Showing posts with label Lurker. Show all posts
Showing posts with label Lurker. Show all posts

Wednesday, April 16, 2008

Apologies and success




I know that lately I have been anything if not regular with updating my blog. Work ramped up leaving me very much separated from what I enjoy to do.....besides gaming that is. But the week hasn't been deviod of any news. As you may all know I joined a guild which was slightly behind my old guild in terms of progress but now that is no longer the case.




With my new guild I went into SSC 2 days in a row and we downed 2 new bosses, Lurker Below and Leo the blind. Ok I have already downed Lurker before but Leo was a new one for me as well and to top it off it was a result of my suggestions that we actually got him. We initially had 3 tanks for the fight even though its largely unnecessary, whereby each tank was assigned a zone and if Leo ended in their zone during whirlwind, then it was that tanks job to drag him back to the middle and tank him there. Unfortunately the other 2 tanks (besides me) were prot warriors and they had no chance in hell in killing their inner demons on time. This did give me the opportunity to go kill them each time....gleefully might I add, but it hurt our raid and left me as the only viable tank.






After my talking with the other tank, we decided that he tank with more dps gear and that I remain in tank gear just in case. The third tank was told to go fully dps. With this setup we got Leo on our 3rd attempt of the night. Woohoo.




Besides that our guild's only ZA group cleared ZA and now I'm planning on leading another group to accomplish the same.




Also my new guild leader asked me to become a Class Lead and an Officer, which I accepted after seeing the specs and gearing options taken by our guild's feral druids. This may mean I will have to learn more about the other 2 specs and also give out the reason for my success as a druid tank but meh.




On other unrelated news during our last attempt at Mags I dished out 700dps in tank gear, now I know us ferals are OP in PvE, tank and spank in the same spec. I really wanna see my dps with my dps gear. Anyway thats all I got for you folks this week. I will be writing something later on as well. Until then ciao.

Friday, March 14, 2008

Strat Guide: Lurker Below


Seeing how my guild along with a wee bit of my assistance managed to down the Lurker last night, I thought I'd post a strat guide on how to best deal with him. This guide is also enlightening for people with a bit o' lag and how to overcome it for teh winz.
Last night started well for the most part with me logging in to be the 24th raider in the raid group (seeing that I log in late for the thursday raids regularly, something which my guild officers are well aware of), something which hasn't happened before, I was pleasantly surprised and had a feeling in my gut that tonight was the night. So I log on, fly to SSC, while my guild clears the first 3 sets of trash pulls. I come in help tank the next few, but teh intehnet was not on my side, I was plagued by constant spike lags, random dc's, and all other things satanic. So I asked another feral druid in our guild to tank in my place while I kitty pew-pew-ed, since as kitty my dc wont wipe the raid.


So we clear the trash and head on towards the big boss man, again I ask to kitty, but the first coupla attempts my lag spikes result in me coming back to see "You are dead" message. This really begins to tick me off and I ask the raid to replace me in favor of someone who can actually do some DPS in this situation. Anyhow they ask me to reboot and I end up wiring my internet connection, reseting the modem, and restarting. Much better, plus my uber dps always sees us through the rough patches.


So since I'm melee I stand on the middle island, right opposite the MT, who tanks with his back towards a wall, so that spouts and whirls dont knock him into oblivion and beyond. All melee get salvation, all ranged get dps enhancing buffs. Why you ask, well Lurker does not attack ranged unless there are no melee alive, in which case is pretty much a wipe cause then he shoots water bullets or something which are extremely high damage and result in one hit kills. So melee --- Blessing of Salvation, ranged --- Blessing of uber dps. Also even though this is a given, even with salv give the MT a coupla seconds to build aggro or like some of our fury warriors (you know who you are) you will be eating dirt real fast, along with slowing down the dps of the raid. So now you dps. But is that all....of course not, theres a lot more. Lurker has 2 abilities to watch out for:
1) Whirl: Its basically a knockback to the players on the middle platform (where Lurker spawns) along with high damage, 3-4k on leather. For melee you can either

a)Stand right up close to him that the scalding water is just one step ahead, this way the knockback will still leave you on the platform, instead of knocking you back into the water. (Recommended for those with lag, pray your healers like you)

b)Using DBM time your run to the extreme outside edge of the platform and not get the knockback or the damage.
For ranged dps and healers standing on the middle platform, always stand towards the outside edge.


