Elder Nurgen, Azjol-Nerub - This elder is located near the lake you land in after jumping down after the second boss, you will need to kill the first two bosses to reach him, including all the trash.
From my experience, level 80 players and parties only need to kill the first boss. On Hadronox, our group simply hugged the wall, ran past all the spiders and Hadronox and jumped down the hole. Once we had completed the Elder quest we killed the two mobs before Anub'arak and skipped the boss by running round the edge of his platform to the exit behind.
Rag - I only tried a few times last night, built some FR gear today to try again, my notes are that Acclimation alone won't save you, it won't consistently stay above 1-2 stacks, and the knockbacks are brutal. Position yourself NE along his ring so that if you do get a KB you fall into the lava, and then burn AMS to get back without hurting too badly. Sons had some insane burst and almost killed me, but I suspect the FR will help a lot with that too. Ultimately the knockback was just too much to handle. Once that's under control he should be one of the easiest in the instance.
Edit: Thanks to a guildie with better memory than mine, wowwiki stated Domo respawned after 2-3 hours, but I'm being told it's 12, which does ring a bell. Should be able to test the FR set within an hour.
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Followup edit: Rag down.
I made 3 of the 4 Flamebane pieces, and had enough BoJs for the badge boots. I specced frost with Frost Aura and Acclimation, in hindsight the aura was great, acclimation was probably not worth it. Even when I would be sitting at over 350 resist I rarely resisted knockbacks, and instead relied on a cooldown rotation to keep me alive while swimming back. VERY fun and challenging, fight was ~30 minutes. Filefront link to 6xspeed fraps of Rag.
I wonder, would it be more effecient to run out on the knockback - since it's apparently not being resisted anyway and obviously costing melee time - and use the cooldowns to soak any excess magma blast damage. Something like this:
0:00 - Ragnaros engaged
0:25 - First knockback, use Anti-Magic shell
0:50 - Second knockback, use Anti-Magic Zone
1:15 - Third knockback, use Anti-Magic shell
1:40 - Fourth knockback, Eat magma blast, or use Rune Tap if bastardized Blood/Unholy spec.
2:05 - Fifth knockback, use Anti-Magic shell
2:30 - Sixth knockback, Eat magma blast/Rune Tap.
2:55 - Seventh knockback, drop Anti-Magic Zone for Sons.
3:00 - Sons, use AMS early so its up again when Rag comes back.
I actually attempted to move out of it, but it seemed like he wouldn't cast it if nobody was in range. What would happen is I'd back out at say, 2-3 seconds left on the timer, and I'd wait a good 10-15 seconds with him spamming me with fireballs and he'd still not do it, as soon as I stepped back in, BAM.
I'm not positive but the limited experimentation I did with it didn't produce results like I'd hoped.
I actually attempted to move out of it, but it seemed like he wouldn't cast it if nobody was in range. What would happen is I'd back out at say, 2-3 seconds left on the timer, and I'd wait a good 10-15 seconds with him spamming me with fireballs and he'd still not do it, as soon as I stepped back in, BAM.
I'm not positive but the limited experimentation I did with it didn't produce results like I'd hoped.
You could test the theory by summoning a ghoul after you back away and see if he eats the knockback.
Is that the same guy that solo'd DM at level 60? My mind was blown by the amount of tricks/exploits he did to solo DM.
Yes, Dysphoria, he even posted in this thread on page 15, sadly he quit. To stay in line with people who made impressive pve movies at 60, i enjoyed finding out faxmonkey is still around, i honestly didn't expect a mage to solo onyxia, but Faxmonkey Vs. Onyxia By Faxmonkey proves otherwise.
Did they change the mechanics of heroics somehow?
Here my problem:
When i enter an heroic (solo) i get grouped. When i leave that instance (normal or cause of death) and re-enter it, then the instance is reseted.
If i repeat it few times then i am unable to enter any more instances, because i get the "you have entered too many instances recently" message.
Right after i logged an alt and tried to enter an heroic and i got that "too many instances..." message right away.
Since when do you share the amount of instances/hr with your alts and further, why i get grouped when i enter an instance alone?
Anyone else noticed same problems as me?
