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Kolmar

How much nature resistance do tanks want to use on Viscidus?

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0, tanks don't use NR on Visc, simple reason : Aggro switch from P2 to P1.

Full TPS gear aswell, obviously

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You don't need full TPS gear on Visc, since the DPS can do very limited damage.  Just give the tank 2 seconds to get it and he won't lose it.   High EHP gear is good here.

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ehp doesn't really matter, boss doesn't hit for shit. You rather wanna get the boss back as quickly as possible.

DPS won't take the boss, I agree, and it's why you go full tps gear, because healers will overaggro instantly.

The tricky part results in the boss itself, the aggro generation is based upon between P1 P2 transition, making healers getting to much aggro because they are healing the entire raid before engaging P1 again.

tanks using ehp with to less threat will result in a wipe due to healer overaggro, even if the tank keep 100 rage on transition, you will need this extra tps to catch up instantly.

Did advised a couple tanks / guilds on this, they all thank me later, changes everything TPS in this fight !

 

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People should be topped off before the split even happens during break phase.  If more healing is needed beyond that, the raid is taking too much damage during freeze phase.  No raid damage goes out beyond that.   A shield slam / revenge + Sunder is more than enough to reestablish threat after blob phase back into phase 1.  

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That's considering a perfect scenario where you kill the boss in 2 phase 1, means no damage on the raid, or almost.
if you do a 3rd phase 1, for example the boss is at 20% and you gotta do the same once more, there is no way at all the raid will be toped starting 3rd phase 1.

All healers will have aggro 1 by 1, killing them, and the boss will move all the time making it impossible to tank, nature clouds will be in the middle of everyone, and at the end, there is no healer alive because the tank can't catch up 10k heal aggro quick enough.

Viscidus had a shit ton of rescripts since aq did open, first week it was dead within first phase, then they implemented a script making it impossible to one shot in 15 sec, then the blubs did move faster. Nowadays, you gota do the blub slow mode, and freeze the boss to death (means perfect scenario boss dies when freeze 2nd phase 1).

Perfect scenario don't really exist in a progression guild, so I recommend the tanks using as much threat as possible (without sacrificing to much ehp, obviously) to be able to grab it back once entering a 3rd phase 1 where generally a wipe is due to heal aggro, or a down because the tank has enough TPS.

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If you are hitting a 3rd P1, tank itemization isn't the issue and healers are 99% gonna oom with the amount of abolish poisons / cleaning needed to last 3 phase 1s.

Planning itemization for a situation where the mechanics haven't been dealt with appropriately isn't the right approach IMO.

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