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05/20/07, 10:27 PM
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#1
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Glass Joe
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Lurker Below Question
My guild is currently learning Lurker Below, tonight was my first night ever trying him and one thing occured to me twice...
Lurker geyser'ed me, knocking me into the water, imediately before he did his spout, my question is how can I avoid this? Common sense told me to just stay down there and pray i can live through the fish with a pot and healthstone, however that was never the case, I would die before the spout would pass me and I would look like garbage.
Some people told me limited invuln pots would work however I wanted to double check and see if there was anything else i could do like just head for the middle and pray or anything of the sort.
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05/20/07, 10:28 PM
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#2
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Mike Tyson
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Limited invuln pots would obviously work to make fish stop eating you. Or just scald the water and learn the fight that way, since it's practically mandatory in 2.1.
PS: Update your profile -- you have a guild as per your post....
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05/20/07, 10:31 PM
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#3
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Soda Popinski
Gwaiihir
Orc Shaman
No WoW Account
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Warlocks can stand on the three platforms to avoid getting geysered entirely, then hop in and out of the water to avoid spouts.
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05/20/07, 10:37 PM
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#4
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Don Flamenco
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I just finished running a few searches on the forums about Lurker and was about 10 seconds from making a post about him myself - thus I shall post my questions here.
We have now had 2 nights on him, and keep having a few problems. For starters, we boil the water by clearing the packs first. From the first time we tried this it seemed much easier then running around the spout idea - as well as the fact that next patch it is basically forcing you do to it this way.
We always seem to have the adds bugging out/evading or Lurker himself chain spouting non-stop. We have one Mage each platform and normally run with 2 hunters. The MT takes one of the Guardians and tanks it while melee DPS it, one hunter on each platform traps one and the extra Mage sheeps one. The other two Mages sheep the extra guardians and the MT tanks them one by one.
We have an OT assigned to each platform, their job is to TAUNT the incoming Guardian so it DOESN'T evade onto a Healer (normally) on spawn and thus be unsheepable - then the Mage sheeps it and the tank jumps across to his platform to tank the other ranged add.
This generally works ok, but still often one or more of the adds bug out - what kind of strats do others use to make sure this doesn't happen?
When we get all adds under control and none of them bug out - its all good, we can DPS them fast enough and have them down before Lurker emerges. But occasionally if some melee die or one of the adds evade and doesn't get killed in time Lurker bugs out and chain spouts non-stop. Do others experience this? Is this actually intended so you HAVE to kill the adds before he emerges or else he has some sort of psuedo enrage (chain spout)?
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"Being a leader is not a position of power. It is a position of service." ~ Barestomper
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05/20/07, 10:42 PM
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#5
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Mike Tyson
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Our healers are all on the inner ring, except shadow priests, so evading has never been an issue. We stack the South and East (SEish, whatever) platforms with heavy ranged DPS, and give the north 2-3 DPS, if that. We sheep the north Guardian, and OT the other two actively in the SE corner, next to each other. Rogues start on the Guardians (other melee like ferals or DPS warriors hop across to the S/E platforms and Swipe/Whirlwind away to help there at first). The S and E platforms kill both their Ambushers, then focus on the Guardians. When one dies, we break the sheep on the third and drag it to the same spot. In the meantime, the DPS-light north platform has the sole task of killing its two Ambushers before Lurker returns. The key point here is that no DPS is wasted -- ranged on both S and E can reach the Guardians where they are tanked, and N is a self-sufficient entity without excess DPS.
As for him freaking out when he spouts, no one knows if it's intended. If you have a Guardian still up when he's about to surface, sheep it and keep it sheeped until after his Spout. This will prevent him from freaking out.
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05/20/07, 10:44 PM
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#6
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Soda Popinski
Gwaiihir
Orc Shaman
No WoW Account
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We have had adds up several time when he emerges, and never had chain spouts because of it, not that I can recall at least. We have always had at least two hunters to trap and despawn their adds, with ranged nailing the other platforms, while the MT and two offtanks grab the three melees. I dont think we have had evade issues with the melee ones, but I dont really notice it being a healer. I feel that leaving the melees to be CCed/attempted to be despawned via evading is too dangerous due to the amount of damage they can do, with the potential of one shotting healers etc.
I think having the tanks exactly in positions to taunt the melee mobs as soon as they hit the main platform is probably the safest all round method of handling the add phase.
