Tuesday, August 23, 2011

Lord Rhyolith 10-man NM

The Trash

1. Tank charge up the hill and gather at the edge. Hit Kar the Everburning to make him stop spawning the small elementals. He will also retreat and spawn 2 Unbound Pyrelords.

2. Pull the 2 Pyrelords and kill them first before engaging Kar.

3. Melee stay on Kar while range take out the Lava Spawns. They will not multiply if killed while Kar is still alive. Try to leave only one Lava Spawn before killing Kar. Once Kar is dead, stun the last Spawn before killing it.

Lord Rhyolith
Kill Video

1. This is a 2-phase encounter and Rhyo is not tankable in P1. This encounter is a bit dependent on RnG. U may get good spot active volcano spawn or it can be the max range of the previous one. 

2. Obsidian Armor
Rhyo starts with 80stacks (80% dmg reduction) of the buff on him. Everytime he steps on Active Volcano, the buff is reduced by 10%. *16% after the recent patch.

3.  Rhyo can't be targeted, attacked or tanked during this p1. Rhyo's movement during p1 is dependent on the DPS done to his Right and Left Leg (shared health pool), which will be reflected on his movement bar. It's important for ALL the DPS to see this bar. If Rhyo reaches the lava surrounding his platform, he will Drink Magma and cast a raid-wipe ability; dealing 35k fire dmg through Molten Spew to everyone every second for 4 seconds.

4. Concussive Stomp
Rhyo will cast this ability from time to time and the raid will be taking the most dmg from this ability. It will also spawn 2 -3 Volcanoes. This stomp can be fully resisted which is purely RnG. It used to knock back those within 20yards of Rhyo but it no longer does (the video still has the knock back element in the fight).

5.  The Volcanoes 
The volcanoes can be in 4 different forms; 
Inactive Volcano: Used to have smokes coming out from it but it is now no longer.
Active Volcano:  Has smoke and lava coming out from it and also dealing Eruption dmg.
Crater: Volcanoes that Rhyo had stepped on. 
Magma Flow Crater: Will despawn once it finish casting Magma Flow.

6. Molten Armor 
This is not listed in the in-game raid journal. Every time Rhyo steps on an Inactive Volcano he gains 2 stacks of this buff. The buff will drop @ 1 stack every 15sec.

7. Eruption
Rhyo will occasionally activate an inactive volcano. An active volcano will cast this debuff on 3 random players every 2 sec. However, because there's a slight delay in each eruption, it will look like as if it's landing on a player or two, every second a volcano remain active. Having two active volcanoes up will stress the healers quite a bit.

8.  Below is Concussive Stomp dmg with possible dmg modifier from Molten Armor and Eruption debuff.
                                                                             Eruption Stacks
                                      0 stack                 3 stacks                6 stacks               9 stacks
Molten Armor Stacks                              30%                     60%                     90%
0 stack                           32.4k - 37.6k       42.1k - 48.9k      51.8k - 60.2k       61.6k - 71.4k
5 stacks (10%)               35.6k - 41.4k       46.3k - 53.8k      57k - 66.2k          67.6k - 78.7k
10 stacks (20%)             38.8k - 45.1k       50.4k - 58.6k      62.1k - 72.2k       73.7k - 85.7k
15 stacks (30%)             42.1k - 48.9k       54.7k - 63.6k      67.4k - 78.2k       80k - 92.9k

9. Magma Flow
All exposed craters has the potential of causing Magma Flow. This is a very high dmg ability. Players hit by the streams of magma when the flow is starting will take 75k Fire Dmg. These magma stream will soon erupt dealing 150k Fire Dmg. Both dmg are modified by your Eruption debuff stack. DBM will give audio alert for this ability; "BEWARE!!".

10.  The Adds 
Rhyo summon two different type of adds during this encounter.

11. Summon Fragment of Rhyolith
Rhyo summons five small Rock Elementals.  Those within 7yds of the spawn points will take 15k fire dmg. This fire dmg is resistable and will be modified by Molten Armor stacks on Rhyo and Eruption debuff stack on player.

