Team Pirate – raid times

So, following discussions on vent we need to ponder the best collective raid time.  Currently Sunday afternoon is seen as the least worst for a number of us but there are some where it’s not ideal.  So.. ideas, comments and the like please.  There is no need for a single raid slot either, we can have a number of possible slots and where necessary shuffle from week to week depending on what suits the various members of the group.

So, I’ll start, Wednesday, Friday and Saturday evenings are off the shopping list for myself (clashing with EO raid times), this doesn’t exclude them but does make ‘wolf making an appearance significantly less likely.

Let the discussion start!

Weekly raiding… It’s Marrowgar

So assuming Team Pirate is online in sufficient numbers he’s dead (again), with any luck we’ll pull together sufficient to be able to have a pop at Death Whisper.

To that end I’m pondering tweaking the raid setup for DW a little, assuming the normal group are around…


  • Paladin (T) [Confirmed]
  • Bear (A) [Confirmed]


  • Paladin (K) [Confirmed]
  • Tree (U) [Confirmed]

Melee DPS

  • Deathgnome (M) [Confirmed]
  • Deathgnome (M) [Confirmed]
  • Kitty (S) [Tentative]
  • Rogue (S)[Unknown]

Ranged DPS

  • Hunter (S) [Tentative]
  • Warlock (K) [Unknown]
  • SPriest (C) [Confirmed]

(yes I count 11 as well, so it depends on who’s around for the attempts and who’s signed off)

So, a bit of shuffling to increase the magical dps and bringing the Tree out of semi-retirement doing what he’s good at.


We came, we saw, we had our faces shown the rather poor carpeting.

So, what do we have in here.

Phase 1:

  • Burn down the mana shield, this is a priority task, good sustained dps is needed here
  • Shadow bolt (deathwhisper)
  • Curse of torpor (needs dispelling as quickly as possible)
  • Green death and decay on the floor (deathwhisper)
  • Cult Fanatics – Must be turned, these cleave, only the tank should be in front of them
  • Cult Adherents – Caster
  • Reanimated fanatics – melee immune
  • Reanimated adherents – magic immune
  • Empowered adherent – Gains uninterruptable cast
  • Mutated Fanatics (these are the big ones), they must be kited and nuked down above all other adds.
  • Make sure there is at least one tank free to pick up the adds as they spawn

Priority order on adds:

  1. Mutated fanatics (big ones being kited)
  2. Empowered adherent
  3. Reanimateds
  4. Cult fanatics (easily killed)
  5. Cult adherents

Phase 2:

  • Try and transition while there are no adds up
  • Tanks kite her to the floor area (makes dealing with the kiting easier, removes LoS issues for the healers)
  • Run away from ghosts
  • Tanks need to agree how many stacks they’re swapping on to keep the debuff under control
  • Nuke nuke nuke

Random thoughts

  • Depending on the mix next time we may shuffle the healing around again to put the priest into the field as dps, this appears to work better than the moonkin.
  • Target switching and macros for the tanks so they can quickly mark up the current priority.
  • Focused fire on adds to burn them down as quickly as possible
  • Faster add nuking allows the tanks to get over to pick up the adds quicker
  • Tanks not to feel like they’re slacking if they’re spending time getting into position even while adds are up as long as they’re under control 🙂

Onyxia… musings

In which your humble RL learns more about what rogues can do and when to flip the makeup of the group around.  A couple of wipes and a kill, not bad and some lessons learnt on how to deal with her when we have a non-optimal group.

  • Rogues can rock at the AoE damage thing, stick them on the whelp packs
  • Therefore.. AoE ranged isn’t as needed
  • Ranged can therefore focus on big and ugly who’s floating above the raid
  • The healer lurking on the edge of the area up beyond the left cave can see the whelps spawning (name plates ftw) and give early warning.
  • Put the raid healer up with the melee camp and have the tank healer follow the ranged camp as they nuke Onyx during phase 2

Boss dies, loot gets shared out, some goes to the guild for general gearing purposes, all is good.  Boss gets skinned and we leave the place nice and tidy.

