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.
He does take damage while submerged, but the funny thing is, he clears, at least from my experience, so cant say anything about physical dots, but he clears all magical dots upon burrowing. Youre able to get off 2 quick globals though, so a swp/dp can be applied, and they do tick while hes submerged.
Heart strike and the hunter core hound pet debuff definitely stack, and put it at 9 seconds. I didn't take a screenshot at the time, but I did fraps it, so here's a print screen from the video.
What sort of SP should Paladins be looking at the heal HCs? I ran Gundrak yesterday and found it taxing to heal, we wiped once on the snake boss and once on the Rhino guy. Also we ran Utgarde Pinnacle where we had trouble with the final boss, AE damage really destroyed my mana pool since I was having to chain cast Holy Lights on the party and also having to keep BoL.
Most of the AE damage on King Ymiron is actually avoidable if people play properly.
The first type of AE damage he does is from Bane, which can be simply prevented by people stopping their attacks when he casts it until it fades.
He also gains a few different abilities throughout the fight as he runs to the boats. There's one ability of note here in regards to avoidable AE, and that's from the boat in the far left (As seen from the room's entrance), for this ability King Ymiron will summon an orb, which will do damage to anyone near it. The way to deal with this is to kite him, kind of like the Ethereal boss in the Violet Hold, though not nearly as punishing.
Finally the near right boat also causes him to do AE damage, but I don't think this AE is avoidable.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
I can confirm Anub'Arak most definitely can die while he's burrowing. I don't think he can do when he's completely under the ground however. We did the achievement with a pretty stacked group, but we were in mostly full blues still...
Enhance Shaman (Maelstrom heals on the tank)
Blood DK
Combat Rogue
Fury Warrior
Prot Warrior
I'm pretty sure we only had the effect of MNP slowing his cast though, Stroke wasn't doing anything at all. Anyhoo, he died while burrowing after starting the burrowing sequence at about 8%, we just kept nuking while he was still targettable and we killed him with about 2 seconds to spare.
I'm sure however, if Lava Breath and Stroke stack, you most definitely can do it with almost every group setup, as a 9 second Pound cast is ridiculous.
I can confirm Anub'Arak most definitely can die while he's burrowing. I don't think he can do when he's completely under the ground however. We did the achievement with a pretty stacked group, but we were in mostly full blues still...
Enhance Shaman (Maelstrom heals on the tank)
Blood DK
Combat Rogue
Fury Warrior
Prot Warrior
I'm pretty sure we only had the effect of MNP slowing his cast though, Stroke wasn't doing anything at all. Anyhoo, he died while burrowing after starting the burrowing sequence at about 8%, we just kept nuking while he was still targettable and we killed him with about 2 seconds to spare.
I'm sure however, if Lava Breath and Stroke stack, you most definitely can do it with almost every group setup, as a 9 second Pound cast is ridiculous.
I'm thinking bringing
Afflic Lock
Ret Pally
Combat Rogue
Enhance Shaman
Prot Warrior
Full dots until 78%, and as soon as he starts casting pound, blow him up and get him as low as we can. Do we need to get him to 50% at this point? Or do dots still tick if they are reapplied as he's doing the borrowing animation?
Spent a total of five hours on him today, talked to several people - is it possible that there could have been a hotfix to fix the stacking of slow cast debuffs? I brought every class that could offer a debuff and couldn't get the cast to be past 5 seconds, though we did manage to dps him through 75% to 50% in one phase a few times. This seems really impossible without getting that pound timer to be 9 seconds, like you guys claim have been doing.
Completed heroic Halls of Lightning last night, with 2 side achievements (didn't attempt the one where you take the first boss with his charge up). Group setup was:
The second boss achievement wasn't hard to get, even with 2 of the group eating the first explosion of the golems and dying.
the last boss took some time to get perfected but here what worked for us;
we stacked on the main tank, starting on the edge of the ring in front of his throne. First nova we run down the first flight of stairs and stay, letting the boss come to us. Then down the next flight for the second nova, then to the north position of the ring in the lower chamber (he was dead before the 4th nova) but we would have kept kiting him around the ring if needed during novas. Very intense fight, keeping judgment of light on the boss was a tremendous help.
Completed heroic Halls of Lightning last night, with 2 side achievements (didn't attempt the one where you take the first boss with his charge up). Group setup was:
The second boss achievement wasn't hard to get, even with 2 of the group eating the first explosion of the golems and dying.
the last boss took some time to get perfected but here what worked for us;
we stacked on the main tank, starting on the edge of the ring in front of his throne. First nova we run down the first flight of stairs and stay, letting the boss come to us. Then down the next flight for the second nova, then to the north position of the ring in the lower chamber (he was dead before the 4th nova) but we would have kept kiting him around the ring if needed during novas. Very intense fight, keeping judgment of light on the boss was a tremendous help.
