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04/28/09, 5:30 AM
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#351
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Piston Honda
Human Priest
Lightbringer (EU)
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Regarding the "buggy" laser barrage in phase 4 of Mimiron - it's actually not as buggy as it seems, it's just odd mechanics. As noted a few pages back, the laser turret spins in relation to the front of the bottom (tank) part and not in relation to the ground. That means that if you don't turn the bottom part during the barrage it will do the regular ~180 degree clockwise barrage. On our first few goes at phase 4, the tank would run to the other side of the laser turret to avoid it himself, turning the tank in the process. That also caused the turret to swing around to maintain it's relative facing with the bottom part. Since it fires so fast, it would kill a few people during that turn, usually the tank included.
Now, once your tank is dead, you're screwed, because the bottom part will move towards whomever is highest on aggro now, which probably involves a turn, causing the laser turret to spin around again to go back to its previous relative facing, likely killing a few more people in the process. This behaviour looks as if it's a random bug that wipes your raid every few tries, but it actually isn't.
Funny enough, you can use the mechanic to your advantage by turning the bottom part counter clockwise at the same speed the lasers move clockwise. Since they will maintain their relative facing to the bottom part they will not move at all, making avoiding it fairly trivial.
A ping for confirmation:
Has anyone else run into issues with saronite vapors on GV simply not doing anything? Our healers are claiming that they are not shielded or mitigating the damage in any way, but that when they step onto the puddle sometimes it works and sometimes it doesn't. No damage, no debuff, no mana, no nothing. If we keep killing clouds to make puddles eventually we get one that works, but that's a good recipe for running out of clouds later in the fight. All of our attempts came after the Friday hotfixes, so is it possible people who've been working on him after that time might be seeing the same issues?
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We had a night of attemps on him on thursday and had this happen as well. We went back sunday to kill him and have not seen this happening again. If anything, the hotfix has fixed it for us, but given your experiences I'd say it's safe to assume it's still bugged.
That said, you don't really need all 8 clouds to get the job done, so missing 1 because it's bugging out isn't a huge issue.
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04/28/09, 7:57 AM
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#352
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Piston Honda
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Originally Posted by Megaera
A ping for confirmation:
Has anyone else run into issues with saronite vapors on GV simply not doing anything? Our healers are claiming that they are not shielded or mitigating the damage in any way, but that when they step onto the puddle sometimes it works and sometimes it doesn't. No damage, no debuff, no mana, no nothing. If we keep killing clouds to make puddles eventually we get one that works, but that's a good recipe for running out of clouds later in the fight. All of our attempts came after the Friday hotfixes, so is it possible people who've been working on him after that time might be seeing the same issues?
If not, I'll assume that we're just doing something wrong and go back to the drawing board.
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Do not dot the vapours. If they die to a dot tick, the resulting slime will not do anything.
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04/28/09, 8:18 AM
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#353
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Perverse and often baffling
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Originally Posted by Giske
If theres less than 8 people outside of melee range of Vezax he will machine gun down everyone in melee with Shadow Crash & Mark of the Faceless.
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I believe the magic number is 4 in 10 man based on our clear last week.
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04/28/09, 9:28 AM
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#354
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Don Flamenco
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Besides Ignis (supposedly), are there any other boss in Ulduar not affected by parry haste?
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04/28/09, 10:45 AM
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#355
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Von Kaiser
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Did some testing of what mana regen was and was not working on vezek last night.
Worked:
Rapture
Judgment of the wise
Seal of Blood/Martyr
Lifebloom returns
Aspect of the viper
Hymn of Hope
Water Shield
Improve Stormstrike
Not working:
Replenishment
Innervate
Mana Gems
Shadow Fiend
Mana Tide
Seems anything talent related that is independent from spirit regen will still work.
Last edited by Kirth : 04/28/09 at 11:20 AM.
