It's just a timing thing, as you do it you'll consistently get the same cast at the same time, and as long as your lockout order is the same it's pretty manageable. Additionally you can have your tank just sit on the last cast if you're not making the 30% burn as they should be well ahead of threat. Less-rabi is not a dps race until the very very end, you don't need to get a nice cast-time alignment, just be in control the whole way. It may take a few tries to get comfortable, but it's entirely doable legitimately.
I just want to add one thing, it's not a dps race as you say, but that doesn't mean slack off until near the end. You do want nice, strong dps to get him down low before the 3rd cast. There is some concern you don't want him too low because that will generate a 3rd cast of "4th cast speed". Whether this is true or not, I have no personal experience. But I can say you want the 3rd cast around 30% not, say, 37-38%. If you are trying to burst him down in 8 seconds, every percent less will help.
It should also go without saying that this achievement is made gigantically easier with heroism/bloodlust (as are too many others). And, as a result, if you are simple hitting the wall, borrow a shaman and do it twice in 2 days to get the achievement for everyone in your group (assuming you sat out a non-shaman because you otherwise lacked one). Also, things like Potions of Speed are ridiculously good for this tiny burst as they can be hit just before the cast and will be up until he's dead. Ditto all your 15 second cooldowns. When we completed Gotta Go I had made two macros to use a cooldown combo, trinket and/or the potion on each of the two burn phases. It made it a nice, single click.
For Jedoga Shadowseeker's heroic achievment we used a similar tactic to the first boss in Ahn'kahet.
Clear the right side of the fountain completely and then clear the 2 groups of gnomes on the stairs. For the last group, pull them back to the entance. Clear the gnomes and wait for the boss to arrive. Usual nuking down and then waiting for her to run back and do her Levitation trick. By the time she runs back to you the buff has worn off and its rinse and repeat.
We were geared in mainly quest blues and very little Naxx gear. Group composition was:
Feral Druid
BM Hunter
Frost DK
Ele Shaman
Holy Priest
Found the Mushroom boss annoying though, even after being in range of the healing mushrooms and taking them out the debuff didn't seem to be reliably removed. Can anyone else confirm that?
Tried lessrabi two days ago with a felpuppy along - and it turns out that if you turn autocast spelllock on after the third cast, a fourth cast is interruptable... of course he then proceeded to do a fifth at 500 hp <.< must attempt this again with higher dps
Found the Mushroom boss annoying though, even after being in range of the healing mushrooms and taking them out the debuff didn't seem to be reliably removed. Can anyone else confirm that?
I've never had a problem with Amanitar after I realized that AOE attacks can kill mushrooms early, which means no Swipes, no WWs, no HOTRs, nothing that can chain or has an AOE at all.
Also, once you do get the mini debuff on you, the only way to break a mushroom reliably is with an auto-attack.
Tried lessrabi two days ago with a felpuppy along - and it turns out that if you turn autocast spelllock on after the third cast, a fourth cast is interruptable... of course he then proceeded to do a fifth at 500 hp <.< must attempt this again with higher dps
Strange. I tried to use Spell lock on him and got Immune message...
For Jedoga Shadowseeker's heroic achievment we used a similar tactic to the first boss in Ahn'kahet.
Clear the right side of the fountain completely and then clear the 2 groups of gnomes on the stairs. For the last group, pull them back to the entance. Clear the gnomes and wait for the boss to arrive. Usual nuking down and then waiting for her to run back and do her Levitation trick. By the time she runs back to you the buff has worn off and its rinse and repeat.
We were geared in mainly quest blues and very little Naxx gear. Group composition was:
Feral Druid
BM Hunter
Frost DK
Ele Shaman
Holy Priest
Found the Mushroom boss annoying though, even after being in range of the healing mushrooms and taking them out the debuff didn't seem to be reliably removed. Can anyone else confirm that?
you can also very simply do it using disarm on the boss when she enrages. and use trinkets/CD for the next enrage, then disarm again. Or have an ehybrid help healing the tank.
many ways to do it though. I'd guess a feral druid Tank also has Barkskin ready everytime she enrages which would trivialize it even more.
