Soooo.... we have a lot of work to do to figure out how to two tank this with how fast the artillery comes. While we were probably running out further than strictly necessary (warcraftlogs says 30 yards is enough) we also had a bunch of times we weren't even out that far.
I'm not sure that the 6 pointed system was the best. I am inclined to simplify things by having him tanked facing the door, with the melee behind him and the ranged/healers off to the right and spread out by 8 yards, then the tanks will run out to the left every time. The ranged group can just avoid the fire.
On that note. We were failing at spreading out by 8 yards for some reason. Every single Orb was hitting multiple people.
Here is a video showing some slow tanks managing the artillery. There are frequent times when they both have it at the same time.
The 6 pointed system was working, but we need people to clump up better. 8 yards is not that big of a spread, but people were all over. We all need to have our range detectors out. Too many times would someone run up right next to me and just stop, so I'd move only to have someone else follow me and stand next to me.
Barrage was a big issue with me. For the life of me, I can't figure out where exactly she's going to hit. When we were spread out that was no problem, but using the star strat, I failed almost every single time, especially with the "everyone move left". My last fight, was standing exactly on Blue, ran over to yellow just to get barraged in the face because she targeted someone standing at yellow.
Also, as a side note, I stop paying attention after 3 minutes of talking and tab out. Sorry, it's just what I do. We were constantly changing parts of the strat last night and then spent 5+ mins talking about it. Changing strats to counter something that's going wrong is fine, however we need at least 3 pulls for it to sink into people.
We were definitely missing Skarn's clear and decisive guidance last night. I think there were two big problems with the 6 pointed approach. One was that people ended up getting confused about where to be (and where to run with the artillery), the other was that it seemed to cause the ranged group to stack too tightly. Unfortunately, the replays are only available for a few of the fights on warcraftlogs. Let's see if we can find a little more info on how barrage works before next time.
Here is my 2 cents - don't fix something that is not broken.
Top 3 death reasons(1st - 2nd death) are Barrage, Artillery, Blitz.
All are avoidable. So this is learning issue.
P.S. Artillery. Aanvin can you do /range 40 and check what is going on during the fight?
I don't like naming names in the forums. I have identified the artillery issue and it will be fixed.
One thing to note is that if you are targeted by artillery, then you will almost certainly have one or two stacks of immolation ticking on you afterwards while you are possibly out of range of your healers.
Aanvil, I hope my Internets will be okay too! That was INCREDIBLY frustrating. >.<
Since I haven't done the fight on Heroic yet, I don't have much to add except for Barrage. When Barrage is cast, the mech puts one foot out front. That foot points the direction that Barrage will go. Not the charging cannon itself or the chest-section of the mech.
It's pretty much throwing a Hadooooken. Yup, front foot and eyes. Though I totally get that most people are too close / behind it and can't see the eyes.
And Yeah, Oh dear god please don't desert us again Skarn =) We are heavily reliant on clear leadership, we started falling apart there after a bit =)
This fight was pretty stupid with only 10 people. During the air phase, 3 people always get artillery and there are always 4 bombs so we end up with not enough people doing dps on the bombs. At the same time, people are getting killed because they don't get healed after the artillery hits. If we are in this situation again, people targeted by artillery should watch their timer and continue to dps until it is closer to the end. The way that the bombs are spread, it might even be possible to continue dps'ing straight through without ever really running out if you have a bomb to yourself. The artillery in this phase doesn't hit nearly as hard.
During phase 1, we still need to clean it up a bit. Orbs continued hitting more than one person. We occassionaly had people standing on the tank side of the boss and getting hit by artillery. That said, the problems pane is really bugged for this fight and frequently can't tell the difference between the artillery that is going off and the one that just got placed on the OTHER tank (and is obviously not 30 yards away). In general, dps and healers should stay spread out BEHIND the boss (on the side of the entrance) and avoid the barrages and blitzes. Tanks need to make sure we are consistently running the artillery to the area in FRONT of where the boss is supposed to be. (towards the back of the room)
Skarn, I hope your interwebs are okay!
