SoO HEROIC - Fallen Protectors HC

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Nephesh
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Re: SoO HEROIC - Fallen Protectors HC

Post by Nephesh »

I feel like trying to get some progression on the protectors again.

Hopefully you all agree on this and (maybe more important) hopefully we'll get enough signups next Wednesday (inc. 3 healers) to have some practice.


I tried this fight once and I'm absolutely sure that this fight is easy to us. Once we get the rotations/mechanics/stop slacking/dps/hps/etc :D
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"You will find that many of the truths we cling to depend greatly on our own point of view." - Obi-Wan Kenobi
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Tsumecho
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Re: SoO HEROIC - Fallen Protectors HC

Post by Tsumecho »

Bump, please read tactics as we would like to make a few attempts on Protectors after Immersius. Healers please sign up, even if you see 2 healers signed already, thanks.
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Nephesh
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Re: SoO HEROIC - Fallen Protectors HC

Post by Nephesh »

Indeed. would be nice to have 3 tonight to get some great progression..
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"You will find that many of the truths we cling to depend greatly on our own point of view." - Obi-Wan Kenobi
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Tsumecho
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Re: SoO HEROIC - Fallen Protectors HC

Post by Tsumecho »

Nephesh wrote:Indeed. would be nice to have 3 tonight to get some great progression..
Not on the agenda for this week, I may have gotten a bit over excited, but we haven't forgotten and will be returning here at some point. :)
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Nephesh
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Re: SoO HEROIC - Fallen Protectors HC

Post by Nephesh »

Tsumecho wrote:Not on the agenda for this week
No worries. It was just an idea since I did like that fight.. but then again, I like all progression fights.. :P .
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Re: SoO HEROIC - Fallen Protectors HC

Post by Nephesh »

I notced that we will be going for the Protectors HC tonight.
While looking over the tactics again I just wanted to share some of these points with all of you.

But first.. the vids! :D



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The most important of these is the soft enrage fight that is linked to the Desperate Measures.
He’s Garrote ability has become undispellable and has a unlimited duration. When He enters his Desperate Measures, all Garrote effects are removed.
Rook’s Corrupted Brew travel time decreases by 0.5 seconds after every two casts. This effect is reset when Rook enters his Desperate Measures.
Sun’s Calamity deals 10% more of player’s maximum health with each cast. This effect is reset when she enters her Desperate Measures.

Changes with Desperate Measures:
He - The Debilitation debuff applied during He's Desperate Measures now reduces armor by 80% for 2 minutes, up from 50% in normal.
Rook - The adds that appear during Rook's Desperate Measures now have a shared health pool
How to deal with this during the fight:
- keep the 3 adds close to eachother with melee on Gloom for interrupts + other 2 in range for cleaving.
- Also, keep him within the yellow circle to share soaking damage with the marked person.
Sun - When Sun starts to cast the shield the following should happen:
- Everyone should walk into the shield asap and then be hugging the shield wall on Rook's side so that he stays out of the shield when he does the charge+aoe thing.
- Remember to avoid the poision/beer/etc on the floor (as you should do outside the shield)
- Tanks should be out of the shield trying to help by cleaving the 2 adds (each tank at 1 add).


What does this do to the fight..
The main stratigy of the fight remains mostly unchanged. The order of the killing will be Rook -> Sun -> He.
What we could try is taking both He and Sun into Desperate Measures at the same time. This way we won't be getting combined damage from Sun's Desperate Measure Phase, all the poison patches and He's Garrote charges because these get reset when he enters Desperate Measures.
Downsides:
1. We might get Rook doing his aoe kick while we are inside the shield
2. Dealing with the add form He's Desperate Measure while inside the shield might be somewhat tricky


What to be carefull off.
- Mark of Anguish that is cast on a player by He. This buff makes Embodied Anguish fixate on you. The best way to cover this part is to pass the Mark between 3-4 different players so that the Embodied Anguish doesn't reach the player with the Mark. All dps without the mark should focus on getting this add down, to prevent any corpses to appear at random locations..
How to deal with this:
- For this u should use max 4 people that go stand in a little 'square' so that it will take 1-2 seconds for the add to get to the next person.
- Start with a melee dps and then pass on the buff to 2-3 ranged dps if possible.



Icy-veins has a nice part called "9. Summing Things up".

