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Old 01/04/09, 10:58 AM   #426
Tel
Don Flamenco
 
Draenei Shaman
 
Kazzak (EU)
Meteors are targetted at an area on the floor rather than homing in on your position. When I did AQ20 on my DK I found it was easy enough to just kite the anubisaths and the meteors never hit me.

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Old 01/05/09, 4:55 AM   #427
Valerys
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Blood Elf Paladin
 
Argent Dawn (EU)
Have any retribution paladins soloed the old raid instances? Would you need to wear some tank gear or is it doable in dps gear?

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Old 01/05/09, 6:39 AM   #428
• Chicken
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Ginakursia
Goblin Warlock
 
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Originally Posted by Tel View Post
Meteors are targetted at an area on the floor rather than homing in on your position. When I did AQ20 on my DK I found it was easy enough to just kite the anubisaths and the meteors never hit me.
I found that even while strafing in an attempt to dodge the meteors I'd get hit by them anyway, so I found it more effective to just stand there and take the Anubisath down before it can do the same to you.

Zul'gurub:

High Priestess Jeklik - First phase is easy if annoying due to the silences, the second phase is possible with the right gear and talents, though this gear makes it harder to survive. Jeklik casts her Greater Heal spell exactly once every 20 seconds, which is exactly what you can get Hammer of Justice's cooldown down to with the Improved Hammer of Justice talent while wearing the blue level 70 PvP set available from the various TBC reputation vendors. Both the healing and retribution sets available have this set bonus, though I'd recommend the Retribution set. Other pvp sets no longer have this set bonus.

High Priest Venoxis - Surprisingly easy. Make sure to leave his snakes alive to start with, since he'll then start using his Renew ability on them first, which is mostly to make the encounter faster. Once Venoxis hits ~65% he'll start casting Renew on himself regardless of how low health the snakes that are still up have, but the healing of his Renew wasn't strong enough to completely outdo my DPS. For the second phase, if you see you have the Parasite debuff, wait with using Hammer of the Righteous until after the parasite leaves you, that way you'll kill it easily.

High Priestess Mar'li - Also pretty easy, though annoying due to the fact that the web ability she uses when she's a spider will silence you. It's removable by Hand of Freedom, but the cooldown on Hand of Freedom is too long compared to the time in between webs. Make sure to dispel her Drain Life as well. I'd also recommend clearing the two packs of spiders closest to her, it's possible for one of the spiders she spawns to aggro these groups, and the Broodwidow mobs in these groups have a non-avoidable, non-resistable 6 second stun. Also of note on that trash: If you get the Intoxicating Venom debuff, use Divine Shield to get rid of it, you will be stunlocked for close to it's entire duration otherwise since it gives you a chance to get stunned when hit.

High Priest Thekal - It's possible to get through the first phase, though it requires a lot of patience and luck. High Priest Thekal will spam his silence on you, which makes it hard to enough damage to get through Zealot Lor'khan's healing. Zealot Lor'khan is susceptible to Arcane Torrent if you're a Blood Elf, which is somewhat helpful. The basic idea is to get all mobs at low enough health that you can kill them with Hammer of Justice being enough of an interrupt to get through the one heal. This requires a lot of patience though, and if you mess up you might as well start over. The second phase is most likely no problem at all, though I haven't reached it personally.

High Priestess Arlokk - Very easy, though rather boring. I'd recommend letting the panthers build up without killing them the first time she vanishes, and then just doing your best to kill them in any later vanishes, this way you won't have to worry about mana.

Bloodlord Mandokir - Make sure to clear a suitable area for you to run around in, since he will be fearing you often. I found the area with the raptors and champions (Which some of you might notice is the famous "spears" spot) was suitable for this. Just kill his raptor first, his enrage isn't particularly intimidating and seems less damage than having him and his raptor hit you while you're running, it also only lasts 90 seconds, which is a pretty small part of the fight's total duration. I found that his threatening gaze ability didn't seem to work properly while I was soloing, I did get the debuff, and he did yell he was watching me, but did not send me the appropriate whisper as well, and didn't do anything special even when I continued hitting him.

I didn't try Hakkar as I doubt I'd meet the DPS required with periodic 5 second silences (Jeklik still being up), or Jin'do since he sounded more annoying/buggy than anything else based on other posters comments. Gahz'ranka is soloable, though not really worth the trouble of having to pick up the lure in Dustwallow Marsh and fishing up the Mudskunks, just tank him in the water, and find some extra crocolisks or fish to pull from time to time to compensate for his mana burning breath.

Last edited by Chicken : 01/05/09 at 6:51 AM.

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Old 01/05/09, 8:14 AM   #429
TSplodey
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Undead Priest
 
Dreadmaul
I zipped over to ZG after doing Ony yesterday Chicken and downed Jin'do, Arlokk, Thekal, Mandokir, Venoxis and Mar'li solo.

