I would advise against doing that if you're having problems with healing in p2. The less movement that happens the better since he will die faster and healers can't heal while on the move.
What we do is have 2 ranged camps and 1 melee. Each camp stands on one of the lanes that converge at the middle. Whenever a laser happens, you rotate one position to the left.
Camps shouldn't be standing all in one spot since then a rocket will force a lot of movement. Just need to be clumped up enough so that the aoe heals are effective.
Assigning healers to specific groups is key here or you end up with a lot of cross healing.
What we found much more effective was everyone standing inside the central circle; that means every heal maximises its potential and means that if spinning up happens on your side you just run through the boss then adjust and you never are moving for more than a second.
What we found much more effective was everyone standing inside the central circle; that means every heal maximises its potential and means that if spinning up happens on your side you just run through the boss then adjust and you never are moving for more than a second.
Given the mechanics of the rocket strike, this seems like a really bad idea to me. It can be hard enough for melee to see that graphic without having the entire raid standing on top of them.
Does WWS parse the mimiron encounter correctly? I think it is being lumped in with trash on my reports or I would be able to better analyze the damage distribution in that encounter. I'd like to compare incoming damage in p2 with other guilds to see if there's any better ways to reduce it.
We've been using both WMO and WWS as a result of WWS's terrible support for Ulduar so far. I like WWS a lot better, but it lags behind on properly recognizing some Ulduar fights.
What we found much more effective was everyone standing inside the central circle; that means every heal maximises its potential and means that if spinning up happens on your side you just run through the boss then adjust and you never are moving for more than a second.
The very central circle? Try having the raid circle evenly around the second ring, not where the melee stands, so everyone is in heal range of each other. AoE heals will still reach everyone. Drolz is right, it's hard enough for melee to see rocket strike with all the cluttered graphics on the ground without the whole raid standing there.
I've barked this to our melee before, and it helps. If melee really have a problem seeing the Rocket Strike animation they need to back out of the boss's model. The hit box is big enough that you can stand at almost the line of the inner most circle and still melee. Lets you see a lot of ground.
I've barked this to our melee before, and it helps. If melee really have a problem seeing the Rocket Strike animation they need to back out of the boss's model. The hit box is big enough that you can stand at almost the line of the inner most circle and still melee. Lets you see a lot of ground.
This is true in Phase 4 but I don't think it's a serious issue in Phase 2. Melee really should not get hit by rockets in P2 if they're paying attention, but anyone who raids knows that people aren't always paying attention, and I just can't see the benefit in adding more potential distractions by moving the entire raid into melee range. (And also assuring that every single rocket will be targeted in a relatively small area.)
Thank you for all the suggestions, looks like there are lot of different ways to do Mimiron Phase 2
In fact that means good game design/balance by Blizzard.
Looks like it comes down to either grouping up to make AoE heals more effective or spreading out to let less people be hit by Laser Barrage.
We never had this problem. We just... Spread around about evenly, not very far from the boss. But it's not something strict, more of a guideline. I don't ever remember having deaths in phase 2 from anything but rocket strikes and laser barrage.
Last time we killed him, we ran with 8 healers, but that was probably since we didn't really have DPSers around. We could've easily went with 7. Two things you should note. Get a paladin to keep up JoL, preferably a ret or a holy if you don't have a ret (on our kill, our ret did 10k HPS in phase 2) and get druids. Two preferably, spamming rejuvenation is quite fun. (Same goes for Hodir, btw) I would imagine aura mastery from a paladin doing fire res aura might help, but we never bothered.
Mind you, this is all on the normal mode, we have yet to try the hard mode.
Our strat (we only do 10 man at the moment, sorry) is to spread out throughout the room. We place 1 healer on each of the "branches" that lead out from the centre cirlce (think peace sign) and then we place 1-2 ranged DPS per third. That way there is always 1-2 healers in range of each ranged DPS and 2+ in range of the melee. We find phases 1,2 and 3 to be terribly easy now with phase 4 improving each week (4 Mimiron kills now) but still pretty hectic.
Am not sure if this has been mentioned before, but our guild had a reasonably annoying issue with Hodir tonight.