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04/28/09, 10:53 AM
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#356
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Glass Joe
Night Elf Druid
Silvermoon
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We're having a hell of a time with phase 1 of mimiron(10 man), it could just be our tank types (paladin and druid) but even with two healers focusing on the tank (usually a disco priest and resto druid, the shaman is on raid heals) the plasma blast is just wrecking them, and we've seen a few cases where he's casting plasma while charging for the lightning nova. The tank winds up running away and there's no chance to dodge the plasma while that happens and they faceplant. It seems like who plasma blast targets is a bit buggy at times too. If the tanks switch agro on the pull, he'll still at times blast the first tank even tho he's been on the OT for 10 seconds solid.
Once we get past phase 1, phases 2 and 3 aren't really a problem.
It seems like phase 1 is almost hand designed for a DK/Warrior combo, unfortunately we have neither of those. Both tanks are very well geared (all 213/226 level stuff) and we've had no tanking issues prior to this encounter. Anyone have any thoughts or have you done it with a similar setup? (druid/pally tanks)
Thanks.
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04/28/09, 10:56 AM
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#357
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Von Kaiser
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Originally Posted by Kirth
Did some testing of what mana regen was and was not working on vezek last night.
Worked:
Rapture
Judgment of the wise
Seal of Blood/Martyr
Lifebloom returns
Aspect of the viper
Hymn of Hope
Water Shield
Not working:
Replenishment
Innervate
Mana Gems
Shadow Fiend
Seems anything talent related that is independent from spirit regen will still work.
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To add to this list, we found that Imp Stormstrike does work, and Mana Tide does not.
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04/28/09, 11:02 AM
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#358
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Piston Honda
Blood Elf Paladin
Kult der Verdammten (EU)
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Originally Posted by DigitalMocking
We're having a hell of a time with phase 1 of mimiron(10 man), it could just be our tank types (paladin and druid) but even with two healers focusing on the tank (usually a disco priest and resto druid, the shaman is on raid heals) the plasma blast is just wrecking them, and we've seen a few cases where he's casting plasma while charging for the lightning nova. The tank winds up running away and there's no chance to dodge the plasma while that happens and they faceplant. It seems like who plasma blast targets is a bit buggy at times too. If the tanks switch agro on the pull, he'll still at times blast the first tank even tho he's been on the OT for 10 seconds solid.
Once we get past phase 1, phases 2 and 3 aren't really a problem.
It seems like phase 1 is almost hand designed for a DK/Warrior combo, unfortunately we have neither of those. Both tanks are very well geared (all 213/226 level stuff) and we've had no tanking issues prior to this encounter. Anyone have any thoughts or have you done it with a similar setup? (druid/pally tanks)
Thanks.
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We successfully do this with a pally MT. First Plasma Blast he uses his shield wall (forgot the corresponding name for pallys), second plasma blast I use Hand of Sacrifice + Beacon on him an just heal myself. If we occasionally get a third blast I use Fire Resistance Aura + Aura Mastery + Avenging Wrath. Using this we get through phase 1 reliably.
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04/28/09, 11:06 AM
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#359
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Glass Joe
Night Elf Druid
Forscherliga (EU)
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Originally Posted by DigitalMocking
It seems like phase 1 is almost hand designed for a DK/Warrior combo, unfortunately we have neither of those. Both tanks are very well geared (all 213/226 level stuff) and we've had no tanking issues prior to this encounter. Anyone have any thoughts or have you done it with a similar setup? (druid/pally tanks)
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We're doing it with a warrior / druid tank. The warrior takes the first plasma blast with shield wall, I run in and taunt after the lightning nova, eat the second blast with barkskin and the third with survival instincts / glyphed frenzied regen.
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04/28/09, 11:19 AM
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#360
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Von Kaiser
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Originally Posted by DigitalMocking
We're having a hell of a time with phase 1 of mimiron(10 man), it could just be our tank types (paladin and druid) but even with two healers focusing on the tank (usually a disco priest and resto druid, the shaman is on raid heals) the plasma blast is just wrecking them, and we've seen a few cases where he's casting plasma while charging for the lightning nova. The tank winds up running away and there's no chance to dodge the plasma while that happens and they faceplant. It seems like who plasma blast targets is a bit buggy at times too. If the tanks switch agro on the pull, he'll still at times blast the first tank even tho he's been on the OT for 10 seconds solid.
