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Nefarian Question
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Post by
dfa2001
Having problems,
My raid group just started Nef Wed and got a good 2.5 hours of attempts in. My group consists of;
druid tank on nef
Pally tank on onyxia
Warrior dps/tank
2 pally healers
1 shaman healer
rogue
mage
hunter
warlock
Right now we are running 3 tanks (warrior for adds in phase one due to agro problems as dps) 3 healers , 4 dps. We are not having a problem in phase 1, The problem is phase 2 the healers are almost OOM when phase 3 starts.
So to solve this I was thinking of an idea and was wondering if it was viable.
1. Burn nef down to 62% and push into phase 3 so healers can save some mana. Then pop mana tide to refill the mana used. Then starts step 2.
2. Two tank the adds 3 and 3 so we only have 3 adds up for most of phase 3 to alleviate damage from the adds.
The only question is can we dps him down in phase 3 before the fire overruns us. Our 4 dps that will be on nef are usually between 17-20k on nef.
Well any suggestions are welcome and wanted.
ps we have thought about 4 healing but we dont have another healer that can raid all the time so that is kinda out.
anyways thank you for your responses
Post by
219211
This post was from a user who has deleted their account.
Post by
Porcell
If a healer is running out of mana then one (or more) of four things is happening.
1) People are taking avoidable damage. In this case it would be Onyxia sparkle, not using the correct defensive cooldowns for crackle, missing interrupts on Phase 2, untanked/unCCed skeletons, or standing in fire.
2) Healers are casting the wrong spells. If a druid is casting Regrowth or doesn't have 100% LB uptime, or similar situations, this can cause problems.
3) Gear/Spec issue, either for tanks or healers or both. Everything gemmed and enchanted correctly, everyone spec'ed right?
4) Damage is too low. This would only be a problem when it comes to hitting the enrage timer or a soft enrage due to fire. (Fire eventually goes away, as far as I can tell, so it's not really a soft enrage.) The other soft enrage is that the damage in phase 3 can get high and healers just won't be able to sustain the healing, even if they are geared up enough.
Post by
Temes
you need a healer druid or a priest there.
Post by
biogoo
Interrupt properly and your paladins should never ever loose mana in p2, in fact they should be regenerating through judgement more than they spend.
Post by
219211
This post was from a user who has deleted their account.
Post by
lorgion
We are almost always (near) OOM when P3 starts, I think that is how it's supposed to be in 10 man. The question is how to handle that and what to do about it.
You could make P2 shorter. Nothing says you have to stay there a set amount of time or take X crackles, or any at all for that matter. Sure you'll just make P3 longer then but it might be easier if you are comfy with kiting the skeletons around.
The other way might simply be manatide management, tide "early" so you can tide again right as p3 begins, if you go for an extended P2 then tide right before and possibly again right after -- I think this is the method we use now -- we tide slightly before the last crackle we take in P1 and then have tide up again as soon (or around the time) P3 begins. Have the druid inneravate someone before he starts tanking nef and then every time again as soon as he can -- probably up again right before P2 begins or atleast durring P2.
But P2 is a bit intense, until you done it a few times and sort of know how much you can take, in that regard that you can only really heal your own platform so not only do you have to make sure you interrupt everything so the only damage you take are crackles and the randombarrage damge but you also have to make sure you do everything you can to prevent as much dmg as you possible can -- drink your potion, bandage yourself, healthstones (if you can spare the people put down a soulwell in the room durring phases -- might not be totally viable), cooldowns (getting the trinket from tol barad can be nice), selfheal if you got it.
Some people might want to tweak their talents or glyphs a bit around, every little bit of damage mitigation helps, just dont nerf yourself to hard to get it cause then it probably wont be worth it. Example have the shaman get stoneclaw glyph and slap that down as often as he can -- 1k mana for a 16-18k dmg reduction is one cheap "heal".
Getting another healer probably wont work with your setup, you would then be down to 3 dps with your mentioned setup.
Post by
biogoo
Interrupt properly and your paladins should never ever loose mana in p2, in fact they should be regenerating through judgement more than they spend.
I haven't done 10-man, but in 25-man on my shaman do I loose most of the mana in p2. I do regenerate it back in p3 though, so it's not a big deal.
In 10man, the paladin will have to heal 3-4 ppl. Thats him with protector of the innocent, one guy with beacon and then 1-2 others to actualy heal. Thats not gonna eat anybodys mana. Just judge on cd.
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