We defeated him at 2m56s, but unfortunately he had begun to cast Flash Freeze at 2m54s. Rather than just go friendly at 2m56, he proceeded to channel the entire 9s Flash Freeze cast, including breaking his rare chest bang on 3 minutes, and then only became friendly at 3m03s.
Spoke to a GM who was sympathetic, but obviously there is nothing they can do about it. They said they couldn't respawn him without developer intervention which leaves us screwed for this raid reset. Just something to bear in mind if you're working on this one.
Hi. I've sort of been hoping for a Flame Leviathan thread, but not sure if I should start one or not. The fight is really easy with no towers, and as I understand it hard mode discussions are no-go atm. We have however been having some trouble with our 10man Orbit-Uary and my question is very basic and straight forward.
Have anyone else been seeing a bug where you as a demolisher driver trying to switch seats into the demolisher turret can suddenly despawn the entire vehicle leading to a very sudden wipe? We have had this happen to us a few times and simply cannot reproduce it or understand the bug to a good enough degree that we can avoid it. Can anyone else tell me if they have experienced the same bug or how we might avoid it? Again this is happening while trying to switch from one seat in the vehicle to the other and I would estimate that it happens about 10% of the time.
Have anyone else been seeing a bug where you as a demolisher driver trying to switch seats into the demolisher turret can suddenly despawn the entire vehicle leading to a very sudden wipe? We have had this happen to us a few times and simply cannot reproduce it or understand the bug to a good enough degree that we can avoid it. Can anyone else tell me if they have experienced the same bug or how we might avoid it? Again this is happening while trying to switch from one seat in the vehicle to the other and I would estimate that it happens about 10% of the time.
The very same happened for me. In Heroic Ulduar I had my passenger shot onto Leviathan. Then I tried to switch seats to get my hands on some pyrite barrel. As soon as I switched my seat, the demolisher despawned, leaving me behind to a fast death.
Since then the driver of demolishers never leaves his seat during this encounter and it didn't happen for us since then. My guess would be, that the driver seat should be populated at all times to stop the vehicle from despawning.
If you can remember the point of time it happened, it would be a useful information - what I'm thinking of is, that your situations were long in the fight, so that you're demolisher has taken a good bunch of damage already.
So much damage, that your vehicle, if the driver leaves, has <0 hitpoints, as it loses the entire ilvl-bonus, and, well... instead of getting destroyed and despawn just despawns.
This is clearly wrong if that happened at the beginning of the fight, as your demolisher should have enough hitpoints left.
Have anyone else been seeing a bug where you as a demolisher driver trying to switch seats into the demolisher turret can suddenly despawn the entire vehicle leading to a very sudden wipe?
I noticed that if you're using the original vehicles that you pick up at zone-in, they will despawn immediately upon exit after you have pulled Flame Leviathan for the first time. I haven't seen this happen while using the vehicles that spawn near Flame Leviathan once you reach him.
Well the Ulduar-10 hard mode weapons got a buff bumping them to ilvl 232. Some are claiming that the Herald of the Titans - Achievement - World of Warcraft has been bumped up to ilvl 232 as well. This would mean that Ulduar-25 loot (excluding hard mode loot) can be used to complete the achievement.
I didn’t see a need for Blizzard to further buff the 10man hard mode loot, some were already best in slot. In order to be remotely competitive in 25mans(hardmode), most guilds now have to run 10 and 25man raids.
Well the Ulduar-10 hard mode weapons got a buff bumping them to ilvl 232. Some are claiming that the Herald of the Titans - Achievement - World of Warcraft has been bumped up to ilvl 232 as well. This would mean that Ulduar-25 loot (excluding hard mode loot) can be used to complete the achievement.
I really didn’t see a need for Blizzard to further buff the 10man hard mode loot, some were already best in slot. In order to be remotely competitive in 25man raiding, most guilds now have to run 10 and 25man raids.
It's not really a surprising move. All the other 10-man hard mode loot was the same ilvl of 25-man normal mode loot. They're just bringing weapons up to par. It's not like before this change there was no useful loot from 10 mans.
It's not really a surprising move. All the other 10-man hard mode loot was the same ilvl of 25-man normal mode loot. They're just bringing weapons up to par. It's not like before this change there was no useful loot from 10 mans.
