Here's the only write-up I've found so far.
Anub'arak on Tankspot
P1:
Basically, everyone except tank stands behind Anub, we move around a bit. Two OT's picks up adds, bring them behind Anub, and they are beat down quickly like on Jaraxxus. Two range DPS (likely hunters) are assigned to drop Frost Orbs whenever they are up.
P2:
Hopefully we never have P2, because boss is tanked on Frost patches which prevents him from submerging. If we get P2, UndergroundAnub will chase a random person with burrow spikes; that person will kite him around the walls. The same two range DPS kill Frost Orbs. Everyone else stuns, interrupts and kills adds. Cleansing poison is important.
P3:
Starts when Anub hits 30%. No more adds spawn. Everyone constantly takes leech damage equal to 10% of their current health. Anub heals for all amounts that are leeched. The healers really have to be careful for this. Overhealing only makes the phase harder (impossible) to finish, because the more HP the raid has, the more damage they take, and the more Anub heals himself. The ideal raid member HP is 40%. Any more, and Anub heals too much. Any less, and Penetrating Cold can 2-shot squishies. All cooldowns will be blown in phase 3. Bubble-Sac, Heroism, Tank CDs, etc etc.
| #1626519 Aug 31, 2009 at 03:14 PM | |
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Board Member
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{deleted post} Ghouldan wrote: Yikes. Gotta hand it to blizzard - that's a creative encounter. |
| #1626580 Aug 31, 2009 at 03:30 PM | |
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hrmmm, an encounter when you DON'T want to over heal, even to the slightest degree. (In the leaching phase that is) We will probably need to assign specific healers to do this. 1 priest on group 1, 1 druid WG'ing ranged, 1 druid WG'ing melee. If we don't do this, I can see a lot of healers accidentally healing a target that someone else is about to heal. (Causing the person to jump back up to 100% hp, just to be leached from again) We could also have the druids split up into different groups (We normally have 3 druids in the raid.) Allowing the druids to cast tranquility for 1 or 2 seconds, and then interrupting the cast. Although that will only be usable once by each druid for the fight.
Another thing to consider would be the druids tank healing, and having the holy priests and shamans assigned to heal specific groups. I can see rejuvenation, regrowth, lifebloom, and sometimes even wild growth being very bad for this part of the fight. Which eliminates almost every healing ability druids have.
Edited by
Malfurionk
over 2 years ago
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| #1626620 Aug 31, 2009 at 03:42 PM | |
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i dont want to jynx it, but the leeching effect may be one we can simply out - DPS
EDIT: i.e. the difficulty of twins
Edited by
Chutzpah
over 2 years ago
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| #1626742 Aug 31, 2009 at 04:05 PM | |
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Malf, I was looking at it like this: Wild Growth could be a very good thing because it not only heals a lot of people for a very consistent amount over a good period of time, but also picks the lowest HP members to heal. Something like Chain Heal could be very bad (unless it is cast on the Penetrating Cold victim), because it heals fewer people for larger amounts, and in a single shot.
I would envision a disc priest spamming Power Word: Shield (just going down his/her grid frame person by person) would be the most effective raid "healing" available for this part of the fight, especially if the absorbs do not heal Anub. Second would be passive regen such as Judgement of Light, Vampiric Embrace, Healing Stream Totem. Third would be Wild Growth spam. Fourth would be Glyphed Holy Light spam on the tank. Fifth would be Prayer of Mending and Circle of Healing. With at least one of each of these, there should be plenty of healing on the raid in general. The good thing about them is that they are all "smart heals", and will heal whomever in range is lowest on HP. All other heals should be on one of two types of targets: Tanks, and victims of Penetrating Cold. Edit: Also we can assign each Paladin to cast Sacred Shield on one of the healers.
Edited by
Ghouldan
over 2 years ago
Let there be cake.
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| #1626863 Aug 31, 2009 at 04:45 PM | |
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The problem with Wild growth is that it is a very slow healing spell. It will take 6 seconds for people to receive 4k hp back. (maybe 5k, most likely not though) and it's sparatic, It will jump to the 6 lowest hp people in the raid, even pets. Which means that all the druids should be placing it on the same people (I say should, because we should all have the same reaction time.) which will cause us to heal people up to probably 100% hp. (Sorry to all priests out there if i mis-interpret one of your spells. I may be wrong on this next part, but not too sure) While on the other hand prayer of healing will constantly heal up the group the priest is in, and the people taking damage will get the heals quickly.
One way to reduce the possibility of the druids wild growths to overlap would be assigning one druid to ranged, and one druid to melee. (For example : Druid A is told to heal melee, so he or she, or a he/she will beable to cast wild growth on burgercity, and the 6 targets lowest in hp around him will recieve wild growth. (Burgercity has the possibility of receiving wild growth also). Druid B is told to heal ranged. So he or she will cast wild growth on jquik. Another thing to consider while figuring out this strategy is that holy priests are not tank healers, while druids most certainly can get the job done. Putting druids on raid healing while tank healing will soak up alot of our mana. (depending on how healing intensive this fight is.) - to be honest though, I highly doubt blizzard setup a boss fight that does massive AE damage, while players are suppose to stay under 40% hp. I only mentioned priest and druids in the above paragraphs because I have almost no idea how chain heal works, and our usual raid make up only has 1-2 resto shamans, while we have 2-4 holy priests, and 2-4 druids. Also, there's a certain uber pally i know, that has the glyph that lets his holy lights (or w/e) heal party members within 8 yards of each other. That would also be a VERY controlled heal. Short bursts of healing, he can stop ae healing whenever it's needed, or click the button one to 2 more times to get everyone up. I would think a disc priest would be nice, but we have none =(
Edited by
Malfurionk
over 2 years ago
My Motorola Droid has revolutionized the way I take a crap.
