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General Vezax


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#281 Dancing Wu Li Master

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Posted 15 August 2009 - 03:49 AM

Pets regain mana during the fight now, and I don't think they did previously. I could be wrong though.

#282 Demgar

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Posted 17 August 2009 - 11:31 AM

The health nerfs have really taken the previously heavy DPS requirement for the hardmode, and made it a non-issue.

The big change is the increased frequency of shadow crashes. Now if you put all your ranged DPS together (on 10 man) they will spend more time running from crashes than doing damage. Our overall output went up significantly when splitting ranged DPS into two teams of two. They may have had to wait a couple times for a crash on their side (yay wands!), but they were able to stand and dish it our for more than five seconds at a time. As an additional benefit, with only 2 people a side, thats very minimal healing done to Vezax.

Two healers can heal the hardmode fine, but I would suggest three from a safety standpoint. The enrage really isn't that demanding anymore.

#283 Dancing Wu Li Master

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Posted 18 August 2009 - 01:08 AM

The big change is the increased frequency of shadow crashes. Now if you put all your ranged DPS together (on 10 man) they will spend more time running from crashes than doing damage. Our overall output went up significantly when splitting ranged DPS into two teams of two. They may have had to wait a couple times for a crash on their side (yay wands!), but they were able to stand and dish it our for more than five seconds at a time.


Agreed. The other advantage is that it dramatically reduces the healing that is done.

One thing we found (which I'm not sure has been mentioned) is that you can place hunters within the "melee" zone, if you're trying to reduce the number of people at ranged. They will have range issues during the surge (due to the size change), and potentially on the Animus, but aside from that they should be fine. It will hurt their DPS somewhat, but we found that the biggest issues with our attempts (when learning both normal and hard modes) were related to ranged taking too many Mark ticks, or too many Shadow Crash hits.

#284 vorda

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Posted 18 August 2009 - 07:52 AM

overall output went up significantly when splitting ranged DPS into two teams of two.


An even better tactic is making two teams, and making them stand on the outer edges of the shadow crash.

One thing we found (which I'm not sure has been mentioned) is that you can place hunters within the "melee" zone, if you're trying to reduce the number of people at ranged. They will have range issues during the surge (due to the size change), and potentially on the Animus, but aside from that they should be fine. It will hurt their DPS somewhat, but we found that the biggest issues with our attempts (when learning both normal and hard modes) were related to ranged taking too many Mark ticks, or too many Shadow Crash hits.


Having hunters with the ranged and aspect of the pack on is actually by far the best way to reduce mark ticks and shadow crash hits.

#285 Nerrun

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Posted 18 August 2009 - 06:29 PM

Dark Runes are still working. testet 5 minutes ago

#286 Dancing Wu Li Master

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Posted 19 August 2009 - 03:11 AM

Having hunters with the ranged and aspect of the pack on is actually by far the best way to reduce mark ticks and shadow crash hits.


Pack can reach the ranged group even if the hunter(s) are in "melee".
I can't speak for other groups, but we have cleaner kills when we minimise the people at range, and spread them out as much as possible (ie no more than 3 people to a single cloud). I'm assuming this is due to a combination of oceanic lag and poor playing, but it works.

#287 khel

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Posted 19 August 2009 - 10:28 AM

With the new mechanics, we found the best way to handle Vezax hardmode was as follows:

8 ranged dps, divided into 2 groups of 4. One group stands on the far left of Vezax, the other on the right. Each group has 2 people standing on each edge of the shadowcrash to maximize dps, and minimize movement and healing done to Vezax.

We ramped up to 7 healers, all in melee range until the Phase 2 transition, when 2 disc priests run out to the ranged groups (1 per each group) and we kept a holy priest in melee range. 2 paladins fulltime healing our MT who tanked both, a resto shaman also MT healing with a few chain heals on the melee, and a resto druid MT healing with a few WG's on the melee. The holy priest assisted healing both ranged groups.

We used a paladin tank, and external cooldowns for every other Surge. After the Animus dies, we do a few soulstone+suicides for a couple healers to get back some mana, and all the OOM people at range just spread out and focus on staying alive while the melee finish off Vezax.

#288 Falim

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Posted 20 August 2009 - 06:18 PM

We just run with 8-10 ranged usually. Half on left, half on right. Eventually the shadow crash gets wider so half the ranged don't even have to move for crash or mark. Add a disc priest on top shielding the ranged from within crash and there's little healing done. Last kill was around 2.6 million healing, and that was with 1 guy messing up and dying to mark when he ate a crash.

Would be even better if we had a hunter but apparently all hunters suck at this game.




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