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Old 06/09/07, 2:14 AM   #201
Cesar2000
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Dragonblight (EU)
Originally Posted by nfw View Post
Is there a trick to Kargath on heroic? My group was me (prot), DPS warrior, fire mage, warlock and holy paladin. We had the toughest time with him, finally killed him 10 minutes before the last prisoner was to be executed. At the end I had to shield wall+execute since the paladin was OOM and the other three had died.

It seems like it's simply a case of getting lucky enough that nobody dies during blade dance, because even the DPS warrior and paladin would get instagibed sometimes.
Sounds like your positioning was bad, keep everyone as spread out as possible to avoid the bladedance hitting multiple people. A plate-wearer should never be anywhere near dying even without getting a single heal.

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Old 06/09/07, 11:03 AM   #202
Grizlor
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Ran this the other day. Group composition was Hunter, Rogue, Bear druid, Shadow Priest, and me (Restoration Shaman). Having attempted the zone once prior to the patch and finishing the instance but not making the timer, I can echo that it was seriously toned down. The only time we wiped was when we got a bad pull near the gladiators and aggroed a 5 pull plus the dog patrol. Once, the rogue even died sapping, and we 4 manned one of the legionnaire packs. The trash doesn't hit nearly as hard as it used to, and I was able to keep our shadow priest up against the ogre boss easily enough by spamming Lesser Healing Waves until the tank got aggro back. Kargath seems like a joke now with the removal of his sweeping strikes.

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Old 06/09/07, 1:08 PM   #203
Neuromaster
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Something I haven't noticed anyone else mention yet: Warbringer O'mrogg can be disarmed. This is particularly helpful when he's beating on someone other than the MT and/or when he casts his weapon buff.

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Old 06/09/07, 3:53 PM   #204
Waz
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Orc Warrior
 
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Originally Posted by Neuromaster View Post
Something I haven't noticed anyone else mention yet: Warbringer O'mrogg can be disarmed. This is particularly helpful when he's beating on someone other than the MT and/or when he casts his weapon buff.
Yeah did this last night on O'mrogg, even then he didn't hit that hard. First time doing Heroic Shattered Halls and we completed the trial which was a nice surprise. We engaged Kargath with 2minutes left of the 3rd timer and still got it down. (Took us a while because people had to go and ended up swapping people in and out. 1 shotted everything with only 3 deaths.

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Old 06/09/07, 4:15 PM   #205
Malrix
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Originally Posted by Neuromaster View Post
Something I haven't noticed anyone else mention yet: Warbringer O'mrogg can be disarmed. This is particularly helpful when he's beating on someone other than the MT and/or when he casts his weapon buff.
Are you certain he can be disarmed on heroic? I'm fairly certain he's immune on heroic even though he can be disarmed in normal.

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Old 06/09/07, 10:43 PM   #206
 Psykal
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Turalyon (EU)
To the people who are saying O'mrogg doesn't hit that hard. Sure, I could probably tank him the whole time if he hasn't turned red but once he has, how are clothies meant to live for more than 3 seconds?

Kargath is indeed a good deal easier but I still have to wear my PVP gear (+3.1k hp) or he can hit me twice with the Blade Dance (before I've healed myself in between) and I'm dead. I don't think this is a positioning issue because we are all in a corner with Kargath in the centre. I think he's either just charging me twice in a row or he's doing me-someone else-me and my framerate is slowing down.

I've solo healed every heroic now and Kargath is the most difficult boss for me, so either we're doing something wrong or heroics are not that hard.

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Old 06/09/07, 11:11 PM   #207
Zedd
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This place is nerfed so hard is isnt funny. I am actually farming it (5badges, chance on the funny weapon, attunements; for 1 hour work)
The Ogre is still the hardest part though, misdirection and your tank using +hit gear helps alot, he lost minor migration but gain alot of rage to get aggro back after the aggro swap.

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Old 06/09/07, 11:29 PM   #208
vpolden
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Al'Akir (EU)
I farm this place frequently for 5 easy badges these days, it has become a lot easier. For the ogre boss, I find it easiest to just have the group stop DPS when he switches threat, that way I'll have the boss back on me in a matter of seconds (provided I save up some rage for it).

On Kargath, we place people in the corners and tell them to just DPS the boss while I pick up and tank the adds as they come running in. Low-HP clothies still tend to die if they get charged twice in a row and our healer is a bit too late, but all in all the place seems a lot easier than what it used to be like.

