Or it could be "intended" as a "Nope, that's now how you do it!" warning, the same way as when the elementals charge and enrage.
I reported this issue a while ago.
Originally Posted by GM
This happens only if he is reduced in health whilst falling to the ground and changing to demon. The development team are already working to correct this.
Im pretty sure we wont be the guild to test this when its actually corrected though.
We had a pretty strange raiding week this far. Not sure if this has been posted about before but when we started the Shade of Akama fight last night we had a weird bug. After we talked with Akama we had a pretty long delay before anything happened and then one sorcerer and one defender spawned, no actual packs of the 3 adds though. Shortly after that the channelers just stopped what they were doing and Shade of Akama walked off and engaged Akama. The whole fight lasted like 1 minute and we killed 0 channelers.
We also had Kael'thas just disapear on us upon performing his cinematic at 50%. He flew up and just poofed away into thin air.
We had yesterday Illidan at 1% when trap ended, people did not stop DPS like normally when trap is about to end (so it will normally go to MT who will face the boss away from the raid when trap ends) to prevent the draw soul. Healed 12% which proved to be too much for us at that point. Fairly easy to avoid if you encounter that once, but the in my opinion Blizzard should fix the instant use of ability when trap ends. Really annoying "feature" when you are learning the fight.
Speaking of this, does anyone have a timer on the trap, or a name of the debuff? I keep forgetting to make sure a detect is up to see the name.
Agreed that Illidan using one special for 150% damage when the trap fades is stupid. If it was only a Parasite or a Flame Crash or some melee swings, that would be okay. As is, an Agonizing Flames for 150% damage is quite difficult to survive even as a healer, since you're taking those final ticks for ~7k at the same time as you're eating fireball volleys in his demon phase. And a Draw Soul....well, you can't position to prevent that, seeing as it's impossible for a tank to maintain aggro during the stunned/trapped interval. We've been lucky enough not to have that happen, but it still shouldn't be a possibility.
On the whole I think Illidan could be buffed a bit to make him less forgiving in Phases 3/4. It's a bit too easy to gimp along through those phases with a number of players dead.
seeing as it's impossible for a tank to maintain aggro during the stunned/trapped interval.
I did last night! He put a flame crash on me.
I will agree though that if he targets a ranged class next it is pretty stupid, because whatever he does is landing in the middle of the raid, be it a draw soul or flame crash.
If history is to change, let it change. If the world is to be destroyed, so be it. If my fate is to die, I must simply laugh.
Thank you for contacting the World of Warcraft Game Master Department.
Issue Reported: We just experienced a very ugly and bad bug on Illidan.
He transitioned between normal and demon phase during phase 3. During his animation, Maiev showed up and started the script to begin phase 4. However, when the script ended, he was completely bugged and ran around melee'ing people for 100k in demon form.
The issue reported above is not considered to be "broken" and should be functioning normally. If you feel that the functionality should be different, then please visit the Suggestion Forum (WoW Forums -> WoW Suggestions) and post a suggestion. These forums are regularly monitored by the World of Warcraft development team.
We had a nice one with Illidan too. Sadly I was not in the raid, so I am not 100% sure how/what happened. But I believe during his death animation the raid wiped, due to the demons I think. The WWS showed that he was shot down by players.
The corpse despawned/wasn't lootable and the encounter did not reset. Blizzards answer was the usual 'sorry can't do anything, working as intended.'.
So no loot, no encounter reset. Clearly working just like it should. #$^@#$^ idiots.
On Thursday we'd cleared up to Illidan and wiped to him an attempt or two and called it a night; Saturday we killed Fathom Lord for a new recruit and went to Black Temple from there...only to walk in Council room with no Akama up, and Illidan's door closed. Soft reset fixed it, but /boggle.
Agreed that Illidan using one special for 150% damage when the trap fades is stupid. If it was only a Parasite or a Flame Crash or some melee swings, that would be okay. As is, an Agonizing Flames for 150% damage is quite difficult to survive even as a healer, since you're taking those final ticks for ~7k at the same time as you're eating fireball volleys in his demon phase. And a Draw Soul....well, you can't position to prevent that, seeing as it's impossible for a tank to maintain aggro during the stunned/trapped interval. We've been lucky enough not to have that happen, but it still shouldn't be a possibility.
