My guild recently had a drama episode and split-- we now have zero people who have sufficient fishing skill to fish up Lurker.
I am currently at 210-ish fishing. With lures and the +25 skill horde quest fishing pole, what's the absolute minimum fishing I need to summon up Lurker Below? And what's the absolute minimum I need to summon up Lurker with no "got away" results?
Thanks in advance. I suspect that this isn't something on which there's been a ton of testing, due to the nature of the beast.
Last I checked, you need maxed (365) fishing, along with the +100 lure, and the fishing rod with +x fishing. I could be wrong, but there's only 3 people in my guild who can fish him up (4 if you include the tank who doesn't bother, because it's kinda bad to have him pop out and you not have a shield on ... ).
We go 3 ranged DPS on each platform, melee and healers spread around, Tank + OT near front.
nuke nuke nuke, from water aswell, up nuke nuke. Rogues actually step out on spout into water cause they are honestly not aware enough to move around it.
Addphase we tank all three guardians, rogue go on first ambusher whilst mages sheep one ambusher on each platform, ranged nuke other ambusher on each platform then sheeped (the three ranged on each platform + any ranged nearby) then help with whatever guardian is back up.
There are two things that we've detected creates the discospout:
- Killing a guardian or add while he spouts, not good. Thus if an add is up when he reemerges and it's not dotted up we just sheep the add for duration of spout. If he's dotted we just off-tank it in the water. It's important that the drag into water is done correct or the ambusher will teleport around.
- Killing lurker while he spouts can bug him up with the disco spout aswell. Just don't kill him while he spouts.
There are two things that we've detected creates the discospout:
- Killing a guardian or add while he spouts, not good. Thus if an add is up when he reemerges and it's not dotted up we just sheep the add for duration of spout. If he's dotted we just off-tank it in the water. It's important that the drag into water is done correct or the ambusher will teleport around.
- Killing lurker while he spouts can bug him up with the disco spout aswell. Just don't kill him while he spouts.
Blizzard's official explanation is that Lurker will disco-spout only if you kill the last add while he is spouting. I'm inclined to believe this. While it has been a while since we had more than 1 add left even 5 seconds before an emerge, I know we have had numerous kills during spout with no unintended side effects or bugs.
Anyone know if disco spout has been fixed for 2.2? I can not find any mention of it in the patch notes.
Uh, no, you're fine with extremely low skill. They aren't worried about people in SSC fishing up Greater Sagefishes.
That's not correct. Fishing anywhere in SSC, including the Lurker pool, requires you have to the same amount of fishing as you need in Zangarmarsh. It's about 330 for no fish getting away, and I believe somewhere around 270 to be able to fish there in the first place.
I tried that out over a couple of weeks, so I'm pretty sure on those numbers.
We have a pally hammer of justice the guardian in the back of the inner ring so the mage has time to sheep it. But hey, if what you're doing works stick with that, sheeping just reduces the number of tanks for either another healer or dps.
Hmm, actually, stunning Guardians sounds like a nice idea no matter what strategy you follow...gives time for confused DPS to get out of cleave range, tanks to pick them up, and/or mages to sheep. Thanks.
The guardians don't activate their threat table until they turn into valid targets - when they spawn, they always move to the same position, then stand there for a second, then turn active. Upon turning active, they always attack the closest target first. Make sure that's a tank. Make sure that tank has his snap aggro abilities lit up, is in melee range, and is facing the mob. Unless he gets a double miss/parry/dodge/resist on Heroic Strike/Shield Slam/whatever skill your tank uses and someone drops a huge heal at the same time, you should be good.
As main tank, facing lurker, I always move to the left and pick up the add that spawns there, while our 2 ferals pick up the spawns in the back and on the right side. Ranged DPS focuses on the ambushers on the platforms while melee DPS focuses on the add on the right side first (because it's the closest to where our melee camp stands) while I move mine over. Once the first add dies, mine is killed, then the last.
I've only done Lurker post-2.1 and not seen a single discospout thus far, and we certainly have had adds up and killed after or during spouts.
I've only done Lurker post-2.1 and not seen a single discospout thus far, and we certainly have had adds up and killed after or during spouts.
But have you killed the last of the spawned adds during a spout?
My raid group seems unwilling to risk a wipe to test this currently, yet we are keeping a guardian sheeped during the first spout. A firm confirmation could help us eliminate this added risk. We have already had Lurker despawn once due to the guardian tank getting geysered into the water and the guardian consequently going into evade.
That's not correct. Fishing anywhere in SSC, including the Lurker pool, requires you have to the same amount of fishing as you need in Zangarmarsh. It's about 330 for no fish getting away, and I believe somewhere around 270 to be able to fish there in the first place.
I tried that out over a couple of weeks, so I'm pretty sure on those numbers.
There's a big, big difference between maxed skill with a +100 lure and 330 effective skill. I would call 205 base skill very low at this stage of the game for no misses.
But have you killed the last of the spawned adds during a spout?