Did they change the mechanics of heroics somehow?
Here my problem:
When i enter an heroic (solo) i get grouped. When i leave that instance (normal or cause of death) and re-enter it, then the instance is reseted.
If i repeat it few times then i am unable to enter any more instances, because i get the "you have entered too many instances recently" message.
Right after i logged an alt and tried to enter an heroic and i got that "too many instances..." message right away.
Since when do you share the amount of instances/hr with your alts and further, why i get grouped when i enter an instance alone?
Anyone else noticed same problems as me?
I noticed the same thing when soloing Anzu in Sethek Halls this week. Basically, I tried pulling him without killing all the mobs in his room first, added those and wiped, but when I came back, all the mobs were respawned (even the groups I killed before engaging Anzu).
I noticed the same thing when soloing Anzu in Sethek Halls this week. Basically, I tried pulling him without killing all the mobs in his room first, added those and wiped, but when I came back, all the mobs were respawned (even the groups I killed before engaging Anzu).
I, too, noticed the same exact thing whilst soloing Anzu. As Skulli said, if you zone into a Heroic instance alone, it considers you as being in a group (you'll notice you get the crown on your raid frame as if you were party leader). However, since there's no actual physical group, if you zone out (like if you release after dying), that "group" you were put into no longer exists. Thereafter if you zone in again, it puts you in a new group, provided you didn't kill a boss (i.e. you don't have a raid ID for that instance).
Probably the easiest way to avoid this is to group with someone before zoning in.
Originally Posted by Skulli
Since when do you share the amount of instances/hr with your alts and further, why i get grouped when i enter an instance alone?
Instances per hour have been shared across characters on the same realm for at least as long as TBC has been out. I never paid attention prior to this. I'm also not sure if they are shared across characters on different realms. As for the second question, I'd assume it's got something to do with the raid ID assignment mechanism, as you don't get put into a "group" when you solo zone into a non-heroic instance.
Instances are shared across characters to stop gold farmers from doing the same instance 5 times in 25 minutes, then switching to another character on that account and doing the same thing. It was introduced during classic due to farmers teleporting around DM killing all the bosses, as well as other instance reset tricks.
This is a little off-topic but it didn't seem like it's deserving of its own thread (especially since ironmanning 10-mans has been covered in here). My guild is focused primarily on clearing 10-man content, and we're looking for ways to iron-man some of the existing 25-man content for some extra challenges. Heroic Sartharion was the obvious first choice, which we accomplished last night, and we were thinking about poking our heads into Sunwell tonight to finish off the week. We had only been able to make a few attempts on Kalecgos before we stopped raiding 25-mans in October, so we figured it might be fun to go finish it off in our free time.
Has anyone tried running Sunwell with 10-12 people at level 80 yet? Is this something that is even feasible, or are there mechanics that just require more bodies to even work? Figured I'd ask on here to see if anyone had any experiences or thoughts on the idea before we attempted it tonight.
Did they change the mechanics of heroics somehow?
Here my problem:
When i enter an heroic (solo) i get grouped. When i leave that instance (normal or cause of death) and re-enter it, then the instance is reseted.
The way to avoid this problem is to get someone to group with you who's off somewhere else. Or dual box and log on an alt from another account.
I was doing a bunch of dungeon achievements last week and if I died, I had someone group with me before I released. Once back in the dungeon, I could have the other person drop group.
It seems like if you are alone, dungeons reset when you exit them.
Back on topic for the thread - I was able to do all of BRD and lower BRP with a mage solo, but upper BRP I needed to dual box with my paladin to deal with the Beast and the final boss. And um...the Leeeeroyyy Achievement. That was a bit much for me, I couldn't gather them up as a mage well enough to get a nice pack to burn down. Attempting to pull the Emperor in BRD without clearing the room *almost* worked. Everyone died but me and the emperor, both of us at a sliver of health, but he got in one swing before I got one more spell off...
Most BC heroics seem doable with paladin+mage dual boxed, or tank+anything if two real players are present. Three makes it easy mode, even without a healer although you'll get a death from time to time.
