We just did Solarion tonight. We had three tries. First was with everyone wearing 150AR. We wiped because two people didn't notice they had the debuff on them.
Second time we wiped right away because someone didn't notice the debuff.
The third time everyone took off AR and did it and got her down. The fight is easier now. The debuff is almost impossible to miss, but 2 more seconds before it explodes would be better, imo.
Also she's still tauntable, so we used that to interrupt the the arcane missiles.
Anyone killing Solarian should be concentrating enough to notice the debuff and act accordingly, if not, then just go back to 5-mans and practice.
Shouldn't be an issue. The name of Wrath of the Astromancer hasn't changed, so they should still warn you of whoever gets it (And put a raid icon on them). The only thing that'll not be present is a 5 second timer on when it explodes.
The fight is now either incredibly retarded or incredibly easy, depending on the raids concentration and their net connection (almost midnight + postpatch servers=funfunfun). Also, it seems that Ice Blocking in the raid isn't a good idea, since that'll set off the bomb. We learned this the hard way.
Also, it's very fun to get Wrath, fly into air and die midway down because she decided to AM you in the air.
Even with a half asleep raid we killed her tonight without trouble. Definitely a lot easier and more fun than the old version where everyone is now usefull in the raid (as the 2 soaker tanks pre 2.2 basically fell asleep during the fight). And fun to watch the whole raid suddenly fly into the air when someone doesn't pay attention, this reminds me soooo much of Geddon in good old times.
Have never done her before, tried her today downed her in 3 tries.Can't believe it is so easy. You don't need any arcane resistance at all.Just be awake of the debuff and loot the epics.
While I agree you don't need AR for this, just putting on ~150 mitigates over 50% of the AM damage. That's a pretty significant number for a pretty slim DPS loss. I guess whatever works for you, but having a bit means never having to worry about your AM healers not being fast enough or about getting double AMs (or getting a bomb right after AM, or AM right after a bomb).
I'll second this. AR is by no means a requirement but having around 150 makes AM a complete joke to heal through. It's even easy to make with all the [Soul Essence] many guilds have lying around from Karazhan. Make 2 pieces of the cloth resist gear and call it a day. There is nearly no dps requirement now so the small loss of damage doesn't matter all that much.
There are two parts of the fight that are "hard"
1. Every person getting out of the raid when they get the debuff. People not paying attention, really bad lag (common after the patch), or disconnects are the only problems. If people pay attention it's no problem at all.
2. Add control. Keeping the Agents mostly beating on tanks (or others that can take it) and making sure the priests don't heal anything. The control of the adds is far more important than the dps. If they're under control and die in a reasonable amount of time you're fine.
Having lower dps might mean you take an extra add phase or even two to kill her but there is very little hurry with the new mechanics. If people are awake and you control the adds you're set.
One fun feature is the unavoidable gib. Get Wrathed, shot to the ceiling and while you're at the roof, get AMed to death. Healers can't do anything as you're rediculously out of range and your only hope are good resists and HS/pot. We had this happen to one person in each of the two attempts it took to kill her. I was laughing too hard and didn't pop a HS and died to it on the first attempt but it makes a nice view with the raid looking like ants. http://i199.photobucket.com/albums/a...olarianGib.jpg
Since the 2.2 patch this fight is now a total joke. Al'ar is patched on our server, so we did Solarian after Al'ar last night and Solarian now even manages to make Void Reaver look difficult, which is some considerable achievement. The bomb mechanism is totally to handle and doesn't do any significant damage to the bombed person anyway, the need for resistance gear is zero and the level of coordination needed within the raid group is about zero too. GG Blizz, this one has completely lost any fun to it and is now just a time sink
The changes may make TK the best start point for 25 man content for new guilds though (after Gruul and Mag of course).
SSC has some gear checks, Leo for example and Vashj to some degree. Whereas TK now has 4 execution fights. VR, Al'ar. Solarian, KT all require more execution than gear.
For those of us who had Solarian on farm for a while, sure it makes the fight really easy. However the game is not just about us.
