Saturday, January 3, 2009

Dead Malygos

Here is the strategy we used to kill Malygos (10 man) the other night. I'm mostly focusing on the little details that we learned during all the wipes it took us to get there, please make sure you read the basic strategy for the full details on the encounter.

Phase 1

We have someone call where the Power Sparks are coming from and the main tank reacts by moving Malygos away from it ("Next spark north west", "Turning him south"). This way, the party is positioned between Malygos and the incoming spark. Additionally, the main tank will pull Malygos slightly toward the outer rim of the platform in order to maximize the odds that the Sparks will all die in the center.

Note that on our kill, we didn't do a perfect job at it: the sparks were not optimally stacked and I think a couple even reached him. We still managed to kill him before the enrage, so there is a little bit of leeway here, but obviously, stacking the sparks makes our job much easier in phase 3. We also try to decide when it's best to call a Blood Lust (typically when we have two sparks stacked).

Phase 2

We call an order for melee to climb on the platforms. Someone puts a skull/hunter mark on the closest Nexus Lord that lands and we all focus fire on him. Move to the next dome when it appears and keep track of the Deep Breath timer to make sure you won't be out in the open when it hits.

In order to avoid a situation where the tank and his healers are standing in two different domes and unable to get together, healers need to stay with the tank, even if he's not moving to the next dome right away.

Whenever a Nexus Lord dies, a melee gets on the platform according to the order decided. It is very important to let the melee go first, because a melee staying on the ground during this phase will be useless, which will make us lose precious time for phase 3. I'm not quite sure if there is a point in a range getting on a platform once all the melee is up in the air since the ranged person will probably do more damage from the ground(?).

Phase 3

We experimented with the "one healer per group" approach but it didn't work well in 10-man, so we ended up having raid healers. Everybody groups together at the south and we have 2 or 3 designated healers. We should be able to run with 2 eventually, but we'll start with 3 and see if we hit the enrage timer with people still alive, which would be a huge progress. If this happens, we'll just use one less healer.

The healers stack up 5 HOT's on themselves (3 3 3 3 3) and then cast an AOE heal (4). Remember to save some energy to be able to cast Flame Shield (5) in case you get targetted with Surge of Power, so you might want to insert a delay in your cast sequence to let the energy fill up (3 3 3 3 3 [pause] 4 3 3 3 3 3 [pause] etc...).

Same idea for DPS: 1 1 [pause] 2 1 1 [pause] etc...

Occasionally, Malygos will cast an Arcane Pulse, which causes a big AOE splash damage for anyone staying around it. This is the cue for the entire raid to move clockwise. We will all move 30-40 yards on our left and resume our cast rotations until the next Arcane Pulse, which will cause us to move again.

It is absolutely mandatory for everyone to have DBM installed, and not BigWigs. BigWigs will *not* notify you when you get targetted with Surge of Power, which means certain death. Again, we'll try to have a few people dedicated to calling who is about to be targetted so they can cast their Flame Shield, but don't rely on it: you should be able to manage this entire phase just by paying attention to what's happening around you.

No comments: