<Fifty> Classic Raiding Project

Lets get a lot of good attempts in tonight for Vael!
 
I have no idea. But i hope not.

Are you going to be able to come tank tonight? We really need to test out guardian druids
 
Hopefully I'll be able to.

I'm not sure how well I'll fare though. Something tells me I may need to get more hit. Guardian druid rage is generated from successful hits.

It's arguable that a Guardian Druid needs to be hit capped in order to maintain rage regeneration. This is where the testing will need to come into place. Warrior's also need to be able to land a successful hit from either shield slam or revenge in order to gain rage(other than white hits). Same is said about guardian druids. In order to gain rage from mangle, the hit itself needs to be successful.

That being said, it might actually be required as a guardian druid to have expertise and hit rating.

if that is the case, make the following changes to your gear:

Get the LW Leggings
8stam8agi8hit ring to replace ur 13 stam ring
GSoJ BoA w/ Pyrium Wep
Expertise Belt

You'll easily be able to hit 10k hp fully buffed still, but since mangle is ur only form of rage regeneration, that might be the only way. And by improving ur hit rating and expertise, you also improve ur DPS and threat. So if threat is an issue, that will be very helpful as well.

Another thing: It's important to use Savage Defense before you take sustained damage; if it wasn't already obvious :p

I really hope you come tonight, I think you'll find that it'll be very interesting :D


On a side note, for our tank rotations:

If we do end up getting a Monk tank; We should have the monk start off first tanking the boss. This way our warrior tanks are alive long enough to execute spam when needed(if needed). Followed by our Guardian Druid(if you can come).

If I were you, do this:

taunt the boss(if tauntable)
Pop Ironbark
Pop berserk
Spam mangle nonstop.
And try to keep your rage as close as possible to 80/100.
The long you can keep your rage up to maxish, the better. As soon as those dots start ticking on you, you want to stop any other forms of damage to come at you at the last few seconds before you die to BA.
 
Really great job guys.

In case EU is reading, this is what you'll need for the Vael:

This is the recommended amount of people you'll need, but the very very very bare minimal would be 25 people. I don't see this being remotely close without 25 ppl. A smooth run will require 30+ minimal.


Tanks: 3-4 Tanks(3 being the minimal)
Healers: 11-16 Healers(11 being the minimal)
DPS: 16-20 DPS(16 being the minimal)

The fight is very easy tbh. But we just tried vael with 7 healers, and we couldn't keep up with healing once the 2nd tank was up(too much raid dmg with too few healers).

Here's how I calculated how much DPS you need with 16 DPS:

16 DPS
1,000,000 Health
135 Seconds(third tank dies at 135)

Between the 16 DPS, each person needs to be doing on average(and at least) 463.0 DPS in order to down the boss before 135 seconds is up. This is not counting the dmg from the tanks. Obviously you can do this with less DPS if every DPS is doing a lot more than 463.0 DPS.

The hardest thing about this fight is:

1. Positioning
2. Tank Swapping
3. Heals

As long as healing is being spread out correctly, it'll be fine. As long as everyone is standing where they need to, no one should be taking unnecessary dmg. And as long as the tanks are swapping correctly, it'll be fine.


The best way to know when the next tank is supposed to go up, check your Omen Threat meter. The 2nd highest person with threat will stand where the other tank is about to die, then immediately start tanking.


In case anyone is curious: This is do-able with any of the 3 tanks.

Prioritize the first tank by: Monk --> Druid --> Warrior. Druids and warriors need to be kept before Monks so that they can build up rage for when the monk dies. Warriors should be kept last before a druid because warrior's can execute spam.



As far as tank healing goes, it's really really easy. The boss really doesn't do very much damage with melee. The real damage dealer is his Flame Breathe and the DoT it puts on. The DoT can deal up to 4.5k Dmg non-crit. And the flame breathe itself does 3.5k non crit. Make sure who ever is healing the MT, they spam their fastest/strongest heal nonstop.
 
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Generates 20 Rage per second for Warriors and Bear Form Druids, so rage shouldn't be an issue for the first 3 mins.

Essence of the Red
Restores 500 Mana per second.
Restores 50 Energy per second.
Restores 50 Focus per second.
Generates 20 Rage per second.
Generates 20 Runic Power per second.
(No DKS, so ignore)
 
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I totally forgot about that.

Minus that one part then....


So yeah, I double checked my work; It will indeed be nearly impossible to do Vael with anything less than 25 people. And if we do it with 25, you'll want only 3 tanks, 11 healers, and your 11 DPS would need to do on average(and at least) 675.0 DPS each in order to drop the boss down before all 3 of ur tanks die.

3 Tanks
11 Healers
11 DPS: 675.0 DPS each


And this is calling it really really close. This is if all your DPS stay alive, your tanks die when they are supposed to, and only 1 healer dies every 15 seconds.



Hopefully by next week or the week before that, we'll have at least 25 ppl for the weekend raid. Until then, we'll continue our progression into AQ40 and get as much practice as we can.


EDIT:

After thinking about it, I think it would be easier to not seperate melee/ranged/healers in different groups.


The only reason why you seperate the melee from range in the first place is because the cleave is really close to melee and the breathe may come really close to hitting melee. But if we can guarantee that the cleave and breathe wont hit the raid, we can have melee/ranged/heals all stand on top of each other and will actually make the AoE healing even easier.

Then have the ppl with BA go to the back wall(right behind the raid) that way they aren't being smacked around by the tail.
 
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Here's another sneak peak of everything I'm bringing over:

WoWScrnShot_011313_145928_zps96bb744e.jpg
 
How in the world will enhancement be able to reach spell hit cap?
 

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