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Felmyst

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Overview

Felmyst is a fight that emphasizes quick reactions to randomly-targetted events. A quick death follows within 2-3 seconds if you fail.

Neither DPS nor healing requirements are particularly high. While the fight does include an AE component, it is very forgiving and you do not need to stack AE classes. Having three dedicated mass-dispellers (shadow priests) can make P1 significantly easier to learn. Alternatively bring an extra healer for learning and have a holy priest or two concentrating primarily on dispells.

While technically the fight may be doable without a prot paladin, it makes it so much easier that it seems silly to not have a holy paladin respec for this fight (unless you happen to run with a protadin all the time.)

SunwellRadiance is in effect.


Contents


Auxiliary Pages

Summary

The Fight

Positioning for Felmyst (pre-pull)
Positioning for Felmyst (pre-pull)

We set up the raid in three camps: two ranged camps and a melee camp, with the MT and a dedicated MT healer (usually a paladin) behind him.

While this setup requires the raid to be fast in responding to encaps, it reduces the chance for missed MD's and allows a slightly faster reaction to encaps: everyone plays with their eyes glued to Felmyst, and when you see her turn to your group you just start running. There is never any question about which group she is casting encaps on or who has to move.

We stand on a single model and spread out from there, to make it clearer which group is getting encaps and to ease healing/dispelling burdens. A variation however is for everyone to stand in a loose circle around the shadow priest, to make it faster for most of the group to get away from someone with encaps.

An alternative setup is viewable at BossKillers but we highly recommend ours.

Ground Phase

MD Felmyst to your tank, who then takes a few steps backwards to keep her in position.

Her P1 abilities do not have to come in any specific order.

  • Corrosion

Tank damage isn't especially heavy until she casts Corrosion which substantially increases the damage on your tank. Some guilds find it easier to absorb this with a druid rather than with a warrior.

  • Gas Nova

Periodically she will cast Gas Nova, which needs to be mass dispelled before the second tick goes off. Priest need to be careful about not getting caught in a GCD so their mass dispell isn't delayed.

  • Encapsulate

All groups DPS until she turns to a group to cast Encapsulate. At that point, everyone scatters. The healers in the remaining groups need to pour heals onto the encapsulated person.

Rogues, Mages, and Paladins can immune off the encaps and should call this on vent immediately so their groups can come back quickly and continue to DPS. We found that calling "I couldn't iceblock" lead to deaths because people would hear someone talking and stop running.

As soon as encaps is over, the group needs to run back to their original places, since gas nova can follow immediately after and they need to be in range for mass dispell.

  • Noxious Fumes

Throughout this phase, Noxious Fumes will tick on the raid, dealing 1000 damage every 3 seconds.

Air Phase

Lasers and skeletons
Positioning for Felmyst (pre-pull)
Positioning for Felmyst (pre-pull)

We found it easiest to handle P2 by having everyone line up in a line the minute she takes off. No delaying to get off one last cast, run immediately, as it's very important everyone is actually in the line. (to learn, we had everyone get in P1 positions and then called "line up" before we pulled Felmyst.) While technically you can DPS during this period, it's important while learning to focus on the fight elements.

If everyone wasn't grouped up on the line there's a higher chance that the laser will spawn on someone else's head and kill them.

Everyone watches for a skull: if you see a skull near you, run away immediately. Not only will you avoid the laser this way, but you'll avoid the skeletons: when they spawn they will aggro on whoever is next to them.

If you have the skull, kite the laser away from the raid -- whether that's east or west it doesn't matter. If you try to control "both beams go east" you are likely to end up with someone running straight into a beam or running it along the raid.

Everyone needs to watch where the lasers went: while the green stuff it leaves behind fades with the first breath, it doesn't fade immediately and you still need to avoid it for a bit.


The skeletons are picked up by a prot paladin. Putting a symbol on your protadin can help the other healers know where to run to (since they will get skeletons from heal aggro.) You can also use a holy paladin with RF up to attract them. All healers need to bring skeletons into the consecrate.

All warriors and druids can help pick up adds too and ferry them to the prot paladin or save a healer.

Having a dps warrior spec into piercing howl can be extremely helpful, as can earthbind totems.

