Dragons of Nightmare
Dragons of Nightmare
- Nightmare Bloom - A Flower that lasts 1 minute. Deals damage to anyone standing within it every 3 seconds. If no one stands in the flower, a dread horror will spawn every 3 seconds. ---Ranged/Heal stand on the flower.
- Dread Horror - melee attacks people. **Heroic/Mythic will also give any players within 5 yards a 50% damage dealt reduction buff, Wasting Dread. **Mythic: Ability- Unrelenting. ---Ranged must Switch to these.
- Shades of Taerar - They will still have the Corrupted Breath ability. -- Burst/cleave them down asap so the tank doesn't have to take 3 breaths instead of one.
- Seeping Fog --- Have ranged stand far away from melee as to no spawn them near melee.
- Volatile Infection - De-duff to player for 1.5 minutes, dealing ticking damage to them and anyone within 10 yards of them, every 3 seconds. Non-dispel able. --- Depending on heals, you can have them avoid doing other jobs that take damage, or maybe its easier to heal the same person, depending on the damage going out. (Mccrip the Pimp :D)
- Essence of Corruption - Spawns adds that will cast Corruption, which does damage to the entire raid, and needs to be interrupted. --- Set up interrupt order for these.
- Gloom - A series of nightmares fall from above dealing damage to players within the impact area.
- Siphon Spirit ---Switch to these immediately. Don't know if they can be stunned or slowed yet or not.
- Crimson Moon
- Collapsing Nightmare --- Dodge these like your life depends on it.
- Devour Nightmare --- Must kill them before full energy.
---- When this goes live I am anxious to watch more videos on this to get a better idea of how to work the de-buffs and flying/grounded dragons.
EDIT: https://www.youtube.com/watch?v=Mhd2U6HIK9U - great with positioning
Last edited by *~Lily~* on Tue Sep 27, 2016 2:44 pm; edited 4 times in total
De-buff aura is 60 yards instead of 35. Tank up against the wall.
Swap in 7, and speed buff can help.
Grounded first: Ysondra (Flowers and root) & Emeriss (Volatile infection debuff)
In the air: Terror (fear) and Lethon - show burst ability - MD on CD.
@70% - Emeriss will fly up and terror will land.
Terror will do copies, faced away and nuked down. Seeping fog. (If seeping fog rolls over a flower you are soaking, you can step out for a few ticks to survive, and deal with the adds).
In the Air: Emeriss - move out of the mushrooms that spawns when adds die, and fear still from Lethon.
@40% - Terror will fly up and Lethon will land.
Lethon will spawn shadow bolts - be sure to check your health if one spawns on you while soaking a flower and get out if you won't survive. Lots of adds during this phase with the spirits.
When dealing with siphon spirit adds - stack under ysondra, so they are stacked and can be aoe'd. A couple ticks of the de-buff aren't too bad. (Note: If people have died on the Ysondra side die, they will spawn on the other side.) ranged really needs to focus these, as melee cant follow them over.
In air: Terror (Fear) and Emeriss (Mushrooms)
Portals spawn at:
90% top right (East)
60% bottom left (West)
30% Top Left (North)
Add needs to be bursted and interrupted (set up rotation). Move out of area affect on ground.
Sending Mccrip and Jeeg (Can cloak off the debuff, incase tank swap happens when they come out and he wont get stunned getting to the other portal side) to every portal, plus 3 more mdps from whichever side they spawn on.
Shadow Burst Ability - NEEDS to be dispelled asap - Mass Dsipel will work well. Cant waste dispels on the rooted debuff, especially if people are standing too close and more than one get hit with it.
Last edited by *~Lily~* on Wed Nov 09, 2016 11:32 pm; edited 1 time in total
Those are great points that I forgot to mention - Thanks! :)
I had it in my mind to put the priests on opposite sides. :P
Also, It's really only Mccrip and Geeg that are going to be switching sides. I will pick melee to go into the first portal from the right side, then after they come out, the melee will return to their appropriate boss (I hope the stacks work out), and depending on stacks, and flower spawn timer, Mccrip and Jeeg will move to the other side sometime close to when the next portal spawns. Then, 3 melee from that side will go in with them, and come out afterwards, and the next portal is on that side as well, just at the top of the room instead of the bottom...
I hope Bel is here tonight so we can have 2 healers on each side, and then Mccrip helping out when hes not in a portal on either side. Mostly, the dispelling, but extra hots will be nice.
Without Bel, I'm really the only aoe healer. Will plan to pair us on opposite sides, one with Suiqe and one with Lewda.
I'm thinking we will do these next over Ursoc, mostly because Morrine is out tonight and with Calorii gone, we lose suiqe's dps to healing. I am going to go look at logs now, but last night was super messy (I, myself was a disaster - I see a re-occurring theme with me getting a fever and my brain turning to mush - feels like shit; mentally and physically).
EDIT: Even on H Ursoc (a lot of people's damage was actually higher on our previous Heroic than our previous M attempts) we still have 4 people (that did not die) do under 270k.
H Ursoc last night was a wreck for me since I was focused on the new strat. I think that now that people understand the new strategy, there can be a lot of focus on button mashing. We shouldn't really need to call anything out except maybe healing CDs.
I have one small addition to the Ursoc fight that will boost dps even more. The ranged group can stack on a point ahead of Ursoc. Melee soak first, then for the second soak on the ranged group, Ursoc has advanced to the initial ranged stack point. This means only melee soaks the initial Roar, but that one is far weaker. The upside is that the ranged group doesn't move at all until the second charge.
https://www.warcraftlogs.com/reports/cFXJd9mHNqT7kL6D#view=replay
Problem:
Dread Horrors alive too long, especially on the left side. Zap did not MD until 2:15. Result: 50% reduced dps, unnecessary damage causing healer mana drain.
Suggestion:
Stun and or MD the Horrors and ALL ranged dps switch to them. Highest priority target for rdps.
Problem:
Left side stacked up tightly.
Suggestion:
Grump tank boss 10 yards closer to bridge and left portal. Give left side some space to spread out while keeping boss far from right side.
Early Deaths:
Warped died from root -> spread out and dispel
Wasatch died from Shade aggro on Taerar -> Grump mark skull, melee use assist macro
Other ideas:
https://www.reddit.com/r/CompetitiveWoW/comments/5fooof/55_pulls_on_mythic_dragons_no_progress/
- Keep dragons stacked on pull until 2 stacks for more deeps.
- Don't dispel roots on druids, mages, monks, paladins (shape shift, blink, tiger's, freedom out).
- Healing CD after each fear
I like those suggestions - except for the Cd after fear - Maybe the left side can attest for themselves but I didn't feel like damage was worse near the fear at all - there were other times when Cd's were more appropriate for our side.
My concern about left side is, assuming we clean everything up, can the 2nd portal group make it back out in time to effectilve keep up on adds without that aide getting over run in their absence.