Jin'do is very simple and easy. Pull him to the skeleton pit (you don't even have to kill the trolls in front of him, they evade reset with the first MC totem, but the boss stays at the pit) and use a standard rotation to burn him down, the skeletons constantly respawn and supply you with endless mana. He will clear his debuffs with every MC totem when he evades for a second, but as a Paladin thats merely your current judgement and stack of SoV if you are Prot.

On Arlokk I didn't even bother killing Panthers unless I was bored or HotR killed them. Just some time and another round of standard rotation to kill her. Didn't even bother dispelling SWPain like I did at lv70.

Thekal made me want to hurt something. I killed him and his adds three (3!) times without resetting the encounter before I got the right RNG to get to P2. After that its a simple kill, the tiger adds that keep respawning keep your mana at a steady level.

For Mandokir I didn't bother clearing. I had one close call on a fear until I realised I can do the entire fight at the top of his temple without any hassles. Then it just took time. Things slowed down after the Raptor died to secondary damage because it was a good source of mana.

I couldn't do Jeklik solo for the aforementioned reasons so I had a mage friend come in for interrupts and dps. After she was dead I had a go at Hakkar, and with my current gear (No 25man gear, crafted and heroic drops mostly) I hit his enrage at ~25%. You can burn maybe another couple % once he hits it, but constant 4k hits are too much after a short time.

Instead of using a JoL/SoL setup to slowly chip away at bosses, I have found a better way to get things done a bit quicker is to judge a boss with Wisdom, then use Sacred Shield and get those nice 180% FoL crits once the bonus is triggered. 1 crit FoL keeps you going a very long time against most lv60 bosses, and you can usually score multiple crit FoLs from 1 Sacred Shield.

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Old 01/05/09, 9:29 AM   #430
Ysen
Glass Joe
 
Undead Warlock
 
Conseil des Ombres (EU)
Went through MC as a demonology warlock (30/41/0, with the old 2-T5 bonus)
Had to play a friend's 70 resto druid (two games at the same time, atl-tabbing to cast heals) for Gehennas/Garr/Geddon/Golemagg/Sulfuron, but the other were truely soloed.

Lucifron (solo): Don't know why but the adds keep trying (and failing) to Mind Control my felguard. Lucifron is just a tank&spank otherwise.

Magmadar (solo): The hardest part was to clear the two Core Hounds pack before him. My voidwalker tanks three of them and I the other 2. Siphon Life on all of them and AoE when they're all low. Magmadar's easy, just boring.

Gehennas (with resto druid): Had to take the druid because of the curse (-75% healing effects). Killed the adds, then the boss.

Garr (with resto druid): The druid's Thorn buff was really helpful for my voidwalker to maintain his aggro on the 8 adds+the boss. Killed one add after another, then the boss.

Shazzrah (solo): Easy boss, the aggro reset was a non-issue.

Geddon (with resto druid): I used the felhunter for dispelling my druid first. The Living Bomb hits me for over 9000 (!) so I choosed to drain-tank him with 200FR, in the tunnel.

Golemagg (with resto druid): The Core Ragers hits rather high when close to him, I tanked one away while my Voidwalker tanks the other+Golemagg. The druid healing was strongly needed there. Very long fight (16min+).

Sulfuron (with resto druid): First I tried to kill one add far away from the other, but their healing range (60yd) makes this impossible (or very hard, my pet despawns if I get too far from him). So I went in a total other way, I mana-drained the four adds (my void tanking them all) and kill them easily once they were oom.

Majordomo (solo): Did it in a fun way. I remember you could reset him by leaving his area, but it's not the case anymore. I kited and dotted them all down the pathway, and most of the time before they got to me, Majordomo would teleport me back onto the fire pit. More dots while they were coming back, with my felguard beating the one I was focused on.

Ragnaros (solo): 240 fire resist, felguard tanking. P1 was easy, dots on Rag while keeping my pet up. When my pet was knocked back, Rag's blast hits me for only 2000. In P2, the fire resist helped a lot to mitigate the sons' damages. Dots on all, AoE fear when needed, I could kill them all just before Ragnaros got back. Took me 22 minutes, never really difficult.


AQ40 is my next solo-raiding target, best try for Skeram at 75% (when mind controled, the healing done is also increased by 300%, so with the Fel Synergy talent and the 2T5 bonus, right after I shadowbolt my pet for 9000dmg, I would heal him for 9000*.3*4= 10800, so theoretically I couldn't kill him while MC). The Earthshock spam from the split adds quickly killed me though.

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Old 01/05/09, 10:15 PM   #431
urotas
Piston Honda
 
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Orc Death Knight
 
Moonglade (EU)
We decided to try doing SSC with 4 people: a resto druid, holy paladin, survival hunter and an unholy death knight.

