Our summary of faction champions for all fights:
Link - 14 Attempts: 39:40 Combat Time
Successful Log 1:
Link - 1 Fight: 6:31 Combat Time
Successful Log 2:
Link - 1 Fight: 7:19 Combat Time
Successful Log 3:
Link - 1 Fight: 6:28 Combat Time
Successful Log 4:
Link - 1 Fight: 6:40 Combat Time
Looking through our logs compared to these successful ones, there are a number of things to look at.
Question 1: Blame the healers?No, I think our healers were doing a great job. Their healing per second was actually higher than all of these successful kill logs. Some might think the reason we were unsuccessful was dispels. We had 911 dispels over 40 minutes. This gives us 22.8 dispels per minute. These successful kill logs had 50, 30, 31, and 24 dispels per minute. So we see these other guilds were definitely dispelling a lot more while the first guild (50 dispels per minute) was WAY above ours (22.8 per minute). Improving on dispels as a whole could help.
Question 2: Blame the DPS?The four successful logs showed a raid DPS between 65-75K. Our average for all attempts was roughly 42K. Maybe bump it up to 45-50K due to DPS stopping when we call a wipe but even then we are still looking to be roughly 15K raid DPS below the average which I am sure would make a big difference in getting the mobs down quickly.
Question 3: Are rogues with FoK spam the only way to do this?Our entire combat log for the entire night, all 14 attempts, shows 277 interrupts. In
Successful Log 1, which is a single encounter, you see 316 total interrupts. 284 of those 316 are coming from Rogues FoK spam. So it would seem like we weren't interrupting enough, right? However, in looking at a LOT of combat logs, it seems
Successful Log 2 and
Successful Log 3 are just as prevalent in the successful kill report population as a whole. In looking at these, you see a mere 24 interrupts in
Successful Log 2 and 34 interrupts in
Successful Log 3. None of those interrupts were from rogues using FoK.
Successful Log 4 is another example showing 264 interrupts on a single fight with 243 of the 264 interrupts coming from Rogue FoK. So while Rogues using FoK interrupt is certainly a viable option as shown in log 1, there is also a number of guilds that are successfully completing this with using barely any interrupts at all.
Question 4: So how are these guilds doing it if they aren't using FoK spam?If a guild is not utilizing dual-rogue FoK interrupt spamming, CC needs to be very solid. To determine how our CC matches up against successful guilds who did not use dual-rogues (Logs 2 and 3) we see:
In looking at our total attempts last night, here are polymorph summaries:
Aeriana - 4 Polymorphs
LinkSandraa - 43 Polymorphs
LinkMxy - 95 Polymorphs
LinkSo the first question this asks is why was Aeriana not polymorphing at all last night?
Successful Log 2 shows a total of
14+
2 = 16 total polymorphs on a single fight.
Successful Log 3 shows a total of
10+
5 = 15 total polymorphs.
So we had 40 minutes of combat time. We averaged 3.55 polymorphs per minute (142/40). These successful kills were roughly 7 minutes long and average 2.15 polymorphs per minute (15/7). So the successful kills weren't necessarily using more sheeping than we were. What I do see from this, however, is Mxy doing the most damage over all fights while also doing 67% of the polymorphs. Moreover, it isn't the
number of sheeps but the effectiveness. Even if we were using a comparable amount of
total sheeps, if Mxy was the only one doing them practically that means the other two sheep targets were basically given free reign to do whatever they wanted. Sandy was roughly around where he should've been as well but Aeriana was clearly not sheeping at all. This meant that Aeriana's target was able to walk around doing whatever it wanted to without recourse.
There are lots of other forms of CC that are used too, obviously. I just picked the mages out as an example but we have
Banishes,
Howl of Terror,
Freezing Arrow Traps,
Freezing Traps,
Cyclone,
Hex, etc. etc.
To put it plainly, in terms of sheer numbers, it does not appear that successful kills were not using MORE crowd control than we were. It does, however, seem to be much more spread out on other combat logs (ie- everybody was helping out/doing their part to help)
Final: So what the fuck do we do?It is hard to say how we fix this. It really shouldn't be this hard it seems. In looking through different logs, however, there is one thing I can say for absolute certain. There is no single way to do this fight. There was no pattern whatsoever on what order the NPCs were killed in. I saw a decent amount of logs that actually showed the Shadow Priest being killed first while dedicated interrupters were put on the other two healers and hots/shields getting purged/dispel'd like crazy off the Shadow Priest.
So, in the end, basically we just need to play better. It is kind of a shitty answer but a fight like this is very different from a typical PVE fight. PVE fights are generally controlled, with few variables aside from the ever-present RNG. This fight features enemies that act like human players and react to what we are doing. This is not usual and requires everybody to react on the fly. We can't just come up with a definite strategy and predict how the fight will turn out because we don't have control. What we can do is pick a kill order, determine an approach on how we will stop their healing, and assign CC targets. At that point, it is just a matter of good DPS, Healing, Dispelling, and execution.
I am thinking we will maybe start tonight with having Sandy's Rogue and Cattman both spec'd into the Improved FoK and see if we do any better with FoK interrupt spam going on constantly. This is more of a zerging approach but should hopefully reduce spells cast by the SPriest and Warlock in addition to freeing me up to keep the Warrior and Death Knight better controlled as I would not need to be locking down the Paladin.
Feel free to offer any of your own ideas/insights/strategies: