Your first assumption is right. First time, we did Bear -> Eagle -> Dragonhawk -> Lynx and got armor -> weapon -> ring -> (didn't complete). Second time we did Bear -> Eagle -> Lynx -> Dragonhawk and got armor -> weapon -> ring -> (didn't complete) again. Third time we did Bear -> Dragonhawk -> Eagle -> Lynx and got armor -> weapon -> ring -> bear mount. Judging from posts about the bugged Lynx chest, I would say that the 4th chest is always a bear mount. Would have been nice to see some ilevel 151 loot that matches BT/Hyjal though considering the rings are 141 =P
4th Chest is a 100% Drop rate on the Bear Mount, apparently there's 3 different colours as well. Chest contents depends on the kill order so if you kill the bear boss 4th it'll drop the bear mount in that chest etc.
What suprised me however is the most efficient route is apparently Eagle first, Bear, Dragonhawk then Lynx as ofc most do the Bear one first. And yep only the Eagle and Bear bosses add any time to the event (confirmed via a GM), there was us thinking we were doing good on the first bosses only to get none added on the 3rd.
We're still waiting on a lot of loot from one of our first runs, we killed the bear boss within the timer and the chest just despawned. Then we lost the loot on Malacrass when the server went down for 30mins as a result of the now infamous weekly post Illidan kill server crash.
Putting this information together with my guild's experience in ZA last week:
Until they fix the exploit where you can loot the Lynx's timed event reward regardless of whether you complete it in time or not, you can control what type of loot you want. As mentioned in another post,
1st chest is a miscellaneous armor piece
2nd chest is a weapon
3rd chest is a ring
4th chest is a bear mount
So if you want a ring kill Lynx 3rd, if you want the mount kill Lynx 4th, even if you don't complete any timed events before it. It seems to check how many bosses in the zone are dead when it decides the chest loot and not how many timed events you've previously completed.
This is just speculation, I don't have any concrete evidence of it other than my guild killed the Bear and Eagle on the timed mode, then failed on the Dragonhawk, killed Lynx 4th and had a Dwarf with Find Treasure up notice the sac and managed to loot it and it had a Bear mount.
I'm still trying to brainstorm more ways to increase our time, which I think is possible. Bunching everyone up on the MT on the eagle boss before a storm just so the storm is right on top of him and people can push out that extra DPS without having to worry about moving.
Just to say, that's the way we did it and it's very efficient. Just gather around MT when you see the electrical storm warning (I was using DBM), then nobody has to move or get healed and the melee dps can still dps the boss. It worked really well and I think we are going to use this strategy every time now.
I'm in a guild still working on Kael - Thus we are T4-T5 geared.
We finished our first ZA clear last night, and I thought I would comment on Malacrass(clearly the hardest fight in ZA)
My guild is in the same position as yours (6/6, 3/4) and we've had surprisingly little trouble with the Hex Lord. What we've normally done is initially CC three adds and kill the fourth, then proceed to break CC and take out all the adds. Use cool downs, heroisms, etc. We've done this because the spell push back from the spirit bolts can make reapplying CC dicey, which can wipe you quickly.
Once we're down to just the Hex Lord, we had our dps shaman just sit on interrupts if any healing class was siphoned, melee get out and stay out for the warrior siphon, dispel / stun the MC'ed person, and get people ready to move if there is an AoE. We have had two priests in each kill group which helps with the MC, but that's pretty normal for us as we're a very priest heavy raid group.
Given that he doesn't start increasing in damage until you actually start dpsing him, I think killing all the adds is definitely the way to go.
On the Dragon Hawk boss, how do most guilds approach killing the hatchlings? They're low hp and numerous, which would suggest AoE, but we don't normally run with a prot pally so aggro is dicey and generally leads to lost AoE'ers. Due to this we switched to a single target strategy, which has worked but feels like we're doing things the hard way.
Lastly, on Zul Jin, any tips for dealing with phase three with a caster heavy make up? We've been having folks focus on staying alive and then using their maximum damage for the cast spells, but the phase seems to take longer than the rest of the fight. Is this consistent with what other guilds are seeing?
For reference, our normal makeup has been: prot warrior, feral druid, holy pally, holy priest, druid or shaman healer, warlock, mage, shadow priest, enh shaman, hunter or second lock.
To Jan'Alai: we did it with 6/6/6/6/8/8 (last by reaching the 35% mark, but we had to do a long damage stop at the boss) adds first and switched to 10/10/6/6/8 or 10/10/10/6/4 adds later on to make it faster. If every damage dealer helps to kill the adds, the first one and the two of the second wave should be dead when the third and fourth wave spawn. So we just had every damage dealer on them and didn't tank them at all. Dispell the debuff quickly, have your healers and the tank standing in the back. If the ranged damage dealers now position themselves a bit to the sides, only 3-4 people should get hit by the flame breath at max for a short time. That can be healed against.
