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04/19/09, 6:59 PM
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#151
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Von Kaiser
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Originally Posted by Oliria
BTW do anyone have a clever tactic for the pull? we have 2 hunters MD 2-3 of the sentinels and our prot pala MT'ing, pulling her and the last sentinel with avenger shield. This can succed, but most of the time they miss-time it by 0.1 sec and one of the hunters or a tank gets raped by 4 sentinels. We begin the pull with all CDs active + priestshield/pain supression/sacrafice on tanks - still this doesn't seem to be enough for 4 sentinels. If the pull goes right it's pretty easy from there (if the damn cats would stop respawning)
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There is a simpler way. The cats pounce ability has a minimum range (8 yards) so a line of sight pull (we used death and decay and hiding the raid around a corner) is the way to go, and is a lot safer. Even so you have to be careful with misdirects etc, because if all 4 cats hit one tank at the same time even without pounce the tank is likely to get instagibbed.
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04/19/09, 7:41 PM
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#152
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Bald Bull
Undead Death Knight
Twisting Nether (EU)
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Originally Posted by Heenk
How are people handling the Shock Blast/Laser Barrage combos on Mimiron in phase 4? I've read the discussion a couple of pages back and we make sure the tank doesn't turn him, but if the tank runs out of Shock Blast the boss follows him as soon as the cast is over and the Laser Barrage sweeps the raid. Is there any way to counter that?
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I've turned him, and moved him, and it makes no difference as far as I could tell, the middle part seems unlinked despite what people were saying a few pages back. I usually run out of the shockblast, then wait for the end of the laser to go back to the middle(mines can be pretty bad during that part though). The laser only seems to go crazy when someone dies, as far as I could tell, and moving him like 10yards shouldn't sweep the raid unless they were in a pretty bad position or you're running out randomly. The tank has to move out in the best way, even if that means running through mines(which should be fine anyway).
Last edited by Pyros : 04/19/09 at 7:47 PM.
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04/19/09, 8:07 PM
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#153
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Von Kaiser
Undead Death Knight
Magtheridon
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Originally Posted by Pyros
I've turned him, and moved him, and it makes no difference as far as I could tell, the middle part seems unlinked despite what people were saying a few pages back. I usually run out of the shockblast, then wait for the end of the laser to go back to the middle(mines can be pretty bad during that part though). The laser only seems to go crazy when someone dies, as far as I could tell, and moving him like 10yards shouldn't sweep the raid unless they were in a pretty bad position or you're running out randomly. The tank has to move out in the best way, even if that means running through mines(which should be fine anyway).
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I think that, given the ease with which a tank can eat the blast when CDs are used, there is no good reason not to.
There's enough going on in that fight that you don't need to complicate matters with a mobile Dark Glare.
Last edited by Drolz : 04/19/09 at 8:12 PM.
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04/19/09, 11:14 PM
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#154
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Sour Bear Mojo
Mex
Tauren Shaman
No WoW Account
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Originally Posted by dnmorton
Anyone tried Kologarn yet? We were having strange behavior related to the fist grab, and also the MTing. We generally have good DPS, and everyone was on the fist, but we still had every single grab resulting in a death to a 70k+ hit after 10seconds. The tooltip says damage should dislodge the people grabbed. Anyone have any insight? For a DPS measure, we got the achievement for speed on Razorscale an hour earlier, just barely.
On the MT issue, Kologarn was giving out an armor debuff that suggested a tank switch was a decent idea, especially since your 2nd tank has nothing to do on the fight otherwise. However, the debuff was coming very eratically. Some attempts he would tank for 2-3 minutes without getting it, other times he and I both had it all the time. Any other guilds have input? Did you single tank it and ignore the debuff, or switch to avoid it?
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The huge hit at the end of grip is, I would assume, simply a measure implemented to prevent groups from perma-healing the 3 gripped people and just DPSing the chest to death, as well as simply an added 'dps check' for the encounter. 450k in 10 seconds in and of itself is not hard. It requires ~3k DPS per person, not a high number, but I think it's the 2-3 seconds to swap and charge up lasers that's giving some people trouble. If so, simply sit on the right arm permanently, so your DPS is already going all-out when he grips someone.
From memory, in 10 man crush armour is a 20 second debuff, which he tries to apply with an avoidable (dodge/parry/miss, but not block) attack every ~15 seconds. I simply used a dodge trinket at ~7 seconds left on the debuff every time it hit 2 stacks. At 3, I had the OT taunt, or I used divine protection if he was tanking rubble. On 25 man the debuff lasts significantly longer, around 45-50 seconds I think, and I can't say how often he tries to apply it. Again, using dodge clickies to let the debuff fall off at 2 stacks can work well, and simply calling for another tank to taunt at 3 (or 2, depending how squishy you are at 50% armour). Remember to be aware when switching tanks that the rubble puts a stacking debuff on tanks too, increasing physical damage taken by 5% per stack. It's quite feasible to get up to 10 stacks of this, at which point there's not a lot of point doing a tank swap since either tank will be getting hit very hard. This debuff has a much shorter duration, however (10-15 seconds from memory).