Prot warrior (dps main spec)
Shadow priest
Death Knight
Enhance Shaman
Resto Shaman (elemental main spec)
I don't see my healer oom at any time, but I can't disregard that maybe my group has a lot more AE healing (chain heal + shadow priest VE). Except the resto shaman, non of us has much heroics gear, and have never set foot in Naxx.
I'll elaborate the way we did it a bit more than the eariler post. Everyone stands in the middle of the circle in front of Loken's throne. When Loken starts to cast the nova, dps and healer run down the carpet, up to the 2nd step on the stairs cloest to the circle where Loken is tanked. The tank does not move at all. Dps and healer run back in as soon as nova is casted. Standing at max hit box range closest to the stairs obviously helps you reaching the 2nd step quickly. But we find that even melees who are standing right on Loken's feet manage to get out of range in time.
Old Kingdom first boss:
The immunity aura has a range (which is very large). Basically, have everyone wait at the starting point, then get someone (preferably a hunter w/ AoP/rogue sprint/druid dash) pull the boss back to the start. At 80% he'll summon a new add, so basically dps needs to nuke hard at 80% to avoid the add reaching in time.
Insanity boss:
It seems like an obvious thing to try and completely trivialises the event, you can LoS the insanity by having the tank near the pillar and everyone running behind the pillar for insanity, just make sure you stay there for a couple of seconds, because it takes a few seconds for him to end casting insanity.
On Loken it really doesn't matter where you run. What does matter are 2 things:
1. Everyone must always know where they're running so they don't run to different places.
2. Don't run out of space.
Since the room is big there are many, many ways to do it, so as long as your method is something your group can understand and execute, then you'll be set.
Just finished Gotta Go! and its clearly the hardest of this group of achievements. Basically you just have to keep wiping and hope you get lucky in that you need a good many things to fall in line for you. And even though ive done it, I dont want to have to go back and get others this, even though I know I will.
First off, 4 dps/1 tank. Hope your healer has decent dps gear and make him respec and throw off heals. You have to make him skip two burrow phases, the 75% one, and the 25% one. by doing enough dps that you take him from 76% to 49% or abouts, and 49% to dead with him only actually burrowing once.
What makes this an even bigger slap in the face, is that when you initially make him skip the 75% burrow phase, and take him directly into his 50% burrow phase, you get both sets of adds. Its a ridiculous achievement and needs at least some semblance of tuning, to keep it on par for the group that is supposed to be doing them.
Just finished Gotta Go! and its clearly the hardest of this group of achievements. Basically you just have to keep wiping and hope you get lucky in that you need a good many things to fall in line for you. And even though ive done it, I dont want to have to go back and get others this, even though I know I will.
First off, 4 dps/1 tank. Hope your healer has decent dps gear and make him respec and throw off heals. You have to make him skip two burrow phases, the 75% one, and the 25% one. by doing enough dps that you take him from 76% to 49% or abouts, and 49% to dead with him only actually burrowing once.
What makes this an even bigger slap in the face, is that when you initially make him skip the 75% burrow phase, and take him directly into his 50% burrow phase, you get both sets of adds. Its a ridiculous achievement and needs at least some semblance of tuning, to keep it on par for the group that is supposed to be doing them.
I agree completely. We've been going at this for over 3 hours so far, and the one time we could have had it his pound hit behind where he was facing. We can go in to any of the other heroic achievements with a plan, and get them. However, this achievement seems like you need to stack a substandard heroic group (4 dps), and rely on getting very lucky. If Anub'Arak was changed to burrow off a timer that would be a marked improvement. Then at least you could outgear the fight.
I agree completely. We've been going at this for over 3 hours so far, and the one time we could have had it his pound hit behind where he was facing. We can go in to any of the other heroic achievements with a plan, and get them. However, this achievement seems like you need to stack a substandard heroic group (4 dps), and rely on getting very lucky. If Anub'Arak was changed to burrow off a timer that would be a marked improvement. Then at least you could outgear the fight.
His bugged pound is a great game mechanic. Just randomly turning around to slap down whoever is around. Usually ended up in "See ya guys in a few for buffs!"
Anyway - Just echoing what Masaren said above. The encounter feels like we are actually *breaking* it to succeed right now. I refuse to believe that some dev at blizz had it in his head that we had to make him skip 2 burrow phases to make this possible in 2 minutes.