We started with Morogrim, who was easy aside from the druid dying at about 50% health from me not picking up the murlocs quick enough while he was in a watery grave. We brought him down from there with 3 people, so the fight would probably be 3-mannable without serious problems too. Even 2-man might be doable, but it already took long enough with just 2 people dpsing :P

Karathress proved to be a pain with the priest's heals. I was the only one who could interrupt them, and snake trap snakes refused to use mind numbing poison. We eventually got the priest down after several heals, and Karathress went down just seconds before the enrage.

Our paladin had to leave, so we decided to test out Hydross with just the three of us. After wiping once to the enrage, we took him down with no great dificulties. No resistance gear was used, but we just shifted his phase every time the mark hit 100%

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Ignore the first Rage Winterchill attempt. Our healer died to an unlucky combination of frost bolt and DnD, and we didn't want to bother with clearing the trash again. All in all, having one dps and one tank is enough to make the enrage timer for most of the T5 level bosses. You might need 2 for the T6 instances though, and some bosses may prove impossible to do without a larger group. I suspect you could do a lot of the T5-T6 bosses with a good 5-man group, though some like Gorefiend might prove very difficult.

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Old 01/06/09, 7:17 PM   #432
SeanDamnit
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Draenei Paladin
 
Ner'zhul
Illhoof is soloable by a prot paladin, with some trickery. The shadow bolt he casts is not interruptable, so it would be ideal to have shadow resist aura up, but you need fire resist for those imps. So, to deal with the imps, I kited Illhoof all the way back to Curator's room (a friend helped me down him, see below). Only a few imps followed, so I was able to use Shadow resist aura and easily down him.

Some interesting side effects:
1. By the time Illhoof reached me, he had 3 Kilreks. And yes, the debuff does stack as far as I can tell, but I didn't have enough time to really capitalize on it
2. The imp portals don't close if you don't kill him in his room, I'm assuming. So when I went up I got aggro'd by a ton of imps that were still constantly spawning. Zoning out of the instance didn't work, but death seemed to do the trick....I think. There were still a ton of adds, but I just ran past them to Netherspite's area and either they weren't spawning anymore, or I outranged their aggro.
3. Illhoof pulled 3 of those spell immune things with him, which I thought would be a problem at first, but actually gave me unlimited mana and didn't really do any damage to me, so I left them up. This allowed me to use Seal of Light.

I tried R+J, and I won't say they're impossible, but I couldn't do it. I got the Excorsim glyph, which gives me an interrupt on a 15 sec cooldown in addition to my HoJ. I got Julliane down, even though I took a TON of damage, and got my health/mana back up to full on Romulo. I couldn't, however, get them both down. I think it can be done, but it will take some luck, probably more consumables, and patience. I ended up bringing in an Ele Shaman friend, and it was simple of course.

One of the benefits of getting Opera down is that the trash after opera that most people skip drops a TON of gold. I think there are 7 or so packs, and 1-2 mobs per pack that drop 10g each.

I am confidant Curator can be done with arcane resist. I survived until the evocate but died shortly afterwards. If I can squeeze enough DPS to put him in Enraged mode or close to it by the time the evocate is done, then I should be able to get him down. I, however, don't have any arcane resist gear at the moment, so my Ele Shaman friend helped again.


---EDIT---
Yeah, the imps don't despawn on death. They still found me.

Last edited by SeanDamnit : 01/06/09 at 7:25 PM.

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Old 01/06/09, 7:29 PM   #433
Ja7us
Don Flamenco
 
Tauren Druid
 
Steamwheedle Cartel
Getting Curator in enrage after just one evo seems a tall order. When I was 2-manning it with a friend, even in catform I couldn't do quite enough damage to get him through it (although I might have been in tank gear, not sure). As a protadin you would really have to punch it.

New idea: The changes to mana burn / mana drain effects next patch cause them to destroy "Up to 26% of the priest's maximum mana" against targets with very high mana pools. This is 5200 mana on a priest with 20k mana, which is pretty considerable. Are there any bosses that might do potentially interesting things when manaburned that simply weren't feasible before because of how much MP they had? Alternately, do any bosses do interesting things when run out of mana conventionally?

For instance, I know that Lucifron stops shocking when OOM, which was one of the reasons he was soloable as a Feral Druid. I also remember once trying to manaburn Darkmaster Gandling while 3-manning him at level 60, at which point he (seemed) to do nothing but chain-cast his portal ability, which was quite amusing (but might simply have been coincidence).