Last edited by vpolden : 06/09/07 at 11:44 PM.

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Old 06/09/07, 11:43 PM   #209
 Psykal
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Turalyon (EU)
Not to be pedantic but isn't it 4 badges, or does the executioner drop a badge? Hope I've not been missing one each time.

For the ogre boss the "be ahead of the tank on KTM" trick seems to negate a switch because he clears the threat of whomever is highest. You'll hear a "me go kill someone else now" or whatever but he'll stay on the tank. Stocking up rage seems to work too. Is it worth tanking him in DPS gear or at least without a shield? His damage on plate is trivial even when red.

I can't help but feel there is some element of luck involved though and it's pretty frustrating. Today he killed me in seconds with ~11k health, Desperate Prayer, a healing potion and a Healthstone, and if we didn't have a shadow priest who could start healing it was a wipe. Later on he killed the others individually whilst red and our warrior solo'd the final 1%. If he is red to begin with then the tank probably won't have enough time to get aggro back, even when O'mrogg's target halts DPS.

Last edited by Psykal : 06/10/07 at 12:04 AM.

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Old 06/09/07, 11:51 PM   #210
vpolden
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The executioner drops a badge if you reach him before the 55 minute timer ends.

As far as I recall, O'mrogg's aggro switch involves first clearing the threat list, then applying 3000(?) threat to a random player in the party - unless the tank is out of rage he should easily manage to pull him back, without having to change into different gear for the fight. As long as people stop DPS for a sec, that is. Of course, there is the off-chance he may run over and obliterate a clothie before the tank gets time to do much about it, so in that sense it's somewhat random - and of course you're rather screwed if that guy happens to be your only healer. Not much to do about that besides bring an off-healer, I suppose.

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Old 06/10/07, 2:26 PM   #211
sovelis41
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Zul'Jin
Just completed this prior to all 3 executions and the quest for the 2nd prisoner (one from inside SH) was bugged and wouldn't let us complete it. Grey question mark and no quest text when talking to her after killing the executioner.

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Old 06/10/07, 4:09 PM   #212
RpgWizard
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Skywall
Not to go OT, but in response to Shattered Halls Heroic being easy, the same applies to Shadow Labyrinth. The Fel Overlords now hit CLOTH for about 2.7k. It's ridiculous. We pulled the 2 fou r packs in the room with Blackheart the Inciter and 2 four packs with Ambassador Hellmaw. I seriously believe that you can do an aoe run with a paladin tank quite easily.

I mean, the whole using 5 mans to attune to 25 mans really suck, but did it really need to be nerfed that hard?

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Old 06/10/07, 5:01 PM   #213
sovelis41
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Originally Posted by RpgWizard View Post
Not to go OT, but in response to Shattered Halls Heroic being easy, the same applies to Shadow Labyrinth. The Fel Overlords now hit CLOTH for about 2.7k. It's ridiculous. We pulled the 2 fou r packs in the room with Blackheart the Inciter and 2 four packs with Ambassador Hellmaw. I seriously believe that you can do an aoe run with a paladin tank quite easily.
I'm willing to admit they are easy, but not -that- easy.

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Old 06/11/07, 12:56 AM   #214
Tzan
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They definitely made this trial much easier. We did it tonight with a MS/Flurry Warrior as MT (me), Holy Pally, Holy Priest, Shadow Priest, Elemental Shaman. No real CC. I just tanked everything with Thunderclap, Cleave, Demo Shout and an occasional tab Sunder. With Salvation on everyone, holding aggro was easy enough. I think any group that's geared enough to be looking at going into TK shouldn't have any problem with this quest now.

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Old 06/11/07, 1:07 AM   #215
Zophos
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So, barring something I missed (and various sites support this claim), there is absolutely no agreement on the threat mechanics for Warbringer O'mrogg in Heroic mode. The only strategy that seems to have worked is to do a full DPS burn with the understanding that everyone that isn't feral/plate should be carrying Limited Invulerability Potions. I know that sounds a bit crass in its wording, but I state it that way to be clear on the truly limited nature of our collective understanding. If I'm mistaken or people have a strategy that is sufficiently general for typical group compositions, I'm all ears.