When tanking as a Protadin, the most important thing to keep in mind is having good spatial sense and looking at where your healers are in relation to you. If they are out in the middle of nowhere or not standing in or behind the Consecrate, things can get ugly fast. There are a lot of options available to you as you are picking up the skeletons, and it's generally best to use your spells with longer casting times (Holy Wrath, Avenger's Shield) first before you have a dozen skeletons pounding on you and leaving you unable to get a cast off. Once everyone is in a line, you will be the only exception to the line rule. Keep moving, and watch for the notification of the first laser. If it's not you, quickly move to the area where the first laser landed, but "do not" go into the green cloud. This will only make you harder to heal and to gain aggro on the skeletons, as your healers will hate you. Don't follow the laser target as they run off, because the skeletons spawn first from the laser's origin point, and continue spawning down the line. At the first laser's origin point you have a couple options: Preemptively cast Holy Wrath to pick up the first three, Avenger's Shield the middle of the line, then taunt the mobs at the end of the line OR drop a Consecrate at the origin point, taunt the middle of the line, and Exorcism the end of the line. The latter order of abilities is the best for the last two lasers, and everything can be done on the run.

You will have a few mobs beating on you after the first laser, and an important thing to remember is to run with them and never turn your back to them to the origin point of the second and third laser, using Holy Shield on the run at every cooldown and mitigation trinkets, if available. (Autoblocker and keeping up the proc on Tome of the Lightbringer by Judging on the run are two examples). Moving properly with the skeletons is key, as you should never turn your back to them, so generally you will find yourself strafing with a bunch of undead while keeping up Holy Shield and Consecrate and Tome of the Lightbringer and listening for laser calls. Keep an eye on your Grid as you are picking up skeletons; a well timed Righteous Defense can save a healer in trouble, so keep your aggro alerts on. A mouseover target Righteous Defense macro is helpful. ( #showtooltip Righteous Defense /cast [target=mouseover,help,nodead][help,nodead][target=targettarget,help,nodead]Righteous Defense )

Move with the raid and keep the Consecrates down, watch for the random skeletons running around and be ready with your taunts, and you should have no problem picking up Felmyst's skeletons.

Breaths
Paths to follow for first breath
Paths to follow for first breath

It's important to have one or more of your raid members trained in calling Felmyst breaths. FelmystBreaths offers some good tips but nothing beats tons of experience. If you can, choose a couple members who are high attendance and not AE'ers or healers (ideally not tanks either, since they can help keep an eye out for loose skeletons.)

Have a raid symbol on one raidmember, it makes it easier for the raid to follow the movement.

The key to breath movements is moving horizontally as well as vertically, to buy your raid as much time as possible to react as well as to stay out of her Demonic Vapor AE which continues in P2.


Initially you should group up at the CENTER on the far WEST. If you tank where we do, her first breath will come east to west, and this gives you the most amount of time to move.

Once the call is made (top or bottom), move there (a), and then after you reach that point, the raid should move immediately due EAST (b), to the opposite side. Once there, get as close to the breath as you can (c) ("recenter") and wait for the next call.

The rest of the breaths follow a similar path, just starting from the opposite east/west side, starting from point (c).

AE can begin safely after the first breath goes down.

You can practice this phase without DPS (and just AE down the skeletons as she's landing) to get people used to sticking close to the group and always recentering.

Abilities Reference

edit in her abilities here.

Composition

Tanks

Any class can tank in ground phase. A prot paladin is extremely useful during air phase. Most guilds use two tanks (feral/warrior for ground, protadin for air.)

Healers

8 healers is a comfortable number with two shadow priests. If you have three shadow priests that makes it even easier. If you only have one, it'd be useful to have a holy priest respec shadow, or in the worst case bring an extra healer so the holy priests can concentrate on dispelling.

Ideally, you want to bring 3 resto shamans, one per clump. This provides 3 CHeals throughout the raid and they make great choices for Encapsulate healers (The 2 that aren't running just switch to lesser healing wave spam on the main target of encapculate).

Tank healing is not exceptionally strenuous, and we have found that a single resto druid and 1-2 holy paladins can easily cover the incoming damage.

