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12-19-2011 @ 2:15PM
Our guild managed to down Ragnaros when we too were at the point where we could easily clear up the first six bosses in one night and spend the entire second night on Ragnaros. We were thrilled to finally be able to say we beat the final boss of a tier before the next tier came out.The progression we made on Ragnaros came down to making sure that everyone's role was firmly understood, to make sure that people were held accountable for their mistakes, and to make sure everyone had no more than one task to take care of at a time. That way, when a mistake was made, it was guaranteed to be one, and only one, person's mistake.One big trouble for us was the Sons of Flame transitions, with three different variants and little management, the transitions often dissolved into chaos with no one to blame. As the tank, I could easily wrangle two adds until DPS could come support me with stuns and burst damage, but I'd too often see 2 DPS on one add and 0 DPS on too many. I wrote a program to generate charts, one per person, to indicate where they should be depending on where the hammer falls, and it generated something like this: http://i42.tinypic.com/15fmwdj.jpgWhite B: Support healer: Tries to do just a bit of burst DPS to slow the add until the DPS can reach it. A holy fire and a few smites was fine, but a holy paladin with glyphed holy wrath, hammer of justice, and talented exorcism was *awesome*. Orange T: Support DPS: Always goes to where the most dangerous adds are, then helps Support Healer finish off add. Ours was a feral druid. Red V: Main Tank: Supports the Support DPS and Healer, and deals with the Lava Scions in the second transition. Our blood DK with death grip for emergencies. Blue T, Cyan A, Green B and Orange F: Standard DPS assigned to a single add. Pink G (me): Support Tank, using burst DPS and stuns to lock down the furthest adds until help arrives. The great part about this system was that here every add was the responsibility of a particular player. If that add hit the hammer and exploded, one single player was responsible, and 95% of the time this was because they were in the wrong place or didn't save a nice cooldown for the job. Hopefully this helps to show that chaos can be controlled if personal responsibility can be introduced (and enforced). Ultimately you succeed and fail as a team, but a raid leader on tough content needs to take an extra step to make sure that the reason you wiped "this time" is never "darn bad luck". "Bad luck" is okay when you're learning the fight, but when people understand the fight and have been wiping to it for weeks, they really want to know why, and being told that the wipe was due to something both unidentifiable and out of their control can become a little demoralizing.
12-19-2011 @ 7:56PM
That looks wayyyyyy too complicated. We just used a tank + melee for the 2 closest on each side. Ranged dps to the long side, or split up if its in the middle.
12-19-2011 @ 8:04PM
For us, this was actually dramatically better than just hoping everyone would be in the right place at the right time. The point was, it's not about "in general, have the ranged on the long side", it's about each person knowing exactly what they're supposed to be doing. Some people took to this idea immediately, and others continued to have trouble. But this way, the people who had trouble knew it was their fault, and knew what they needed to do to correct it, rather than 'hope' it wasn't their fault but not know for sure. I know it looks complicated, but the single chart is covering one of three cases for 10 people. Hammer left? You go left and kill #4. If #4 hits the hammer, you have erred and must do better.
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