On malacrass we've killed the totem and it still cast the nova. The consecration seems to do about 2k per tick and is instant cast/ticks immediately.
It hits for about 2.5k - 2.6k. Your melee WILL take a couple of ticks of it, but shouldn't take any more than that and to be honest I don't see that as being that bad unless he does it immediately after a spirit bolt volley.
We killed him tonight, and there's definitely some pretty obnoxious abilities (e.g. frost trap on the MT; blind on the OT when you're tanking and killing an add). On reflection though, they're mostly just ways of throwing different attention-checks at you, and once you know the fight you really just fall back on 'can my healers heal 90k damage in 10 seconds every minute or so (with potential caster pushback)'.
On Malacrass, we find the consecrate pretty easy to deal with (easier than totem). We are just 5/6 SSC 2/4 TK and my grp yesterday was mostly t4 with just a few piece t5 so I don't think we overgeared the fight, just remember to dispel Ardent Defender (or whatever the "wing" ability of pallies is) which he casted right after a Cons in my experience - 30% bonus dmg for the boss and consac is annoying (Cons = 2k5 dmg and he hits for... I forgot, but whenever my dispel get resisted my tank hp went down a lot more than when it doesn't).
BTW, while reading this topic I found this:
Jan'alai can be hugely simplified for the healers by keeping 9/10 people out of LoS from his fire breath (ala Firemaw) while you're killing hatchlings. Chances are you won't even see a flame breath cast until all the hatchlings are dead this way.
o.o Is this true? ATM we are kind of brute force (heal through it) and sometimes it can put a lot of pressure on the healer (me =( ) when a few ppl got debuff + breathe when we aoe birds. If you can LoS the breath then he can be the easiest boss in the instance ._.'
Originally Posted by Kinz
Problem with eagle is that you are forced to stand close making splash damage unavoidable. We havn't tried ignoring the birds we assumed it would lead to more and more and get overwhelemed, I suppose we could try it, just worried about an eagle or two peccing the healers for 1-2k of dmg then getting bolted, if they are not at 100% its likely to kill them or put them in a bad way health wise.
Actually, IMO splash dmg isn't a good way to deal with eagle, they spread out too much. Since they have very low hp why don't just get a warlock (or SP) to DoT him? My last group bring our MT's alt warlock (who still using blue green with some kara and mag glove) demon spec without imp sac'd and he can DoT the birds down by himself. And don't ignore them, you will be overwhelmed before you can kill the boss.
Yup, couldn't find the Lynx boss's box either after we killed it outside of the time limit. Disappointed to find out, but working as it's intended to is better anyway (even though the timed event does seem a bit extreme - 0 wipes and we ran out of time with ~4 packs left to the Lynx boss).
The group I went with last night had something weird happen on Zul'jin's tornado phase. Me and the rogue weren't taking damage or getting knocked back by the tornados (having two people able to DPS it full-time really speeds things up, by the way!). I've done Zul'jin 3 times now and that's the first time I've seen that happen.
The few ZA changes listed for 2.3.2:
* The Amani'shi Warrior's Charge ability now has a minimum range.
* The melee haste provided by Halazzi's Frenzy has been reduced to 100%.
* Dragonhawks in Zul'Aman can now be skinned. This doesn't include dragonhawks that do not have loot.
It hits for about 2.5k - 2.6k. Your melee WILL take a couple of ticks of it, but shouldn't take any more than that and to be honest I don't see that as being that bad unless he does it immediately after a spirit bolt volley.
We killed him tonight, and there's definitely some pretty obnoxious abilities (e.g. frost trap on the MT; blind on the OT when you're tanking and killing an add). On reflection though, they're mostly just ways of throwing different attention-checks at you, and once you know the fight you really just fall back on 'can my healers heal 90k damage in 10 seconds every minute or so (with potential caster pushback)'.
Today some of the consecrates were invisible until they flashed after 5 seconds or so and then they went back to being invisible. (this is at max spell detail)
Doing over 3k damage per second from an invisible source can be extremely infuriating.