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Old 01/07/09, 2:42 PM   #434
SeanDamnit
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Draenei Paladin
 
Ner'zhul
I finished up Kara last night as a prot pally. I'll sum it up here:

Attumen
Easy peasy, not much to say. The curse is annoying and I find myself running out of mana often, but it's not a huge deal. I usually use the curse as an opportunity to heal, pop Divine Plea, refresh Sacred Shield, etc....don't waste mana trying to use attack abilities during it. Gonna farm this every week for the mount

Moroes
Difficult at first, but I one shot it the next week. I'd recommend buring down any caster mob and any other annoying mob before Moroes. The guy that stuns being a good example. Keep Sacred Shield up at all times. I start off by fearing one of the mobs, and I'll do a Holy Wrath+Fear again during the first vanish. Once 1-2 adds are down it's pretty easy

Maiden
Easy peasy. Your normal rotation will be difficult to maintain do to the silence - Holy Shield and Sacred Shield should be priority. She doesn't have a lot of hitpoints, so she should go down before it's even necessary to heal assuming you've been using JoL and keeping SS/HS up the whole fight.

Opera
First week I got Big Bad Wolf, who pretty much chain casts the Red Riding Hood debuff. You probably only have 5-10 sec of DPS time between debuffs. So to do this solo you need to be REALLY good at never getting hit by him in RRH mode, and you'll need to be EXTREMELY patient only getting such a small window of DPS time. I wasn't able to fulfill either requirement.

Second week I got R+J. I am able to get them down easily enough one on one, but wasn't able to live long enough to bring them down together. I beleive it can be done solo, but you need to have the exorcism glyph and maybe the improved HoJ talent to interrupt the heals. You also need to be quicker than me taking advantage healing when you have the Sacred Shield buff up. In the end RNG will probably play a big roll. Lacking patience, an ele shaman friend helped me out.

Curator
I wasn't able to down him solo so my friend helped me again here. I think he can be done solo with arcane resist gear, which I don't have. They key is obviously taking advantage of the Evocate mode, which I was able to get to solo, but died soon afterwards. Maybe if I can live til the second evocate I can get him down, but I've already popped all my tricks by the first one. I may again try next week with arcane resist.

Illhoof
Kiting him well outside of his room to outrange the aggro on the spawning imps makes him possible to take down solo pretty easily. I kited him all the way to the Curators room, but you may not actually need to go that far. That was just easiest for me because I was able to pop Hand of Protection and jump of the ledge. You will need to clear most of the adds between you and Illhoof of course to do this.
Warning: doing this will cause the Imps to continue to spawn until a soft reset. They will aggro you from a very long range - right about where the spell shades mobs start all the way up until the chess area is aggro range. They are a minor annoyance, but require you to clear ALL trash between you and the Chess event that you can normall skip.

Shade of Aran
Probably not possible solo for obvious reasons, however I did solo him for ~35% of his life. My shaman buddy was there for the first 65%, but lets just say he's the "stands in the fire" type. That required popping all my cooldowns however. If this ever can be done solo, I'd recommend getting Frost Resist capped and interrupting as many Fireball/Arcane Missles as possible while just eating the frost bolts - also make sure to run out of his silence range if you plan on healing yourself.

Netherspite
Not soloable due to the beams. Someone said earlier that they found a spot in the room that allows them to take all 3 beams at once, but that means you have about 100 seconds to take Netherspite down before the next wave of beams start and heals him to full. I'm sure it can be duo'd however.

Chess
Suprisingly difficult to solo. I thought I heard stories about people soloing this before, but I couldn't find a full strategy on how to do it quick enough. My shaman friend was still around from Shade, so we duo'd it pretty easily.

Prince
Easily solo'd. His damage isn't that high, and he attacks fast enough during phase 2 to allow you to use Seal of Light instead of Wisdom. As with other bosses, keep Sacred Shield and Holy Shield up as priorites, and don't stand in the infernals. You should down him before you are completely overwhelmed by infernals.

Nightbane
Didn't attempt because I can't do the quest yet, and my Shaman friend never did it. I'm sure it can be solo'd, it would probably just take forever.

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Old 01/10/09, 7:34 AM   #435
• Chicken
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Ginakursia
Goblin Warlock
 
No WoW Account (EU)
Originally Posted by SeanDamnit View Post
Opera
First week I got Big Bad Wolf, who pretty much chain casts the Red Riding Hood debuff. You probably only have 5-10 sec of DPS time between debuffs. So to do this solo you need to be REALLY good at never getting hit by him in RRH mode, and you'll need to be EXTREMELY patient only getting such a small window of DPS time. I wasn't able to fulfill either requirement.
It is definitely possible, though it's tricky and takes a while. Important things to know:

- Being turned into Little Red Riding Hood happens nearly exactly every 30 seconds. (It takes at most one second more that I noticed)
- Both Divine Shield and Blessing of Protection make you immune to being afflicted by the Little Red Riding Hood debuff, however they are not capable of removing the debuff if you're already afflicted by it.
- Combining these two facts, if you have Divine Shield or Blessing of Protection up when the Big Bad Wolf would normally cast the debuff, will mean you skip a debuff and get 30 seconds of DPS time. He actually tries to cast the debuff despite his only target for it being immune.

