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Old 05/22/07, 1:13 PM   #51
Jamor
Don Flamenco
 
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Human Warrior
 
Ysera
One oddity that I sometimes notice in the fight that I am curious if anyone else has seen.

Every now and again when I am running sideways and catch a whirl, when I land in the water, I am unable to begin moving again for 2-3 seconds. Has anyone ever seen that issue after catching a whirl? I am guessing it has something to do with getting whirled sideways instead of head on.

Another thing I was curious about...occasionally the Lurker will rotate past his normal stopping point by a few yards. As MT for the fight, I used to run with the melee and then stop and wait for him to finish spouting. But after getting knocked back due to him over rotating, I stopped doing that. Never could tell what caused that or if it's an intended mechanic.

Last edited by Jamor : 05/22/07 at 1:15 PM. Reason: Grammer

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Old 05/22/07, 2:24 PM   #52
Pine
Glass Joe
 
Undead Mage
 
Kalecgos
Does ranged dps not get hit by the gyser if they're outside the inner platform?

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Old 05/22/07, 2:40 PM   #53
Mondragon
Piston Honda
 
Human Warlock
 
Grim Batol (EU)
From our 3 nights trying, we didnt get it once standing on the 3 island platforms.

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Old 05/22/07, 6:29 PM   #54
Stormheart
Piston Honda
 
Human Mage
 
Mannoroth
no, geyser only hits the inner platform

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Old 05/23/07, 8:33 AM   #55
Hozz
Don Flamenco
 
Tauren Warrior
 
Suramar
We tried this last night and it seemed bugged/changed/broken.

Differences we saw:

The MT was getting the KB portion of everyone's Geyser. The Geyser target would get the damage, but not the KB.

Ranged adds not depoppable with Hunter aggro/FD. Obviously a fix but just pointing out that it makes the encounter tougher and keeping everyone alive more important.

He would sometimes go into perma spout mode. Where he would start Spouting as normal but he would never stop, obviously not winnable when this happened. I have heard that this happened to other people pre-patch? We had killed him 3 times before the patch and had not seen it ever during our learning or our kills.

He emotes a deep breath before a spout. He seems to turn a bit faster on spout as well.

And of course the documented, fish hitting harder, scald hitting softer.

Last edited by Hozz : 05/23/07 at 8:38 AM. Reason: update!

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Old 05/23/07, 9:20 AM   #56
Darkmgl
Piston Honda
 
Human Warrior
 
Arygos
Yeah the spout issue happened preptach, it actually happened alot to us prepatch. Does anyone have any real concrete evidence as to what causes it? We always attributed it to a Coilfang Guardian being alive and under attack when he finished his spout casting, but that happened last night and no issue so it was the wrong guess apparantly.

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Old 05/23/07, 9:22 AM   #57
Thezilch
Piston Honda
 
Undead Priest
 
Kil'Jaeden
For those seeing the disco spout on the second Phase 1, did you experience two spouts during the initial Phase 1?

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Old 05/23/07, 10:09 AM   #58
Cadfael
Witch doctors park in gear
 
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Cadfael
Worgen Priest
 
No WoW Account (EU)
As someone who's group just managed to down Magtheridon (last week pre 2.1, made it barely ) and now is starting to go into SSC and probably skipping Hydross first, I am wondering how exactly you get the water boiling ?

From the answers in this thread I suppose there are 6 trash mob packs that need to be killed but which ones ? Those in the "pavillions" after Hydross ? Is there a visual hint ?

Or for someone beginning, is it just as well to skip all trash and waterwalk to Lurker and attemp it the other way?

We have zero experience up to now (ok we went in earlier, killed all trash up to Hydross and fished Lurker out once for fun so I know it yields relatively useless sagefishes but other than that...) what would you suggest is the best approach for starting to tackle the Lurker ?

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Old 05/23/07, 10:16 AM   #59
♦ Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
It's really obvious. There are six identical trash packs on the platforms around Lurker. Kill them all.

And no, definitely don't try to skip straight to Lurker.

Finally, if you have tanks with FrR/NR gear, Hydross really isn't at all bad now. Really.

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Old 05/23/07, 10:26 AM   #60
Cadfael
Witch doctors park in gear
 
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Cadfael
Worgen Priest
 
No WoW Account (EU)
Originally Posted by Praetorian View Post
It's really obvious. There are six identical trash packs on the platforms around Lurker. Kill them all.
Ok that seems to be my "pavillions", the little round areas on the "gangways". Thanks for clarifying this. Might seem obvious to most of you but it wasn't for me, though I suspected them.

