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03/01/09, 1:59 PM
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#526
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Piston Honda
Human Death Knight
Eonar (EU)
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Originally Posted by Ghaash
Lucifron was a bit tricky at first, but after i got used to double-rune-cost-rotations he fell pretty quick
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Lucifron is still a big buggy.
Most DK abilities cost double the rune cost, but I noted some strage things. For example Rune Tap will consume two blood runes if available, but it I have two death runes and use Rune Tap, no runes are spent. Also RP generation from abilities seems lowered (I'm not sure). Using Horn of Winter produces no RP.
Also, Lucifron doesn't seem to use his curse straight away, I usually can kill one add and get the other pretty low before the curse. After a while in fight Lucifron actually goes oom and his damage output can be healed just with Rune Tap.
For Curator, it's interesting to note that adds spawn line up perfectly with rune cooldowns, both being on 10sec cooldowns.
Problem on Curator is not to survive, healing of sparks is easy enough, but first time there I had trouble because of hard enrage.
My solution for more dps on the boss was to use every RP I had generated on sparks on the boss. That means 1-2gcds between sparks (and rune cooldowns) I spend on Curator.
Other thing is, when he evocates, ignore all sparks for the duration. Time after evocation, with possible 2-3 sparks up, is the time to use ams and ibf.
His soft enrage at 15% is not hard to survive with cooldowns available, also remember to summon ghoul and sack him for 11+k heal.
Last edited by zagor : 03/03/09 at 4:40 AM.
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03/03/09, 1:42 PM
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#527
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Von Kaiser
Blood Elf Priest
Kirin Tor
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I know it was done pre-Wrath, but a Warrior, Paladin, and I as a Priest managed to easily three man Razorgore. We first tried some crazy strategy of trying to have the tank follow Razorgore around the room while he smashed eggs so he could pick up the orcs and dragonkin, but that didn't work because adds would hit the Paladin causing her to lose channeling time on the mind control.
What we found to work amazingly well is to have the three of us on the platform with the mind control orb and have the Warrior tank all the adds right there while the Paladin just focuses on breaking eggs. I kept up Power Word: Shield on her constantly to prevent her from taking any incidental damage from the mobs as well as having the nice side effect of pulling aggro off the mobs attacking Razorgore and up to the platform to the tank.
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03/03/09, 2:20 PM
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#528
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Von Kaiser
Human Death Knight
Skywall
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Originally Posted by Ghaash
i quit Karazhan for this day since i had no urn to summon Nightbane.
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As of 3.08 you no longer need the urn to summon Nightbane.
Awesome post. I am going to have to dive in to AQ and try it out. What nature resist gear did you use for Skeram?
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03/03/09, 7:24 PM
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#529
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Great Tiger
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Originally Posted by basto
As of 3.08 you no longer need the urn to summon Nightbane.
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That said, you do seem to need to have done the quest to summon Nightbane (as opposed to having the urn in inventory as before).
I 2-manned Karazhan yesterday with a friend who had never done the quest line. He could not interact with the Urn (now located in "the spot" on the terrace) while I could.
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03/04/09, 4:36 AM
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#530
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Piston Honda
Human Death Knight
Eonar (EU)
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Originally Posted by basto
I am going to have to dive in to AQ and try it out. What nature resist gear did you use for Skeram?
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For Skeram I wear [Wildguard Helm] with 20 nature resist enchant and [The Natural Ward].
Also my soloing spec is frost with 3/3 Acclimation.
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03/04/09, 11:35 AM
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#531
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Von Kaiser
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I saw some people asking about heroic Sartharion earlier in the thread, so I thought that I'd mention that we did him with 10 last night. It was fairly time-consuming (took just over an hour), but Sarth was a 1-shot, even with 2 DPSers dead early.
80% of the group had never zoned into a 25-man WotLK raid before (including Sarth), so it should be doable with 10 for nearly any group (many in the group are still wearing a bunch of 5-man blues). With 25-man gear, I imagine that you could easily 5-man him.
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03/18/09, 9:24 AM
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#532
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Von Kaiser
Night Elf Druid
Kel'Thuzad
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Originally Posted by SeanDamnit
I finished up Kara last night as a prot pally. I'll sum it up here:
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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.
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I successfully duo'd this today: prot paladin and moonkin. The strategy used was to take the green beam with the moonkin and the red with the paladin for the first phase. For the second beam phase, the moonkin takes the blue and the paladin the green. Repeat this pattern for beam phases from 3 and beyond; we killed him during the 4th beam phase.
An alternate method which may work is to simply swap taking the red and green beams. However, by the end of the phase he can be hitting pretty hard, so both players would need to stack HP and defense to avoid getting one-shot. Taking the blue beam really speeds up the fight as well.
