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Old 04/22/09, 3:05 PM   2 links from elsewhere to this Post. Click to view. #251
Torrential
Piston Honda
 
Draenei Shaman
 
Draka
Originally Posted by Zandig View Post
Last week on Auriaya, after mastering the pull (splitting the pull with distract from rogues works, and brings the cats in 2 at a time, which we found to make things much easier), we noticed that the Feral Defender never dropped below 7 stacks of his buff, regardless of how many times we killed him. We wiped to this a number of times before just ignoring the defender completely and turning the fight into a tank and spank, with offtanks standing outside of the raid clump so they would get pounced more frequently. Haven't done the fight this week yet to see if the bug reproduces itself.
We did not pull in that way at all and we got a much cooler bug. Well into the fight we noticed all 4 defenders had respawned and were patrolling like normal. We got Crazy Cat Lady. No bugs in Ulduar.
 
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Old 04/22/09, 3:28 PM   #252
Zerix
Von Kaiser
 
Undead Rogue
 
Mal'Ganis
Originally Posted by Zandig View Post
I just wanted to post here with a couple of bugs (25 man) I haven't seen mentioned here.

Last week on Auriaya, after mastering the pull (splitting the pull with distract from rogues works, and brings the cats in 2 at a time, which we found to make things much easier), we noticed that the Feral Defender never dropped below 7 stacks of his buff, regardless of how many times we killed him. We wiped to this a number of times before just ignoring the defender completely and turning the fight into a tank and spank, with offtanks standing outside of the raid clump so they would get pounced more frequently. Haven't done the fight this week yet to see if the bug reproduces itself.

Also, Kologarn this week seemed to be randomly puking on the raid with multiple tanks on him. Not sure what was causing this, but it happened more than once.

Anyone else experience either of these?
The stacks not going down on the feral defender is a result of it being stunned when it dies. We found this out the hard way last night doing 9 lives, since she apparently has an enrage.
 
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Old 04/22/09, 4:38 PM   #253
Ashen
Don Flamenco
 
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Tauren Druid
 
Firetree
Does anyone actually know how the Feral Defender works? I had assumed that the Feral Rush and Pounce were just RSTS mechanics, randomly targeting people to hit. Our 25 man raid last night, was less than ideal, and with our warrior tank and 2 of our shaman AFK, we only had a Druid Tank and 1 shaman. Now, I'm sure we could have killed her despite this, but we wiped quite a few times to just various aspects, but the Feral Defender gibbing our priest and mages was the most annoying setback.

We've killed her before, and we decided to skip her last night to get the watchers down instead. Stupid fight is such a zerg and we have the pull down pat. Any idea how to get better control on the later part of the fight with a less than ideal raid make up?
 
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Old 04/22/09, 5:10 PM   #254
gcbirzan
King Hippo
 
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Blood Elf Paladin
 
Vashj (EU)
25 man Ignis

Did anyone notice incredibly fast hits from him? We had a couple of attempts last night where he gibbed our tank with two 25k hits in under half a second. They said he cannot be parry hasted, and even with parry haste, .4s seems a bit fast (would mean 1s swing, after debuffs)
 
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Old 04/22/09, 6:18 PM   #255
Mijae
Don Flamenco
 
Tauren Druid
 
Tichondrius
Originally Posted by gcbirzan View Post
Did anyone notice incredibly fast hits from him? We had a couple of attempts last night where he gibbed our tank with two 25k hits in under half a second. They said he cannot be parry hasted, and even with parry haste, .4s seems a bit fast (would mean 1s swing, after debuffs)
This happened to me last week. Looking at my own log, I was definitely not parried. However, it was just after he charged someone in the raid and I was dragging him back. So, we screamed at the melee to not be dumb. I don't care what Blizzard says, either parry hastes still happen or there is some other similar mechanic to replace it.