If at all possible, bring 2 holy priests; this means that only one or possibly none will have to Mass Dispel for Gas Nova, freeing one up to absolutely dominate the healing meters by pure CoH spam on groups to keep them topped up from the aura. If you bring 3 shadow priests and 2 holy priests, the 2 holy priests can basically cover all the raid damage except Encapsulate, freeing the shamans to watch carefully for that and pull off some clutch saves.

Our typical composition is:

  • 2 holy priests
  • 2 holy paladins
  • 1 resto druid
  • 3 resto shamans


with possible swaps of a second resto druid in place of one of the holy paladins with no net loss. If you drop to one holy priest, the fight becomes much harder to pull off assuming only two shadow priests.

Typically, the holy priest responsible for dispels will stand at Felmyst's tail along with the melee group, and cover dispels there. The shadow priests dispel the north and south camps, and keep their groups largely topped up.

DPS

Mages are especially good air-phase DPS because they can move and AE simultaneously. Mages and Rogues both are good because they can block/cloak the encaps, or blink away if someone else in their group takes damage.

While melee are not strong in the air phase, the DPS done in that phase is also minimal and unimportant. There's no reason to try to avoid bringing melee on the fight.

Group Composition Notes

The only major thing to note is that your north and south camps will each have one complete group (typically groups 3 and 4 in our raid setup), while group 2 (melee) sits at her tail. Groups 1 and 5 are split evenly between the clumps, and typically consist of 1 resto shaman, 2 holy priests, 2 holy paladins, and a resto druid.

Just try to keep each camp with 7-8 people only, with a resto shaman in each camp, and the holy priests spread out. One shadow priest goes north, and one south to cover dispels, and one paladin stands directly behind the main tank on his or her own, dedicated to MT healing and able to Divine Shield the encapsulate.

Bringing more than 6 melee to this fight is not recommended (not including the tank), since it tends to make for an overlarge group, which can be nasty when Encapsulate hits.

Tanking

Tanks should be gearing for dodge as much as possible without sacrificing other stats, and in addition, keeping a Moroes' Lucky Pocket Watch equipped is a good item to have for one of the corrosions every ground phase.

Ground phase

The Prot Paladin's most important job on the ground phase is to single target dispel both the main tank and the dedicated tank healer behind him, as neither are in range of a mass dispell.

General tanking tips. All debuffs are a must. Felmyst hits very hard, and can have some incredibly hard hitting corrosion / cleave / melee combos that can potentially one round a tank. Always try to have a cooldown available for Corrosion. Moroes' Lucky Pocket Watch / Nightmare Seed / Last Stand etc are all good choices. Other than that, windfury or GOA is a must for threat as the fight does have an enrage timer.

Air phase

If the protadin gets the lasers, we found it easiest to have them make a half-circle with the laser, returning to the line at the end, rather than running it straight out like everyone else does, so they can still pick up skeletons. A laser on the protadin can be very hard to deal with when you are learning, however.

All tanks can contribute to helping to round up the skeletons. Having piercing howl is especially useful, as are earthbind totems.

Both Stratholme Holy Water and EZ Throw Dynamite II (usable by non-engineers) can be used to help with ranged pickups.

Put a symbol on the protadin's head to make it easier for the healers to find the consecrate to bring stray skeletons in.


The feral or prot war should be trying to pick up any loose skeletons that are heading for healers. During this phase it is helpful to have a dps warrior spec'd into piercing howl to slow them down which will assist with the prot paladin rounding them up, and will help prevent many healer deaths

Healing

Ground Phase

Tank healing should be handled by a single healer (located well behind the tank as a fourth group of sorts), preferably a holy paladin or priest, as well as druid hots. Note: The tank healer should be be positioned far enough back that they are not being hit by the tanks OR ranged dps's encapsulates, and they are not hitting anyone else in the raid if they themselves get encapsulated. Tank damage is not especially high, but corrosion will result in the highest periods of damage. However, it can be slightly predicted by watching Felmyst's cast bar (.75 second cast time).

Designate three healers, one in each group, to be the encapsulate healers. Resto Shamans with LHW spam are the ideal choice for this, followed by holy paladins spamming FoL. In the three group strat, one group is always running during encaps while the other two are stationary -- the two stationary healers are responsible for making sure the encapsulated person does not die.