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03/18/09, 10:14 AM
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#533
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Piston Honda
Undead Warlock
Twisting Nether (EU)
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Originally Posted by Jurik
I successfully duo'd this today: prot paladin and moonkin. The strategy used was to take the green beam with the moonkin and the red with the paladin for the first phase. For the second beam phase, the moonkin takes the blue and the paladin the green. Repeat this pattern for beam phases from 3 and beyond; we killed him during the 4th beam phase.
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I duod him with a Blood DK as Afflicion/PvP warlock.
Took the blue while the DK took the green.
Finished him off before the 2nd beam started.
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03/19/09, 4:38 AM
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#534
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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Enchant Weapon - Blood Draining *New* - Permanently enchants your weapon to sometimes grant Blood Reserve when striking an enemy or inflicting damage with bleed attacks. When you fall below 35% health, Blood Reserve restores 1750 to 2250 health. This enchantment requires the wielder is at least level 75.
Should be very, very powerful for soloing. One weapon with lifeward - switch to Blood Draining when you reach 45%ish and soak free heals. Assuming a decent proc rate, will vastly increase health deltas for soloers - particularly warriors I would imagine, since their healing is pretty minor but they can mitigate a large amount of damage via block. I expect this will be the go-to enchant for soloing from now on.
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03/19/09, 2:42 PM
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#535
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Piston Honda
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Originally Posted by Ja7us
Enchant Weapon - Blood Draining *New* - Permanently enchants your weapon to sometimes grant Blood Reserve when striking an enemy or inflicting damage with bleed attacks. When you fall below 35% health, Blood Reserve restores 1750 to 2250 health. This enchantment requires the wielder is at least level 75.
Should be very, very powerful for soloing. One weapon with lifeward - switch to Blood Draining when you reach 45%ish and soak free heals. Assuming a decent proc rate, will vastly increase health deltas for soloers - particularly warriors I would imagine, since their healing is pretty minor but they can mitigate a large amount of damage via block. I expect this will be the go-to enchant for soloing from now on.
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Looks good, but I'm not sure I understand it. When you strike and enemy, you have a chance to gain Blood Reserve - does that mean a heal is immediately rewarded? Is it the same heal you get when you drop below 35%?
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Card carrying member of the Inapropriately in Love with Hilary Duff Society.
"Yeah, well, if we could all get what we want I would be eating dinner out of Hilary Duff's skull right now" - Salabesh
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03/19/09, 3:25 PM
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#536
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Glass Joe
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The way I read it is you get a proc at any time that gives you a buff called blood reserve. That buff does nothing until you drop below 35% hp at which time it gives you the heal. Of course it possible I'm way off base.
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03/19/09, 11:15 PM
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#537
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Bald Bull
Blood Elf Paladin
Echo Isles
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You'll need a Shaman and cast-speed slowing debuff (Mind-Numbing Poison, Curse of Tongues, etc.)
Burn him slowly and steadily. When he gets to 66% for his first Insanity cast, pop Bloodlust and hit him with everything you've got. The objective is to take him down to 33% or lower while he's casting Insanity, so you only have to suffer through it once.
Your friend didn't bring a healer because 1) It helps burn through the 33% HP in 4-5 seconds 2) It's possible for the tank to survive through his melee + Mind Flays with little/no healing and some creative cooldown usage and 3) It makes the Insanity phase go faster if you have no one casting heals.
If you still want someone in the healer role, you can "cheese" it by having him heal with 0 points in his Holy or Resto trees (does Disc count?), which prevents the AI from using him as a healer during Insanity. In short, have a 0/5/58 Ret Paladin in spell power gear handle it.
EDIT: I could've sworn I was responding to a recent post asking for help regarding the Herald Volajz achievement here, but now I can't find it. Mods, please feel free to delete/move this as necessary.
Last edited by Prinsesa : 03/20/09 at 2:50 AM.
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03/20/09, 3:59 AM
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#538
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Needs to gem intellect IRL
Draenei Paladin
Frostmourne
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The post you're referring to got moved to the Dung Heap I believe.
In any event, when I did it myself, we didn't bother burning through an insanity phase, we simply did 100->66, 66->33, 33->0. We had no spell reflect and no bloodlust. The key is simply effectively killing illusions. These shouldn't really be difficult for any class with a spell interrupt. As a holy pally I didn't have to worry about healers, but even while playing Prot I didn't have any trouble bringing the healer to <50%, HoJing, then bursting down.
If you budget ~30 seconds per insanity, then you have ~20 seconds per 33%, which requires just over 7k DPS from the group, easily doable with 3 well geared DPSers and tank. The faster you complete insanity, the more slack you have with boss DPS. If everyone's on their toes, it's not such a demanding achievement.