If Fragment of Rhyolith are not dead within 30sec, they will Meltdown, charging random raid members and dealing Fire dmg equal to their current health. This dmg is resistable and will be modified by Eruption debuff on the player. The fragments spawn with 155k, assigning 2 dps to aoe down the fragments should be enough.

Eg of total DPS on Fragments (Yvainne = Fragments tank, Durhaka = Sparks tank)

These adds doesn't hit that hard and it's possible to assign a plate dps to tank them. However, the mitigation from a traditional tank will be high on these adds.

Eg of Fragments dmg on tank

Rhyo summons a Fire Elemental add. Those within 10 yds of the spawn point will take 15k fire dmg.  This fire dmg is resistable and will be modified by Molten Armor stacks on Rhyo and Eruption debuff stack on player.

The Spark will constantly deal aoe dmg to raid through Immolation to those within 15 yds. This damage is resistable and will be modified by Eruption debuff stack on individual player. The Spark will also keep gaining Infernal Rage every 5 sec until it's killed.

The tank assigned to handle the spark will need to tank it away from the grp. The tank alone should be enough to DPS down the add even though some DoT from any DPS wouldn't hurt. Tank can use Prismatic Elixir to increase resistance to the Fire Dmg.

Eg of Spark's dmg on tank up to 11stacks of Infernal Rage (total dmg taken ~415k)

Eg of total DPS on Sparks of Rhyolith

13.  The Burn Phase
Once Rhyo is at 25%, he will remove his shell and start dealing aoe raid dmg through Immolation. He's also tankable now. Range and healers should stay 15yds away. Bloodlust/heroism and burn through.

Wednesday, August 3, 2011

Baleroc 10-man NM

Kill Video (1 Tank on Baleroc, 1 Tank on Crystal)

1. There are 3 methods listed here on how to tackle this encounter and the following are the basic mechanics for this fight.

Blaze of Glory
2. This is a debuff applied to the Tank tanking Baleroc every ~7-14sec. Max stacks up to 99, cannot be removed and persist through death. A single tank will have ~30stacks total by the end of the fight and a health pool exceeding 1.1 million. For this reason, a blood DK tank will be able to pull a lot of self-healing with Death Strike, Blood Shield, Rune Tap and Rune of the Fallen Crusader.

eg of Blaze of Glory stacks on tank toward the end of the encounter

eg of Death Strike self-healing

eg of Blood Shield bubble

eg of Rune Tap self-healing

eg of Rune of Fallen Crusader self-healing

Incendiary Soul
3. Everytime Baleroc apply Blaze of Glory debuff, he will gain this buff, meaning as the tank gained higher max health, Baleroc with hit the tank harder with his physical attack (Blaze of Glory debuff) and also fire attack (Incendiary Soul buff).

Shards of Torment
4. Baleroc will summon Shards of Torment (Crystal) from time to time. Where the crystal will spawn is indicated by a purple beam and DBM's "BEWARE!!" warning. It won't spawn on the tank for as long no one else is stacking with him/her. It won't spawn at where the ranges are neither. With 4 players staying outside (healers + hunter) of Baleroc melee range, it is still sufficient to make the Shards of Torment to always spawn behind the boss. There will be only ONE crystal at a time in 10-man.

5. Once the crystal is in place, the person standing nearest to it (min 15yds) will start taking hit from the stacking Torment cast by the crystal. If there's no one near by, the raid will start taking very high AoE dmg.

6. Each crystal lasts ~25-26 sec, and will apply 1 stack of Torment per second. The higher the stack, the more dmg the player will take. Torment dmg can be resisted.

Eg of Torment dmg on dps class player up to 13 stacks without any defensive cd being used.

