The Glade 4.0

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PostPosted: Sat Dec 12, 2009 1:17 am 
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Yah HoR heroic is no pushover yet for us. Done it a few times and we win but it's not easy.

Raided tonight, Marrowgar 25 down 2nd try woo. I didnt get Bryntroll but the other Ret did so I'm pumped to see how he does with it.

2nd boss is uhh.. harder. We made good progress on her and will be easier with a full raid and another shot or 3 but called it for the night.

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PostPosted: Sat Dec 12, 2009 2:09 am 
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Despite getting 2nd boss down to 8% on day 1, we didn't even get her to phase 2 on day 2. :( Wednesday crew sorta struck, I guess, but it was disappointing!

Biggest thing I think for 2nd boss is just to make sure everyone is clear on what they're doing. There's no one right way to do it, apparently, but the fight is damned confusing if you just sort of walk into it expecting the raid leader to give you a simple instruction or two. I spent far longer than I should've looking at the log of our best attempt from day 2, and noticed a couple things that were somewhat subtle problems for us:

1) Our 4 ranged dps on add duty weren't on their A game, which combined with many waves in a row of an extra Fanatic spawning in the back instead of an Adherent spelled trouble -- these 4 must play well from the start til the end of P1! Once they fall behind it's hard to ever regain that ground barring unnatural luck on the back stairway spawn.

2) Decursing is really, really important. We had 3 people assigned to decurse. We're stepping it up to 5 next week, and making sure everyone knows not to use abilities while they have the curse on them. Having a tank die cause his Pally didn't get decursed fast enough and locked himself out of Holy Light, Flash of Light, *and* Holy Shock, without saying anything in vent, made me very sad.

3) By far the biggest -- Vampiric Might. It does a lot of healing for the Fanatics, which sets your ranged on add duty back a lot. Dispel it. Better yet, spellsteal it, not only removing their substantial healing but giving your Mage 25% more damage for a bit! Despite what some guides seem to say, they cast this regardless of being Empowered or Reanimated. They cast it 10 seconds after they spawn, in fact, from what I've seen.

Between our 4 ranged not playing as sharp as they can, and I don't think any of us realizing quite what Vampiric Might was, it was a poor night. :p Being forced to go with 7 healers due to Wednesday reasons didn't help things out... the enrage timer is surprisingly tight in this fight given how easy Marrowgar is.


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PostPosted: Sat Dec 12, 2009 9:35 am 
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Yeah it's a complicated fight for sure. By that I mean a lot to keep track of. Although that said, if you break it down into components for each group of people it's not so bad.

A group of 10 in our guild cleared it but on 25 we didnt do as well. I'm thinking 1 more melee on each side of the room and spellstealing those fanatics would be great. We did pretty well on decursing but I dont think we were spellstealing or dispelling those Reanimated... or if we were I wasnt aware of it.

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PostPosted: Sat Dec 12, 2009 12:57 pm 
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Noggel wrote:
Between our 4 ranged not playing as sharp as they can, and I don't think any of us realizing quite what Vampiric Might was, it was a poor night. :p Being forced to go with 7 healers due to Wednesday reasons didn't help things out... the enrage timer is surprisingly tight in this fight given how easy Marrowgar is.


We got her down on 10 man on our second attempt literally as she enraged.

She was all like "Raarr...! Oh, NM. <dies>"

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PostPosted: Sun Dec 13, 2009 10:47 am 
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Can anyone confirm that the Saber Lash he does on 10 man is only split between 2 people and not 3 as on 25 man?

I have seen that it's only 2 tanks needed but getting conflicting information about using 3 as a possibility.

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PostPosted: Sun Dec 13, 2009 3:04 pm 
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Looking a bit deeper seems like it's still split between 3 but only 200% damage as opposed to 300%.

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PostPosted: Sun Dec 13, 2009 3:56 pm 
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Did the new heroics for the first time today, pretty cool. Nothing overly challenging, but I was running it with well skilled / geared friends, which we all know makes a huge difference. Realized there isn't much if anything outta there I need gear wise, so no rush to go back.