My guild is made up almost exclusively of people with full-time jobs but with dedicated raiding experience; we have all of Karazhan on farm. With the nerf to Heroics (and boy it was a huge one - I think Murmur on Heroic is easier than on Normal based upon my singular experience), we decided to try out Heroic Shattered Halls with a Fire Mage (me), a Holy Priest, a Shadow Priest, an Affliction Warlock, and a Protection Warrior. We did fine until we got to Warbringer O'mrogg, and we simply could not figure out his threat mechanics, nor did any sort of mitigation technique (paced DPS, Mana Shield spam, etc...) seem to suffice. I certainly think he's systematically killable (as we had him at less than 10% multiple times, though Protection DPS is laughable), but there seems to be an atrocious luck factor in Heroic for him that really troubles me.

So are we relegated to bringing LIPs every time we need to complete this trial, or is this composition dependent in any genuine way? I'd like to say no to both claims, but I honestly must wonder given the effectively 'dazed and confused' responses from individuals here who are typically quite on the ball with providing useful insight. As a result, any suggestions for oddity normalization are welcome.

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Old 06/11/07, 2:24 AM   #216
Jenos
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Tauren Paladin
 
Kil'Jaeden
Originally Posted by Zophos View Post
So, barring something I missed (and various sites support this claim), there is absolutely no agreement on the threat mechanics for Warbringer O'mrogg in Heroic mode. The only strategy that seems to have worked is to do a full DPS burn with the understanding that everyone that isn't feral/plate should be carrying Limited Invulerability Potions. I know that sounds a bit crass in its wording, but I state it that way to be clear on the truly limited nature of our collective understanding. If I'm mistaken or people have a strategy that is sufficiently general for typical group compositions, I'm all ears.

My guild is made up almost exclusively of people with full-time jobs but with dedicated raiding experience; we have all of Karazhan on farm. With the nerf to Heroics (and boy it was a huge one - I think Murmur on Heroic is easier than on Normal based upon my singular experience), we decided to try out Heroic Shattered Halls with a Fire Mage (me), a Holy Priest, a Shadow Priest, an Affliction Warlock, and a Protection Warrior. We did fine until we got to Warbringer O'mrogg, and we simply could not figure out his threat mechanics, nor did any sort of mitigation technique (paced DPS, Mana Shield spam, etc...) seem to suffice. I certainly think he's systematically killable (as we had him at less than 10% multiple times, though Protection DPS is laughable), but there seems to be an atrocious luck factor in Heroic for him that really troubles me.

So are we relegated to bringing LIPs every time we need to complete this trial, or is this composition dependent in any genuine way? I'd like to say no to both claims, but I honestly must wonder given the effectively 'dazed and confused' responses from individuals here who are typically quite on the ball with providing useful insight. As a result, any suggestions for oddity normalization are welcome.
I believe LIP were nerfed in 2.1, making it not possible to do that anymore(Though I completed it pre-patch, and it was pretty much a nessecity).

I've done SH a few times post patch, and what I've come to notice that the fight really comes down to the healer. While whatever wonky aggro thing he does is still there, the effect seems to have been greatly diminished, meaning he only beats on the non-tanks for a little bit, then the tank manages to regain aggro. The question comes down to: can your healer keep whomever has aggro up for long enough to let the tank grab aggro again?

If yes, then it really shouldn't be much of a problem.

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Old 06/11/07, 8:14 AM   #217
Zophos
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Undead Mage
 
Llane
Originally Posted by Jenos View Post
I believe LIP were nerfed in 2.1, making it not possible to do that anymore(Though I completed it pre-patch, and it was pretty much a nessecity).

I've done SH a few times post patch, and what I've come to notice that the fight really comes down to the healer. While whatever wonky aggro thing he does is still there, the effect seems to have been greatly diminished, meaning he only beats on the non-tanks for a little bit, then the tank manages to regain aggro. The question comes down to: can your healer keep whomever has aggro up for long enough to let the tank grab aggro again?

If yes, then it really shouldn't be much of a problem.
Well, like Praetorian, we got desperate and started trying very unusual things to see what the threat mechanics were. On the "switch" so to say, we just had our healer stop healing briefly. According to KTM and our tank's combat logs, our Warrior was unloading thousands and thousands of threat points (relative to anyone in nearest hate) on Warbringer and nothing was changing. Said another way, he'd seem to only change targets when he was good and ready to do so. Our healer certainly had the throughput (see his Armory here), but when you're talking about him beating on a cloth wearer for 10+ seconds, that just seems a bit extreme to me. EDIT: I would have even accepted our Holy Priest getting aggro from trying to spam heal our cloth wearers (read: all but the Warrior), but the fact that you couldn't even grab hate if you wanted it seems peculiar at the least.