It still takes a long time to kill him though. I needed 14 minutes and most of my cooldowns to get him down, as even if you aren't little red riding hood, the stun and fear the big bad wolf has means you'll still take quite a bit of damage. Sacred Shield is invaluable, and in between the Forbearance timer you should try to do as many Divine Plea's as possible, you'll need to heal yourself while immune.

I also used Blessing of Wisdom over Blessing of Sanctuary for the fight, which is more mana for most of the fight, though it's less mana for the parts just after you've skipped a Little Red Riding Hood debuff.

Finally if you know the timer for the debuff, it's helpful to start moving about 0.5 seconds before the debuff would normally be cast (Though not sooner), this usually results in you getting a small headstart on the wolf, though not always. Also since you can still dodge, parry and block while Little Red Riding Hood, make sure to strafe away from the wolf, and try to cast Holy Shield just before you get turned into Little Red Riding Hood. It's still important to try to avoid getting hit, getting feared or stunned while Little Red Riding Hood will cause you to lose a LOT of health.

I recorded the entire encounter using Fraps as well, though I haven't gotten around to editing the raw video yet.

Edit:

Nightbane hits for ~2500 on before block, which is a bit too hard to make him soloable currently. This is in addition to his fire breath, and not counting additional damage dealt during his flight phases. Probably doable once more block value is available.

Update:

I have succesfully soloed the Curator, and Illhoof in his own room. The trick? Those magic immune Mana Feeder mobs just past Curator. These will provide you with plenty of mana to use Seal of Light along with Judgement of Light, and use all your other abilities full out as well.

- Curator still manages to hit fairly hard though, my health basically ended up jumping up and down in between the Ardent Defender threshold after a while. I did not actually need any of my special cooldowns for the fight, though I used Divine Shield once he enraged to heal myself up to full so I could be sure I'd burn him down with no issues.
- It's important to kill the Sparks Curator spawns. Individually they aren't threatening, but they'll start hurting once there are a lot up, and there will be a lot up if you ignore them.
- Use the [Violet Badge] if you have it. 45 Arcane Resist doesn't sound like much, but meant I reduced the damage from Hateful Bolt just enough to keep living.
- It took me 3 Evocations to get him down to enough health to enrage, which is ~7 minutes.

- For Illhoof make sure to take some Mana Feeders all the way up to his room, you'll need to clear a few more mobs than usual to do so, but not that many.
- Tank him in the back of his room, right in between where the imps spawn.
- Make sure to use Consecration and Sacred Shield whenever they're available, and also run Shadow Resist Aura.
- Consecration should be enough damage to keep the imps he spawns under control, beyond that, it's just straight tanking him and hitting him until he dies.

I didn't make a video of either as I wasn't expecting either to go down as easily as they did.

Last edited by Chicken : 01/10/09 at 12:09 PM.

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Old 01/11/09, 9:51 AM   #436
Mysticum
Von Kaiser
 
Tauren Druid
 
Twilight's Hammer (EU)
Any druid managed to solo bosses in Karazhan? Seems a lot harder than DK/Pala, since we only rely on healing from iLotP and Frenzied Regeneration. Tried a quick run on the PTR last night and couldn't even down Attume.

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Old 01/11/09, 5:24 PM   #437
Ja7us
Don Flamenco
 
Tauren Druid
 
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I've killed Attumen - he's pretty tough, actually, during the Attumen / Midnight phase. Once you get him to mount his damage actually goes way down. The trick I used was to clear the smiths behind Midnight and then to jump off the stairway repeatedly to heal myself while he was running back down (you can buy even more time if you jump up on the railing, causing him to run the long way 'round). Short of a pathing exploit like that, Attumen was so much trouble that I didn't bother trying for Moroes, but maybe I'll go back and give him a shot sometime (a similar strategy might work in Moroes' room by jumping off the raised platform where the chairs are, but you would have to be VERY quick - and his overall damage output, even with no adds, is a lot higher than Attumen's, I think). I suspect Maiden can be done, though, and maybe BBW depending on how patient / awesome you are.

Like anything, 2-piece T5 helps a lot in these types of situations.

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Old 01/11/09, 9:01 PM   #438
Mysticum
Von Kaiser
 
Tauren Druid
 
Twilight's Hammer (EU)
Maiden can def be done easily if you actually manage to take down Attumen. I discovered I did my runs with healing weapon on besides. Still, I was never even close on Attumen, and wonder how you could survive with them both hitting you. I wasn't even able to down any of them to even 50%. My gear is mixed 200-213 iLvl for dps, which I think would work ok for bear soloing in 3.0.8. Also changed weapon, rings, back, and ofc trinkets to Essence and JC-sta trinket. Did you change something special for your solo runs?