There is light at the end of the tunnel.
The only problem is, it's often an incoming train.
Yeah, we hadn't bothered dropping by Solarian before 2.2 at all - I didn't like the sound of the fight and the fact that the major mechanic of it could be negated by 2 people /dancing.
But the 2.2 version is incredibly easy - it probably helps immensely that we had anyone with less than 10k health in 150 arcane resistance gear, but from killing (a thankfully hotfixed) Al'Ar through Solarians trash to a first kill took about 30-40 minutes. I'd disagree that it's a boring fight though - I actually found it really fun, and can't imagine a better way to wipe the raid than with 15 people cratering into the ground. Void Reaver afterwards was actually more difficult, with some 'interesting' impressions of orb dodging - not sure if this supposed 'lag' between the damage and graphic was causing it.
All in, I'd probably advise people going into TK for the first time to go straight for Solarian now - a small amount of Arcane Resistance gear makes this fight trivial (even the Violet Eye Trinket and Mark of the Wild were knocking off 30% of the damage). The trash is a pushover and the fights shorter and easier than VR.
I personally love the new fight as well, though in my case I enjoy not just calling the people that get Wrath dumb if they don't move, but people who don't move away from people that get Wrath that aren't moving dumb as well. Either way works, I mean, it's not like you can't see the debuff very clearly on whoever gets it.
I don't find the fight any easier than it was pre 2.2, just different.
Pre-patch, if someone lagged or missed the dot it wasn't a big deal.. it just jumped to someone else. Post-patch lag or just someone missing it can wipe the raid.
I haven't understood why this fight needed to be changed, let alone become the joke that it is.
I don't find the fight any easier than it was pre 2.2, just different.
Pre-patch, if someone lagged or missed the dot it wasn't a big deal.. it just jumped to someone else. Post-patch lag or just someone missing it can wipe the raid.
I haven't understood why this fight needed to be changed, let alone become the joke that it is.
I've said this before, possibly in this thread. The fight needed a change because it required that 2 of the members of your raid stand around and literally do absolutely nothing for the entire fight. That is poor design. It's much more enjoyable now and 100% about individual member execution instead of cheesing.
Warlocks with wrath that get thrown into the air have their demons despawned. 2shotted last night due to an app failing to move ... otherwise the encounter rivals lootreaver for the pinata crown.
I don't find the fight any easier than it was pre 2.2, just different.
Pre-patch, if someone lagged or missed the dot it wasn't a big deal.. it just jumped to someone else. Post-patch lag or just someone missing it can wipe the raid.
I haven't understood why this fight needed to be changed, let alone become the joke that it is.
The fight needed to be changed because the way the fight was, was just too boring and didn't involve everyone in the raid. Granted, it's still kind of boring, but it now requires EVERYONE to be more alert and now EVERYONE gets to particate in the fight. SBV SETS, ACTIVATE!
Here's some precise data with regards to the resists. I had 143 AR when fully buffed last night. From just that, I resisted 44% of all arcane damage, and 90% of all incoming arcane damage sources were at least partial resists. Below is a section of the logs for when I died on the first attempt ~80y in the air. It's a pretty reasonable selection of all incoming arcane damage from Solarian though.
Originally Posted by WWS
07:14'52.453 High Astromancer Solarian's Arcane Missiles hits Brakar for 1500 Arcane damage (1500 resisted)
07:14'53.421 High Astromancer Solarian's Arcane Missiles hits Brakar for 750 Arcane damage (2250 resisted)
07:14'54.453 High Astromancer Solarian's Arcane Missiles hits Brakar for 750 Arcane damage (2250 resisted)
07:14'56.109 High Astromancer Solarian's Arcane Missiles hits Brakar for 2250 Arcane damage (750 resisted)
07:14'56.203 Brakar's Wrath of the Astromancer hits Brakar for 5695 Arcane damage
07:14'57.421 High Astromancer Solarian's Arcane Missiles hits Brakar for 1500 Arcane damage (1500 resisted)
07:14'59.750 High Astromancer Solarian's Arcane Missiles hits Brakar for 1500 Arcane damage (1500 resisted)
07:15'00.171 Brakar dies
Also from the logs, it appears the Wrath of the Astromancer damage is unresistable for either the damage you do to yourself, or if you blow up others around you.
