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07/12/07, 7:31 PM
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#276
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Piston Honda
None
Blood Elf Druid
No WoW Account (EU)
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The reason the well has the debuff is due to ptr testing, some guild gave everyone under water breathing and tanked him in the well, the raid stayed under the water and the Doomfire stayed on top of the water so did no damage to anyone.
The Archimonde fight is more fun now, everyone standing behind him to negate the Doomfire just always seemed "dumb" to me, it's much better now.
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07/12/07, 7:38 PM
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#277
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Piston Honda
Undead Priest
Archimonde (EU)
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Originally Posted by Dots
That's not true, I do it all the time. Sure he might run off and bounce back for a split second, but there really is no reason to just stand there like a tree.
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And what happens when you do that and a rogue resists the fear ?
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07/12/07, 7:47 PM
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#278
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Don Flamenco
Tauren Warrior
Dentarg (EU)
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Originally Posted by Praetorian
Haha, nice.
My main concern with fear breaking isn't that he might move a little, but rather that a melee DPS might get fear broken by tremor or WotF/trinket out of it because of a nearby Doomfire, and then get splattered.
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That happened once, on our first kill actually. You can even see the warrior drop by 12k in the fraps, but he didn't die.
Even in the worst case scenario, I am feared for just half a second at most. He only ever got one hit off, in all our attempts. Considering the huge drop in TPS, it is a (very very small) risk well worth taking. Especially because less TPS means less DPS, resulting in a longer fight which bears other risks.
I see the theoretical danger, but in my experience, nobody actually ever died because of this. Basically, he runs off to a ranged DPSer every time.
Edit: Is this fear even resistable? And I just checked the vid again, said warrior actually just broke fear way early and even hit Archimonde right away.
Last edited by Dots : 07/12/07 at 7:59 PM.
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07/12/07, 8:05 PM
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#279
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Piston Honda
None
Blood Elf Druid
No WoW Account (EU)
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The fear is resistable, I even took a screenshot a long time ago because some in the raid didn't believe it was possible, I had no points in the fear resist talent at the time either.

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07/12/07, 8:35 PM
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#280
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Don Flamenco
Tauren Warrior
Dentarg (EU)
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Yeah, I actually discovered this as well after going through some combat logs.
My theory is that it simply doesn't matter because his fear cast resets the swing timer. In about 5 hours worth of logged attempts, there is always a 2.5 second or longer delay between 'Archimonde begins to cast Fear' and his next auto attack (improved TC is always on). Even in the instance where the other warrior took a hit.
Can any tank who keeps their GCD up to never get feared even for a split second confirm or deny this from their logs?
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07/12/07, 8:47 PM
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#281
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Great Tiger
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Wow Web Stats
Edit: whoops, misunderstood your question, checking for you...
Edit 2: His first attack after the fear is at 28.722 and the fear went off at 27.352. 1.37 seconds from the completion of the cast he attacked me again.
Last edited by Pachwa : 07/12/07 at 8:53 PM.
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07/12/07, 8:52 PM
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#282
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Mike Tyson
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Originally Posted by Pachwa
Wow Web Stats
Edit: whoops, misunderstood your question, checking for you...
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Well that excerpt shows him swinging at you less than 1sec after Fear affects the raid.
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07/12/07, 8:55 PM
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#283
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Great Tiger
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It looks like it did the resist check first, so I went off that instead of the actual "afflicted by" part.
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07/12/07, 8:59 PM
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#284
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Don Flamenco
Tauren Warrior
Dentarg (EU)
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It shows him attacking 1.4 seconds after the fear cast completed + 1 second cast time = 2.4 seconds after he starts the cast. That is pretty his normal swing delay with TC on. Your GCD will never be down longer than 1.5 seconds after he _starts_ the cast.
It is unfortunate that WWS does not show the 'Archimonde begins to cast Fear' line. Do you still have real logs by chance?
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07/12/07, 9:45 PM
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#285
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Bald Bull
Tauren Warrior
Kil'Jaeden
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Why does it matter, 20% bigger hits on an uncrushable mob aren't going to make or break it. Not stance dancing is gambling if you have a decent dps warrior (which you're going to have unless you're only bringing one). I've seen him fear at 28 seconds before as well, I've seen him fear me when I was on global, and before I hit berserk stance and he returns to me (I believe it requires 1 more action for him to return), he gibs someone. I have about 250 ms lag on my actions, leaving about 500-750ms of realistic reaction time on an effective stance dance. I don't know how many issues have to be pinged back, but you're going to quickly pass the 2.5 second mark if you just shield slammed as he was casting (and if you're ignoring the GC you will attack into the fear by accident so it is definitely more than 1.5 seconds). I mean practicality here seems to outweigh theorycraft.
