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 Post subject: Valithria Dreamwalker
PostPosted: Tue Feb 02, 2010 11:07 am 
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This is mostly stolen from StratFu:

1) Adds - many of them, handle it!
One tank per side of the room, split DPS evenly. Pick a kill order. StratFu recommends Blazing Skeleton => Suppressor => Gluttonous Abomination => Risen Archmage => Blistering Zombie. Make sure you face Gluttonous Abominations away from the raid -- they have a cone dot thingy. (Ret pallies should be ready to help cleanse it, because healers will be busy.) Melee should run away from Blistering Zombies when they're very low health and about to explode. Blow mini-cooldowns on Blazing Skeletons.

2) Healing to death!
Healers should run through Dream Clouds "which grant a +% healing and MP5 buff." Heal the boss. Guardian Spirit on the boss and Heroism on the raid are good ways to increase healing -- coordinate. (Note here: I have the GS glyph so it's good every minute instead of every 3 minutes.)

The fight has a soft enrage -- eventually you will just get overrun with adds. Recomended 7 healers for this fight.

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Tue Feb 02, 2010 11:30 am 
Hug the freaking annihilator!
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Liore wrote:
Healers should run through Dream Clouds


This is a portal thing, like Yogg. Five portals.

Boss can be buffed, but for obvious reasons you don't want to give it, say, Fort.

Tankspot, with vids.


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 Post subject: Re: Valithria Dreamwalker
PostPosted: Tue Feb 02, 2010 12:50 pm 
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For the dps team, here are a couple of things to not stand in: purple ground effects (Mana voids), and white rings (Column of Frost). Both appear to target a player but will affect a radius around that target. Move out! First one is a mana burn (sorry Blue Bars), and the second is a geyser. Melee cluster, be alert. The damage from the frost column is nothing to sneeze at and the healers need to be focusing on the boss. Don't stay in for that extra swing of damage.

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Thu Feb 04, 2010 9:57 am 
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Hi, watch the videos in Kinch's post above, because I would like to see this boss tonight. :)

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Thu Feb 04, 2010 10:01 am 
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Liore wrote:
Hi, watch the videos in Kinch's post above, because I would like to see this boss tonight. :)


Can't imagine why, ladyma'am.

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Fri Feb 05, 2010 2:32 am 
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So I think by the end of the night we were getting the adds down, but we need more healy power.

One thing I've read recommends that the dreamstate healers travel around the room in a group. The buff from the clouds is aoe, so we'll all get the effect and you're more likely to pop a cloud in a group. Stacking this buff will help A LOT.

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Fri Feb 05, 2010 6:32 am 

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It felt pretty tight with the adds. Losing even one dps was noticeable really. I found myself wondering if a third tank would help spread out the damage the tanks were taking, and help catch any loose adds when one side or the other gets a heavy spawn.

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Fri Feb 05, 2010 6:38 am 
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Raab wrote:
It felt pretty tight with the adds. Losing even one dps was noticeable really. I found myself wondering if a third tank would help spread out the damage the tanks were taking, and help catch any loose adds when one side or the other gets a heavy spawn.


I certainly saw a lot of cases (which is what I was trying to say in /raid but I'm not the best at saying things clearly) where the tank would be on one side of the pillar, adds would spawn on the other side, eat a healer, and then move on. I know 4 tanks would be a bit crazy (one per door), but tanking a side all yourself seems like a tough scene.

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Fri Feb 05, 2010 9:41 am 
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OK, so I'm reading these current suggestions: More healing, more DPS, more tanking.

Can't really speak to the first two. As for the second, I don't think another tank is necessary. There's a lot of randomness in the spawns. One side can be completely overrun while the other side ... has nothing.

We can, however, give the tanks fewer targets to pick up by having the hunters kite the zombies. These guys decrease your armor by 10 percent every melee swing, up to 50 percent. Bad. So if these are kite-tanked, the "normal tanks" pick up aboms (and worms) and mages. Skellies don't appear to melee (fireball then burny AOE) and suppressors just channel on the boss and aren't tankable.


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 Post subject: Re: Valithria Dreamwalker
PostPosted: Fri Feb 05, 2010 9:51 am 
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We definitely needed more healing on those final attempts (or more "Bizarro DPS", in this case).

From what I can tell the fight lasts 5-6 minutes on average for guilds who kill 'er, with a soft enrage at about 7 minutes when the adds just get to be too much to handle. Our last few attempts were 7.5 minutes, 7 minutes, and 6 minutes.

By "more healing", what I mean is "better buff stacking by healers".

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Fri Feb 05, 2010 10:05 am 
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Expanding on Kinch's point:

Getting those explody dudes out of melee range seems a needed change. They have low health and ranged can take them out relatively easy. It would lower raid damage and increase raid dps via less early deaths.

Perhaps have hunters hang out at the dragon's head, and lure them up there? (Away from the healers and melee)

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Fri Feb 05, 2010 10:24 am 

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The additional tank thinking was musing at most, you guys know what you need. Liore's got the healer bit on target, it's stack the buff or lose. Realistically, this fight sits heavily on the DPS shoulders. Either we're on the right targets, or we lose. Target swapping was occurring way too slow, and it was taking too long to kill the more dangerous targets.

I don't know if we want a hard rule like melee staying away from the exploding zombies, but we can definitely make our lives easier if the dps recognize when swapping is necessary, when aoe is necessary, etc. Having something like a melee assist train for supressors, on demand aoe for abom deaths might work.

Not unloading into untanked mobs is a major change that needs to occur. Being on the right target at all times also needs to occur. It's a job our dps can handle though.

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Fri Feb 05, 2010 10:28 am 
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Agreeing with the DPS bit that Ash said, I know that slowing/dazing the suppressors before they get to the boss increases the healing done by not letting them get that -10% healing buff up for even a second. Should be a pretty big priority. I know you can unload on them immediately, even up in the alcoves where they spawn, because they can't/don't need to be tanked. Holy wrath dazes them and slows movement, as do frost traps. I'm sure a few other things work as well. Do knockbacks work on these guys?

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Fri Feb 05, 2010 10:46 am 
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Hunter's kiting the skeletons shouldn't be a problem. Might even be about to get away with only having one do it.

Last night we also had a lot of trouble with the interrupts on frost volley. The damage from the ability isn't that bad, but it does hit the whole raid and gives everyone a reduced movement speed debuff. That movement speed debuff is a killer, so we really need to stop that from happening.

Finally one of the things that really helped out a lot yesterday was having the ranged DPS help out the other side when their side was empty of adds. We know that the RNG for the adds spawning can favor one side over the other, so ensuring we have enough DPS on both sides to keep the adds to a minimum is critical.

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 Post subject: Re: Valithria Dreamwalker
PostPosted: Fri Feb 05, 2010 10:47 am 
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I was able to knockback aboms, liches, and exploders, but not skeletons or suppressors.

Is it worth single targeting the suppressors before they group up if there is an abom or lich out?

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