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Yorgomir
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re: T5 Vistrix - Public

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THE Key Mechanic


Vistrix Bane

click on the frozen body, leaning at the left side just above the first stairs down into the lair, to obtain the (new) Vistrix Bane.

this bane is required to unroot the players after Tartaros Vapors, thus protecting them from being burnt to death after Eruption.

for this to work as expected, the teams need to bunch-up close during Tartaros Vapors (root comes after the cast) and
the assigned bane-user needs to be behind (and facing) everyone in his/her group
- and activate the bane after Tartaros Vapors/at start of Eruption!
after being un-rooted, everyone needs to run away from their previous position - there will be deadly fire-pillars at the end of Eruption!

since there is a long cooldown after using the bane (15 Min), each group (see below) will need a rotation for using their banes!

 

Vistrix' Spells - when they come, what they do and how to deal with 'em


The Master's Call

when:
starts 5 sec after pulling, cast duration is 2 sec and has 42 sec cooldown.

what:
spawns 4 port-circles at end of cast under the 4 aggro-highest players in the raid;
~3 sec later, 4 minion-type adds spawn out of those port circles.

action:
ensure that the (whole!) main-tank teams always has the highest aggro - need to avoid port-circles anywhere else!
tanks need to turn Vistrix - otherwise Dark Flames may kill port team.
port team runs into these portals.
Necromancers need to have Funeral Rites to oneshot 3 minions, Demonologists kill the remaining one - need rotation due to casting cooldown here;
minions can/should be rooted when they spawn and are first-prio target of any DPS class!

 

Dark Flames

when:
12 sec after end of 1st The Master's Call, after that always 10 sec after end of The Master's Call; cast duration is 3 sec.

what:
big frontal cone aoe damage, is split amongst the number of characters that get hit - the more, the less damage per player.

action:
tanks bunch up in front of Vistrix, tank healers run away to the side.

 

Funeral Flames

when:
always immediately following Dark Flames, cast duration is 7 sec.

what:
big aoe damage around the current aggro holder, split amongst the characters getting hit
infecting aggro-holder and anyone standing near-by with a self-centered bomb, exploding 4.5 sec after end of cast.

action:
tanks bunch up, healer stay out - when bomb is ticking, spread out, so no-one gets the damage from others;
after explosion, run back - Tartaros Vapors is comming soon!

 

Tartaros Vapors

when:
31 sec after pull, then 46 sec later, cast duration is 4 sec;
re-cast timer resets at every Heart of Fire.

what:
will root all players at the end of the cast.

action:
everyone needs to bundle up in their assigned group, designated bane-user behind everyone.
after the cast is done, bane needs to be used for un-rooting and everyone runs away.

note:
port group currently fighting their adds, does receive Tartaros Vapors as well - but will not be rooted
- for this to actually 'work', they need to be deep inside their current alcove!
below 80%, Tartaros Vapors will always come 31 sec after Heart of Fire!

 

Eruption

when:
immediately following Tartaros Vapors, cast duration is 6 sec.

what:
spawns 6 fire pillars at the end of the cast for 8 sec, killing everyone still rooted (protection bubbles do work here!).

action:
run out of the dangerous area after being unrooted by assigned bane user.

 

Heart of Fire

when:
starts at Vistrix being down to 80% HP, cast duration is 4 sec (2 sec at 10%!) and has 42 sec cooldown.

what:
23 sec neglectible fire dot, infects/stacks others that are too close (i.e. within the aoe circlic effect)
- does considerably more damage when being stacked!
and resets the dot timer -- this may kill you when you'd need to bunch-up for being unrooted but still have this dot ticking...

action:
affected players (shallow fire-ring around player) need to run away from others and let the dot tick out there!

  • stay calm if you get it - due to the mechanics of this cast (resetting Tartaros Vapors timer), there is about
    10 sec time after the dot has run out and the need to bunch-up for receiving the Vistrix Bane, plenty of time!

note:
during the fight, Vistrix receives a stacking Immolation buff:
Click for original size
when Vistrix' HP reaches 80%, Immolation starts at 1 stack and Heart of Fire is cast on the 4 aggro-lowest players;
at 10% HP, Immolation gets 5 stacks and Heart of Fire is cast on everyone (faster cast duration this time).
in-between 80% and 10%, the stacks increase for every 17.5% drop of Vistrix' HP and Heart of Fire is cast on a timer base:
x1 @80% - 4 players, x2 @62.5% - 6 players, x3 @45% - 8 players, x4 @27.5% - 8 players, x5 @10% - everyone.

 

Rake

random armor-wrack debuff on aggro holder.

 

Fireball

ranged attack on aggro holder if out-of-reach for standard white-hit.

 

Timing is the key to success


since Vistrix is a simple mind^^, it can only cast a single spell at any given time!

this means:
whenever a spell's cooldown is over, it will be started again - unless there is another one still being cast at that exact time
- i.e. the spell to be re-cast will be delayed until the current casting is done!

main goal of the fight

the DPS must be timed in such a way, that Vistrix reaches 80% HP during or directly/very-shortly after Tartaros Vapors
- this will cause the first Heart of Fire to come directly after Eruption!

this is because of The Master's CallDark Flames and Funeral Flames being on a static rotation,
while Tartaros Vapors (thus the following Eruption - hence bunching-up, using the Vistrix Bane and running away) directly is
influenced by Heart of Fire (this resets the timer of Tartaros Vapors!).

in a badly timed fight, Tartaros Vapors would be re-cast too-shortly after (or even before) Funeral Flames
- tank team would need to bunch-up for receiving their un-rooting bane, while the bomb from Funeral Flames is still ticking,
and causing lots of damage/deaths when exploding in such a tight group!