7. Torment will move to the nearest person standing near the crystal. Once it jumps to another person, the previous player afflicted by the debuff will have another debuff callled Tormented. This debuff makes a healer an unsuitable target to take any hit from the crystal. The player with the Tormented debuff active, should also avoid from taking anymore Torment dmg until the debuff resets.

Vital Spark
8. This is the buff the healers will get after landing a direct healing spell on the player taking dmg from Torment. This buff stacks up to 999.

9. These are the number of Sparks that u will get per direct heal in relation to the Torment stack.

Torment   Spark
   1-5           1
   6-8           2
   9-11         3 
 12-14         4
 15-17         5
 18-20         6
 21-23         7
 24-25/26    8

Vital Flame
10. This is the buff the healers will get after landing a direct healing spell on the player with Blaze of Glory debuff. This buff will convert all your Sparks stack into Flame for 15sec and increase your healing done to the player with Blaze of Glory debuff. Each stack will be converted into 5% extra healing. Once the 15sec has run out, your last Vital Spark stacks will be restored and u can continue building up your Sparks again. However, If you continue to heal the person with Blaze of Glory debuff, your Sparks will once again be converted into Flame for another 15sec.

Decimation Blade and Inferno Blade
11. From time to time, Baleroc will empowered his blade with either one of these for 15sec. Decimation Strike is a slow but very hard hitting Shadow Dmg strike every 5sec until the 3rd strike. The Inferno Strike attack is 6-hit fire attack within that 15sec. Both attacks can be Dodged or Parried but only Inferno Strike can be resisted.

Method 1: 1 Tank on Baleroc and 1 Tank or/and a Shadow Priest on Crystal
12. This is the most fun method to tackle the boss for the healers. It's based on how fast can your healers build up their Sparks stack. The objective is to get ONE healer close to 100 stacks from the first crystal  alone. This is possible due to the higher Torment stack on the soaker, that will give more sparks per heal to the healers. Only 1 Tank will be tanking Baleroc through out the encounter while the other tank will be used to 'tank' the crystal. A shadow priest also can carry this role well (Dispersion).

Eg of Torment dmg on Prot Pally soaker with defensive cd being used and Mirror of Broken Images (~355k total dmg). Glyph of Divine Protection is a must. These can also be used to reduce your dmg intake - Prismatic Elixir , and Enchant Cloak - Superior Shadow Resistance

13. These are the healing & soaking assignment:

1st Crystal 
Will be fully soaked.
Healer A = full time on Tank.
Healer B = full time on Torment and quickly build up stack.
Healer C = on Torment, but must get ready to switch to Tank the moment Baleroc empowered his blade for the first time. Once switched, stay on Tank until the full 15sec Flame.

2nd Crystal 
If there's a 2nd soaker, use him/her. Otherwise, rotate between 2 or 3 player. Rotating between 3 players is more forgiving compared to 2 players. If three players are rotating, Player 1 and 2 move out at 8 stacks each while Player 3 will take the remaining balance. If only two players are rotating, the first person should move away from the crystal at 12-13stacks of Torments while the next person get the balance. 
Healer A  = SWITCH and full time on Torment. 
Healer B = SWITCH and full time on Tank
Healer C = switch back Torment to cont rebuilding Sparks once Flame about to expire. Always ready to switch to Tank the moment Baleroc cast Decimation Blade.

3rd Crystal 
Defensive CD of the 1st soaker might still be on CD, so it's safe to use 2 soakers here. Prot Pally will have Divine Protection and Trinket up again, but to stay for a full duration is risky. Move out at ~16-17stacks and leave the balance to another player.
Healer A = maintain on Torment
Healer B = maintain on Tank
Healer C = switch back to Torment to cont rebuilding Sparks once Flame about to expire. Always ready to switch to Tank the moment Baleroc cast Decimation Blade.

4th Crystal 
Same as 2nd Crystal.
Healer A = maintain on Torment
Healer B = maintain on Tank
Healer C = switch back to Torment to cont rebuilding Sparks once Flame about to expire. Always ready to switch to Tank the moment Baleroc cast Decimation Blade.

