Dragioch 23rd October Debrief

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Dragioch 23rd October Debrief

Post  Bainin on Mon Oct 24, 2011 10:30 am

Psychobabble wrote:
Draigoch T1/T2


Please see the full strat write-up on the official forums here or the wordier but useful write-up here (although it doesn't get the tank movement direction).

After our very late running session last night we managed to iron our a fair rew things. I tried to explain to the raid group all FM's need to be done against Dragioch's body (Hoarmnroth later pointed out my mic wasn't working) as outlined in the "wordier write up" above. After several hours we didn't get a single FM against a claw.

Also - the Three CJ's per cycle probably refers to a Teir 1, 24 man Raid Group with 3 fellowships in the DPS group each performing an FM rather than all FM starters being in the same group.

Phase I is fairly straight forward - it simply takes some time for the DPS group to run between and take down all four claws to trigger Dragioch to fall to the centre so damage can be done to his body and CJ's can be performed. By doing the four Claw CJ's first, time between cycles is reduced.

After Earval and Ptp sorted out Pathing issues to the mid tier claws, we where able to get to phase 2 but were then reminded why an off tank is needed for the tank group. Unlike phase I, there's no tellling before hand if Dragioch will move left or right. Off Tank should probably be already setup at a platform with the main tank and healer headed to the opposite platform VERY QUICKLY after dragioch starts to move. If the healer gets caught by flame they'll probably go down and if dragioch isn't tanked, cave in damage will kill the whole group. Otherwise apart from some moderate raid wide damage as dragioch moves, DPS group continues on in the tunnels cycling attacks against 4 claws then body as per phase I.

Phase III is in the middle the gold pile at the bottom of the pit. During the phase transition the tank must jump/fall down and pick up agro whilst the rest of the tank group joins the DPS ball. With all 4 claws present, cycles should go much faster. The only thing to avoid is when Dragioch flies up. Tank and DPS group should run to opposite sides of Dragioch's body to avoid his fiery breath. i.e. 90° from the head - either to the tip of his tail which curls to one side or the opposite side.

Bainin

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Re: Dragioch 23rd October Debrief

Post  Jtime on Mon Oct 24, 2011 10:50 am

Muz i looked it up after the fight last night. An apparently you can actually tell in phase 2, the cue is different - he'll breathe fire somewhere on the top level either side of you - run the other way. We'll need to confirm this. but if its true it will give us 1 extra person downstairs.

Also: all the completed CJs from draigoch get saved in your FM dictionary under draigoch Very Happy

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Re: Dragioch 23rd October Debrief

Post  Anthony on Mon Oct 24, 2011 11:24 am

I had a thought about the phase 2, even if it is maybe possible to tell, is this why a Guard and Cappy are used to tank the head. Ear, you seemed to survive fairly well even without a main healer for a bit, so would a cappy healing be more then enough, while at the same time, providing for an off-tank and rez should the guard go down. Anyway, just a thought.

Other then that, as long as 6 ppl can hit the FM and we get a chance, it should be fairly easy really. It's nice to hear they show up in ones FM listing once you have done them. Do you have to actually do them on Draigoch for them to be listed or could we make a fellowship, head to the training dummies in Galtrev and as long as we can trigger a FM, then do them all and have them listed. So rather then typing them in chat, can pop them up on the screen.

Other then that, I think just going with 12 and running it at T2 is the way to go and then we can start looking at some rotations so all get a go.

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Re: Dragioch 23rd October Debrief

Post  Jtime on Mon Oct 24, 2011 1:43 pm

Not a bad idea ant, and for our initial attempts i'd probably want the extra safety upstairs as well.

Agreed about 12man t2c it's easier anyway, 24 man is just...chaos.

I have a feeling the fms will only be triggerable in instance, if you were able to use them on training dummies it follows on you'd be able to use them everywhere else, so i doubt they'd work, but we can try. we have the full list anyway so it's only a small convenience to get it shared around.


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