Although we've defeated this event, it'll be a work in progress (WIP), each run as we tweak and adjust.
For Thursday, Jan 08:
Multiple issues here we need to address.
EveryoneUncontrolled Growth Emote
This thing is a killer. I know you may think the damage isn't a big deal, but it is. It's also not an excuse to have Splash heals covering sloppy play to try and power heal through it. Some teams may do it this way, good for them. But the thing here is, it's avoidable damage. Tanks being hit by the collateral damage hurts their chances of survival (especially when they're already tanking something). Add tank healers being hit by the collateral damage hurts them and then they have to rely on splash from others or stop and heal and most will instinctively stop and heal which results in gaps on healing their tank(s).
When your emote fires, you have 10 seconds to move away from other players. That's lots of time to adjust your position. There's also a public emote, so we can see who the last three players were that just killed or DoT'd several others (including tanks). So make the effort to move and not be part of the problem.
HEAL THROUGH This DoT. Apparently it's been changed and is no longer an AE but Single-target. Sorry about the confusion, I didn't notice the change from it's original incarnation.
Tanks- Add pick-up was slow. We lost several healers near Purple golem area due to adds.
- Tank aggro on adds is not up to snuff. DPS were often ending up on targets for adds, and it was especially noticeable last night. If you're a tank and not assigned, send me a tell, as it's entirely possible I've overlooked your name in the raid and we can always have extra tanks scoping out adds or backing up other tanks as extra security.
Tank aggro: Rule of thumb, you can never have too much aggro imo. As long as you're
not ganking aggro off the point tank on the mob you're working aggro against. In other words, you want to ride up aggro as tight as you can to that current tank, but not have the mob turn on you. When a mob turns on you unexpectedly due to applying too much aggro over the current tank, it causes healers to divert their healing and as a result both you and the tank are at risk. In addition, it causes confusion/annoyance for everyone.
Aggro is everything. It's what you do. The higher your aggro, the more our DPS can can do. DPS share in the aggro responsibility as well, every class has ways to fade/fd/clear aggro with fairly short reuse timers and should be mixing those into their play smartly.
One other note here. All tanks, when you see tanks losing aggro, please say something in FLTanks. It's more important we identify who it is so we can work with them one-on-one to improve. There's nothing more frustrating as a tank than to have aggro ganked because the point tank is doing bare minimum either due to inexperience or slack, and you're held back on your aggro because if you do anymore you'll easily overtake that person... Again, identify players so we can address this, it's not about calling people out, it's about improving our performance in this area so it benefits the team as a whole.
PS, if you're shy about calling someone out in FLTanks, just send me a tell, and I can address it.
As an aside, we also had a couple MTO mishaps on this run, but it was largely due to 1-2 tanks being slightly unseasoned on one front and on the other we had some crappy engages as you noticed. The MTO was adjusted for the final run, and we made Clerical spell adjusts to help with our engages. It'll get smoother.
Paladins:
You can tweak the Uncontrolled Growth public emote trigger to our advantage. Add a timer to it, and have it fire off some voice to remind you to drop a splash on the raid. I know sometimes we only have 1-2 Paladins, but every bit helps. Shaman have a splash line as well and are actively using it. We'd like to see you guys using yours more regularly as well. During prep, take a few mins to talk with other Paladins and offset your timers, so when you splash based on the public growth emote, you're not all splashing at the same time, because you're trying to cover DoT damage you want your splashes staggered at least every 6 seconds approx. This is stuff you guys can work out via the FLTanks channel or via tells and it'll really help the team.
DPSAs mentioned in my tank comments above, aggro is a two way street. It's just as important for tanks to have good aggro as it is for you guys to manage your aggro through smart usage of your fade/fd/etc.
HealersClerics:
Once you're placed in your group, look it over and identify who else is a Cleric (if any). Then discuss the following:
- Who will maintain Group HoT
- Who will maintain Olsif's Retort on MT.
- Who will rebuff Symbol on tank death.
Although we do re/buff assigns, during events like this where we have two bosses, we need to have at least one of each respective cleric that is part of each MTO lineup covering Symbol. Same holds for Olsif's. With SB/DI, we always have those spells memmed and therefore we don't have to get specific about discussing it.
Basically, what I'm getting at here is, if I'm covering Symbol, I say so in group so I have my spell bar slot with Sym in it. If Trolbiterr is covering GHoT, he has it in his spell bar, and we don't have to be swapping spells mid fight and then overlapping each other with rebuffs and GHoTs and the like. I know I've covered this with many of you over the last little while, so this is a rehash, but I just wanted to do so again to help reiterate it.
Two Spell Additions for Hard Hitting Bosses:
Anticipated Interposition:
- Good prep spell buff (cast during prep, not during battle).
- Absorbs a high 21k hit then fades but heals 28k.
- Last 10 minutes until the high hit. With such high hitters, every little edge helps.
- Located under spell load menu: Utility Beneficial > Misc
Ward of Surety:
- Absorb 8 Hits or Spells, Max Per Hit: 21k. On fade it heals 27k.
- 3 minute refresh/cooldown timer. Stagger your casts, with a point person starting the rotation and continue based on the refresh timer. So if there are three of you doing Ward, the first person clicks, a minute later another person, another minute the last person. Rotation is set, when Ward refreshes, immediately reclick to maintain the order.
- Located under spell load menu: Utility Beneficial > Melee Guard
- Here's a trigger that will give you an overlay when you use Ward and notify you when it is available (refreshed): GINA Ward Trigger
Shaman:
The way I have assigns done for this raid, there's usually either one Druid or one Shaman as part of the MTO healing. This way, in addition to your healing, Growth can be maintained. I'll add a little note to the assigns to remind.
Overall, based on our prior conversations of late, you guys are doing well. You're mixing Surge in with your Reckless 2x lines along with Mending and your other casts. There's only one Shaman from last night who could be doing a bit more Surges, and I'll touch base with him tonight before raids.
One more side note here. If you're part of the assigns for MTO, please cover Slow on the respective Boss (be it purple/green golem). This saves us having to manually assign someone in FLHeals; or in haste, it gets overlooked.
Druids:
Take note where you're assigned, as it's entirely possible; due to setup, I may place you in a slightly different group from a prior run and overlooked the assignment (this happened last night). So if you notice you're assigned as part of MTO, take careful note of which tanks are in your group (if any), because it's possible you're in with add tanks and expected to be healing them as priority.
Most of you catch these things, but it helps if you let me know, as I do like to fix my keys up properly and when I parse raids I tie the information to players profiles along with heal information and their spell casts and I like to have proper context as to where they were assigned.
If you're not assigned to anything, let me know as well, as it's possible I've overlooked you. It's not personal! Just busy with prep.
Note: Debuff assigns, I've updated to reflect TDS. I know it's taxing with your heal duties, but mixing in those debuffs against BOTH bosses really helps our MTs take less damage.
Please ensure all debuffs on both Green/Purple Golem, except for Skin to Seedlings. Skin to Seedlings can be applied when it comes time to kill the Green golem boss. Same for Purple golem, as we're OT'ing until Green down, Skin can be applied when that time comes.
PS: Let Nuttann cast FoR/BoR. Do not mess up his casts by landing BoR first which then prevents him from landing FoR. I know a couple of you doing this, and you can expect a tell from me when I hear from Nuttann how he can't land his debuffs because BoR is already on the mob.