Kalecgos - Should be no trouble, you'll likely want 2 tanks, 2 healers, 6 DPS. Since it's a soft enrage and you can go quite a while with higher levels of tank gear, slightly lower DPS shouldn't be an issue.
Brutallus - Requires around 15000 RDPS post-nerf, should be easy. Slashes will get fun, though - You'll either have to soak with your whole raid or be ready to eat some big hits (4 soakers per side - 11500 max slash; 3 per side, 3 soakers - 15000 max slash)
Felmyst - You'll need to dispel gas nova. Enrage ought to be trivial.
Twins - Conflag on the raid will still destroy you, so people will have to dodge it. Other than that, no real issue here.
M'uru - Probably trivial post-nerf. Nothing too dangerous in this fight anymore.
KJ - Not as experienced with the minutiae of this fight. Probably would be fine, although you might experience some nasty DPS loss due to controlling the drakes and dealing with mirror images.
Assuming the 15000 RDPS mark is accurate (not entirely confident in my napkin math this early in the morning), the lowest number of DPS you could make do with is probably 4 DPS + one tank with current gear levels, I would imagine - Meaning it may be feasible to 5-man some sunwell bosses in a tier or two of progression. Ironically, Kalecgos will probably end up being the stumbling block, there - You would really need two tanks and two healers to make it feasible, from what I can see.
In another ironic twist, if you really want to push the boundaries of undermanning in sunwell, you probably end up having to group-stack pretty severely, including perhaps that star player of late-BC raiding, the resto shaman.
What would people say are good, synergistic 5-man groups to throw at difficult content? My first inclination would be to stack melee - Resto shaman healer, Blood DK for abom's might/hysteria, Fury warrior for sunders/rampage, and so on.
My guild of 12 raiders is looking for something else to do while we work on Sartharion-10 +3 drakes. Sartharion-25 came up as something that might be possible for us.
Has anyone had any experience under-manning him? I know he has an enrage timer, but I haven't been able to find out anywhere how long it is so I don't yet know what level of DPS we need.
Is there anyone who has met his enrage timer that can confirm how long it is, or alternatively anyone who has tried this with <15 raiders who can confirm what balance of healers/DPS they brought?
Digging up an old post here.
I mostly do 10 man stuff these days, in a fairly casual way. Frustrated at horrible pugs losing 5-10 people on the first flame wave, I suggested trying 25 man sarth with 10. I've even been considering the possibility of doing him with drakes up.
We ended up having a shot at it the other night. From memory, I think we had 3 tanks, 3 healers, and 6-8 DPS. I knew Sarth himself would be a pushover, but was slightly concerned about the trash and even the drakes. The trash was easy enough, actually, although all healers were spamming hard. Drakes were easy but annoying (we did ~5-10% of Shadron's health between each portal, took about 8 minutes).
I convinced the guild to leave one drake up, and after some deliberation, we decided upon Vesperon (thinking that Tenebron's whelps would just overwhelm us). We had 3-4 wipes, each within ~40 seconds of Vesperon landing. The raid damage was huge, and with the number of fire eles that were spawning and the damage they were putting onto our OT, we couldn't get enough DPS onto Vesperon.
After those wipes, one of our healers had to leave, so we killed Vesperon by himself (herself?), then killed Sarth easily enough. The final 10% was very hectic; I think we lost 3-4 DPS. We had 2 tanks, 2 healers, and 7 DPS (one of whom was a tank-specced unholy DK in DPS gear). It was quite relaxed from a healing perspective; a significant step down from having 1 drake up and the huge amount of damage done by twilight torment.
In hindsight, it may have been better to leave Tenebron up. Our mage suggested perhaps letting him spawn whelps, then clumping them + the fire eles on Tenebron's tail and dumping huge amounts of AoE onto the group, working Tenebron down at the same time. The advantage here I think would be the relative concentration of the damage onto a few targets (tanks) rather than being spread out across the raid.
I think doing Sarth 1D with 10 would be a huge achievement (and if we had everyone geared in full 25 man BiS, with perfect synergy, I think we could even have a good shot at 2D), but with Vesperon up and 12, it just wasn't quite working.
