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Alright everyone, another week has gone by - and we have more logs to look over. This week I have decided to grab our Heroic Log specifically, and compare our encounter to another raids that is the same raid size, and their kill time is within 10 seconds of ours. The item level average is within 5 ilvl of our raid as well. What does this mean? It means that the log I'm comparing ours to is an accurate comparison, instead of grabbing one from a fully mythic geared raid which will of course do better than we did. Heroic Garothi Worldbreaker We down this guy pretty handily each week, but there's plenty of room for improvement. We had multiple prepots get missed, or for some - not using a 2nd one. If you remove the pugs, our raids average DPS was 1,267,992.3. Which is fine for heroic Antorus [we only had 3 dps from guild for this fight]. Looking over at our Healers, again not including the pug mistweaver - Triny and I averaged 771,790.35 HPS. What does this mean? Well, the 3 DPS from guild for that fight are pulling enough damage to meet the requirement for raid to not hit an Enrage timer, or otherwise cause problems [yay]. For the healers, we also need to look at deaths - in this case there were none. So good job across the board. The log I've compared us to had an average of 1,295,742.3 - We're really close to that average, so well done for sure. Now, bear in mind that this from all of their DPS  as opposed to our 3. This means when we no longer pug DPS all of our guildies in DPS roles will need to maintain a near 1.3 million DPS Average during the fight in order to kill the boss. They only 2 healed the fight, compared to our 3 healing it - however their average between them is 1,004,898.75. This is a large deficit, but they took considerably more avoidable damage than we did, thus the need for more healing. What does this mean? Our DPS are on point for heroic Garothi - Lojac, Ag, and Nep respectively. Hopefully those who are not ready to join us in heroic rise to the occasion - I know I am very much looking forward to no longer pugging out those slots ^^ ------ Healers, there are points where we can improve. We had some gaps of downtime where we could have cast something - any heal - if there is a moment where there is nothing to heal we should be dps'ing to add damage to the fight where we can. Every point of damage matters because that boss isn't dead until he hits 0! Heroic Fel Puppies We down this fight each week, but there's tons of room for improvement in several areas we struggle in. Our largest problem being avoidable damage and the mechanic weight of darkness. Weight of darkness is the purple circle we stack up in at least groups of 3 to avoid the fear. Coupled with the Magma Flares [Red swirls of impending F U] - this causes catastrophic problems at times. We need to be keeping an eye on not only ourselves, but to whats around us as well. It's easy to overlook walking out of one magma flare into another - or worse yet - It comes during Weight of Darkness and we need to flawlessly move as a group to avoid fear and death. Looking over our Damage and DPS from the kill [once again removing the pugs] we averaged out to 1,473,569.5 - Even though this is a multitarget fight for DoT classes / Destro Lock [via Havoc] - One of our DPS is a Fury Warrior and does not benefit from that since he cannot cleave in this encounter. This is a well job done in executing the damage portion of the fight and a definite step up from Garothi. Healers, we managed to push out an average of 758,677.25 HPS - But again, lets look at deaths. We had a player die to Molten Flare over 9.6 seconds. This is a considerably long time to die and means we did not get to him in time. Even though he should never have gotten hit by the flare in the first place, it still falls on us to keep him alive. The Comparison Log actually has an average ilvl 2 under our raids, and their Damage / DPS average turned out to be 1,366,580.1 DPS. Well done again to our 3 Guild DPS for that encounter. Not only pulled the good numbers to kill the boss, you even out performed the comparison. Their Healers pushed out 713,144.4 HPS on average. This is also lower than ours - but they also had a death. The big difference here though, is they pushed out 5 times the healing onto that dying player than we did. Yes, I know I'm comparing 2 healers vs 3 by not including our pug - But even if I did - The comparison log healers did 3 times the healing to that player than we did to our dying member. So it still shows that we need to step it up - if they can get heals to that person, so can we. Heroic High Command This fight is really kicking us down - We're struggling mechanically across the board here. Dealing with the Shock Troopers, getting the Pyromancers down - and constantly interrupted - alongside NOT walking on mines unless needed is causing numerous issues. So, lets break it down. The Shock Troopers are essentially Fel Guard Model enemies that randomly charge at players and bladestorm in a stationary position doing a considerable amount of damage. It's kind of hard to dodge the first tick, but if you can great. Definitely need to be getting out this faster - removing the pugs - We have some of our raiders taking 19.52 million damage from this alone. In fact - in the top 5 damage taken including the pugs we brought in, our raiders took 3 of those 5 spots for Bladestorm. We cannot be taking this much damage from this - Excessive avoidable damage in turn hits the Healers, draining mana faster to a point where we have none left later in the fight when things actually get tight and we really need it. Don't finish that cast - MOVE Exploit Weakness is a frontal cleave - Yet we have numerous players being hit by it. This hit not only does damage, but puts a stacking debuff on you making you take 50% increased physical damage as well - so if you get hit by another, its bad news for sure. Fusilage, this is the reason we get under the giant bubble put down by the person in the pod. If you don't - it really, really sucks. If you do, well - it sucks a lot less. We've had some people not get under the bubble and it definitely hurts things - especially if it ends in a death. We also unfortunately had everyone stacked tight enough to have 2 Shock Troopers charge / bladestorm the group AS fusilage hit the ground - instantly killing about 6 of us in one of the attempts. This is really rough RNG, but we should spread out in the bubble to prevent this from happening again - even if its just a small chance. We had the Damage for the pull to barely make it - but we need to really step it up. Our 4 DPS [Another guildie was running late joined us at this point] - averaged out a 1,325,479.6 DPS. Bare in mind this is not a kill average, but the average of our averages on a per pull basis. Raids that did kill this encounter within our ilvl range pulled an average of 1.648,219.3 DPS - we need to step up our game on this one. Warrented, this is a cleave fest with all the adds running about and the pyromancer spawning close to the active boss. Multi DoT'ers will have the easier time, but there's definitely enough cleave up time to increase your damage as a melee.