Pirates vs Marrowgar (round one)

As mentioned before, we came, we saw, he killed us but not before we had him down to 57%.  For a nine-man team of non-hardcore raiders I think that was pretty bloody good.

Of those in the group, three have raided him and got kills in 10 & 25, six have never seen him in the flesh and of those one had seen him via tankspot.  So given that most of the group were working on descriptions of the fight I think this was pretty excellent.

So, things to focus on, things to remember, what’s missing

  • Tanks, some more mitigation on our bear (I think we’re going shopping)
  • Tanks, make sure we’re calling which way we’re moving during the spank phase
  • Melee, a little more time to get him positioned, and potentially moved, particuarly when he’s against a wall, that was a pain to handle.
  • Melee, dodge those coldflames
  • Ranged, we need the pewpew mage, between Oxana and Keone the spikes are dead in no time, which means the melee don’t need to spend time running which means more boss time.
  • Spikes, kill them, kill them quickly
  • Heals, not much I don’t think, lots of healing, and make sure there is cover when one healer is spiked.
  • Heals, do we need additional healing to smooth things out?

Marrowgar is an execution fight, more about making sure we deal with the problems he throws at us and staying alive than raw damage on the boss (there are plenty of pure DPS checks inside ICC but we’re not anywhere close to those at the moment).  The motto in this fight is “stay alive”.

Enrage timer

In 10-man normal he has a 10 minute enrage timer, the rough numbers from Sunday indicate we’re popping 24k raid dps (just short of 5 minutes to nuke him down), so with an additional ranged and experience we’re going to be completely safe on the timer.


So everyone can line up their shopping list…

Primordial Saronite

I was wrong when I stated there was no Saronite on Marrowgar, he drops one.  The current plan (had a discussion with our glorious leader), the plan  is to flog the saronite for the best price we can get and use the proceeds to give a payout to the team to cover raiding costs.  Now if that’s not an incentive to get him down I dammed if I know what is.

Pirate Raiding – cw11 – TotC/VoA/ICC

Once again due to real life we were nine-manning content, and one of those has a broken collar bone (thus proving that retadins can faceroll :))

TotC10 (Beasts and Jaraxxus) – Beasts gave us a little trouble, it was Ari’s first time tanking the worms and they do need a bit of special handling, they’re the hardest part of the fight on normal mode.  Dusted ourselves down a few times, dead beasts, happy skinners.  Jaraxxus got better when ‘wolf went on the adds, Paladin AoE threat is a win on that fight pulling the adds under some form of control.

VoA – By the gods (all worship Yogg!) we have Wintergrasp, so as the bulk of the raid had never seen the bosses we dive into it before we get kicked out.  All three early bosses nuked, no problems and pretty much no gear thanks to the way the RNG was playing with us.  Oh thank you very much Blizz.  We need to go back in to wallop the new guy, I’ve only looked at him once and to be honest I don’t remember much of the encounter.  Emalon I think was the hardest for the team to work out, particularly when I failed to call the charged add (oops), but he died, we didn’t and we’ve learnt another execution fight.

ICC – The trash up to the final pack died without any problems, we then managed to pull pretty much all of the big adds one after the other causing one wipe and a few iffy moments (but the rep is nice).  Marrowgar, two attempts at nine-manning him.  We really did miss the additional ranged dps our resident dps nutter brings to the raid, which made getting the spikes down harder than it should have been.  More in a followup post

TotC10 – Lord Jaraxxus

Lord Jaraxxus is the second boss in TotC, one of the demon lords he’s a bit of a pain but on balance a simpler fight than the beasts.

The keys to the fight are target switching (adds must be nuked down quickly), situational awareness to get out of the bad and targetted healing. Ranged (inc healers) need to spread around the boss, Fel lightning can chain to keep a reasonable distance between each other, the fireball should be interrupted (DKs I’m looking at you).

Every 60 seconds, Jaraxxus alternately spawns a Nether Portal or a Fel Volcano. Nether Portals spawn a Mistress of Pain, while Volcanoes spawn 3 Felflame Infernals. Both types of adds must be tanked and nuked down by ranged as fast as possible. Melee should stay on the boss.  So ranged, save your damage cooldowns for the adds.