Keep the raid topped off going in to encapsulate, as it can kill quickly. It can often be helpful to provide auxiliary healing to those running from encapsulate, however the primary encapsulate healers (see above) and the tank healers should not need to help with this. The primary encapsulate healers should spam on the main target ONLY and shouldn't stop until the debuff is gone.

If you're a holy priest mass dispelling try to stay out of the GCD when Gas Nova is due.

Raid damage is increased across the board when Gas Nova lands so make sure healing is picked up to compensate for this. Raid healers, specifically restoration shamans should be cancel casting max rank chain heal (best targets are holy priests/mages, essentially the lowest hp) when there is a lull in damage and gas nova is about to hit. Also keeping nature's swiftness ready for a chain heal on a bad gas nova and or encapsulate is a good idea.

Overall if everything is executed perfectly during the ground phase healing isn't that hard, however mistakes will be made (i.e. slow encapsulate reactions, late mass dispels, etc.) and it is the healers job to do everything they can to prevent these mistakes from becoming deaths.

Air Phase

At the beginning of the air phase try to top people off as fast as possible, as healing while skeletons first come out should be avoided at all costs.

The most important thing to do here is to stay alive: minimize the healing you're doing during lasers, and if you *do* get aggro, bring it to the consecrate.

Ranged DPS

All ranged

Once you are comfortable with the fight you will find yourself continuing to DPS at the start of air phase and getting near to or over the tanks threat. If you do, go stand with the main-tank healing paladin at the start of the next ground phase: that puts the MT between Felmyst and you. If she comes down targetting you, she'll still be aiming at the MT rather than at the raid, and he'll be able to get aggro back when she gets in melee range.

AE

Never AE early: we AE after the first breath goes down. Going early will definitely result in you dying.

Also, don't risk standing in one place just to get higher AE damage. Felmyst isn't a dps race, and if you get mind controlled because you were trying to get another Seed of Corruption off it doesn't help anyone.

Shadow Priests

It's absolutely critical that your mass dispell goes off quickly. Hotkey it and have your mouse poised over where you want it cast, so when it's time you can hit and aim it quickly and not let more than one tick get off.

Mages

Writeup about how to use invis.

Warlocks

You can soulshatter right at the end of the first ground phase and it will be back up during the third.

Melee DPS

DPS warriors can spec into piercing howl to make skeleton pickup easier.

If you set up exactly like we do, the melee are up/down on the hill. If you have some lag or a slower reaction time, make sure you're running down the hill.

Miscellaneous Tips

Raid is wiping early in P1/P2

Felmyst can be a very frustrating fight, since it requires your whole raid to have faster reflexes than other fights have up before now.

Her phase changes are time-based rather than DPS-based, so you can have your raid simply concentrate on dispells and movement in P1, and then on beam-dodging and breath-dodging in P2 (AE the skeletons as she's landing to get them out of the way so you can practice more.)

If you can last through ten minutes (4 of each phase type) you'll hit enrage -- at that point you can start over, now doing DPS.

People keep dying to Encapsulate

  • See how many ticks they took before dying. 3-4 means they are not moving quickly enough. 1-2 (possibly 3) means they were low from a slowly-dispelled gas nova or weren't topped off from the fight-wide AE.
  • If their healthstone wasn't on cooldown, they should have used it while running out if they were low
  • Slower people should make sure they are running downhill: something about the geometry of the area makes it harder to get out in time if you are running uphill
  • Emphasize that you move the *minute* she turns towards you. 1 tick is doable with good reaction times and a halfway decent ping.
  • Also consider the usage of arcane resistance potions (cauldrons). This will allow you to eat one additional tick of encapsulate at the expense of a potion cooldown. It is possible to drop new cauldrons later on in the fight if necessary.

Saving repair money

If you're going to call a wipe, calling it during breath phase is good because you don't take a durability loss if you're MC'd when you die.


WWS Samples

Videos

Discussion

Feel free to visit to talk about the fight or post questions:

http://www.fusion-guild.org/forums/forumdisplay.php?f=30

Loot


T6:


Other drops:


Sunmote Turnin Items:

This page was last modified 06:28, 8 October 2008. This page has been accessed 5,074 times.