Razorgore the Untamed

Our US players can be found on the Mannoroth PVP server!

Moderators: Global Moderators, WoW =US= Moderators

User avatar
QuantumDelta
Posts: 1051
Joined: Wed Sep 01, 2004 5:51 pm
Location: Bristol, England.

Razorgore the Untamed

Post by QuantumDelta »

This still needs some fleshing out but to show you guys I'm not totally slacking over here!

Your mission, should you choose to accept it, is to destroy all of these:

Image


(Diagram is more or less positionally accurate for every egg in the room, and is 100% numerically accurate, mind controllers/potential mind controllers may want to consider 7 second cooldown on egg poping ability, 3 second cast time and a 1minute channel time, you can plot out a 'perfect' egg popping plan from those numbers).

The entire raid will have to survive 310 seconds providing an impossibly perfect run (read: 320-330 seconds is more likely humanly perfect).


Onto Phase 1s guidance, SSX Outland Method:

Image

Razorgore, Phase 1.

This fight more than any other in the instance is about individual skill.
The skill of each member of the groups to control/nuke down the opponent whilst maintaining enough mana to sustain the defencive.
The skill of the mind controller to multitask destroying eggs and sleeping dragons as much as possible (preferably the unkited ones that are wandering around).
The skill of the healers to know exactly what heals to be using and how much threat they're producing.
The skill of the rogues and warriors to contain the mages and warriors.
And most especially, the skill of the hunters, to control the dragons.

Ideally, you really do want a full raid of 40 people for RG P1, P2 doesn't matter as much, but when you're just starting the boss it's very difficult to control the spawning adds with 40, let alone less.
The initial Pull doesn't realistically need to be tanked that much, just DPS the crap outta the controller then pwn out his adds (these can even be sheeped).
Warriors want to be in a hybridised DPS/Tanking gear setup as to mitigate damage whilst doing damage - they are a good source of 'number control' throughout phase 1.

Each group will ideally be setup as a self-enclosed group of 5 people, failing that however they will be setup so that they're interdependant with the group that they are paired with.
This is excluded by group 7.
Group 7 is quintessentially THE best DPSers (including one DPS warrior) and the most intelligent healer you have in the raid, though you want the rest of the groups to be more than capable of handling themselves, you will have to factor in that Group 7 will basically be alone.

Group 8 is your hunter group, 4 hunters and 1 healer (intelligent priest or pally pref), the hunters station themselves where-ever they see fit, and will be responcible for one corner each of the map.
Additional hunters in the raid are their backups, but these ones are primary and should be your most skilled, best geared, and 100% boot enchanted :P

Groups should be fairly independant, they should not be *asking* for help from other groups unless it's really needed.
However, groups can if they are doing extremely well on their corner spread themselves out to troubled corners (This will normally be G7, or G1 and 2, no other groups really bare the excuse of having non-DPS centric setups), but should still prioritise their own corner (ranged DPS has an easier time of doing this than melee, and so do healers).

The mind controller should be working their way through the eggs on a pre-planned route which they feel to be the most efficient route taking mind control duration expiration into account, along with whilst sleeping any non-marked dragons (ignore marked ones always, unless you see them actually hitting a healer!), but eggs are your top priority, always, you also need to make the raid aware when you have any sort of non-mage add attacking you, if you are deep in a corner it sometimes helps to also call the group(s) you need to help, often the best thing to do is poly/seduce/blind/fear(WARLOCK SINGLE TARGET FEAR) the add off of RG.


Hunters should be focusing on the figure of 8 patterns (there is obviously an identical pattern for the other half of the room depending on which corner you are controlling) and keeping the dragons as safely bunched up as possible so as to not complicate their own kiting.
<Insert Mipross commentary>

Before the last add dies each of the 4 hunters in group 8 should be in there assigned corner, ready to start kitting in a figure of 8 around the room. Any spare hunters should help dps with their groups or be ready in the middle if a dragon is missed by any of the other hunters.

Each hunter should when starting out be able to kite at least 2/3 dragons until phase two.
Once the hunters have had more experience at phase 1, they should feel free to take on as many dragons as they believe they can handle (the more they take, the less the druids will have to sleep). Even 7 or more dragons can be kited at anyone time all the way to phase 2.

Aspect of the monkey should be used from the start and only switch to aspect of the cheetah (for the love of god NOT PACK) when the hunter is sure they have enough space between themselves and the dragons they are kitting (If you dont and you get it YOU WILL get dazed). Using Cheetah in this way will allow you to build up a gap between yourself and the dragons.
However when using Cheetah be aware of any mages around you for fear of there AOE.

If you do get into trouble remember scatter shot can help you buy a few seconds by dazing the first dragon that gets to you. If you have it deterrence can also save you.
No hunter should use ANY stings during this fight, to get aggro from the dragons only use auto-shot, arcane shot and distracting shot. (multi shot only if there is no other choice)

If you are in real danger of dieing either try to feign death or let yourself die. In either case YOU MUST let the rest of the raid know what you are doing. Having a hunter FD and not say will lead to group 8s healer dieing along with other healers dieing and the remaining hunters unsure of where the new dragons have come from. By letting the raid know that you have died or FDd the other hunters can be ready to pick more up dragons and the healers can be ready to drop their aggro in anyway they can.
A hunter should only FD as a very last resort.

Hunters should feel free to drop Salv from the start as just before phase 2 starts hunters can Feign death to drop all there aggro.



