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Antorus – Aggramar Guide

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  • This topic has 13 replies, 4 voices, and was last updated 7 years ago by Firefunk.
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  • Jaaha
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      @jaaha
      Member since: 25/11/2017
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      Aggramar

      Heroic

      Circular platform, slightly bigger than Demonic Inquisition’s room. During every phase the boss is movable and has a dualistic skill-set based on an energy bar. During intermissions he kneels down at the center of the platform and has an immunity shield, sending out spreading AoE from his feet regularly, smaller ember adds spawning at the periphery of the platform at the beginning of both intermissions and move towards the boss at all times.

      Phase 1:

      • Taeshalach’s Reach (Tanks): 
        The boss hits his target+ closest target (or primary target twice if no close target is found) and applies 12 second debuff stacking 5% increased physical dmg taken, stack up and swap every 8-10 stacks. Coordinate stacks to make sure Tank with lowest takes first Foe Breaker.
      • Scorching Blaze (DPS+Healers): 
        The boss applies ticking Debuff to random sets of players, ticking every half second for a 1.5s duration, also dealing AoE damage in a 4 yard radius around the debuffed target (4 yard spread = no issues)
      • Wake of Flame: (Affects primarily melee, but can be everyone)
        Wake+of+flames+1_1511975555.jpg Wake+of+flames2_1511975555.jpg
        Aggramar sends out waves of flames, which first linger stacked at his feet and then spread out in a fan as they travel away from him, creating bigger gaps between the waves the further they travel. Getting hit means losing a chunk of your health instantly and and getting a 12 second debuff.
      • Taeshalach’s Technique Combo, 5-ability-sequence: FB-FR-FB-FR-ST (100 Energy)
        Aggramar+Combo_1511976550.PNG
        -Foe Breaker (FB): 
        Frontal Cone AoE. Hits hard; active tank uses active mitigation and eats it, swapping with each cast as it applies a 30s debuff, 500% increased damage from next Foe Breaker. Raid stacks behind the boss in preparation, tank with lowest debuff stacks eats this hit alone.
        -Flame Rend (FR): 
        Frontal Cone AoE: boss is flipped after FB and damage split between entire raid + knockback effect. Off-tank remains behind boss to insta-taunt after FR is cast.
        -Searing Tempest (ST): 
        Circular AoE-Cast around Aggramar, when finished casting does damage + disorients for 5 seconds, everyone runs away – tanks run together in same direction.

      First Intermission:

      Boss goes to the middle of room and casts an immunity flame shield around himself. Do not approach or hit Aggramar during this state. He will spawn Flames of Taeshalach and Embers of Taeshalach adds during this intermission.

      • Flame of Taeshalach (FoT): Big tankable Add (2x) that need to be killed and kept away from each other and from the smaller adds. When these two adds are dead intermission phases ends.
      • Ember of Taeshalach (EoT): crowd-controllable smaller adds that crawl from the periphery of the platform towards the boss, and upon reaching the boss explode dealing raidwide damage, leave a 20 second DoT on every raidmember and increasing the damage of the next explosion by 100% for the duration of the debuff (stagger explosions).
        EoTs become CC immune and speed up by 100% when getting close to a FoT. When EoT are damaged to 0 HP, they turn into a damaging pile of ash, and re-animate at full hp after 18 seconds, continuing their path towards the boss. The only way to ever get them to disappear is to let them explode.
        NOTE: These adds have a 180s / 3min timer that begins when they spawn, at the end of said timer, displayed by their energy bar, they will explode without reaching the boss.

      Phase 2:

      Same exact core abilities as Phase 1 but loses Wake of Flames for the Flare ability.

      • Flare: 3 AoE zones placed randomly, exploding after 4 seconds, simply avoid them.

      Second Intermission:

      Same as Intermission 1 + Wake of Flame on each falling meteor.

      Phase 3:

      Same exact core abilities as Phase 1 & 2 but gains Empowered Flare ability and loses Flare.

      • Empowered Flare: 3 AoE zones placed randomly, exploding after 4 seconds, simply avoid them. Explosions cause Wake of Flames waves to spread outwards from the epicenter into the room.

      Goal

      Goal is to delay intermission phase as long as possible before killing second FoT so that there’s longest possible time handling the EoT adds, aiming for at least 2 exploded and the rest under control before intermission ends. Unchecked Flame is the time limit how long intermission phase can be delayed. Phases 2 and 3 probably require kiting boss around the room or just handling all the remaining EoT adds with stuns, slows and knockbacks, and ideally use deathgrip to get them one by one to touch the boss and explode in staggered fashion just after the dot falls off.