Once we get past phase 1, phases 2 and 3 aren't really a problem.
It seems like phase 1 is almost hand designed for a DK/Warrior combo, unfortunately we have neither of those. Both tanks are very well geared (all 213/226 level stuff) and we've had no tanking issues prior to this encounter. Anyone have any thoughts or have you done it with a similar setup? (druid/pally tanks)
Thanks.
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Pain suppression on the first beam when the laser cooldown timer is at about 1-2 seconds, I also like to time weakened soul so I can pop a fresh shield on the tank when the beam is about to cast as well, additionally ignore anyone who eats a napalm blast during the laser except maybe a shield or Prayer of mending. The second beam is handled by tank cooldowns but again try to line up a fresh shield and be prepared to focus solely on the tank. If you get a third beam just have your OT taunt and blow his cooldowns as well. I haven't seen the beam cast during a shock blast, I have seen it come almost right after however. After a blast on phase one our OT, who moves in the opposite direction of the main tank, usually taunts to move the tank back into position in the middle and it hardly moves out of the center.
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04/28/09, 11:24 AM
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#361
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Von Kaiser
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Originally Posted by DigitalMocking
We're having a hell of a time with phase 1 of mimiron(10 man), it could just be our tank types (paladin and druid) but even with two healers focusing on the tank (usually a disco priest and resto druid, the shaman is on raid heals) the plasma blast is just wrecking them, and we've seen a few cases where he's casting plasma while charging for the lightning nova. The tank winds up running away and there's no chance to dodge the plasma while that happens and they faceplant. It seems like who plasma blast targets is a bit buggy at times too. If the tanks switch agro on the pull, he'll still at times blast the first tank even tho he's been on the OT for 10 seconds solid.
Once we get past phase 1, phases 2 and 3 aren't really a problem.
It seems like phase 1 is almost hand designed for a DK/Warrior combo, unfortunately we have neither of those. Both tanks are very well geared (all 213/226 level stuff) and we've had no tanking issues prior to this encounter. Anyone have any thoughts or have you done it with a similar setup? (druid/pally tanks)
Thanks.
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With proper dps you should only need 3 tank CDs. We used a warrior/pally tank combo. I (warrior) started off. I shield walled the first plasma blast, and used LS for the second one. Then the pally tank taunted off me and used his shield wall thing for the 3rd one. If you have enough dps you might only get two even, for us it seemed he did the 3rd one right as he was dying. If really need be, you could heal through it (assuming you're running 3 healers). I forgot to SW on one of our early attempts and our healers kept me alive through it.
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04/28/09, 11:31 AM
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#362
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Von Kaiser
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Originally Posted by DigitalMocking
We're having a hell of a time with phase 1 of mimiron(10 man), it could just be our tank types (paladin and druid) but even with two healers focusing on the tank (usually a disco priest and resto druid, the shaman is on raid heals) the plasma blast is just wrecking them, and we've seen a few cases where he's casting plasma while charging for the lightning nova. The tank winds up running away and there's no chance to dodge the plasma while that happens and they faceplant. It seems like who plasma blast targets is a bit buggy at times too. If the tanks switch agro on the pull, he'll still at times blast the first tank even tho he's been on the OT for 10 seconds solid.
Once we get past phase 1, phases 2 and 3 aren't really a problem.
It seems like phase 1 is almost hand designed for a DK/Warrior combo, unfortunately we have neither of those. Both tanks are very well geared (all 213/226 level stuff) and we've had no tanking issues prior to this encounter. Anyone have any thoughts or have you done it with a similar setup? (druid/pally tanks)
Thanks.
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We run druid / pally tank, I'm the druid. We were working on this last night. The best think we did was have a Hand of Sacrifice rotation on me. The pally tank would go first, Hand of Sac then Divine Shield. Our holy paladin would use the second Hand of Sac on me. I would use barkskin on the first plasma, and then SI / Frenzied Regen on the second. We would usually be able to push him into stage 2 in two plasma blasts.
