid.

Warbringer tank, keep the mind controlled Warbringer on focus, if the shadow priest ever loses mind control and the Warbringer is running around loose, you need to taunt it off of the shadow priest ASAP!
----------!!!!EXPERIMENT!!!!!!!------------


Tanks in the arena need to make one of these macros - use the appropriate macro for the add that you are tanking:

/target Dark Rune Warbringer
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",2) end
/cast taunt

/target Dark Rune Evoker
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",8) end
/cast taunt

/target Dark Rune Champion
/script if GetRaidTargetIndex("target")==nil then SetRaidTargetIcon("target",7) end

/cast taunt


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Gauntlet Notes:
1 Warrior Tank - tanks the healer
1 Druid Tank - tanks one of the adds
Mages - sheep one of the adds

On the way to the 1st Mini Boss
Tanks leap frog over one another, when you are engaging the last pack of adds, the Druid tank moves up ahead and pulls the pack with mages and healer, use shield wall if necessary if you are tanking 2 or 3 adds all at once. Warrior tank move up quickly with a healer and engage the boss so that he stops breathing on the raid.

On the way to the 2nd Mini Boss
Both tanks get aggro on everything, once everything is aggroed, warrior tank aoe taunts and picks up all adds and blows shield wall. Mages, this is your queue to sheep whatever you can.

Bear tank, once mobs are off of you, you and your healer quickly run up the stairs and engage the boss. Bear tank healer, don't lag behind, hug your bear and move quickly.

All DPS, stay behind with the warrior tank and kill the adds asap - 2 at a time. Once the adds are down, get on the mini boss asap.

REMEMBER, SPREAD OUT! The second mini boss puts a bomb on random raid members, do not blow up the raid, spread out!

_______________________________________________________________

FINAL PHASE NOTES! Pay attention, this phase is hard, it's a DPS race!

Warrior Tank from the Gauntlet will be the first one to pick up Thorim once he is down in the arena. Immediately bring him to the door and tank him there.

EVERYONE ELSE! SPREAD OUT! Everyone needs to /distance and make sure that you are all spread apart! Don't bother with DPS on Thorim when he spawns, finish off the adds, but keep spread out! All Melee pull out of the add cluster fuck, DO NOT get yourself chain lightninged during the phase transition, it's very dangerous.

2 Tanks at the door, stacked on top of one another, other tanks just stay out of the fight, run around and bandage people as need be.

2 Melee groups, 3 or 4 melee in each group in a triangle KT position around Thorim.

Healers position yourself closer to Thorim, inside of the circle around Thorim, stack in 2s.

Ranged DPS position yourself further from Thorim, at the perimeter of the circle around Thorim, stack in 2s. Leave room on the flanks of the room so that melee can pull out.

Every 15 seconds, Thorim will charge one of the orbs in the room. There will be a stream of electricity traveling from that corner of the room to Thorim. It's very easy to see. This Lightning Charge, will buff him and do damage to this quarter of the room.

While his nature buff is low, it's safe to simply eat the damage. However, once his stack get beyond 3 or 4, it will start hitting the raid for over 20k. At this portion of the fight, we will call soft-enrage.

When we call soft-enrage, whenever you see that stream of electricity, MOVE away from that quarter of the room. He will breath in a 60 degree cone to that orb. WATCH WHERE YOU ARE MOVING TO WHEN YOU ARE AVOIDING THE BREATH, REMEMBER TO KEEP DISTANCE AWAY FROM OTHER MEMBERS OF THE RAID SO YOU DO NOT GET THEM CHAIN LIGHTNING'D!

Once Thorim's stacks get beyond 5 (he should be around 50% at this point), blow lust to help with raid healing.
After lust runs out, blow Sacrifice.
After first Sacrifice runs out, blow second Sacrifice.
After second Sacrifice, start using Guardian Spirit on the MT. MTs start rotating Last Stand and Shield Wall after Guardian Spirit runs out.

Friday, May 8, 2009

HAT PPM


Spec,Class,Crit/Sec

Survival,Hunter, 0.53
Elemental,Shaman, 0.42
Arcane,Mage, 0.41
Fury,Warrior, 0.35
Moonkin,Druid, 0.34
Holy,Paladin, 0.34
Enhancement,Shaman, 0.32
Bear,Druid, 0.31
Restoration,Shaman,0.29
Protection,Warrior,0.28
Blood,Death Knight,0.27
Fire,Mage,0.26
Mutilate,Rogue,0.26
Unholy,Death Knight,0.25
Combat,Rogue,0.23
HaT,Rogue,0.22
Retribution,Paladin,0.17
Affliction,Warlock,0.14
Holy,Priest,0.14
Shadow,Priest,0.08