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38 hours, 42 minutes, and 30 seconds until Onyxia Raid 10 man!
WWS for 4-2-2009 H Naxx

WWS for 4-2-2009 H Naxx
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It would seem that once again, Thaddius was our bane. To quote WoWhead:

"In Heroic difficulty, Thaddius has approximately 30,400,100 hit points. [...] 6 minutes after engaging Thaddius, he will Berserk, increasing attack speed by 150% and damage done by 500%, quickly wiping the raid."

This means that the raid must maintain 30,400,100 / 360 = 84445 DPS (rounded up) to kill him. The WWS shows that there were 13 DPSers on the four attempts, meaning that each individual must bring at least 6496 DPS (rounded up) to down him, not counting tank DPS.

If you were not able to break roughly 5500 on any of the attempts on Thaddius, please talk to one of the more experienced theorycrafters for your class or in general. We're not going to judge you or make you feel bad, but if we consistently have issues with Thaddius, we're never going to clear 25-man Naxxramas.

Edit: And remember, 5500 DPS on Thaddius is as low as 2500 DPS on another fight if we have the buffs stacked properly (120% more damage). I'm not asking for anything jawdropping here


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Go read Stabilized Effort Scope. Do it! (Warning: May contain language)

Casual simply indicates an investment of time, not an excuse for poor performance. Dedication. Passion. Brilliance!
The DPS honestly were putting out enough damage to down him. The problem lies in making sure that ALL DPS makes it over to the other side and survives the whole fight.

This means no crossing charges, and it means you have to make the jump.

There is absolutely no reason why everyone shouldn't make it across. I personally put Slow Fall on everyone on my side as long as they don't run off and jump the very second the adds go down.

If you know you have trouble making the jump please hang out after the add dies close to the edge. It would be far far better for you to ask for a little bit of help getting across than it is to stay silent and miss the jump, causing us to not meet the DPS we need.



I noticed last night a druid healer running clockwise (or left) during polarity shift........

And Raptorhill, check out the guild vault. There is leg armor there, some gems (if there are not any you like, come see me) and I am certain somebody will help you get the rest of your gear enchanted.
Quote by wragdas
I noticed last night a druid healer running clockwise (or left) during polarity shift........

And Raptorhill, check out the guild vault. There is leg armor there, some gems (if there are not any you like, come see me) and I am certain somebody will help you get the rest of your gear enchanted.



Here's who were hitting on Negative charge.
Here's who were hitting with Positive Charge.


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Based upon the WWS report for each of the Thaddius tries, dps looks good.

I found the death report interesting. Across 4 tries on Thaddius deaths included:

Andorian: 5
Amarii: 3
Blackung: 6

Sindalia: 2
Oeva: 2
Sendero: 2

Other deaths were single deaths.

Most were deaths from "friendly fire."

* Friendly fire on the tank got better when people made wider circles around the tank to get to the other side.

* Friendly fire from brez in middle of group stopped after the 2nd try.

* I am not sure how we are blowing up the hunters.

Due to death, we lost both the individuals damage and their buff to group. Individually, these shooters live in the top 5 of team dps (see Thaddius Try 2). Each live person also increases total group damage out.

As Aliester pointed out, the damage buff gives 10% increased damage and stacks up to 9 times for a potential 90% boost if 10 people are within 10 yds of each other.


Beyond keeping more people alive, I was thinking about whether we could have worked in one or two more damage dealers into the raid. Probably could have.

In a rare moment in KoV history, we have high dps players, strong healers and lovely tanks. What a great problem to have!

Lots of strong healers.
We were blessed with more healers than we usually have (which is good problem to have). We could have either leveraged our strengths and headed to the military quarter or shifted out one of the healers for a dps.


Lots of lovely tanks

We have some options for tweaking the mix when we need more dps or heals in raid. Rashonda let me know he can bring Ilia when we target Razuvious. Aliester let me know he is cool with building a dps set to go Fury. Valwyn has time and again proved the versatility of his hybrid spec and healed. Nezz deserves a round of tanking, going dps last night and thinking of building up his dps set. Nitro brought his wifes character Ablaise and did dang good dps, also has built up a shiny set of gear and skilled OT. Caylva proving to be a very strong tank in 5/10 mans looks like she will also be a strong asset to the 25 man tanking team. It may make sense to develop a rotation among tanks to not only give people opportunities to develop gear and skills but also offer others a chance to enjoy a change of pace and try differnt roles.

For Thaddius fight to maximize dps, whats optimal mix of tanks and healers? 3 tanks & 5 healers? not sure

Sindalia

P.S. Note to self, Miyrah will always be there on or before 9pm so save her slot.



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Sindalia
(Desane, Kastara)
Three further things:
1) Same note for Denarius, please.

