Elitist Jerks
Register
Blogs
Urban Rivals
Forums
New Posts


Go Back   Elitist Jerks > Public Discussion > Public Discussion
Elitist Jerks Login

gamerDNA Login

Welcome to Elitist Jerks
We're testing some new features on the site regarding OpenID registration and coordination with gamerDNA. If you experience any issues with registering an account, please take the time to fill out a report and send it to this e-mail address. We would appreciate any assistance you could provide in making sure everything is functioning as intended. Thanks!

If this is your first visit, please be sure to check out the FAQ and the forum rules. Users must register to post and new registrations are subject to a one day "mute" period to get acquainted with the community.

Reply
 
LinkBack (40) Thread Tools
Old 04/16/09, 12:01 PM   1 links from elsewhere to this Post. Click to view. #26
Infuria
Von Kaiser
 
Blood Elf Rogue
 
Cenarion Circle
Originally Posted by Elzam View Post
We spent a couple hours on Ignis on Tuesday evening in an admittedly non-optimal group, but regardless took a nearly BiS Warrior Tank, a Druid tank, and a moderately geared DK (fresh 80 to replace our old DK Tank).

Although Ignis is being killed, we just felt that the outgoing damage from Ignis' white damage was not reasonable at that point because of the job required of the offtank, the Slag Pot, and the unavoidable AOE fire bursts. We had several attempts in which a tank with what, natural buffed HP of 39-40k would eat Ignis white hits for 30-40k, making the likelihood of a 2-shot very realistic. I saw some posts on the R&D forums where others experienced this so I hope we're not the only sane people out there seeing these hits.

I know about the golem buff bug which was supposedly fixed, but we didn't even get any golems down as he would spawn up to 3 of them in the first minute before the off-tank could get any molten.

For some reason I just feel that Ignis is perhaps a little overtuned in consideration of his position in the instance. Yes he's optional, but he's in the starting "wing" and I guess I might be a minority in thinking that this should be the wing that gets raids "feeling" a ramping Ulduar difficulty.
We experienced similar problems on Wednesday night. Ignus hits seemingly way too hard, to the point that he might need to be re-tuned. Have people really been downing him?

It doesn't make much sense for BIS tanks to get two-shotted consistantly. It's not as if there is any gear to get elsewhere, this is the second (basically) boss in t8...
 
User is offline.
Reply With Quote
Old 04/16/09, 12:44 PM   #27
Beef
Glass Joe
 
Orc Warrior
 
Gorefiend
I have about 43k hp raid buffed, and actually stacked an extra healer in our raid just to try to compensate for this. The healers were able to heal through what appeared to be fairly significant damage spikes until the raid started taking massive AOE, and then it would fall apart.

It still feels killable, just needs a little bit of tuning perhaps.
 
User is offline.
Reply With Quote
Old 04/16/09, 1:30 PM   #28
andastra
Don Flamenco
 
Human Mage
 
Kilrogg
Originally Posted by katholas View Post
Interesting to note that Yogg drops the same ilevel gear as the rest of the bosses in the instance. Looks like the discussion in the PTR thread was rather moot. This could mean an end to the system of clearing a whole instance and DEing all the drops just for a shot at the end boss loot.

Which makes sense, considering the hard modes. Back then, the end boss(es) acted like the hard mode of the instance. It also made loot from some of the early bosses on the next instance undesirable as they're just sidegrades mostly of the end boss loot from the previous tier.

Judging from what my guild has done so far, it seems Flame Leviathan is tuned to be a Naxx difficulty boss and then it ramps up quickly after. I'm thinking they might need to tune Flame Leviathan a little harder so it'll be a bridge from Naxx to the next Ulduar bosses. Otherwise, it's too much of a pushover then doing the next boss is a rude shock.
 
User is offline.
Reply With Quote
Old 04/16/09, 1:41 PM   #29
Cambriel
Von Kaiser
 
Night Elf Death Knight
 
Durotan
Originally Posted by andastra View Post
Judging from what my guild has done so far, it seems Flame Leviathan is tuned to be a Naxx difficulty boss and then it ramps up quickly after. I'm thinking they might need to tune Flame Leviathan a little harder so it'll be a bridge from Naxx to the next Ulduar bosses. Otherwise, it's too much of a pushover then doing the next boss is a rude shock.
I dunno, I think Deconstructor is just about perfect for the normal mode version. It's tuned quite well. Razorscale and Ignis are both optional, so I don't mind them being a tad harder than the boss you have to kill in order to continue progressing.

I think they were worried about Flame Leviathan being less fun as a result of tight tuning on a vehicle fight. As such, it's pretty simple without towers.
 
