| Russta ( @ 2009-04-23 15:15:00 |
indebted and so grateful

Of the nerfs to be done in last weeks easy modes blitz, Ignis got it pretty hard. I know that whining about content nerfs is a solid way of showing supremacy but I don't think anyone can deny that for his position in the instance, Ignis was way too overtuned. He and Razorscale should be harder than Flame Leviathan but easier than XT-002 Deconstructor which is pretty much how it is now.
Ignoring the Slag Pot bug, the biggest change Ignis needed all revolved around dealing with the constructs. When we were learning the fight the previous week, we had our Feral Druid tank running around and rooting the adds in Scorch. I didn't feel completely comfortable with this as so many aspects felt out of my control. Was the add molten and rooted? Tough. Has the scorch disappeared but it's still rooted? Tough. Got two up at the same time? Hahaha, fuck you. Whatever happened, we had to jump in the fire so much of the time that it felt pointless to even complicate it with a Druid yet the scorch did so much damage that it felt like an unnecessary tax on the healers. With the 20% decrease in damage, we could just stand in them and get healed through it. We tried successfully to just be clipping the edge so that the add would continue to stack heat until molten but we would be out of it. The problem with this came back to the good ol' problem every tank faces at some point in his WoW career; shifty mob! Every time Ignis would cast Flame Jets, we'd get launched into the atmosphere and the mob would edge out of scorch to be right inside us upon landing. It became so annoying that there wasn't any point in risking slowing down the death rate of the Iron Constructs just to lower a healing requirement we were coping with.
I'm not sure I'd say that this was my favourite fight in Ulduar thus far but, damn, is the offtank role fun. It can royally suck having to look for distant adds through his fat ass and the Grandia style pillars of fire but it felt deeply satisfying watching Calira and I excel at the job and getting the adds dealt with as efficiently as possible.

TO THE GROUND! Not only did they take a massive chunk off his HP but they appear to have added a minute or two on top of his enrage timer. We were just horrible on this fight last night. The main tank died and I had to take over, a quarter of the raid was dead, we had two terribads with no vocal chords in the north west corner yet again causing four scrapbots to get through and heal him and we went over the old enrage timer by about 30 seconds and it was STILL enough to get the kill on our first pull. I'm not sure I was comfortable with how tight the DPS requirement was for last weeks iteration but it feels like they overdid it. I'm not sure who the DPS check is for Ulduar at this point. I'm also not sure exactly what they tried to do to make skipping Tympanic Tantrums harder as it seemed just as easy to brute force through the phases as before
Oh boy, and how can we forget the freshly re-added trash. On our first and second pull, the left pack linked. Yeah, you know, that bug they got rid of before they put them back in though, to be fair, I was convinced that a bug had nothing to do with the other pack linking. I noticed that the razorblades one of the mobs spawns is, for all intents and purposes, a generated mob itself and wondered if maybe it's erratic spawning and pathing patterns were causing it to fly off into the other pack. We tested it by having a long range Misdirect pull back into the corridor where not only did we avoid all links but the annoying gnomes stood in the back chain failing at casting defense matrix.

After Kologarn was dead, we had about 15 minutes of raid time left. As there's only one or two trash pulls before Auriaya and we'd perfected at least one pull a few days earlier, we figured we'd give it a try. It was pretty obvious from the video we passed around that the fight is insanely easy after the pull so we knew one clean pull was basically a kill. We even simplified the strategy further by having a Death Knight Death Grip the Feral Defender out of the raid as it was about to die so that we never had to move. I can't help but wonder if they adjusted the behavior of Pounce somehow as the guardians actually did exactly what we wanted them to do this time instead of randomly thrusting into the asshole of someone not even on their threat table.
Tonight should be the Iron Council and Freya.

Of the nerfs to be done in last weeks easy modes blitz, Ignis got it pretty hard. I know that whining about content nerfs is a solid way of showing supremacy but I don't think anyone can deny that for his position in the instance, Ignis was way too overtuned. He and Razorscale should be harder than Flame Leviathan but easier than XT-002 Deconstructor which is pretty much how it is now.
Ignoring the Slag Pot bug, the biggest change Ignis needed all revolved around dealing with the constructs. When we were learning the fight the previous week, we had our Feral Druid tank running around and rooting the adds in Scorch. I didn't feel completely comfortable with this as so many aspects felt out of my control. Was the add molten and rooted? Tough. Has the scorch disappeared but it's still rooted? Tough. Got two up at the same time? Hahaha, fuck you. Whatever happened, we had to jump in the fire so much of the time that it felt pointless to even complicate it with a Druid yet the scorch did so much damage that it felt like an unnecessary tax on the healers. With the 20% decrease in damage, we could just stand in them and get healed through it. We tried successfully to just be clipping the edge so that the add would continue to stack heat until molten but we would be out of it. The problem with this came back to the good ol' problem every tank faces at some point in his WoW career; shifty mob! Every time Ignis would cast Flame Jets, we'd get launched into the atmosphere and the mob would edge out of scorch to be right inside us upon landing. It became so annoying that there wasn't any point in risking slowing down the death rate of the Iron Constructs just to lower a healing requirement we were coping with.
I'm not sure I'd say that this was my favourite fight in Ulduar thus far but, damn, is the offtank role fun. It can royally suck having to look for distant adds through his fat ass and the Grandia style pillars of fire but it felt deeply satisfying watching Calira and I excel at the job and getting the adds dealt with as efficiently as possible.

TO THE GROUND! Not only did they take a massive chunk off his HP but they appear to have added a minute or two on top of his enrage timer. We were just horrible on this fight last night. The main tank died and I had to take over, a quarter of the raid was dead, we had two terribads with no vocal chords in the north west corner yet again causing four scrapbots to get through and heal him and we went over the old enrage timer by about 30 seconds and it was STILL enough to get the kill on our first pull. I'm not sure I was comfortable with how tight the DPS requirement was for last weeks iteration but it feels like they overdid it. I'm not sure who the DPS check is for Ulduar at this point. I'm also not sure exactly what they tried to do to make skipping Tympanic Tantrums harder as it seemed just as easy to brute force through the phases as before
Oh boy, and how can we forget the freshly re-added trash. On our first and second pull, the left pack linked. Yeah, you know, that bug they got rid of before they put them back in though, to be fair, I was convinced that a bug had nothing to do with the other pack linking. I noticed that the razorblades one of the mobs spawns is, for all intents and purposes, a generated mob itself and wondered if maybe it's erratic spawning and pathing patterns were causing it to fly off into the other pack. We tested it by having a long range Misdirect pull back into the corridor where not only did we avoid all links but the annoying gnomes stood in the back chain failing at casting defense matrix.

After Kologarn was dead, we had about 15 minutes of raid time left. As there's only one or two trash pulls before Auriaya and we'd perfected at least one pull a few days earlier, we figured we'd give it a try. It was pretty obvious from the video we passed around that the fight is insanely easy after the pull so we knew one clean pull was basically a kill. We even simplified the strategy further by having a Death Knight Death Grip the Feral Defender out of the raid as it was about to die so that we never had to move. I can't help but wonder if they adjusted the behavior of Pounce somehow as the guardians actually did exactly what we wanted them to do this time instead of randomly thrusting into the asshole of someone not even on their threat table.
Tonight should be the Iron Council and Freya.