2)Spout: This is generally the raid killing ability of the Lurker. Its heavy damage, can be upwards of 10k, and knocks you far away from the raid and into the hungry bowels of the scalding water with a 500 damage every 3 second tick, low on health and heavy damage = kiss your furry a$$ goodbye. This is generally preceeded by a "Lurker takes a deep breath" Raid warning followed by either a clockwise or anti-clockwise spout which he does for slightly over 360 degrees. Now for this there are 2 options for those on the middle platform

a)Dps while standing behind him, and the moment he starts spouting run in the same direction while sticking to the inner edge, this way you can continue damaging him, as well as outrunning the spout. (Note: You cannot outrun the spout without the half a circle lead without using some speed enhancing abilities, I wouldn't suggest you try either.)

b)Jump into the water while the spout passes over you.

c)(What I did as a result of spike lags) Jump into the water in front of you, remember you can dps while in the water, blew my trinks and dpsed him hard, he follows his spout by a whirl which landed me perfectly back on the platform. (Recommended for folks with lag spikes)

3)Enrage: He doesn't enrage so this fight isn't time dependant. Survival is key.


Now that you know about the abilities, its time to discuss the phases. This fight has 2 phases that alternate until the Lurker is dead.

Phase 1: Lurker is above water, being a jerk, not pleased at being made a fool of and being fished up.


Phase 2: Lurker decides hes lazy, so he submerges and sends in his minions, 3 Coilfang Guardians on the middle island, and 2 ranged coilfang somethings(Ranged dps who use multi shot if no one is in melee range) on the outside 3 islands. They are all CC-able. All of them. As a result the outside islands usually have locks and hunters to CC and dps them down. The inner islands are a different story. Generally 3 tanks pick up one each of the Guardians, or 2 tanks and one sheep, and we dps the down in short order, usually freeing up the main tanks mob first so that we don't have to deal with him being tied up along with the Lurker. It is important to kill all mobs before the Lurker re-emerges, or sheep/cc the remaining mobs, because as soon as the Lurkers comes back up. He spouts, followed by a whirl. We figured killing them all was better than letting one remain sheeped and having it break sheep followed by a splattered mage and more mayhem. A thing to note is that if you have a mob sheeped the entire time, then that mob wont come back with the next wave of adds. That means if you keep one Coilfang Guardian the whole time, then the next Phase 2 will spawn only 2 Coilfang Guardian instead of 3, so if you think you would like to keep one sheeped, then it won't become progressively harder.
Now the idea is to rinse and repeat.


Hopefully this guide helps you all down the Lurker. I havent mentioned any timers and stuff, but thats why you need a boss mod, and if you don't already have one, then shame on you for doing 25-mans without a boss mod.

Thursday, March 13, 2008

Lurker Down


Lurker down, I dps-ed, one happy warrior, nuf said.

p.s. I told the druid healer to not mention the battle rez in exchange for the innervate, so I have no worries.

Friday, March 7, 2008

Lurker....O how I loathe thee


Last night my guild and I went into SSC to try and down the "Lurker Below". I was fairly excited because last week we had him down to 19% and the only reason we had stopped was because of repops and time. Now seeing that we got him to 19% lends me a lot of confidence in our ability to down the sucker and move onto bigger and better things. So I log on 10 mins late (I wouldn't normally do that but because of certain circumstances I can't log in any earlier and have made sure to let my guild know about that, also being one of the 2 best geared tanks in our guild I am allowed some leverage) and I see that there are a total of 19 people who are there, 10 mins late and technically still early.

Even so another 30 mins in we manage to scrounge up our raid group and fill it up. What disappoints is that most of these people knew they were going to come to raid yet they couldn't mention that they would be late or make any effort to show up on time. This led to a lot slower clearing of the trash and eventually after 4 or so attempts (followed by some horrible lag resulting in 2 d/cs and consequently 2 deaths for me) we called it a night.

This was disheartening to say the least. We were no closer this week to downing him than we were the last. In fact if anything we had only managed to widen the gap. I also notice a tendency amongst some players to get so disheartened by a raid and possibly their repair bills to not show up again until we have that content on farm. I understand the lure of easy epics but the lack of effort and perseverance amongst so many is sad. Same was the way with our Gruul's runs early in the days, we would have trouble filling the raid until we finally had him on farm, now people are logged in and waiting outside his lair for the invites to start.

My question to this is.....what makes for a good motivational factor outside of DKP and such for this circumstance.

One thing that comes to mind, which has no effect on looting is this. Give points to regular raiders for every non-farm raid, e.g Lurker in our case, get 10 points per attempt. Now once the boss is on farm, raid priority should be given based on said points. So say one raider makes it for 10 attempts and another makes it for 5 then the raider with more attempts has priority over the raider with 5, and indirectly a better chance at loot, yet not related to DKP or other such looting methods. Once on farm no more points are accumulated. Now as one of main tanks and a really good dps-er I am personally not worried about fighting for a raid spot, but hopefully this should convince more people to come. Also this can be extended to additional activities like showing up on time etc, similar to DKP except they simply are a meter to allow raid attendance on farm content. I'm calling it the Argonaut's Algorithm =D.

I am considering suggesting this to my guild but would like to hear more thoughts on this or any other ideas that may be out there. Leave a comment if you have any suggestions.