No. It's the humanoid who chain casts Frost Bomb that you kite around in a circle. And then you find yourself trapped between two pillars, snared, with your Sprint and Cloak down, and he's getting ready to cast Arcane Explosion .
The key to him is basically all about timing, though he is quite annoying. He will practically always drop four Ice Bombs in between Arcane Explosions, so your tank should strive to take him through one quarter of the ring in four Ice Bombs, making sure the next safe spot has no ice covering it. Moving from the inner side of the circle to the outer side and back after each Ice Bomb helps for this as it means you'll move less close to the next safe spot per bomb dropped.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
We've speculated that you could do the achievement of not using green / red drakes by bringing 5 amber drakes and rotating the time stop ability - perfectly executed this would give a 10 second window of damage each minute which together with the damage done could be enough to take him down (is the orb phase switch damage or time based?).
My group completed that achievement yesterday by using by using 1 emerald and 4 amber drakes. The emerald dragon does some DPS but also has a weak channeled heal spell, and we rotated the time stops like so:
With 4 amber drakes you can do this indefinitely and the emerald drake can just about heal through the damage, but the emerald drake rider needs to be able to see everyone's health and adjust accordingly.
My group completed that achievement yesterday by using by using 1 emerald and 4 amber drakes. The emerald dragon does some DPS but also has a weak channeled heal spell, and we rotated the time stops like so:
With 4 amber drakes you can do this indefinitely and the emerald drake can just about heal through the damage, but the emerald drake rider needs to be able to see everyone's health and adjust accordingly.
You had no problems with DR on the stuns? I tried with 5x amber drakes a few days ago and we just couldn't get it working (to be fair we only did a few tries, then the others in the group wanted to make it the "normal" way). We definitely noticed a DR on the stuns, I myself saw him being immune to it when it was my turn to stun him. We did not have 5 second pauses set up properly though, I guess this might be enough to not get stuck in the DR?
You had no problems with DR on the stuns? I tried with 5x amber drakes a few days ago and we just couldn't get it working (to be fair we only did a few tries, then the others in the group wanted to make it the "normal" way). We definitely noticed a DR on the stuns, I myself saw him being immune to it when it was my turn to stun him. We did not have 5 second pauses set up properly though, I guess this might be enough to not get stuck in the DR?
The whole point is that you force him to phase within that 18 second window. The stuns are really only to prevent him from spawning whelps, and to start up the first Drake's charges.
I strongly suggest the method described a few pages back, as it produces nearly sub-1 minute kills, and is critical for a Make it Count run.
The key to him is basically all about timing, though he is quite annoying. He will practically always drop four Ice Bombs in between Arcane Explosions, so your tank should strive to take him through one quarter of the ring in four Ice Bombs, making sure the next safe spot has no ice covering it. Moving from the inner side of the circle to the outer side and back after each Ice Bomb helps for this as it means you'll move less close to the next safe spot per bomb dropped.
The one and only time I did that boss, when none of us had seen him before, we decided to not move him at all. Ranged and healer stand on the very outer edge of the platform with a pillar between there and the centre, and the tank holds him tight to the pillar. The tank made sure to run out of the frost aura every so often to reset the debuff stack.
having done loads of heroics, too, I´d like to share:
HoS: Definately VERY hard to do the event. A Paladin helps a lot to pick up the Mobs at the door before they aggro the NPC. This way the achievement could be done quiet easy. I think this event will get MUCH easier with everyone getting better equip
Utgarde Keep: To my opinion the easiest heroic. 3 Emblems and good Rep too
Oculus: I HATE this one. I like the concept, but... regardless of how anyone can play HIS character it is only important how he can play the dragon. And one person not knowing how to react leads to a wipe without the others having the chance to compensate for the mistake (as would be possible in normal fights). Thus a VERY frustrating encounter.
Nexus: Nearly as easy as Utgarde Keep - only thing: most people don´t know the extra boss. Regardless of what you tell the random tank... he will most certainly pull the boss not knowing that in fact he IS pulling a boss...
Drak´tharon Keep: Another easy one - except the big raptor who hits REALLY hard on the tank... you need a capable healer on this one who understands the mechanic of the damaging debuff.
All in all: As easy as normal instances are: the heroics are somewhat more difficult to master (which is a GOOD thing... game seems to be too easy anyways) and fun to play too!
