Kurono 0 Report post Posted May 1, 2013 (edited) Just like the title says i would love all the feed back i can get on all of our classes been read a lot of forums over the last 3 week that we have been try and we just get stuck at the 3rd gate. Here is our last horridon fight log http://www.worldoflo...sses&boss=68476 Our Dps Armory: War: http://us.battle.net/wow/en/character/uther/Senaka/advanced Hunt: http://us.battle.net/wow/en/character/uther/Kurono/advanced Rogue#1 http://us.battle.net/wow/en/character/uther/Oogity%c3%9fogity/advanced Rogue#2 http://us.battle.net/wow/en/character/uther/Hebhes/advanced We are just a Normal 10 man guild but want to start hitting some of the end of the Teirs befor the next one comes out and the nerf the old content. I feel like our dps is what is keepin us from being able to do this boss not sure if its just that or what but like i said i would love any helpful feed back on what out team can do better. Edited May 1, 2013 by Kurono Quote Share this post Link to post Share on other sites
Stoove 347 Report post Posted May 1, 2013 Often a good way to analyse a fight is to look at what you're not managing to kill which is causing you a problem. Do you know what's causing the most damage to your raid? Have you asked your healers where the most avoidable damage is coming from? We cleared Horridon on Monday night, after three weeks of constant wipes we 1-shotted it in the single most perfect attempt I've ever seen our guild manage. Hopefully it'll click for you guys, too. :) Quote Share this post Link to post Share on other sites
Tarazet 144 Report post Posted May 1, 2013 There were a lot of deaths due to Double Swipe. Whoever gets charged needs to get out of the raid, and no one should take any damage from the ability (in a perfect world). It also seems like the adds get out of control sometimes, which is of course the single major problem with this encounter. What helped us get the kill was good positioning. Your dino tank should be lined up with the door, halfway between the two add spawn points, and the rest of the raid should stack in the general area around the right side of each door. Kite towards the next door whenever ground effects are dropped. And once that is down, interrupt interrupt interrupt. There needs to be a lot more of that happening than there is now. Teach your bear tank how to use Skull Bash with a focus macro. Have your warrior use Glyph of Rude Interruption if that will inspire him to Pummel more often. 1 Quote Share this post Link to post Share on other sites
Amicitia 8 Report post Posted May 9, 2013 (edited) For our guild the third gate was tough to get past only because we had such incoming damage and mana drain issues with the second gate. Sometimes we would be getting to the third gate and dropping the last mob just before the third gate would go up, healers were oom and the tanks would go down shortly into the third gate. imho, for most groups it's not the gate your getting killed on but the previous one that is draining the raid of cooldowns and resources. Assign your interupts to marked Priests and as mentioned above interupt, interupt and interupt. The Priests MUST NOT be spawning adds. Also make sure to not let the mobs get away and attach themselves to the dino tank. Your first priest should be almost dead by the time the second and third drop in. Your assigned people should not waste a second and get to their priest immediately. If you interupt priests, no adds spawn, less raid damage goes out, your healers actually have mana when they get to the next gate and then ... holy crap ... they can keep your tank alive. That's the good news, the other news it's a wash, rinse and repeat on the last gate two, but instead of priests it's the shaman. By now everyone should be using all available rep gear from the island and should be running all possible LFR for more pieces. As for standing in double swipe, well, there really isn't any strat for that or gear you can get for that. That's more of a Raid/Guild Leader having a brief, but to the point, conversation with your repeat offenders. Edited May 9, 2013 by Amicitia Quote Share this post Link to post Share on other sites
Biggie 0 Report post Posted May 11, 2013 This was a stumbling block for us too. i can share how we handled each door when we finally killed it. Door 1 - wasn't an issue. We stacked DPS and Healers one side so Sand Traps were easy to move out of. Door 2 - Adds were marked prior to the pull. 2 People nominated for interrupts on each mob with an order. We don't see poison anymore. Make sure they pay attention when Dinomancer spawns. Door 3 - Hardest one for us still. We pop Armies, Mirror Images, Hunter Zoo. Anything that gives us more bodies. Slowly we kite the boss towards the next door. Door 4 - honestly, we brute force through it. Just don't stand on totems. Your DPS looks fine to me. (Higher is always better though) It is just a matter of funneling it the right way. Quote Share this post Link to post Share on other sites
Mimi 3 Report post Posted May 16, 2013 How's your raid communication? Does everyone talk/listen? One of the biggest problems, especially in a new raid team is that people do not and will not communicate. Everyone may know the encounter back to front but they can only watch so much at once. It helps to have someone reliable to call out throughout the fight. Someone to call out when to switch to the Dinomancer, or to alert the off-tank if there are adds on the tank on Horridon etc. Apart from that people also need to call out when they're using their major cd's (mainly healers and tanks as dps should be using theirs off cd and especially during lust) Last of all, movement is the key for Horridon. Make sure your dps/heals are moving as a group, avoiding ground aoe - mark someone if that helps. And make sure the tanks have Horridon positioned far enough from the door that the adds dont get messy but close enough that heals can still reach them. Best of luck!!! Quote Share this post Link to post Share on other sites