Additionally, I do remember a petrifying breath 'bug' on Kologarn (but can't remember if it was 10 or 15). I hadn't moved in the preceeding 30+ seconds, so not sure what caused it, it may be linked somehow to his eyebeam though, which directly preceeded the breath.
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A latent appliance fetishist is someone who refuses to admit to his or herself that sexual gratification can only be achieved through the use of machines.
- L. Ron Hoover
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04/19/09, 11:47 PM
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#155
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Piston Honda
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Originally Posted by Mex
The huge hit at the end of grip is, I would assume, simply a measure implemented to prevent groups from perma-healing the 3 gripped people and just DPSing the chest to death, as well as simply an added 'dps check' for the encounter. 450k in 10 seconds in and of itself is not hard. It requires ~3k DPS per person, not a high number, but I think it's the 2-3 seconds to swap and charge up lasers that's giving some people trouble. If so, simply sit on the right arm permanently, so your DPS is already going all-out when he grips someone.
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Even then, in a raid that averages over 5k DPS on each member, with everyone sitting on the arm he occasionally kills people with lifeless squeeze. We're convinced that this boss is simply bugged and that sometimes he just ignores the damage and kills the person anyways.
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04/20/09, 12:42 AM
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#156
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Sour Bear Mojo
Mex
Tauren Shaman
No WoW Account
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Can't say I've ever seen him kill someone despite the 450k cap definitely being reached. There have always been factors like people running from eyebeam, AoEing rubble from left arm, too many people being dead, etc that have cast doubt on whether or not he actually took 450k or not. Still, there seem to be a fair few mechanics in the instance which don't work 100% all of the time, so I certainly wouldn't discount it being bugged.
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A latent appliance fetishist is someone who refuses to admit to his or herself that sexual gratification can only be achieved through the use of machines.
- L. Ron Hoover
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04/20/09, 3:49 AM
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#157
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Glass Joe
Night Elf Rogue
Azshara (EU)
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Originally Posted by Oliria
BTW do anyone have a clever tactic for the pull? we have 2 hunters MD 2-3 of the sentinels and our prot pala MT'ing, pulling her and the last sentinel with avenger shield. This can succed, but most of the time they miss-time it by 0.1 sec and one of the hunters or a tank gets raped by 4 sentinels. We begin the pull with all CDs active + priestshield/pain supression/sacrafice on tanks - still this doesn't seem to be enough for 4 sentinels. If the pull goes right it's pretty easy from there (if the damn cats would stop respawning)
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Put up a totem in her patrol path and let the shaman run through and behind the raid, while your tanks are spread in the corners of the raid. When Auriaya aggroes, the sentinels will run for the shaman, passing through the raid, where all the tanks can judge/heroic throw/taunt/etc. their add, without the need to misdirect (you don't want to overstrain a hunter's brain)
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04/20/09, 3:55 AM
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#158
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Piston Honda
Night Elf Druid
Ravencrest (EU)
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Originally Posted by Mex
Can't say I've ever seen him kill someone despite the 450k cap definitely being reached. There have always been factors like people running from eyebeam, AoEing rubble from left arm, too many people being dead, etc that have cast doubt on whether or not he actually took 450k or not. Still, there seem to be a fair few mechanics in the instance which don't work 100% all of the time, so I certainly wouldn't discount it being bugged.
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I have.
I am of course not 100% sure of this (it was a couple of days ago, several tries etc) but I'm very confident that we took the arm down around 30% without him letting our people go once (as in, he grabs, we switch to arm, blast (during hero) around 30% off and they still died).
We just wrote it down to bad luck (it did happen several other times too, but not so extreme as here)
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04/20/09, 4:31 AM
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#159
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Piston Honda
Human Priest
Lightbringer (EU)
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We got a few pulls in on Freya 25 last night and found that the Snaplashers were stacking their damage buff but not being slowed. Anyone else have this problem and, if so, how did you deal with it?
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We had this as well and it seems intended for the 25-men version. What we ended up doing is not kiting it, but just tanking it together with the other two adds and have a rogue blow a 5 point kidneyshot when the stack reached 30. It would usually die during that stun, so we had no problems afterwards.
Since all these adds can be stunned and slowed by regular means, you could also drop a frost trap or earthbind totem to slow it a bit so your tank can kite it. Also, since you'll have to deal with only 2 of these waves anyway, you can just blow some cooldowns to keep your tank up and heal through it.
Freya's tank is healable with one healer, so you should have a fair amount of spare healing.
