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Old 07/18/07, 3:49 PM   #201
Churagar
Glass Joe
 
Orc Warrior
 
Destromath
Originally Posted by Shifft View Post
Or you could just click off death wish when the fear casts, either way.
it's actually a debuff, so popping it at bad times is even worse because you don't have the option to click it off (bloodfury is the same way)

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Old 07/18/07, 4:07 PM   #202
 Shifft
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Shifft
Draenei Shaman
 
No WoW Account
Oh my mistake, I guess your way is probably best then.

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Old 07/18/07, 5:50 PM   #203
Davia
Piston Honda
 
Human Death Knight
 
Turalyon
Originally Posted by Churagar View Post
I also saw your post about "why would I not use deathwish on a fight w/ an enrage timer" that you edited. While the "get some brain" comment may be seen as a bit harsh, I believe you must remember that this is a survivability fight before a omgdps fight.

This also doesn't mean that you shouldn't use deathwish, what I found works best is I break the first fear with deathwish (after the MT breaks his) and then dps until the fear cooldown is up. Usually there are a few seconds left on deathwish, at that point and i back up 10yds or so, just incase the fear comes immediately and the MT has short GCD issues. Once deathwish drops I return to melee range and zerker out of the fear after the MT. You still get ~25/30 seconds from your deathwish and there is less chance for getting melee'd if you've got some distance.

Creating less chances for a wipe > extra swings with dw up
While this is true, I hadn't really been planning around it because prior to that night we had had a dwarf priest in the raid for Fear Ward :-P. However, it should again not be a problem since last night we did TK and got a new dwarf priest attuned as well, so when we go back this week we should be set with FW for the tank, and able to use our druid for stability.

And while it is a 'survivability fight,' the more damage you do, the less time there is for something to go wrong.

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Old 07/19/07, 3:26 AM   #204
Seth
Von Kaiser
 
Tauren Shaman
 
Dentarg (EU)
Originally Posted by Quigon View Post
The way we do az'galor I feel is completely, 100% repeatable, regardless of who gets doomed.

We keep the MT and his healer 100 yards away near thrall (they cannot be doomed this far out), with Az'galor at the tauren camp. The doomed player's mob is picked up by a feral druid who drags the mob to the tank. The doomed player is battle rezzed or soulstoned, leaving basically no one dead until the 5th or so doom. Even the feral has a backup.

I would guess the only way to wipe here would be a windfury+parry death streak, but that goes for any boss.

To me that truly seems like ingenuity overcoming the obstacles - not this lotto nonsense on archimonde. We've tried literally half a dozen strats on archimonde, and they're all bollocks - they result in roughly the same results. Personal execution is huge, but luck is as well. Even if you're not that great at archimonde, you can win if things go well - even if you're great at archimonde, you can wipe if things do not go well.
Two pulls back to back on this fight are consistent in being inconsistent (although not nearly as much as pre-patch). Its basically annoying.

Fights are supposed to be fun, not something you dread. Many of you know what I'm talking about - there are those fights that you dread even logging in for, because you know it is going to be a royal pain to get done.

I dont say azgalor is not repeatable all i say its just stupid that you need to pull him away form Thrall because Thrall is just too stupid and can die and you cant do anything about it. If you think this fight is ok and Archimonde fight is not ok than i just can't understand your logic?

For me the best thing Blizzard can do is to rework whole instance and make trash minor part of it and bosses the major obstacle or something similar. And for Archimonde fight its obvious that something needs to be change because there are too much people that think its broken (yes i dont think so but i like fight with personal involvment that are close to impossible).

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Old 07/19/07, 3:41 AM   #205
♦ Praetorian
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Orc Shaman
 
Mal'Ganis
Thrall just needs 365 FR; change nothing else.

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Old 07/19/07, 3:54 AM   #206
Hate Monkey
Don Flamenco
 
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Troll Mage
 
Arthas
Originally Posted by Praetorian View Post
Thrall just needs 365 FR; change nothing else.
Could give Thrall the ability to heal. I mean, Thrall is a shaman, and even if he has uber damage output, he should still have some heals to cast. Would make the trash that much more easy in the Horde Encampment.

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Old 07/19/07, 4:02 AM   #207
Sebudai
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Sebudai
Orc Hunter
 
No WoW Account
I swear I've seen Thrall cast a heal before, but I might be crazy since I've only seen it happen once.

Last edited by Sebudai : 07/19/07 at 4:08 AM.

