Author Topic: Sartharion's Twilight Drake  (Read 1096 times)

kruta

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Sartharion's Twilight Drake
« on: December 15, 2008, 12:36:24 AM »
http://www.wowwiki.com/Sartharion

Twilight Drakes

    * Tenebron
          o Has aura: Power of Tenebron: Shadow damage taken increased by 100%
          o Appears approximately 15 seconds into the encounter, if left alive.

    * Shadron
          o Has aura: Power of Shadron: Fire damage taken increased by 100%.
          o Appears approximately 50 seconds into the encounter, if left alive.

    * Vesperon
          o Has aura: Power of Vesperon: Maximum health decreased by 25%.
          o Appears approximately 1 minute and 25 seconds into the encounter, if left alive.

Each drake can be taken down without engaging Sartharion. The achievements require leaving them up. If you do down them, they each drop a Emblem of Heroism/Emblem of Valor, but no other loot.


Vesperon and Shadron

Each drake fight is a typical spank and tank, but after 15-20s the drake will open a portal. One healer, one off tank, and all dps need to take the portal, leaving only the main tank and his healer behind. Much like phased content, you'll be in the same place (totems still exist where you left them), but instead of seeing the drake, you'll fight a disciple of X, depending on which drake it is. They have a shadow aura that reduces damage taken by 25%, but periodically pulses shadow damage to you.

The drake will take significantly less damage and deal 50% more damage until the disciple is killed, so it is imperative to kill the disciple as quickly as possible. Once that disciple is downed, all players in the alternate realm immediately return to the real world. The drake will continue to summon portals and disciples that must be killed until the drake dies.


Tenebron

Tenebron is similar to the first two drakes, except that in the alternate realm, instead of a disciple, you will encounter several eggs. The portal group will need to kill as many eggs as possible before reaching a time limit, at which point the eggs hatch, and everyone is reverted to the real world. Any unkilled eggs spawn whelps, which must be tanked and killed as quickly as possible, so that the DPS can return to the drake before the next portal appears. Each of the whelps can apply a stacking Fade Armor debuff, reducing armor by about 1200. Much better strategy for an undergeared group is to tank the adds WHOLE fight and let the DPS kill Tenebron. Whelps have a lot HP and trying to burn them down is an unnecessary burden.


The major drake of issue is Shadron since everything in the encounter is fire damage. Vesperon is less an issue as your raid is better geared.


====

So there is no different portals. Whichever drake is still not killed, the eggs(Tenebron) and the disciples (Vesperon and Shadron) will be inside the alternate realm.  That is why we saw only 1 disciple with the first portal (coz Vesperon was not engaged yet) but 2 disciples later when both drakes were engaged.

One question coz I cant hear properly over the vent.  At some stage we just stop dps on the disciples.  When is that and why?

Daishelo

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Re: Sartharion's Twilight Drake
« Reply #1 on: December 15, 2008, 10:19:59 AM »
We generally stop dps during lava waves because once there are no more disciples (and presumably eggs) everyone is returned to the normal realm. You can't see the lava in the twilight realm so chances are you won't know for sure where to stand to avoid it and if the lava happens to be where you're standing when you come back you will die. This is being fixed in the next patch with the Twilight Residue debuff that makes you immune to the lava wave damage for a little while after you return but adds an additional complexity for now.

I think the most pressing issue now is to figure out how a heavily geared tank can be one-shotted given that other guilds have managed to down 3 drake Sartharion with less T7 gear. The lava wave will almost certainly one-shot anyone with the 100% fire damage debuff but I assume that all the tanks are dodging it and it doesn't sound right that any of Sartharion's unavoidable attacks should hit that hard.

mootation

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Re: Sartharion's Twilight Drake
« Reply #2 on: December 15, 2008, 10:38:23 AM »
chee bai his fire breath so hiong can one shot tank one... knn

Kuranchi

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Re: Sartharion's Twilight Drake
« Reply #3 on: December 15, 2008, 11:29:35 AM »
i think they mentioned earlier that other guilds are using a bear tank (with more hp) to MT sartharion.

that's the reason why we decided to call it yest as bonta isn't fully geared yet i think

Daishelo

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Re: Sartharion's Twilight Drake
« Reply #4 on: December 15, 2008, 11:58:11 AM »
Wowwiki's information may well be unreliable but it lists Sartharion's flame breath as doing between 15k to 18k unresisted WITH Shadron's aura up which is much less than the 30k+ that was reported last night. There's still limited info on Sarth + drakes but I think Sarth/drakes get some kind of damage buff when the disciples are up so that could be what's causing the one-shots. Only solution to that is to kill the disciples fast and make sure there are never 2 up at the same time for an extended period of time. I just feel that there is some way around this as Echidna was able to do Sarth+3 the next reset after clearing all WOTLK content so I doubt their tanks would have had perfect sets. Sure they're skilled but skill can't prevent being one-shotted.

