Shown: a dragon sleeping on an elevator. When we engaged him, he trundled back to his original location without resetting, did some special or other, then resumed fighting normally. Very buggy.
Shown are my player & target frames with buff displays, out of combat. The buffs are subgrouped: no-duration buffs like auras, mounts, and tabards (hidden during combat), has-duration buffs from other sources, buffs from me. Debuffs, shown as timer bars, are similarly split into ones from me and ones from other sources. I’m not entirely happy with it yet, because it results in a big mess on bosses in the “debuffs from others” stack. But it does let me track debuffs on my tank targets when I’m healing. I’ll have to iterate on it some more.
The main event
Heroic Maloriak attempts last night. No kill, but I’d definitely call it progress. We were able to drive through to a second green phase with the DPS at the right pace. My mana was a little low to keep my healing pace up. I blew through a lot of it popping tree form and overhealing our two tanks to make sure they lived through the green. I’ll dial back a little next time.
The problem is that it’s RNG whether we get there.
- Did Maloriak release aberrations before the first dark phase? If he did, we’re good. If RNG says he doesn’t, it’s probably a wipe.
- Will server latency allow the Arcane Storm interrupt when our 2 interrupters hit it? Or will it continue casting for a full second before the server decides to stop the cast?
- Will our tank’s interrupt miss at a moment when our DPS backup is off doing other things?
Our very best attempt was killed by both of the tank’s interrupts missing on a single cast. It was agonizing. Interrupting. God. Our hunter tamed a spore bat just for this fight, so we have the cast speed slow. Our DK is a machine at interrupts. No really, a total machine. He’s frustrated beyond words by this fight. The cast bar will appear, he’ll interrupt, the cast will continue for a second or so, then it’ll stop. All the combat logs indicate that he interrupted, not somebody else as a backup. And yet… Even a single tick can mean a wipe in this fight, depending on when it happens.
You can insert your own bitter joke about the Cataclysm triage healing model here.
We’ve got kiting mostly sorted, though not perfect. This fight puts a lot of stress on the add tank. If you have 9 aberrations out, you simply cannot let them catch you or it’s near-instant death. Any bad moves by the add tank result in a wipe.
Our guild has three raid tanks: bear (raid leader), paladin, and warrior. The paladin and warrior swap off. Well, they’re supposed to, anyway. The warrior’s been a little absent. The pally tank is the one who’s been working on this fight. Normally I’m overjoyed to be healing him in progression fights, because he’s been consistently easier to heal than the very fragile warrior. But the paladin class has some disadvantages compared to the warrior in this fight. The warrior’s all about the mobility. Charge, Intervene, Intercept, Heroic Leap: those mobs never catch you! In theory. Absent those advantages, our DPS has to help him out all they can with traps and slows.
Despite the whinging, it’s clear we’ll get this fight down with some more work.
Oh! I’ve been running KLE as my boss mod all week. As you know, I miss DXE keenly, and this looks and is configured exactly like DXE was. It’s really very nice to have my three warning types again (Move, Act, and Warn) with their three distinctive sounds. (That’s my setup for the mod, by the way, not the way it comes out of the box. Move for when I need to run, Act for when my healing choices need to change, and Warn for raid-wide problems/events.)
It doesn’t have full support for all encounters. For instance, there’s no “get this buff next” warning for the Elementium Monstrosity fight. I don’t need warnings like that any more, but people learning the fight do. So I would not yet recommend this mod for general use. It’s working just fine. Only the encounter data seems lacking at the moment.