Priests, Druids and Paladins should be looking at their threat very carefully, and taking into account any gear differences (Tenbatsu :P) there is between them and the rest of the raid, by the time we were killing nef I was on nearly 100% mana most of the time due to my +healing gear and my mana efficiency. (though this is also useful for P2 ;P)

Druids should really only be using lowered heal over times (please try to use the same rank all of you) and Priests should really only be using Renews and PW: S, the rest of their efforts should be doing into DPS in one way or another on the incoming adds.
Paladins! It is your time to shine! You are the main healers here, your inate threat reduction from healing and your small controllable mana efficient flash of light make you excellent healers for phase 1, but that doesn't mean you should over do it! show discretion, don't bump someone's hp up just because they're on your emergency monitor -> try to actually note who took some stray cleave and who is taking sufficient damage to warrant a heal or two, don't spam, even you get healing agg, and if you DO get healing agg, make sure you have the runspeed enchant, or PoJ, and a shield on don't hesitate to DS when you need to, don't TANK the adds even if you are in plate KITE them.

oh and, devo or conc -> I prefer conc.

Toward the end of Phase 1, the natural DPS of the raid will be depleted for a number of reasons, and so will the hunters kiting (probably dying) for this reason if the raid leader or raid lead assistances declares all are going kiting you are in a "Chaos" mini-phase of P1, this mini-phase is the final mini-phase and SHOULD be brief it should most definately be reserved for the last 5 eggs if possible.
Additionally, during this mini-phase razorgore can be used as a sponge and marker for crowdcontrolling fears (Fireball Volley whilst on RGs platform -> RG aggs all adds, -> Multiple fears from warriors/warlocks/priests at RG (NOT all at once, do them 1 second after eachother(sigh at the intimidating shout nerf)).

all eggs are popped bar the one next to the MC unit, and the mind controller breaks MC so the MT can take over (if it wasn't the MT doing it all along) and pop the last egg right behind them, then lead into Phase 2 as all of the adds retreat.
Last edited by QuantumDelta on Wed Nov 29, 2006 11:59 pm, edited 1 time in total.
"Then, to hide their frailty, they hurt those who are kind.
I whisper farewell to this ugly world and dance nimbly with brilliant wings of red."
User avatar
QuantumDelta
Posts: 1051
Joined: Wed Sep 01, 2004 5:51 pm
Location: Bristol, England.

Post by QuantumDelta »

Image

Okay, I'll start with the last egg.
The main tank Always destroys the last egg. The reason for this is that Raz will instantly have a heap
of hate against him. The MT usually last stands and heads for the top left corner (Facing the ramp- back to the wall/corner. At
all times even when running over to avoid being hit from behind). Healers must remember to not overheal here. If raz get's loose you're all toast.
The OT moves into position just behind Raz(back to the ramp). and heavily starts building aggro on him.

Here comes the tricky bit!
Every so often the MT will get conflagged(basically a debuff effect which emits an aoe radious of fire and you lose complete control of you character.
You also lose all agrro built up for the duration of the effect. It returns when the debuff has worn off). During this time the Ot will get imediate aggro.
He is to instantly move up the ranp half way with his back still facing the ramp and tank him until the MT is free again. At that time Raz will run down back towards the MT.
It's important to keep a nice distance between MT/OT when the Mt is conflagged as you don't want the OT taking unneccesary damage.
The MT/OT just repeats this process through out the entire fight.
I'd also advise keeping constant demo/thunderclap on him.

Rogues/DPS warriors
You guys have it the worst here I'm afraid. Your job is simple. - Keep the healers/ranged dps bandaged up from your position out of line of sight of Raz, to the side of the pillar.

Ranged DPS
You usually have to wait around 5%(ish) before you are able to start dps and even then it has to be slow and controlled.
This is to make sure the OT has enough aggro to sustain threat when the MT get's conflagged.
You cannot afford to pull aggro ever on this fight. If the MT/OT loses aggro it's attempt over.
The slow/controlled dps lasts throughout the entire fight but for the first 20% or so of his health it's basically auto-shoot only.

(Credit to Ava^)

DPS and healing aggro (healers don't need to be too concerned if the off tank is skilled) are only competing against the off tank over aggro, it'll never come off the MT, they can go AFK for the rest of the fight (though that's really not advisable since you might get conflagged out of los if you're afk the entire time).

Be aware of LoS it's the only thing that'll stop his fireballs hitting you, be aware of LoS for healing the MT and the OT (I personally stand on the platform near to the OT but that's really not advisable for most people).

Healers make sure you're split between the two tanks and have enough mana management to last the fight, this guy CAN be tanked to death.




Mind Controllers:

Image

My typical route is something close to this, it gets less accurate in the later stages.
Colours are regarding typical raid progression whilst going through the eggs, you almost always are at chaos when you get to the final batch.
"Then, to hide their frailty, they hurt those who are kind.
I whisper farewell to this ugly world and dance nimbly with brilliant wings of red."
User avatar
Brandonheat
Posts: 263
Joined: Sat Jan 14, 2006 9:09 pm
Location: Brooklyn, New York

Post by Brandonheat »

Arrows and dots

I thought the last phase calls for shotgun formation.
Image
User avatar
Zargor
Posts: 93
Joined: Thu Dec 08, 2005 6:02 pm
Location: Sweden

Post by Zargor »

oooor!
u zerg and kill all casters until u reach max spawn, let the person MCing use the volley and u end up with http://video.google.com/videoplay?docid ... 90700567&q

sounds simple dosnt it? -.-
I like to jump....
User avatar
QuantumDelta
Posts: 1051
Joined: Wed Sep 01, 2004 5:51 pm
Location: Bristol, England.

Post by QuantumDelta »

they didn't pop any eggs up to that point what? x_X
Interesting tactic though, sounds like a more reasonable version of the standard one (STNY) x_X
"Then, to hide their frailty, they hurt those who are kind.
I whisper farewell to this ugly world and dance nimbly with brilliant wings of red."