We've been wiping on Gotta go! for more than 6 hours.
We're trying to do it with a CoT, so that's 5.1 sec cast on the pound but the main problem we have it's that you can't realistically stop DPS at 76%, wait a pound then nuke.
The group we're using is prot warrior, enchance shaman, mage, DK and warlock.
This achievement is ridiculous and even if we do it in the end is so INCREDIBLY luck based...
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.
I did this after reading tactics on wowwiki where it said that his nova has unlimited range, because of this we all stood on the tank and dps'd throught the nova with me holy priest casting CoH and hoting everyone. The damage done wasn't to intense giving we were fresh 80s and just started heroics so our gear wasn't the best. Also didn't find mana to be an issue, i just timed the healing to land just after the nova then topped those who needed it
If your having troubles on the timed Oculus run for the Make It Count achievement, be sure to bring a shadow priest, the use of Mind Control on the Ring-Lord Sorceress make clearing out the construct pulls insanely easy and quick, be sure to heal them as well as they die fast while tanking everything.
We completed Gotta Go! and got our red drakes tonight with Prot War/Blood DK/BM Hunter/Resto Shm respec'd Elemental/Holy Priest respec'd Shadow. Stroke/Heart Strike is definitely not doing anything to Anub's cast by itself, when stacked with snake mind-numbing, nor stacked with lava breath - this appears to have been fixed.
We won with about 6 sec on the timer, but this would have been much easier with a rogue or warlock. Snake poison is incredibly unreliable. Our shaman also did less damage than the tank, and my damage wasn't stellar either: http://img237.imageshack.us/img237/904/reddrake1mg2.png
It's definitely doable with a sub-optimal setup, and should be relatively easy stacked.
We completed Gotta Go! and got our red drakes tonight with Prot War/Blood DK/BM Hunter/Resto Shm respec'd Elemental/Holy Priest respec'd Shadow. Stroke/Heart Strike is definitely not doing anything to Anub's cast by itself, when stacked with snake mind-numbing, nor stacked with lava breath - this appears to have been fixed.
We won with about 6 sec on the timer, but this would have been much easier with a rogue or warlock. Snake poison is incredibly unreliable. Our shaman also did less damage than the tank, and my damage wasn't stellar either: http://img237.imageshack.us/img237/904/reddrake1mg2.png
It's definitely doable with a sub-optimal setup, and should be relatively easy stacked.
I am just curious how many tries you had?
Also did you ever wait for a cast or just zerged him as fast as possible and hope for a cast at the right time?
We had a few burrows at 76%-49% (one was even 44%) but couldn't get a 26%-0% one...
I am just curious how many tries you had?
Also did you ever wait for a cast or just zerged him as fast as possible and hope for a cast at the right time?
We had a few burrows at 76%-49% (one was even 44%) but couldn't get a 26%-0% one...
Tip:
You need to go through one of them without Lust. It may as well be the first one. This means you can wipe and wipe until you successfully nuke down a 76-80% cast down to sub-50%, and then it's time to go hard. Play it safe on the Burrow, dont die, and Lust when the Venonspitters come down. It will still be up for the 25% to 0% burn, and should be a lot easier than you're expecting with Lust up.
e: Also, there is a ~2 second animation of Burrow that you can dps in. For example, on our (lucky) kill we had him at 60% at the end of Locust Swarm and he ended up burrowing at 45%. We also finished his second Locust Swarm cast at 6% and he died just as he went underground. Dont give up.
Tried Watch Him Die tonight with Prot pally, resto shaman, holy priest, shadow priest, warlock. Did fairly well up until the boss came while one of the third watcher's adds was up. Shackled one add per watcher, DPSed down the other one. I'm thinking it should be fairly cake with a proper group comp. If I can get people to agree, I'll probably be attempting prot pally, enh shaman, holy priest, hunter, dps DK (in tank gear.)
Hadronox Denied seems buggable-- We got the achievement tonight despite the doors being webbed. Shadow priest tossed dots on him while the adds were still up, I hit him was Avenger's Shield to get some aggro and he randomly walked over when half the adds were up. AoEd those down and the rest was cake.
I'm looking for some confirmation though; 1) Is Maiden of Grief's void zone's damage resistable and 2) does the damage dealt by it break her incapacitate?
It is probably a dumb question but has anybody tried spell reflecting Anub's Pound ?
I remember someone saying that his locust swarm (or whatever it's called) being reflectable so I'm wondering if the same could be applied to his pound ? If so it would give a 5 sec cast + 6 sec stun + 2 sec burrow animation to burn him down. Which is probably more time than anybody need to push him from 75 to >50% and from >50 to 0.
I am just curious how many tries you had?
Also did you ever wait for a cast or just zerged him as fast as possible and hope for a cast at the right time?
We had a few burrows at 76%-49% (one was even 44%) but couldn't get a 26%-0% one...