5th Crystal 
Same as 3rd Crystal
Healer A = maintain on Torment
Healer B = maintain on Tank
Healer C = switch back to Torment to cont rebuilding Sparks once Flame about to expire. Always ready to switch to Tank the moment Baleroc cast Decimation Blade.

6th Crystal 
Healer A = SWITCH to Tank
Healer B = maintain on Tank
Healer C = maintain on Torment

7th Crystal (Full soaking)
Healer A = maintain on Tank
Healer B = maintain on Tank
Healer C = maintain on Torment

8th Crystal onwards
Healer A = maintain on Tank
Healer B = SWITCH to Torment
Healer C = SWITCH to Tank

14. Building up quick Sparks. The following are the example of how many Sparks u can get within ONE crystal if there's a soaker.

For a Resto Druid

Holy Pally can build up the stack very fast by using WoG at 1 holy power, Holy Shock when it's up, and Flash of Light. Holy Shock can proc an instant cast FoL and FoL can proc double Shock. With beacon on the soaker, FoL will also grant Holy Power for your WoG, and u'll get more WoG with 2/2 Eternal Glory as well. 
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Disc priest should be using Penance to build up quick stacks. Penance is the only spell from my observation that can heal 3 times within 2 sec. U can still cast it 3 times within a full Shard of Torment.
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Eg for Holy Priest 
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Resto Shaman 
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Method 2: 1 Tank to soak all 3 Decimation Strikes
15. With this method, Tank A will be tanking at the start of the encounter until he/she has enough Blaze of Glory Debuff that will take his/her total health pool ~300k. After that, Tank B will take over and Tank A will only be tanking during the Decimation Strikes. The reasoning behind this is, with lower total health pool on the tank soaking Decimation Strikes, it will be faster to top him to full before the next Strike. 

Method 3: Tanks rotate Decimation Strikes
16. With this method, Tank A will be tanking at the start of the encounter until he/she has enough Blaze of Glory Debuff that will take his/her total health pool ~300k. After that, Tank B will take over and Tank A will only taunt Baleroc AFTER the FIRST Decimation Strike hits Tank B. Tank A will then take the hit from the second Decimation Strike. Tank B will now retaunt Baleroc, take the 3rd hit, and tank until the next cycle. This method will provide the healers 10sec to top up the tanks instead of 5 sec.

17. Depending on your raid grp setup, strengths and weaknesses, one method might be easier than the other.


Addon info:

This is an old video, so some of the addons might be outdated. I'm not actively raiding.

The whole UI was customised. The dark column at the top was created using Skinner; Viewport feature --> http://www.curse.com/addons/wow/skinner
I don't however recommend this as there are a lot of default UI that u'll need to move with http://www.curse.com/addons/wow/move-anything if u set the Viewport to top.

Top left corner chat frame is http://www.curse.com/addons/wow/prat-3-0
*i had problem with Prat with MoP, http://www.curse.com/addons/wow/chatter is a good sub

Next to it is http://www.curse.com/addons/wow/basic-minimap

Next to that are http://www.curse.com/addons/wow/bartender4 with http://www.curse.com/addons/wow/omni-cc. This bars host abilities that are not commonly used or just to display some long cooldowns. I have a couple more completely hidden combat bars which key-binds are set also using Bartender and http://www.curse.com/addons/wow/clique
The cooldowns for the combat abilities are shown by the non-interactive icons/aura glow appearing and disappearing in the middle of the screen during combat. Those are set-up with http://www.curse.com/addons/wow/powerauras-classic. Power Aura is however not updated, http://www.curse.com/addons/wow/weakauras is a good sub. Some of the custom sound/voice alert were setup through the addon as well.

Some unit frames directly below it are from http://www.curse.com/addons/wow/shadowed-unit-frames

Next to the bars is http://www.curse.com/addons/wow/skada meter

Next to it is system menu set through bartender.