On the whole I think Illidan could be buffed a bit to make him less forgiving in Phases 3/4. It's a bit too easy to gimp along through those phases with a number of players dead.
It's definitely not impossible for the tank to maintain agro, he's getting double damage from the Caged debuff as well. Our tank holds agro, and we still kill Illidan in two traps generally. The important thing is to have the melee back out a second or two early, I think, so that they don't pull agro because they're 5% higher than the tank.
Kind of a stupid argument that it's impossible for the tank to hold agro because the whole raid is doing double damage. There's no enrage timer or anything, the only thing you wipe to is tank death or attrition at this point. If it's a clean kill, it's much smarter to hold back a little and risk killing him in one more trap. Pushing DPS and risking him run into the raid because sometimes he likes to kill people after traps seems like a really unnecessary risk.
We've theorized that the reason Illidan sometimes gets casts off after being caged is because the traps are clicked early. He doesn't seem to cast stuff if you click the trap when he's standing on top of it, ready to trigger it.
@ Wodahs: The debuff is called Caged: http://www.wowhead.com/?spell=40695 It's a debuff on Illidan, not a buff, so you wouldn't see it with detect magic.
Finally got Mother cowbag Shahraz down today, after fourteen hours of attempts and having a heartbreaking MT port wipe at 4% on the previous attempt. I think the best thing to take away from that is that at least it might be semi repeatable with the tactic we finally settled on. Maybe.
Such an odd fight though, there didn't seem to be any real learning 'curve', we just seemed to go from 'We're shite at this aren't we?' to 'Oh, she's dead'.
Spent a couple of hours messing around with the Council, going from knowing very little of the fight to quite a bit in quite a short time. The one part that I didn't quite get my head around (I got plonked on mage healing so was a bit out of the action) is the Deadly Poison/Envenom malarkey.
Am I right in thinking that the Demon Hunter vanishes, then Deadly Poisons someone in the raid, carries on stacking that and then Envenoms at X number of ticks (5?)? So Shield them up and be ready for the Envenom? Will he always reappear after an Envenom?
No offense, but how can a raid possibly spend a "couple of hours" messing with Council and not obviously see how Veras works?
After a minute, he vanishes. He will DP someone. The DP ticks a few times (4 iirc) and then he envenoms to remove it. Then on to someone else. After 30sec of this, he reappears. Repeat. Just forget the whole "poison/envenom" stuff and just think of it as a DoT that ticks a few times for a little, then once for a lot, and is gone.
Am I right in thinking that the Demon Hunter vanishes, then Deadly Poisons someone in the raid, carries on stacking that and then Envenoms at X number of ticks (5?)? So Shield them up and be ready for the Envenom? Will he always reappear after an Envenom?
I think deadly poison just gets randomly put on someone in the raid, it ticks for 4 (or 5?) seconds, and then the last tick also has envenom (sort of like lifebloom).
Shahraz is very like pre-nerf Gruul, you think you're terrible at it until pretty much everyone gets used to the FA ports (or shatter, in gruul's case). As soon as everyone does, it suddenly pulls together and gets a lot easier. It's a case of practice more than anything, which means stacking stamina and using a lot of healthstones/shadow pots/bandages will help when you start learning as people might actually survive bad ports rather than just falling over and then giving up.
Cheers. When I say a couple of hours, I actually mean about an hour of everyone screwing around after downing Mother, getting splattered by robot beams (those guys are good fun), remembering they need to repair, eat, 'oops no reagents!' or leave. Then about fifteen minutes getting a working pull then another fifteen seeing how long we could just keep folk alive and discussing the priest shields. Actual serious Council time? Probably about forty minutes and hadn't got around to focussing on quite what Veras was up to. Looking forward to tomorrow though.
Ah ok, if you'd said "a few test pulls" then I'd have been less confused. :P Anyway, yeah, it's just a quick healer check. If you can do Mother, you can do Council in one night of attempts.