Finally, if you have tanks with FrR/NR gear, Hydross really isn't at all bad now. Really.
Equip is not there yet, that's why I want to go to the Lurker first.

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Old 05/23/07, 2:01 PM   #61
Russta
King Hippo
 
Human Paladin
 
Argent Dawn (EU)
Originally Posted by Praetorian View Post
Finally, if you have tanks with FrR/NR gear, Hydross really isn't at all bad now. Really.
We've killed Hydross for the past month cheesing it with the 250% method so last night was our first "real" kill and it only took four attempts. We don't even AoE down the adds and they still dropped ridiculously fast with no one potted or flasked.

So I concur - if you have the gear, Hydross is no longer the cockblock he once was.

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Old 05/23/07, 8:11 PM   #62
Lybydose
Glass Joe
 
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Dwarf Priest
 
Mannoroth
Originally Posted by Thezilch View Post
For those seeing the disco spout on the second Phase 1, did you experience two spouts during the initial Phase 1?
We had 3 attempts in a row where he did the "disco spout" mode after resurfacing. All 3 attempts he only did one spout during the initial Phase 1.

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Old 05/23/07, 10:20 PM   #63
Hozz
Don Flamenco
 
Tauren Warrior
 
Suramar
http://forums.worldofwarcraft.com/th...05971962&sid=1

They made some fixes, but missed the most glaring bug...the crazy spout.

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Old 05/24/07, 2:41 PM   #64
Copernicus
Bald Bull
 
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Night Elf Druid
 
Tichondrius
http://forums.worldofwarcraft.com/th...05971962&sid=1

We've just deployed a pair of hotfixes that affect the Lurker Below encounter in Serpentshrine Cavern.

- Coilfang Ambushers may no longer be charmed.
- Lurker Below should no longer emerge from under the water prematurely.

We're also looking into the problem where the Lurker's primary melee target gets knocked back by Geyser even if that player is not the actual target of Geyser. I currently have no ETA on a fix for that issue.

---

We've found an additional uncommon but reproducible case where the casting of Spout by Lurker Below can be interrupted prematurely and he will begin meleeing and casting other spells again. That doesn't sound so bad at first, but the problem is that the effect of Spout does not stop when this occurs. This can quickly result in a very ugly situation for the raid. We're currently researching a fix for the issue, but I have no ETA at this time.

---

Ok, we've determined a solution for the problem where the Lurker Below will interrupt his Spout and begin meleeing while the effect of Spout is still ongoing. Unfortunately, we're not able to hotfix this particular change onto the servers. The fix will have to wait for a future patch.

In the meantime, I'll try to explain the situation that causes the problem. The sequence of events is as follows:

1) Lurker Below submerges.
2) Coilfang Ambushers and Guardians spawn, and begin to attack the raid.
3) The raid is unable to kill all the Naga before an internal timer expires, and the Lurker Below emerges.
4) The Lurker resumes his normal combat routine, and then begins to cast Spout.
5) The raid kills the last Naga while the Lurker is performing Spout.
6) Bug happens, and chaos ensues.

So to avoid this, do not kill the last Naga while the Lurker is casting Spout. Kill it either before or after the Spout.

We're also still investigating the issue where the main melee target of the Lurker is being knocked back even though the player isn't the target of Geyser.

----------------

http://forums.worldofwarcraft.com/th...05812432&sid=1

- The Lurker Below will no longer emerge from the water before all adds are dead.

- Coilfang Ambushers can no longer be charmed.

-------------------------------------------

I guess we'll find out tonight when we kill Lurker, but I think Drysc must have gotten something wrong in his hotfix notes.

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Old 05/24/07, 2:47 PM   #65
Buiden
Great Tiger
 
Worgen Druid
 
Dragonblight
Originally Posted by Hozz View Post
http://forums.worldofwarcraft.com/th...05971962&sid=1

They made some fixes, but missed the most glaring bug...the crazy spout.
Actually if you read Daelo's explanation of the spout but that is exactly what they did. The bug was caused by Lurker emerging before all the adds were dead, now that he can no longer do this the spout bug is temporarily averted, until they come up with a better solution.

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Old 05/24/07, 2:48 PM   #66
Khlysti
Ithyphallic
 
Night Elf Death Knight
 
Silvermoon (EU)
The non emerge till all adds are dead section is false, he appears either when all die, or when timer ends just as before.