Next to it is combat zone map (shift+m)

Below that is http://www.curse.com/addons/wow/eaves-drop combat log so there are no distracting flying numbers during combat.

The box to left only appears in raid grp and when out of combat. That's http://www.curse.com/addons/wow/raidbuffstatus

The raid-frame is http://www.curse.com/addons/wow/vuhdo which is only visible during raid

Icons above the raid-frame is http://www.curse.com/addons/wow/rib

The players' buff/debuff at the bottom right and targets' buff/debuff at the bottom left is from http://www.curse.com/addons/wow/raven

The cast bar in the middle is http://www.curse.com/addons/wow/quartz

The bubble speech that announces ability used was http://www.curse.com/addons/wow/rsa but i think it is outdated. Didn't look for sub as not actively raiding... yet :)

I also used http://www.curse.com/addons/wow/tidy-plates but this boss is too damn big :)

http://www.curse.com/addons/wow/deathnote also running.

http://www.curse.com/addons/wow/errorfilter to hide those annoying "ability not yet ready spam" :)

Last but not least, http://www.curse.com/addons/wow/deadly-boss-mods with http://www.curse.com/addons/wow/big-wigs running together with only a few alerts that's not available through DBM

Those are basically what's visible in the video :)


Thursday, July 14, 2011

Shannox 10-man NM

Kill Video

Kill Video 2 (better strat execution) 

1. Not tauntable

2. Throw Immolation Trap and Crystal Prison Trap around the area.

3. Carry a spear and when he has his spear, he does Arcing Slash attack which is a 120 degree Frontal Cleave with a Jagged Tear DoT debuff.

4. Has 2 dogs (Riplimb & Rageface) as his pet and both are not tauntable as well. Riplimb can be tanked, Rageface however, will simply attack random raid member. All dps just focus on taking Rageface down asap and then just focus on Shannox, ignoring Riplimb for the entire fight.

5.  Both dogs and Shannox himself will gain Separation Anxiety buff if the distance between them is more than 60 yds.

6. Both dogs will get Frenzied Devotion buff IF they WITNESS Shannox reach 30%. Since Rageface should already be dead, Riplimb tank need to make sure Riplimb has Dogged Determination buff active before calling for push DPS on Shannox to bring him down below 30%.  Dogged Determination will put Riplimb in 'must get spear' mode and prevent it from enraging.

7. Shannox will throw his spear near Riplimb from time to time after which Riplimb will pick up and bring it back to Shannox. While fetching the spear (after spear hit the ground) and returning it to Shannox, Riplimb will have Dogged Determination buff up which prevents snaring below 50% of its speed. The buff will improve over time and upon reaching 100%, Riplimb will simply sprint/dash to Shannox. While this buff is active, Riplimb can be snared (otherwise it is immune to snare), but it will not trigger the Prison Trap, but can still trigger Immolation trap. If Riplimb is trapped (prison) as Shannox is hurling the spear (the buff not up yet), Riplimb will gain the buff while being trapped, and will probably start dashing later on. If Riplimb is killed before it can return the spear, Shannox will use Call Spear to regrab his spear.

8. Shannox gain a stack of Frenzy when one of his dog is killed.

9. If Riplimb is dead, Shannox throw his spear right where he stand and will cast Magma Rupture. The debuff from this spell stacks but it can be cleared by classes ability such as bubble, bop, cloak, ams etc etc. It can also be cleared off by standing 45yds away from Shannox during a cast. The tank however will have a hard time as swapping tank is complicated. This is avoidable by not killing Riplimb.

The Traps
10. Both traps are almost identical. Immolation Trap is orange in colour with small flame in the middle while Crystal Prison Trap is red in colour with small red crystal in the middle. 