 
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Old 04/22/09, 7:29 PM   #256
Tarqy
Glass Joe
 
Tauren Druid
 
Shadowsong (EU)
Originally Posted by Kabale View Post
Please could we have more confirmation whether or not it is possible to loot the [Archivum Data Disc] from killing the Runemaster rather than Steelbreaker last? I'm just curious as to whether this is intended or not.
Has anyone got the disc from Runemaster this reset? We are currently trying Steelbreaker last but would prefer to spend more time on the keepers if we can attain the Data Disc a little easier.
 
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Old 04/22/09, 7:43 PM   #257
Zuraghogar
Glass Joe
 
Tauren Druid
 
Area 52
Originally Posted by Ashen View Post
Does anyone actually know how the Feral Defender works? I had assumed that the Feral Rush and Pounce were just RSTS mechanics, randomly targeting people to hit.
The pounce has a 5 yard minimum range. If the raid is stacked up within 5 yards of each other you can almost entirely avoid it.
 
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Old 04/22/09, 7:45 PM   #258
ganrak
Glass Joe
 
Draenei Shaman
 
Al'Akir (EU)
Originally Posted by Tarqy View Post
Has anyone got the disc from Runemaster this reset? We are currently trying Steelbreaker last but would prefer to spend more time on the keepers if we can attain the Data Disc a little easier.
We killed the runemaster last tonight and received the disc.
 
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Old 04/22/09, 8:19 PM   #259
Bloo Driver
Von Kaiser
 
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Human Paladin
 
Blackhand
Originally Posted by Mijae View Post
This happened to me last week. Looking at my own log, I was definitely not parried. However, it was just after he charged someone in the raid and I was dragging him back. So, we screamed at the melee to not be dumb. I don't care what Blizzard says, either parry hastes still happen or there is some other similar mechanic to replace it.
How long after the Slag Pot grab did that happen? Someone on my server said the same thing had happened to him and speculated that Blizzard put a band-aid mechanic in to "hold" attacks while he was charging to keep the Slag Pot victim from being melee'd but now causes a burst afterward. He didn't have a time log of how long it was between the Slag Pot attack and the two melee strikes, though.
 
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Old 04/22/09, 9:19 PM   #260
Verator
Glass Joe
 
Blood Elf Paladin
 
Bonechewer
I was noticing the double melee after the grab also, and from what I 'roughly mid-fight' estimated was that it was around 2-4 seconds after he first started to charge over, leaning more towards the lower time.

The 'hold' on attacks seems to be a likely cause, but short of making one of our priests respec disc. and stacking tank heals, I'm not sure how to work around this. 2 paladins and a resto druid weren't cutting it. Perhaps we need to switch our warrior tank for a death knight, so he has more hp?
 
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Old 04/22/09, 9:46 PM   #261
mclem
Von Kaiser
 
Dwarf Paladin
 
Aggramar (EU)
Has Deconstructor's enrage timer been nerfed slightly? Our best attempt today hit the enrage and I'm fairly sure it was maybe a minute longer than it was previously. Our WWS seem to bear this out, since that seems to indicate a 7min enrage.

Edited to add: Just seen the most recent blue hotfix list confirming this.

Last edited by mclem : 04/22/09 at 9:52 PM.
 
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Old 04/22/09, 10:50 PM   #262
nevesola
Glass Joe
 
Blood Elf Hunter
 
Terenas
Originally Posted by bodvarbjarki View Post
Razorscale begins the fight by targeting the person closest to the center of the circle. After the first ground phase she targets the person farthest to the NE (i.e., far left from the perspective of entering the area). Once harpooned, she returns to targeting the person closest to the center. Thus, you can control the fire targeting by choosing when to launch the first harpoon.
Very helpful. I was able to directly control where fire patches landed by staying in the middle(Still able to dps most adds) and simply move slightly when she cast devouring flame. The rest of the raid was outside the circle, so I was the only one targetted. Moved around in a slow circle, keeping devouring flames out of the raid entirely. When she's at the NE corner, same thing. Just had people move out and one person(myself) as the closest target control where they landed. I personally did less dps, but it was nice that no one else had to worry about it and it helped the healers somewhat.
 
