Saturday, December 1, 2012

Resto druid 10m Heroic Garalon strategy

So finally progression-ing again. And H Garalon is down :).
Healer Number: 2.5 heals is not really necessary, but we did it this way, since disc priest atonement is... whatever, basically blizzard favors priests. Though 2 healers is definitely doable I feel.

Differences from normal: Garalon now crushes on timer instead of when pheromone is passed. It will still crush when people pass under him. Debuff after taking pheromone is now 4 minutes, so it forces almost everyone in the raid to kite pheromones at least once.

Symbosis: Mage (ice block), hunter (deterence), basically invul abilities is nice.

So 2 things to work out: kiting order, healing cooldown. But! if your dps doesn't meet check, it's not clearable no matter how well you do kiting, healing. Our clear attempt was about 30seconds from berserk, but previously we did hit berserk.

Kiting:
So only hint I can give is kiting order should be 2 tanks (3 crushes), healer (1 crush), dps (1 crush), healer (1 crush), dps (1 crush), healer (1 crush), dps (1 crush), dps (should be no more crushes at this point), 2 tanks again.  Obviously if you have 2 healers only, replace one of the healers w/ dps.

So when kiting, when crush occurs, ice block, and you'll be immune to stun and the crush damage, so it's super nice.  Same w/ deterrence and divine/bop from paladin.

If you don't have invuln abilities, don't be a stupid kiter, before a crush, make sure you run a bit from the yellow dot that forms to warn you where the amber pool will be, so you don't get crushed on an amber pool and just die.

Cooldowns:
So at start, heroism should be up, HotW dps boss, but not the legs.... let dps/atonement priest pad w/ legs. Once again, I choose Force of Nature this fight to help weave in heals during every other crush. But you can pop Force at the start to derp and they'll be up by 2nd crush. First crush don't really need healing cooldowns because of heroism.


Positioning: ranged all stack together on top of healer (mark the healers), melee will hang out w/ legs and tanks with 1 more healer. healer 3 will be kiting. Requires sorta working out, but not really... since majority of the time, all players except tanks would be in range of all non-kiting healers.

General advice:
Save as many legs as you can near the end, so once the boss stops crushing, you can take down 6% of his hp just by using the extra legs.

As always, open to discussions/questions in comment section. I don't quite like what i'm writing on this boss, it feels like a disorganized mess... but it's really not a healer dependent fight (once you get used to the damage, etc).

Once again I'll mention we are Recruiting.... 

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