Another thing I think we need to work on is preventing the adds from touching the lava. 2 - 4 of the adds can spawn at once and if they all touch the lava the damage is probably not going to be healable with Shadron up. Sorry I wish I had a suggestion but there's probably no easy way to do this, the adds just have to be picked up fast and moved around quickly as and when the waves come. It may well be impossible to never have any adds enrage but keeping this minimised will reduce raid healing a lot and make it less likely that a single enraged add will one shot a dpser. Might also make sense to have ranged dpsers focus down enraged adds even if they are not generally on add control duty.

Edit: Think someone mentioned this before and I just read a post that reminded me. Apparently the enraged adds can be affected by tranq shots and anaesthetic poison. This will probably make the add tank's life easier (and longer!)
« Last Edit: December 15, 2008, 12:04:55 PM by Daishelo »

Dhumdum

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Re: Sartharion's Twilight Drake
« Reply #5 on: December 15, 2008, 02:24:10 PM »
Regarding when to stop dps.

Mook/Nak, correct me if i'm wrong, but when vesperon's desciple is spawned (the portal to him has opened), all the raid gets a debuff that causes you damage when you do damage. So all dps stops, including tanks until the dpsers go inside the portal and kill the desciple.

I have a question too - does Sar sound any voice or text emote when he spawns the Fissure ? In this fight, the time it takes more than just an occasional glimpse back from the raid UI to spot it, and knowing when to look can make the job much easier :O)

Kuranchi

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Re: Sartharion's Twilight Drake
« Reply #6 on: December 15, 2008, 02:57:12 PM »
no emotes for fissure :x

qq

Malios

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Re: Sartharion's Twilight Drake
« Reply #7 on: December 15, 2008, 09:01:51 PM »
Note that with the upcoming patch (probably in a few weeks time) :

Players will now be affected by Twilight Residue when they leave the Twilight Realm. Twilight Residue grants immunity to Fire and Shadow damage for a few seconds.

so the stop dps on disciple thing wont be a long term issue

Kuranchi

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Re: Sartharion's Twilight Drake
« Reply #8 on: December 16, 2008, 12:18:18 AM »

mootation

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Re: Sartharion's Twilight Drake
« Reply #9 on: December 16, 2008, 03:05:34 PM »
Note that with the upcoming patch (probably in a few weeks time) :

Players will now be affected by Twilight Residue when they leave the Twilight Realm. Twilight Residue grants immunity to Fire and Shadow damage for a few seconds.

so the stop dps on disciple thing wont be a long term issue

i think this is more to deal with ppl getting shotted by lava waves as they exit the twilight realm

Dhumdum

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Re: Sartharion's Twilight Drake
« Reply #10 on: December 16, 2008, 05:12:42 PM »
Ok guys, this is what I think we are doing wrong, and what we should do.
Feel free to critique / modify etc.

So what's killing us ?
1. Huge tank damage during portal phase
2. Fissures (indirectly)

1. How do we deal with the huge tank damage that we get during the portal phase ?
First of all, during portal we have the tanks + healers in the normal realm, while all dps, 1 healer and 1 tank in the shadow realm killing the disciple guy.
Currently we don't have any healer assignment for this phase, we basically do whatever. I'm don't have much experience in 25 men's, but I can suggest to have a designated pally healer / priest spamming heals for each tank, and maybe two on Sar's tanks (if all dps go into the portal, the portal phase shouldn't last more than 10-15 sec), Druid HoT tanks, and the shams concentrate on healing the healers (Of course can change this if tanks still take a lot of damage and the healers less). I think that during portal phase the fight turns into something like Patchwerk/Brutallus, where if we heal correctly and efficiently we shouldn't have so much trouble.
Sendai said he saw some nice info in maintankadin forums (link it you lazy bastard !) - but essentially they say that when portal phase starts, do any damage absorption you have on the MT (priest / pally damage absorption bubbles, earth-shields etc.). Also they used for Sar a druid / DK tank cause of their frequent damage reduction talents (Barkskin 12 sec duration 20% damage reduction each 1 min - should be used each portal phase or something, dunno about DK's bone shield).

2. What do we do about the fissure (and why do I bother discussing this and not just l2p).
I don't know if its because i'm colorblind, and red is like the least obvious color for me to see, but the frequent shift of my focus from the "Grid" ui to the game ui + trying to see where I am and if there is a fissure on me while having so many players/adds and spell effects there, reduces my healing efficiency by a significant portion (or gets me killed when I don't). If this is an issue for a lot of people on the raid, I suggest having one dps - preferably ranged with with an easy rotation - (e.g. juniormage of the horde aka jenny from the block) who's main job would be to serve as the "raid crier" who would shout in vent when shit happens. Basically he will concentrate on looking when fissure comes / portals pop etc. and call that event in raid. He will have his dps reduced, but if all the other members of the raid know they can focus on their job, and when fissure is called they look for a second and see if its on them or not, the overall raid efficiency will rise (And if they are all stacked properly on the adds OT, then just all the ranged group moves together a few steps with the OT and stack on him again).