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Old 04/23/09, 1:13 AM   #263
Kaejin
Don Flamenco
 
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Troll Death Knight
 
Mal'Ganis
Originally Posted by Ashen View Post
Does anyone actually know how the Feral Defender works? I had assumed that the Feral Rush and Pounce were just RSTS mechanics, randomly targeting people to hit. Our 25 man raid last night, was less than ideal, and with our warrior tank and 2 of our shaman AFK, we only had a Druid Tank and 1 shaman. Now, I'm sure we could have killed her despite this, but we wiped quite a few times to just various aspects, but the Feral Defender gibbing our priest and mages was the most annoying setback.

We've killed her before, and we decided to skip her last night to get the watchers down instead. Stupid fight is such a zerg and we have the pull down pat. Any idea how to get better control on the later part of the fight with a less than ideal raid make up?
We had a horrible time on Auriaya as well. As far as I can tell, the Feral Defender either resets his aggro every few seconds or when he uses Pounce or Rush. We only had one shaman in our raid as well, so once a fear came the defender would start a Rush and screw with us.
 
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Old 04/23/09, 1:28 AM   #264
Elzam
Glass Joe
 
Blood Elf Paladin
 
Akama
For Auriaya we only had one hunter tonight after revising our strategy. We were in one clump in a corner by where the first target would go to with the boss with 1 tank over in three "corners" (the orbs) of the circular platforms. We actually used bloodlust on the pull, popped Guardian Angel or whatnot of Priests, I used Divine Sacrifice (I am Retribution), etc. to keep longevity. Basically every tank (4) yanked one mob each and the cats couldn't pounce because the entire raid was around the corner or out of their pounce range as they upped the stairs.

Tremor totem in every group and profited from there. The entire raid stacks on the melee and when your coincedental AOE gets the defender almost dead we have a DK Tank walk out and yank it out, hopefully dropping the void zone out of harm's way.

In the spirit of giving a penny I now must try to take one. :P

We're having some strange problems with Thorim (sad, I know) after our multiple 10-mans killed him in just a couple wipes each. Assuming that everyone makes it to phase 2 (our melee do the arena while our ranged do the gauntlet to combat the cast-speed debuff and whirlwinds, respectively), how do you position? Obviously you need to spread out and move to avoid the fan of lightning but we're experiencing a strange situation in which no ranged is within 10 yards of us (or appears as such from DBM at least) and repeatedly a Chain Lightning will rip through the melee, often killing 2-3 of our 4 tanks and making the Unbalancing Strike rotation impossible.

It seems logical that he wouldn't target melee, and his hit box isn't -quite- large enough from what I can tell for 6 melee and a tank to spread around him at 10 yards each, but I could be wrong. Is there some unique positioning that you can recommend to make the Chain Lightning a trivial part of the encounter? Does he target melee with the chain lightning (and if so, isn't that a little unforgiving?)?
 
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Old 04/23/09, 1:32 AM   #265
gcbirzan
King Hippo
 
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Blood Elf Paladin
 
Vashj (EU)
Originally Posted by Bloo Driver View Post
How long after the Slag Pot grab did that happen? Someone on my server said the same thing had happened to him and speculated that Blizzard put a band-aid mechanic in to "hold" attacks while he was charging to keep the Slag Pot victim from being melee'd but now causes a burst afterward. He didn't have a time log of how long it was between the Slag Pot attack and the two melee strikes, though.
I actually took the time to check the WWS for those attempts. Flood:

Example 1:

0:01'01.703 Ignis the Furnace Master melee swing hits Cires for 27630 Physical. (1372 Blocked) (934 Absorbed) #199403
0:01'02.094 Ignis the Furnace Master melee swing hits Cires for 30746 Physical. #199455

0:01'00.313 Krauhn is afflicted by Slag Pot. #199082

Example 2:

0:00'23.688 Ignis the Furnace Master attack was parried by Cires. #283323
0:00'24.016 Ignis the Furnace Master attack was dodged by Cires.