On the subject on enrage timers, VoA can't really be undermanned (not significantly, anyway) due to the relatively tight enrage. You could probably do it with a tank, DPS OT, 2 healers (maybe even 1?), and 10 very well geared DPS though. I can't see it happening with 10 though, so you'd have to have at least some people prepared to roll against each other As far as I know, Sartharion doesn't have an enrage timer? If he does, it's certainly lax enough to allow him to be killed with 10 on heroic. It may become an issue if a group was to try with drakes up though (which in addition to increasing the total amount of damage needing to be done, would necessitate a third tank).
Has anyone heard of or managed to do Sarth+1 on heroic with ~10-12?
I believe Sartharion was mentioned as having a 15 minute enrage timer back in the Resistance Mechanics thread. Similar to Shade of Aran's enrage, it's just not very well known because it's people rarely encounter it.
I have no information about sartha25 with 10 people, but we tried sartha10 with 4 druids : 1 healer / 1 tank / 1 moonkin / 1 moonkin-> respec feral
4 dragons trashs are hard, keeping your only tank alive with only one healer can be tough with the fire orbs.
The three mini bosses :
Vesperon is a joke, just ignore the portal and kill him.(1 pull)
Tenebron is mid hard, you cannot keep the tank alive with the whelps more than a minute, the best we found is to enter the two first portal and AOE the eggs (2 moonking + the healer) and then finish him between 3rd and 4th portal.(6-7 pulls)
Shadron is the worst : We had a moonkin respec feral to tank the add. When you exit the portal your barely have a few seconds to dps him with only 2 dps. I had to respec balance/heal to help burst the add in the portal and then dps Shadron. We took only one portal out two, during the odd portal we just wait to regen my mana.
Sartharion : The difficulty comes only from the blazes.
As often stated their pop is totally random, you could spare 1 minute without any one then get 4 in a row.
With our "fun" raid setup it was hard to keep control. The moonkin was oom very fast, and at this time there was no swipe in cat form, so our tank was almost soloing the blazes.
The soft enrage is pure chaos, you got 8-12 blazes in a few seconds and cannot burst Sartha down as you do with 10 people, and don't have a 2nd tank to keep them away from the healer. The tsunami killed us the four times we reached this phase, enraging many blazes and killing me or the tank. Our attempts were something like 3%/8%/10%/6% (yeah soft enrage seems to be 12% and not 10% as many think)
All in all it is fun and totally doable with a better raidcomp (DK/Feral/tree/rogue seems strong to me with enrage dispel, many aoe and two tanks, but you may miss the burst aoe for the eggs on Tenebron)
All in all it is fun and totally doable with a better raidcomp (DK/Feral/tree/rogue seems strong to me with enrage dispel, many aoe and two tanks, but you may miss the burst aoe for the eggs on Tenebron)
We decided to try this tonight 3-man with Frost Death Knight, Resto Druid and Survival Hunter. Our experiences were largely the same as yours, except we did a few things differently:
Shadron - Somewhat hard : During portals the druid would heal me to full health with hots, then jump into the Twilight Realm to heal the hunter's scorpid tanking the disciples as well as the damage to the hunter. He'd usually have jump once during a portal phase to heal me up to full in the normal realm, and back again to the Twilight Realm immediately. We tried to time killing the disciple just after he summoned another portal, so we'd have more time until the next one. Usually we took about 10-20% of his health in one phase between banishes.
You probably had just enough dps with 4 people to kill him before he summoned a new portal giving you very little time to dps in between portals. If there is an existing disciple when he tries to summon a new one, he won't summon anything.
Tenebron - Hard : We didn't have enough dps to get the eggs down in time, so we had to just tank and kill all of the spawning whelps as they came. The damage was very rough at times with Tenebron and 6-10 whelps still alive and attacking me. Our hunter was volleying almost constantly, and my Howling Blasts contributed a lot in killing the whelps as well. We lost our healer when Tenebron was at 2% health because of my slowness in picking up the last set of whelps, but got him down.