Warlocks with wrath that get thrown into the air have their demons despawned. 2shotted last night due to an app failing to move ... otherwise the encounter rivals lootreaver for the pinata crown.
I would imagine this is also true for hunters. I don't think it's anything special about Wrath, but that you get our of range of your pet you get flung so high. It fails the range check so despawns your pet.
Yes the encounter seems very easy, along with the easiest trash I've seen in TK so far.However I don't believe it will ever take Loot Reaver's place due to Void Reaver giving better progressional loot aka T5.Although the encounter itself right now is a Baron Geddon with the adds.
The adds handling is so easy for a guild who have no problems with Tidewalker, it is funny.We had no clue what was going and just rolled frost novas and Seed of Corruptions. If you wipe twice just enforce a very minor -dkp for wrath,people would focus and you would get your loot.
Besides I don't agree with Wrath timer being "short", it is way too much and even if the player doesn't notice it you can always cry his name on vent and the time would still be enough.
Last edited by Klasto : 09/28/07 at 1:18 PM.
Reason: lame paragraphing
I've said this before, possibly in this thread. The fight needed a change because it required that 2 of the members of your raid stand around and literally do absolutely nothing for the entire fight. That is poor design. It's much more enjoyable now and 100% about individual member execution instead of cheesing.
Originally Posted by Datto
The fight needed to be changed because the way the fight was, was just too boring and didn't involve everyone in the raid. Granted, it's still kind of boring, but it now requires EVERYONE to be more alert and now EVERYONE gets to particate in the fight. SBV SETS, ACTIVATE!
I think a lot of people are missing the point. To me, it seems like Blizzard meant for the original Solarian to be a zerg--down her before the debuff becomes unmanageable. While I thought the soak idea was pure genius, everyone who used the soak strat (myself included, I stood there every week in my Arcanoweave dress), cheesed the fight. Eventually, the soak strat became the de facto standard, but 2 warriors in ridiculous cloth AR was not what they were envisioning. One night, I put the other tank on follow, and didn't touch my keyboard or mouse.
So yeah, the fight is probably even easier, but it wasn't changed because it was 'too boring'. It was changed because we all were, for lack of a better term, exploiting it. It's not poor design, at best it was a bit of an oversight on Blizzard's part. It's not that the fight required 2 tanks to do something stupid, we just found an easy way out that removed the wrath debuff from the encounter.
Between the debuff appearing on your buff list, the purple lightning shooting out of your body, the aggro alert, the DeadlyBossMod warning (no update required) and the skull over your head, I can't understand how people screw this up.
Well, okay, patch-day latency and mod issues. It got funnier and funnier every time someone said "I think I'm DC'd" and then the entire caster clump went flying into the air.
In other news, Solarian seems to be running to her targets when they're out of range now. We constantly had her running toward hunters/casters, either because her arcane missile target was too far away or because one of the ranged out-threatted the nominal "tank." If anything it makes the fight easier, because it saves us the trouble of repositioning the caster clump closer to her.
I've never done this fight, but I run a guild that has downed Magtheridon and Void Reaver consistently for 3-4 weeks, and killed Lurker last week. Gear level-wise, most people are in T4 or equivalent, plus the handful of T5 pieces and Pistons we've gotten.
Would this fight be within our grasp?
Also, not for lack of trying, I've been unable to locate any definitive resources on the trash. Having read over what's there, I have a pretty good idea what to expect, but can anyone point me to a decent explanation of the trash pulls? Or give me an idea what can/cannot be CC'd? How long does clearing this trash take (preferably for a guild that isn't in Hyjal or BT yet, for comparison's sake)?
I'm thinking we'll try and get HAS and FLK both down this week, time permitting.