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| #1627064 Aug 31, 2009 at 05:29 PM | |
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Input-output equilibrium concept: It's not really a reactive healing game if we know exactly how much damage everyone will be taking. 10% (damage dealt) of 40% (ideal current HP) of a normal raider's HP is about 720 damage taken per second. We're assuming 18000 max HP.
This brings up an idea... Ignoring everything else, if each raider receives 720 HPS (approx. a single auto-adjusting rejuv), his HP will naturally balance out to exactly 7200 since he's also taking 720 DPS at that point. With a 1.1 second GCD and 18 second rejuvenation duration, it would be possible for a single resto druid (with some innervates from fellow druids) to keep groups 3, 4 and 5 at optimal health, leaving every other healer to heal the tank and Penetrating cold victims. Replace that Nourish glyph, Malf.. I choose you. ![]() Edit: Don't forget your Idol of Awakening!
Edited by
Ghouldan
over 2 years ago
Let there be cake.
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| #1627254 Aug 31, 2009 at 06:21 PM | |
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Without the glyph i will be doing about 833 hps with rejuvenation. maybe 900 hps. I can pop them with rejuvenation once they get around 30%, and by the time it ticks off they should have gone maybe a bit over 40% (This is super rough math, I don't feel like working it out unless it's absolutely needed) But with the glyph , i'll be overhealing them (over 40%) by quite a bit. Sounds pretty solid, depending on how much damage the penetrating cold does (I think tha'ts the name) I could just wild growth (+ rejuvenation - that will be on them regardless of penetrating cold - ) after the first tick of penetrating cold. Due to the fact that after that tick hits, the people getting targeted with penetrating cold will have the lowest hp.
My Motorola Droid has revolutionized the way I take a crap.
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| #1627389 Aug 31, 2009 at 07:04 PM | |
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Oh, well that's good. The equilibrium for that is 8330-9000 HP.
52% of 16000 HP 46% of 18000 HP (1/4 Glyph ticks for 50%) 42% of 20000 HP (2/4 Glyph ticks for 50%) 38% of 22000 HP (4/4 Glyph ticks for 50%) We can assume a few ticks will get clipped by Rejuv getting overwritten or dropping off (depending on if Hero is up or not), so this works out almost perfectly. The sum-total of this is that you'll keep 3 groups at around 40-50% constantly, regardless of how much max HP they have. I like it... a lot... If we bounce Chain Heals off of the tank to the melee groups and they catch Judgement of Light and an occasional Wild Growth, this looks like it'll work out just fine.
Let there be cake.
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| #1627498 Aug 31, 2009 at 07:55 PM | |
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^
My Motorola Droid has revolutionized the way I take a crap.
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| #1627687 Aug 31, 2009 at 09:20 PM | |
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first time in WOTLK where blizz truly fucked healers in the ass.
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| #1627830 Aug 31, 2009 at 10:41 PM | |
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Nah, we have this in the bag =) I'm almost guaranteeing you the fact that they added this "keep everyone at 40% hp" thing, and said "If the healers know how to not Over heal when it's necessary, we'll give them this boss fight."
Edit : Would it be possible for us to get 1 priest or hearthyn (going off of the sign-ups atm) assigned to heal 6 people with renew or rejuvenation during this fight, Along with any other responsibilities they have) Once I get my rejuvenation rotation going, I will only be able to keep it on 17 people at a time. (the tanks will be the only ones without the rejuvenation rotation going on them at this point.) P.S : I call dibs on your innervate for this fight adraasteia. It's going to be needed.
Edited by
Malfurionk
over 2 years ago
My Motorola Droid has revolutionized the way I take a crap.
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| #1628968 Sep 01, 2009 at 07:23 AM | |
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Only need 15 Malf... 3 groups seems a round number, and leaves you some time for lag, movement, reacting to threats, or throwing a WG up for Pen Cold. We'll definitely have someone else on groups 1 and 2 (if needed).
Let there be cake.
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| #1629518 Sep 01, 2009 at 10:11 AM | |
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kk cool.
My Motorola Droid has revolutionized the way I take a crap.
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| #1629538 Sep 01, 2009 at 10:17 AM | |
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phase 3 is a dps race.
there i said it.
the dude abides.
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| #1629640 Sep 01, 2009 at 10:40 AM | |
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lols!
the dude abides.
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| #1629643 Sep 01, 2009 at 10:41 AM | |
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URRITE!
the dude abides.
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| #1630046 Sep 01, 2009 at 12:13 PM | |
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From the mechanics I've been picking up from everyone posting, I have a few questions.
I understand the fact that there is a life drain effect going on. But what type of damage is it? Can it be missed, partially resisted, or is it "special" that always hits for its full amount. I wonder about all the damage reduction talents classes have. Barkskin, Anti-Magic shield, Cloak of Shadows, Ice Barriers, Mana Shields, and so on. And, you are talking like Malf won't overheal? He is the master of excessive healing.
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