We damaged him to 78% and held until he started his 2nd cast then burned without bloodlust and reapplied DOTs after he wiped them (I saved DP for this). We'd bloodlust at 50 seconds remaining on the timer and go all out when he came back up.
It took us just under 4 hours total (2nd flask had ~15 mins left). Easily 80% of our wipes were because snakes didn't feel like casting mind numbing. With a rogue/lock instead of priest for consistent mind-numbing/tongues and a geared enh shaman instead of our respec'd healer, we could easily do this consistently on the first or second try. Every single time snakes correctly cast mind numbing, we'd get through a double burrow percentage. The one time he finally cast correctly and mind numbing was up for both burrows, we won.
Edit: That reminds me: mind-numbing appears to slow his burrow cast as well. It doesn't have a cast bar, but our group is 99% sure he takes longer to go underground if mind numbing is up. It is also independent from the previous cast, so if numbing is up when he starts to pound/swarm and then falls off during the cast, the burrow will be faster. Also, if numbing is not up when he starts to cast, but is applied during it, the burrow will be slowed. This often made the difference between me getting up just VT/SW:P during the burrow versus getting up VT/SW:P/DP.
we could easily do this consistently on the first or second try.
I find that very hard to believe now that the max pound time is just over 5 seconds, and not 12.
The achievement is not only overtuned, but the method required to complete is far more -- dodgy -- than the other achievements. Speaking from the point of view of somebody that has completed it post Heart Strike hotfix, it should be changed to 4 minutes and become tuned around doing the fight properly, but quickly.
We successfully got the double summon EVERY single time mind-numbing hit from snakes, with two healers respec'd damage and without using bloodlust. Yes the cast time was just over 5 seconds and heart strike was already nerfed (this was last night). The attempt that snakes finally applied mind numbing for his cast both times we needed it (78% and just before 25%), we won.
We would have probably won within the first few tries if we just had mind numbing up every time. We will be doing this again in the next day or so with our DK tanking, a rogue in his place, and a mage instead of the shadow priest, so I'll be able to say for certain after that.
Tried Watch Him Die tonight with Prot pally, resto shaman, holy priest, shadow priest, warlock. Did fairly well up until the boss came while one of the third watcher's adds was up. Shackled one add per watcher, DPSed down the other one. I'm thinking it should be fairly cake with a proper group comp. If I can get people to agree, I'll probably be attempting prot pally, enh shaman, holy priest, hunter, dps DK (in tank gear.)
We did it twice with the composition
Prot warrior - Ele shaman - Holy paladin - Rogue - Fire mage
Prot warrior - Resto shaman - BM hunter - Rogue - Fire mage
We used the Fire mage to kite Watcher Narjil away up to the entrance. It's important to kill the Web sprays as fast as possible especially on the tank due to the spike damage he gets while being webbed.
Using a shaman seems to be a big plus because of the poison cleansing totem against Watcher Silthik's poison spray and obviously heroism to burn the boss down even faster.
Prot warrior or a Prot paladin seem to be the better choices with their mitigation from block and stuns.
However, there are plenty ways to do it!
Originally Posted by Juli
We successfully got the double summon EVERY single time mind-numbing hit from snakes, with two healers respec'd damage and without using bloodlust. Yes the cast time was just over 5 seconds and heart strike was already nerfed (this was last night). The attempt that snakes finally applied mind numbing for his cast both times we needed it (78% and just before 25%), we won.
We would have probably won within the first few tries if we just had mind numbing up every time. We will be doing this again in the next day or so with our DK tanking, a rogue in his place, and a mage instead of the shadow priest, so I'll be able to say for certain after that.
Due to the timing of pound and carrion swarm being so inconsistant it took us quite some tries to get him below 50%. Sometimes he casted again right after the first cast, or sometimes he just waited for ages. The first time we got him below 50% we popped heroism and made it due to a lucky cast right before 25%.
I'd say, if you don't have the perfect setup for it you are relying on luck to a certain extent. Especially with casters you might have problems to stop/start dps on the switches.
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:
That's quite easy, don't worry.
It was the very first boss in the very first WotLK heroic we attempted, and we got the achievement *by mistake* (Didn't know the charge would fade / get reapplied, simply pulled him once he pathed to an area we cleared). The damage was completely manageable (in T6/Sunwell gear and a few WotLK blues picked up on the way) and the healer didn't even complain or remark about it being hard.
Just kill the adds before the boss, and bring non-clueless DPS who can run out of a whirlwind.
The main problem with gotta go is probably as mentioned the randomness of his casts as well as your dependence on critting. We had several tries going downhill quickly when our double mage teams managed to get almost no crits at all off.
On the other hand on our successful kill we burned him to 37 % when he burrowed.Used a setup that was very minmaxed for caster DPS, namely feral, 2 mages specced frostfire, destruction warlock and me as ele shaman.
Its by far the hardest achievement in my opinion and while it was nice to have something very challenging in this addon its tuning will probably prevent most of the player base from getting a red proto unless the gear becomes much better.