If all damage dealers attack the adds, it's usually very distributed aggro. This might not be optimal in terms of debuffs, but you can dispell that and it leads to less concentrated damage and is easier to heal. At least it worked for us. Warlock and Mage were still casting aoe spells, but we did not gather all adds first. It was more like "zerg them down" .
To Zul'Jin: Yeah, Phase 3 definitely takes the longest. It's pretty funny though if a tornado kicks you through the fire wall outside of the boss area which happened to one of our paladins. He waited until the tornade came for him again outside and got kicked in through the wall again. Hehe. Phase 3 is taking long but if everyone is being careful, it should be hard to die in that phase. Paladins hate it of course, I as a druid think that it is fine. :P
For my dreams I hold my life
For wishes I behold my nights
A truth at the end of time - Losing faith makes a crime.
Dragonhawk -
We only had two AoE'r's and a bear tank. I assigned all ranged to the hatcher spawns. Bear gathers, mages start aoe'ing FIRST, so that any ranged attacks from the remaining ranged don't pull mobs out of the group. Assigned one healer per AoE for hatcher phases. If you pop too many just call out a challenging roar for the aoe.
With just 1 person on the boss we got him to 35% just before the enrage and all the eggs were down.
Hex Lord -
Can anyone also confirm if dampen magic no longer works on this fight?
Anyone having stability problems with Hex? We can't seem to consistently get him down, with wipes from 4% to 60%.
Last night my guild had a lot of problems on Eagle. The electrical storm seemed to be happening almost at random, and that, coupled with people staying too far away from the boss, got a lot of us killed. Repeatedly.
Is there something we can use as a cue to let us know when he's going to do it, as opposed to relying on a boss mod, or waiting until he starts the storm and risking someone getting gibbed before they can reach the group?
Also, how do other guilds handle healing on Hex Lord? Last time we tried him, I was solo-healing the tank while the two shamans we brought along were keeping the raid up. When we downed him on Wednesday, we had Shaman+Holy Pally+Me. I kept my group up w/ PoH, and helped the pally on the MT, while the Shaman CH-spammed everyone else. My Shadow Protection seemed to help alot, but it's still a ridiculous amount of damage being put out.
Last night my guild had a lot of problems on Eagle. The electrical storm seemed to be happening almost at random, and that, coupled with people staying too far away from the boss, got a lot of us killed. Repeatedly.
We got the same problem: Storm went at random times (first storm 5-6 seconds before the bigwigs timer went off, next ones up to 10 seconds after the timer). Since we used the tactic to group up on the tank (we are bad at moving) this made us wipe repeatedly.
Is the storm supposed to be on a fixed timer, or it has just a cooldown after which the boss decide to use it whenever he likes?
We got the same problem: Storm went at random times (first storm 5-6 seconds before the bigwigs timer went off, next ones up to 10 seconds after the timer). Since we used the tactic to group up on the tank (we are bad at moving) this made us wipe repeatedly.
Is the storm supposed to be on a fixed timer, or it has just a cooldown after which the boss decide to use it whenever he likes?
Try to group up when it starts to rain, since the storm is coming a few seconds after.
If you're using deadly boss mods, it seems the storm can happen up to 7 seconds earlier then the timer.
I set our group up in a triangle. I have one person with an X and one person with an O over there head, preferably healers. Then I assign some ranged to spread out around X, and some around O. X, O and the MT stand about 8 yards from each other forming an equilateral triangle. This allows for an early 10 second before timer colapse with little added chain damage. In addition when the cloud appears the melees simply rotate to the bosses front side to avoid damage. The cloud cover range is atleast 5 yards past the actual cloud size.
-- More then 10 seconds left before cloud warning --
Melee
Boss
MT
Ranged X O Ranged
-- 10 seconds before cloud warning, ranged collapse to their assigned marks, melee rotate to front side of boss --
Boss
MT+Meee
We did Bear then Eagle within the timed event limits this week. On Bear we received an item, on eagle however the prisoner broke the crate and there were 4 piles of gold (maybe 30 gold total) and no chests visible anywhere. Were we just not seeing the chest, is it random, was it something we might have done to decide that?
Just wanted to point out that an earlier posit that Hex Lord does not Soul Drain until 80% is adamantly false.
We pulled, and 10 seconds in, he did the first Soul Drain, while we were still killing the dragonkin. He proceeded to do it at least once per add as we killed our way through the 4 adds, which added some ... interest ... to the fight.