User is offline.
Reply With Quote
Old 04/16/09, 1:46 PM   #30
Mordekhuul
Don Flamenco
 
Orc Warlock
 
Terenas
Originally Posted by Cambriel View Post
I dunno, I think Deconstructor is just about perfect for the normal mode version. It's tuned quite well. Razorscale and Ignis are both optional, so I don't mind them being a tad harder than the boss you have to kill in order to continue progressing.
You say that, but you are wearing full 7.5 gear, not the mostly tier 7 gear a "10 man guild" would have going into Ulduar10. Blizz is theoretically tuning Ulduar10 for groups that didn't do Naxx25, Sarth25 with drakes, or Malygos25, eh.

You may already have factored that in though - we beat him around 5m15s in Ulduar10 last night (after we failed to form a 25 man raid lock thanks to instance server issues with Ulduar25 last night), so I imagine a good "10 man guild" could just hit the enrage timer for a kill.
 
User is offline.
Reply With Quote
Old 04/16/09, 1:56 PM   #31
Exemplar
King Hippo
 
Human Paladin
 
Scarlet Crusade
Regarding Ignis difficulties, on Tuesday along with the Buff to Ignis not being removed when Golems died, our OT was reporting that as soon as you moved a not-quite Molten Golem out its stack would drop. So get it to 19, Scorch fades or you move - 0.

Last night when Scorch faded or he moved early it started reducing 19->18->17 and so on. This gives a little more forgiveness. It's possible the difficulties people were experiencing were due to the vanishing stack glitch.

Sounds like the fix for his debuff issue may have just been a roll back to a previous build - namely one that had the melee his Crotch Pot target issue.

Question:
Looking for some insight regarding the Flame Leviathan fight and turrets (not Hard mode Towers). Did this on 10man - first few tries launched onto FL, killed a turret. Got raid emotes, but not sure if anything actually happened - he got an overload debuff but it never wore off and he was never stunned - unsure if there's supposed to be a clicky under the turret based on previous reports of an overload "button." Additionally, being on FL was a death sentence. Dismounting lead to death in less than 1 second. Staying on and targeting other turrets for fun lead to death when we killed him - explosion damage, knock up, fall damage.

Not looking for strategies and don't want to start a strategy discussion. I'm just curious about the turret/overload mechanic and if you're supposed to dismount and return to a vehicle.

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."
 
User is offline.
Reply With Quote
Old 04/16/09, 2:01 PM   #32
Cambriel
Von Kaiser
 
Night Elf Death Knight
 
Durotan
Originally Posted by Mordekhuul View Post
You say that, but you are wearing full 7.5 gear, not the mostly tier 7 gear a "10 man guild" would have going into Ulduar10. Blizz is theoretically tuning Ulduar10 for groups that didn't do Naxx25, Sarth25 with drakes, or Malygos25, eh.

You may already have factored that in though - we beat him around 5m15s in Ulduar10 last night (after we failed to form a 25 man raid lock thanks to instance server issues with Ulduar25 last night), so I imagine a good "10 man guild" could just hit the enrage timer for a kill.
Well, true. Most of our 10 man run had people with naxx25 gear. However, I'm fairly sensitive to the issue you're referring to since I've switched pretty exclusively to 10 mans for Ulduar. I would be very disappointed if the tuning for the hard mode wasn't doable in 10 man ulduar gear, but for now Deconstructor seems pretty much fine. It's really more about your execution than your gear.
 
User is offline.
Reply With Quote
Old 04/16/09, 2:02 PM   #33
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Originally Posted by Exemplar View Post
Regarding Ignis difficulties, on Tuesday along with the Buff to Ignis not being removed when Golems died, our OT was reporting that as soon as you moved a not-quite Molten Golem out its stack would drop. So get it to 19, Scorch fades or you move - 0.

Last night when Scorch faded or he moved early it started reducing 19->18->17 and so on. This gives a little more forgiveness. It's possible the difficulties people were experiencing were due to the vanishing stack glitch.

Sounds like the fix for his debuff issue may have just been a roll back to a previous build - namely one that had the melee his Crotch Pot target issue.

Question:
Looking for some insight regarding the Flame Leviathan fight and turrets (not Hard mode Towers). Did this on 10man - first few tries launched onto FL, killed a turret. Got raid emotes, but not sure if anything actually happened - he got an overload debuff but it never wore off and he was never stunned - unsure if there's supposed to be a clicky under the turret based on previous reports of an overload "button." Additionally, being on FL was a death sentence. Dismounting lead to death in less than 1 second. Staying on and targeting other turrets for fun lead to death when we killed him - explosion damage, knock up, fall damage.

Not looking for strategies and don't want to start a strategy discussion. I'm just curious about the turret/overload mechanic and if you're supposed to dismount and return to a vehicle.
I dismounted from FL and got killed, but it wasn't instant. It was my fault for not marking myself with a raid icon, and coordinating with a chopper driver to pick me up in advance.

