Forum Settings
       
Reply To Thread

@TidewalkerFollow

#1 May 06 2008 at 7:41 AM Rating: Decent
My guild attempted to kill tidewalker last night and healing was ok, dps seemed fine, but out main problem was that the mages kept dieing. Anyone here with experience on doing this fight that can give me suggestions to pass along, to make this fight easier?
#2 May 06 2008 at 8:21 AM Rating: Decent
it would help if you sayed why the mages were dieing. everybody should have a good bit of health i'd say around 8k buffed at least. if it's the watery grave make sure all the mages have light feathers for slow fall that seems to help us out a good bit. if heals are fine then it really shouldn't be a problem..

*mixed a skill and reagent together =P

Edited, May 6th 2008 12:23pm by Strikr
#3 May 06 2008 at 8:31 AM Rating: Decent
**
794 posts
we are still doing Morogrim atm as progression. While I feel that the raid is ready for him some deadweight and some lack of flexibility is causing a lot of headache.

I reckon you guys use the two paladin AoE tanks method?
Letting the 2 of em gain enough aggro and starting the nuke together is pretty important. Are the warlocks participating? They need to. Something like waiting for both packs of Murlocs to reach you all should be a given or your wasting mana.

Watery grave can become fatal if you take earthquake before or after. Blink out of the fall damage as much as possible or use slow fall if you can afford it. Because graving and earthquake can coincide the healers can only heal you up before you blow up and not after an earthquake since that would be dangerous unless the 2 paladins are very good at gaining healing aggro with Righteous fury on.

The fight is more or less a test of how the raid works as a whole. Discipline on dps, healing and tanking is required.

Good luck, we had a couple of good attempts on him but a slight error on a)aoe tanks b)healers healing after earthquake c)murlocs managed to avoid the aoe tank and went around biting healers can cause a wipe since the murlocs will overrun you without control.
#4 May 06 2008 at 8:56 AM Rating: Excellent
Citizen's Arrest!
******
29,527 posts
Dilbrt wrote:
My guild attempted to kill tidewalker last night and healing was ok, dps seemed fine, but out main problem was that the mages kept dieing. Anyone here with experience on doing this fight that can give me suggestions to pass along, to make this fight easier?


When are they dying, exactly? While the others have explained the big dangers, there may be more to it and at the least we can best help you if we know when it's happening.

One thing to add...tell the mages to use ranged AoE. I've run through the murlocs after a grave and have eaten some kind of DoT that was messing me up pretty badly. I think it's randomly targeted at someone in range. I always used flamestrike then a blizzard.

Also, the tanking paladin(s) should heal the mages first(and priests, too) due to the fact that we have squishy *** health and are the easiest to die if something goes horribly wrong.

Edited, May 6th 2008 10:59am by Poldaran
#5 May 06 2008 at 10:28 AM Rating: Decent
Sorry for not giving more information. Mages keep dieing during the AoE, and we are not using a protection paladin. The one prot pally the guild has is always late and his TPS is crap. We have been using holy paladins (with RF running) to get aggro, we would frost nova (rotation between the mages), them + warlocks would aoe, but nearly every time we've lost a mage (or more).

I'm considering letting one of the holy paladins attempt to try to tank one, and I've read where frost novaing the adds actually gets more people killed than it saves, but I don't know for sure. The boss tanking is fine, dps should be fine (we killed hydross, so we meet the gear check for dps), watery graves weren't a problem, and healing for the most part seemed ok. Basically what seemed to happen, we'd lose AoE, murlocs wouldn't die fast enough and everything would to to hell from there.
#6 May 06 2008 at 11:31 AM Rating: Decent
***
2,029 posts
Frost Nova is bad for AoE like AE, they don't follow aggro but attack whoever's nearest. That murders AoE. If you're going to do AoE using Frost Nova, you need a rotation, have the locks get off at least 3-4 SoC's each, and then open up with Flamestrike or similar, not AE.

Alternatively, just get a holy pally with some decent/good prot gear. Uncrittable, lots of spell damage for threat.
#7 May 06 2008 at 11:53 AM Rating: Good
I personally never had any problems using regular AoE (blastwave/dragon's breath/AE). Myself and another mage had a frost nova rotation where we would nova the murlocs coming from behind tidewalker (through the hallway) and a hunter would have a frosttrap setup for the ones coming from the graves. We would either have 1 prot paladin tanking or two holy paladins grabbing aggro.

