Post by shodan on Nov 15, 2006 17:15:42 GMT -5
Just thought I'd clarify a few things I mentioned last weekend. I don't think I really managed to get the points across in the raidchat (hate typing stuff up in a hurry)... So here's a lengthier take on the way I've seen the fight go in runs with other groups; usually IT, though I've been on run-throughs with Azeroth Sentinels, VK, OO, and UP too. Sorry, but this will be long, wordy and mostly spell out the blindingly obvious.
Trash mobs
Bug groups: the raid Shimmer runs with (IT) usually roots the 2 white bugs until some form of tankage is put on them (prot, bear, fury warrior, whatever) and then kill the red bug first - due to them hitting the hardest. This seems to be the most sensible method because the longer big red is alive it's randomly charging about like a lunatic and hitting people for 1K+ dmg.
Obsidian Destroyers: have to be kept drained of mana or they will do an arcane explosion that hurts (mini-Moams). So priests, hunter and warlocks use their drains while druids and pallies heal. Need someone to have 305+ mining to get the obsidian chunks from the shards they leave behind too - used for some neat manufactured gear.
Sandstalker bugs: These burrow into the ground every so often and become invisible to the raid, only to pop up (usually on a caster/healer) and start the hurty stuff. A hunter's pet can track them when they're stealthed/tunneling about so at least we have an idea of who they're going for - and the instant the bug reappears it'll have a pet taunting/tanking it to start with before the other plate can get there.
Kurinax/Rajax
These two are on farm now so not much to say here. Kill order for each Rajax wave is: Needlers (because they cleave for nasty dmg), then the Officer (because he hits the hardest and it frees the MT up) and then the Warriors last (hit for wimpy amounts in comparison to the other two and can be rounded up easy by the other tanks).
Just one suggestion: have an oomkin haul one warrior aside every 2nd wave to root it for mana battery purposes (job Shimmer has with IT). Main reasons being the oomkin can be spared while the tanks are trying to round the other mobs up and away from the squishies; doomkin can take any hits from the warriors without blinking due to their feathery armour... *cough*; and roots is the one CC that still works in AQ.
Best way to haul a warrior aside is faerie/moonfire one that isn't being hit by Andorov and his elites and take it to the narrow strip of sand that leads to the area we fought Kurinaxx in. Keep applying roots until it sticks. Needless to say you don't want anyone else hitting it while the druid draws it well away from of the pack of mobs and Andorov's elites.
After the needlers are down we can probably spare a tank or pally to run over and keep it occupied in case the roots break. Judge the warrior (with JoWisdom I think it's called?) and then let the casters wand it down by themselves - keep other melee away so we've got maximum time to build mana back up. Finish it off quick if the next wave starts coming in though.
Buru
1. Deaths on the fall: can't seem to avoid this - there's always someone in each raid who seems to die constantly on each and every dive into the pool... dunno why. All we can do is laugh at their indignant misfortune really. What's the word the germans haf?... schadenfreude? ;D
2. Nobody stand too close to the southernmost egg when moving over to take on the Flesh Hunter. Healing, letting rip with a Battle Shout, any AOE, etc., near an egg will start the boss fight. Best if everybody charges over that little ridge and fights the blob in that little ditch under the ramp.
3. Phase 1: Eggs get broken in a rotation (clockwise or counter-clockwise) so that the chased player (henceforth referred to as 'The Rabbit') has a rough idea of where to bring Buru when the egg is at 10%. Orange circle for the 'ready' egg and triangle for the one being worked on worked great during our go on the weekend.
You need 3 roles filled in this phase: usually it's egg beaters (mainly the DPS meleers); pest control (MT tanks the spawn while casters nuke it asap); and The Rabbit (who has a healer or two HoTing/shielding them.
Reason it's best to let DPS meleers do the eggs: when Buru is dragged over it you want it destroyed as quick as possible - ie., rogues and DPS warriors standing next to the egg with 5pt combos or full rage bars (and big smiles on their faces) ready to execute/eviscerate it to a big fat 0 in one collective swing.
Only prepare one egg ahead; work the next one down to 10% while the current egg is awaiting Buru to be dragged over it by The Rabbit. Casters can help DPS down the eggs but they have to stop earlier - let the meleers finesse it down to the 10% mark
4. When the egg is ready to be popped and Buru being dragged to it, half the egg beaters run ahead to the next one and begin preparing it while the others get ready to evis/execute.
Note that all of phase 1 can be done at a nice leisurely jogging pace. You can go too slow or too fast. Don't feel that you have to be doing something constantly during the phase (maniacal key bashing and swearing comes in phase 2) - take your time to sniff the flowers and nibble strawberries and cream while at the keyboard.