Should get my first shot at the raid encounters tomorrow night though, looking forward to that.


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PostPosted: Mon Dec 14, 2009 12:30 am 
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Got pwnd by Marrowgar. Folks just couldn't get their **** together (mostly ranged not dodging ground fire and being slow to act on spikes). Try again tomorrow with one of our first stingers that couldn't be there tonight.

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PostPosted: Mon Dec 14, 2009 10:30 am 
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Monte wrote:
Got pwnd by Marrowgar. Folks just couldn't get their **** together (mostly ranged not dodging ground fire and being slow to act on spikes). Try again tomorrow with one of our first stingers that couldn't be there tonight.


Our A team completed the available first 4 bosses friday night. Was a lot of fun. The gunship battle especially was a blast.

Last night I tanked Marrowgar on my warrior and we had a lot of the same troubles you describe. It did take a couple wipes for me and my co-tank to get the hang of picking him up after the aggro wipe, with dps not holding off at the wipe and getting ganked a couple time. I finally started calling out over vent, "position 1...position 2...3...next is where we'll tank him, stop dps" while we moved in on him.

Had some problems at times with the final whirlwind position being far from healers and them having trouble keeping us up on the transition. Most frustrating wipe was me moving in after whirlwind with him at about 2-3%, taking a hit and a full saberlash and going down before my cotank joined me. From then out I started popping cooldowns after the last whirlwind whether it looked like I was going to need it or not. Unfortunately we never got him that far again.


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PostPosted: Mon Dec 14, 2009 11:00 am 
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Dash wrote:
Looking a bit deeper seems like it's still split between 3 but only 200% damage as opposed to 300%.


Yes. But there's a range on it. If you stay at Max Melee (Which on Marrowgar is like all the way across the room.) it only hits the tanks... (I *think*).

Marrowgar's a survival fight, not a DPS race. He doesn't seem to have an enrage, (if he does, its >10mins). You have to just play smart. Avoid the Fires, DPS the spikes as SOON as you can, and just don't stand in the WW. The WW itself does pretty insignificant damage as long as you don't stand in it.

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PostPosted: Mon Dec 14, 2009 11:17 am 
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We only got in a couple attempts before the server crashed last tuesday, but the room's rather big. I seem to recall not being able to FIND half the spiked people, and by the time I managed to run around Marrowgar to find them and get within range, they were unspiked. We started off positioned fairly close together so that wasn't an issue, but after the first whirlwind we were scattered all over the place.

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PostPosted: Mon Dec 14, 2009 11:22 am 
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What I'd like to try is everyone other than hunters (and tanks) getting behind him but *inside* his hit box to DPS him. I'm reading you can avoid the flames entirely that way (which looks right to me, they begin outside his hitbox) and you'd be clumped up for bone spike removal so you could simply AE.

That said, the biggest issue we had on 10 man was the tanks picking him up and surviving after the whirlwind.

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PostPosted: Mon Dec 14, 2009 11:34 am 
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Dash wrote:
What I'd like to try is everyone other than hunters (and tanks) getting behind him but *inside* his hit box to DPS him. I'm reading you can avoid the flames entirely that way (which looks right to me, they begin outside his hitbox) and you'd be clumped up for bone spike removal so you could simply AE.

That said, the biggest issue we had on 10 man was the tanks picking him up and surviving after the whirlwind.


The spikes have 60khp on 25 and 30khp on 10. They do 6/8k damage at the initial application and 10% max health per second after. He sends 3 on 25 man, and 1 on 10 man. Really, they're best FFd and destroyed asap to ease the load on the healers.

The fires aren't a big deal. Spread out a bit as he sends them after a particular person, take a couple of steps to one side or another. Its really not that big a deal, they're not particularly dangerous unless you're spiked and *can't* move out of them.