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People tend to hold overly favorable views of their abilities in many social and intellectual domains. ... this overestimation occurs, in part, because people who are unskilled in these domains suffer a dual burden: Not only do these people reach erroneous conclusions and make unfortunate choices, but their incompetence robs them of the metacognitive ability to realize it.
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04/08/09, 4:49 AM
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#539
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Surviving the abstinence
Blood Elf Priest
Stormscale (EU)
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Originally Posted by Grahamiam
If you have a good class combination, you can probably 4 man the entire zone, but expect C'thun and Twin Emps to suck.
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4 man is doable but nothing below it will work for C'thun since then there is the risk that all end up in the stomach at the same time which will make C'thun despawn.
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04/08/09, 5:34 AM
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#540
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Piston Honda
Night Elf Druid
Ravencrest (EU)
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Originally Posted by rbbrdckybk
I saw some people asking about heroic Sartharion earlier in the thread, so I thought that I'd mention that we did him with 10 last night. It was fairly time-consuming (took just over an hour), but Sarth was a 1-shot, even with 2 DPSers dead early.
80% of the group had never zoned into a 25-man WotLK raid before (including Sarth), so it should be doable with 10 for nearly any group (many in the group are still wearing a bunch of 5-man blues). With 25-man gear, I imagine that you could easily 5-man him.
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The main problem here is 20% and below, but I guess a heroism around then could make it work.
Though, with 5 ppl, 3dps'ers+tank putting out a decent 20k dps that phase means 20%->0% will take just over one minute.
Im not sure you could make your healer outlive that (or dps if they manage to hold aggro)
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05/04/09, 12:02 PM
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#541
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Don Flamenco
Draenei Shaman
Earthen Ring
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Had some real fun on my 80 DK tank yesterday soloing the entire Karazhan key chain.
This meant for example that I had to solo Botanica and Mechanar in order to get the Arcatraz key fragment. The real highlight of the experience was soloing Black Morass in order to talk to Medivh. That was crazy fun, and actually good practice for me regarding picking up adds to boot. The shield didn't take any damage at all until the last three waves, and I didn't use the chrono beacon until wave 17.
I may do that again just for fun. I'm also going to have to see if my tankadin can do it once he hits 80. Anyone else find soloing Black Morass to be really really fun?
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05/04/09, 1:09 PM
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#542
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Glass Joe
Blood Elf Death Knight
Windrunner
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Originally Posted by Douglas
Had some real fun on my 80 DK tank yesterday soloing the entire Karazhan key chain.
This meant for example that I had to solo Botanica and Mechanar in order to get the Arcatraz key fragment. The real highlight of the experience was soloing Black Morass in order to talk to Medivh. That was crazy fun, and actually good practice for me regarding picking up adds to boot. The shield didn't take any damage at all until the last three waves, and I didn't use the chrono beacon until wave 17.
I may do that again just for fun. I'm also going to have to see if my tankadin can do it once he hits 80. Anyone else find soloing Black Morass to be really really fun?
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I've done Black Morass on my DK (who's in Naxx 25 gear) and it is fun. Most of that lies in the fact that Black Morass is a non-traditional style of instance, whereas we've all done the 'pull trash, pull trash, pull boss' style instance multiple times. I also enjoy Ironmanning instances in general because there is so little challenging solo content in the game. When it comes to individual accomplishment, there is very little way to seperate yourself from others. The ways that do exist involve long grinds rather than actual challenge.
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05/04/09, 1:14 PM
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#543
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Piston Honda
Night Elf Druid
Die Todeskrallen (EU)
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Originally Posted by Douglas
Had some real fun on my 80 DK tank yesterday soloing the entire Karazhan key chain.
This meant for example that I had to solo Botanica and Mechanar in order to get the Arcatraz key fragment. The real highlight of the experience was soloing Black Morass in order to talk to Medivh. That was crazy fun, and actually good practice for me regarding picking up adds to boot. The shield didn't take any damage at all until the last three waves, and I didn't use the chrono beacon until wave 17.
I may do that again just for fun. I'm also going to have to see if my tankadin can do it once he hits 80. Anyone else find soloing Black Morass to be really really fun?
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After reading your post, I headed down there to give it a try. I'm a bit sad, because honestly, between [Glyph of Maul], Savage Defense and Improved Leader of the Pack it was a joke... I may try it again on my (hopefully) soon lvl80 paladin.
My Old Hillsbrad run yesterday however was somewhat more interesting, but that may have been due to some careless pulling.
