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Old 08/29/07, 12:54 PM   #51 (permalink)
Mike Tyson
 
Praetorian's Avatar
 
Orc Shaman
 
Mal'Ganis
Originally Posted by Vynde View Post
We killed Illidan for the first time on monday, and i was wondering if any of the other tanks had noticed him instantly shearing sometimes once the trap fades?

By the looks of it we got really lucky with traps.
He will always do something right as the trap fades and before his transformation takes effect. This could be dropping a Flame Crash. It could be Shear. It could be a melee attack that gibs some poor melee DPS. It could be an enraged parasite or Agonizing. Parasite is probably the worst since a 4500/tick parasite DoT right as everyone is transitioning to the demon phase can be messy.
 
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Old 08/29/07, 1:35 PM   #52 (permalink)
Glass Joe
 
Dwarf Paladin
 
Laughing Skull
As far as I can remember, we have always used the traps. One problem we have encountered though is the trap gets clicked, Illidan moves over trap, Illidan does not get trapped. Any idea what this can be attributed to?
 
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Old 08/29/07, 1:38 PM   #53 (permalink)
Mike Tyson
 
Praetorian's Avatar
 
Orc Shaman
 
Mal'Ganis
Originally Posted by Llewelyn View Post
As far as I can remember, we have always used the traps. One problem we have encountered though is the trap gets clicked, Illidan moves over trap, Illidan does not get trapped. Any idea what this can be attributed to?
I always assumed that you have to click the trap when Illidan is near it to begin with. We just have our MT run to the trap, and then click it when Illidan arrives. The fact that Illidan stops to cast Enrage makes it trivial for the MT to run ahead of him. We've never once had him not get trapped, or had some other odd occurrence involving the trap. Beats me.
 
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Old 08/29/07, 6:24 PM   #54 (permalink)
Glass Joe
 
Vynde's Avatar
 
Gnome Warrior
 
Doomhammer
Originally Posted by Praetorian View Post
He will always do something right as the trap fades and before his transformation takes effect. This could be dropping a Flame Crash. It could be Shear. It could be a melee attack that gibs some poor melee DPS. It could be an enraged parasite or Agonizing. Parasite is probably the worst since a 4500/tick parasite DoT right as everyone is transitioning to the demon phase can be messy.
I guess we got lucky sorta :P
After the first trap i ate a shear and shieldwalled, then after the second my healers powered me through it.
 
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Old 08/29/07, 6:30 PM   #55 (permalink)
Bald Bull
 
Quigon's Avatar
 
Tauren Warrior
 
Kil'Jaeden
Originally Posted by Vynde View Post
I guess we got lucky sorta :P
After the first trap i ate a shear and shieldwalled, then after the second my healers powered me through it.
I pop my bp, trinket, last stand and sit through the first enrage at 34k hp or so, and then shield wall the 2nd one.

Unless you're getting him in 1 demon, the traps will generally not buy you a faster kill.

I'm not saying don't use them, I'm merely saying you don't need to. We try to use them when possible, but really haven't been given that chance.
 
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Old 08/29/07, 11:04 PM   #56 (permalink)
Don Flamenco
 
Human Warrior
 
<Ret>
Mal'Ganis
Yeah I've tanked through enrages a few times, but yet to be on a kill, usually when I can't get a trap for whatever reason (I've seen some just straight awful drops) something else goes wrong too, but it's easy to live through, I can pop Shadowmoon Insignia and Last Stand and break 30k hp, shield wall a second. Fortunately, reading this thread reminded me to actually keep aggro through the second trap this week, I died to him hitting me twice and being in a flame patch but it kept him away from the raid at 1% when he cast draw soul =x

Not getting him trapped usually means someone clicked too early, or the trap was in some shitty place (against the back wall, Illidan's model is too big to make him run the circle to walk against the wall) I don't think it's possible if you position properly (or at least a lot less likely, haven't seen it since i changed positioning.
 
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Old 08/30/07, 3:29 PM   #57 (permalink)
Don Flamenco
 
Undead Priest
 
Talnivarr (EU)
Bit offtopic but we killed illidan 4x now and we have got 4x the shard.
Sad thing is we have 0 dagger rogues .

And about the traps, we only use them if in good positions. Not that hard to heal through it.
Its +50% dmg and attackspee.d
 
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Old 08/30/07, 3:32 PM   #58 (permalink)
Glass Joe
 
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Gnome Warrior
 
Doomhammer
Ya, I imagine healing through the enrage isnt to rough. When we start working on your second kill this week it will probably pop up due to getting some bad trap spots.

Though i can only hope that we still get good trap spots.
On another note, has anyone used a druid to tank the Flames? If so was it harder/easier then a warrior?
 