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Old 05/24/07, 2:50 PM   #67
Buiden
Great Tiger
 
Worgen Druid
 
Dragonblight
Originally Posted by Khlysti View Post
The non emerge till all adds are dead section is false, he appears either when all die, or when timer ends just as before.
Are you sure you didn't have the last remaining adds crowd controlled at the time? I am under the impression that if the last remaining add is CC'd he treats it as "dead" and will pop up.

EDIT: At least that used to happen to us on ragnaros WAY back in the day, if the last son of ragnaros was CC'd he'd pop up early from time to time.

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Old 05/24/07, 2:56 PM   #68
Khlysti
Ithyphallic
 
Night Elf Death Knight
 
Silvermoon (EU)
No, we screwed up on one add phase and had a melee add at ~30% being dpsed as lurker emerged, he went into spout and the second the add died he discod. Killing the adds pre emerge or ccing till spout is over are both safe, but you won't get an 'infinite' length downphase from lurker while he waits for the adds to die as that note suggests.

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Old 05/24/07, 2:59 PM   #69
♦ Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
At least we know what exactly caused it. It makes perfect sense. For us, every time we had an add close to death, we said "burn it, burn it!" and it died as Spout started, and he spazzed out. Every time we had an add nowhere near death, we said "sheep it" and he didn't spaz out.

Scripting-wise, it seems that there was a script that triggers when the last add dies to make Lurker "reactivate" and a script that triggers when X seconds have elapsed since submerge, that makes him reactivate. If you killed the last add after the time-based script had already triggered, then the script would trigger a second time, likely forcing him into normal combat mode. If this happened while he had Spout active....

On a separate note, Daelo makes wonderful posts and I wish he shared details of the bug-fixing/tuning process with the playerbase more often.

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Old 05/24/07, 3:05 PM   #70
Buiden
Great Tiger
 
Worgen Druid
 
Dragonblight
Agreed that Daelo makes wonderful posts, lets hope this is a new trend of communication that they are starting.

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Old 05/24/07, 3:33 PM   #71
dukes
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Dukes
Tauren Druid
 
No WoW Account (EU)
Just killed him - seemed easier because of less health/more damage from the raid - we just had 3 tanks taunting as needed with knockbacks and dropping into the water if spout happened. The add phase is a joke with the latest patch "fix".

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Old 05/24/07, 4:15 PM   #72
Copernicus
Bald Bull
 
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Night Elf Druid
 
Tichondrius
Originally Posted by dukes View Post
Just killed him - seemed easier because of less health/more damage from the raid - we just had 3 tanks taunting as needed with knockbacks and dropping into the water if spout happened. The add phase is a joke with the latest patch "fix".
Did Lurker not spawn until all the adds were killed or are the adds just really easy to kill?

The conflicting reports and multiple hot fixes could be a result of some working and some not working, like when Gruul/Magtheridon were hotfixed.

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Old 05/24/07, 4:24 PM   #73
Hozz
Don Flamenco
 
Tauren Warrior
 
Suramar
Originally Posted by dukes View Post
Just killed him - seemed easier because of less health/more damage from the raid - we just had 3 tanks taunting as needed with knockbacks and dropping into the water if spout happened. The add phase is a joke with the latest patch "fix".
Hmm does it work as described...he literally will never emerge until the adds are dead, or like Rag...he surfaces once the timer has expired OR the adds are all dead?

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Old 05/24/07, 4:41 PM   #74
Exewut
Soda Popinski
 
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Orc Warrior
 
Al'Akir (EU)
Originally Posted by Hozz View Post
Hmm does it work as described...he literally will never emerge until the adds are dead, or like Rag...he surfaces once the timer has expired OR the adds are all dead?
No and perhaps, we got him pop up while there where still adds up, and we got a few seconds of spare time after we killed all the adds. It could be that it's the second option but it takes him 5 or so seconds to repop, could be.

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Old 05/24/07, 6:35 PM   #75
Nekali
Joe Glass
 
Blood Elf Death Knight
 
Terrordar (EU)
Originally Posted by dukes View Post
Just killed him - seemed easier because of less health/more damage from the raid - we just had 3 tanks taunting as needed with knockbacks and dropping into the water if spout happened. The add phase is a joke with the latest patch "fix".
Just killed im as well. Let your tank swim in the inner ring, right inside of him. You will never get kicked out of melee range. Damage from boiling water is a non-issue. No spasms for us when we had an add sheeped. Seems much easier now without the randomness of the fish. He does emerge when adds are still up.

Last edited by Nekali : 05/24/07 at 6:54 PM.

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