Joined: October-23-2005 United States Posts: 267 Gender: Male
Posted: January-27-2010 at 6:33PM | IP Logged
Thanks for the feedback. Now I know a little more about what I'm looking for when I go through the reports. I remember seeing reports about TPS, but I haven't seen that kind of data for quite a while.
Joined: September-18-2006 United States Posts: 989 Gender: Female
Posted: January-28-2010 at 10:42AM | IP Logged
Just browsing the Saurofang fight because thats what seems to give us the most stress. I checked out who the blood beasts were after as I think that may be one of the biggies where he gains bloodpower.
List here: http://www.worldoflogs.com/reports/ydyli0h0ioluvlx1/details/ 156/?s=5802&e=6225
This is from the fight we wiped on
And here is the kill: http://www.worldoflogs.com/reports/ydyli0h0ioluvlx1/details/ 156/?s=6747&e=7191
(click on the damage by actor tab).
Straight off it seems like the tanks are taking a lot of damage from them, I suspect its AoE aggro early on before the taunters taunt. In the fail attempt DPS took a lot of damage from them as well, I suspect this is a big reason why it was a failed attempt.
What I am most concerned with is healer and melee damage taken from these guys. Melee should not be taking any damage from them, period. Healers or tanks should aggro if you're doing your job right, that is to say, no aoe when the beasts spawn. We may have to work on the tanking aggro on those guys as well - the same no aoe rule should apply to you guys.
Kiters (myself included) also need to be more carefull and either aggro drop or run when the beasties get close. I think Salleen was the only kiter who didn't get hit (cuddos to you!). If we fix the blood beasts I think this fight will be cake.
Healer damage is the fault of the kiters - we need to make sure we have the beasties before they hit a healer.
Other than that, good jorb on a kill. Lets win more :D
Joined: December-22-2007 United States Posts: 35 Gender: Not Specified
Posted: February-02-2010 at 4:11PM | IP Logged
Some things worth noting about Festergut if they're not apparent:
Double stacks of the gas spore debuff cause people to take twice the dot damage from it, but you still only get one innoculate. This means that being next to two spores will create unnecessary raid damage and add stress to the healing situation. It also means that if you need innoculate (see below) and miss a stack, or if you die and get battle ressed before pungent blight is cast, you can't "make it up" by putting 2 gas spores together the next time. You will need some form of cooldown to survive pungent blight at that point.
As far as increasing dps output, this next part should almost never apply to melee classes because they should be getting 3 stacks of innoculate anyway under most circumstances, but there are a number of classes which can prevent or mitigate pungent blight with cooldowns. In particular, mages and shadow priests can use ice block and dispersion to eliminate/extremely reduce pungent blight damage with no stacks of innoculate. Deterrence worked for Hunters originally but may have been hotfixed, so test at your own risk (most likely if you miss a stack of innoculate for some other reason and need to try and find a way to survive pungent blight with 2 or less stacks).
What this means is that at least those ranged dps (and possibly any others that can do the same) have absolutely no reason to move before the first pungent blight unless they get a spore and need to bring it to other people. This could cut out as much as 20-30 seconds of movement/positioning and improve dps output. Depending on the cooldown time, these classes (particularly mages since Ice Block is on a 5 minute CD) would have to gain innoculate stacks as usual for the second pungent blight. However, if the raid dps ever got to a point where we were confident in being able to kill Festergut before the second pungent blight, you can completely ignore gas spores (with possible exception to multiple gas spores being put on melee, depending on healer comfort) during the second half of the fight and simply have everyone concentrate on dpsing him down before the 2nd pungent blight.
Returning to melee and other classes that have damage mitigation cooldowns that aren't strong enough to survive pungent blight with no stacks of innoculate, there are still a number of things that dps can do to reduce healing stress around the time of pungent blight and increase chances of survival. Non-tanking druids can use barkskin at the start of the fight, right before the first pungent blight, and right before the second pungent blight to help mitigate the most damaging parts of the fight to them. Rogues can use feint (which should work with both pungent blight and the AoE raid dot) at these times as well. When you should use these cooldowns is mostly dependent on how disruptive they are to your rotations (i.e. whether or not you have to sacrifice more than 1 or 2 GCDs to use the cooldown) and how long of a cooldown timer they have.
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