My group attempted Jan'Alai for the first time last night and we spend good two hours trying to figure out the fight. Most of us are early SSC/TK geared and overall probably around the gear for the instance. We killed one of the hatchers right away and allowed second one to spawn hatchings 3 times so i believe thats 7 of them. We couldn't really deal with them very well if we allowed him to hatch one more time so that was limit for our group.
The enrage timer that comes at 5min was on top of us before we could get rid of the second side hatchings which makes me think we have to leave X amount of eggs on both sides and deal with them at 35% mark. We had some problems keeping our Feral tank alive when the boss hit enrage he was getting silly spikey and required heavy healing from most of us.
Do most groups kill all of the eggs before breaking the 35% mark? If not how many eggs do you leave to be dealt with during 35%. Any help with how many eggs we should break per Hatcher spawns and how many eggs should we leave for 35% mark would be greatly appreciated.
My group attempted Jan'Alai for the first time last night and we spend good two hours trying to figure out the fight. Most of us are early SSC/TK geared and overall probably around the gear for the instance. We killed one of the hatchers right away and allowed second one to spawn hatchings 3 times so i believe thats 7 of them. We couldn't really deal with them very well if we allowed him to hatch one more time so that was limit for our group.
The enrage timer that comes at 5min was on top of us before we could get rid of the second side hatchings which makes me think we have to leave X amount of eggs on both sides and deal with them at 35% mark. We had some problems keeping our Feral tank alive when the boss hit enrage he was getting silly spikey and required heavy healing from most of us.
Do most groups kill all of the eggs before breaking the 35% mark? If not how many eggs do you leave to be dealt with during 35%. Any help with how many eggs we should break per Hatcher spawns and how many eggs should we leave for 35% mark would be greatly appreciated.
We have yet to actually complete the encounter, because someone invariably screws up (honestly, how hard is it to not stand in the fireballs?), but we had the most success with letting all of the birds on one side go in one wave, and all of the birds on the other side go on the next wave.
We generally run ZA with one Mage and one Warlock in a group, but we also happened to have a Prot Paladin in that group.
Mileage may vary - a variety of strats are possible. Just make sure you've gotten rid of ~2/3 of the eggs before you hit 35%, or you're not going to enjoy the results.
My group attempted Jan'Alai for the first time last night and we spend good two hours trying to figure out the fight. Most of us are early SSC/TK geared and overall probably around the gear for the instance. We killed one of the hatchers right away and allowed second one to spawn hatchings 3 times so i believe thats 7 of them. We couldn't really deal with them very well if we allowed him to hatch one more time so that was limit for our group.
The enrage timer that comes at 5min was on top of us before we could get rid of the second side hatchings which makes me think we have to leave X amount of eggs on both sides and deal with them at 35% mark. We had some problems keeping our Feral tank alive when the boss hit enrage he was getting silly spikey and required heavy healing from most of us.
Do most groups kill all of the eggs before breaking the 35% mark? If not how many eggs do you leave to be dealt with during 35%. Any help with how many eggs we should break per Hatcher spawns and how many eggs should we leave for 35% mark would be greatly appreciated.
There are 20 eggs per side. We let one hatcher hatch 4 waves of eggs, that's 1+2+3+4 dragonhawks. We have a PWar tank the boss and a FDruid (me) grab adds. Depending on misses and bad luck with the firebomb-game starting, i can get 6-8 hawks on me on average. DPS singletargets the hawks until the 4th wave comes out and the hatcher is killed. Then we AoE them down. Most of the damage from the hawks goes to me, but it's fairly healable in DPS-gear/bearform (early SSC/TK geared guild).
With our DPS-levels, we get the 4th hatcher-duo at around 40%-50% HP on the boss, which means that once we take him down to 35%, we get no additional adds and can continue DPSing.
The 5min enrage timer is unavoidable unless you really outgear the fight. If your Druid-tank is not easily healable, check his gearchoices and/or consider a different tank. Our Warrior tank took a fair bit of damage too, but MT-death is generally not a problem for us on the Jan'alai fight.
Took us awhile to get the Dragonhawk boss down last night as well. The real problem is not letting too many birds out at once because they'll swamp you. It's that if you let too many out at once you won't be able to kill them all before he teleports you and starts the firebomb game. Then things get nasty because people are trying to run around and find spots and can't continue to heal your bird-tanker and whatnot.
