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10.2.5
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10.2.6
Hodir Tanking
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Post by
zeklaine
Last night my guild was doing attempts on Hodir in 10 man. We did pretty well and got him down to .125% and 3% on different attempts, and we got him to enrage timer twice. Obviously there is a lot of dps that comes from the buffs, and that is where my question is directed.
Obviously the buffs are:
Starlight - 100% haste while standing in moon beams
Storm Power - 135% crit damage aura centered on target raid member
Toasty Fire - 30-stackable debuff that increases magic dmg taken by 2% per stack
My question is: Is there a good way, (or any way for that matter) of helping to control where the buffs are positioned within the room? Or is there a particular priority that increases damage by the most amount? I found that it was very common that the NPCs would end up at different ends of the room through getting knocked back by icicles etc. So the fire would be in one corner, and all the moonbeams would be on the other side of the room.
The fact that they are scattered also makes it difficult to keep your dps up when people have to run around breaking the flash freezes all over.
Post by
260787
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Post by
zeklaine
Yea, we were having some problems with raid members getting frozen, people were making excuses like the drifts bugging out, but I personally didn't have any problems with it. I only got frozen one time because I was trying desperately to break the NPC shaman out of the ice block b4 he got 1shot by flash freeze.
Do you often prioritize the buffs you get? It was my experience that the Singed buff was extremely difficult to consistently keep stacked on the boss, and we might be better just trying to focus on the Storm Power and Starlight buffs....
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145571
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175113
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Post by
Ashigore
Something to note about the crit damage buff, from my experience having done hodir several times on 10 and 25 man, the person who gets the buff cast on them by the npc who will have lightning surrounding them gains nothing from the buff, that person then spreads the buff to people in range who gain the crit damage buff and have ligning trails from their hands. The person who gets this crit buff from the npcs should try to prioritise spreading it about to as many dps as possible. Its much more effective than making people stop dps and run around to the person with the buff.
And as people said, free the npcs starting with the mages (you can raid mark then before you start) and make sure people dont get frozen.
Also some of your problems with players not getting on the mounds can be due to them having Projected Tectures disabled in the effects section of the video options causing them not being able to see the blue runes on the floor.
Post by
zeklaine
Hrm. I had not idea the NPC's would help to break each other out.
Not too worried about threat, I'm imba DK tank that doesn't suck, whereas most of the dps in my guild kinda DOES.... I've never had issues with that.. plus I get the bonus threat from the buffs too, 18k crits by tank is pretty sweet.
I had thought about trying to pull the boss away from the NPCs so that they'd bunch up, but I wasn't sure how easy that would be to do, and it would also involve pulling the melee out of the starlight buffs, since you really can't control where those land. But since you said your tank has had success with it I'm going to give that a shot.
Thanks a lot for the helpful responses.
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