In the following segment I will just describe how the raid should look like in my opinion:
A) Start of combat - boss is being tanked, raid dps down boss as much as it can while needing to avoid only the lava. Ranged all stack on the adds' OT (Like really stack - twins style, not just stand around him) which picks up adds and tries to maneuver them into lava gaps so they won't enrage, and calls for range dps to AoE them down when he feels that there are too many of them.
B) Drake comes. Hunter MD him to his Tanks, Healers settle into their assignments, but don't overheal too much. Crier calls when portal / fissures / lava are up. DPS goes on drake (unless called by adds-OT to kill the adds).
C) Portal is up (Can be noticed by all, but better that the Crier will call this too). Everyone stop dps, 1 healer, 1 tank and all dps go into portal to pewpew down the disciple (or eggs ) asap. On the outside realm tank and healers would be getting a lot of damage. Healers do damage reduction on MT and heal their assigned targets like mad (big heal spam on MT). We would need someone on the outside realm to call when there is a lava inc. So the people in the shadow realm would wait till its done before finishing off the disciple, in order to avoid getting back to the normal realm just in time to get a lava wave in the face.
D) Portal phase ends - back to phase B).

If this is too much of a TLDR, feel free to pst Abala and complain in length.


« Last Edit: December 16, 2008, 05:19:22 PM by Dhumdum »

Shissou

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Re: Sartharion's Twilight Drake
« Reply #11 on: December 16, 2008, 06:35:52 PM »
we can put marks on 1 melee and 1 range atker who are good at avoiding fissure and others will just stack on him.. will it be better?

Zaob

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Re: Sartharion's Twilight Drake
« Reply #12 on: December 16, 2008, 07:16:07 PM »
imo. good as short term solution, bad as long term solution.

you can be sure there will be future fights with high movement requirement.  l2do it now rather than later.
and i honestly mean this, not with a "l2play" elitist mentality.

i understand there's a shitload of stuff to look at and do, but thats the nature of this fight and thats why its hard.
and personally, i think if u cant see the red circle on the floor, u wont notice the symbol moving to tell u to move yourself.

now what we can do, is 1 person call portal, 1 person call fissure.  calling the fissure on vent > putting symbol on someone's head to follow.
« Last Edit: December 16, 2008, 07:49:45 PM by Zaob »

yuqi

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Re: Sartharion's Twilight Drake
« Reply #13 on: December 16, 2008, 07:24:11 PM »
Wowwiki's information may well be unreliable but it lists Sartharion's flame breath as doing between 15k to 18k unresisted WITH Shadron's aura up which is much less than the 30k+ that was reported last night.

Yea when the disciple is up, there is a debuff on everyone that makes u take 75% more fire and shadow damage called Twilight Torment. I am quite sure they have a way for the tank to live thru it, be it having a bear with loads of HP, or a DK putting up anti magic zone..or quite interestingly, i read somewhere that they brought a couple of holy priests for this encounter, and i tink the reason for it is most likely for Guardian Spirit, prevent instant one shot and heals the tank instant for 50% of hp iirc, so i tink there is a rotation for Guardian spirit perhaps? Not sure if its viable but maybe 3 priests could be able to do it? once a minute..

Just generating some ideas for the tank to live thru the wave. because for every drake that dies Sartharion gets a 25% increase in both atk speed and damage. When all 3 drakes are down, hes doing 75% more damage and attacking 75% faster, hes going to be tearing the tank apart lol...theres got to be a way since yea those guilds who down it early didnt have the luxury of gear either..

EDIT: hmm i checked wowhead and guardian spirit only last 10s..might be hard to time it with a fire breath :X going to look further what holy priests have lol
« Last Edit: December 16, 2008, 07:30:07 PM by yuqi »

Abalachre

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Re: Sartharion's Twilight Drake
« Reply #14 on: December 16, 2008, 07:25:04 PM »
/agree with zaob

This is primarily a fight (first time in wotlk) where individual focus is important.

1) Experienced raiders can get back on track to serious bzness (raiding challenging content). Personally I have been watching TV on and off since TK (tempest keep) because all the content is shit. If blizzard goes down this path of rewarding hardcore raids, vivace as a raiding guild would need to buckle up our seatbelts as well.

2) Good chance for new members to prove how useful they are in our core raid group. So do not take having raidspots in naxx 25 or the other current nonsense content now as a free ticket into the epix bus. If you have not been talked about (scolded) on vent before and have been playing your roles steadily and dependably in all raids, it is safe to assume you are doing a fantastic job.