Soooo.... we have a lot of work to do to figure out how to two tank this with how fast the artillery comes. While we were probably running out further than strictly necessary (warcraftlogs says 30 yards is enough) we also had a bunch of times we weren't even out that far.
I'm not sure that the 6 pointed system was the best. I am inclined to simplify things by having him tanked facing the door, with the melee behind him and the ranged/healers off to the right and spread out by 8 yards, then the tanks will run out to the left every time. The ranged group can just avoid the fire.
On that note. We were failing at spreading out by 8 yards for some reason. Every single Orb was hitting multiple people.
Here is a video showing some slow tanks managing the artillery. There are frequent times when they both have it at the same time.
https://www.youtube.com/watch?v=reWkjMM8FvI
The 6 pointed system was working, but we need people to clump up better. 8 yards is not that big of a spread, but people were all over. We all need to have our range detectors out. Too many times would someone run up right next to me and just stop, so I'd move only to have someone else follow me and stand next to me.
Barrage was a big issue with me. For the life of me, I can't figure out where exactly she's going to hit. When we were spread out that was no problem, but using the star strat, I failed almost every single time, especially with the "everyone move left". My last fight, was standing exactly on Blue, ran over to yellow just to get barraged in the face because she targeted someone standing at yellow.
Also, as a side note, I stop paying attention after 3 minutes of talking and tab out. Sorry, it's just what I do. We were constantly changing parts of the strat last night and then spent 5+ mins talking about it. Changing strats to counter something that's going wrong is fine, however we need at least 3 pulls for it to sink into people.
We were definitely missing Skarn's clear and decisive guidance last night. I think there were two big problems with the 6 pointed approach. One was that people ended up getting confused about where to be (and where to run with the artillery), the other was that it seemed to cause the ranged group to stack too tightly. Unfortunately, the replays are only available for a few of the fights on warcraftlogs. Let's see if we can find a little more info on how barrage works before next time.
Here is my 2 cents - don't fix something that is not broken.
Top 3 death reasons(1st - 2nd death) are Barrage, Artillery, Blitz.
All are avoidable. So this is learning issue.
P.S. Artillery. Aanvin can you do /range 40 and check what is going on during the fight?
I don't like naming names in the forums. I have identified the artillery issue and it will be fixed.
One thing to note is that if you are targeted by artillery, then you will almost certainly have one or two stacks of immolation ticking on you afterwards while you are possibly out of range of your healers.
Aanvil, I hope my Internets will be okay too! That was INCREDIBLY frustrating. >.<
Since I haven't done the fight on Heroic yet, I don't have much to add except for Barrage. When Barrage is cast, the mech puts one foot out front. That foot points the direction that Barrage will go. Not the charging cannon itself or the chest-section of the mech.
For Science!
It's pretty much throwing a Hadooooken. Yup, front foot and eyes. Though I totally get that most people are too close / behind it and can't see the eyes.
And Yeah, Oh dear god please don't desert us again Skarn =) We are heavily reliant on clear leadership, we started falling apart there after a bit =)
This fight was pretty stupid with only 10 people. During the air phase, 3 people always get artillery and there are always 4 bombs so we end up with not enough people doing dps on the bombs. At the same time, people are getting killed because they don't get healed after the artillery hits. If we are in this situation again, people targeted by artillery should watch their timer and continue to dps until it is closer to the end. The way that the bombs are spread, it might even be possible to continue dps'ing straight through without ever really running out if you have a bomb to yourself. The artillery in this phase doesn't hit nearly as hard.
During phase 1, we still need to clean it up a bit. Orbs continued hitting more than one person. We occassionaly had people standing on the tank side of the boss and getting hit by artillery. That said, the problems pane is really bugged for this fight and frequently can't tell the difference between the artillery that is going off and the one that just got placed on the OTHER tank (and is obviously not 30 yards away). In general, dps and healers should stay spread out BEHIND the boss (on the side of the entrance) and avoid the barrages and blitzes. Tanks need to make sure we are consistently running the artillery to the area in FRONT of where the boss is supposed to be. (towards the back of the room)