Jedoga's enrage isn't really dangerous as far as the tank is concerned. I've had a Resto Druid solo-heal me through her three enrage phases without any trouble - a much bigger concern is an Enraged Cyclone Strike instantly killing the melee (and Thunderstorm, to a lesser extent).
Jedoga's enrage isn't really dangerous as far as the tank is concerned. I've had a Resto Druid solo-heal me through her three enrage phases without any trouble - a much bigger concern is an Enraged Cyclone Strike instantly killing the melee (and Thunderstorm, to a lesser extent).
Why do you bother tanking her at all? She's easily kitable. Have your tank run to the small ledge at the corner of her platform, after she goes up. When she comes near just jump down and kite back. Before she reaches you enrage ends.
About the cyclone strike - it has a cast time allowing melee to get out in time if they pay attention.
I'm always astounded at the extent Heroic pick-up groups will go to to exploit unintended terrain or other features to avoid dealing with encounters that encourage greater levels of coordination in the group or using core class abilities that people don't normally employ.
You can see this a lot with pick-up raids too, where people will go to any length to avoid an execution aspect of an encounter, no matter how convoluted the "special" way of doing it is.
I just did Heroic Utgarde Pinnacle and was wiped by an Unholy DK's Ghoul. The "Terrify" spell cast by the Ymirjar Berserkers feared the Ghoul into a second pack of mobs (the center 4-pull before Ymiron's room).
I just thought I'd mention this since the Ghoul is supposed to be Undead. I can Exorcise it, stun it with Holy Wrath and "fear" it via Turn Evil, but the Wowhead entry for the Terrify spell is still "Mod Aura: Fear".
Leveling an alt Warlock as Affliction I saw several kinds of Undead mobs that could be feared or deathcoiled. Either they changed the system of how they determine if a mob is fearable or not or there's always been a secondary identifier in addition to type:Undead used to choose whether or not a mob is fear immune.
I suspect the DK Ghouls are either part of this oversight or another one dealing with player pets.
A warning about King Dred, I had a guild group going through DTK for achievements, Watch your positioning when the raptors are running up from the back of the pen. When we were did fight we pulled the first raptor and downed him, then pulled the next three closest and got each one to about 15% at witch point the tank pulled Dred and we downed the 3 raptors we had. The 4th raptor ran up fine and we killed it. The 5th raptor however ran up the side of the pen and ended up getting stuck in a tree, causing an evade bug. We failed the achievement because while that raptor was in the tree the DK tank we had tried to get it out but when he tried to get into the tree so he could hit it Dred lost agro on him and killed me, our healer.
About the cyclone strike - it has a cast time allowing melee to get out in time if they pay attention.
It's a 1.5 second cast time. So unless you're melee know about it before and, know that it's a really fast cast time, and requires quick reflexes to avoid, you're going to have dead melee. Luckily, we just let her enrage and kill her where she stands.
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[2] [Ardente]: I get to put on a donkey show in dalaran every day now!
Here some more advise for people struggling on the "Gotta Go!" achievement:
If you use a hunter for snake trap to slow down his cast, let him change one of his glyphs for [Glyph of Snake Trap]. This otherwise questionable glyph makes the application of mind-numbing poison much more reliable.
A hunter can get outside the ring by using disengage when he is kicked into the air during the burrow phase. He can then reset the encounter by using distracting shot when Anub'arak is near the entrance. This keeps consumable costs down and motivation up while waiting for the pull with two lucky casts that get you the achievement.
Feral druids can apply extremly strong DoTs for the burrow phase. In our kill group (bm hunter, mutilate rogue, holy priest, 2xferal druid) rip and rake from both cats took away about 10% of his life while he was burrowed. If you tank as a feral druid shift to cat when Anub'arak starts casting get a CP for savage roar, build CP and rake, rip, mangle during the burrow animation.
Has anyone noticed Hadronox going to very low health while fighting the Scourge mobs recently? On a heroic attempt a few days ago he had 5k health remaining by the time he walked up to the doors area, letting me oneshot him with a Hammer of Wrath (making for an easy achievement). Later on a normal run with alts, likewise his health dropped to only a few thousand, and I basically twoshot him with my hunter. Just wondering if those were flukes or are other people seeing this too.
