10-26-2010, 08:54 AM
belloc Wrote:I wanted to offer some thoughts on this regarding patch 4.0.1:
We no longer have a 50% MS effect. This increases the damage requirements on Anub by a very large amount. If our players aren't putting out the numbers, we won't kill him. There is, however, a bug that allows for stacking MS buffs. If this bug still exists when we try, this specific problem might not be an issue.
Block mechanics have changed. Solo add tanking on Anub is currently impossible. Add tank damage will be more intense than it was when Anub was current content.
We no longer have passive melee healing via judgment of light and LotP. Extra shadow priests/healing stream totems will be needed to compensate.
Long story short, Anub is the one fight in here that our 264 gear will not provide a significant advantage on. The only part of the fight that might be trivialized is the burrow phase, as we might be able to skip one (or both). Those that have experienced the learning process on this fight know that the burrow phase isn't the hard part -- phase 3 is. We will have to execute phase 3 as well as we would've been expected to prior to ICC (passive healing for all groups, keeping current health for most raiders around 1k, instant and assigned heal-sniping for PC targets, and extremely high dps without a 30% buff). It's not going to be easy in the slightest.
Keep that in mind when recruiting people for this. In all honesty, we probably won't be able to accomplish immortality. Assuming, however, that we get a group together at an acceptable time, I'll still be happy to try.
Anub was also balanced around 245/258 gear for dps. The dps is a joke, even without MS that won't even be a slight issue assuming our dps aren't retarded. We used to do anub for cloaks back in the day in 264/some 277 gear, we didn't even get two add waves in p3.
The main problem here will be add tanking, since we can't stack BV anymore to negate most add damage, eating .25 sec attacks on a 10 stack will kill even a 277 tank in a hurry. The obvious solution is to split them, but it's very hard to correctly position several adds to be within range of AoE, on ice, while not stacking the aura. We could have full dps swap to adds to prevent them from even shadow striking since that is yet another issue in that phase.
I was always the interrupter for shadow strike and I can tell you from experience, it's not possible to interrupt 100% of shadow strikes when all 4 are grouped together. A server lag spike or just the insane amount of combat log data in p3 that raises ping, you need to pre-stun or risk them teleporting while stunned and still killing people, regardless of how early in the cast you got the stun. There's about an 8 second possible window of shadow striking so even if you stun at the timer, they could teleport anyway. It's obnoxious.