    • Jaaha
      Guild Member
        @jaaha
        Member since: 25/11/2017
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      • Jaaha
        Guild Member
          @jaaha
          Member since: 25/11/2017
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          Hotfix nerfs 2018-04-24 – implemented some changes to the text below

           

          • Aggramar now begins Stage 3 at 35% health in Mythic difficulty
          • All Embers of Taeshalach now spawn with 0 Energy in Mythic difficulty.
          • The damage of Empowered Flame Rend has been reduced by 25%.

           

          Mythic changes (everything not mentioned here same as heroic)

          Ravenous Blaze hits 5 ranged people, creating expanding fire circles for 8 seconds that dead damage to people standing in them. These need to spread out far away. Healers position closer to tanks/melee, ranged spread at max range.

          Taessalach Technique is changed significantly.

          It does not do fixed rotation of abilities, but the two Flame Rends, Foe Breakers and Searing Tempest happens in semi-random order with Flame Rend always last. There are four possible patterns of abilities for TT casts and after first two abilities you can know the last three and prepare accordingly.

          • Rend (group) -> Searing Tempest (run away) -> Foe Breaker (tank) -> Foe Breaker  (tank) -> Rend (group)
          • Rend (group) -> Foe Breaker (tank) -> Foe Breaker  (tank) -> Searing Tempest (run away) -> Rend (group)
          • Foe Breaker (tank) -> Searing Tempest (run away) -> Rend (group) -> Foe Breaker  (tank) -> Rend (group)
          • Foe Breaker (tank) -> Rend (group) -> Searing Tempest (run away) -> Foe Breaker  (tank) -> Rend (group)

          Flame Rends give debuff so that same person can’t soak twice in a row. Raid needs to be split into two groups, each group soaking one FR only (which does about 2/3 of health damage per person and the knockback as usual). 6 people is minimum to soak the Frame Rends and it can be cheesed with immunities, but with 6 targets each of them get 8M damage so heavy damage reduction is mandatory. Note that after nerf Flame Rend does less damage so 10 people not strictly necessary, but beneficial to ensure ranged being too late to soak or somebody dead from soak group doesn’t cause a wipe.

          During P2-P3 Searing Tempest will also drag people towards boss, so roar or some other movement speed buff is necessary.

          Intermission

          There are 10 small adds and 2 big ones, and ends after 2 big dead just like all difficulties. Adds have a buff which makes all CC done on them last 8 seconds maximum no matter how long it should be.

          Depending on healing cooldowns and healer setup available goal should be to take adds in pairs or even threes whenever healing cooldowns permit it. Doing them one by one is not possible since they will start exploding before that. Many stacks from adds is only time when healing CDs should be needed during the fight. Ring of Peace prevents adds from reaching boss for a while if placed correctly.

          Phase 2

          Adds will get dispellable speed buff and immunity to all CC if they hit any fire effects boss casts on the floor. For this reason kiting boss around to avoid adds getting buffed, (mass) dispelling adds and using well timed CCs is necessary. Searing Tempest will most likely buff some adds unless CC is handled really well.

          Recommended way of handling adds is Blood DK mass gripping those to the middle of the platform while boss is dragged to any edge, and the raid handles adds with mass stuns, slows and knockbacks. Boss is kited around the platform to avoid the train of adds coming in, using CC and even killing the adds as necessary. Mass grip far away from boss before TT to avoid getting adds hit by Searing Tempest and getting buffed is very helpful.

          Stopping DPS and delaying second intermission phase (35% until all 3min CDs are back up for healers could be very good idea.

          Phase 3

          Flares will spawn extra adds, so all ranged DPS need to be as far from the boss as possible before this ability goes off, on the other side of the room to give more time to get the adds under control by the DK tank wrangling those. Keep gripping the highest energy adds to boss to blow them up one by one all throughout the phase.

          Foe Breaker will also do 5 second dispellable stun on the tank (need 2 dispellers assigned to handle these both) and the tank will also explode in 20y radius when the debuff expires so melee needs to be out of the range.

          Abilities comes in order of Flare > Blazing Eruption > TT, so ranged needs to run to the back of the room to spawn adds, then to the sides to be in range of boss to explode, and finally up to boss to handle TT. Bloodlust/Timewarp as soon as the Flares go off and whole raid is again in range of boss to DPS it.