I mean I'm not trying to stir up shit over one faction having it easier, and saying thats why they killed it - but fear ward is a big deal on this fight, and really should be looked at.
I still wonder what a joke this fight would be tanking-wise to have a feral druid fear warded on the fight.
As for doomfire being removed by the water, It might be useful if you tank relatively close to the water for the melee.
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The Archimonde fight is more fun now, everyone standing behind him to negate the Doomfire just always seemed "dumb" to me, it's much better now.
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It definitely was dumb. I'm just dreading seeing how 360's now screw over grip and healing.
I'm curious when people mention they see it following people - I don't think this was the case before the patch; if it follows people after the patch that is a rather huge mechanic change. At best it might behave as someone previously describe: its a heat seaker missile, if you dodge it quickly it'll either acquire a new target or go aimlessly forward toward the hills.
But mostly it just seems to randomly maneuver, without turning too steep, favoring uphill climbs, favoring travel toward open area, and not going up the steepest slopes. This is why almost invariably he was always aimed toward the east on kill videos. Trying it both ways you sure get luckier when he's faced east...
Last edited by Quigon : 07/12/07 at 10:00 PM.
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07/12/07, 10:32 PM
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#286
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Don Flamenco
Tauren Warrior
Dentarg (EU)
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It's not about bigger hits but about having some of your DPS classes pick their noses because they are threat capped.
This isn't theorycraft at all, I have been doing this for the past 3 weeks. Not one person has died to it. Also, unlike some other mobs, Archimonde does not require any further actions for you to get his attention again. He will bounce back right after you break fear with Berserker Rage.
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07/12/07, 10:53 PM
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#287
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Bald Bull
Tauren Warrior
Kil'Jaeden
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I'm not sure he does bounce right back, maybe - but I'm pretty sure he didn't - could be a lot of things though that cause him to come back...
Also didn't you say above that a melee did get splattered? Maybe I'm misreading you.
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07/12/07, 10:57 PM
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#288
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Chef
Ramsay
Orc Rogue
No WoW Account
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Speaking as a rogue on Archimonde, the scariest thing in the world is to resist Fear. You never know when the MT might be just a bit slow and then the aggro alert goes BAWOO. We lost a 15% attempt when the MT was just a tiny bit late in zerking and Archimonde pasted a rogue to the floor (that was me, btw).
It's gotten to where I routinely tell rogues to erase the shadow resist prayer. :P
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07/12/07, 11:03 PM
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#289
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Don Flamenco
Tauren Warrior
Dentarg (EU)
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Originally Posted by Quigon
I'm not sure he does bounce right back, maybe - but I'm pretty sure he didn't - could be a lot of things though that cause him to come back...
Also didn't you say above that a melee did get splattered? Maybe I'm misreading you.
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The warrior took a hit but didn't die! He usually breaks fear as soon as he can, which isn't absolutely required. I was also a bit slow or lagging that time.
It would be nice to know if no deaths in all those attempts was just sheer luck or if the fear cast actually does reset Archimonde's swing timer.
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07/12/07, 11:23 PM
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#290
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Piston Honda
None
Blood Elf Druid
No WoW Account (EU)
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Originally Posted by Quigon
I'm curious when people mention they see it following people - I don't think this was the case before the patch; if it follows people after the patch that is a rather huge mechanic change. At best it might behave as someone previously describe: its a heat seaker missile, if you dodge it quickly it'll either acquire a new target or go aimlessly forward toward the hills.
But mostly it just seems to randomly maneuver, without turning too steep, favoring uphill climbs, favoring travel toward open area, and not going up the steepest slopes. This is why almost invariably he was always aimed toward the east on kill videos. Trying it both ways you sure get luckier when he's faced east...
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In all our tries learning the boss and the kills we've had so far we've never noticed it following anyone, even after this patch. The fire is the same, it can zoom off into the distance doing no damage to anyone, or it can still trap your melee in a nice ring of fire. The only change's I noticed is he spawns them quicker so there are more up, and they despawn abit quicker, and ofcourse now they can spawn behind him. I don't think this makes him harder or easier, he's pretty much the same difficulty, it just makes it a more fun fight.
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07/12/07, 11:32 PM
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#291
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Piston Honda
Blood Elf Paladin
Lightning's Blade
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I have yet to see this mentioned so, here goes.
I was wondering how few mages/druids people have brought to, and killed Archimonde with successfully? We run 3 mages with 1 druid, and decursing is a nightmare. Granted we just got to him about 1.5hours ago.