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Old 07/19/07, 4:05 AM   #208
Hate Monkey
Don Flamenco
 
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Troll Mage
 
Arthas
I believe that would be one of the other npc's, the ones that drop the healing stream totem, or the Horde Shamans.

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Old 07/19/07, 4:24 AM   #209
DarKNecross
Don Flamenco
 
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Human Paladin
 
Greymane
Thrall isn't specced Resto, so there's no way you could expect him to heal!
The real tricky part of Azgalor isn't Thrall - which is easily fixed just by the pull and afterward the positioning. It's more or less how well your raid handles randomness. Have your healers load up the tank with HoTs like old-school Maexxna or even Gruul.
The easiest way to keep your tank alive during Silence is to have him just turn auto-attack off and have supplementary warriors make use of Intervene. Azgalor not being able to parry means his attack speed won't increase and he can't frontload any considerable amount of damage while your healers are silenced. Threat shouldn't be an issue since your ranged DPS aren't generating threat due to silence and your Melee (assuming you have Melee on Azgalor) are dodging RoF half the time.

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Old 07/19/07, 4:32 AM   #210
Hate Monkey
Don Flamenco
 
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Troll Mage
 
Arthas
While that is generally assumed to do, make sure HoT's are up at all times, refresh before the last tick and such. We have found that one or two healers wearing a lot of SR helps so that the silence's are never a problem no matter what. The only problem is when the Doom targets are all healers.

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Old 07/19/07, 4:49 AM   #211
Pyrul
Piston Honda
 
Tauren Warrior
 
Nazjatar
Originally Posted by Quigon View Post
I'm actually curious what casting bar mods other tanks have found and liked. I use NECB and it is OK.
I use ECB, eCastingBar, and make the target bar big and huge and in the middle of my damn screen and never take my eyes off it (except for glances at doomfire).


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Old 07/19/07, 4:56 AM   #212
Hate Monkey
Don Flamenco
 
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Troll Mage
 
Arthas
If you use Quartz, you can set the GlobalCoolDown bar to go off of stance changes and skills. Pair that along with a good unitframe that uses the Blizzard built in enemycastbar, and you'll have in my opinion a higher chance of catching more fears/interupts.

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Old 07/19/07, 6:45 AM   #213
Quigon
Bald Bull
 
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Tauren Warrior
 
Kil'Jaeden
You have soulstones and battle rezzes... even if he dooms 7 healers you're going to be OK. Shamans can ankh - every raid has 1-2 battle rezzes, and 2-5 soulstones.

Further, if your healers wear their neck, cloak, and maybe bracers, they're going to resist more than half the silences anyway.

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Old 07/19/07, 8:32 AM   #214
Deva
Glass Joe
 
Night Elf Warrior
 
Sunstrider (EU)
Originally Posted by Hate Monkey View Post
Could give Thrall the ability to heal. I mean, Thrall is a shaman, and even if he has uber damage output, he should still have some heals to cast. Would make the trash that much more easy in the Horde Encampment.
But thrall is a Farseer not a Shaman he doesn't know how to heal ;/
On the Archimonde subject, having 1 shaman and 1 decurser on each group, makes the fight really much easier

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Old 07/19/07, 6:43 PM   #215
Torm
Glass Joe
 
Draenei Shaman
 
Dalaran
Back to Archimonde and the air burst/grip problem.

I've spent a ton of time thinking about this mechanic, and the best solution I've come up with is this. Since eredar/draenei are already known to have the ability to project an aura around them, have Archimonde have an aura with a 40 yard radius, to ensure that if someone is attacking him/healing people are likely within range of the aura. Have grip + aura = normal DoT damage of the grip until cured. If people are burst with the grip on them, they will be thrown out of range of the aura, and take no damage from it until the grip is either cured, wears off, or they are back in range of the fight.

It removes the random factor of grip hitting a player after burst or while they are getting burst causing a player's death (and likely wiping the raid) without gimping the base design of the fight. It also preserves the idea of player mobility being key to being able to win this fight, and provides a mechanism for raids with few decursers to still have some sort of viable plan to win.

Just seems like an easy thing to implement that would have the least impact in how the fight is supposed to work.

At any rate, just a thought.