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PostPosted: Mon Dec 14, 2009 11:57 am 
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I find it very easy to stay alive on Marrowgar. It's just the transition that gets us on the B team 10 man. We're doing 25 tonight and it shouldnt be a problem at all.

I like the idea of being inside his hit box on 10 though. Some of the people on the B 10's get kinda... skittish. So it might be easier on them.

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PostPosted: Mon Dec 14, 2009 12:13 pm 
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Dash wrote:
I find it very easy to stay alive on Marrowgar. It's just the transition that gets us on the B team 10 man. We're doing 25 tonight and it shouldnt be a problem at all.

I like the idea of being inside his hit box on 10 though. Some of the people on the B 10's get kinda... skittish. So it might be easier on them.


See, the problem with getting really close like that? You might end up taking an unnecessary saber lash. And as far as the transition goes, have your tanks call assist when they're ready and have the DPS stick their thumbs up their butts until its called. Let the tanks pick him back up, and walk him to where he needs to be.

Like I said, its not a DPS race. :)

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PostPosted: Mon Dec 14, 2009 12:31 pm 
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They want me to scare up a tank set and try 3 tanks instead of 2 on 10 man. We'll see ... lol

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PostPosted: Mon Dec 14, 2009 12:52 pm 
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Dash wrote:
They want me to scare up a tank set and try 3 tanks instead of 2 on 10 man. We'll see ... lol


Heh.

Its manageable with 2 tanks. Adding a third increases the complexity of the fight almost unnecessarily. We tried 3 tanks, and were actually worse off because of it. Depending on the skill of your healers, 2 tanks may be a better way to go for you.

/shrug. YMMV though.

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PostPosted: Mon Dec 14, 2009 1:24 pm 
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Dash wrote:
What I'd like to try is everyone other than hunters (and tanks) getting behind him but *inside* his hit box to DPS him. I'm reading you can avoid the flames entirely that way (which looks right to me, they begin outside his hitbox) and you'd be clumped up for bone spike removal so you could simply AE.


We tried that. He started throwing fire at the tanks. Do not recommend. :)

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PostPosted: Mon Dec 14, 2009 1:48 pm 
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Ah hmm yeah that might be bad huh?

Well now that everyone has seen and beat Marrow on 25 once, and hopefully twice tonight, maybe the 10 man will go smoother =p

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PostPosted: Mon Dec 14, 2009 3:12 pm 
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We took down morrow and deathwhisper in our 10 man last night. I'm really looking forward to the airship encounter, I hear it's a blast.


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PostPosted: Mon Dec 14, 2009 3:29 pm 
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It's especially a blast when you're a Druid, because the rocket pack gets attached to a bear's ***! Rocket bears are full on win.

Thankfully the physics are questionable, because with the rockets positioned where they are, it would lead to a somersaulting fiery bear wheel of doom. While spectacular, I would not want to doom over the edge of the ship and plummet to my death. :(


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PostPosted: Mon Dec 14, 2009 3:31 pm 
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Quote:
somersaulting fiery bear wheel of doom


This is 100% win. I am *still* alol.

Horde Commander: Bring us alongside! Prepare for boarding!
Horde Peon: Sir! They're flinging bears at us! And...
Horde Commander: And? And what!
Horde Peon: They're somersaulting fiery bear wheels of Doom! RUN!!!!
NE Druid: RAAAR!!!! <pukes>

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PostPosted: Tue Dec 15, 2009 12:09 am 
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We were very close on Marrow tonight. Next week for sure. We actually hit his enrage timer. Sad, I know.

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PostPosted: Tue Dec 15, 2009 12:51 am 
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Downed Marrowgar on 3rd or 4th try. Fun fight, lost roll on both Caster DPS necklace and the belt. I had the belt until the last guy rolled 1 higher than me, doh!

Only got on try on Lady, but will do better next week I think.


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PostPosted: Tue Dec 15, 2009 1:01 am 
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Monte wrote:
We were very close on Marrow tonight. Next week for sure. We actually hit his enrage timer. Sad, I know.



He has an enrage timer?

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