2) The 6 minute enrage timer starts when Thaddius becomes active, not during the Feugan/Stalagg part. Save the first heroism until 3-4 seconds after tanks have aggro. Will have time for a second one later. This is according to the bosskillers site.

3) When standing in position, if you can see your toon, you are not close enough to the group. Max melee range and min ranged range are close enough together that we should be one big blob of people. I see far too many individuals during the fight. Hug each other. "Come together, right now, over me." - apologies to the Beatles.


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[QUOTE=Kalaree]Three further things:
1) Same note for Denarius, please.

I wait list Denarius because he has a note that he is only 50/50. I'd love to have him!

Sin




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Sindalia
(Desane, Kastara)
Quote by Desane
For Thaddius fight to maximize dps, whats optimal mix of tanks and healers? 3 tanks & 5 healers? not sure

You need two tanks for the Thaddius fight. One for Feugen and one for Stalagg. When we jump across, one of those two can pick up the boss and the other can dps.

This fight is pretty easy to heal. Particularly the Thaddius part. The damage is managable to heal and mistakes are generally instant kills. 5 healers would be plenty. The WoWWiki guide says that you really only need 3-4 healers. I'm inclined to agree with it, as long as they can stay alive.


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It would have helped if I didn't blow the jump twice on that last try with ablaise. I am not sure why that happened, I have been successfuly doing that jump all along. I am blaming lag!! The dance is easy enough, we should be able to get this one once we can all survive for a bit.


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Nitrowolf - Ducking blows and taking damage since 2003 in one form or another
I am pretty dissapointed in myself the last two tries. One, I was fooled by the first DBM and killed myself. Second time I missed the damn jump.

I apologize for screwing up. I think we had a good chance to have had him down the last go.
oh gosh don't beat yourself up Blacklung, I was more worred that i had blown you up personally. Or that other "friendly fire' got you.

Sin




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Sindalia
(Desane, Kastara)
The jump can be a pain, and it's frustrating when you have to run back around to try again. Some abilities that can help you get across:

Sprint/Dash
Levitate/Slow Fall (cast by you or someone else)
Aspect of the Pack/Cheetah


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ok found out some things.

Thing 1: /doh recount records feign deaths as regular deaths

Thing 2: some of the melee run straight across Thaddius instead of making a circle, this sometimes damages the tank

Thing 3: reflecting on Ordana's post, we have the ability to take a couple more dps. (can't wait for dual specs too).

Sin


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Sindalia
(Desane, Kastara)
When using the "run-in-the-circle" method, everyone needs to run in the pattern, including the tank and melee. If you have some running through and some running around, those that run through can hit the ones running around.

Whichever strat is done, everyone must be do the same one.


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- Only one who devotes himself to a cause with his whole strength and soul can be a true master. For this reason mastery demands all of a person.
A. Einstein


Deaths can also occur from people killing you, not you killing others. If you look at the stats Kal posted about who did damage to whom, I was high in one fight and at the very bottom in others. Other things to look at in raid damage is the % up of buffs in the raid, or in some cases the lack thereof.

Between tue and thrs the overall % of buffs, some of which should be close to 100%, none were above 90% on thrs or 80%, only 5 above 90% on tuesday. For Melee players, on tue, only 3 buffs above 90%, on thrs none in 90%, 80%, or 70%.......hmmm..... Castable buffs should be above 90%, the margin for not being 100% would be those not buffed due to battle rezzes..... Pally auras even though they have a range, should be also minimum of 90% over melee OR ranged depending on placement. Horn of Winter, Totems, Auras, Leader of the Pack, are range specific, but they still need to be there at least 80% for someone.

So some food for thought.


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Quote by Amarii


Deaths can also occur from people killing you, not you killing others. If you look at the stats Kal posted about who did damage to whom, I was high in one fight and at the very bottom in others. Other things to look at in raid damage is the % up of buffs in the raid, or in some cases the lack thereof.

Between tue and thrs the overall % of buffs, some of which should be close to 100%, none were above 90% on thrs or 80%, only 5 above 90% on tuesday. For Melee players, on tue, only 3 buffs above 90%, on thrs none in 90%, 80%, or 70%.......hmmm..... Castable buffs should be above 90%, the margin for not being 100% would be those not buffed due to battle rezzes..... Pally auras even though they have a range, should be also minimum of 90% over melee OR ranged depending on placement. Horn of Winter, Totems, Auras, Leader of the Pack, are range specific, but they still need to be there at least 80% for someone.

So some food for thought.


Positioning has an awful lot to do with that. For one of the fights, the group was so far away, I had to move forward because Thadd was out of range. Then when I ran to the other side. the group was practically on top of him.

There is an easy fix to this folks. Let the tanks get position on each side, then just stack on the tanks. Not all of us have to run every shift, so just stack on the people left behind for shift.




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