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Post by Heavendenies on Jun 14, 2007 8:48:57 GMT -5
I just wanted to get a understanding of what we need to work on to get King down. To me (as a rogue) at 1st it was getting Blindeye down faster. But then we accomplished that and still had issues. Your input is welcomed.
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Post by haephestus on Jun 14, 2007 13:29:46 GMT -5
damn, so i voted on the pull, and i thought i could vote on keeping the tank up too, that is pretty much it. the big three problems we were having were: 1) the pull -mostly fixed, still a few issues on kiggler and olm, but i think it will be fine next time 2) the heals- we were missing a couple of paladins 3) the inexperience- we have to get used to coordinating more than 10 people again
it really wasn't awful for a first night of attempts with so few healers, if we can get a sarax and a taindy in there i think that will go a long ways towards us not wiping
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Post by Heavendenies on Jun 14, 2007 13:45:12 GMT -5
Also if any of the other rogues read this. You don't need Imp Kick to spell interrupt him kick will do fine. Also as he is channeling his heal KS him and by the time he heals again your KS will be on CD and it will be someone else's turn.
Edit: I voted keeping MT on King up. For the fact that as soon as Loren went down King ran amuck and Whirlwinded our entire raid.
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Post by mogomojo on Jun 14, 2007 14:05:38 GMT -5
I agree that we had too few healers available. I also think we need some fine tuning on positioning, maybe move the main tank healers to the entrance side of the room and the healers for the tanks on the priest/lock further into the Gruul gateway tunnel. The problems I was having when healing Loren from the far side of the cave were fears and polymorphs. When I moved to the entrance side I had none of those issues to deal with and he stayed up longer.
The mage tank would definitely benefit with two healers on him so that healing aggro can be split. I believe the MT can be kept up with 2 healers initially with additional healers coming to help as the adds begin to go down (although 3 would be better so that mana is not taxed too much). One healer on the priest tank, one healer on the lock tanks, and one healer that spot heals both of those tanks. Finally one or two healers on the shammy tank. That brings the number of healers needed to 8 minimum and 10 in a perfect world.
The healers for the tanks on the priest/lock need to throw a heal on the enslaved felhound from time to time to keep him from going down too quickly (don't know for sure if you can heal an enslaved demon, but should be done if it is possible), especially if you don't have a warrior tank there to pick up the lock when the fel goes down.
Just some thoughts from a healers point of view.
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Jallah
Unwanted
Rawr!
Posts: 59
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Post by Jallah on Jun 14, 2007 14:41:39 GMT -5
The biggest reason why you didn't down him: I wasn't there!
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Post by cowl on Jun 14, 2007 21:43:07 GMT -5
I think the positioning, as Mogo said, was a part of it and the need for a few more healers. Few more healers means a few less dps, but I think we'll be able to balance it.
On our last tries, the dps on the priest seemed to be good. I expect two minutes per add to kill until we get to the king is about right.
I concur with all the suggestions here.
I didn't see if we had any trouble burning through the PW:S on the priest to stop his prayer of healing. How was that part?
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Post by aaronbow on Jun 15, 2007 6:23:47 GMT -5
lack of healing was our problem i think, tanks kept dieing before the DPS could down an ogre
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Post by mogomojo on Jun 15, 2007 6:55:14 GMT -5
Another thought. We need more healing at the beginning of the fight than we do at the end so we could probably get by with 5 or 6 pure healers (holy priests/pallys, resto shammys/druids) and use dps spec'd hybrids (shadow priests, ele/enh shammys, feral druids) for the extra healers, moving them over to dps as the adds begin to go down. The problem, of course, is that you can't switch from healing gear to dps gear while in combat. It would also require more coordination and careful mana management for those hybrids that rely on mana for their damage.
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