Agreed that Illidan using one special for 150% damage when the trap fades is stupid. If it was only a Parasite or a Flame Crash or some melee swings, that would be okay. As is, an Agonizing Flames for 150% damage is quite difficult to survive even as a healer, since you're taking those final ticks for ~7k at the same time as you're eating fireball volleys in his demon phase. And a Draw Soul....well, you can't position to prevent that, seeing as it's impossible for a tank to maintain aggro during the stunned/trapped interval. We've been lucky enough not to have that happen, but it still shouldn't be a possibility.
We had him to 17% yesterday, trapped, and he turned on the raid right after getting out and did a Draw Soul (healing back to 32%). So it's possible unless it was due to some error on our part.
Oddities aside, Illidan definately deserves a place in the Blizzard Hall of Fame as one of the best designed fights in the game. C'Thun/Kael are the only others that really reach the same level of creativity as far as I'm concerned.
dalien: yeah, happened also on our "almost-first-kill" he went from 9 to 24%. They should do something about it, if its a too-fast-trap-activation issue, then its our fault, but I doubt it, I think that trap is counted from the moment he gets the debuff, not from the moment its clicked.
If its a bug, then Blizz should fairly easily fix it, by simple putting something between trap and metamorphosis. Either make it another ability that has 100% to be performed, like "Mark of Illidan" on a random target which would be 10 minutes debuff and would kill the person after that or w/e, something creative but not encounter-changing. Dice roll in this situation is so wrong, since if it rolls "Draw Soul", it may be really annoying
We had him to 17% yesterday, trapped, and he turned on the raid right after getting out and did a Draw Soul (healing back to 32%). So it's possible unless it was due to some error on our part.
Oddities aside, Illidan definately deserves a place in the Blizzard Hall of Fame as one of the best designed fights in the game. C'Thun/Kael are the only others that really reach the same level of creativity as far as I'm concerned.
I don't know about super-well designed. . . aside from Phase 2, it's just a bunch of mishmashed mechanics from other fights, really. All it has going for it is the length of the encounter.
Has anyone noticed does the [Shard of Azzinoth] proc cause the Flames of Azzinoth to charge at Illidan p2? We got one charge+enrage wipe, and we did not see anything else different than normally.
Lightwell object increased in size to make it easier to click.
We had a pretty strange raiding week this far. Not sure if this has been posted about before but when we started the Shade of Akama fight last night we had a weird bug. After we talked with Akama we had a pretty long delay before anything happened and then one sorcerer and one defender spawned, no actual packs of the 3 adds though. Shortly after that the channelers just stopped what they were doing and Shade of Akama walked off and engaged Akama. The whole fight lasted like 1 minute and we killed 0 channelers.
We also had Kael'thas just disapear on us upon performing his cinematic at 50%. He flew up and just poofed away into thin air.
We've had this happen on our first kill, no less. After asking around it turned out it's a semi common bug if you pull Akama with the correct timing (i.e. when the Channelers stop channeling for a moment, as sometimes happens after resets). Not sure how repeatable it is if one tried, but don't think anybody has the energy to care. Enjoy your free loot!
Has anyone noticed does the [Shard of Azzinoth] proc cause the Flames of Azzinoth to charge at Illidan p2? We got one charge+enrage wipe, and we did not see anything else different than normally.
I don't see how this is any different than totems, or pets/demons summoned during P2. Pets appear to be classified as players for mob-targetting purposes, and anything that enters combat after the Flames have spawned will almost immediately get charged.
As has been mentioned several times, make sure that pets/totems are summoned/dropped before the phase starts, and you should be fine.
Pretty crappy luck that the far Flame charged the dagger-proc-pet though :P Typically the closest one will charge.
Hmm, I wonder if the Ember can be targetted for Fatal Attraction . . . That could be bad or good though, I'll have to pay attention for it next week.
We drop totems and all that and don't even worry about charges. It hasn't been a problem thus far. No enrages, and only once in a while after the charge he'll breath (which I assume is just a stupid bug). But even that you can sometimes juke away from.