Wall of furry Ursoc text inc.
TLDR: I think we should change to a simpler strat, where the tanks kite the boss around the room without turning him toward the wall, and all charges go toward mid.
Here's the deal: The main problem on this fight is that we're short on DPS, on both the boss and the add. When we get feared, it means the add didn't die fast enough. We also run out of space in the room (this is at least partially a DPS issue, but probably not entirely). We also have multiple unnecessary deaths on every attempt. I think a change of strat could help with all these things.
Here is a proposition: The tanks should just kite the boss around the room without turning him toward the wall repeatedly. Most guilds do it without the turning. Then there are two main ways to deal with charges. I like #1 better. In fact, if we switched to strat #1, I bet we'd kill the boss in a few pulls. But I'll include #2 as well.
1. Charges always go toward the middle of the room. The soak group goes out to the side of the boss, toward the back end if possible. Here is a video: https://youtu.be/t1yKIZ6xI94?t=62. Sometimes the non-soak group might need to move in front of the boss a little to be out of the way. It depends how much of the boss's body is out of the Miasma before the charge.
Benefits:
- tanks never need to worry about getting charged
- tanks can keep the boss closer to the wall, giving us more space in the room
- the add will be easier to hit b/c it will be positioned better. it will end up stacking on boss and getting kited with him. that means fewer fears and less miasma damage to DPS trying to kill the add
- fewer tank fears not just b/c the add dies faster, but b/c even if he doesn't, the tanks don't need to go stand near him to avoid getting charged
- much less miasma damage on the tanks because they don't need to stand in it to position the boss or to dodge charges
Drawbacks: ???
2. Continue to put the soaks in two different places, one in front of the boss and one to the side. But have the tanks soak with the group that's out front. If you make melee the "front" group with the tanks, then there are two further things you can do: (1) The tanks can move the boss a lot less for each Miasma. Melee barely need the boss's front paws to be sticking out of it. (2) You can put melee by the wall, on the opposite side from ranged, reducing the chance that anyone is hit by the wrong charge. Here's a video: https://www.youtube.com/watch?v=9UuwXIbkR1k
Benefits:
All of the benefits from #1 above (with one change), plus three more possible benefits:
- tanks never need to worry about getting charged getting charged at the wrong time
- slightly less charge damage overall b/c more people are soaking each charge
- if melee soak with the tanks out front, then we get more space overall because the boss doesn't need to be moved as far out of Miasma
- if melee also go on the opposite side of the boss from ranged: maybe everyone gets to be less concerned about getting clipped by the other group's charge
Drawbacks:
If one of the tanks happens to be really low, then the extra damage from soaking charges could contribute to a tank death. That's probably not going to happen much, but it could make a difference in a close fight where there have already been some mistakes / deaths. It's an extra 550k damage to each tank when they soak (from Momentum), although that damage is offset a little bit by getting more DR on Barreling Impact (I think about 145k per soaker). (Back on the benefit side: The DR applies to every raid member. So it's ~145k x 20 for a ~2.9m reduction raid-wide. Not a bad tradeoff for 1.1m more tank damage (550k x 2), so long as the tanks don't get killed by taking around 12% more of their health pools in damage once every 80 seconds.)
All things considered, I'm not sure it's worth doing this strat over #1, unless the healers are really excited about the raid-wide DR. (It amounts to about 4.8% of total healing over the fight, if you assume he charges 8 times.)
3. Now let's talk about our current strat.
Benefits: ???
I'm not sure what our strat is supposed to accomplish, since we never discussed it. Here are two possible benefits, and I think both are either overstated or mistaken:
a. Saving movement for the ranged/healers so they can cast more.