From your setup you don't have a holy paladin for the second Hand of Sac, so have your paladin tank Hand of Sac the first plasma blast and divine sac the second. Hand of Sac caps at 100% of the paladin's health and Divine Sac caps at 150%. I would have the pally tank use Hand of Sac and then heal himself to stay alive. Use the Divine Sac and Divine shield combo to prevent his death from the 150% damage.
Edit: If you get a third, pain suppression works for that.
When the plasma blast happens, all three healers need to focus the tank. The only other raid damage is the Napalm Shells and that's lower priority. Be aware that the first plasma blast happens around 10 seconds into the fight, so make sure the tank gets fully hotted, save the PW:shield and swiftmend and just be ready for it. Its a whole mess of damage, but it can be done.
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04/28/09, 11:44 AM
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#363
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King Hippo
Blood Elf Paladin
Staghelm
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The 10-man version is definitely healable, annoying as it is to actually heal it. The 25-man should have plenty of external cooldowns to use.
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04/28/09, 1:26 PM
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#364
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Von Kaiser
Tauren Druid
Bloodfeather (EU)
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We have had different tanks, different healer setup at mimiron, while having sometimes trouble to heal 10man plasma blast it was always becouse ppl didnt line up their direct heals and didn't spam them during.
Healers must be encouraged to not cast any hots , shields during plasma, if they do, the lost GCD is likely to mean a dead tank. Full prehot before plasma or during its cast, shield and than straight forward spam with direct heals.
It sounds like your healers are not doing their job, likely they don't, since many still likely didn't change their playstyle/adjust after months of naxxramas.
Just to make sure, i hope you used 3 healers in this encounter. We tried 2 healer setup, disc + Rdruid or Hpal/Rdruid and a DK tank with 46k HP and still he would get gibbed even if we did our job perfectly.
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04/28/09, 3:50 PM
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#365
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Don Flamenco
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Originally Posted by Szynszyla
We have had different tanks, different healer setup at mimiron, while having sometimes trouble to heal 10man plasma blast it was always becouse ppl didnt line up their direct heals and didn't spam them during.
Healers must be encouraged to not cast any hots , shields during plasma, if they do, the lost GCD is likely to mean a dead tank. Full prehot before plasma or during its cast, shield and than straight forward spam with direct heals.
It sounds like your healers are not doing their job, likely they don't, since many still likely didn't change their playstyle/adjust after months of naxxramas.
Just to make sure, i hope you used 3 healers in this encounter. We tried 2 healer setup, disc + Rdruid or Hpal/Rdruid and a DK tank with 46k HP and still he would get gibbed even if we did our job perfectly.
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The fight is totally doable with 2 healers on 10-man if the tank uses cooldowns (and what else would he use them for, anyhow).
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04/28/09, 5:17 PM
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#366
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Glass Joe
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We use 2 healers and warrior/druid tanks on Mimiron 10 (non hard).
For the first plasma blast i shield wall and then the druid taunts and uses barkskin/laststand for the second,
after that we are in phase 2 if no dps got himself killed.
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04/28/09, 6:11 PM
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#367
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Glass Joe
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Originally Posted by Kirth
Did some testing of what mana regen was and was not working on vezek last night.
Worked:
Rapture
Judgment of the wise
Seal of Blood/Martyr
Lifebloom returns
Aspect of the viper
Hymn of Hope
Water Shield
Improve Stormstrike
Not working:
Replenishment
Innervate
Mana Gems
Shadow Fiend
Mana Tide
Seems anything talent related that is independent from spirit regen will still work.
Originally Posted by thedruidness
To add to this list, we found that Imp Stormstrike does work, and Mana Tide does not.
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For the Pallies out there:
Doesn't work
Illumination (talent)
Lay on Hands
Judgement of Wisdom
Seal of Wisdom
Divine Plea
Does work
Blessing of Sanctuary (talent)
It would be nice if Blizzard was a bit more consistent with Aura of Despair as their tooltip lists only a few abilities.