A few parts of which I remember causing problems during the last hc attempts.
Healers - Dispell as many Shadow Word: Bane as possible.. preferrably before it has a chance to tick..
All. Stack together with Inferno Strike. Not stacking => wipe.
All. Spread out to minimise damage from Sha Sear
To all: Listen to the raid leader!! :lol:


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Things you should avoid:
Green stuff:
Barrels of Corrupted Brew (warned by a green splash beneath your feet)
Next to doing a smash of damage, it allso slows you for 65% for 15 sec.
The cast of this spell decreases by 0.5 seconds every 2 casts, so it's understandable if you get hit a few times nearing the desperate measures phase.
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Noxious Poison puddles (carefull: Extremelyhard to see)
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Black stuff:
Embodied Misery will leave a small cone of Defiled Ground at its target’s feet each time it attacks, and should be taunted, tanked out of the raid, and kited. This job can fall to the He Softfoot tank.
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Moving around:
Beam things (sha sear).
Walk away from your fellow raiders A.S.A.P. to avoid unwanted extra raid-wide damage.
In heroic, the spell is scaled up from the original 25,650 shadow damage to ~45,000 shadow damage on the first tick, after this each tick increases damage by 75% of the original 25,650 or ~19,200, going by this logic, the damage ticks are 45,000-64,000-83,000-102,600-121,8000-141,000 for a total of 6 ticks, overall this spell does ~600,000 (Shadow) damage, this spell hits a random target in the raid and everyone standing within 5 yards of them
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Inferno strike (red circle and arrow on the right side of the img.)
Deals 1,2milion (fire) damage split among all players withing 8 yards of the target.
Do take in mind that a person can get hit by sha sear during this face. This person has to walk out, so there should be enough players stacking+1
Example:
4+1 (1,2m/4= 300k fire dmg or 1,2m/5= 240k fire dmg)
3+1 (1,2m/3= 400k fire dmg or 1,2m/4= 300k fire dmg)
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Meditative Field
*Skull stands for Rook
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_____________________


usefull links.
Icy-Veins
MMO-Champion
Tankspot
Paladiner
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"You will find that many of the truths we cling to depend greatly on our own point of view." - Obi-Wan Kenobi
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Nephesh
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Re: SoO HEROIC - Fallen Protectors HC

Post by Nephesh »

And a little visualization of the explained tactics.

Start of the fight:
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Ranged DPS and healers position themselves in the same area for most of the fight (ranged/healers should stay close for aoe healing but go out when they get hit by sha sear)

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Rook.
After taking 1/3 of Rook's health he will go into desperate measures where he summons 3 adds.
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Rook will disapear untill all adds are killed. The Rook tank will take Gloom ans Sorrow towards the ranged dps (Note: Set a interupt rotation for Gloom)

2 options:
  • 1 - an option is to bring one of the healers to the melee group (where the 2 adds are being tanked) and create 2 groups this way. The people should stay 5 yards away from eachother to avoid the sha sear, but close enough so that the groups can share the inferno strike damage can be shared. This might prevent people from moving too much and thus spending more time on dealing damage.
    2 - all healers+ranged dps stand on G1 or G2. The tank + melee dps are near this stack position. During the inferno strike, the melee dps can move into the stack position while the ranged dps can continue their casting. In case someone gets a sha sear on him/her, then that person will have to run out asap.
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Sun.
After taking 1/3 of Sun's health she will go into desperate measures.
Here we'll have to stack into the shield she casts and kill the adds that will be summoned a.s.a.p.
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First we stack at the side where Rook is being tanked. When he does a charge followed by the spinning kick, we all need to move out of this by moving to the other side of the shield.

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He.
After taking 1/3 of He's health he will summon the Embodied Anguish.
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Melee DPS at the bosses/adds and help with the Embodied Anguish phase (see: G1 and G2 markers)


I had the feeling that moving the Embodied Anguish between 2 markes worked out just fine.
The yellow and red markers (see: G1 and G2) are placed for the Anguish phase.

Before this phase starts, the ranged dps move to G1 and the melee stay at He. The add will then focus on one of the DPS, incapacitate him/her and move towards his/her location.
All ranged dps without the buff will then move to G2 asap and after that, the ranged/melee dps will pass the debuff from G1 to G2 and back untill Anguish is dead.

The choice to move these markers to the entrance side was to have some extra range for the add to cover and he will pass the ranged dps, giving them more time to dps him down.
I allso had the feeling that the northern wall interfered with the camera someimes. I hope that this positioning might prevent this when turning a lot...





Note: This part is still under construction.. I'm not sure about some parts of it, so dont hesitate to comment if you see a flaw or missing parts.. We'll all learn from it. ;)
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"You will find that many of the truths we cling to depend greatly on our own point of view." - Obi-Wan Kenobi
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