11-18-2005, 05:44 PM
If we are going to do more kiting all the time, and I think we should, everyone in the raid must realize they are probably going to have to kite for awhile.
If you get a melee mob on you can you can't get is CC'd near the kiters path (and I did have a dem shout hit a sheep that broke while I could still see it and followed me) then you need to kite it and get it near the kiter or one of the warriors who can take more of a beating getting it to a kiter.
You can bandage yourself in this fight as well. On the last 4 corners kiting attempt when I was letting tal get some kiting exeperience before we went to the two kiters I actually did this. There were a couple of loose legos who I got on me with a taunt and a single swing on the other got to tal and he picked them up. I had taken a good 3000 damage because I toe to toe'd them for a bit so I stopped and bandaged myself. Like any other raid self healing is good.
My healers when I was doing the half room kite said they didn't actually have to move to heal me. I got in my path groove and I stayed in healer range the whole time with them only needed slight adjustments at most. The paladin would just throw a Holy Light or Flash of Light on me as needed. Since generally the only things that hit me were new mobs I picked up via an attack due to not having enough rage to dem shout grab them I didn't really need a lot of healing.
This encounter has me almost wanting to go back to my 31/11/9 spec with piercing howl and just 4 in tactical mastery. I do love anger management though... But piercing howl is a big help to the kiter by slowing the down the mobs and giving you more aggro on them. Dem shout spam to get the mobs does work well if you have defiance. New mobs generally have no or little aggro from someone else. The mobs that are following you get that much more aggro on you so that healing doesn't peel. Anger Managements passive rage generation helps here too so that is the trade off for no howl.
Kiters, if you miss a mob pick-up don't worry about it. We wiped last night because I did this. I was going up the orb ramp and saw a mob, didn't have enough rage for dem shout and bloodrage was in cooldown so I decided to try and get a melee attack in on him to grab him. Well hitting the 'T' key to start the attack while I was doing a turn had my hand shifted (my middle finger that does the forward/back motion was on the d key for the turn while my index finger that does the turns normally was on the t key and my ring finger had slid up to the drive key I do this all the time without thinking about it and normally not an issue) so I ended up sliding fingers back to strafing not running. That let the 20 or so mobs that were chasing me catch me and it was over. Maybe an intimidating shout and a dash to the other ramp to help get them clustered or a shield wall might have saved me but I doubt it. You simply can not stop moving (except maybe on the ramps/ledges) while you are kiting, you can't really change your path either.
This is the biggest weakness to the kite. If a kiter goes down, as we saw, it is all over right now. If you react well enough to a corner over run and can pull off a collapse to the center of the room you might make it at least from some stuff I've read. But I do think the 2 kiters will work for us. I thought about 2 kiters and 4 corners still so that any new mobs will probably still be in the corners when I come by but we'll stick with the middle.
As a note on the kiting it was something that I was hoping to try, not quite like we did it but the first 2 corner hold runs were not even remotely executed like I was hoping (first becasue we didn't get to the corners quick enough, then because of confusion on what the tanks were doing and me issues conflicting orders to them) that I had to try it a couple more times to see if more practice would make it work better.
It wasn't written up the first post because the corner hold stuff seemed to be more successful for more groups in some of the skimming I had done and partly because with me not getting internet at all till about 6 server and not getting it stable till about 6:30 server I didn't have time to write a lot of it down.
I really want to know what the DPS groups were like. What could help that. Again I do think the raid needs to realize that any melee mob should not take any damage (I thought maybe we could kill dragonkin, we can't or should) they should be CC'd in as low an aggro method as possible or simply kited for a bit by whoever has aggro. I figure we can have 2 or 3 people at most die in phase 1 if we want to be successful later on.
I've got the strats as we tried them over here: http://www.carpeaurum.com/modules.php?name...viewtopic&t=474 for the avarice only members to look at and comment on as well.
If you get a melee mob on you can you can't get is CC'd near the kiters path (and I did have a dem shout hit a sheep that broke while I could still see it and followed me) then you need to kite it and get it near the kiter or one of the warriors who can take more of a beating getting it to a kiter.
You can bandage yourself in this fight as well. On the last 4 corners kiting attempt when I was letting tal get some kiting exeperience before we went to the two kiters I actually did this. There were a couple of loose legos who I got on me with a taunt and a single swing on the other got to tal and he picked them up. I had taken a good 3000 damage because I toe to toe'd them for a bit so I stopped and bandaged myself. Like any other raid self healing is good.
My healers when I was doing the half room kite said they didn't actually have to move to heal me. I got in my path groove and I stayed in healer range the whole time with them only needed slight adjustments at most. The paladin would just throw a Holy Light or Flash of Light on me as needed. Since generally the only things that hit me were new mobs I picked up via an attack due to not having enough rage to dem shout grab them I didn't really need a lot of healing.
This encounter has me almost wanting to go back to my 31/11/9 spec with piercing howl and just 4 in tactical mastery. I do love anger management though... But piercing howl is a big help to the kiter by slowing the down the mobs and giving you more aggro on them. Dem shout spam to get the mobs does work well if you have defiance. New mobs generally have no or little aggro from someone else. The mobs that are following you get that much more aggro on you so that healing doesn't peel. Anger Managements passive rage generation helps here too so that is the trade off for no howl.
Kiters, if you miss a mob pick-up don't worry about it. We wiped last night because I did this. I was going up the orb ramp and saw a mob, didn't have enough rage for dem shout and bloodrage was in cooldown so I decided to try and get a melee attack in on him to grab him. Well hitting the 'T' key to start the attack while I was doing a turn had my hand shifted (my middle finger that does the forward/back motion was on the d key for the turn while my index finger that does the turns normally was on the t key and my ring finger had slid up to the drive key I do this all the time without thinking about it and normally not an issue) so I ended up sliding fingers back to strafing not running. That let the 20 or so mobs that were chasing me catch me and it was over. Maybe an intimidating shout and a dash to the other ramp to help get them clustered or a shield wall might have saved me but I doubt it. You simply can not stop moving (except maybe on the ramps/ledges) while you are kiting, you can't really change your path either.
This is the biggest weakness to the kite. If a kiter goes down, as we saw, it is all over right now. If you react well enough to a corner over run and can pull off a collapse to the center of the room you might make it at least from some stuff I've read. But I do think the 2 kiters will work for us. I thought about 2 kiters and 4 corners still so that any new mobs will probably still be in the corners when I come by but we'll stick with the middle.
As a note on the kiting it was something that I was hoping to try, not quite like we did it but the first 2 corner hold runs were not even remotely executed like I was hoping (first becasue we didn't get to the corners quick enough, then because of confusion on what the tanks were doing and me issues conflicting orders to them) that I had to try it a couple more times to see if more practice would make it work better.
It wasn't written up the first post because the corner hold stuff seemed to be more successful for more groups in some of the skimming I had done and partly because with me not getting internet at all till about 6 server and not getting it stable till about 6:30 server I didn't have time to write a lot of it down.
I really want to know what the DPS groups were like. What could help that. Again I do think the raid needs to realize that any melee mob should not take any damage (I thought maybe we could kill dragonkin, we can't or should) they should be CC'd in as low an aggro method as possible or simply kited for a bit by whoever has aggro. I figure we can have 2 or 3 people at most die in phase 1 if we want to be successful later on.
I've got the strats as we tried them over here: http://www.carpeaurum.com/modules.php?name...viewtopic&t=474 for the avarice only members to look at and comment on as well.
---
It's all just zeroes and ones and duct tape in the end.
It's all just zeroes and ones and duct tape in the end.