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04/20/09, 4:42 AM
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#160
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Bald Bull
Blood Elf Paladin
Jaedenar (EU)
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Originally Posted by Lucinde
We had this as well and it seems intended for the 25-men version. What we ended up doing is not kiting it, but just tanking it together with the other two adds and have a rogue blow a 5 point kidneyshot when the stack reached 30. It would usually die during that stun, so we had no problems afterwards.
Since all these adds can be stunned and slowed by regular means, you could also drop a frost trap or earthbind totem to slow it a bit so your tank can kite it. Also, since you'll have to deal with only 2 of these waves anyway, you can just blow some cooldowns to keep your tank up and heal through it.
Freya's tank is healable with one healer, so you should have a fair amount of spare healing.
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We put our casters on the snaplasher till it hit 30 stacks, make casters swap target to the two others (where melee was already having fun) and reset the stacks. When the two others are at 15%, I bring the snaplasher to them, everyone goes insane on it, I stun it on 30 stacks and start running.
It's dead before it remotely reaches me.
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04/20/09, 5:58 AM
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#161
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Piston Honda
Blood Elf Mage
Talnivarr (EU)
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We also had the same problems with Auriaya. Multiple times when tanking her on the edge of the stairs would result in respawning panters after a couple minutes in the fight.
Apart from that we seem to have alot more problem with the frenzied panter (not sure on the name) who seems to be killing people everytime they are still low from sonic blast. We tried killing him but it pretty much becomes to chaotic with kiting or fear into voidzones.
about the pull: We had Warrior MT auriaya DK and another warrior tanking 2 cats. We started LoS with a Death and decay on the ground. Then the warrior would heroic throw + taunt one to the other side when they came in los. He and the DK pretty much used all cooldowns the second before they got in Los.
Last edited by Taja : 04/20/09 at 7:05 AM.
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04/20/09, 6:27 AM
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#162
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Von Kaiser
Tauren Hunter
Sunstrider (EU)
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With regard to Snaplashers on Freya.
Do not dps the Snaplasher until the other 2 adds are at ~10% then dps the Snaplasher from 100% to dead then finish the other 2. Makes it cake.
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04/20/09, 7:36 AM
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#163
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Piston Honda
Night Elf Druid
Silvermoon (EU)
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Just as a note to others it seems that General Vezax is bugged in 10 man and is healing for the amount he should in 25. Now obviously he's still killable but I just wanted to give a heads up to anyone else being extremely frustrated by him. We got this information from a twice escalated ticket to a GM which for once gave answers which was very very re-assuring and I'd reccomend other people that are finding bugs to report them though tickets too. It seems they've branched away from the "working as intended" response and are being quite open minded and willing to check abilities and any strange bugs with Ulduar.
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04/20/09, 9:42 AM
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#164
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Piston Honda
Orc Death Knight
Black Dragonflight
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We've been having pull issues with Auriaya as well. After an hour and a half of wiping in the first 10 seconds with only 1 good pull I'm looking for a couple of clarifications.
What we have been doing;
Drop a totem in her path to agro her. Everyone grouped up around a corner. As the adds get close our tanks pop shield wall or their version of it (Warrior on Auriaya, protadin and feral on panther adds) and each pick up 2. This is about 50/50, sometimes each tank gets 2, sometimes we get an insta-gib for 30k+ rip ticks or something. Once they are picked up we just try to zerg dps 1 or 2 down before our tanks get eaten, because it seems every time we go to move a pair of the panthers, they just pounce whomever is furthest away from them, killing them instantly.
What i REALLY need to know is; Do they pounce regardless of agro (eg, a healer standing doing nothing at long range), or only on their main-agro target if it's more then 8 yards away? I couldn't figure this out for the life of me last night.
The best attempts we had were only using 1 off-tank, the feral druid, having him pop all his cool-downs and just zerging the hell out of the adds trying to kill them before the first fear. It even worked 2-3 times, but there has to be a better/more consistent way.
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04/20/09, 9:46 AM
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#165
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Von Kaiser
Blood Elf Paladin
Lightning's Blade
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I experienced the General Vezax heal bug in 10 man as well. It took us a lot of tries to eventually down him (no help in part from the retarded 1 hour respawn on the trash that should be spaced farther apart).
He heals for 100k a tick per person and the Mark of the Faceless will tick the instant it is applied - no delay at all. The heal is also capped at 5 people being drained at a time, so on ten man that averages to ~ 6.5% of his life healed the instant he applies it if it hits the full 5 players. On 25man the same ability will only heal him for ~1.5% of his life per second.
I am assuming that it's intended for the caster DPS to bunch up in the Shadow Crashes. I am also assuming that it's intended for more than 1-2 people to be able to use a Saronite Vapor at any given time. Based on how easy he is on the 25man I think it's safe to say that he's bugged.
The way we overcame this was to wait until after a Mark of the Faceless to use a Saronite Vapor and limited people to two at a time for every Shadow Crash (multiple will be up).
I also noticed that about 40% of the Saronite Vapors gave me no mana back at all.
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