- This topic has 6 replies, 5 voices, and was last updated 7 years, 5 months ago by
Epü.
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Felhounds of Sargeras
Heroic:
Two bosses with shared health and needs to be more than 40 yards apart at all times.
- Both bosses have their own abilities and cooldowns, and most of the fight is handling the overlaps of those abilities.
- Ranged/Raid should stack in the middle to reach both as needed, while melee is on the shadow doggie Shatug.
- There is no tank swap mechanic, both tanks get stacking dot (Burning/Corrupting Maw which will drop occasionally on it’s own) which is frontal cone so the bosses should always be pointed away from the raid.
- Both doggies have energy bar and they do stuff at 33%, 66% and 100%. The energy bars don’t fill at the same rate which creates different ability overlaps. Watching DBM for the energy bars is important.
Shatug (Shadow Doggie)
- Consuming Sphere (33 Energy) Big purple orb targeting random ranged player and moves slowly in straight line into that direction (does not follow). This ball pulls everybody in, and touching it does massive stacking damage. If necessary, we can use movement speed buffs (totem, roar, portal etc) to help avoid it.
- Weight of Darkness (66 Energy) NOT IN NORMAL OR LFR DIFFICULTY: Purple circle targeted on many random players, tanks are valid targets. Gives stacking slow debuff over 5 seconds and when it expires everybody within the circle is feared for 20 seconds. If 3+ people stand in circle no fear occurs. Way to handle this is ranged stand in one group and soak each others’ fears, melee stack in one group (at shadow dog) and soak theirs, melee soak shadow tank’s fear, and mobile ranged (hunters & mages) soak fire tank’s fear. This can be immuned with abilities that remove debuff or cancel fear. Visual effect starts as empty purple circle around you, and it slowly fills starting from the middle. Once it’s full the fear occurs.
- Siphon Corruption (100 Energy):Ticks shadow damage to random people, shared between those around you. Just stack same way as with 66% ability to handle it. Don’t need special cooldowns unless it overlaps with fire ability.
F’harg (Fire Doggie)
- Desolate Gaze (33 Energy) Few random people are targeted by beam that goes in straight line from boss to that player and beyond. Move to left and right of the stacking point to direct the beams away from group AND SHADOW TANK. Can think of it the same way as glaives on Sisters of the Moon, except there’s many of these and with clear indicators of the path on the ground.
- Molten Touch (66 Energy) NOT IN NORMAL OR LFR DIFFICULTY Stun and pick up into air few random targets along with big fire dot that needs healer attention. Also fire patches will appear under random raid members and they need to move away to avoid the damage.
- Enflamed Corruption (100 Energy) Ticks fire AOE on random people. Move out of raid, or to make things easier raid does loose spread when the fire doggie is at 95 energy to make avoiding these even easier.[/list]
Complication to the fight is overlapping abilities when the bosses don’t gain energy at the same rate. Fatboss video mentions:
Shatug 33 Energy / F’harg 100 Energy
Easiest way to handle is just pre-spread (as usual with the 100 fire) and use movement speed. Will be hectic to heal.Shatug 100 Energy / F’harg 66 Energy
Have 2 marked stack points. One where you wait for the fire swirlies to spawn, and another where whole raid moves to share the shadow damage. Pre-moving will spread the fire and fuck over everybody.Shatug & F’harg 100 Energy
Stack, chain healing cooldowns, run immediately out with fire debuff, and pray not too many dies. -
Mythic changes
Most important change is the dogs no longer share health, instead each have their own health bar and need to die at the same time. Once a boss reaches 1 health it will start channeling Dark Reconstitution which restores 15% health after 15 second channel.In addition there are two debuffs Flametouched and Shadowtouched. Whole raid will get one of the two debuffs just like Maiden of Vigilance, which usually changes when first boss reach 50% health.If a player with Shadowtouched receives Fire damage nearest ally will be pulled to them and take 1mil shadow damage.If player with Flametouched receives Shadow damage fire patch spawns under random player and everybody in the area will get 1.5M fire damage after few seconds. This fire patch will remain on the ground for 2 minutes.Consuming Sphere (Shatug 33 Energy) is slightly modified. Area has a big circle marking the endpoint where the sphere will travel, and once it reaches the destination it explodes dealing shadow damage to whole raid (triggering negative effects for people with Flametouched).Mostly this changes how the two 100 energy abilities that are dealing unavoidable fire and shadow damage are handled. Lot more spreading out is needed and for Flametouched dropping their patches out of the raid somewhere safe. Raid will probably need to be split into two markers one with Shadowtouched and one with Flametouched so that they wont mingle.Limit’s WF of Felhounds is pretty good video to see how they’re handling it and what we should aim for.