           

        • Jaaha
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            @jaaha
            Member since: 25/11/2017
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            WA that shows energy on top of adds. Required for everybody who needs to deal with adds (basically all except healers).

            https://pastebin.com/t6T2Lwdc

             

          • Jaaha
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              @jaaha
              Member since: 25/11/2017
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              If anybody has comments or questions about Aggramar now is the time, well ahead of Saturday.

               

               

            • Firefunk
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                @firefunk
                Member since: 21/12/2017

                Everybody please take a close look at this video, as we will most probably use a very similar tactic. The pov is resto druid so we have a quite nice global view. I can’t help with the music but it’s till interesting to listen to the different calls made during the fight, to better understand the flow of it. I’ll try to post some more detailed comments as soon as possible.

                 

              • Firefunk
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                  @firefunk
                  Member since: 21/12/2017

                  Please use the following link as a reference and in addition of what Jahaa already explained for our strategy : Wowhead’s guide on Mythic Aggramar

                  I  will list below a few things we will try to do differently/ few more details&tips :

                  P1 :

                  First of all, we will need to deal with Flame Rends. We will use two groups :

                  -tanks+melees+holy paladin → first soak of each Taeslach Techniques sequence

                  -ranged+healers (but not holy paladin) → second

                  This is because ranged need to deal with Ravenous Blaze and sometimes don’t have the time to come back to melee range to soak.

                  For intermissions, we will use the warlock slowing tactic in order to delay the point when the embers reach Aggramar, If our slowing warlock doesn’t have enough time to dot them all as requested in a timely manner, we will need to slow/cc them as much as we can at start of intermission to give more time to the warlock in charge (7+ seconds more for each CCd ember). So it’s important that people’s positioning reflect the plan.

                  What we could do possibly is CC/freeze (Ring of Frost)/slow(Tar traps)/ … 4 embers on one side of the room, let the warlock dot 4 embers on the other side, then use a gateway to reach the CCd adds and dot them, then proceed to kill the Flame adds.

                  There are multiple ways to do this, we will see depending on what we can do.

                  We will let two embers free of anything, because we will have them explode right at the start of intermission. See after.

                  IntermissionS :

                  We will not do exactly how it’s described in WoWhead’s guide (for both). In fact we will have the two tanks make Flame adds go through the two embers north of the room, and tank the Flames approx. where the embers spawn. They will be buffed and so will quickly reach Aggramar and explode, giving us two debuffs to deal with for 15 seconds. At that point we will use a first set of Healing CDs (will depend on composition, but minimum two), and maybe personals.

                  We will also do the single grip / stack of two embers, those embers will be the ones that we will let explode on Aggramar right at the start of P2/P3, either by gripping them to aggramar or by letting them reach him normally / having the tanks move Aggramar to them if needed. Two more debuffs to deal with, so another set of Healing CDs.

                  This will let us deal with 6 embers of the principal wave in each phase.

                  At the end of intermission, to give us a few more seconds if we are late with adds, and if it’s possible, we could try to use Ring of Peace right on Aggramar to prevent the adds from reaching him. But it’s not really advisable since RoP is really usefull to slow the adds during the phases.

                  P3 :

                  during P3, it’s not necessarily a rush against the clock of embers. But the rush still exists because of the boss enrage timer and the mana of healers, having to deal with all abilities + a constant flow of debuffs. We might want to lust at start of this phase when most people will be in position to damage the boss, that means after ranged have been dealing with the empowered flare.

                  It will be important for the gripping death knights to have the WA showing the energy of embers on top of their nameplate, because we will have different levels of energy to deal with in this phase (empowered flares make 3 new adds pop each time, they are spaced by 1minute each), and they will need to prioritize gripping the embers with higher energy.

                  If you have questions/suggestions as Jahaa wrote, please ask them now that we have time to adress the issues before we go fight the boss.

                  Thanks for reading.

                • Chimeries
                  Former Member
                    @chimeries
                    Member since: 03/05/2018
                    Guild FarmerGuild Bank HeroFormer MemberFormer Officer

                    I’ll toss notes as I find them.

                    It’s possible to track Flares,  first flare is straight after the intermission ends as we’ve seen, the following flares arrive 1 minute each until the next intermission. Rinse and repeat. Only way I can think of tracking this straight off the bat is the old school stopwatch aka /timer and hit it when the flares arrive and keep an eye on the timer.