Response: It's not clear that this strat saves much, if anything. We move very frequently during this fight no matter what, and ranged need to move basically the same total distance no matter what. The only difference is the timing. In theory, putting ranged in front of the boss lets them plant their feet 40 yds away and cast more consistently for a few seconds, rather than move 20 yds, cast some, then move 20 more. But 1 x 40 isn't necessarily better than 2 x 20. Which one is better turns on which movement pattern lines up better with rotations and cast times (which vary by class), as well as random procs (which will vary for a single player during the fight). At the end of the day, there's probably enough "give" in when ranged need to move -- they have a window of a few seconds each time -- that they can probably keep up a good rotation most of the time with either movement pattern. I'm no expert in this, of course, and am happy to be corrected. But it's also true that ranged shouldn't plant their feet 40 yards away anyway because they need to help soak Roaring Cacophony, which has a 25-yard range.
Also, I eyeballed some top logs that use other strats, and our ranged / healer active time didn't look significantly different from theirs.
b. Saving us some parries b/c in theory the melee are never near the front of the boss.
Response: TLDR: The benefit here is trivial at best.
Long version:
- Sometimes the boss faces the melee using our strat. Our strat takes boss positioning that should be simple matter of kiting and turns it into a lethal precision dance for the tanks. As part of that dance, sometimes the tanks need to move the boss away from the wall, which means he turns toward the melee group while that's happening. Also, sometimes the melee cheat ahead of the boss / tanks to avoid Miasma.
- Even if we had all the melee stand directly in front of the boss for the charge, they'd only need to do that for a few seconds once every 80 seconds over the course of the fight. Let's say it's 5 seconds each time, which is probably more than necessary. If we assume 8 charges total, then they take half, or 4 charges. At 5 seconds each, that's just 20 seconds of 3% parry over a fight that's 300+ seconds long.
- A look at some logs also suggests that the strat is not saving us much in the way of parries. I compared our best attempt from last Thurs (#17) to the top two logs for speed, from guilds that always have the boss charge out to the center. I looked at the first in detail, and we barely come out ahead on parries. I eyeballed the second one, and it looked roughly the same.
Here are some details:
- Volrog got parried more than the top speed guild's Shammy
Volrog: https://www.warcraftlogs.com/reports/HJzR7xvdf3cqQnrG#type=damage-done&fight=22&source=19
Steeldrago: https://www.warcraftlogs.com/reports/AMGna29gJDcXRqVQ#fight=19&type=damage-done&source=79
- Their Assassination Rogue only had 3 more melees parried than Sentokii, and 5 more than Cheatz
Moondel: https://www.warcraftlogs.com/reports/AMGna29gJDcXRqVQ#fight=19&type=damage-done&source=72
Sentokii: https://www.warcraftlogs.com/reports/HJzR7xvdf3cqQnrG#type=damage-done&fight=22&source=4
Cheatz: https://www.warcraftlogs.com/reports/HJzR7xvdf3cqQnrG#type=damage-done&fight=22&source=31
- Novax got parried once more than their DH.
- And so on.
To be fair, their fight was 1:20 shorter than ours, so that affects the parry numbers. But the point is, they're not getting parried much, and we're not entirely avoiding parries. We're getting parried almost as much as them.
Drawbacks:
a. For starters, there's just something fishy about our DPS numbers. Basically every one of our DPS is under-performing compared to what he/she usually does. That's a yellow flag suggesting maybe something about the strat is lowering our DPS.