Fire doggie is kited around the room in a big circle and people with fire debuff hug it. Move when the patches get annoying.
Shadow doggie is about other side of the room, and people with shadow debuff hug that dog. This creates two groups for healing and soaking the abilities.
Note that tanks get the debuffs too, and if shadow tank gets fire debuff he will also need to kite boss slightly when the fire patches appear under.
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I’ll go straight to the point.
I’d love to have a smoother reclear on this farm boss. I think we still have a problem for the damage taken from a non-dk tank. I think, and it’s only my personal opinion, that would makes things easier to:
- going back to guardian;
- running a more defensive setup for the non-dk tank;
- dog swap at buff change (minor and maybe even not needed at all with the above).
I know maybe it’s late to change that much but I wanted to share my thoughts on this anyway. We will outgear the fight soon enough that my worries explained below will fade.
I’ll try to recap my reasons to the above.
Back to guardian.
I’ve healed both guardian and brewmaster there, even thought only once each. I felt the guardian took less damage while doing the fights. Checking logs let me see that the difference wasn’t much. In fact BM took only 200k damage per second more than guardian. Keep in mind that guardian has a higher HP pool so the same damage taken shows more on a BM HP bar than a guardian one because of percentile. The same 200k difference was applied to the external healing required, BM required more tank hps.
Spikes of damage taken and healing required is when you start to see a bit more difference. Some 2mil damage per second spikes on both, few 2.5mil (keep in mind the percentile point explained above, same damage, less % of hp loss for guardian). Going to the spikes of healing required you see fewer 1.5mil hps and no 2mil hps required on guardian. Guardian has a more realiable reactive self heal in frenzied regeneration than the gift of the ox+expel harm of BM. The first heals you for a base 50% of damage taken in the last 5 seconds, the second you need to stack the spheres and then heal. You don’t have 3 charges of the self heal on the BM, you need to stack the spheres in order to get big heal.
More defensive setup.
This one comes after I’ve tanked this boss myself. Coming from a tank healer and seeing how much effort it took to heal a non-dk tank I was worried to not have enough gear for it, I’m only a poor 946 guardian, even thought it’s comparable to Epu’s druid on the kill at an ilvl of 949. So I’ve run a full defensive setup with the plan to mitigate physical damage with ironfur and juggle every Maw spike of magical damage with a defensive CD and heal back up after it with the reactive self heal of Frenzied Regeneration. 21% of versatility for a 10%+ of damage reduction, add 10.5% of damage reduction from the guardian Thick hide passive augmented by the chest leggo. Add another charge and reduce the CD of our most powerful defensive CD in survival instinct with the legendary ring. More or less same stamina, same armour, 8k more haste (decreases the cd of the self heal and let more rage genereation), 10k less mastery (gives you HP and more healing received, 6.4mil more healing received because of that for me), 4.3k less versatility, 660 more avoidance and 594 more leech for Epu’s guardian. Comparable ironfur uptime.
BM took almost 1.6mil damage per second, Epu’s guardian took almost 1.4mil and I took 1.1mil.
For example, with a comparable melee hits taken, the damage received is almost 40mil higher for Epu’s guardian.
BM needed 950k hps, Epu’s guardian 860k while I needed 536k (less than DKs).
Now, I did a shit low damage parse, but my healers were grateful and we were able to kill it after only 1 wipe (caused by my death).
I know that we’re going to outgear the fight soon and those problems will fade. The dog swap might be not needed for Epu’s guardian since he has already better gear than what I was forced to use.
Since I really hope to get this boss on a real farm boss, oneshot ideally, I think that going with some sort of a turtle setup will result in a dps loss. But since that is not an issue, the benefit of not being forced to heal actively the tank while healing the raid might result in a smoother and faster rekill.
Again, this is only my personal opinion on the matter.
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Thanks for the post Patrick.
We’ve already discussed this after last week’s raid and came to a similar conclusion that sticking with the druid for all fights where a monk doesn’t offer large helpings of cheese (Argus basically, unless they change it before we get there which is entirely possible) is the most sensible option.
Swapping has/is being considered, but the bottom line is that it’s not necessary as long as tanks use their CDs at the right time and either call for, or are automatically given an external at key times.
Most of our earlier wipes did indeed feature tanking issues with the monk, however this did get sorted only for the next 4 or 5 to be screwed up by people dying to avoidable damage.
So, it’s a little unfair to focus solely on tanking issues as a reason for failing to kill Hounds quickly again until the 13th try when in reality most of those also featured 5-6 players dead to avoidable damage as well.
We could have both tanks not die and not make any mistakes and yet if people still insist on dying on a fight where death is almost a deliberate choice then we still won’t get it down before the overlap kills us all.