in a perfectly timed fight, however, there is no difference in having or not-having Heart of Fire to reset the Tartaros Vapors timer:
Tartaros Vapors starts 31 sec after start of fight/Heart of Fire, the following casts start 46 sec after (start of) the previous one
- i.e. 36 sec after the end of Eruption (casting of Tartaros Vapors and Eruption takes 10 sec).
those 36 sec are very close to the 31 sec (timer reset) plus the 4 sec cast duration of Heart of Fire
- in a perfect fight, Heart of Fire would come 1 sec after Eruption and Tartaros Vapors would remain on 46 sec timer for the whole fight...
(note: even if that could be achieved perfectly, there still is a little deviation as the fight proceeds:
The Master's Call, Dark Flames and Funeral Flames are on 44 sec timer, while Heart of Fire, Tartaros Vapors and Eruption are on 46 sec!
but this will only make the fight easier for the tanks later-on, as it gives them more time between running out for their bomb
and bunching-up for receiving the bane after Eruption!)

since there is a rather long cooldown after using Vistrix Bane, anyone can only do that once in the whole fight (will be reset after a wipe);
thus Vistrix should be dead before the tank team runs out of bane users
- to achieve this, the first Heart of Fire must come at/after the 3rd Funeral Flames latest!

in an optimal setup, tank/DPS team has 8 players (= bane users) each, so Vistrix must be killed before casting Eruption for the 9th time
- which would be roughly after about 400 seconds...

 

The Fight


tank team (7..8)

5..6 main tanks + 2 healers / 4..5 main tanks + 3 healers

  • always in front of Vistrix
  • turning him 90° degree (after The Master's Call)
  • running away from each other after Funeral Flames
  • quickly bunching-up after their bombs exploded for receiving the Vistrix Bane
  • turning Vistrix back after being unrooted during Eruption

 

port team A/port team B (8)

(2x) 1 tank, 1 healer, 2 high dps melee (no mages as those are required to oneshot minions!) - need 2 port teams due to porting blocker cooldown.

  • moving with the DPS team
  • next team to fight the adds being close to tank team, ready to run into the port circles
  • that team must never get Heart of Fire, need to maintain high aggro on Vistrix
  • at port destination two adds are waiting: Tartaros Destroyer and Tartaros Augmenter;
    Destroyer needs to be aggro'd, tanked and spanked while the Augmenter needs to be dealt with before he finishes his long cast
    - if any team fails to bring the Augmenter to below 25% before he finishes this cast, Vistrix will receive a stacking damage buff (Unshackled)!
  • upon porting, the team receives Essence of Tartaros buff, which prevents them from being rooted at the end of Tartaros Vapors;
    this buff will be replaced by Banished of Tartaros debuff as soon as Augmenter gets below 25% HP.
  • hence Tartaros Destroyer must be killed first, then Tartaros Augmenter needs to be damaged until just above 25% before Eruption particle effects start;
    after that, Augmenter needs to quickly be fought below 25% and team needs to sprint back to Vistrix - to escape fire pillars from Eruption
    - if Augmenter reaches 25% and thus disappears before these particles start, the team loses the root-protection and most likely will die after Eruption!
  • port team's tank need to port first and must turn Destroyer - to avoid its frontal cone attacks killing the other port team members
    - and should position Destroyer close to Augmenter, for the team's splash damage to hit both adds!
  • Banished of Tartaros (port blocker) debuff is on a 60 sec timer, starting after the Augmenter has vanished (i.e. below 25% HP)
    - i.e. as The Master's Call and thus the portals are on a 44 sec timer and considering that each port team uses every other portals,
    there is less than 30 sec to kill both adds! - including porting+positioning...
  • any Demo in the port team's group (no need to actually port), can help the tank a lot with casting Mystic Suppression shortly after the tank ported!
  • (at least) port teams should switch-off their Loading-Screen fading timers:
    /setoption SplashScreenFadeInTime 0
    /setoption SplashScreenFadeOutTime 0

 

DPS team (9..8)

remaining players in raid

  • turning synchronously with tank team
  • focus on killing minions after The Master's Call

 

everyone

  • always be ready to run to an empty spot (away from your raiding companions) - in case of receiving Heart of Fire
  • obey the Raid Leader's commands - it's fundamental here to have a controlled DPS for reaching 80% after/during Funeral Flames - never before!


Last edited by Yorgomir on Sun May 22, 2016 17:15:49; edited 15 times in total
Yorgomir
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Joined: 25 Aug 2013
Posts: 175

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re: T5 Vistrix - Public

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there's a supporting script for that encounter in our TS, raid channel: r5Vistrix

call it with 28(!) arguments - which are the players for the different roles in this fight
- if there are fewer people for a specific role, need to fill '-' there:

  • 1...9 Tank Team - soldiers and healers; 7..9 players: 5..7 tanks + 2..3 healers
  • 10...13 Port Team A; 4 players
  • 14...17 Port Team B; 4 players
  • 18...20 DPS Team (Necro rotation for Funeral Rites); 3 players
  • 21...26 DPS Team (cont'); 6..4 players
  • 27 Announcements in Tank Team
  • 28 Announcements in DPS Team
adils
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Joined: 29 Jun 2011
Posts: 29

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re: DPS OR NOT

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This is not a DPS fight for the first 80% then u can start doing the dps as normal but this fight have never been a dps fight.

We can start to dps more when everybody know the exact roll they play and not screw it up(no insulting)

 

The fight tactic so (USE U*R BRAIN) Put some semi cons/mit/prot/ gear, better to survive instead of being dead player.

 

The fight is quite simple, so please read and fill u'r brain with that lovely raid tactic.

 

 

Adilss

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