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05/04/09, 3:27 PM
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#544
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Piston Honda
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Originally Posted by charriu
After reading your post, I headed down there to give it a try. I'm a bit sad, because honestly, between [Glyph of Maul], Savage Defense and Improved Leader of the Pack it was a joke... I may try it again on my (hopefully) soon lvl80 paladin.
My Old Hillsbrad run yesterday however was somewhat more interesting, but that may have been due to some careless pulling.
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If you're hoping for more of a challenge with a Paladin, then you may be dissapointed. I solo'd the entire Kara key chain a few patches ago when I was in mostly heroic/naxx10 gear. The only challenge in Black Morass was running out of mana against caster mobs, but with the Divine Plea change mana should no longer be an issue.
With all the new tier of gear floating around, I'm curious to see what else is going to be soloable. I believe BWL, AQ40, and T4+ 25 man raids in BC are still unsolo'd...maybe some encounters will be possible with full T8.5 gear?
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Card carrying member of the Inapropriately in Love with Hilary Duff Society.
"Yeah, well, if we could all get what we want I would be eating dinner out of Hilary Duff's skull right now" - Salabesh
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05/04/09, 3:40 PM
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#545
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Don Flamenco
Draenei Shaman
Earthen Ring
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Originally Posted by Stormshot
I've done Black Morass on my DK (who's in Naxx 25 gear) and it is fun.
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Ah, Naxx 25 gear would have changed things. Even on my most progressed raiding character, I tend to avoid 25-man gear (so I can experience 10-man content at the correct challenge level), and my DK is fairly fresh, I think still wearing more crafted gear than Naxx gear. (We just got an influx of healers and lost a tank, so I'm in the middle of switching from my resto druid to my death knight as my "raiding main".) Not a single item over ilevel 200 (except for FrR plate, which I didn't wear), and a few crappy blues here and there.
Last edited by Douglas : 05/04/09 at 3:47 PM.
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05/04/09, 5:01 PM
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#546
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Piston Honda
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Originally Posted by Douglas
I may do that again just for fun. I'm also going to have to see if my tankadin can do it once he hits 80. Anyone else find soloing Black Morass to be really really fun?
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I've been soloing 70 BC dungeons for rep on my enh shaman, which turns out to be pretty easy (albeit somewhat slow) - hex + MW works fine for trash pulls (the only trash pull I've found so far that is hard are the pulls in front of the satyr boss in Bot) and Ghost wolves provide all the healing I need for boss encounters. I haven't tried Black Morass though, although I'm looking forward to giving it a shot.
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05/04/09, 8:34 PM
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#547
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Always carry a white flag
Undead Death Knight
Twisting Nether (EU)
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I'm not surprised people are soloing lvl70instances, I've soloed or tried to solo quite Northrend instances on my DK(who is really well geared). I soloed CoT:Stratholme, the deadliest pulls were the ones with spider mobs that poison you, which makes you lose a % of your total hp(which obviously when you have 36k tends to hurt more than anything else in the instance ^^), I soloed HoL up to the lighting elemental pulls, at which point I had to stop because the damage was too high(but that was before 3.1, the new DS might fix it), didn't bother with Occulus for obvious reasons, and have yet to try with Utgarde Pinnacle.
However leading to these 80instances, I've run my alts through all Northrend instances solo(even though I usually try to fill the group with random people to make things die faster). It's not even that slow to be honest, was taking like 1hour per DTK runs for my druid for example, which in a pug is a bit slow, but not really uncommon. I'd be interested to know if people managed to solo HoL or UP though(I expect UP to be remotely hard on the last few pulls with necros+fear mobs).
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05/05/09, 1:39 PM
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#548
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Piston Honda
Orc Shaman
Vek'nilash (EU)
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Originally Posted by Pyros
I'd be interested to know if people managed to solo HoL or UP though(I expect UP to be remotely hard on the last few pulls with necros+fear mobs).
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Wouldn't Svala be impossible to kill due to the sacrifice?
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05/05/09, 2:04 PM
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#549
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Don Flamenco
Draenei Shaman
Earthen Ring
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Originally Posted by Schnappi
Wouldn't Svala be impossible to kill due to the sacrifice?
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Dunno without trying it. People would have thought that old-school Stratholme was impossible due to the baroness possessing people, but she won't possess you if you're solo, so it's actually easier solo than duo. Is Svala the same way? Neither answer would surprise me.
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05/05/09, 2:19 PM
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#550
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Piston Honda
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Originally Posted by Schnappi
Wouldn't Svala be impossible to kill due to the sacrifice?
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You can skip her if it is
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Card carrying member of the Inapropriately in Love with Hilary Duff Society.
"Yeah, well, if we could all get what we want I would be eating dinner out of Hilary Duff's skull right now" - Salabesh
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