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So they want 3400 dps........
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Post by
191131
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Post by
220531
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Post by
OscarDivine
I suspect that your DPS isn't the issue on Kologarn and that there are other problems because Kologarn isn't really a DPS fight except for when people get gripped. With good healers and even just ok DPS you should be able to save all three people who get grabbed.
I think just having a good strategy on that fight is really all you need. Three tanks is ideal: two to switch off the debuff and one for the adds when the hand goes down. Five healers is ok but six healers is ideal... Honestly, I've seen guilds where there's only 4 or 5 people over 3500 that down him without a hitch. If you want different strats, we can discuss that.
Either way, listen to Mathron about your gear and stuff. He'll only correct what I say anyway. ;-)
Post by
220531
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Post by
191131
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Post by
OscarDivine
lol! thanks for humoring me Math. ;-)
Just to give you a quick story about my guild's first attempts on Kologarn...
We kept trying the 10 man strat on the boss and banged our faces against our desks trying to figure out what was going so horribly wrong. We got some advice from a raid leader in the top guild on our realm about strat on the boss and bam. One shot. Decisive victory. It was not even a question about whether or not we could do it.
The difference for us was making three vertical single-file lines.
Two/Three healers in front of the "Right Arm" with strongest Ranged DPS.
Tanks and Melee in the middle (except for the Add Tank, who was under "Right Arm"). This did not have to be a Vertical line actually. They just sat and went crazy on Kologarn after downing the "Right Arm".
Rest of the ranged with Two/Three Healers on the "Left Arm" side. We really don't even hit the Left arm unless he's low on HP and taking down left arm will kill him.
All players who get Eye beams run to middle of the room and avoid it.
DIAGRAM:
R--------K-----------------L
-------tank+Melee------
|.............................|
|.............................|
..............^..............
Eye beam dance zone = anywhere there's a period
I think that identifying the problem is really the key and to force everyone to be 3500+ DPS is stupid because some fights make that difficult to achieve if you're constantly switching targets. As well, this fight can be done with smart DPS who hardly crack 3k. I've seen it done, the fight is quite simplistic if your healers are doing their jobs.
Post by
OscarDivine
We had 9 heals on him and couldn't save the gripped people. Is the reason being that with the extra heals there is not enough dps, and now they are asking us to make up for needing that many heals?
Your raid DPSers maybe aren't switching then. It doesn't take THAT much damage to save your players. Usually when players get gripped they take exponentially more damage the longer they're in the hand. Even still, the only heals you should need to heal them are ONE Prayer of Mending from a Priest + ONE maybe TWO Chain Heals from a Shaman. That's all. But then you are light on damage dealing playes.
If your DPSers aren't switching that is probably
one
reason the gripped players are dying. But regardless... There's no excuse for bringing 9 healers in to ANY raid. That's redonculous and you're seriously gimped on DPS. How about you bring in 3 more DPSers and less healers... or join another guild where the raid leadership has a clue.
What kind of raid leader over stocks on healing and expects their small amount of DPSers to perform like Superstars to make up the difference? I'd /gquit if I were you. Don't forget to use up any DKP or bank privileges before you go. ;-)
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220531
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87278
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Post by
Achloryn
Surely your guild raids with a
Demonic Pact
Demonology warlock? Or an Affliction warlock. Either of them should easily be able to keep up ISB and save you losing a glyph slot / messing up mage rotations.
the "it" build for locks now is a demo/destro build that doesn't even USE ISB.
Post by
120665
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Post by
191131
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Post by
Achloryn
Surely your guild raids with a
Demonic Pact
Demonology warlock? Or an Affliction warlock. Either of them should easily be able to keep up ISB and save you losing a glyph slot / messing up mage rotations.
the "it" build for locks now is a demo/destro build that doesn't even USE ISB.
Bit off topic, but I had to.
Thanks Blizzard. Give warlocks a better, more efficient version of our buff, but then make it so they don't pick it up! THANKS BLIZZARD.
i know... maddening isn't it?
just like winter's chill.. Make a talent give the same buff and apply it with every cast of a frost mage's main nuke.. but make frost mages suck arse in raids... /golfclap. wonderful thinking there.
Post by
161859
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87278
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