Post by kristle on May 6, 2009 10:59:02 GMT -1
Trait and equip (armour and weapons) for max DPS, crits, damage buff skills (except mins).
Bring with you 1) Rack of Lamb & Mint Sauce, 2) Might/Agility/Vitality food (ask a cook, we have several - I'm happy to make). If your maxxed out on Agil etc without food, ask for Will food for extra power. 3) 4 each of power and morale pots - the highest level ones (done right, you'll only use 2 so it's not expensive). 4) Class items - for example, burgs bring crafted caltrops for DoT, other classes make sure you have what u need to max your dps/crits/dots.
Before the fight we will:
- Pop hope
- Captain buffs (switching groups if necessry)
- Eat food
- Hunters gather focus (other classes same if need to)
Killing the turtle
There are two things here: MAXIMUM DPS in the SHORTEST possible time (we wipe eventually because DoTs are too big so time is critical). So we need to make sure every second counts.
Starting the fight. We run in (door locks so don't drag your feet). All ranged and healers just go a few meters into the room and group. Hunters and LM tag fast (but keep threat down - no heartseekers lol) to pull him to us. All melee classes run to the turtle and start. Get turtle within healing range.
Basically - two groups, one ranged away from turtle, one melee at turtle. Get it wrong and we'll have minstrels and LMs running around - not good in this fight.
I think capts should use war banners (dps/morale - think that's a war banner)?
Time, class skills and cooldowns
We (you) need to think about your cooldowns based on a fight which will last about four or five minutes. If you have a nice skill which cools in two minutes use it early and use it twice. If the cd is longer, use it when you think you should.
Use any increased damage skills which expire (like capts Oathbreakers) first at about 25-50k into the fight (30 seconds after starting) - we need to make sure champs have fervour and hunts have focus so that we get max dps out of those skills.
If there are two of the same class present, make sure you have agreed who is doing what with debuffs/buffs - we don't need two buffs or debuffs cast when the turtle will only take one. Time is of the esssence!
Power
LMs simply won't have time to share much power and, if they do, it's probably going to minstrels or high DPS classes. Everyone must use pots. As soon as your power drops by 700, use a pot - that way, you might get to use two pots (Ettens pots have 1 min CD so if u have those, great). Ask for Will food. Power is an issue.
Aggro switching
Turtle does a raid wide DoT. Much more importantly, he DoTs whoever has his aggro. It stacks and once it gets to a certain level, your dead (it ticks at up to 3000dmg!).
The tank should take aggro at start (but we have no time to wait - do it fast:)). Once the DoT gets too big, the tank needs to let aggro go. It will be hunters or champs who take it. Again, once the DOT gets big, they must also lose it. If you have aggro and are DoTed badly (after about 30 seconds to 1 minute max) , reduce threat however you can - turn your back if you have to. You don't want that DoT to stack. If you don't have the DoT build up as much aggro as you can - you need to take your turn at tanking.
To see who has turtle aggro, enable Show the Vitals of your Selections Target in Combat options.
DPS
Maximise your DPS output. Get any DoTs on him that you can. Max DPS, shortest possible time. This is the key to killing him. Think about how you'll get max DPS. Even mins can help with a quick call to greatness on champs/hunts.
Groups and capts IHW/LS
Inevitably we will need IHW/LS towards the end (<150k) of the fight. Two capts are not necessary for the fight, but one is. He/she will be in the group with the high DPS classes and a mins.
Resses
Resses take time to cast. Priority should be to keep them for DPS classes/minstrels. Capts will always res first.
Think that's it! Please add anything else you can think of!
Bring with you 1) Rack of Lamb & Mint Sauce, 2) Might/Agility/Vitality food (ask a cook, we have several - I'm happy to make). If your maxxed out on Agil etc without food, ask for Will food for extra power. 3) 4 each of power and morale pots - the highest level ones (done right, you'll only use 2 so it's not expensive). 4) Class items - for example, burgs bring crafted caltrops for DoT, other classes make sure you have what u need to max your dps/crits/dots.
Before the fight we will:
- Pop hope
- Captain buffs (switching groups if necessry)
- Eat food
- Hunters gather focus (other classes same if need to)
Killing the turtle
There are two things here: MAXIMUM DPS in the SHORTEST possible time (we wipe eventually because DoTs are too big so time is critical). So we need to make sure every second counts.
Starting the fight. We run in (door locks so don't drag your feet). All ranged and healers just go a few meters into the room and group. Hunters and LM tag fast (but keep threat down - no heartseekers lol) to pull him to us. All melee classes run to the turtle and start. Get turtle within healing range.
Basically - two groups, one ranged away from turtle, one melee at turtle. Get it wrong and we'll have minstrels and LMs running around - not good in this fight.
I think capts should use war banners (dps/morale - think that's a war banner)?
Time, class skills and cooldowns
We (you) need to think about your cooldowns based on a fight which will last about four or five minutes. If you have a nice skill which cools in two minutes use it early and use it twice. If the cd is longer, use it when you think you should.
Use any increased damage skills which expire (like capts Oathbreakers) first at about 25-50k into the fight (30 seconds after starting) - we need to make sure champs have fervour and hunts have focus so that we get max dps out of those skills.
If there are two of the same class present, make sure you have agreed who is doing what with debuffs/buffs - we don't need two buffs or debuffs cast when the turtle will only take one. Time is of the esssence!
Power
LMs simply won't have time to share much power and, if they do, it's probably going to minstrels or high DPS classes. Everyone must use pots. As soon as your power drops by 700, use a pot - that way, you might get to use two pots (Ettens pots have 1 min CD so if u have those, great). Ask for Will food. Power is an issue.
Aggro switching
Turtle does a raid wide DoT. Much more importantly, he DoTs whoever has his aggro. It stacks and once it gets to a certain level, your dead (it ticks at up to 3000dmg!).
The tank should take aggro at start (but we have no time to wait - do it fast:)). Once the DoT gets too big, the tank needs to let aggro go. It will be hunters or champs who take it. Again, once the DOT gets big, they must also lose it. If you have aggro and are DoTed badly (after about 30 seconds to 1 minute max) , reduce threat however you can - turn your back if you have to. You don't want that DoT to stack. If you don't have the DoT build up as much aggro as you can - you need to take your turn at tanking.
To see who has turtle aggro, enable Show the Vitals of your Selections Target in Combat options.
DPS
Maximise your DPS output. Get any DoTs on him that you can. Max DPS, shortest possible time. This is the key to killing him. Think about how you'll get max DPS. Even mins can help with a quick call to greatness on champs/hunts.
Groups and capts IHW/LS
Inevitably we will need IHW/LS towards the end (<150k) of the fight. Two capts are not necessary for the fight, but one is. He/she will be in the group with the high DPS classes and a mins.
Resses
Resses take time to cast. Priority should be to keep them for DPS classes/minstrels. Capts will always res first.
Think that's it! Please add anything else you can think of!