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Kiting in Zul'Aman

 
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wonju



Joined: 22 Oct 2006
Posts: 93

PostPosted: Sun Nov 18, 2007 11:15 am    Post subject: Kiting in Zul'Aman Reply with quote

After everyone left, I stayed and tried a few ideas out.

Turns out the bears DO run slowly. Faster than a hunter, but slower than my epic mount. There's another path and when I followed it down, it ended at a smallish stone spire. I couldn't resist trying, so clothes off and...

I pulled them [the third wave] off the platform, down the path, around the spire and back up the path. It worked perfectly, until I ran into the [even slower] axe throwers who promptly shot me off my horse.

There's also a suspiciously conventient clearing right next to the temple thingy that we're climbing... it even has trees in the corners that would stop a monster doing shortcuts while I turn around (I actually made it 3/4s of the way around before one of the random mobs got in my way).

Someone with a better grasp of the game mechanics would have to come up with a way for the main tank to pick off a monster after the pull, without aggroing the whole lot. Or i could SS someone who could take one for the team after a few laps.

I know it's not "the right way", but the right way would be to have much more gear than we currently do. And what's more fun? a high risk kite around the zone, or 2 more months of kara?

edit: The guys are definately slow. When I got to the spire, I risked a look back.. then another look... a few more looks, then I ran into the side of the spire, bounced off.. still got away. This can't be a coincidence in a blizzard game. The thing we have to figure out is how to separate them, which I'm hoping will require a POM pyro at some point Very Happy
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madalchemist
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Joined: 20 Mar 2006
Posts: 648
Location: Sydney

PostPosted: Sun Nov 18, 2007 5:27 pm    Post subject: Reply with quote

Nice idea, but 2 things. Firstly, the one thing that may undo this is healing agro. If the heals go off in agro range of a mob, they'll come get us instead of you. Where most other kite attempts work because the kiter "holds agro" until out of range. It might be possible to "hold agro" whilst on a mount if there's someway of putting dmg out (such as mobs triggering a trap whilst a hunter is mounted). Secondly - if we're not geared enought for this mob, maybe we're not geared enough for the boss?
Food for thought.
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MajorMojo



Joined: 21 Mar 2006
Posts: 611
Location: Sydney

PostPosted: Sun Nov 18, 2007 6:21 pm    Post subject: Reply with quote

nah tree - i think if we had you + tyton tanking, that'd be perfect

Milt is geared ok, but no where near to the extent you and tyton are. I could be wrong here but i think perhaps 2nite we should bring tyton with bash or alec or tree

I was thinking either alec or tree with tyton since alec can off heal if needed.

Also after having a morning chat with the other WoW addicts at work, I'm thinking we should take 3 healers into ZA

2 proper tanks 3 solid healers. The DPS'ers will have to make up for the lack of firepower
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Raiphane



Joined: 20 Sep 2007
Posts: 40
Location: Adelaide, South Australia

PostPosted: Sun Nov 18, 2007 7:30 pm    Post subject: Reply with quote

The boss can do upward of 3k per second with both bleeds, in addition to his normal attacks (which can't crush /relief) in addition to 7k swipes (which CAN be dodged, thank god) and finally his 1.5k global silence. I think it's safe to say 3 healers is a must for both trash and the boss Razz.
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wonju



Joined: 22 Oct 2006
Posts: 93

PostPosted: Sun Nov 18, 2007 7:37 pm    Post subject: Reply with quote

madalchemist wrote:
Nice idea, but 2 things. Firstly, the one thing that may undo this is healing agro. If the heals go off in agro range of a mob, they'll come get us instead of you. Where most other kite attempts work because the kiter "holds agro" until out of range. It might be possible to "hold agro" whilst on a mount if there's someway of putting dmg out (such as mobs triggering a trap whilst a hunter is mounted). Secondly - if we're not geared enought for this mob, maybe we're not geared enough for the boss?
Food for thought.