0:00'22.453 Rhobar is afflicted by Slag Pot.

Example 3 (this one is even funnier, 87k damage in 1.2 seconds):

0:02'45.828 Ignis the Furnace Master melee swing hits Cires for 28626 Physical. #189647
0:02'46.312 Ignis the Furnace Master melee swing hits Cires for 28943 Physical. #189676
0:02'47.062 Ignis the Furnace Master melee swing hits Cires for 30871 Physical. (2452 Blocked) #189734

0:02'45.422 Ungulant is afflicted by Slag Pot.

It does seem he gibs tanks when he goes for slag potted people. Personally, I would've preferred to lose a DPS, rather than the tank, to this.

Last edited by gcbirzan : 04/23/09 at 1:35 AM. Reason: Math is tough, 28+28+30 != 66
 
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Old 04/23/09, 1:43 AM   #266
Eddyqw
Von Kaiser
 
Tauren Druid
 
Dreadmaul
Originally Posted by Elzam View Post
We're having some strange problems with Thorim (sad, I know) after our multiple 10-mans killed him in just a couple wipes each. Assuming that everyone makes it to phase 2 (our melee do the arena while our ranged do the gauntlet to combat the cast-speed debuff and whirlwinds, respectively), how do you position? Obviously you need to spread out and move to avoid the fan of lightning but we're experiencing a strange situation in which no ranged is within 10 yards of us (or appears as such from DBM at least) and repeatedly a Chain Lightning will rip through the melee, often killing 2-3 of our 4 tanks and making the Unbalancing Strike rotation impossible.

It seems logical that he wouldn't target melee, and his hit box isn't -quite- large enough from what I can tell for 6 melee and a tank to spread around him at 10 yards each, but I could be wrong. Is there some unique positioning that you can recommend to make the Chain Lightning a trivial part of the encounter? Does he target melee with the chain lightning (and if so, isn't that a little unforgiving?)?
He absolutely can target melee. We (in theory... execution oftens leaves much to be desired) do it similarly to what we did on Kel'thuzad for Frost Blast - we have 4 'spots' to stand in, and divide up the melee between them. This means that if someone in any of the 4 spots is targetted, all the people there get hit, but theres no chance of having it chain enough times to instantly kill anyone. Unless you've got an overly melee heavy raid, in which case you'll just have to have the lowest dps melee stand away and do nothing.
 
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Old 04/23/09, 5:31 AM   #267
Degenerate
Glass Joe
 
Human Paladin
 
Quel'Thalas (EU)
XT002 Enrage

Just posting something we found last night, it seems that killing Ignis and Razorscale first before XT-002 does affect the enrage timer. We hit enrage at 7 minutes instead of 6. A WWS to show this is here. We haven't tested the enrage with both up, but last week it certainly was 6 minutes with Ignis up and Razorscale down.
 
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Old 04/23/09, 5:39 AM   #268
Rannasha
Piston Honda
 
Tauren Druid
 
Draenor (EU)
Originally Posted by Degenerate View Post
Just posting something we found last night, it seems that killing Ignis and Razorscale first before XT-002 does affect the enrage timer. We hit enrage at 7 minutes instead of 6. A WWS to show this is here. We haven't tested the enrage with both up, but last week it certainly was 6 minutes with Ignis up and Razorscale down.
There has been a minor patch with alot of Ulduar boss tweaks between your two kills. Ockhams Razor suggests that killing Ignis/Razorscale first is *not* the factor that changed the enrage timer.
 
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Old 04/23/09, 6:02 AM   #269
Degenerate
Glass Joe
 
Human Paladin
 
Quel'Thalas (EU)
Yep, have just found the blue, came here to edit my post and found your reply.