We eventually found that you need to try and hatch about 10 eggs per go. That should be 4 times for the hatcher opening eggs. This way you're opening enough eggs to not get behind, but not so much that it screws ya. We ended up having half our team down after we cleared the last birds and him soft enraging. The tank, 2 dpsers, and a healer or two were able to take him from 35% to dead easily on their own. It's ALL about bird management and not getting owned on the firebomb game.
Note that this is only a temporary enrage and isn't a huge deal to heal through. The real berserk i.e. "you lose" timer is 10 minutes I think.
And that one isn't even a "you lose" timer. My group had a complete failure of a Dragonhawk kill last week, people standing in bombs, hatchers popping eggs during bombs, anything stupid you can think of, we did it. He enraged at like 5% but the 4 people left alive managed to take him down. He barely even seemed to hit the tank that much harder.
The real problem is not letting too many birds out at once because they'll swamp you. It's that if you let too many out at once you won't be able to kill them all before he teleports you and starts the firebomb game.
Actually I don't think this is the problem, my group is usually has 1 warr and 1 druid for tanking (got a prot pally from 2nd grp came to help last run since druid was MIA and it was very nice, but a druid is fine) and we let the hatcher hatch all eggs on 1 side each spawn just fine (I don't think I have ever seen us killed all of these dragonhawks before a bomb minigame). Remember that the tank doesn't really need to tank all those mobs, everyone (even cloth users) can tank 1-2 dragonhawk.
Dragonhawk commentary; the major threat is the fire debuff the spawns apply. The way we dealt with it was to have two dps follow one hatcher left (kitty and rogue) and kill him after 2 breaks, killing those 3 hawks pretty much instantly, while the rest of the dps went right and killed that hatcher after the third break while trying to vaporise as many of the spawns as possible as they came.
This left us with very few eggs up at 35% and noone in any particular danger at any point, because we never had very many hawks at once, and they never got the oppertunity to zerg anyone either.
If anyone has problems with the bomb game, tell them to tilt their camera angle untill they are looking down on the fight - this may seem excessively obvious, but people stopped dying to the bomb after getting this hint.
The hex lord is quite straightforward (and a tonne of fun!) if you dampen magic and remember that he doesnt melee while channeling his aoe, so all your healing can be assigned to keeping everyone up equally. No shadowresistance on anyone was needed or used, nor was our healing team excessive - we had a t5 restodruid, a mostly t4 paladin with some t5 bits, and a priest in all blues. Took a few wipes to down him while figuring out how to deal with his various stolen abilities, but we didnt bite the dust to the shadow aoe once.
Tonight we made the Eagle -> Bear -> Dragonhawk within the timed event and hadn't started the Lynx trash before the timer was up. So after we finished the instance, I went back to the Lynx room and found the bag in the north eastern corner of the room in a vase and it was lootable. But when I went to loot it, it had nothing inside and de-spawned.
So if this happens again next reset, I may try and stealth to the bag, have the rest of the group kill the dragonhawk boss, and then try looting it while the event is still up.
So if this happens again next reset, I may try and stealth to the bag, have the rest of the group kill the dragonhawk boss, and then try looting it while the event is still up.
The bag spawns after the lynx boss is killed. I saw this clearly yesterday with find treasure enabled when it appeared on my minimap the same second the boss died.
You can still loot it after failing the event but it will indeed be empty
Following this strategy you won't have time for any wipes, but you have time for a few people dying.. Generally you need to chain pull every pack, and rotate drinking between healers. The secret to success is basically being able to do the trash quickly. One person stay behind to loot the chest, if someone else need the item he runs back for it while the rest go on.
The boss order for this strategy is: Eagle -> Bear -> Dragonhawk -> Lynx. (B -> D -> E -> L is also doable but you move a little further.)
Timer
20:00 Start pulling towards Eagle boss. Don't skip the patrol.
19:00 Start the gauntlet. Mage/warlock AoE:s the Eagles at once they come. Dot the Warriors.
16:30 Pull the Tempest as soon as possible to stop spawns. 15:30 Pull Akil'zon. Spread in a half circle, mark one person to gather up on. Warlock/Spriest dot Eagles.
12:15 Akil'zon dead. You gain 10 min on the timer.