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Old 01/12/09, 4:04 AM   #439
Ja7us
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Tauren Druid
 
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As I said, 2t5 is very powerful for soloing. Aside from that, I just used the aforementioned jump+heal pathing exploit, and a lot of patience.

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Old 01/12/09, 9:50 AM   #440
• Chicken
Co-starring: The Egg
 
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Ginakursia
Goblin Warlock
 
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Molten Core solo:

Lucifron - Mildly annoying due to his curse making all your abilities cost twice as much, but otherwise fairly easy. Use Shadow Resist Aura since the only damage you will be taking is from Lucifron's Shadow Shock. Sacred Shield is helpful, but not needed to survive and a bit too expensive to use due to Lucifron's curse. Standard Seal of Wisdom and Judgement of Light set up is fine for the fight.

Magmadar - Takes a while to kill but is fairly easy. His frenzy is helpful since it'll give you a good bit of mana back through Blessing of Sanctuary. Try to make sure Sacred Shield is up when feared as it'll take away most of the damage. It's definitely helpful to clear all the Core Hound packs before engaging him.

Gehennas - The healing reduction along with frequent shadow bolts and the annoying constant moving due to rain of fire made me skip him after failing my first try. He might be doable, though it's doubtful due to the curse.

Garr - Easy, just takes a while to kill. Just leave the adds up, Garr won't start blowing them up until he hits 30%, and they're a nice amount of extra mana. Despite practically endless mana avoid using Consecration, you don't want to kill Garr's adds. Also keep a close eye on your buffs, and try to keep up as many of them as possible, especially important to rebuff Blessing of Sanctuary if it gets dispelled you need it for your mana. I'm contemplating saving Garr next time and taking him along with Baron Geddon since he basically ends up being a bigger Lava Annihilator after all his adds die.

Baron Geddon - Hardest of the killable bunch. You will need Fire Resist gear to mitigate the damage Living Bomb does, and to reduce the amount of times you'll need to dispel the Burn Mana debuff, I used the level 70 badge FR gear along with FR aura, which brought me to ~350 FR. Make sure to run away from Baron Geddon when he uses Inferno. There are some ledge along the wall from Garr's room to the area Geddon moves around in where you can stand on, this is helpful as it means you won't take any fall damage from Living Bomb. Finally, try to find and pull a Lava Annihilator while Baron Geddon is using Inferno, they attack fast and will allow you to use Judgement and Seal of Light, which you will need to compensate for the damage you'll take. It's also probably wise to save Divine Shield for when he explodes at low health, in my case he bugged and refused to cast it and continued as normal though, despite making the normal emote.

Shazzrah - This is a long and rather boring fight, since Shazzrah basically always has his buff up that reduces his magic damage taken by 50%. His Arcane Explosion does actually hit hard enough to slowly wear down your health once you're afflicted by his curse, because of which it's helpful to pull a Lava Annihilator to help with your mana. As long as your mana is kept full while doing damage and keeping up Sacred Shield, you can easily last for the fight. The first time your health drops very low, use Divine Shield and heal yourself up to full, the second time your health drops low (Which should take ~2 minutes) use Lay on Hands, and if there's a third time your health runs low, you can use Divine Shield and heal yourself up to full again. If he's still alive two minutes later than you probably need to do more damage somehow.

Golemagg - Takes a while to die but is fairly easy. Judgement and Seal of Light are recommended, Golemagg and his two dogs will ensure you easily get enough mana through Blessing of Sanctuary. Make sure to let the Magma Splash debuff fall off once it reaches 30 stacks or so, which you'll probably need to do 4 or 5 times total throughout the fight, don't use Hammer of the Righteous while waiting for it to fall off, it's bounces on Golemagg can trigger the debuff. Your health should stay full until the last 10% when Golemagg starts using Earthquake, after which it should start dropping. I personally had lost only 10k health before Golemagg died in those last 10% though, so it's not really intimidating, especially since you should still have all your other survival options available.

I did not get a chance to try Sulfuron Harbinger, who really depends on just one simple thing: Is it possible to run his adds out of mana so that they won't cast heals for long enough? Which should be easy enough to find out once I pull him.

Other random notes:

- Right after entering MC, you can jump into the lava and skip a large amount of trash by swimming all the way to the entrance to Magmadar's cave. Make sure to use Divine Shield before jumping, the lava is very shallow, though the fall isn't high enough to kill you completely, it does do ~60% of your health damage.
- Sacred Shield mitigates the damage for the most part from Core Hound packs, though it's still helpful to use Seal of Light. Judgement of Light isn't as helpful as you should be switching targets a lot to keep the Core Hounds at roughly equal health.
- Molten Destroyers are annoying and like using unavoidable stun attacks, avoid them. The same goes for Lava Elementals. Other trash mobs are not particularly threatening, though the Fire Lords can be annoying if they land a lucky Soul Burn, do make sure to switch to and kill the Lava Spawns as they get spawned by the Fire Lords.
- Not specifically related to Molten Core, but it's somewhat amusing that the typical solution I find to taking too much damage is pulling more mobs. Obviously this is because it allows me use both Seal and Judgement of Light, but it sounds a bit counterintuitive when talking to people.