Frost nova when they are close, nova again, warlocks are seeding everything up and all at once blow everything. I rarely, if ever died to it.
#8 May 06 2008 at 12:50 PM Rating: Decent
*
84 posts
Frost Nova can hurt if your raid is stacking in the middle. But for the most part murlocs should be in range and attacking the pally tank. Unless he's moving around. Though nova is not needed, and i wouldn't recommend it.
While AOE'ing Make sure you step back from the pack of murlocs. If your in melee range you dont get an extra buffer before you pull agro. So make sure your at a tid bit of range. I usually will go in with AE's, CoC's and the Dragon breaths towards the end of the murlocs life. If you open with those moves there is no chance for the pally's to keep agro. Remember, the pally's aoe is like a dot. If you do a lot of damage right off, you'll definetly pull.
Also, I always IB'd out of my watery graves. Rare you catch up on MT's agro since your aoe'ing half the fight. And you shouldn't be pulling agro from aoe.

Edited, May 6th 2008 9:30pm by CalenciaBlue
#9 May 06 2008 at 10:52 PM Rating: Decent
Never was SSC with my mage, but farmed it enough with my druid to give advice.

Nova kills paladins aggro.
A pala generates aggro when he gets hit. Nova'd mobs dont hit the tank all the time. So dont use nova. It destroyes his TPS.
We had a holy-prot-hybrid paladin in SSC and had never big problems at the murloc bombing.
#10 May 07 2008 at 8:39 AM Rating: Decent
***
1,945 posts
Main thing is to have a prot pally tanking the murlocs. I always used flamestrike at range. This was the strat we used every time we fought him.
#11 May 07 2008 at 10:29 AM Rating: Decent
***
3,761 posts
Don't frost nova, and give your paladin more time to get threat, it's that simple.
#12 May 09 2008 at 10:34 PM Rating: Decent
my guild is also at Tidewalkeer in progression, got him down to 9% the other night... :(

we were having trouble keeping the mages up as well but then we put a sham and a lock in the group (for threat reduction and imp stam buff) and it all went well. only time we had problems was when our pally tank got the watery grave thing... yeah that sucks...
#13 May 10 2008 at 5:36 AM Rating: Good
Kuresta wrote:
my guild is also at Tidewalkeer in progression, got him down to 9% the other night... :(

we were having trouble keeping the mages up as well but then we put a sham and a lock in the group (for threat reduction and imp stam buff) and it all went well. only time we had problems was when our pally tank got the watery grave thing... yeah that sucks...


they should have just bubbled and ran back.
#14 May 10 2008 at 1:57 PM Rating: Decent
***
2,079 posts
The mistake I see both healers AND aoe dps make.... is waiting for the tanks to get aggro on the murlocs. Generally, once the murlocs come, you have awhile before the next earthquake. No need to rush on healing. No need to rush the dps yet. Keeping everyone alive is the most important thing.

We always had all the dps stay right on top of the paladins because if they run out of consecrate, the paladin won't be generating threat anymore. So dps'ing from outside of consecrate can be risky too, though not as bad with bliz since they'd be running slowly.
#15 May 12 2008 at 7:27 AM Rating: Good
Quoting Anobix cause I don't know how to do it lol,

"They should have just bubbled and ran back"

Yeah he did, but that doesn't help him the 3 other times during the fight he gets sent to the watery grave and bubble is on cd... lol
#16 May 14 2008 at 8:13 AM Rating: Decent
**
320 posts
Everyone needs >8k health buffed to survive a bad earthquake + watery grave hit.

Mages are not really for the AoE damage, unfortunately. It's really all about the Warlocks in the group that can SoC up the murlocs. The Mage AoE (I use blizzard) is the catalyst to get SoC firing non-stop. We try to have at least 3 locks with any AoE-ing that needs to be done in any end-game raiding. If you're any less than that on Tidewalker, you won't be able to get the murlocs down quick enough to keep a high enough DPS on boss.
#17 May 14 2008 at 11:20 AM Rating: Decent
***
2,029 posts
That's not really true. Until recently, one of our locks could rarely make it, so we usually ran 2 mages + 1 lock on Tidewalker. Having a prot pally really helps your AoE, though, and if you're using holy pallies instead you might need more locks.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 66 All times are in CST
Anonymous Guests (66)