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Old 07/19/07, 7:11 PM   #216
Skulli
Don Flamenco
 
Undead Priest
 
Talnivarr (EU)
We killed him today after like 3-4 tries (~30+ week before).
This time we had 4 shamans and that helped a lot

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Old 07/19/07, 10:33 PM   #217
Edgewalker
Piston Honda
 
Tauren Warrior
 
Kil'Jaeden
Originally Posted by Hate Monkey View Post
While that is generally assumed to do, make sure HoT's are up at all times, refresh before the last tick and such. We have found that one or two healers wearing a lot of SR helps so that the silence's are never a problem no matter what. The only problem is when the Doom targets are all healers.

I've never understood why people don't use resistance whenever possible.
You don't *need* it on Gorefiend or Azgalor or Kaz'Rogal, but having people wearing even 3-4 of the epics makes all of them trivial in the healing department. Gorefiend especially.

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Old 07/19/07, 10:38 PM   #218
Edgewalker
Piston Honda
 
Tauren Warrior
 
Kil'Jaeden
Originally Posted by Churagar View Post
I also saw your post about "why would I not use deathwish on a fight w/ an enrage timer" that you edited. While the "get some brain" comment may be seen as a bit harsh, I believe you must remember that this is a survivability fight before a omgdps fight.

This also doesn't mean that you shouldn't use deathwish, what I found works best is I break the first fear with deathwish (after the MT breaks his) and then dps until the fear cooldown is up. Usually there are a few seconds left on deathwish, at that point and i back up 10yds or so, just incase the fear comes immediately and the MT has short GCD issues. Once deathwish drops I return to melee range and zerker out of the fear after the MT. You still get ~25/30 seconds from your deathwish and there is less chance for getting melee'd if you've got some distance.

Creating less chances for a wipe > extra swings with dw up
That's exactly what I do to the tee, Death Wish and premature fear breaks are a DPS warriors only liability on the fight.
Besides agro of course, which is a side effect of never being hit by air burst I suppose.

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Old 07/20/07, 11:37 AM   #219
Natural
Don Flamenco
 
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Tauren Warrior
 
Tichondrius
Originally Posted by Skulli View Post
We killed him today after like 3-4 tries (~30+ week before).
This time we had 4 shamans and that helped a lot
We also stack shaman for this one. I think that with practice (and shaman) this fight becomes much more reasonable. We had 4 solid attempts before killing him this week.

If there is a group without a shaman, stack it with the following:
- People with the 2 minute PVP trinket
- Undead for WOTF (if you're horde)
- Priests/Paladins for fear dispels

This week, we had a group with a shadowpriest and paladin alternating trinket use to immediately dispel fear from their group. On average, it's almost as reliable as a tremor totem.

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Old 07/20/07, 2:45 PM   #220
• Snowy
Not a Super Macho Man
 
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Blood Elf Priest
 
Mal'Ganis
I think 3 shaman is really the minimum you want to go with on this fight. 4 is better of course and 5 is ideal, and usually what we run with this for this fight.

If you don't have the shaman I guess I can understand the complaints.. we've stacked it so I can't really relate. We had 6 wipes last night and frankly all but one of them were easily explained by people in the raid screwing up in some way or another, not due to some RNG thing.

This fight is harsh on people dying. It should be, it's the end boss of a T6 zone. People really, really, really have to focus on survival first. There were quite a few times last night where I was just running directly away from Archimonde with a Doomfire in tow. I might have not even dps'ed him for a good 25-30 seconds. So what? I lived, and that's the primary objective. I was also already mentally prepared for what I needed to do if I got gripped+bursted too. Always, always ask yourself "If I got gripped + bursted right now, what would I do?" Or "If I got gripped right now, am I near a decurser?" -- this is a good question to ask right after a fear. The biggest aid to this I can say is mark your decursers with raid symbols. I always knew where they were at. When I'm flying through the air, I'm looking down at where those symbols are, because I'm assuming I'm going to get gripped on the way down.

This one fight moreso than any else is a complete paradigm shift in how you have to think. DPS'ing is just something I do inbetween surviving.

Finally, yes it's a pretty unforgiving fight for deaths, but it's certainly survivable. If you can just prevent anyone else dying after the Soul Charge, you can get things stabilized again.

Don't get me wrong, I'm not opposed to some changes on the mechanics of Grip + Air Burst, but I still rather enjoy this fight the way it is. I love running scared for my life from a Doomfire. I love the feeling that I'm just an inch from disaster, yet surviving all the same. This fight challenges all 25 players, both individually and as a group, to survive.