                    There are 8 seconds between when the boss becomes active and when the first flare spawns. Leaving us no time to stand between the boss and the adds for whatever reason. But more than enough time to get to the stack points.

                    There are 15 seconds after the flare before the first lot of blazing comes, so no problem with spreading back out.

                    alot of the guilds are using the pally CD to counter the first add explosions (seems sac aura on 2 adds and devotion and sac on 4 adds) this makes sense to use such burst healing to counter the burst damage, the rest of the CD’s followed suit. May be worth a try? especially if we have say kodis and athiyk on the next run.

                    I’ve added examples to show why the spike damage incoming is such a problem

                     

                     

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                  • Firefunk
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                      @firefunk
                      Member since: 21/12/2017

                      That’s probably interesting but i don’t get your point exactly. Are you questioning the “3 adds at a time” strat? Would you please like to give more details?

                      Let me explain our reasoning there :

                      -we thought one range stacking point (purple) was the way to go for P2 from the start. This was to ensure most people were in range of the two healing CDs we’d use to deal with the second set of ember explosions.

                      -But people were not able/willing/disciplined enough to get back to their respective P1 positions right after the flare, or were just not stacking, so we were fucked up either by empowered adds or by lack of healing (spread raid) or by Ravenous Blazes.

                      -So we went for a two stacking point strat. But this proved difficult for healers at that point to deal with the second set of explosions, because the ranged were spread out.

                      -So having more adds explode during intermission was a solution, and using all healing CD’s during intermission to deal with that was ensuring people would survive after intermission anyway since there would not be any major damage spike after that. The key to this is to stagger adds explosions to let the raid be more or less topped of before the third add explosion which would do a lot of damage to the raid. Our aim was to have the two empowered adds explode asap, then make another add explose.

                      I personaly think the two solutions are equal in theory, but having more explosions during intermission + more healing CDs is our best bet given our raid’s global discipline and awareness. Also, this WE when we got past intermissions it proved to be our best tries. We still need to be better at handling/timing/staggering the explosions + maybe adapt our healing CD’s use. Remember that we need the explosions to be quick enough for the debuff to run out soon after intermission ends (or even just before it ends) because the healers might have problem to deal with 3 stacks of dots while moving to stacking points and dealing with the flares.

                      As for flares, it’s nice to remember the timings but the pattern was explained during the raid :

                      -First one is right after intermission

                      -Followings are after Taeslach techniques sequences (which are spaced by 1 minute each)

                      But yeah, definitly, after intermission/techniques we do have time to stack properly to bait the flares and after that we have time to come back to our P1 positions. Doing this with discipline and in a timely manner will be mandatory if we want to kill the boss because of P3.

                    • Chimeries
                      Former Member
                        @chimeries
                        Member since: 03/05/2018
                        Guild FarmerGuild Bank HeroFormer MemberFormer Officer

                        Intermission:

                        I agree with the 3 add popping, i think it’ll help out as we come out of the intermission leaving us with single add dots to deal with from the healer perspective. Leaving us to burst the intermissions and still save a workable chunk of mana for P3

                        I do think we need to tweak it a bit though like:

                        A. Using our burst/DR healing CD’s (sac aura/devotion aura/SLT) as the first 2 adds explode to ensure we counter the damage spike you saw in the pictures, following that up with our normal HOT CD’s (tranq/HTT). – reason being as you can see our HOT CD’s can counter the current damage well enough but lack the OOMPH to recover well enough from the spike. Switching the CD rotation around could help greatly counter the damage pattern.

                        B. (I was going to suggest trying 1 big add at a time so that by the third little add pop we don’t have a big add aoe going out but i realised after typing it all that cleaving on the adds is even more vital lol)

                        Phase 2:

                        A. I think we should revert back to the single stack location – reason being that in P3 it spawns empowered adds, leaving us with a single location to deal with said adds (being the DK grips etc). This also keeps us stacked nicely to make extra use of the healing puddle, though most should be left on melee as we’ll be out of their range leaving 1 melee healer to carry the load.

                        B. I think we need to assign mobility classes to the furthest points of the room keeping our druids/mages spread around the adds. 15s is a good amount of time to move. I think how we spread over this last weekend will work as we had a good spread on healers with dps filling between us, though i think our hunter should be on the furthest left point as he/she can still maintain a decent dps output while running those 15s to their spot. Wheelchair locks (love you all) can stick on the right hand side as it’s the shortest run to their positions. This will also free us up to be able to drop the right hand side ranged healer for another melee healer without swapping spots around (lock self heal OP please nerf 😛 ) if our lineup only allows for 3 ranged healers.