22:15 Move to Bear boss.
19:00 Skip two out of three bear packs. Hug the left wall. Chain pull. 14:30 Pull Nalorakk. All out dps..
11:30 Nalorakk dies. You gain 15 min on timer.
26:30 Start pulling towards Dragonhawk boss. Take the left path, avoid the bird packs to the right. Stun/root all Scouts. 19:30 Pull Jan'alai.
19:00 Don't kill one Hatcher, let both hatch 2-3 eggs each, will bring you less adds than just letting one hatch one side.
16:00 There will be Hatchers every 90 sec. Aim for having the boss at 40% when the third pair spawns.
15:30 Offtank taunts, kill the remaining adds.
14:30 Jan'alai dies. No bonus time. Go towards Lynx.
13:30 Lynx Cubs can be AoE:d at once.
11:30 Amani Lynx packs: Single target dmg on one, after that AoE (offtank builds threat, just like Hyjal).
08:00 Let your mage spellsteal the flame caster for some extra dps. 03:30 Pull Halazzi. If everything went well, you have 3 min to kill him, which is very much doable.
00:30 Enjoy the annoying gnome. And your bear mount.
The boss order for this strategy is: Eagle -> Bear -> Dragonhawk -> Lynx. (B -> D -> E -> L is also doable but you move a little further.)
Thinking back to EJ's infamous "Hard mode Hakkar" attempts, I wonder if one day we'll see guilds deliberately doing the bosses in the worst possible order - which as far as I can tell would be Lynx -> Dragonhawk -> Eagle -> Bear. I'm not sure that will ever be possible though, given how far you'd have to move and the fact that you wouldn't get any time bonuses from the first two bosses.
So - which kill orders are (theoretically) possible? Formally, there are 4! = 24 possible orders. Are EBDL and BDEL the only achievable ones?
The bag spawns after the lynx boss is killed. I saw this clearly yesterday with find treasure enabled when it appeared on my minimap the same second the boss died.
You can still loot it after failing the event but it will indeed be empty
Dragonhawk commentary; the major threat is the fire debuff the spawns apply. The way we dealt with it was to have two dps follow one hatcher left (kitty and rogue) and kill him after 2 breaks, killing those 3 hawks pretty much instantly, while the rest of the dps went right and killed that hatcher after the third break while trying to vaporise as many of the spawns as possible as they came.
This left us with very few eggs up at 35% and noone in any particular danger at any point, because we never had very many hawks at once, and they never got the oppertunity to zerg anyone either.
If anyone has problems with the bomb game, tell them to tilt their camera angle untill they are looking down on the fight - this may seem excessively obvious, but people stopped dying to the bomb after getting this hint.
The hex lord is quite straightforward (and a tonne of fun!) if you dampen magic and remember that he doesnt melee while channeling his aoe, so all your healing can be assigned to keeping everyone up equally. No shadowresistance on anyone was needed or used, nor was our healing team excessive - we had a t5 restodruid, a mostly t4 paladin with some t5 bits, and a priest in all blues. Took a few wipes to down him while figuring out how to deal with his various stolen abilities, but we didnt bite the dust to the shadow aoe once.
I still see 450 shadowbolt ticks in our WWS parses, with and without dampen magic. I suppose it may have an effect on consecreate though, I'll have to double check.
Following this strategy you won't have time for any wipes, but you have time for a few people dying.. Generally you need to chain pull every pack, and rotate drinking between healers. The secret to success is basically being able to do the trash quickly. One person stay behind to loot the chest, if someone else need the item he runs back for it while the rest go on.
If you want to make it a tad bit quicker, don't leave one person behind to loot the chest. Boss dies, everyone picks up their badges, enchanter greeds the purple and everyone else needs/passes and moves on immediately. Loot all the boxes after you're done with your 4th boss.
We had 16.x minutes left when the dragonhawk boss died. No deaths that I can recall, single targetted then AOE'd the lynx packs and chain pulled / swapped off on drinking and had around 20 seconds left on the timer when the lynx boss died. We also had 3.x minutes left when we engaged the lynx. I wonder how we could have shaved off ~2 minutes of the trash (from dragonhawk to lynx) like your time suggests.