Our MT did it from the other side successfully(obviously he has more survivability) by calling for a chopper to be ready to pick him up the instance he jumped.
 
User is offline.
Reply With Quote
Old 04/16/09, 2:02 PM   #34
GSH
King Hippo
 
Human Paladin
 
Lethon
Originally Posted by Exemplar View Post
Looking for some insight regarding the Flame Leviathan fight and turrets (not Hard mode Towers). Did this on 10man - first few tries launched onto FL, killed a turret. Got raid emotes, but not sure if anything actually happened - he got an overload debuff but it never wore off and he was never stunned - unsure if there's supposed to be a clicky under the turret based on previous reports of an overload "button." Additionally, being on FL was a death sentence. Dismounting lead to death in less than 1 second. Staying on and targeting other turrets for fun lead to death when we killed him - explosion damage, knock up, fall damage.
I think you need to kill all of the turrets to stun him. At that point, he knocks off everyone and they parachute down safely.
 
User is offline.
Reply With Quote
Old 04/16/09, 2:07 PM   #35
Razzberry
Piston Honda
 
Razzberry's Avatar
 
Orc Shaman
 
Turalyon
Originally Posted by katholas View Post
Interesting to note that Yogg drops the same ilevel gear as the rest of the bosses in the instance. Looks like the discussion in the PTR thread was rather moot. This could mean an end to the system of clearing a whole instance and DEing all the drops just for a shot at the end boss loot.
I found it interesting that he also drops the shoulder tokens. If I'm not mistaken, that's the first time that an end-boss has dropped anything other than the "Big Three" (helm, chest, legs).

Speaking of tokens, now that everything has been cleared, which bosses drop which tier tokens?
 
User is offline.
Reply With Quote
Old 04/16/09, 2:07 PM   #36
Alk
Von Kaiser
 
Orc Rogue
 
Lethon
Wait... I had no clue the dmg on XT's heart would transfer over to him.. that could explain a lot.

Can anyone confirm this?

Also.. I've seen plenty of rumors about the boombots, where as you can trigger their spawn one way or another, but to me it seems pretty random.
 
User is offline.
Reply With Quote
Old 04/16/09, 2:24 PM   #37
rbbrdckybk
Von Kaiser
 
Dwarf Paladin
 
Rexxar
Originally Posted by Alk View Post
Wait... I had no clue the dmg on XT's heart would transfer over to him.. that could explain a lot.

Can anyone confirm this?
The damage was transferring for us last night on normal. Seems like beating the enrage would be difficult if you were to just ignore the heart (at least for 10-man geared raids).
 
User is offline.
Reply With Quote
Old 04/16/09, 2:41 PM   #38
Jakuniku
Von Kaiser
 
Draenei Shaman
 
Uther
Originally Posted by rbbrdckybk View Post
The damage was transferring for us last night on normal. Seems like beating the enrage would be difficult if you were to just ignore the heart (at least for 10-man geared raids).
Our raid leader was feeling a little overconfident so he wanted to try XT-002 hard mode; our dps was a little slow and we didn't manage to kill the heart before the timer ran out. We did get it to 1 or 2% though and when the boss reawakened he was at 50% (down from 75%).

I think we had about 10-15 seconds of dps time before he exposed his heart again.
 
User is offline.
Reply With Quote
Old 04/16/09, 2:42 PM   #39
andastra
Don Flamenco
 
Human Mage
 
Kilrogg
Originally Posted by Alk View Post
Wait... I had no clue the dmg on XT's heart would transfer over to him.. that could explain a lot.

Can anyone confirm this?

Also.. I've seen plenty of rumors about the boombots, where as you can trigger their spawn one way or another, but to me it seems pretty random.

Guild didn't attack the heart for roughly an hour of attempts and was always roughly 35% behind on good attempts. After starting to attack it, we eventually killed it.
 
User is offline.
Reply With Quote
Old 04/16/09, 2:44 PM   #40
Axl_Stukov
Piston Honda
 
Axl_Stukov's Avatar
 
Night Elf Warrior
 
Winterhoof
Originally Posted by Razzberry View Post
I found it interesting that he also drops the shoulder tokens. If I'm not mistaken, that's the first time that an end-boss has dropped anything other than the "Big Three" (helm, chest, legs).

Speaking of tokens, now that everything has been cleared, which bosses drop which tier tokens?
I believe it is
Mimiron - Hands
Freya - Legs
Hodir - Chest
Throim - Head
Yogg-Saron - Shoulders
 
User is offline.
Reply With Quote
Old 04/16/09, 4:05 PM   #41
Topround
Glass Joe
 
Draenei Shaman
 
Scilla
We didn't realize the heart damage passed on to XT for a good hour or so of attempts and so only a couple of the melee were attacking the heart a bit. We got him down to 1% this way. As soon as we realized what we were doing wrong, he died the next attempt.