All good points. Shame, I was looking forwards to a fight that wasn't just standing still and smacking something to death. I'll have to settle for casting fear on everything in sight while dropping infernals on people.

oh, and I just read two guides to the fight, both recommended two tanks, three healers
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Bashkan



Joined: 24 Dec 2006
Posts: 210
Location: Sydney

PostPosted: Sun Nov 18, 2007 9:24 pm    Post subject: Reply with quote

Sorry for bailing out last night guys, but i was seriously drained after 2 Karas and a heroic SV ... Tyton & Wonju can testify to my deterioration in heroic SV after the Karas.
Perhaps we should set ZA for a night when people havent been in Kara all day long. That much raiding is hard on (to use a footballing expression) the players and wives heh.
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Zulsoka



Joined: 09 Apr 2006
Posts: 415
Location: Cenral Coast nsw

PostPosted: Sun Nov 18, 2007 9:25 pm    Post subject: Reply with quote

hmm sounds like u guys went and checked out ZA??

2 solid tanks and 3 healers looks like the right combo, and the rest dps with a mix of cc.. druid, priest, mage, hunter,rogue, lock all have their places i gather.
I'm up for trying ZA out whenever....
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madalchemist
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Joined: 20 Mar 2006
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Location: Sydney

PostPosted: Sun Nov 18, 2007 9:53 pm    Post subject: Reply with quote

Seemed to manage OK with 2 healers, but probably further progression might require 3 healers. I dunno... our healers are pretty leet Wink
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MajorMojo



Joined: 21 Mar 2006
Posts: 611
Location: Sydney

PostPosted: Tue Nov 20, 2007 11:36 pm    Post subject: Reply with quote

I've been told that since the there's all these stupid bleed effects, having healers with strong HoT's is advisable....

Too bad our best geared HoT healer is also our best tank....
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Wilbo



Joined: 16 Nov 2006
Posts: 180

PostPosted: Tue Jan 01, 2008 12:21 am    Post subject: Reply with quote

I got curious and searched for a thread on minimum stats required for ZA.

http://forums.worldofwarcraft.com/thread.html?topicId=2967993090&sid=1

Basically, it states that tanks need a *minimum* of 18k HP buffed and 35% Dodge + Parry. Healers need minimum 1500 +heals and 150MP5 whilst casting.
700 DPS is about the min, which I don't think will be a problem for alot of kara regulars.

Supposedly, the starting difficulty of ZA is around the same as Nightbane. So when we can get to the point of dropping Nightbane as easily as Prince then mebbe we'll be close? (Not to mention not having done Netherspite either)

Quote:

CLASS SPECIFICS:

DRUID:
Resto-1500 Healing, 150 MP5 while casting
Balance- 900 dmg, 25% crit, 10% hit, 8500 mana, 150 mp5
Feral Tanking-18k hp MINIMUM fully raid buffed, 415 def with talents, 24k+ armor
Feral DPS-

HUNTER:
BM- 1600-1700 ap unbuffed, 25% crit +
MM- 2000 ap unbuffed, 25% crit +
SV- 1800-1900+ ap, 750-800 agi unbuffed, 30%-32% crit
General- BM is understood by most to be the top DPS spec with worse gear. MM/SV are more gear dependant.

MAGE:
Fire-900 dmg and 28 % crit unbuffed,12-13%hit
Frost- 900 dmg and 28 % crit unbuffed, 12-13%hit
Arcane-900 Dmg and 35% Crit unbuffed, 6%hit
General-

PALADIN:
Prot-18k hp MINIMUM fully raid buffed, 15k armor
Holy-
Ret-
General-

PRIEST:
Shadow- 1000 dmg, maxed hit
Holy- 180 mp5, 1600 healing

ROGUE:
General- Combat considered good spec for this instance, best to have at least 700 dps on a boss fight.

SHAMAN:
Enh-1300 ap, 26% crit, 125 hit
Resto- 1500 heal 150 mp5, 9000 mana, 15% crit
Ele- 900 dmg, 30% crit

WARLOCK:
Aff-950 dmg, 70 hit, 15% crit
Demo- 1200 shadow damage, 100 hit rating, 15% crit.
Destro- 900 dmg, 25% crit, 150 hit

WARRIOR:
Prot- 18k hp MINIMUM fully raid buffed, 490 def, parry+block%=>35%, 15k armor minimum


Bear boss does a nasty 12k cleave! that you need 2 tanks to split the damage across. Youch Sad
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madalchemist
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Joined: 20 Mar 2006
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Location: Sydney

PostPosted: Tue Jan 01, 2008 6:39 pm    Post subject: Reply with quote

I'm a fully viable healer (or tank) with mostly non-Kara items!

over 1600 +healing, over 150mp5 while casting
26k armour, 18k hp buffed (just), 37% dodge
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