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Old 08/30/07, 3:34 PM   #59 (permalink)
Don Flamenco
 
Undead Priest
 
Talnivarr (EU)
Guess a druid is possible but they dont have any advantage over a warrior (maybe threat),
They dont have -16% from imp def stance or any oh shit buttons.
 
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Old 08/30/07, 3:45 PM   #60 (permalink)
Great Tiger
 
Sebudai's Avatar
 
Orc Hunter
 
Mal'Ganis
We've always used 1 druid and 1 warrior. The druid will take more damage but their increased threat output allows us to use Bloodlust immediately and kick the shit out of that first flame very quickly.
 
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Old 08/30/07, 3:53 PM   #61 (permalink)
Soda Popinski
 
Snowy's Avatar
 
Undead Priest
 
Mal'Ganis
Originally Posted by Lodekim View Post
but it kept him away from the raid at 1% when he cast draw soul =x
Yes, we made things more interesting this week when he came out of the trap, and in one motion turned to the raid and cast Draw Soul.

Benefactors' Bar, where you get free English lessons:

Originally Posted by Praetorian View Post
Speaking of mangling English, "wherefore" means why, not where.

So you were saying "why are you beta key" which isn't really very helpful.
 
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Old 08/30/07, 3:54 PM   #62 (permalink)
Mike Tyson
 
Praetorian's Avatar
 
Orc Shaman
 
Mal'Ganis
Originally Posted by Praetorian View Post
I always assumed that you have to click the trap when Illidan is near it to begin with. We just have our MT run to the trap, and then click it when Illidan arrives. The fact that Illidan stops to cast Enrage makes it trivial for the MT to run ahead of him. We've never once had him not get trapped, or had some other odd occurrence involving the trap. Beats me.
Haha, figures this would happen the night after I post this:

Chocula's Execute crits Illidan Stormrage for 12989
Chocula's Melee crits Illidan Stormrage for 6471
Chocula's Execute crits Illidan Stormrage for 12989
.
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Illidan Stormrage's Melee hits Chocula for 16862
.
.
Illidan Stormrage's Draw Soul hits Malise for 4068 Shadow damage
Illidan Stormrage's Draw Soul hits Zarplex for 5055 Shadow damage
Illidan Stormrage's Draw Soul hits Snowcrasher for 5220 Shadow damage
Illidan Stormrage's Draw Soul hits Umph for 5123 Shadow damage
Illidan Stormrage's Draw Soul hits Khazal for 4551 Shadow damage
Illidan Stormrage's Draw Soul hits Cryingrogue for 4636 Shadow damage
Illidan Stormrage's Draw Soul hits Paches for 4521 Shadow damage
Illidan Stormrage's Draw Soul hits Scorned for 5007 Shadow damage
Illidan Stormrage's Draw Soul hits Om for 4990 Shadow damage
Illidan Stormrage's Draw Soul hits Zoland for 5344 Shadow damage
Illidan Stormrage's Draw Soul hits Krane for 4741 Shadow damage
Illidan Stormrage's Draw Soul hits Akiba for 4676 Shadow damage
Illidan Stormrage's Draw Soul hits Werebeef for 5435 Shadow damage
Illidan Stormrage's Draw Soul hits Siawyn for 4610 Shadow damage
Illidan Stormrage's Draw Soul hits Eliiria for 4761 Shadow damage
Illidan Stormrage's Draw Soul hits Conando for 5186 Shadow damage
Illidan Stormrage's Draw Soul hits Kemosabe for 4860 Shadow damage
Illidan Stormrage's Draw Soul hits Ghando for 4677 Shadow damage
Oops. Just made it take an extra 90 seconds, but it certainly made things more interesting....
 
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Old 08/31/07, 2:56 AM   #63 (permalink)
Bald Bull
 
Quigon's Avatar
 
Tauren Warrior
 
Kil'Jaeden
Originally Posted by Sebudai View Post
We've always used 1 druid and 1 warrior. The druid will take more damage but their increased threat output allows us to use Bloodlust immediately and kick the shit out of that first flame very quickly.
This is exactly right - druids will take more damage, but dish out more aggro. It is exactly how we do it, and it lets us go all-out and reduce the time on phase 2, or at least the healing required by a lot. Highly recommend you tank like this if you have the chance. Plus some warriors just aren't that great at aggro, and in this situation with watching blazes and lasers - you have to blind tank it a lot. The tank best suited to do this is likely the MT who will not be in FR.

Aggro is a very real issue in phase 2 if you want to lust/unload/cd.
 