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04/28/09, 7:26 PM
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#368
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Piston Honda
Orc Shaman
Magtheridon (EU)
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Originally Posted by Bullshot
Do not dot the vapours. If they die to a dot tick, the resulting slime will not do anything.
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If you say so, I guess. Sure isn't exclusive to dot ticks, though, since our mage killed one tonight with arcane barrage and it did squat.
Originally Posted by ash2ash
I believe the magic number is 4 in 10 man based on our clear last week.
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We just cleared him with 3 ranged dps and he wasn't targeting the melee so it's lower than 4. Sure gets annoying with only 3, though - I got the mark of the faceless 7 times in a row and was allowed to entretain myself in a corner somewhere for large parts of the fight.
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"Any sufficiently advanced stupidity is indistinguishable from malice."
- Clark's Law
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04/28/09, 8:02 PM
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#369
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Von Kaiser
Undead Death Knight
Magtheridon
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Originally Posted by Xunwael
If you say so, I guess. Sure isn't exclusive to dot ticks, though, since our mage killed one tonight with arcane barrage and it did squat.
We just cleared him with 3 ranged dps and he wasn't targeting the melee so it's lower than 4. Sure gets annoying with only 3, though - I got the mark of the faceless 7 times in a row and was allowed to entretain myself in a corner somewhere for large parts of the fight.
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My healers think death grip stops them from working, so I don't do it anymore, but they still report vapors bugging out on occasion. I expect the bug is in reality unrelated to how they are killed.
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04/28/09, 8:03 PM
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#370
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Glass Joe
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Originally Posted by Xunwael
If you say so, I guess. Sure isn't exclusive to dot ticks, though, since our mage killed one tonight with arcane barrage and it did squat.
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We had a DK on cloud duty and we had one spawn and fail to give regen.
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04/29/09, 3:29 AM
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#371
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Von Kaiser
Night Elf Druid
Sanguino (EU)
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Originally Posted by Jebraltar
The 10-man version is definitely healable, annoying as it is to actually heal it. The 25-man should have plenty of external cooldowns to use.
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With 10-man gear is hardly healable (we maybe healed 1/5 of the plasmas w/o CDs). Is mandatory to rotate cooldowns: we use Pala's Shield Wall and Divine Guardian and kill him usually seconds before the 3rd plasma.
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04/29/09, 4:04 AM
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#372
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Piston Honda
Night Elf Druid
Ravencrest (EU)
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Blues from mmo-champion.

We're currently in the process of making further difficulty adjustments via hotfix to the following encounters:
* Ignis the Furnace Master
* Razorscale
* XT-002 Deconstructor
* The Assembly of Iron
* Kologarn
* Auriaya
The difficulty of these encounters is being lowered in multiple ways. Some of the adjustments are live already, others will be live soon. Note that some of the spell tooltips for the encounter will not reflect the hotfixes being deployed until the next patch. As the hotfixes are deployed, the Service Status board will be updated. You can check the current hotfix thread here:
http://forums.worldofwarcraft.com/thread.h...58165&sid=1
Further adjustments are highly likely to some of the other encounters in Ulduar, but these were the highest priority encounters for us. We want to allow additional players to experience more of the cool Ulduar content.
* Pure Saronite mining nodes have temporarily been disable in Ulduar and will return in the future.
* The Ignis the Furnace Master encounter has received the following changes: The interrupt effect and duration of the damage from Flame Jets has been reduced, the damage from the Slag pot has been reduced, the number of Heat stacks needed to transform an Iron Construct into a Molten state has been reduced, the base melee damage done by Ignis has been reduced, and the damage bonus Ignis receives from Strength of the Creator has been slightly increased.
* The Assault Bots on the Mimiron encounter will now attack faster, in turn they will do less damage per hit.
* The XT-002 Deconstructor encounter has received the following changes: The duration of Tympanic Trantrum has been reduced, the timer for XT-002 to hit berserk has been increased, the damage of Light Bomb has been reduced, the effect radius of Light Bomb has been reduced, and the health of XM-024 Pummeler has been reduced.