My raid group seems unwilling to risk a wipe to test this currently, yet we are keeping a guardian sheeped during the first spout. A firm confirmation could help us eliminate this added risk. We have already had Lurker despawn once due to the guardian tank getting geysered into the water and the guardian consequently going into evade.
I'm 90% or so sure that we killed the last of the spawned adds during a spout last week. There's a slight possibility that there was still an ambusher up which I didn't see, but twice we killed the last guardian in the water while spout was going on.
I sometimes think we're the only guild that does this:
When guardians spawn, tanks are nearby. One is the MT; his guardian is killed. The other two tanks put five sunders or equivalent hefty threat load on them, and then two mages are assigned to sheep them, and keep them sheeped, permanently, until Lurker is dead. Then they're killed.
If a sheep breaks early, it zooms right back to its tank, who is at best on the main island (no blink), or is underwater for spout (it swims down). Breaks are quickly resheeped. Their mages are in no greater peril than any other raider. In every add phase after the first one, only one guardian spawns, to replace the one that the MT tanked.
We first started this back when our DPS was less stable. We probably have more than enough to kill all three comfortably (we're standing around regenning mana for several seconds after adds), but we still do it this way.
I sometimes think we're the only guild that does this:
When guardians spawn, tanks are nearby. One is the MT; his guardian is killed. The other two tanks put five sunders or equivalent hefty threat load on them, and then two mages are assigned to sheep them, and keep them sheeped, permanently, until Lurker is dead. Then they're killed.
If a sheep breaks early, it zooms right back to its tank, who is at best on the main island (no blink), or is underwater for spout (it swims down). Breaks are quickly resheeped. Their mages are in no greater peril than any other raider. In every add phase after the first one, only one guardian spawns, to replace the one that the MT tanked.
We first started this back when our DPS was less stable. We probably have more than enough to kill all three comfortably (we're standing around regenning mana for several seconds after adds), but we still do it this way.
The reason we don't do this is because we can kill all of the adds with 15-10 seconds to go in the submerged phase. I'd rather not take the chance of a sheep breaking and by some stroke of bad luck having a healer be killed (I know you've accounted for this, but there's always that chance...).
We have one tank pick up each guardian and drag them "behind lurker" (near middle platform). The melee kills the one closest to them then they don't have to move at all to start DPSing the others. When the middle platform's ranged dps is done with their ambushers, they help the melee. We then stand and twiddle our thumbs waiting for lurker to come back (usually 3 add phases).
We quite often finish off the last add while the Lurker is already back up and about to spout - sometimes a second or two after the spout starts. No problems so far.
Also when the adds first appear, I stun the middle one (I'm up there with the other melee). That gives plenty of time to sheep it.
Blizzard's official explanation is that Lurker will disco-spout only if you kill the last add while he is spouting. I'm inclined to believe this. While it has been a while since we had more than 1 add left even 5 seconds before an emerge, I know we have had numerous kills during spout with no unintended side effects or bugs.
Anyone know if disco spout has been fixed for 2.2? I can not find any mention of it in the patch notes.
This very week we ended up having adds up during spout two or three times killed the final add while spout was happening. No disco spout.
I haven't seen one in a long, long time and we do occasionally kill adds during spout.
This fight is much much easier if you kill the trash mobs on the upper platforms to get rid of the fish in the water.
Really? That wasn't mentioned *any* other time in this entire thread. /sarcasm_off
Does anyone seriously attempt Lurker without clearing the laughably-easy 6 packs of 2-minutes-per-pack Vortex-farm-mobs?
And I'm really quite surprised to see that people are killing Lurker without killing all of the adds. From our first kill until now, we have never failed to get all of the adds down before he comes back up. You get an insane amount of time to kill 9 adds ... we mostly stand around and /dance for 15 seconds now, waiting for him to come back so we can bitch-slap him again.
Just how many healers are some of you bringing to *not* get your adds down in time? They're extremely squishy ...
Last I checked, you need maxed (365) fishing, along with the +100 lure, and the fishing rod with +x fishing. I could be wrong, but there's only 3 people in my guild who can fish him up (4 if you include the tank who doesn't bother, because it's kinda bad to have him pop out and you not have a shield on ... ).
Originally Posted by Chicken
That's not correct. Fishing anywhere in SSC, including the Lurker pool, requires you have to the same amount of fishing as you need in Zangarmarsh. It's about 330 for no fish getting away, and I believe somewhere around 270 to be able to fish there in the first place.
I tried that out over a couple of weeks, so I'm pretty sure on those numbers.
It takes nowhere near full max fishing like constantius says. I have maxed fishing with only the quest rod so 395 total. I have never gotten a "Your fish got away." when bringing up Lurker. From guildmates it's at least as low as 300 to be able to fish though I'm not sure if they ever missed.
However, 330 is not high enough to keep all fish from getting away in Zangarmarsh. It might be high enough in the eastern lakes around the Cenarion Refuge but when I'm farming sporefish in the western side 395 leads to a lot of "Your fish got away." Using a +75 bauble for 470 total skill is sufficient to never miss any though.