Has anyone noticed Hadronox going to very low health while fighting the Scourge mobs recently? On a heroic attempt a few days ago he had 5k health remaining by the time he walked up to the doors area, letting me oneshot him with a Hammer of Wrath (making for an easy achievement). Later on a normal run with alts, likewise his health dropped to only a few thousand, and I basically twoshot him with my hunter. Just wondering if those were flukes or are other people seeing this too.
Yes, I've seen it too. Last week, I saw Hadronox die to the mobs and the corpse immediately despawned. Resetting the instance didn't reset the event, either.
I've seen Hadronox normal, which means fight for a bit, kill everything, come up full health to web doors (or not).
I've seen Hadronox killed and despawn down below.
I've seen Hadronox not use the leech poison and come up with very low % health.
I've seen Hadronox only kill one or two and kite the whole gaggle up.
The last was unpleasant, Hadro didn't seem to want to damage the group except with the health gain poison, and they had next to no threat on Hadronox (hello, healer!). This plus more coming (didn't web doors) was not fun. Not quite as bad as original Botanica (the fleshbeast didn't kill the Belves over by Laj due to broken script or some such - said Belves were more or less unkillable by players).
Here is a movie made of the Gotta Go! achievement, it is partly educational to give some kind of an idea of the way it can be done. We used the "brute force" tactic with no spellstealing, no stacking cast slowing effects and no bloodlust/heroism. Party setup as follows
Combat Rogue
Feral Druid (DPS)
Arms Warrior
Mix-spec DK (tank, spec is designed for this very encounter)
Balance Druid
If anyone is looking for a real challenge, then by all means go and try this achievement before it's nerfed. We wiped on it for over 8 hours but in the end it was way more fun than any other PVE content so far in WOTLK.
Regarding Gotta Go! dps...one small trick I found for upping my DPS on gotta go was "pre-charging" my troll berserking. I would jump off the stairs until I got down to 60% health and was able to start the fight with a max haste bonus from the racial.
Another more commonly know trick, in the same vein, was to charge up my illustration of the dragon soul...I still missed the achievement by ~1% but those little tricks helped me.
I spent about 2-3 hours on it Sunday night, and the lowest we could get it to was about 7% or so (about 40k hp). We actually had a healer, so I guess next time I'll just have her respec to shadow for the one fight so we can get it.
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[2] [Ardente]: I get to put on a donkey show in dalaran every day now!
I actually posted a "WTB Erekem instance ID" topic on my realm forum. Sitting on 4 achievements left, Lockdown! still on the list after 20++ VH runs... (Emerald Void and Volazj's Quick Demise scheduled for tonight).
It seems we have one more week to do it "pre-nerf". Thanks Blizz...
Just wanted to stress the importance of DOT's on Anub'arak on Gotta Go! When he does the burrow animation, he wipes debuffs, but you have like 2-3 GCD's to apply new ones. Everybody who has some kind of DoT ability needs to put them up, or any instant cast high damage abilities. In particular a 5 stack Rip + Rake from a Feral druid can be devastating. We took off more than 10% of his HP while he was underground.
Leveling an alt Warlock as Affliction I saw several kinds of Undead mobs that could be feared or deathcoiled. Either they changed the system of how they determine if a mob is fearable or not or there's always been a secondary identifier in addition to type:Undead used to choose whether or not a mob is fear immune.
There are undead mobs in the Old Kingdom which can be feared by a warlock. I feared mobs from the 4 pulls on the platforms which activate the second boss. So, yes, undead does not mean fear immune but nearly all undeads are immune to fear.
There are undead mobs in the Old Kingdom which can be feared by a warlock. I feared mobs from the 4 pulls on the platforms which activate the second boss. So, yes, undead does not mean fear immune but nearly all undeads are immune to fear.
I get the feeling that when Blizzard changed undead mobs in Vanilla WoW to be immune to fear, they did so with a somewhat manual pass, which they forgot to do for many of the undead mobs introduced in WotLK. For example, several undead mobs in Icecrown are vulnerable to warlock fear, such as Harbingers of Horror, and Grimkor's Hound.