I've been in one group which failed where all the eggs were used up quickly and nothing could be done except watch Buru chase down and kill The Rabbit (and the next poor sucker). This lead to some nasty angry shouting(tm) over vent on that particular raid... The egg spawns are on a slowish timer.
The other important timer is Buru's chase of The Rabbit: he might start off slow and easy to avoid but after 20sec (at least I think it's 20sec...) he starts getting faster and faster and eventually will just overhaul and eat whomever he's after. Consider this the beat to which we dance to for Phase 1.
As for The Rabbit: most groups I've run with previously tend to avoid using the ramp to kite Buru away - it's buggy (chance of him getting stuck) and jumping off the side will cause falling dmg to someone who's trying to avoid dmg altogether. Once you get used to playing Rabbit it's fairly easy enough to just run him around in a circuit of the eggs (avoiding that deep pool though). Try not to get too far ahead or he'll just shortcut across any lengthier arcs you been running. If we're lucky he just chooses druids/rogues everytime... travelform and sprint ftw!
5. Evis/Execute: egg pops; spawn tanked and nuked; next rabbit chosen by Buru. The new rabbit takes Big Bug on a circuit while the next egg is worked on.
There appears to be 3 types of 'hit' to be performed on Buru, which decrease in damage done to him: the direct hit with him over the top of an egg does most damage; a moderate hit where he's just off to one side; and a near miss when he's barely got a foot near the egg does the least.
Using this we (meaning the eggbeaters) can control the health% he finally pops his top at. Ideal being to get him as close to 21% as possible before going for a final direct hit - like we managed on the successful attempt last weekend.
6. Phase 2: Everyone kill Buru stage. He pops his lid and the nasty incremental nature aoe starts. It's best to gather up at the last egg at this point so; a) the priests/locks can constantly fearbomb the spawned bugs away and, b) to keep Buru from moving about.
If Buru moves to/charges distant people it means the melee DPS will slow down ('you are out of range') - it is harder for melee to keep the DPS high on a moving target that you're having to turn to face/chase around. Well personally I've always found it harder on Shodan anyway.
Healers spam out the HoTs. Melee and casters spam out the damage. [Borat voice] Make with ze hurty [/Borat].
Clever people will have timed it well and taken their nature protection pots at least 2min before hand so they can get a health potion in during this phase.
Clever tanks (those with int over 10 presumably) will have worked their rage bars as high as possible on the last few eggs and bug spawns (best to have the rogues alone evis the last egg?) so they can spam execute immediately.
7. Buru down. Phat lewts for all! (well, 2-3 of us at any rate)...
Trash mobs
Bug groups: the raid Shimmer runs with (IT) usually roots the 2 white bugs until some form of tankage is put on them (prot, bear, fury warrior, whatever) and then kill the red bug first - due to them hitting the hardest. This seems to be the most sensible method because the longer big red is alive it's randomly charging about like a lunatic and hitting people for 1K+ dmg.
Obsidian Destroyers: have to be kept drained of mana or they will do an arcane explosion that hurts (mini-Moams). So priests, hunter and warlocks use their drains while druids and pallies heal. Need someone to have 305+ mining to get the obsidian chunks from the shards they leave behind too - used for some neat manufactured gear.
Sandstalker bugs: These burrow into the ground every so often and become invisible to the raid, only to pop up (usually on a caster/healer) and start the hurty stuff. A hunter's pet can track them when they're stealthed/tunneling about so at least we have an idea of who they're going for - and the instant the bug reappears it'll have a pet taunting/tanking it to start with before the other plate can get there.
Kurinax/Rajax
These two are on farm now so not much to say here. Kill order for each Rajax wave is: Needlers (because they cleave for nasty dmg), then the Officer (because he hits the hardest and it frees the MT up) and then the Warriors last (hit for wimpy amounts in comparison to the other two and can be rounded up easy by the other tanks).
Just one suggestion: have an oomkin haul one warrior aside every 2nd wave to root it for mana battery purposes (job Shimmer has with IT). Main reasons being the oomkin can be spared while the tanks are trying to round the other mobs up and away from the squishies; doomkin can take any hits from the warriors without blinking due to their feathery armour... *cough*; and roots is the one CC that still works in AQ.
Best way to haul a warrior aside is faerie/moonfire one that isn't being hit by Andorov and his elites and take it to the narrow strip of sand that leads to the area we fought Kurinaxx in. Keep applying roots until it sticks. Needless to say you don't want anyone else hitting it while the druid draws it well away from of the pack of mobs and Andorov's elites.
After the needlers are down we can probably spare a tank or pally to run over and keep it occupied in case the roots break. Judge the warrior (with JoWisdom I think it's called?) and then let the casters wand it down by themselves - keep other melee away so we've got maximum time to build mana back up. Finish it off quick if the next wave starts coming in though.
