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May 26th, 2018
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  1. Zek'voz
  2.  
  3. Surging Darkness
  4. Stack on a specific marker for surging darkness?
  5. Justification being that we will get overlaps with both Eye Beam and Roiling Deceit where players will need safe areas that they can move to, if everybody is stacked then easier to spread to a safe spot
  6.  
  7. Best person to put a marker on would most likely be a tank as from when we tested we didnt have void lash casts during surging darkness and they should be exempt from getting Eye Beam and Roiling Deceit can on them.
  8. Might get void lash overlaps during surging darkness, need to look through VODs from when normal was being tested.
  9.  
  10. Phase 1
  11.  
  12. Silithud Warriors (small adds, CCable, has PvP duration and DR on stuns)
  13.  
  14. First spawn seems to be 58s, spawn over 5s period judging from log replay. Need to check VODs to confirm.
  15.  
  16. 6 adds per spawn (from mythic testing)
  17.  
  18. Do disorients share PvP DR? Can we follow up stuns with things like Dragon's Breath or alternatively spells like Ring of Frost to break the fixates have them spend time recasting it on other players?
  19.  
  20. Does mass entanglement have PvP durations or DR?
  21. Could potentially group all adds into 1 spot then mass root them and ignore?
  22.  
  23. Need a stun rotation?
  24. Do we need backup stuns if Eye Beam is on melee?
  25. Will there be any roiling deceit overlaps?
  26. Adds stop spawning at 1:03? - Check VODs
  27.  
  28. Do the adds instantly cast their fixate? What's cast time, what's the delay after spawnning on casting it
  29.  
  30. First eye beam cast should always be finished by 1:02, assuming fixate if 0.5-1s cast will 2 seconds be enough to get back in melee ranged to hit the stun (unsure, might depend on range you need to spread for Eye Beam and if you have a movement speed closer)
  31.  
  32. Every stun afterwards should have between 2-5 seconds to get back in depending on how quickly the adds need to be stunned again, depending on fixate cast time and delay between them casting it after a stun
  33.  
  34. Binding Shot probably wouldn't be effective without a massgrip, melee aren't going to be 5 yards away from the adds while ranged might be, unsure.
  35. Potentially have a WA to tell players that are being fixated to move out of the raid?
  36.  
  37. Does solar beam stop them from casting fixate? - Test if normal/heroic testing available again maybe?
  38.  
  39. How do Silithud Warriors spawn? Do they spawn ontop of players or just randomly spawn in the room before their fixate?
  40. High potential we need to all stay stacked after the Surging Darkness apart from the 1/2 players taking a gateway to CC adds instantly.
  41. If the adds spawn ontop of players then if an add spawns on one of those players could be gripped onto the stun stacking spot.
  42.  
  43. Is Massgrip required to stack them quickly?
  44. Depends how good DKs are tanking, not gonna be worth running 3rd/4th tank for it
  45. Zhiu said blood isn't looking very good currently
  46. Is interval every minute? If so you'd need 2 DKs to massgrip every set
  47. Really depends on where the adds spawn and how important hitting a stun on them quickly is.
  48.  
  49. Mythic Caster Adds (interruptable, has PvP duration and DR on stuns)
  50.  
  51. Looks like stuns work on them. Ones tested from our logs being.
  52. Winter is Coming, Asphyxiate, Storm Bolt, Hammer of Justice, Shadowfury, Metamorphosis, Kidney Shot, Leg Sweep, Sundering, Chaos Nova
  53.  
  54. General assumption should be any AoE/ST stun should work on these adds.
  55. Do these stuns suffer PvP DR? Judging from the log shown below by looking at the duration of Hammer of Justice, followed by Axe Toss then Kidney Shot it has PvP DR
  56. https://www.warcraftlogs.com/reports/WbXLdm7nCJ3BQgjN#fight=7&type=auras&hostility=1&source=53.1&spells=debuffs
  57.  
  58. Long CC that work based on our logs - Don't seem to suffer from PvP duration, do they have DR?
  59. Blind, Paralysis, Fear, Freezing Trap
  60.  
  61. Can we spam fear for every cast if we run out of interrupts/stuns?
  62.  
  63. Best strat probably something like CC 2 of the adds, AoE down all the small Silithud Warrior adds while cleaving onto the Nerubian Voidweaver (caster). Set an interrupt rotation with 2-3 backups for that add as Eye Beam has a high chance of messing up interrupt rotation if it's on a melee.
  64. Need players to be very vocal if they have eye beam or roiling deceit cast on them if they're melee for backup interrupts/stuns
  65.  
  66. After first add is dead and all small adds have been killed is it worth killing both remaining adds at same time?
  67. Pros: Decreased time required to kill them all, multidotters can do increased DPS
  68. Cons: Need a lot of interrupts/stuns to ensure that no casts get off
  69.  
  70. Is it worthwhile having rotation pairs of people CCing the Nerubian Voidweavers?
  71. Logs seem to indicate that the adds spawn before the 2min gateway debuff would expire
  72. Do we need the gateway to do it safely?
  73. Depends where we tank the boss.
  74. If we tank it on other side of room so that we have safe space to drop Roiling Deceits then chance can be fucked over by RNG of needing to stack in centre as last Surging Darkness spawn
  75.  
  76. Eye Beam
  77. What's the actual range on Eye Beam?
  78. Can use a range check WA to tell a player if they're safe if they have it maybe?
  79.  
  80. Phase 2
  81.  
  82. Do the mechanics from phase 1 cross over into the phase 2?
  83. Purely from dungeon journal looks like surging darkness in theory should be only mechanic in this phase
  84.  
  85. Will of the Corruptor
  86. Are there any logs/vods where Orb of Corruption was actually seen?
  87. Would be useful to know if there's a visual effect for it.
  88. Would also be helpful to be able to see the interval on intercepting the orb
  89.  
  90. Can we just grip out players who are about to die while affected by Will of the Corruptor and have the DK either run away or immune the fear with AMS?
  91.  
  92. How many players are going to be mind controlled at once?
  93. Can easily follow interrupt/stun rotation on 1-2 targets from P1.
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