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Old 07/20/07, 3:27 PM   #221
cladnin
Don Flamenco
 
Draenei Mage
 
Hellscream
We killed it finally (our 4th night on him) last night, 2 shaman - we are gluttons for hardmode I suppose however (0 sp :x). I'd say easily ~60 wipes over all these days, took us 14 tries last night, but our attempts got better and better. As it was said many times, no matter what your raid composition, the more you attempt and learn, the easier it becomes. Each night we were another 5-10% ahead on average than the previous night. What kind of sucks, our dps warrior got bursted, gripped and while he was ~150 yards up in the air, Archimonde turned and melee swung him for 11k. This caused a second death as well (druid). I think weekly this encounter will become easier than the last, with the sheer amount of practice everyone has - it's another huge communication fight for us (which is hard, we're bad at that). We pretty much had to treat it like an arena game, everyone had to announce what was happening to them throughout the fight. Definitely would not have won without that level of communication.

I feel Hyjal is quite devastating at first, everyone posts about how poor the zone is. However, after time I grow to like it a lot more than BT. We cleared up to Archimonde in ~3 hours this week, and our first Archimonde kill came on our 4th hour on him. Hyjal trash used to be brutal, I hated it. But as you get practice (ie: after your first kill), it becomes second nature, and even a single wipe isn't that big of a deal since you most likely won't wipe to the boss more than once (if that). Even the trash doesn't bother me in the least now, although I'm quite worried about repeat kills on Arch with 2 shaman.

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Old 07/20/07, 3:30 PM   #222
Thezilch
Piston Honda
 
Undead Priest
 
Kil'Jaeden
Originally Posted by Snowy View Post
Don't get me wrong, I'm not opposed to some changes on the mechanics of Grip + Air Burst, but I still rather enjoy this fight the way it is. I love running scared for my life from a Doomfire. I love the feeling that I'm just an inch from disaster, yet surviving all the same. This fight challenges all 25 players, both individually and as a group, to survive.
I'm in the same boat. Maybe I'm a glutton for pain, but I can't wait to face Gruul's older brother with Gruul 1.0 mechanics. I really enjoyed the level of play for the original Gruul (obviously it didn't fit the raiding progression).

Archimonde is in the same boat. The proposed tweaks to Grip (no overlap on burst or tears removing grip) wouldn't destroy the gratification of downing Archimonde. Everything else about this fight can be chalked up to human error or controllable (fear + doomfire strike), which I can deal with.

Parry mechanics on bosses should probably be looked into, too, but I believe it's interesting in other play. Pets / NPCs should be less retarded where they attack from.

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Old 07/20/07, 3:51 PM   #223
Wintern
Piston Honda
 
None
Blood Elf Druid
 
No WoW Account (EU)
Yeah, this and Essence of Souls is still my favourite fight in TBC, maybe add KT too.

After seeing him again this reset I still don't think this fight is anymore random than most fights, i'd even say Mother is worse with the FA port locations, every death we've seen on Archimonde we've been able to point out what caused it, and it was because someone had messed up. The fight is all about communication between the decursers and the people who have Grip, especially when it's air burst + grip, although most classes have an easy way out of that combo. I think making it so grip can't be cast on someone in the air would actually make the fight way too easy tbh.

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Old 07/20/07, 4:52 PM   #224
Lodekim
Don Flamenco
 
Human Warrior
 
<Ret>
Mal'Ganis
Mother also has a lot of stupidly random things, just really saying anything is "less random" than Mother doesn't make it good. Since I don't dps I can't comment too well on the Archimonde issues, but Mother has several stupid "you did everything perfect but now you're dead" moments. 2 healers in a couch early on, porting offtanks and gibbing the MT with lash, 3 people ported on the MT not having good resists on it at the same time as 2 melee's and a lash hit.

Archimonde may or may not be as bad as some people are saying, but saying Mother is more random in a bad way than other fights is far from making other fights okay. Cause really, even with micromanaging heals if Mother decides your tank is going to die, he's going to die. There's more or less shit all you can do she she melee's, parries the tank, saber lashes and melee's again, doing 23000 damage or more in less than a second, and worse when combined with a beam or FA.

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Old 07/20/07, 6:33 PM   #225
Dartan
Von Kaiser
 
Tauren Shaman
 
Korgath
Anyone have UD females who get feared through the world? Example:
ImageShack - Hosting :: wowscrnshot071907205001rp5.jpg

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