I think the fight is tuned fine if we can nearly kill him without even using the heart mechanic in our Nax gear. On the plus side, I'm sure that practice will help us when we try for hard mode.
 
User is offline.
Reply With Quote
Old 04/16/09, 4:20 PM   #42
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
We tried Ignis for a while last night and I think we've generally got a handle on the fight - so I'm not looking for general advice, just trying to ask a specific question.


I know rooting works on the constructs. Does anyone know if Freezing Arrow does? (Odd that it would work inside a flaming scorch pillar but hey, chains of ice does). It seems like it would function as an adequate root assuming you could still stack heat.
 
User is offline.
Reply With Quote
Old 04/16/09, 4:39 PM   #43
Cortabre
Von Kaiser
 
Dwarf Warrior
 
Arygos
Originally Posted by Topround View Post
We didn't realize the heart damage passed on to XT for a good hour or so of attempts and so only a couple of the melee were attacking the heart a bit. We got him down to 1% this way. As soon as we realized what we were doing wrong, he died the next attempt.

I think the fight is tuned fine if we can nearly kill him without even using the heart mechanic in our Nax gear. On the plus side, I'm sure that practice will help us when we try for hard mode.
Yeah, we had no idea heart damage transferred over doing our 10-man, but we actually managed to kill him with 10 seconds to spare (with full 25 man gear, that is). So, it's certainly possible to kill him without heart dps if you overgear it significantly. We learned this overnight and in our 25-man DPS was significantly easier once we were getting the heart to sub 30 percent each open-heart phase. The hard mode, however, looks like it'll probably shape up to be one of the hardest ones.

 
User is offline.
Reply With Quote
Old 04/16/09, 5:01 PM   #44
 Sparty
Stormrage's Ashbringer
 
Sparty's Avatar
 
Human Paladin
 
Stormrage
Originally Posted by Axl_Stukov View Post
I believe it is
Mimiron - Hands
Freya - Legs
Hodir - Chest
Throim - Head
Yogg-Saron - Shoulders
We got Gloves from Freya, Legs from Hodir, Shoulders from Thorim today.
 
User is offline.
Reply With Quote
Old 04/16/09, 5:04 PM   #45
OnosKT
Piston Honda
 
Tauren Shaman
 
Kel'Thuzad
Originally Posted by Sparty View Post
We got Gloves from Freya, Legs from Hodir, Shoulders from Thorim today.
It's possible that bosses will drop any of the token types, and not just a specific token.
 
User is offline.
Reply With Quote
Old 04/16/09, 5:09 PM   #46
 Sparty
Stormrage's Ashbringer
 
Sparty's Avatar
 
Human Paladin
 
Stormrage
Originally Posted by OnosKT View Post
It's possible that bosses will drop any of the token types, and not just a specific token.
Seems to be the case.
 
User is offline.
Reply With Quote
Old 04/16/09, 5:11 PM   #47
kalbear
Great Tiger
 
Tauren Druid
 
Balnazzar
We got Gloves from Freya, Legs from Hodir, Shoulders from Thorim today
Was this on normal or heroic?
 
User is offline.
Reply With Quote
Old 04/16/09, 5:24 PM   #48
Skiace
Don Flamenco
 
Skiace's Avatar
 
Troll Shaman
 
Dalaran
So it is my understanding that Flame Leviathan has a ramping hard mode like Sarth. Does the hard mode loot work the same way? Do you get 1 hard mode item for leaving 1 tower up and more for leaving all 4 towers up?
 
User is offline.
Reply With Quote
Old 04/16/09, 5:52 PM   #49
Topround
Glass Joe
 
Draenei Shaman
 
Scilla
Originally Posted by Skiace View Post
So it is my understanding that Flame Leviathan has a ramping hard mode like Sarth. Does the hard mode loot work the same way? Do you get 1 hard mode item for leaving 1 tower up and more for leaving all 4 towers up?
My guess is that you wouldn't get any hardmode loot with just 1 tower up.

With Sarth you didn't get hard mode loot until you killed him with 2/3 drakes, you just got an extra piece of normal loot (if a single drake was up). I would think Flame Leviathan is similar.
 
User is offline.
Reply With Quote
Old 04/16/09, 7:11 PM   #50
Clandestine
Don Flamenco
 
Clandestine's Avatar
 
Human Death Knight
 
Lightbringer
Has anyone figured out a way to make the Mimiron trash less painful?
 
User is offline.
Reply With Quote
Reply

Go Back   Elitist Jerks > Public Discussion > Public Discussion

Thread Tools


Similar Threads
Thread Thread Starter Forum Replies Last Post
Ulduar Evil The Dung Heap 0 02/27/09 1:51 PM