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http://www.aftermathlb.com
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07/13/07, 1:36 AM
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#292
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Don Flamenco
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Originally Posted by Masq
I have yet to see this mentioned so, here goes.
I was wondering how few mages/druids people have brought to, and killed Archimonde with successfully? We run 3 mages with 1 druid, and decursing is a nightmare. Granted we just got to him about 1.5hours ago.
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Don't mean to sound rude, but you need better decursers. Our first kill was 2druids/2mages. It affects one person at a time, every 5-10 seconds, and that's a nightmare? The only real issues are spreading them (decursers) out, and the possibility of a Air Burst+Grip. Even if that happens though, those affected should be prepared to HS/Pot while they and the decurser meet.
I was asked to respec resto our first few attempts, and was warned about Grip. After 15 seconds into the fight, I laughed and asked which of our newer mages had been to Sapphiron.
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07/13/07, 2:03 AM
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#293
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Not a Super Macho Man
Blood Elf Priest
Mal'Ganis
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We just killed Archimonde with 1 mage and 2 druids. It's just all about making sure you have your decurses spread out. In fact, we raid mark our decursers, and the gripped person is automatically marked with a skull, so it's easier to see where the 2 should meet if there happened to be a bad air burst somewhere.
Not saying it's trivial, and obviously it's better to have 4 or 5 but it can be done.
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07/13/07, 2:21 AM
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#294
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Soda Popinski
Sebudai
Orc Hunter
No WoW Account
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Basically any time in which our MT missed a stance dance by half a second or even less, it was very bad. In our experience if the MT gets feared, Archimonde will not go back to him until the warrior lands atleast one attack. If the warriors next attack misses somehow, someone is going to die.
We had multiple instances in which our MT missed a fear break and it resulted in a dead shadow priest or warlock who were well below the MT on threat.
It really is time to do something about Fear Ward. It's also kinda ridiculous that every new fear effect found in endgame raiding has a faster casting time than those before it. 1 second is pretty silly.
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07/13/07, 3:06 AM
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#295
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Von Kaiser
Night Elf Warrior
Kul Tiras (EU)
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Because every alliance raid group raids with a dwarf priest.
Please stop bringing up fear ward yet again, It's getting quite old now.
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07/13/07, 3:16 AM
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#296
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Von Kaiser
Blood Elf Rogue
Mal'Ganis
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Draenei priests are pretty/ripped to fuck too!
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07/13/07, 3:30 AM
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#297
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Not a Super Macho Man
Blood Elf Priest
Mal'Ganis
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Besides, if you want to get technical, undead have an advantage on this fight with WoTF. :P
At any rate lets not get into the whole Fear Ward debate all over again. It's there, it's been there, it will continue to be there.
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07/13/07, 4:13 AM
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#298
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Bald Bull
Tauren Warrior
Kil'Jaeden
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Originally Posted by Paa
Because every alliance raid group raids with a dwarf priest.
Please stop bringing up fear ward yet again, It's getting quite old now.
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I'd get an infraction if I honestly told you how I feel about comments like this. This as stated, was not an alliance ezmode comment - it was about how unbalancing the ability is, regardless of faction. We don't need to state the obvious here - but a feral druid with fear ward is going to be pretty overpowered here.
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07/13/07, 4:15 AM
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#299
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Mike Tyson
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Originally Posted by Quigon
I'd get an infraction if I honestly told you how I feel about comments like this. This as stated, was not an alliance ezmode comment - it was about how unbalancing the ability is, regardless of faction. We don't need to state the obvious here - but a feral druid with fear ward is going to be pretty overpowered here.
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Pretty much. It's just as unfair to alliance guilds that don't have dwarf priests. I don't think anyone really cares about "Horde vs. Alliance" epeen at this point, and certainly not on these forums. This really doesn't need to be rehashed, and certainly not in this thread.
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07/13/07, 4:17 AM
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#300
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Bald Bull
Tauren Warrior
Kil'Jaeden
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We did archimonde tonight again with the new doomfires. Basically the changes are:
They behave exactly the same for direction choice.
They spawn more evenly about the boss.
They despawn faster.
The space between elements of doomfire is much larger, therefore making the doomfire travel faster.
This means that you will have less issues of persistent doomfires in the raid, and less issues of persistent doomfires avoiding the raid.
What it means is you're going to have to deal with doomfires in your raid - it is still a terrible crapshoot, but it is more evenly random - if that makes sense.
Basically, spread out more - what the EJ poster said above is what we came up with.
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