I’ll leave any comments on builds to Rag and Epu.
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Thanks for the post Patrick. We’ve already discussed this after last week’s raid and came to a similar conclusion that sticking with the druid for all fights where a monk doesn’t offer large helpings of cheese (Argus basically, unless they change it before we get there which is entirely possible) is the most sensible option. Swapping has/is being considered, but the bottom line is that it’s not necessary as long as tanks use their CDs at the right time and either call for, or are automatically given an external at key times. Most of our earlier wipes did indeed feature tanking issues with the monk, however this did get sorted only for the next 4 or 5 to be screwed up by people dying to avoidable damage. So, it’s a little unfair to focus solely on tanking issues as a reason for failing to kill Hounds quickly again until the 13th try when in reality most of those also featured 5-6 players dead to avoidable damage as well. We could have both tanks not die and not make any mistakes and yet if people still insist on dying on a fight where death is almost a deliberate choice then we still won’t get it down before the overlap kills us all.
I didn’t mention the dps deaths issue because it’s not something you can solve changing tacticts, classes, talents or items used. It is indeed an issue.
If you’ve already discussed it then it’s all good. We can oneshot those dogs this weekend and get at least AHC down!
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My decision to bring in the Brewmaster over the Guardian was purely because Monks have a better answer to mitigating sustained magic damage than Guardians do, which is where majority of the damage comes from. Yes – the dogs pack quite a punch, but the one shotting won’t come from Physical autoattacks but from high stacks of Decay/Smouldering Breath. So Brewmaster was a natural pick for this, and Epu naturally took a few tries to get used to the routine of tanking a challenging Mythic Boss for tanks on a spec he wasn’t used to. He did very well considering the circumstances – undergeared and underexperienced BrMonk without BiS defensive set-up.
We did discuss the issue and came to the conclusion Scabb already said. Regardless, I read up on Felhounds and there are several things that can facilitate tanking on this fight in some ways:
- Hand of Freedom can be applied on the Feared tank to remove their slow completely, making positioning/stacking to soak much easier. Not sure if this was being used or not, but I never get one for example – though Wraith Walk ignores slows anyway.
- Blessing of Protection can be applied on the Feared tank directly before it pops, using a /cancelaura for BoP and taunting back the boss immediately after threat is dropped completely negates the fear, but simply soaking it is still a much simpler alternative.
- The dogs can be swapped at 50% when our marks change without triggering their 100% dmg increase as they do not gain the buff during this period. Makes dog swapping a possibility without this issue, but still quite redundant if the tanks can survive without needing to do this – which we can with proper CD usage.
- Using Rage of the Sleeper (Guardian Druid Artifact Ability) during the Fear reflects some of the damage back onto the boss, helping with soaking the fear.
Most of these are nice-to-know things and not gamechanging, but every little helps. I doubt we’ll have much issue with Felhounds this week, I think a lot of the wipes last week stemmed from not seeing the boss on Mythic in 3 weeks more than anything.
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A a monk I have around 1 month of Brewmaster Experience:
Only 1 Bis Legendary, I have to play with a “Dps” as a secondary legendary because I have no better one
No mythic experience on that Tank so even if i Know the fight I have to adapt it as the class
I do not have 4PT20 which is a big survability improve. And trying to have it on Pick up group is a pain every week
With the other Ring I can smooth mitigation between physical and Magic income damage + the Wrist legendary that I do not have
Except High Stack dead, I have to use some CD cause of “Griping” ‘s mate
I try to do the best as I can but it is not so easy and monk specificity required a balanced stat between Mast & Crit with a minimum of 15.6% haste. And I do not have the balanced stat, survability is a pain
Relic except 1 I do not have Bis relic or Nethercrucible chance (except 1 trait)
For this Week I try with my Drood such as:
Nerf my output Dps
Play with Chest + Dual Determination Ring as legendary
Pulverize (Normaly to be more efficient I have to play with Leg legendary) for Magical Reduction
Put a bit Versality
I did not check the log but I should not have be any difference on Physical Damage and I should have cause of pulverize a 9% of Magic Damage. As I am not an expert as Warcraft log. Letting you give me a number difference of incoming Damage.
I agree that “normally” the drood stat are: Poly >= Mast > haste > Crit if you are playing with all legendary but the best combo legendary are: Cloack + Shoulder (Balance Legendary) because your output Dps and your selfheal will be higher if your moonfire did a lot damage. But in order to playing with that combo your Priority change to:
Haste >= Crit > Poly > Mast
So for all the incoming boss, I should have 2 set of items in order to face the different encounter. I know which item I should have but if I put a Bis on it I have to justified myself. And if I put situational it is not totally true, cause I have to equip that item on more than 1 boss.
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