We discussed how the Twin Emperors in AQ40 had an approximately 2000 threat point threshold that you had to break (+10/30%, depending who was breaking and from where) so that, for example, a warlock could tank the caster Emperor on a teleport. We thought there might be a similar mechanic in the works here, but if there is, said threshold seems way higher or our luck is abysmal. I haven't reached the level of conspiracy theory yet on this, but given the relatively few number of groups that have completed this on my realm (I'd say you can count them with fingers alone), it is tempting.

Anyhow, I am not trying to knock the prevailing approach here, as it seems sound enough in its own right, but if there's anything beyond "hope and pray" approaches, given the information here described, that'd be ideal.

Last edited by Zophos : 06/11/07 at 8:21 AM. Reason: added line in first paragraph about hate pulling

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Old 06/11/07, 8:37 AM   #218
Malan
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Malan
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Zophos did you do this encounter in 2.1? O'mrogg's original incarnation added something like 20,000 threat to the person he swapped to. When the 2.1 patch notes came out the notes had the exact spell name for the ability and the data mining showed it had been reduced to around 2,500 I believe. Your tank should be able to easily overcome this. I ran this again last night to get 2 guild mates their Trial and I can assure you that its *really* that simple now. If you take a hunter its stupid easy. Just have the hunter save his misdirection until the first switch occurs and O'mrogg will glue to the tank. (The hunter can also feign death out of the switch)

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Old 06/11/07, 9:11 AM   #219
Zophos
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Undead Mage
 
Llane
Originally Posted by Malan View Post
Zophos did you do this encounter in 2.1? O'mrogg's original incarnation added something like 20,000 threat to the person he swapped to. When the 2.1 patch notes came out the notes had the exact spell name for the ability and the data mining showed it had been reduced to around 2,500 I believe. Your tank should be able to easily overcome this. I ran this again last night to get 2 guild mates their Trial and I can assure you that its *really* that simple now. If you take a hunter its stupid easy. Just have the hunter save his misdirection until the first switch occurs and O'mrogg will glue to the tank. (The hunter can also feign death out of the switch)
Yeah, we just tried this on Saturday night (9 June 2007). At 2.5K threat (which seems entirely reasonable), that would be roughly 2750 melee threat to overcome, and I can guarantee you we were doing that. Heck, even if that were healing threat, it'd be 3250 threat, which (assuming Silent Resolve) would mean a healer, assuming everyone else was doing absolutely nothing when the transition happened, could pull hate at 3900 threat. With how long he was stuck on people, though, we were well past either of those values, as his target (e.g. one of our party members) just stood there in the hope they'd shed aggro. It was for reasons like this that we started to think it was a Gaze effect that we've seen in other instances, hence my mention of 'only stopping when he's good and ready.'

Anyhow, I don't know what to think, but I appreciate the suggestions. Maybe the stars will align and we won't have these severe issues next time, but I don't know. I know we would have had our Trial complete were it not for being totally dumbfounded on what to do after a while.

Last edited by Zophos : 06/11/07 at 9:37 AM. Reason: grammar

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Old 06/11/07, 12:26 PM   #220
 Psykal
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Turalyon (EU)
Originally Posted by Jenos View Post
I've done SH a few times post patch, and what I've come to notice that the fight really comes down to the healer. While whatever wonky aggro thing he does is still there, the effect seems to have been greatly diminished, meaning he only beats on the non-tanks for a little bit, then the tank manages to regain aggro. The question comes down to: can your healer keep whomever has aggro up for long enough to let the tank grab aggro again?

If yes, then it really shouldn't be much of a problem.
I'm not so sure about this. It is not difficult to keep anyone in the group up regardless of who he is attacking. However, once he turns red, I am of the opinion that the damage on clothies/anyone without a large HP pool is unhealable no matter how good you are. What seems to happen here is his normal attacks hit for an increased amount and he does another attack in quick succession. There is more dps than your hps, you just can't keep up with it.

I'd put more stress on the tank being able to take O'mrogg back quickly. There were times when I was healing the mage for upwards of 5 seconds just fine then suddenly he'd "enrage" and kill him. If the tank had been quicker to grab him back this wouldn't have been an issue.

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