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Akylius
Field Marshal
<Keepers of the Balance>



Posts: 68
 Post subject: Razorscale Strat
PostPosted: Thu Apr 23, 2009 7:25 am 
After reading a few strats and watching a couple movies, this is what I came up with for Razorscale. I'm sure this is not the only way to win the fight, but this strat seems to make the most sense to me.

25-man from TankSpot:
Quote:
we split our raid into 2 big groups +me (3rd tank), and a healer.

one group Left side of the big circle standing just out of it.

same thing on the right side.

** I think that having the majority of your group standing on the outsides or just outskirts of the big circle is REALLY helpful in having a minimal amount of fire in your ideal standing area when hes down **

I and the pally healer were on WhirlWind dude duty

when one of the whirlwind dudes, was not out, id help stun the watchers.

when the 4th chain is ready to be launched, we call it as were running to position.

hit the 4th chain, trees, mirror images etc. 3. 2 . 1. heroism

and your ideal target is about 75%

IMO if you cant get him to 77% wipe it up (the bleeds "can" do the rest for you. to about 75% but you will HAVE to push him to 50% on the 2nd landing no matter what, and this time you won't have heroism or bloodlust. so first landing is your BIG push.

I wouldnt release your 4th chain (to bring him down) if i had a WW guy up. but if we did have adds up...i would anyways

the enrage timer is 8minutes.

rinse repeat ...2nd time he comes down you gotta push him to 50%, he'll break chains, and now its BURN time again.


ranged will need to spread out behind him.

melee spreads out around his sides, and back.

and the 3 tanks, pull a taunt rotation at 2 or 3 debuffs all standing in front of him. ** think flame buffet from ALAR in TK**


So we need enough dps to get him to 50% in two drops (no more than three). Enrage timer is 8 minutes. Let the defenders tank the adds, our tanks pick up the adds that make it through or peel them off the defenders one at a time. Melee and tanks need to interupt the chain lightening on the watchers. Mages can counterspell and shamans can earth shock to interupt as well. If things are too chaotic with the adds, the dps will need to use targeting macros. If a sentinel appears, bring him to the middle and all ranged dps turn on him. One ranged dps stays back near the harpoons with his focus on razorscale. That player calls out who the boss is targeting with the blue fire of death so they can start moving and healers can get a HoT or power word shield on him early. Only bring the boss down if there are no sentinels up, we cannot lose any dps time when the boss is downed. No new adds will spawn once razorscale is downed, so call it out when all sentinels (and ideally watchers too) are dead. Melee dps stays at the rear during this part, all ranged dps stays at max range, healers top everyone off and then dps, tanks will keep watchers away and dps boss if possible (bring the Guardians with you, they suck). Use bloodlust and heroism on first drop to get in as much damage in as possible and while the most raid members are up. Get sunders and bleeds on the boss early. Make sure all DoTs are refreshed just before he takes off again. Apparently priests make good healers for this fight, using power word shield and circle of healing.

Devouring Flame in first phase (a.k.a. blue fire of death):
Quote:
You can also set Razorscale as a focus target, turn on target of target and enemy cast bars. And you'll have an idea of where the fireballs are ending up.

Quote:
Devouring Flame does not target individual players. Much like Shirrak the Dead Watcher's "Focus Fire" ability it targets the spot on the ground where the player was standing when the spell was successfully cast.

With this strat, we should be able to completely neutralize the blue fire of death. But it does seem like we have no control over where it will land. DPS will need to compensate for where it is when razorscale lands.


And a closing note about the movies people post. These guys must be wearing the best gear in the game. I can't make out the dps meters, but I can see that the main warrior tank has 41k hp. Wow, no wonder they make it look easy. I also noticed that they go out and agressively take on the adds. This is what we instinctively did the first time too. All the strats say this is a bad idea, we need to hang back and let the defenders do some of the work.

Kevin


Last edited by akylius on Thu Apr 23, 2009 8:59 am, edited 7 times in total.


Akylius
Field Marshal
<Keepers of the Balance>



Posts: 68
 Post subject:
PostPosted: Thu Apr 23, 2009 7:36 am 
10-man from TankSpot:
Quote:
All classes but tanks stand inside circle area but spread out. The two tanks stand at the 10 o'clock and 2 o'clock positions on the circle when looking at it from the entrance. No one goes far outside the circle for any long length of time. Tanks pickup adds as they come and strip them off of the NPC's. Do not let NPC's die they fix the harpoon guns. Focus on the casters and interrupt them every chance you get. DPS should kill the adds as they come, do not wait for AOE or whatever. If the tanks want to they can move towards each other near the 12 o'clock area and perform AOE for cleanup.

If a Sentinel comes (you will know because his little ground drill comes up inside the circle near the 12'oclock area and there will be 3 drills not 2) then you need to kill him ASAP before he starts whirlwinding. The whirlwinds can not be stopped and the sentinels can not be disarmed. Then move back to the normal adds.

Some DPS should be taking care of the harpoons during all of this.

Stay out of the fire it is insane.

When she lands EVERYONE should DPS her even healers as there should be very minimal incoming damage. Ignore adds unless a sentinel is up which he should not be. DPS like a mo fo, get sunders up, and bloodlust. We got to a point where we had her at 50% just at the end of the second stun ground phase. When she hits 50% a tank should pick her up and face her a designated direction. The tank will get a debuff that causes him to move slower stacking up to 100%. This is a problem because she drops fire right under the tanks feet. To do this phase do NOT kite her. Instead rotate her around her hitbox. The DPS lead the tank so that they stay ahead of the the tank and the fire on the ground. Eventually the first tank is going to become too slow to stay as MT. At this point an OT should taunt and finish the rotations.

We could not afford to lose a single player though we almost had it with one healer down (as 10 man). We tried to spread out but mostly ignored the red fireballs and healed through them. The blue ones that put bad shit on ground you have to move fast and pay attention.

If you can't get her to 50% in 2 MAYBE 3 stuns then the enrage will destroy you, sorry.


The 10-man strategy is a bit different. This time we stay in the circle in a single group. Same strat for the tanks and melee dps interupting the chain lightening. Each tank should get one supporting melee dps who stays with them. They should alternate who is interupting, call it out on vent. The rest of the group should be ranged dps. Tanks can call out if they need ranged help on one side or the other. One of the tanks will have to pick up the sentinel when he appears. At this point, the supporting melee should switch sides and all ranged dps on the sentinel. This will probably be a chaotic point in the fight. Still have one ranged dps on harpoon duty and calling out who is about to get flamed.

I think we can do this on 10-man. We will need our A-game to do it, but it is possible.


Kevin


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