Vesperon - Easy : Just healed through the Twilight Torment damage, nothing special
Sartharion : Sartharion proved fairly challenging. I spent most of my time killing the Lava Spawns, while our hunter mostly dps'd Sartharion and helped with occasional misdirects and tranquilizing shots on the enraged ones. Sometimes we'd get no lava spawns for 30 seconds, then you'd have 5-6 spawning at once. The enraged spawns in particular were very dangerous, and having tranq shot available helped a lot. For the enrage I picked up all spawning adds, while we slowly whittled down Sartharion's health. Being able to place DnD right on top of the healer was extremely useful for it. I didn't count the number of adds at the end, but I'd guess there were about 10-15 of them.
Has anyone heard of or managed to do Sarth+1 on heroic with ~10-12?
We did it with 13 people (we just grabbed whoever was online last night, but I imagine this could be done with less since we were about 3 minutes above the enrage timer) in primarily 10-man gear last night and it was pretty easy (one-shotted with no deaths). We used 3 healers (Resto Shaman, Holy Paladin and Resto Druid) and 3 tanks (Feral on Sarth, DK on adds, Warrior on drake). All we did was just AoE every wave of whelps down on top of Tenebron as they spawned to avoid getting overwhelmed. I imagine if your DPS is higher and your whelp/blaze tank has better tanking gear, you might be able to get away with doing every other spawn.
EDIT: Clarified the 13 people and why that number isn't entirely necessary.
)I imagine this could be done with less since we were about 3 minutes above the enrage timer)
Unless I'm mistaken, Sartharion doesn't have an enrage timer. In fact I recall (possibly from this thread) that it has been three-manned - somebody posted a WWS of a DK, Resto Druid and Hunter who killed it, although that wasn't with any drakes up.
Unless I'm mistaken, Sartharion doesn't have an enrage timer. In fact I recall (possibly from this thread) that it has been three-manned - somebody posted a WWS of a DK, Resto Druid and Hunter who killed it, although that wasn't with any drakes up.
Sartharion has a 15 minute enrage apparently. However he only has 2.5M health on 10-man, so you'd need 2777 raid dps on Sartharion to kill him before the enrage. Even with most of the tank's dps going toward killing the blazes, that is easily doable for one dps even with no raid buffs.
The 25-man version has 7.67M health, so you'd need 8522 raid dps to kill him in the 25-man version. I could see 3 dps being enough to reach it with no drakes up while still giving the amount of blazes down with aoe. It would be interesting to try it with 1-2 healers, 2 tanks and 3 dps on the 25-man version. We're killing the 25-man version weekly though, so I don't see myself trying it for a long while. The 3-man 10-man version was more of a spur of the moment thing when none of us were saved.
It might also be possible for a healer (Paladin seems well suited) to tank blazes via RF healing aggro while healing the main tank, thereby eliminating the need for a separate blaze tank. If heal aggro is enough to corral them (and random melees when the aoe inevitably rips them are healable) then your entire Sartharion team would consist of a single tank, a single healer, and however many DPS you need to make it work. DPS that can AoE without much DPS lost would be ideal - Fury warriors, say, assuming WW is enough AoE. It would almost certainly be possible to 4-man Sartharion-25 in this manner in a tier or two, with possibly a third DPSer if dealing with adds is supbracting too much from your RDPS.
I really liked the idea of doing instances naked and picking up gear as you go along. Some friends and I got together last night and started with a level 60 instance to see how it would go, but were very disappointed by how easy it was. We fast forwarded and were easily able to do Shattered Halls naked with only a random gray weapon on our tank. The lack of mana regen made the run take quite a while too. I think we may put our gear back on and try level 70 raids next.
Finally cleared full ZG with my enhancement shaman.
All High priest's was push overs. Nothing special needed.
Hakkar: Shaman tremor totem cleanse Hakkar mind control. You need to drag him to edge of altar and drop searing totem at max range. When he use mind controll searing totem get aggro and this give enough time for tremor totem pulse but if you are unlucky it will reset and you have to start at full healt again. Cheap but frustrating.
Bloodlord Mandokir was hardest boss. He just rape you if you try nuke him. I needed to spec resto and slowly burn him down. 20minute of auto attack, flame tongue, flame shock and lighning shield damage was enough to kill. Riptide was just enough healing with occasinal healing waves. I don't plan farm mount becouse of too slow kill time.