Better to let the paladin keep healing normally and have another healer healing the paladin so he gets lots of mana back if you do this strategy. Can a non-tank paladin really tank a whole side though or do you have to do it by parts?
Yep, we use a bear tank, and myself (frost mage) to keep the adds under control with my nova and freeze.
We already have about 5 people lined up to buy the bear for 5k each. I intend to clear all the way to lynx and then have them zone in and run the rest of the way to meet us before engaging. We got to Lynx tonight with 14m on the timer so there is about 11m for them to run from the entrance to the boss. The only difficult part will be the patrol we skip in front of the hut which we can easily send a rezer back to deal while the guy runs in should he agro them. I definitely would not want to sell a spot for the whole run as there are numerous little things that people can screw up and easily waste 5m+ each time they do.
How much are other people getting for them?
I was wondering if any guilds are keeping track of their best clears and/or trying harder boss orders to spice up the challenge abit?
We managed our best last night at 9:55 left to sacrifice going E > B > D > L, I'd guess taking Dragonhawk or Lynx first would make it a little more interesting.
I would have thought killing Dragonhawk or Lynx first would make it pretty much impossible. You would need to kill that boss, plus either eagle or bear within 20 minutes.
Even with 9.55 left, thats not quite enough time to kill eagle last. With some improvement I guess it would probably be possible to kill the eagle last but would be very difficult.
The following things have changed:
The bear trash now debuff 25% more damage taken rather then 100%? (this was the old value I think)
The wall between Hexlord and Halazzi is now filled in and you can't skip the 4 pack patrol coming from dragonhawk. Actually you might be able to if you wait for them to move all the way towards the eagle but we just pulled it instead.
The tamers now MC random targets rather then the closest person.
That's all I noticed. The bear trash is far more inline with the rest of the instance now but the HP on everything is the same.
If you really want to dig through the log to compare to another it's here: Wow Web Stats but I'm 95% sure everything is the same as before.
We had over 10m left tonight but I have no idea how much over. I'd really like to see more logs posted to wws to increase the competition, it takes maybe 60s to learn how to upload a log and then you can do it the rest of your life with ease.
The tamers now MC random targets rather then the closest person.
Originally Posted by Hegen
That's not in the patch notes, but I noticed this, too.
From the 2.3.2 patch notes:
- Creatures with random player targeting crowd control abilities such as fear, charm, or sleep will now properly choose a random eligible target rather than just choosing the nearest eligible target.
EDIT: Sorry, this forum doesn't do quotes within quotes I guess. Added original post for clarity.
From the 2.3.2 patch notes:
- Creatures with random player targeting crowd control abilities such as fear, charm, or sleep will now properly choose a random eligible target rather than just choosing the nearest eligible target.
Is it just too early or did you really not read the post you're replying to? Bear silence isn't targeted? so that patch line doesn't affect it not to mention says absolutely nothing about duration.
edit: Oh never mind, you're quoting a post that replied without restating the question it was replying to.
From the 2.3.2 patch notes:
- Creatures with random player targeting crowd control abilities such as fear, charm, or sleep will now properly choose a random eligible target rather than just choosing the nearest eligible target.
You are correct. At least in the German patch notes, however, this is in the general bugfixes section, not in the Zul'Aman section. This should mean that this was a general bug pre 2.3.2 that is now fixed.
You are correct. At least in the German patch notes, however, this is in the general bugfixes section, not in the Zul'Aman section. This should mean that this was a general bug pre 2.3.2 that is now fixed.
Right, this should be changed across the board. I would imagine it might make some encounters easier when your rogue doesn't get MCd and go nuts on people and others harder when instead of a melee dps getting chain feared, your healer might get chain feared.
I wonder how that affects Prophet Skeram. Not that he's relevant content these days, but dreams of a day when Rogues would be justified in equipping weapons on that fight, they are fond ones.
OK, so, my intention wasn't to ressurrect an old thread, but I have a question or two about ZA... and the other thread was closed =(.
This isn't about how to get a bear (we've achieved that much) but more so some random glitching I've noticed.
On the gauntlet, we've done both methods of running in and taking out the packs while letting the scout go, and also MC'ing the Scout and letting the other 9 players kill the mobs until MC wears off - thus allowing us more unobstructed time to kill the Wind Walkers / Protectors.
Recently, we've gone back to MC'ing the Scout, simply so that any new people we bring in can get a relaxed feel of the gauntlet, allowing it to ramp up after the MC wears off, which in turn, allows us a more safe approach when bringing said new player. However, in our last two attempts, the mobs actually respawn.
I've never seen this before, in at least 50 or so ZA runs.
We get up to the third set (and sometimes fourth set, right before Tempest) of WW/Protector when the MC wears off, and the bottom set of mobs respawn. On our most recent (successful) Bear Run, both packs respawned, the bottom set killing our SP. We were forced to kill the second set to res him... and then when we pulled Eagle, the bottom two mobs actually came into the fight! We survived (though one lock didn't), but it was definitely quite interesting.
Again, I've never seen this before and I'm wondering if it's a recent change, or if perhaps we are doing something we haven't done before (pulling the guy too far down, getting too far in the gauntlet before he's released).
MC working on the Scout in the way described at all sounds like the glitch, to be honest. I don't know why it would have changed, but the gauntlet certainly isn't the hard part. (Particularly not with tanks that know how to do it.) Just do it normally and the glitch won't affect you.
Hrm. I was never aware that MC'ing the scout was a glitch, but then again, Polymorph doesn't work on it (or any other stun, IIRC) so who knows.
I agree that the gauntlet isn't the hard part, in fact I believe it's faster doing it without the MC (due to the extra DPS). We usually do it when we are getting a new person acclimated to the flow (less hectic right off the bat). I was simply wondering what was up with the guys respawning. Seems so strange.
Then again, if it is indeed a glitch, then it's no wonder.
Also, a technique I've heard about is pulling the Tempest from the side using a pet (definitely seems like "creative use of mechanics") in order to prevent the gauntlet from ever happening (aside from killing the static mobs. I've never tried it myself or heard of it resetting mobs either. Regardless, it seems not only slower, but has nothing to do with my initial point other than it may be a glitch. Just thought I'd mention it since we are talking about Eagle/Gauntlet.
MCing the scout has been considered an exploit for ages. As for pulling the tempest before the gauntlet starts, I wouldn't recommend that; I've heard of two entire separate raids being banned for doing it.
I always assumed pulling the Tempest first was an exploit, which is why I've never been interested in trying it. I wasn't really sure about MC'ing the scout, but it's good to know.
That being side, it proves to be solid motivation to teach people the right way to do it the first time they come with our timed runs. It's not really any more difficult, though it does require people to be alert earlier in the gauntlet.