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Old 08/31/07, 3:38 AM   #64 (permalink)
Don Flamenco
 
Human Warrior
 
<Ret>
Mal'Ganis
Originally Posted by Snowy View Post
Yes, we made things more interesting this week when he came out of the trap, and in one motion turned to the raid and cast Draw Soul.
Yeah we actually had one of those this week (almost 2) we lost our warlock tank after the first trap for some reason (I don't think we know) and then lost a few more people while he rezzed up and got aggro back, so when we had him at 4% he came out of the second trap and drained the raid back up to 14% Third trap he was at 1% and was starting to cast a drain soul on the raid again when he came out but damage got him to the death sequence before he did (so lucky)

We also had fun when we dropped to transform to demon phase, then dot's pushed him below 30% and he stood back up in normal phase and stunned us while I was way at the back of the room with MD's down, some pro recovery when he came out, went for a totem first on one side of the room, then the warlock who had been building threat on the other side, then we bopped him and he went for a shadow priest on the other side and my shield slam didn't miss so I got him, woo. It seems like the 30% while he's in a changing animation bugging him is fixed, either that or we got damn lucky and moved him sub 30 just in time and if it was 2 seconds later and he'd transformed we'd have gotten wrecled.

All in all between that, losing the warlock tank, and almost 2 soul drains on the raid, I was very happy with a 1 shot =x The encounter seems to have a lot of things that can be screwed up, but usually it's your own fault and not too bad to recover from (hell i even got sheared twice, first shear and one right as he enraged, but I had already walled since i was slow to get to the trap). I've gotta say I really like the fight.

We also use 1 druid and 1 warrior to tank the flames, but that's partly out of necessity, we lost some tanks and ended up going to Illidan with 2 warriors and 1 feral druid as our only tanks in guild, so really didn't have a choice, it does work out very well though.
 
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Old 08/31/07, 4:01 AM   #65 (permalink)
Von Kaiser
 
Night Elf Druid
 
Blackhand (EU)
Since this is turning into a general Illidan thread i have some information to spare which we learned last week whilest progressing towards our first kill. I didn't read this anywhere before so i think it might help guilds learning the fight.
In phase 3 when he transforms into that huge shadowblast spamming thing (i refuse calling it 'demon form' since he's a demon anyway ) we have hunters laying frost traps and shamans earthbinding totems right below his feet quickly. Three seconds before the inner demon spawns we tell every warlock to chaincast seed of corruption on him (even the tank) and the mages to flamestrike the ground. Usually they are dead within 5 seconds unless 2 or more warlocks get paralyzed. If they get out of seed-range hunters can easily finish them off and melees don't need to risk running through the raid and to flameburst damage to other people.
 
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Old 08/31/07, 9:24 AM   #66 (permalink)
King Hippo
 
Draenei Shaman
 
Windrunner
Originally Posted by Quigon View Post
This is exactly right - druids will take more damage, but dish out more aggro. It is exactly how we do it, and it lets us go all-out and reduce the time on phase 2, or at least the healing required by a lot. Highly recommend you tank like this if you have the chance. Plus some warriors just aren't that great at aggro, and in this situation with watching blazes and lasers - you have to blind tank it a lot. The tank best suited to do this is likely the MT who will not be in FR.

Aggro is a very real issue in phase 2 if you want to lust/unload/cd.
We actually had our MT tank a flame and an OT tank Illidan. Why not put the best players on the hardest jobs?

Also, 3/4 demons on the warlock tank's healers is not fun =(
 
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Old 08/31/07, 10:13 AM   #67 (permalink)
Glass Joe
 
Vynde's Avatar
 
Gnome Warrior
 
Doomhammer
Originally Posted by tr33hugger View Post
Since this is turning into a general Illidan thread i have some information to spare which we learned last week whilest progressing towards our first kill. I didn't read this anywhere before so i think it might help guilds learning the fight.
In phase 3 when he transforms into that huge shadowblast spamming thing (i refuse calling it 'demon form' since he's a demon anyway ) we have hunters laying frost traps and shamans earthbinding totems right below his feet quickly. Three seconds before the inner demon spawns we tell every warlock to chaincast seed of corruption on him (even the tank) and the mages to flamestrike the ground. Usually they are dead within 5 seconds unless 2 or more warlocks get paralyzed. If they get out of seed-range hunters can easily finish them off and melees don't need to risk running through the raid and to flameburst damage to other people.
We do this aswell, our mages had grabbed imp blizzard and it worked out well. Only had one demon issue near the end but that was because someone had gotten to close before the phase.
 