Randomness is one problem, another big problem is the fact that you can increase your chance of success by ditching your healer in favor of a dps, or having your healer respec into a dps spec.
There are multiple solutions to fix this achievement, without making the Anub'arak encounter itself too difficult to groups who are not interested in the achievement. Here are two changes I could think of that would accomplish just that.
- Add a requirement to have a healer. This can be done by simply adding a Sapphiron-type aura. Something like 600 nature damage every 3 seconds. The number can be tuned down if it's too much of a mana issue, or tuned up if it's neglected by stacking Blood aura and Healing stream. This would require a healer to be healing the group most of the time, yet would not have a devastating effect on lesser geared groups(like an increased melee damage change would).
- Add a cast time to Burrow, about 8 seconds sounds about right. Have him start casting this the moment he reaches 75%, canceling any existing casts. This would keep the dps requirement where it's intended to be, yet not have people rely on luck to help them complete this achievement. Again, this change should not have any effect on groups who are not interested in the achievement.
We're going to add some time to the completion timer in an upcoming patch so obtaining the achievement won't require the more extreme group compositions and strategies being used.
If everything else is truly equal (gear, skill, etc.) then the pure dps class should beat the hybrid. If a raid chooses to run without rogues, mages, warlock or hunters, they should expect their overall dps to be lower. You can quote me on that.
Did it on our fourth attempt today. We got a good pound cast at 76% (we went all out), got him to about 45%, heroism on the 2nd set of adds and blew him up from 34% to 0 on one pound.
Group was:
Feral Druid
Prot Warrior
Enh Shaman
Mutilate Rogue
Ret Paladin
We had about thirty seconds remaining. Definately do-able - seems like it requires extreme amount of group stacking.
We tried again today for our mage to get Gotta Go! and it turns out rogue mind-numbing doesn't stack with lava breath; only snake mind-numbing does. We decided to drop the rogue and went back to our old composition, just swapping the mage in for the spriest, and won accidentally on the first attempt with no flasks. His first cast was a late, mind-numbed/lava breathed Pound. After coming back up, he decided to cast another spell at 23% instead of burrowing, so he got stomped. Yay for RNG?
So after many, many hours, and many group comps, we finally got this done tonight.
Group was:
Blood DK (tank)
Mutilate Rogue
Ret Pally (Holy Pally respec)
BM Hunter
Fury Warrior
So, no shaman/heroism.
As Juli noted, Mind Numbing + Snake Mind Numbing do stack, with those up you can get the cast time to like 6.1 or so. Additionally, the cast debuffs do seem to increase the amount of time the actual burrow animation itself takes.
Anyways, we went with a straight burn strategy...initially we just tried popping all our cooldowns/Haste Pots/Fire Leaves for the first burn. This ended up actually being too much DPS. One cast sequence we took him from like 78-26%, which of course when he came back up he just hung out for 5s and did nothing before burrowing again. Another one we actually took him from 78-23!%, but the encounter bugged out and he never came back up top, even when the adds were all dead. Once we even took him 100-74% without him even casting one spell.
After that we decided to moderate DPS a bit by both stopping DPS once we got him to 45%, and saving some CDs for the second burn. On the kill we took him from maybe 30% cast -> dead, because both Mind Numbing/Snake Mind Numbing stayed on him through the burrow, killed him right before he completely went under.
Anyways, the DPS check really isn't that bad I don't think...yeah your healer has to respec DPS, but it's more than doable even with only one cast speed debuff. The problem is just entirely the RNG factor. You can fail over and over for nothing other than just bad luck on his cast. You have no control over when he does or doesn't cast, and sitting around waiting for something to happen isn't viable either. You just have to burn and hope you get lucky.
Quite frankly, if your healer in the 5-man group has to respec dps to get an achivement done, that's simply a bit much. Will be interesting to see by how much blizzard changes the time.
Well, given how much we overshot the required DPS on some of our attempts, I'm fairly certain that if he were guaranteed to always stop whatever he's doing and immediately start casting Locust Swarm at 75/25%, the DPS check would be more than doable without a healer respec (though your healer might have to still DPS). The healer respec is needed to cover things like his final cast starting at 82%.
We're really struggling with the Less-rabi achievement in Gundrak (kill the boss and interrupt his cast so he doesn't transform into a rhino). I'm sure in part it's to do with our Aussie ping, but even when we do luck out on the stuns, manage to time our interrupts perfecty, he just seems to cast them way too fast for us to get him down.
Group setup:
Prot warrior
Resto druid
Elemental Shammy
Frost Mage
BM Hunter
He's immune to anything that slows his cast speed down, until 50% it's fine our shammy just keeps him locked down, after 50% we cycle though shield slam > CS > earthshock, which works fine for the first four, but by this point he's casting so fast and so frequently that after the second shield slam, he'll get off another cast while everything is still down.
Is there something obvious we're missing here, or does anyone have any tips or advice? Obviously plenty of people out there are managing this, even some with similar ping to ours, we aren't sure what we're missing.