                        C. That said I think 3ranged 2melee healers is a better setup as with 4 ranged when we stack we leave 1 healer to keep tanks and melee alive. 2 melee healers can also then be assigned the tank dispels as they’ll always be in range

                        D. I must admit I missed the point that the flares are directly after a technique, but if that’s the case we’re currently knocking back ranged to the left with each rend, that’s also the final moment of most techniques. So I’d suggest our single stacking point be on Yellow marker as we get knocked half way there which will make it a bit easier.

                         

                        I’m amped as hell, we can so kill this boss lol roll on the weekend!!

                        P.S. these are just my views and opinions on the fight. Feel free to bite, chew, spit on and pin up anything I write 😛 I have SA home made skin, it’s tough as nails lol … and yes my previous post was all over the show, I do that from time to time my bad

                      • Firefunk
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                          @firefunk
                          Member since: 21/12/2017

                          Thanks for your insight it’s always appreciated 🙂

                          It’s better if people react to those post rather than during the raid when we are already discussing things in officer chat pull by pull to see if we can improve, so we don’t have much time to discuss/explain.

                          Intermission :

                          A) Yeah a bursty CD would probably help to recover the first big explosion but in fact the biggest will come with the third add, because for each dot we have the damage of the next explosion/dot increases by 100%. That’s why i thought it was better to use Paladin’s CD in the middle of the pattern and hope it could help top the raid’s health before third explosion then make use of other CD’s to fight versus DOT + top the raid. That’s also why we want to use our personal CD’s before the first two adds explode, so that the raid doesn’t suffer that much damage and the Tranqs/HTT just fight through mostly the dots.

                          Here you can see it on the graphs of our best pull, which was surprisingly the first one with the 3 adds explosion strategy :

                           

                           

                          I’m not sure where the spike from your graphs come because we clearly see the pattern is different here. But yours were taken from wipes so it’s difficult to tell. If you want, check out every healer’s output for this try (#9 on Sunday) and you will see it follows the damage pattern nicely. I looked at more of our best tries and during intermission the damage/healing pattern is always the same.

                          So i really don’t know, given we manage to go past to it without fuckups, if we want to do things differently.

                          B) we can’t because it would means swirlies in melee all the time so it’s better to do as we are since we mostly manage to kill both adds in time, depending on who gets swirlies and who does not.

                          Phase 2 : 

                          A) Maybe we could try to come back to this strat but it’s not really usefull for P2, if we do not have another double explosion to deal with -hence the 3 adds explosion during intermission-. As i wrote, it’s either 2+2 with one stacking point and people being disciplined enough to stack and come back to their P1 position in time, or 3+1 and two stacking points, having people on yellow (left side of the room) have more time to come back and dps more.

                          I’ll also say that if you position yourself correctly for flame rend soak, which is the last technique everytime, after that you are basicly back to your stacking point mostly. If we all had to go to purle, then people on the left who are far away from this stacking point would have more to travel, either to be on the good part of the cone of flame rend to be knocked back on purple, or to go to purple after being knocked back. That’d probably mean a big dps/healing loss.

                          In P3 we won’t stack neither on purple nor on yellow but on red, behind the already existing adds. We will use a SP (myself) to mass dispell the 3 adds who will automaticaly be empowered by the flare which spawns them, and given reaction time/ if we do things correctly, they should be approximatively at the same position as other adds, on the same axis vs the boss. It will make our CC chain easier to execute. For P3, basicly ranged on the left and on the right sides of the room will have the same distance to travel to go to this point : being KB to yellow (left) / purple (right) then proceed to red (all).

                          So all in all, this two stacking points have their merits. But only if we don’t have to deal with another double explosion. Will probably be the case in P3 but we are not there yet 😀

                          B) This is mostly what we do, but i’ll add a few comments :

                          • warlocks are not that immobile if the fight is predictable, and this one is. We put our demonic circles at our starting points on the far right or left, and after KB from flame rend, if we use our demonic transportation we are directly back there. Also, after baiting the flares, a short walk and transportation makes it easy. And basicly, being on the far sides also helps us DPS more because we are pretty safe from moving there even with Ravenous Blaze.