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Old 09/03/07, 2:19 AM   #68 (permalink)
♫_♫
 
Draenei Shaman
 
Illidan
So we started our first attempts tonight. Just to make sure I'm understanding this correctly, Phase 2 has 2 separate charges for different reasons.

1 charge is caused by someone being out of the "minimum" range. This is the charge that causes an enrage.

The other charge is when tank A violates some sort of boundary (the one drawn in the pic on the first page) the flame from tank B charges him and does NOT enrage.


Other than the totem bugs and strange charge mechanics, I like the fight. The one time we got to phase 3 we wiped because our warlock tank had nether prot. It seems the best idea for traps is to just use them when accessible, ignore otherwise. I really like the idea of slowing and aoeing the parasites. Tomorrow should be fun.

Last edited by Sunchips : 09/03/07 at 2:27 AM.
 
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Old 09/03/07, 2:29 AM   #69 (permalink)
Ren
Piston Honda
 
Tauren Warrior
 
Mal'Ganis
Originally Posted by Sunchips View Post
So we started our first attempts tonight. Just to make sure I'm understanding this correctly, Phase 2 has 2 separate charges for different reasons.

1 charge is caused by someone being out of the "minimum" range. This is the charge that causes an enrage.

The other charge is when tank A violates some sort of boundary (the one drawn in the pic on the first page) the flame from tank b charges him and does NOT enrage.
There's two types of charges, but they aren't like what you stated. The first type of charge is when any player/pet is outside of the green zone (pic on first page). The second type of charge occurs when someone/thing is resurrected, summoned, or planted (totems). This type of charge will disregard the green zone. With both types, if the Flame is too far away from it's blade after the charge, it will enrage.
 
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Old 09/03/07, 2:32 AM   #70 (permalink)
♫_♫
 
Draenei Shaman
 
Illidan
Ok, that makes sense then. Thank you.
 
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Old 09/04/07, 3:43 AM   #71 (permalink)
Von Kaiser
 
D4vE's Avatar
 
Tauren Warrior
 
Burning Legion (EU)
Originally Posted by Trouble View Post
It wasn't so much the in tandem thing, it was bringing the flames back close together that caused them to charge. It may have been a coincidence, but changing our strat a little caused them to stop charging completely the opposite tank.

Also, two blue fires does the same amount of damage as one green fire. We never had problems with tanks standing in one blue fire, but standing in two caused things to start getting dicey.
I will have to confirm this next time we reach Illidan, but I am pretty sure the OTs can kill the blue flames with spell reflect. Last time I did it I got a couple of 2k damage messages, even a killing blow message. After that the blue flames in the middle circle, where I was standing, were gone, while they still were burning on the outer circle, where the beam starts/ends.
 
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Old 09/04/07, 2:28 PM   #72 (permalink)
I want results, not excuses!
 
Human Warrior
 
Dragonblight
Originally Posted by D4vE View Post
I will have to confirm this next time we reach Illidan, but I am pretty sure the OTs can kill the blue flames with spell reflect. Last time I did it I got a couple of 2k damage messages, even a killing blow message. After that the blue flames in the middle circle, where I was standing, were gone, while they still were burning on the outer circle, where the beam starts/ends.
Huh??? That would completely trivialize the P2 positioning mechanics at play, very interesting if this is true. I think more likely what is happening is the blue flame is just despawning like it does after 1 minute? Although, that would be nice if it was intended... something for the Illidan tank to do in P2 besides running around bandaging people!

Last edited by Buiden : 09/04/07 at 2:33 PM.
 
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Old 09/05/07, 2:06 PM   #73 (permalink)
Don Flamenco
 
Natural's Avatar
 
Tauren Warrior
 
Tichondrius
Originally Posted by D4vE View Post
I will have to confirm this next time we reach Illidan, but I am pretty sure the OTs can kill the blue flames with spell reflect. Last time I did it I got a couple of 2k damage messages, even a killing blow message. After that the blue flames in the middle circle, where I was standing, were gone, while they still were burning on the outer circle, where the beam starts/ends.
Confirmed. I've been doing this for a few weeks and hinted about it in previous posts. You actually spell reflect the demon fire (blue flame) damage back onto an invisible NPC that will then die in a couple seconds. The patches die in individual small squares (maybe 3x3 yards).

However, even without spell reflect, the demon fire is a trivial increase in damage compared to blaze and Flames of Azinoth. The greatest benefit of doing this is squelching the blue flames so that melee DPS have an easier time staying in range. Again, this is even less important when you consider that Omen is buggy in P2 and DPS needs to be somewhat conservative to avoid pulling aggro.

This definitely makes life easier, but it doesn't trivialize P2 by any means.
 
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Old 09/05/07, 2:28 PM   #74 (permalink)