Video:
Provided by Bentmer
This post will be attached to the new raid boss fight guide. Please post your observations, tips and suggestions in this thread.
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Video:
Provided by Bentmer
This post will be attached to the new raid boss fight guide. Please post your observations, tips and suggestions in this thread.
-Make sure the tank and raid both know where Greenscale is going after he lands. Early on, we had a decent number of deaths because the tank would go one way and raid members expected the tank to go another, which would cause people to get cleaved/whatever sometimes. -Always expect that anything on the ground that would kill you is way larger than it's visual representation on the screen and any graphic on the ground that would help you is way smaller. For Greenscale, this means get WAY out of bad stuff like plants, and get real tight in the middle of the bubble during the air phase. This also includes cleaves and cone-based breath attacks; expect them to be huge, because they are. -Do not immediately DPS when Greenscale lands from an air phase; give it a second or two until the beast is turned, else you might pull aggro. While I don't think it is an aggro reset on landing, plenty of DPS have died to a seemingly random one shot when the dragon landed because they didn't hold DPS for a moment or two. -Be responsible for your own health as best you can in the form of defensive abilities and potions, because this is an extremely healing intensive fight. If you die once, there is a decent chance you will die immediately afterwards due to all the AoE damage being thrown around, so do your best not to die at all.
-If you start as soon as the bubble pops up, after you run to the center to avoid increasing Mortal Extermination damage, you can resummon your pet easily in time to disperse as he lands. As a warrior, this is useful because we don't have an instant summon ability (until next patch) but could be useful if unfortunate pet death occurs for any class, which can happen often in a fight with so much damage flying around. Also, if you can't range Greenscale, or basically, if you are a non rb/para warrior or melee rogue with pet, this is a good use of that time. PS, Zavrin told me to add 'don't send your pet out during bubble or it'll probably die!'
From a healer's PoV:
- Healer's Covenant (HC) is one way to assist your tank in living through Noxious Breath - it isn't mandatory, but it IS nice. If it takes you approximately 10 minutes to kill Greenscale, you can expect to use HC at least twice per ground phase. Greenscale will first use Noxious Breath about 10 seconds into the fight. Cast HC as you see him casting his breath (edit for clarity: CASTING, not CHANNELING - the latter indicates he's dealing damage to the tank), preferably towards the start of the cast, that way you'll lessen the amount of time HC's debuff has on the tank.
Because of HC's debuff, alternate your HC's, and use tank abilities in between, or a purifier's 51 point talent. Also, assign your HC rotation before you begin, and have your HC rotation reset back to the first person each time Greenscale lands so that there is no confusion.
And as a word of warning: if you use Healer's Covenant during an air phase, the tank will likely have the HC debuff going into the next ground phase and will be unable to receive HC's for Greenscale's noxious breath.
- Most raid damage is quite predictable. If you have Greenscale targeted (as either a focus or a target of target), you can see him summon his strange plants. You won't know where those plants will be summoned to, but you can at least guess that within two seconds of that cast bar finishing, the raid will take damage - time your AoE heals accordingly.
- Air phase: raid damage does not begin immediately. Raid damage begins about ~15 - 20 seconds after Greenscale goes into the air. You have that much time to rest, regen some mana, pop some pots, use cascade, etc.
- Your tank's health spiking may vary; but it is very important that you keep the tank topped off at all times. This is especially important during the last phase, when Greenscale's damage increases the more pollen he absorbs.
- I've healed Greenscale as a 51(W)/10(S)/5(cab), 44(W)/22(S), and as 32(W)/34(S). Each combination has had its uses - excellent tank healing, excellent burst raid healing, excellent support abilities, etc. For your first time doing Greenscale, some combinations may be better than others. Bringing a battle rez and a Healer's Covenant are very much worth it when you're learning the fight (and having talents such as Protect the Flock are really nice too). However, variety is the spice of life - and remember, there's only so many times you can use HC on the tank per phase. Pick the soul combination you feel the most comfortable using, because how familiar you are with your class is going to ultimately influence how well you perform during the fight.
» Edited on: 2011-06-20 18:16:26
Awesome thread! One thing that really helped me as a chloro in this fight was to stay alot closer to Greenscale than my instict said to. I think the designer of the encounter purposely made Lord Greenscale the size that he is as an intended mechanic. It makes it difficult to see where your Main Tank, party members and the rest of the raid are. The Greenscale fight is very much a 'Situational Awareness' fight. This is especially important during phase 4 for our raid because we handle the Noxious bracken by slowly kiting him around the cave.
As an addendum to what Cordite said (and he is right that for being a healer it can be WAY more helpful to be closer instead of further as I learned when I got a chance to heal the fight) if you are standing close to Greenscale, remember that if you are *in* melee range you are supposed to be stacking on the marked melee. This is because melee use a strategy in which they stack on one leg, then move to the other after plant spawns so that we can continue DPS. Melee/people in melee who do NOT stack on Eldris have caused melee deaths in the past when there is basically a line of angry snaring plants from one side of the dragon to the other, giving melee who traditionally run from leg to leg a fire to jump into and burn alive in when they expect salvation.