Melee DPS and Anub'rekhan
Posted 26 July 2006 - 03:47 PM
Our raid has been working on Anub for a couple of days now with reasonable progress. Our tanks have gotten very good at the kiting (90% success rate) and our mages have gotten very good at AoEing down the corpse scarabs. The healers are still getting used to a healing scheme and there is still some kinks as far as people dying due to bad luck or silly mistakes (a trickle of 4-5 but not all at once so wastes a lot of time). One of the questions that came up was the safety of using melee dps on Anub. We dont really have any DPS warriors so this is mainly rogues.
The concern was that if a rogue happens to die near the MT, the corpse scarabs go straight for the tank or the MT healers which leads to a daze and a wipe if LS hits before the little buggers are dead. So suggestion was made to keep melee exclusively on the guards after the first two guards are down and keep ranged dps focused on Anub. Can people who have more experience with the fight please share their views on the pros and cons here? Any elucidation of the impale mechanic is especially appreciated. (the only thing we've figured out so far is that it seems to have a max range of about 50 yrds).
Thanks in advance.
Posted 26 July 2006 - 03:53 PM
Dont cluster in one place when Meleeing Anub. Spreading helps a little (IMHO)
And watch the clock between locust swarm casts - you'll realize there is minimum period of time between 2 consecutive casts. Make sure to withdraw all your mellees in time.
If a melee dies and bugs spawn shortly before a cast, remind your tank to use a swiftness potion.
Posted 26 July 2006 - 03:59 PM
If someone can die from the Impale, they simply don't have enough hit points for this fight. The damage on it is reduced by armor and a fair chunk of it comes from the falling damage, so feather fall, levitation, safe fall, and shift-to-cat form are all useful tricks.
The key things on this fight are the kiting and making sure the guards die and are fought outside of impale range. Our ranged DPSes on the guards until Anub is in position, then they're supposed to move to Anub. Some are lazy and don't, but it's not a big deal, the guards die. We also have our Rogues be in control of stunning guards post-Enrage. Our rogues and warriors have the La Vendetta Naxx mod that allows them to see the timing on the poison cloud, so they get out of there with time to spare. I think they also run out if they get hit by impale to bandage out of range.
Posted 26 July 2006 - 04:11 PM
For the impale, you need to make sure that everyone has enough hitpoints to survive the hit + fall damage. If they don't, have them swap in some HP gear. Also we tend to have a few healers who will stay back out of impale range to heal the priests / ranged that get impaled. As a paladin, I can sometimes land a flash heal (or a holy shock / Blessing of Protection) while a low HP clothie is still airborne. Light feathers also help a ton for Mages / Priests.
Once you get the mechanics of the fight down, you should be able to sustain your raid indefinately. I know us (and many other guilds) have killed much more than 100% of Anub's life due to evade bugs.
Concentrate on perfecting that 1min and 30 seconds between locust swarms: the tank move, the add management and corpse scarab management. The DPS will fall into place after that.
Posted 26 July 2006 - 04:59 PM
Here's what happens in our guild, from a rogue's perspective:
- Kill first 2 guards
- Start melee on anub (usually get about 15 seconds in on anub before the first transition)
- Move out of swarm (everyone DOES have Natur's Enemy castbar, right? I completely ignore all raid warnings on swarm, and ONLY move when I see him actually casting it.. There are times where there will literally be another 20 seconds of DPS between the raid warning, and when he actually casts)
- fight spawned guard, stay until the first net is cast
- move out and DPS anub as soon as the first net wears out (bandage/pot/tuber before going into impale range)
- move out of swarm
Basically, the warriors, locks, hunters take care of the rest of the guard's life, mages deal w/ bugs and help w/ guard.. But a big chunk of anub DPS comes directly from rogues. Just make sure they are at max range, and run when they see the cast starting.
Posted 26 July 2006 - 05:11 PM
Our first Anub death this past week was done without any melee dps on Anub and 5 deaths total. It was a long fight, but it's not impossible.
You are setting yourself up for a much longer fight than needed if the rogues aren't going in to melee anub. I'm not sure how long you've lasted into the fight, but the nature of the fight is that attrition will basically wipe you. The longer the fight lasts, the less mana healers have, the less they have, the more they try to conserve, the more they conserve, the more people die from unlucky hits.. And 1 unlucky death quickly leads to 5 which leads to 40.
Posted 26 July 2006 - 07:24 PM
ALL your melee do need to have Spell Alert or any variant....this isn't an option.
Posted 26 July 2006 - 10:30 PM
I think we'll get better at this since we are going to have people with low HP farm up some titan's or some HP gear. The issue with melee DPS arose when on one of our attempts that was going really well (75% with just 2 kite cycles and 0 deaths) the rogues got impaled while they were meleeing then the warning for LS was issued and when they were running out, they got impaled again and two of them died and the scarabs screwed the MT kite and the MT healers. So we decided on just having ranged DPS on Anub and try to assign the rogues to basically stunning/dpsing the guard spawns down.
Thanks for the info about impale. Is there any directionality or positioning of Anub that can help avoid imaples alltogather? On some videos I see maybe only one or two impales the entire 7-10 minute fight and we seem to get 1-2 impales per kite cycle usually. Is that just luck or is there something we could do better?
Posted 27 July 2006 - 07:52 AM
Posted 27 July 2006 - 07:58 AM
Posted 27 July 2006 - 08:33 AM
Posted 27 July 2006 - 10:13 AM
~Paradise Lost (bk. IX, l. 171)
Posted 27 July 2006 - 10:42 AM
Posted 27 July 2006 - 01:22 PM
Posted 27 July 2006 - 05:56 PM
As for melee DPS, definitely use it. It makes a long fight a little shorter. Just have them all back out at 15s to swarm. And none of them should die to impale if they're topped off, all rogues/warriors should have > 5k HP with buffs. And rogues have safe fall, which mitigates another 500 or so damage from that.
Posted 27 July 2006 - 06:08 PM
~Paradise Lost (bk. IX, l. 171)
Posted 27 July 2006 - 06:10 PM
I wasnt saying the rogues were dyign to the cleaves, /etc, but it just seems more efficient for mages to burn them down.
rogues should never get hit by the adds' cleave if the tanks position them correctly. rogues should also never die next to anub'rekhan for any reason whatsoever. tell them to bandage after impales, and get your healers to throw a hot or flash heal on them when possible. for our third anub'rekhan kill, i told the rogues to wait until after the first locust swarm to start dps on anub'rekhan. we usually had about 45 seconds when the spawned crypt guard died, which is 45 seconds' worth of 5-6 rogues' dps -- enough to cut down the transitions needed by a very noticeable amount.
~Paradise Lost (bk. IX, l. 171)
Posted 27 July 2006 - 06:13 PM
No. That would seem to be a backwards way of doing it.
So the general consensus is that the mages/warlocks can burn down the adds while the rogues focus on anub (minus locust swarms and cursing corpse scarabs), or have the rogues run in after they kill an add for 10-25 seconds of dps.
Rogues can DPS Anub, but should only be doing it after the spawned add is dead. Run in, get your shots, run out before locust swarm.
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