Here, I cut off attempt 17 (a 5% wipe) at 4 deaths. That's right after hero and (I think) before we run out of space. If anything, it should make us look better than we are. (To be fair, it includes only 26s of time with the boss below 20%. But it runs up until 13 sec before the enrage, so it's not like there's supposed to be a ton more execute time. If someone wants to do the math on how much it matters, feel free.) Anyway, the DPS (and tanks) are all doing worse than we'd expect:
Omitting healers, we have a single player ranking purple for his ilvl (and there are only 24 parses), 6 blue, and 1 green. That's just 8 players ranking above 25th percentile, with a total dps rank of 9th percentile. https://www.warcraftlogs.com/reports/HJzR7xvdf3cqQnrG#type=damage-done&fight=20&cutoff=4
On attempt 19 (a 7% wipe), the numbers were 1 orange, 2 purple, 3 blue, 4 green (10 above 25th percentile), with a total rank of 9th percentile. https://www.warcraftlogs.com/reports/HJzR7xvdf3cqQnrG#fight=22&type=damage-done&cutoff=4
And here are other logs for comparison:
On Nythendra on Tues, we had 5 purple, 6 blue, and 4 green (15 players > 25%), with a total rank of 77th percentile. https://www.warcraftlogs.com/reports/TaZRJVY4A3HhkWb8#fight=18&type=damage-done
On Renferal, it was 5 purple, 4 blue, 5 green (14 players > 25%), for a total rank of 64%. https://www.warcraftlogs.com/reports/TaZRJVY4A3HhkWb8#fight=46&type=damage-done
If it seems unfair to compare Ursoc progression to "farm" on other bosses (not that the farms are a cakewalk yet), here are the numbers from our first Nythendra kill: 5 purple, 4 blue, 4 green (13 players > 25%), total rank of 70%. https://www.warcraftlogs.com/reports/gYHMzGFdnDtKJQNw#type=damage-done
And our first Renferal kill: 1 orange, 3 purple, 5 blue, 3 green (12 players > 25%), total rank of 57%. https://www.warcraftlogs.com/reports/ngQBrFqvtx86TkV9#fight=21&type=damage-done
Anyway, all this stuff is admittedly a little speculative: "Our DPS seems low across the board, so maybe it's the strat . . ." The DPS numbers just seem fishy.
Here are some more specific drawbacks of the strat:
b. We have less space in the room b/c the tanks can't keep the boss tight against the wall, or they get killed by the charge
c. More get fears because it's harder to kill the add quickly when it's not being kited along in straight line with the boss. Fears increase damage taken and player deaths, and they decrease DPS. even if people don't die when feared, it's probably the case that just a few fears result in a greater DPS loss than all the boss parries in an entire fight.
d. More miasma damage to tanks, and to melee who are trying to hit poorly positioned adds.
e. Spikier Roar damage on melee. Roar damage is split between all players within 25 yds. Sometimes ranged players are out of range and aren't splitting it with the melee group. (Example: https://www.warcraftlogs.com/reports/HJzR7xvdf3cqQnrG#fight=20&type=damage-taken&ability=197969). This could happen with any strat, but it's probably more likely with a strat that tells ranged players to go stand as far as they can in front of the boss.
f. Much higher risk of tank deaths (and tank fears). The two debuffs are supposed to be the big risk for tanks in this fight. We handle those fine. But our strat creates a new, bigger risk: getting charged with the Momentum debuff. Trying to avoid the charge increases all other risks. At times, it requires us to stand in Miasma and take extra damage; to go near the add and risk getting feared; to move the boss more, sometimes toward the melee; and so on. There is often a razor-thin margin, and sometimes no margin at all, between getting killed by a charge and getting feared. Any attention or resources (like CDs) spent on all this other stuff means less attention and resources for other things, like dealing with the main debuffs, getting the add into position, correcting for little mistakes, etc.
4. Regardless of strat, here are a few things we could do better:
a. Kill the adds faster to avoid fears. Multiple DPS were not hitting the adds much. They need to switch. Even the DPS who need "ramp-up" time. Killing the add just a couple of seconds earlier would make a big difference. The adds only have 33m health. Our raid DPS is around 4.5m per second. There is a charge while the add is up, but that only affects half the raid, for maybe 7-8 seconds. In fact, even if only half the raid were hitting him, he would die in 15 seconds. On attempt 17 on Thursday, we were never faster than 17 seconds, and twice we took 23 seconds.
b. Swap out some melee for some ranged. There are multiple benefits to having more balance. Are there no options for that?
c. Even out the ranged and melee DPS in the two groups. If the add is in a tough place for melee to reach, and the ranged are getting charged, then we're screwed. Splitting the ranged between the two groups would help with this.
d. Split the healers between the groups. This is similar to (c). The way we do it now, when the pure-DPS group is getting charged, then only 1/3 of our DPS are available to hit the add (the ones in the non-soak group).