Jaraxxus will randomly cast Incinerate Flesh on one raid member. This debuff absorbs all healing on that target until a certain amount of healing has been done, if the debuff wears off, the target blows up, causing a Burning Inferno to hit the entire raid for large amounts of damage over time, this can be a wipe (it’s a insta-wipe for heroic mode).

Legion Flames is the other nasty, if a member gets this cast on them they should run outside of the raid and then run around.  As the debuff ticks down it will drop green flame on the ground, so while running a line of green fire is left behind the target.  Therefore it is essential to be careful with the path to avoid running through the healers or ranged dps.  The Nether Power debuff will need dispelling by the priest to reduce his dps.

So, hit the boss, hit the adds, get out of green, heal the bad debuff, dispell the other debuff, win, loot, /cheer.

Then… faction champions…

[Edit: Legion flames updated]

Musings on raids, gearing and the dance

Some interesting experiences and thoughts on comments made over the weekend. The AB guild did what is becoming regular weekend event and spent a few hours kicking some raid content. This isn’t as simple as it sounds as getting 10 players online all at the same time is “interesting” at times as we’re a small social guild.

However the new weekly raid quest is a good incentive.

So this week Anub in Naxx needed a kicking, nice and clean, we almost got him down before the first locust swarm and finished him off before it finished. No problems, easy, we can zerg this stuff. This is only partly true. So we moved on to see the big dragon where we were painfully reminded that tanks need time to get threat so smacking the dragon before this is done is a bad thing. We lost dps on the pull and to a nice, but unfortunately timed crit while he was dropping the frost bomb (mage got insta squished on the land).

However through some frantic running around, lots of popped cooldowns, combat res and dps mashing for all they were worth we got him down. Not the cleanest of kills, not the ideal method but a good reminder that for raid content gearing is only part of the story, there are some parts of the encounter which cannot easily be zerged.

Bosses in Naxx can kill dps with a single swipe. If you catch a crit then you’re going to be watching from the floor, tanks get to survive that but only at the cost of lower dps. Dodging the frost bomb is still essential, the damage is very painful, so run and hide, there’s no shame to it. Threat is an issue.

KT went partly the same way, though this was largely due to the raid build. At this point our mage had to bail or get an earful from his raid leader, so we 9-manned KT, with one ranged dps. So that’s two healers, one ranged and six melee. Anyone who’s seen KT will know this is sub-optimal, particularly when most of the raid have never seen the boss before. Frost thingies locked out melee a couple of times (makes the tank’s job “interesting”), purple zones of evil caught dps thanks to lag and so on.

However, and again this is the biggie. The boss died on the first shot. By my count five of the raid had never seen KT before, and of the rest most of us have actually seen him less than a handful of times.

So the Naxx scorecard : AB – 3; Bosses – Nil

Were the kills flawless, no. Is AB an uber raiding guild, no. Did overgearing help, hell yes, did the players pull things back and learn the fights on the fly and get a kill. Hell yes.

Coming soon… musings on tanking, threat and 40-man level 60 raids done at level 80.


Ok it’s nice. The raid has a proper feel to it, we have trash. We have trash which caused the dps to complain “yeah just AoE them down, I hope this isn’t going to be the norm” followed by a single mob which caused some serious pain and deaths. Nice one blizz, keep throwing those unexpected curve balls at us.

The five-man content is pretty, and given that the healing on Unferth wasn’t a cakewalk I’m expecting it to be a proper challenge with Tincan. The attunement side of things is nice, we have to work through the three wings. The last one hurt like hell, though it didn’t help that we were four-manning at that point and just couldn’t nuke down the adds fast enough on the gauntlet section.

I like the content, the bosses are throwing some curveballs, the end boss in the Pit is going to be a swine to heal at a more normal level of kit, there’s some interesting stuff there. I think we’re going to be spending some time fighting our way though it for kit and the iLevel of the kit on normal version is 219.

Loot! Epix! Achievments!