HoS: Definately VERY hard to do the event. A Paladin helps a lot to pick up the Mobs at the door before they aggro the NPC. This way the achievement could be done quiet easy. I think this event will get MUCH easier with everyone getting better equip
What? It's not harder than picking up any other group of mobs. If your tank fails at that, it's not because he's not a paladin, it's because he's terrible (the keyboard-turning, clicking, camera all zoomed in type).
The mobs on the left are all melee IIRC, so just have him drag them over to the right where the casters spawn and do whatever AoE he has.
The one and only time I did that boss, when none of us had seen him before, we decided to not move him at all. Ranged and healer stand on the very outer edge of the platform with a pillar between there and the centre, and the tank holds him tight to the pillar. The tank made sure to run out of the frost aura every so often to reset the debuff stack.
I've mostly tanked in melee heavy groups, in which case that doesn't work too well.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
It is kind of baffling how people seem to be having so much trouble with the Brann event. I think this is the easiest thing. There is no boss, there is no special mechanics, its simply mobs spawning for a few minutes with the same abilties. I'd say it must be related to having a terrible tank who can't strafe left to right between a tiny corridor to pick up adds. All tank classes have really good AoE abilities now, I could see maybe a DPS specced warrior struggling with TC cooldown but apart from that therese no reason that each wave should even get as far as the steps.
Also you can use things like traps, frost nova, earthbind etc... to help out if you do have a bad tank.
Originally Posted by Shadowed
The best part is, not only were you late in linking it, that's an April fools topic from 6 months ago.
We were able to complete the Amber and Ruby Void achievements simultaneously using 5 Emerald Drakes. All you need to do is take Eregos for one big, long circle-strafe while rolling poison stacks at max range. Apparently the idea came from a video of someone killing him solo with this method, but I haven't been able to locate the video myself.
It seems that Eregos won't reset even if you are across the map, but he WILL reset if you kite him too low. When coming out of a portal phase he flaps to catch up, so don't worry too much about the whelps you're leaving in the dust.
Did the 5 Amber drake strat today and it ended up actually being far easier than a standard group makeup. Our first orb phase came before the 2nd timestop was done. 2nd one our rotation got a little off and we ended up pushing him over about 2 seconds after the 3rd timestop wore off. Killing him was nice and easy after that, i think there were 6 whelps total when the fight was over.
Our rotation was have the first dragon pull the boss with a shot while all the other dragons put up the channel. Then the first dragon timestops and shoots 1 shot. Then a rotation starts: dragon 1 puts up his beam and the other dragons fire 1 shot, then the other dragons put up their beams and dragon 1 shoot 1 shot. rinse and repeat adding in a timestop where needed. If you are able to time the rotation properly it would probably be possible to bring him down without any whelp spawns.
For the achievement Hadronox Denied! a hunter can pull the first pull and feign death to reset the whole encounter making it very easy to set up in the lower room and pull as soon as he respawns, pop bloodlust, and burn before any adds can get poison.
It is kind of baffling how people seem to be having so much trouble with the Brann event. I think this is the easiest thing. There is no boss, there is no special mechanics, its simply mobs spawning for a few minutes with the same abilties. I'd say it must be related to having a terrible tank who can't strafe left to right between a tiny corridor to pick up adds. All tank classes have really good AoE abilities now, I could see maybe a DPS specced warrior struggling with TC cooldown but apart from that therese no reason that each wave should even get as far as the steps.
Also you can use things like traps, frost nova, earthbind etc... to help out if you do have a bad tank.
Thing is: Apart from the obvious Tank-Problem: If you don´t have enough dps, mobs will overrun you.
For one, different groups at different gear levels will have varying experiences. I don't think the problem in the Brann event is that tanking is difficult, but your DPS and healer also have to be upto the mark. It requires good coordination and execution.
I completed a Gundrak Heroic run yesterday, in the process got the achievment on the snake boss. That achievment is pretty much a DPS race. It is also best to not tank him in the middle, we tanked the boss near the ramp to the entrance, so snakes take more time getting to us.
Also, for the Rhino boss, I as a meele had a tough time. DoT + WW + Rhino Charge killed me, and I noticed how much easier it became after I was dead for the group. I am certainly not a big friend of WWs, and if you have a meele heavy groups they are troublesome.
The Colossus gave us the most problems, the elemental phase is healing intensive.
The extra boss is a straight out DPS race, we didn't hit his enrage and downed him in 90 seconds or so. Does anybody know whether he enrages after a set amount of time or is it always random?