The traps

11. Both Riplimb & Rageface can hit the traps. If the dogs hit a trap, they will gain Wary buff which will prevent them from getting hit by another trap for ~ 23-25sec. Immolation Traps deal average fire dmg to the dogs upon contact and also apply a DoT for 3 more ticks. Crystal Prison Traps simply trap the dogs for 11~12sec, clear off any DoT on them and make them immune to all attacks. A trapped dog can be freed quicker by dpsing the trap instead, even though this is not efficient at all. Immolation traps are meant for Rageface, and the Prison traps are for Riplimb. As Rageface will be running around attacking random player, a player should try to make sure there's an Immolation trap is in between of him/herself and Rageface and make sure Prison trap is no where near. The best way to make sure that Rageface will not accidentally triggers a Prison trap is by making sure that it always has Wary buff active. If a player is being attacked by Rageface, and is not pinnned down (can move), just pull Rageface over an Immolation Trap.

eg of Immolation trap dmg on Rageface

12. Both traps should be avoided by players and traps cannot be triggered by player's pets. Rogues can disarm one trap every 15sec which doesn't make any significant different and a waste of dps. Immolation trap does significant amount of dmg, especially the first tick to player eventhough it's resistible and a Prison trap will trap a player until the trap is broken by dpsing it.

Immolation trap dmg on players

Shannox's Spear, Arcing Slash and Jagged Tear
13. Arcing Slash attacks (every ~ 11-14sec) cannot miss, be dodged or parried but it can be fully absorbed. The DoT however is still applied on a fully absorbed attack. Pally's bubble and BoP will not clear the DoT. The slash deals high dmg to a tank especially with a Frenzy buff active on Shannox.  

eg of Arcing Slash dmg

14. The DoT from Shannox; Jagged Tear,  also cannot miss be dodged or parried but it can be fully absorbed. This dmg is not directly related to Frenzy buff on Shannox. Dmg on a tank @ up to 8 stacks is moderate.

eg of low stack Jagged Tear dmg on Shannox's tank

eg of high stack Jagged Tear dmg on Shannox's tank

15. In order for Shannox's tank to drop the debuff, he/she must not get hit by Arcing Slash for a good ~ 24-25sec. This is done by delaying Riplimb when he's returning the spear to Shannox.

16. When Shannox cast Hurl Spear, he is throwing his spear to somewhere near Riplimb. The spot where the spear will land will be marked with red beam. A player will then have ~ 2-3sec to move away from this beam to avoid the Hurl Spear dmg. 

eg of Hurl Spear dmg on clothie (~ 115k)

eg of Hurl Spear dmg on tank (~43k)

17. Once the spear landed on the ground, those within 50yds radius of the initial red beam will instantly take significant aoe fire dmg from Magma Flare (this attack can miss). A player will have ~ 4sec to move out from the blast radius from the time the red beam is in place. Another spell that the spear will cast once it touches the ground is Magma Rupture. Even though the spell name and the animation is the same as the Magma Rupture cast by Shannox if Riplimb is dead, The spear's Magma Rupture doesn't place the stacking increase fire dmg taken by 40% debuff, but it deals more fire dmg. If a player manage to safely move out of the Magma Flare blast radius, he/she don't have to worry about this. However, if a player is caught up in the flares, he/she will have ~ 2sec to safely position him/herself in between the flares before it rupture. Getting hit by both the flare blast and it's rupture is extremely bad and will strain the healers. The most effective way to avoid this is for the Riplimb tank monitoring the Hurl Spear cd on Shannox. When cd is about to reset, get Riplimb inside a Prison Trap and get everyone as far away as possible from it. Shannox will not throw his spear when Riplimb is trapped and will only do that once the trap broke. If Riplimb's tank is a good distance away by the time it's free, Riplimb will first go after the tank and then turn back to grab the spear. This is also a very effective way to reset the Jagged Tear debuff on both tanks. 

eg of Magma Flare & Magma Rupture dmg

Video on how to reset the Jagged Tear effectively

Jagged Tear total stacks on Shannox's Tank for the entire fight

Jagged Tear total stacks on Riplimb's Tank for the entire fight

18. Riplimb melee dmg on a tank is average.

Eg of Riplimb melee dmg on tank

19. Riplimb will also apply Jagged Tear on its tank dealing the same dmg as the one being applied by Shannox on his tank. This DoT from Riplimb however stacks faster if compared to the one from Shannox (every ~ 8-10sec).