* The aggro radius for several trash mobs before General Vezax has been reduced and the health has been reduced on Void Beasts and Faceless Horrors.
* The Kologarn encounter has received the following changes: The damage of Stone Grip has been reduced, the amount of time to break someone out from the right hand has been increased, the radius and damage of Rumble has been reduced, and the damage of Focused Eyebeam has been reduced.
* The Assembly of Iron encounter has received the following changes: The damage of Rune of Death has been reduced, the damage of Chain Lightning has been reduced, and the damage of Lightning Whirl has been reduced.
Vault of Archavon
* The Emalon encounter has received the following changes: The total health of the Tempest Minions has been reduced and Emalon’s Chain Lightning spell will now have a limit on the number of targets it can hit.
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04/29/09, 4:52 AM
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#373
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Piston Honda
Tauren Druid
Stormreaver (EU)
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Originally Posted by Lucinde
Regarding the "buggy" laser barrage in phase 4 of Mimiron - it's actually not as buggy as it seems, it's just odd mechanics. As noted a few pages back, the laser turret spins in relation to the front of the bottom (tank) part and not in relation to the ground.
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I am pretty sure that this is not the case. If the laser barrage starts out facing the tank, and he moved to avoid it, then the laser turret would also move and aim towards the tank. This would mean that if the laser barrage happens to be facing the 180 degrees that the tank is on, then the raid wipes because the tank dies.
Have you done this on 25man? In our 10man the laser turret section did seem attached to the bottom, and the laser barrage would never aim towards the tank. On 25man, however, it just went crazy sometimes. We tried 2 tanks taunting, focusing on having zero deaths during spinup, perfect strafe-circling, cooldowns to stay in during Shock Blast...but in the end it just felt like we got lucky with not having him bug out.
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04/29/09, 5:06 AM
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#374
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Piston Honda
Orc Death Knight
Bonechewer
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Found the easiest way to deal with the laser barrage in phase 4 is to just have a second tank (or dps paladin/warrior with a shield) be directly behind your MT and taunt when the boss is spinning up. They only have to do this if the boss is going to spin on top of your MT (he definitely doesn't spin 180 degrees, more like 120~). Once taunted the MT runs into a safe position and taunts it back quickly.
Using this method your MT doesn't have to risk repositioning him. Although it is very possible to move the bottom section without moving the entire boss, I found it rather difficult as the tank section over corrects on top of you VERY easily. This is especially true if he casts spinning up directly in the MT's face.
Since we started doing this we haven't seen any 'buggy' laser barrages.
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04/29/09, 5:17 AM
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#375
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Piston Honda
Human Priest
Lightbringer (EU)
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Originally Posted by khel
I am pretty sure that this is not the case. If the laser barrage starts out facing the tank, and he moved to avoid it, then the laser turret would also move and aim towards the tank. This would mean that if the laser barrage happens to be facing the 180 degrees that the tank is on, then the raid wipes because the tank dies.
Have you done this on 25man? In our 10man the laser turret section did seem attached to the bottom, and the laser barrage would never aim towards the tank. On 25man, however, it just went crazy sometimes. We tried 2 tanks taunting, focusing on having zero deaths during spinup, perfect strafe-circling, cooldowns to stay in during Shock Blast...but in the end it just felt like we got lucky with not having him bug out.
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We run 25-men content exclusively and we spent a good few wipes to "bugged laser barrage" in phase 4 figuring out how it works. I'm pretty convinced it works like this, given that our paladin tank can keep generally keep it facing the same direction for the full direction. Also since we noticed it, the turrets have never 'bugged out' anymore. If they start on your tank, he can still move to the far edge of the turrets without spinning the bottom part and then strafe counterclockwise to avoid it.
That said, we one-shot Mimiron this week, so I don't exactly have a lot of empirical data to proof my claims with. I guess we'll see this week. I still don't think it's intended behaviour, but for us it felt controllable.
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