Last edited by Chicken : 01/12/09 at 10:09 AM.

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Old 01/12/09, 10:11 AM   #441
Mysticum
Von Kaiser
 
Tauren Druid
 
Twilight's Hammer (EU)
Originally Posted by Ja7us View Post
As I said, 2t5 is very powerful for soloing. Aside from that, I just used the aforementioned jump+heal pathing exploit, and a lot of patience.
Ah of course! That set-bonus is just sick for soloing. Got some progress on Maiden, now down to 26%. But I find myself out of tools after using Frenzied Regeneration, and only one pot theese days. Of course Barkskin and JC-trinket (300 DR) helps a lot, but I really need more healing. Casting full HoTs on myself before going in of course, and one FA tick if I'm lucky. Any more advice without 2T5 bonus?

Feels like Maiden should be the easiest raid boss to solo 70+, if you don't abuse the path trick on Attumen of course. Gonna try that later.

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Old 01/12/09, 11:55 AM   #442
SeanDamnit
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Draenei Paladin
 
Ner'zhul
Originally Posted by Chicken View Post
Molten Core solo:

I did not get a chance to try Sulfuron Harbinger, who really depends on just one simple thing: Is it possible to run his adds out of mana so that they won't cast heals for long enough? Which should be easy enough to find out once I pull him.

...

- Not specifically related to Molten Core, but it's somewhat amusing that the typical solution I find to taking too much damage is pulling more mobs. Obviously this is because it allows me use both Seal and Judgement of Light, but it sounds a bit counterintuitive when talking to people.
According to Ysen who posted earlier, yes the mobs can run out of mana. I haven't tried it myself though, I killed up to Shazzrah and stopped at Baron because I don't have any fire resist gear. Been searching the AH to build up that set, but nothing yet...

As for pulling extra mobs so you can use SoL - I didn't even realize how valid of a strategy that would be. I was able to down Illhoof because I accidently pulled 3 of those spell immune mobs, but didn't think I should drag those with me to Curator, or maybe even Nightbane. When I get more Fire Resist gear, I'll try that technique with Baron.

Gonna try to farm MC every week - my goal is to get full Lawbringer and a Hand of Rag, because that would just be cool as a Draenei....

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Old 01/12/09, 7:57 PM   #443
Ja7us
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Tauren Druid
 
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Originally Posted by Chicken View Post
Baron Geddon - Hardest of the killable bunch. You will need Fire Resist gear to mitigate the damage Living Bomb does, and to reduce the amount of times you'll need to dispel the Burn Mana debuff, I used the level 70 badge FR gear along with FR aura, which brought me to ~350 FR. Make sure to run away from Baron Geddon when he uses Inferno. There are some ledge along the wall from Garr's room to the area Geddon moves around in where you can stand on, this is helpful as it means you won't take any fall damage from Living Bomb. Finally, try to find and pull a Lava Annihilator while Baron Geddon is using Inferno, they attack fast and will allow you to use Judgement and Seal of Light, which you will need to compensate for the damage you'll take. It's also probably wise to save Divine Shield for when he explodes at low health, in my case he bugged and refused to cast it and continued as normal though, despite making the normal emote.
Are you positive that Fire Resist mitigates Living Bomb? I could have sworn when I fought Geddon at 70 that it was counted as your player's attack and was therefore not resistable. (obviously his other fire attacks can be resisted).

Originally Posted by Mysticum View Post
Any more advice without 2T5 bonus?
Getting good at the pathing trick is the main thing, I think. There are lots of places in Kara where it should work - stairways, balconies and so forth. You might also set up a macro that casts lifebloom or rejuv and then equips your healing weapons - then use the heal macro as you fall off the long-pathing obstacle of your choice, then when you land regrowth>nourish (or even healing touch or healing touch > nourish if you have enough time). Obviously if you're going to be doing this you need enough health to survive the way back up (so tank gear, and use your cooldowns when it seems like you're falling behind), and it goes without saying that Improved Leader of the Pack is completely necessary, since the amount of mana you'll be blazing through is just absurd and the healing from it is very considerable.

As long as you aren't running out of mana, I suspect (though I haven't done any maths to this regard) that pure stamina is the best for survivability. The more HP you have, the more ILotP heals for, and it's a shocking amount of healing done. Small increases in healing done or decreases in damage taken can have very favorable effects on the speed at which you lose health.