20. Rageface will cast Face Rage on random raid from time to time. This attack will deals significant amount of dmg after 2-3sec. To stop the attack, a player will need to use ability that can deal more that 30k dmg. Once stopped, Facerage will then Rage at the who dealt the dmg and attack him/her for 15sec. His normal attack dmg however is average. 

Eg of Face Rage dmg within 2 secs

Eg of Rageface normal melee dmg 

-The End-

Monday, July 11, 2011

Beth'tilac 10-man NM

Kill Video 1 (related to most data images)

Kill Video 2 (better execution of strat)

1. Stack at start for aoe heal as boss will start casting Venom Rain every 3-sec until a player climbs up to the upper level. Despite its name, Venom Rain is Fire dmg and can be resisted, absorbed and missed. The Rain will stop once someone is at the upper level with Beth and will start again once everyone from the upper level jumps down to avoid Smoldering Devastation. 

Eg of Venom Rain hit: 
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Venom Rain Total Damage: 
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2. Kill Spinners. They will be hanging and use range attack. Taunt to get them to the ground. Once on the ground, they will leave a web rope that players can right click to climb to the upper level. They cast Burning Acid on random players on the ground level, regardless whether they're being tanked or not. The Burning Acid deals significant amount of dmg, can be resisted, absorbed and missed. Their melee attacks however are weak. Ret pally is very effective against the Spinners. Ret Pally has 2 taunts and both on 8sec CD and Spinners hardly hurt a plate dps with their melee attack. Righteous Defense is a very effective way to bring the Spinners down. If u're lucky u'll get more than one Spinner to come down with one cast. 

Eg of Spinner's Burning Acid hit: 
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Spinner's Burning Acid Total Damage: 
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Eg of Spinner's Melee Damage: 
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3. Climbing turn. 
Climb #1: Tank --> Healer --> DPS 1 --> DPS 2. 
Climb #2: Tank --> Healer --> DPS 1. DPS 2 stay to clear up adds. (optional & only if ground grp is overwhelmed by adds) 
Climb #1: Tank --> Healer --> DPS 1 --> DPS 2. 

Ground Grp 
4. Best tank to stay on the ground would be a Warrior. With Vigilance on the the other tank, a warrior tank will always be able to taunt the spinners. 

5. The Cinderweb Drone does frontal cone AoE dmg (Boiling Spatter). The dmg is resistable & can be absorbed but i'm not sure it can miss. From our WoL, there's no miss hit from 22 hits, but 20 hits was partially resisted. The other players on the ground need to take note of the direction that the Drone is facing and avoid getting hit by these. Best is to stay in center with the tank circling it. 

Eg of Drone's Boiling Spatter hit: 
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Drone's Boiling Spatter Total Damage: 
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6. The Drone's melee dmgs on a tank are low and the attack speed is ~ 2sec per swing. Looking at these figures, some might consider using a hunter with Tenacity pet (Bear, Beetle, or Turtle) to solo the Drone and using Mend Pet with Glyph of Mending + Blood of the Rhino to top up the pet (~13k tick every 2sec). The hunter's passsive skill,Avoidance + Pet talent Great Resistance will mitigate most of Boiling Spatter dmg, but the pet does take additional melee dmg compared to a traditional tank and will still require a healer's attention. Threat should not be an issue with Glyph of Misdirection. If there's a need to move the Drone, the hunter can use the move pet command. Hunter's pet can Block AND Parry but the chance is much lower compared to a traditional tank. 