Buru
1. Deaths on the fall: can't seem to avoid this - there's always someone in each raid who seems to die constantly on each and every dive into the pool... dunno why. All we can do is laugh at their indignant misfortune really. What's the word the germans haf?... schadenfreude? ;D
2. Nobody stand too close to the southernmost egg when moving over to take on the Flesh Hunter. Healing, letting rip with a Battle Shout, any AOE, etc., near an egg will start the boss fight. Best if everybody charges over that little ridge and fights the blob in that little ditch under the ramp.
3. Phase 1: Eggs get broken in a rotation (clockwise or counter-clockwise) so that the chased player (henceforth referred to as 'The Rabbit') has a rough idea of where to bring Buru when the egg is at 10%. Orange circle for the 'ready' egg and triangle for the one being worked on worked great during our go on the weekend.
You need 3 roles filled in this phase: usually it's egg beaters (mainly the DPS meleers); pest control (MT tanks the spawn while casters nuke it asap); and The Rabbit (who has a healer or two HoTing/shielding them.
Reason it's best to let DPS meleers do the eggs: when Buru is dragged over it you want it destroyed as quick as possible - ie., rogues and DPS warriors standing next to the egg with 5pt combos or full rage bars (and big smiles on their faces) ready to execute/eviscerate it to a big fat 0 in one collective swing.
Only prepare one egg ahead; work the next one down to 10% while the current egg is awaiting Buru to be dragged over it by The Rabbit. Casters can help DPS down the eggs but they have to stop earlier - let the meleers finesse it down to the 10% mark
4. When the egg is ready to be popped and Buru being dragged to it, half the egg beaters run ahead to the next one and begin preparing it while the others get ready to evis/execute.
Note that all of phase 1 can be done at a nice leisurely jogging pace. You can go too slow or too fast. Don't feel that you have to be doing something constantly during the phase (maniacal key bashing and swearing comes in phase 2) - take your time to sniff the flowers and nibble strawberries and cream while at the keyboard.
I've been in one group which failed where all the eggs were used up quickly and nothing could be done except watch Buru chase down and kill The Rabbit (and the next poor sucker). This lead to some nasty angry shouting(tm) over vent on that particular raid... The egg spawns are on a slowish timer.
The other important timer is Buru's chase of The Rabbit: he might start off slow and easy to avoid but after 20sec (at least I think it's 20sec...) he starts getting faster and faster and eventually will just overhaul and eat whomever he's after. Consider this the beat to which we dance to for Phase 1.
As for The Rabbit: most groups I've run with previously tend to avoid using the ramp to kite Buru away - it's buggy (chance of him getting stuck) and jumping off the side will cause falling dmg to someone who's trying to avoid dmg altogether. Once you get used to playing Rabbit it's fairly easy enough to just run him around in a circuit of the eggs (avoiding that deep pool though). Try not to get too far ahead or he'll just shortcut across any lengthier arcs you been running. If we're lucky he just chooses druids/rogues everytime... travelform and sprint ftw!
5. Evis/Execute: egg pops; spawn tanked and nuked; next rabbit chosen by Buru. The new rabbit takes Big Bug on a circuit while the next egg is worked on.
There appears to be 3 types of 'hit' to be performed on Buru, which decrease in damage done to him: the direct hit with him over the top of an egg does most damage; a moderate hit where he's just off to one side; and a near miss when he's barely got a foot near the egg does the least.
Using this we (meaning the eggbeaters) can control the health% he finally pops his top at. Ideal being to get him as close to 21% as possible before going for a final direct hit - like we managed on the successful attempt last weekend.
6. Phase 2: Everyone kill Buru stage. He pops his lid and the nasty incremental nature aoe starts. It's best to gather up at the last egg at this point so; a) the priests/locks can constantly fearbomb the spawned bugs away and, b) to keep Buru from moving about.
If Buru moves to/charges distant people it means the melee DPS will slow down ('you are out of range') - it is harder for melee to keep the DPS high on a moving target that you're having to turn to face/chase around. Well personally I've always found it harder on Shodan anyway.
Healers spam out the HoTs. Melee and casters spam out the damage. [Borat voice] Make with ze hurty [/Borat].
Clever people will have timed it well and taken their nature protection pots at least 2min before hand so they can get a health potion in during this phase.
Clever tanks (those with int over 10 presumably) will have worked their rage bars as high as possible on the last few eggs and bug spawns (best to have the rogues alone evis the last egg?) so they can spam execute immediately.
7. Buru down. Phat lewts for all! (well, 2-3 of us at any rate)...