I don't recall whether our first kill was of a similar form or not: they were both 1-shots, so I didn't really notice either way. Just walked in on Sunday expecting it to start at 80% and was unpleasantly surprised to see a 97% Soul Drain happening.
There are two effects going on with Malacrass. I'm not entirely sure of the exact names, but one of them is the drain where he ends up with class-based abilities (I think Soul Drain?). The other is the drain that reduces your damage done, and increases his damage done (I think Power Drain?). Soul Drain will happen whenever he decides to use it, it seems. Power drain is the one that shouldn't happen until you start damaging him, getting him to 75-80% before the first.
At least that's our experience so far in 3 clears.
There are two effects going on with Malacrass. I'm not entirely sure of the exact names, but one of them is the drain where he ends up with class-based abilities (I think Soul Drain?). The other is the drain that reduces your damage done, and increases his damage done (I think Power Drain?). Soul Drain will happen whenever he decides to use it, it seems. Power drain is the one that shouldn't happen until you start damaging him, getting him to 75-80% before the first.
At least that's our experience so far in 3 clears.
We had soul drains occurring before 80% health on Hex. With 2 paladins (prot and holy) in the raid, consecration for 2200 a tick was painful especially right before spirit bolts. We also had 1 instance where the consecration occurred in a location other than where he was standing. This was on Friday (11/16).
Not sure what the intended behavior is suppose to be.
We had soul drains occurring before 80% health on Hex. With 2 paladins (prot and holy) in the raid, consecration for 2200 a tick was painful especially right before spirit bolts. We also had 1 instance where the consecration occurred in a location other than where he was standing. This was on Friday (11/16).
Not sure what the intended behavior is suppose to be.
I don't think you understood me. Two different abilities. One is used throughout the entire fight, the other is not (that's the theory at least).
Are Malacrass and Zul'jin included in the timed event? I assumed they were, but after reading through this thread I haven't found any mention of them being part of it. Does Zul'jin drop the rings when you kill the 4th boss in the set amount of time?
Are Malacrass and Zul'jin included in the timed event? I assumed they were, but after reading through this thread I haven't found any mention of them being part of it. Does Zul'jin drop the rings when you kill the 4th boss in the set amount of time?
No, only the four animal bosses are a part of the timed event.
Also, I was reading through the R&D forums when someone posted they failed to beat the Lynx boss (Lynx being the last boss for them to kill) and was still able to get the treasure box (It was a backpack or some urn that was found by using the Dwarf treasure finding skill). Can anyone confirm this? I tried to go back and check because our instance wasn't reset yet but I couldn't get into the Lynx area because trash had respawned. No other trash was up in any of the other boss areas except for Lynx and we killed him, leaves me a little suspicious.
No, only the four animal bosses are a part of the timed event.
Also, I was reading through the R&D forums when someone posted they failed to beat the Lynx boss (Lynx being the last boss for them to kill) and was still able to get the treasure box (It was a backpack or some urn that was found by using the Dwarf treasure finding skill). Can anyone confirm this? I tried to go back and check because our instance wasn't reset yet but I couldn't get into the Lynx area because trash had respawned. No other trash was up in any of the other boss areas except for Lynx and we killed him, leaves me a little suspicious.
Atm thats how it is. Its a sack inside the urn in the back corner of the room, just need to look into it and loot it.
For the dragonhawk boss, last night we tried leaving both hatchers alive, and letting them hatch equal eggs, apparently others felt the difference was significant.
rather than one hatcher hatching 4 eggs and getting 10 birds, if you let one hatch 2, then the other hatch 3, thats 5 eggs, for only 9 birds
That's just wrong, every hatchling comes from an egg, so if you let them hatch on one side, you get 10 birds from 10 eggs and not from 4 eggs.
The only point in letting both sides hatch would be a 12/12/12/4 tactic with 2-3 damage dealers on every side which will get you another minute if you are in for the timed run.
For my dreams I hold my life
For wishes I behold my nights
A truth at the end of time - Losing faith makes a crime.
No, only the four animal bosses are a part of the timed event.
Also, I was reading through the R&D forums when someone posted they failed to beat the Lynx boss (Lynx being the last boss for them to kill) and was still able to get the treasure box (It was a backpack or some urn that was found by using the Dwarf treasure finding skill). Can anyone confirm this? I tried to go back and check because our instance wasn't reset yet but I couldn't get into the Lynx area because trash had respawned. No other trash was up in any of the other boss areas except for Lynx and we killed him, leaves me a little suspicious.
I posted a page back that we were able to do the same thing.
I was also able to loot the eagle boss chest, despite failing the timed event. The bag is in a crate, and the crate despawns on completion of the event. If you spend a little time mousing over the crate, you'll be able to get a gear icon and loot it.