Eg of Drone's (zone mob) dmg on Pet (No 'Consume' Buff) within 46sec (~420k total): 
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Eg of Drone's (boss add) dmg on actual Tank (No 'Consume' Buff) within 47sec ~310k total): 
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7. The Drone also cast Burning Acid on random players on the ground. 
Eg of Drone's Burning Acid hit: 
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8. Using a traditional tank to tank the Drone, the tank will need to kite the Drone away from the Spiderlings and taunt any new Spinners to bring them to the ground for more AoE Dmg/cleave. The Drones and Spinners are both immune to daze, silence, stun & root, can block but cannot parry and doesn't seems to have any resistance over magic dmg. Even though they can be afflicted by Mages Slow, the moving speed penalty will not take effect and i'm not sure whether or not the other 2 Slow spell elements make any different. 

Eg of Drone's damage taken: 
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Total DPS on Drones 
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Eg of Spinner's damage taken: 
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Total DPS on Spinners 
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9. The Spiderlings will move towards a Drone once they spawn. They are tauntable and will deal melee dmg and they melee hit harder than the Spinners. Eventhough the Spiderlings have a threat table, they will not move towards the person holding the threat and will keep moving towards the Drone. However, if the person holding the threat on them is within their melee range, they will attack the player. They will also randomly cast Seeping Venom(resistable nature dmg) on anyone within 6yds. Even though the Spiderlings are also capable of blocking, unlike the Drones & Spinners, they can be snared, rooted and dazed. If there's a mage in the grp, make sure to use Ring of Frost on the last Spiderlings pack that spawn before P2. 

Spiderlings damage for the entire fight: 
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Snares on Spiderling 
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Spiderlings Seeping Venom (not from video attempt): 
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Upper Level Grp 
10. Beth hit a tank quite hard in P1. 

Eg of Beth's melee dmg on tank in P1: 
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11. Beth will also cast Ember Flare during P1 to those on the upper level. Ember Flare is Fire Dmg, CANNOT be resisted but it can miss and can be absorbed. 

Eg of Beth's Ember Flare dmg during P1: 
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Beth's Ember Flare total dmg during P1: 
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12. Players at the upper level need to avoid the Meteor. Meteor will leave a small burning circle on the upper level web which will later on created a hole on the web. The holes are there for ppl from the upper level to jump down when Beth starting to cast Smoldering Devastation. It's not uncommon for an inexperience grp to have ppl not moving away from the Meteor Burn and later on fall down to ground level. Falling through the holes before Smoldering Devastation cast will normally result in death as the fall will not be dampened unlike jumping down during the cast. 

Eg of Meteor Burn dmg during P1: 
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13. The more dps u can pull on Beth during P1, the shorter your P2 will be. 

Phase 2 
14. Beth will keep gaining Frenzy stack every 4-5sec. Each stack increase her dmg by 5%. Unless your grp can burn Beth within 40sec into P2, u might wanna save Bloodlust for slightly later into P2 to help the healers with the healing (30-20%). 

Frenzy stack during P2: 
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15. Beth will deals a raid wide dmg with Ember Flare. Everyone except the tanks should be stacking at the tail for AoE heals. 

Eg of Ember Flare dmg with low frenzy: 
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Eg of Ember Flare dmg with high frenzy: 
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Total Ember Flare dmg during P2: 
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16. Tanks will get hit harder with higher frenzy as well. Save cooldowns for high frenzy stacks. 

Eg of Beth melee dmg on tanks with low frenzy: 
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Eg of Beth melee dmg on tanks with high frenzy: 
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17. Beth will apply The Widow's Kiss debuff on tanks which will keep stacking once applied all the way to 10. Each stack reduces healing received by the tank by 10%. Healers need to take note that the tank with the debuff DOES NOT require any healing as long as long as he is not tanking and Tanks need to start rotating once the debuff is applied to the other tank. Take note that, the debuff deals 10k per pulse dmg to any raid members within 10yds apart from himself. HOWEVER, while the debuff is active, the tank WILL NOT take dmg from Ember Flare. 

The Widow's Kiss during P2: 
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Ember Flare not hitting the Tank with The Widow's Kiss debuff during P2: 
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