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05/20/07, 11:06 PM
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#7
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Chef
Ramsay
Orc Rogue
No WoW Account
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Edit @ Praetorian:I remembered coming in one day and killing Lurker with no boiling water, simply because there were no pumping station packs to kill. *shrugs* If that's not the case, then I'll simply chalk it up to bad memory. Looks like I was worrying for nothing. :P
And to make sure this isn't completely off topic: In terms of add control, we have one or two hunters taking over one or two islands depending on how many hunters we have that day. We actually take a fairly unconventional approach to the adds, with rogues jumping across to the closest island (the one that you can actually jump to if you have cheetah or sprint) and using BF to take both adds down at once. Our MT tanks the first melee, our bear druid tanks the second, and we have a paladin waiting at the third to use HoJ(I think that was it... the one that stuns for 6 seconds) to give the mages time to sheep it without danger of being cleaved. Ranged focus on the melee one at a time; rogues generally make it back across in time to contribute on DPSing the second and third melee.
Oh, and another thing, the Lurker has a high chance of doing his crazy spout if there are naga still up and actively attacking when he comes up. If you can't finish the last add by the time he finishes the casting for his spout, your best chance is to fear it (since sheep won't work on a mob that's probably dotted to high heaven).
Last edited by LiteSabre : 05/20/07 at 11:13 PM.
Reason: Question answered
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05/20/07, 11:09 PM
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#8
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Mike Tyson
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That's false. The six add packs are linked to Lurker. Why would you think they were linked to Karathress?
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05/20/07, 11:54 PM
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#9
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Glass Joe
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Thanks for the replies, we are going to boil the water tomorrow so I shouldn't worry I just wanted to know for future reference if we weren't going to boil the water. Mainly just frustration, new guild new stress heh...
I picked up 20 limited invuln pots and i'll just give it a go, also updated my WoW profile on here, didn't really think much of it cause i rarely post
Edit to answer some questions on adds: What I saw was a lot of our mages were PoM Polly'ing the adds or just always on the ball, the warrior made his way to the platform and tanked one while we had a holy priest mind control another add, burning them down was no problem at all with 3 ranged dps (at least where I was) Basically it comes down to your mages being on the ball and your dps hiting hard enough to burn them down and not pull aggro
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05/21/07, 12:13 AM
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#10
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Don Flamenco
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Originally Posted by Praetorian
Limited invuln pots would obviously work to make fish stop eating you. Or just scald the water and learn the fight that way, since it's practically mandatory in 2.1.
PS: Update your profile -- you have a guild as per your post....
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What was changed in 2.1? We're focusing on Morogrim atm but we have made a few pulls on Lurker, and we've been doing it with fishes.
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05/21/07, 12:16 AM
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#11
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Mike Tyson
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Scalding Water goes from 500 DPS to 167 DPS. Fish damage doubles.
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05/21/07, 12:26 AM
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#12
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Bald Bull
Night Elf Druid
Tichondrius
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Originally Posted by Praetorian
As for him freaking out when he spouts, no one knows if it's intended. If you have a Guardian still up when he's about to surface, sheep it and keep it sheeped until after his Spout. This will prevent him from freaking out.
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We've had him freak out with zero adds up and none of the adds despawned. We've also had him freak out on the third spout overall (second spout of his second up-phase). The freakouts also don't always happen immediately. The Luker has gone about 25% of the way before deciding to go crazy.
I just hope the issue is resolved in the patch. 
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05/21/07, 12:28 AM
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#13
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Mike Tyson
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Yeah, what we'd usually see would be a quarter-cycle followed by him spazzing out.
But in my experience it has happened 100% of the time we have an unpoly'd Guardian alive as he starts to Spout, even if the Guardian dies a second later, and 0% of the time when we have nothing up.
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05/21/07, 2:03 AM
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#14
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Glass Joe
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I don't have screenshots to prove it, but has anyone else experienced and/or know why scalding water hits hunter pets for 1200 and consistently 1500 damage?
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05/21/07, 2:29 AM
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#15
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Bald Bull
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We had what Failure dubbed a "disco spout" today, first time I'd seen it. It happened while we were finishing off the last Guardian, who had about 50% health when Lurker popped back up. The same situation's happened before without a disco spout, so it might be one of those "all squares are rectangles, not all rectangles are squares" things.
Two other observations:
1) The human capacity to die to Water Spout boggles the mind. Everyone messes up occasionally, but Paladins dying to it 4 pulls in a row with their bubbles available...
2) With 6 people fishing, he took 17 minutes to spawn for one attempt. Had to re-do Pally buffs, and I began to sing a sea shanty (titled "Whiskey Johnny") over vent. I swear to God, as soon as I finished the third verse he spawned.
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