                           

                          • Druids and mages are centered. For P3, our SP would also probably benefit from that kind of centered position, first to be able to mass dispell and come back quickly to his spot, but also if it’s possible to trigger sephuz by mind bombing adds at clever moments. But if it’s me (provided we won’t certainly have this wonderfull SP application in the meantime) I will probably start from my actual point (farthest left) and use mania to increase my movement speed. I won’t be able to trigger Sephuz with anything else than mass dispell the adds, which will help me come back to my spot sooner, but on the other end being far left (or right) means no movement at all for Ravenous blaze, which should offset the Sephuz problem, hopefully.

                           

                          • I will also add here that dealing correctly with Ravenous Blaze if you have a center position is important. Meaning if you don’t get it, you should go directly in melee range so that your neighbour(s) who has(ve) it have more room to position and stay in range of the boss the most they can, to continue DPS/healing. Remember we will only have one RB to deal with each time after first intermission (only two consecutive in P1), but with all the movement required during the fight it’ll be important to maximize our dps/healing when we can and that means sometimes leave people with blaze in range of the boss.

                           

                          • We can’t really afford too many “melees” because we don’t know exactly how the Ravenous Blaze work. It’s supposed to debuff you when you first get it, then it can be cast on melee if there are no valid targets, and it’s a wipe. We forced ourselves in a 10 ranged (ranged dps + healers – Hpal – MW monk) setup when we made our first tries two weeks ago, but came up with a 9 ranged targets setup after all and it works fine. But i don’t know if a 8 ranged targets setup would work. So basicly i think our setup + positions right now is nice.

                           

                          C) The point you make regarding keeping tanks alive is valid. But we’d need more ranged dps options for this, see above 🙂

                          And as for dispells, remember we need to dispell Foe Braker, nothing else, so basicly at any time you’d dispell you would have either another Foe Braker, Searing Tempest -and at that moment not being too close would be a good idea 😀 – or Flame Rend to deal with after, meaning at that point tanks are mostly safe anyway.

                          D) see above as i described, if you stand on the good side of the cone (either left or right) you get KB where you are supposed to be, mostly.

                          That’s also my own opinions regarding what you wrote, not telling you say stupid things and it’s definitly nice to have people interact here, that’s what those topics are made for 🙂

                          For healing CDs, you maybe have a point but as i wrote, we went past intermission few times quite safely so i’m not sure it’s a healing CDs rotation problem, it’s mostly a problem of people avoiding swirlies / not using the right defensive CDs at the right time. But again, i’m not healing on this fight so even if usually i’m the one trying to organize them, having the healer’s opinion on it is always beneficial, i can’t figure that out exactly myself.

                          For the rest, i think our actual organization will work for the whole fight, i’m quite confident we can kill the boss with it if everybody is disciplined and does his job. There are a lot of options, but now that we had our best pulls with one i think it’s better to build on this basic tactic rather than changing things again and go back to wipe the time everybody learns from their mistakes with another one. Off course, if we see some things need to change for any reason, we’ll change them 🙂

                        • Athiyk
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                            Member since: 03/05/2018
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                            I think part of the problem we had on that fight was that I was using devotion aura instead of sacrifice to off-set some of the explosion damage, but this way we did not have the throughput of AM to top us up on time. If Kodis will be attending our next try I will stay with devo, but if we do it with one holy paladin again I will change back to sacrifice aura. From my perspective I felt that there were times when we got the two add explosions and did not have the throughput to heal people back up to full before the explosion from the two big adds finished them off.

                          • Chimeries
                            Former Member
                              @chimeries
                              Member since: 03/05/2018
                              Guild FarmerGuild Bank HeroFormer MemberFormer Officer

                              Sorry for the late reply, this has been a really really long week lol

                              Nope I agree, it’s always nice to knock ideas and thoughts around the park a bit 😀

                              You see the spikes in my graph when you zoom into the high output section, as the full view always seems very smooth until you dig in a little more 😉 I’m also going to try a slightly different build this evening to see if it helps here.

                               

                              -cracks knuckles- ok lets see what this weekend brings to the table, onwards to victory!

                            • Firefunk
                              Blocked
                                @firefunk
                                Member since: 21/12/2017

                                Yeah ok i zoomed, quite a noob with logs 🙂

                                And indeed when you zoom you see the spikes and they indeed come at the start, even if there is a third one when the third add explodes. What looks weird to me is that the spikes seem to reach almost the same value, although they should get higher and higher if the explosions rise in value because our debuff stacks increase. Anyways i’m sure you guys can come up with something more optimal if you think we should do things differently regarding healing CDs. Just propose and we’ll see 😀

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