Also remember that barkskin is an incredibly short cooldown and should be used whenever possible, but also intelligently - for instance on Maiden, does she holy fire if you're her only target? if so, you'll want to use barkskin while it's casting. Use it during fear against a mob like magmadar or nightbane, during frenzies or short duration enrages, and so on.

Lacerate is slightly better than Swipe if you're good about maintaining the stack. It's slightly less rage (which means more crits for smoother IlotP uptime) and more DPS unless you're bad about letting the stack drop.

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Old 01/12/09, 8:43 PM   #444
Jurik
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Kel'Thuzad
Did AQ20 duo last week with my Tree Druid + DK, and we gave a couple of attempts on Ayamiss. We gave it about 4 or 5 attempts. I'm pretty sure she should be soloable by a druid of some type. Having a second character there was detrimental due to her paralysis mechanic, which is only used if she has more than one target.

With just my resto druid, I was able to outheal the stacking poison for a very, very long time. On one attempt, I was able to get the debuff up to about 145 stacks before exhausting my mana and dying. On our last attempt, I managed to take her out of the sky, but unwisely battle-res'd the DK in the mistaken belief that she would not use her paralysis mechanic during phase 2, which led to a wipe. Had I continued the fight solo, I ought to have won, if by no other damage than thorns and innervate to sustain my healing indefinitely.

I would not be surprised at all if a balance druid has sufficient ranged damage to blast her out of the sky before the stacks get too high, and then win the same way in much quicker fashion.

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Old 01/13/09, 6:40 AM   #445
• Chicken
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Originally Posted by Ja7us View Post
Are you positive that Fire Resist mitigates Living Bomb? I could have sworn when I fought Geddon at 70 that it was counted as your player's attack and was therefore not resistable. (obviously his other fire attacks can be resisted).
While I do remember it also not doing so in the past, it definitely does so now. My combat text neatly showed a #### damage (#### resisted) every time it exploded.

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Old 01/14/09, 4:18 PM   #446
Open
Glass Joe
 
Tauren Druid
 
Blackhand
After browsing this thread I just wanted to share with fellow feral druids a visual aid in soloing some stuff in Wrath, I made a few short videos of kara/magisters terrace/and soon to be more level 80 stuff solo. I hope it is able to help people who are thinking about soloing some old and current content, while we are not Deathknights, we are still able to do quite a bit of solo stuff in Wrath.

My videos - Open Sucks' videos on Vimeo

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Old 01/14/09, 4:39 PM   #447
Ja7us
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Tauren Druid
 
Steamwheedle Cartel
Originally Posted by Open View Post
After browsing this thread I just wanted to share with fellow feral druids a visual aid in soloing some stuff in Wrath, I made a few short videos of kara/magisters terrace/and soon to be more level 80 stuff solo. I hope it is able to help people who are thinking about soloing some old and current content, while we are not Deathknights, we are still able to do quite a bit of solo stuff in Wrath.

My videos - Open Sucks' videos on Vimeo
Congratulations on your achievements, but I'm not sure what we're supposed to be able to learn from a double-speed video where we can't even see your health and mana clearly, or even what spells you're casting.

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Old 01/14/09, 4:47 PM   #448
Open
Glass Joe
 
Tauren Druid
 
Blackhand
Originally Posted by Ja7us View Post
Congratulations on your achievements, but I'm not sure what we're supposed to be able to learn from a double-speed video where we can't even see your health and mana clearly, or even what spells you're casting.
Full screen mode should help with seeing the details of the video more clearly, and when I shift out of bear I only cast Regrowth, and if I have time Nourish. As far as the point in posting the videos I would hope that it would help show positioning and overall timing for completing certain encounters. I admit that these videos do not show the absolute best way to do any given encounter, but it gets the job done.

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Old 01/14/09, 10:02 PM   #449
Mysticum
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Twilight's Hammer (EU)
Thanks a lot for your contribution Open, it helped a lot for me at least. But yeah, the extremely high speed of the video made it very hard to follow what you were casting etc.

Seems like it's hard for me to soloing stuff, missing 2T5 bonus. Not raiding in TBC is about to be punished really bad :/

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Old 01/15/09, 1:05 AM   #450
Pyros
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Originally Posted by Mysticum View Post
Thanks a lot for your contribution Open, it helped a lot for me at least. But yeah, the extremely high speed of the video made it very hard to follow what you were casting etc.

Seems like it's hard for me to soloing stuff, missing 2T5 bonus. Not raiding in TBC is about to be punished really bad :/
You can 5man quite a few T5 bosses for some drops however, if you can get friends to help. Probably less than 5man too, depends on the bosses. It might take a bit of time to get 2 drops for druids, but well it can be profitable to run T5 for fun when you've cleared current content, and it's always fun stomping old content. AEing all the trash between firemaw and ebonwhatever in one giant pull the other day in a bwl pug was pretty funny, especially when I remembered the hours spent in there clearing this trash.

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