It is kind of baffling how people seem to be having so much trouble with the Brann event. I think this is the easiest thing. There is no boss, there is no special mechanics, its simply mobs spawning for a few minutes with the same abilties. I'd say it must be related to having a terrible tank who can't strafe left to right between a tiny corridor to pick up adds. All tank classes have really good AoE abilities now, I could see maybe a DPS specced warrior struggling with TC cooldown but apart from that therese no reason that each wave should even get as far as the steps.
Also you can use things like traps, frost nova, earthbind etc... to help out if you do have a bad tank.
As someone said previously, I think people who are having trouble with this event should check their DPS first. Picking up the adds is really easy, but eventually if your DPS isn't rolling mobs quick enough, it becomes pretty easy to get overrun in the third phase of the event. With so many mobs entering the area and the tank possibly having to move to get out of the beam, it's easy to end up in a situation where you have three DPSers trying to kill three different things. The first time we did the event on Heroic this happened mostly because the first two phases seemed so easy we got a little sloppy.
It's worth noting that many people are running straight into Heroics as soon as they ding 80, so while "three DPSers trying to kill three different things" works when you're geared in decent 80 blues, it certainly doesn't when you have people hacking away with level 75 quest rewards.
Meanwhile, the tank gets pointed at as the problem
Is there some sort of strategy for last boss of Oculus, we tried it with pretty much every combination, even at one point having 2 healers and 2 tanks, but we'd always die around the 40% mark.
The group I run Heroics with have been working with the following strategy and easily defeat the encounter:
1x Red
1x Green
3x Yellow
Red and Green both attack boss 3x with a single Yellow channeling the damage received buff on boss (it is this Yellow's job to keep that damage buff on boss)
Yellow stops time, Green heals up red and all others just unload on boss
Right before time resumes, Green applies the damage dealing debuff on boss
DPS, DPS, DPS while Green continually keeps channeling heals to Red (remembering to keep up the leech DoT on boss)
When drakes spawn, immediately have another Yellow stop time and Red switch to the drakes to burn them down
Avoid orbs when the boss goes to another plane
Immediately when the boss returns, have a Yellow stop time. Chances are Green will not be full life and Red will require heals.
Rinse and repeat
Make sure that Red is continually evading. He can build up quite a bit of charges by martyring himself when the drakes spawn and do bits of damage to random targets (usually the Green from healing). Stop time on boss enrages, etc, and next thing you'll know is he'll be dead and whole party alive and well
Thing is: Apart from the obvious Tank-Problem: If you don´t have enough dps, mobs will overrun you.
We had no problem doing it with a 2 healer group. We brought a second healer because the tank wanted to bring a guildmate who hasn't done much heroics. He just locked everything up at the top of the stairs. The hunter was able to keep up with the spawns, even with me being a little conservative on nuking for mana. The tank doesn't take that much damage and can hold multiple mobs comfortably. Every once in a while, I would use Blizzard to catch us up. I was a frost mage so I was doing decent damage using Blizzard. Once the golems started spawning, I spammed Blizzard and we were fully caught up on the spawns before the second golem spawned. I do see that it could be a little harder without a good AE class. We had both the hunter and me.
Curse of Tongues does not stack with Rogue's Mind Numbing Poison on Anub'Arak, and I'm fairly certain that neither of these stack with snake trap's mind numbing either.
Curse of Tongues does not stack with Rogue's Mind Numbing Poison on Anub'Arak, and I'm fairly certain that neither of these stack with snake trap's mind numbing either.
Ugh, they definately do stack, as my post indicated earlier. Had a rogue's mind numbing and a hunter's snake trap cast, so I'm sure CoT stacks as well.
Ugh, they definately do stack, as my post indicated earlier. Had a rogue's mind numbing and a hunter's snake trap cast, so I'm sure CoT stacks as well.
Our experience was very different(this was on Monday) in that with any two of these debuffs applied, his casts were still around 5.6 seconds as if only one debuff was present.
Our experience was very different(this was on Monday) in that with any two of these debuffs applied, his casts were still around 5.6 seconds as if only one debuff was present.
Yeah we had it to be around a 7 second cast? Didn't have an exact number, but I recognized that two stacked.
Question: does Anuarakhan (sp?) take damage while submerged? That is, if a full set of dots are applied and he submerges, he can be brought up sub 50%, and you can skip an entire submerge. Same question goes, can he die burrowed or does he stay at 1% and you have to wait for the add phase to be complete? If these things are true, then you don't need to do 25% in 9s or w.e., but rather enough % so that DoTs can tick the rest of the way, etc. (this is where a warlock would really become useful).
This is my last achievement I have to complete for my proto-drake, plan on trying this again tomorrow.