Old Kingdom first boss:
The immunity aura has a range (which is very large). Basically, have everyone wait at the starting point, then get someone (preferably a hunter w/ AoP/rogue sprint/druid dash) pull the boss back to the start. At 80% he'll summon a new add, so basically dps needs to nuke hard at 80% to avoid the add reaching in time.
Actually he spawns 1 guardian every 25% of his health from what we saw. He was the last boss we killed in the instance. I kited him to the end of the instance, then we began our dps in the herald's room. We had one moonkin sitting by the exit to the elder's room, he handled the guardians by rooting them in place and killing the little adds before they grew up. The guardians move extremely fast if they don't see the elder, so you probably want to have a root or someone who can be "tanking" the guardians far away from him (they follow normal aggro rules). A prot paladin would probably work, so would a good frost mage or DK who knows how to kite. Taking him to the end of the instance gives you far more time to work with than if you take him to the front.
We were 5 seconds from downing the herald in 2 minutes. If our moonkin had better gear we easily would have had it without any LOS tricks. Bloodlust immediately after the first insanity and kill him before he finishes the second insanity cast (save your trinkets etc until close to 33%).
Just finished Gotta Go! and its clearly the hardest of this group of achievements. Basically you just have to keep wiping and hope you get lucky in that you need a good many things to fall in line for you. And even though ive done it, I dont want to have to go back and get others this, even though I know I will.
First off, 4 dps/1 tank. Hope your healer has decent dps gear and make him respec and throw off heals. You have to make him skip two burrow phases, the 75% one, and the 25% one. by doing enough dps that you take him from 76% to 49% or abouts, and 49% to dead with him only actually burrowing once.
What makes this an even bigger slap in the face, is that when you initially make him skip the 75% burrow phase, and take him directly into his 50% burrow phase, you get both sets of adds. Its a ridiculous achievement and needs at least some semblance of tuning, to keep it on par for the group that is supposed to be doing them.
And you did this with 5s cast as well, or did you manage to get it longer? It's the heroic daily today so I may go back and try it, but I'm not looking forward to it. Having the right things line up at 76% and 26% is ugh, not fun.
Also, I'm not sure to save heroism for the first borrow first or the last. Heroism makes it very easy to get through the first timer.
Actually he spawns 1 guardian every 25% of his health from what we saw. He was the last boss we killed in the instance. I kited him to the end of the instance, then we began our dps in the herald's room. We had one moonkin sitting by the exit to the elder's room, he handled the guardians by rooting them in place and killing the little adds before they grew up. The guardians move extremely fast if they don't see the elder, so you probably want to have a root or someone who can be "tanking" the guardians far away from him (they follow normal aggro rules). A prot paladin would probably work, so would a good frost mage or DK who knows how to kite. Taking him to the end of the instance gives you far more time to work with than if you take him to the front.
EDIT: Realized I was an idiot and was responding to an AK post, when I thought he was talkign about AN
Old Kingdom first boss:
The immunity aura has a range (which is very large). Basically, have everyone wait at the starting point, then get someone (preferably a hunter w/ AoP/rogue sprint/druid dash) pull the boss back to the start. At 80% he'll summon a new add, so basically dps needs to nuke hard at 80% to avoid the add reaching in time.
Insanity boss:
It seems like an obvious thing to try and completely trivialises the event, you can LoS the insanity by having the tank near the pillar and everyone running behind the pillar for insanity, just make sure you stay there for a couple of seconds, because it takes a few seconds for him to end casting insanity.
Wow. I didn't even think for a second that line of sighting insanity was possible. We spent a good 4 or 5 wipes before finally taking him down last night. Had to make it through 3 insanities, and when you have a rogue and a shadow priest in your group, it doesn't really make for a good time. Thanks for the tip, though. That should make things much easier.
Hey there. Big gulps, huh? Alright! Welp, cya later!
We just tried Heart Strike and rogue's Mind Numbing and it did not stack.
I'm confused... Heart Strike doesn't cause a cast-slowing effect. It only prevents the target from benefiting from haste effects. Does Anub have a passive haste effect or something?
I'm confused... Heart Strike doesn't cause a cast-slowing effect. It only prevents the target from benefiting from haste effects. Does Anub have a passive haste effect or something?
I'm guessing Heart Strike may have been a cause of the bugged stacking slowing effects, and was hotfixed. Really hoping there is either something obvious that just hasn't been figured out, or blizzard changes this achievement, as the group stacking for this is silly.