Blue post is here



Edit: And while yes Razorscale/Ignis would be an unlikely factor, it was a rumour already circulating prior to the reset and hence why I made that assumption.

Last edited by Degenerate : 04/23/09 at 6:08 AM.
 
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Old 04/23/09, 11:09 AM   #270
Monocle
Piston Honda
 
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Night Elf Druid
 
Durotan
Originally Posted by Kirth View Post
We have not seen the data disc in the two kills we have had so far, our order was Steelbreaker > Vykrul > Runemaster.
Can confirm this, we got the fight last night with this order with Dwarf last. No data disk at all.
 
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Old 04/23/09, 11:33 AM   #271
Zandig
Piston Honda
 
Troll Rogue
 
Bloodscalp
Originally Posted by Zerix View Post
The stacks not going down on the feral defender is a result of it being stunned when it dies. We found this out the hard way last night doing 9 lives, since she apparently has an enrage.
Well isn't that a fun bug, since stunning it is the only semi-reliable way of dictating where void zones will spawn. Thanks for the tip, regardless
 
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Old 04/23/09, 11:37 AM   #272
Rhaegal
Don Flamenco
 
Tauren Shaman
 
Zul'Jin
Originally Posted by Monocle View Post
Can confirm this, we got the fight last night with this order with Dwarf last. No data disk at all.
Read down a couple posts from the one you quoted. The Runemaster is not the Dwarf, it's the Vrykul. The Dwarf is Stormcaller Brundir, who no one's implied drops the data disk.

Useful way to remember it: The short guy doesn't drop it. Maybe his pockets are too small, I don't know. The taller guys are the ones you get it from.

Last edited by Rhaegal : 04/23/09 at 11:46 AM.

Stand back! I'm going to try SCIENCE!
 
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Old 04/23/09, 12:05 PM   #273
xmod2
Von Kaiser
 
Undead Rogue
 
Emerald Dream
Originally Posted by Zandig View Post
Well isn't that a fun bug, since stunning it is the only semi-reliable way of dictating where void zones will spawn. Thanks for the tip, regardless
This was also addressed in the 4/22 in-game fixes notes.

The Feral Essence on the Feral Defender in the Auriaya encounter will decrease anytime one is killed as intended.

On Kologarn:
I haven't seen this ability mentioned on guides, but casters in melee receive a decently long silence/interrupt on this encounter. We had tried stacking the raid in melee with a few designated eye-beam targets and all of our healers were getting locked out. We didn't spend too much time playing with this positioning, but has anyone used this tactic successfully?
 
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Old 04/23/09, 12:27 PM   #274
tesk
Glass Joe
 
Night Elf Druid
 
Greymane
Originally Posted by xmod2 View Post
On Kologarn:
I haven't seen this ability mentioned on guides, but casters in melee receive a decently long silence/interrupt on this encounter. We had tried stacking the raid in melee with a few designated eye-beam targets and all of our healers were getting locked out. We didn't spend too much time playing with this positioning, but has anyone used this tactic successfully?
He does the lockout to prevent exactly what you are trying to do.

We have also seen him target the melee for the beam. Don't know exactly what situation is required to make this happen, but it almost always starts on a caster and then shifts. Could be an aggro drop from the caster and then he picks any raid target.
 
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Old 04/23/09, 1:42 PM   #275
Exemplar
King Hippo
 
Human Paladin
 
Scarlet Crusade
Originally Posted by tesk View Post
He does the lockout to prevent exactly what you are trying to do.

We have also seen him target the melee for the beam. Don't know exactly what situation is required to make this happen, but it almost always starts on a caster and then shifts. Could be an aggro drop from the caster and then he picks any raid target.
If the target of the eyebeam dies, it will randomly re-target anyone in the raid. This re-target can be melee or even the MT, it does not follow the restrictions of the initial targeting. Needless to say this makes someone dying to an eyebeam a very bad thing.

Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."
 
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