I am not surprised, just agitated that we NEED to run multiple Ulduar raids per week, instead of focusing 1 25man raid and the rest being optional. The progression path is supposed to be 25nax ->25Ulduar. Instead we have 25nax ->10Ulduar-> 25Ulduar and 10man Ulduar hard mode -> 25man Ulduar hard mode.
10mans to a 25man raider should be optional content, but right now it’s a requirement for certain classes, hi melee.
I think my favorite Flame Leviathan bug is launching people off Demos and having them fly off to nowhere. Or just kinda flop out 5 yards away and stand there.
We've tried every combination we can think of involving people targeting or not targeting FL and moving or not moving. Sometimes, they just don't get up there.
I think my favorite Flame Leviathan bug is launching people of Demos and having them fly off to nowhere. Or just kinda flop out 5 yards away and stand there.
We've tried every combination we can think of involving people targeting or not targeting FL and moving or not moving. Sometimes, they just don't get up there.
Launch them one at a time, waiting for the first person to reach the top before launching the next. They usually don't end up on top when you launch 2 people up at once.
Originally Posted by Crowl
If you have to control a robot dinosaur that fires lazers and there's a time when you shouldn't be shooting those lazers then the encounter is clearly flawed beyond hope of fixing.
Am not sure if this has been mentioned before, but our guild had a reasonably annoying issue with Hodir tonight.
We defeated him at 2m56s, but unfortunately he had begun to cast Flash Freeze at 2m54s. Rather than just go friendly at 2m56, he proceeded to channel the entire 9s Flash Freeze cast, including breaking his rare chest bang on 3 minutes, and then only became friendly at 3m03s.
Spoke to a GM who was sympathetic, but obviously there is nothing they can do about it. They said they couldn't respawn him without developer intervention which leaves us screwed for this raid reset. Just something to bear in mind if you're working on this one.
This should be fixed now. From Daelo, "A hotfix for this issue has been deployed. Hodir Hard Mode raiders rejoice! The casting of Flash Freeze will no longer interfere with the hard mode reward timer in this encounter." Source: MMO-Champion BlueTracker - Nerf Flash Freeze.
My guild has already killed Mimiron, but we seem to be having inconsistencies at getting him down. This is largely due to Mimiron's Laser Barrage ability.
i) During "spinning up" and the actual start of "laser barrage" there seems to be a 15 degree clockwise twitch
ii) Is the starting direction for Laser Barrage really random in P4? Some sites suggest they point in the direction of the tank
iii) Eating Shock Blasts -- Do you guys go ahead and eat em' all for P4? Or wait for some Laser Barrage + Shock Blast combo?
P.S. Any reason why there still isn't a dedicated Mimiron thread for this discussion? :S
My guild has already killed Mimiron, but we seem to be having inconsistencies at getting him down. This is largely due to Mimiron's Laser Barrage ability.
i) During "spinning up" and the actual start of "laser barrage" there seems to be a 15 degree clockwise twitch
ii) Is the starting direction for Laser Barrage really random in P4? Some sites suggest they point in the direction of the tank
iii) Eating Shock Blasts -- Do you guys go ahead and eat em' all for P4? Or wait for some Laser Barrage + Shock Blast combo?
P.S. Any reason why there still isn't a dedicated Mimiron thread for this discussion? :S
1. Seeing that people around the general direction he is aiming at should already be running away - it doesn't matter.
2. It's random, VX turns around during entire phase, blasting people with Hand Pulse, until it picks one target for Barrage. Tank being targeted is just more dangerous.
3. Didn't see the combo happen recently - but even if it did, it seems Laser is generally fixed, so it's not worth it to stay inside. Surviving Shock does require 2 x cooldowns from some classes, or GS, which could be used for some other situation.
1. Seeing that people around the general direction he is aiming at should already be running away - it doesn't matter.
Actually, if the cannon were facing directly at you and you make the decision to run in a clockwise manner -- you could possibly be running towards the direct line of fire a-la 15 degrees clockwise.
That being said, running clockwise is fail if you're in front of the cannon. Rofl. Thanks for the advice. I'll post back with results using CDs to eat Shock Blasts in P4.
One more question for the community. What is your strategy to killing off the P4 sections at the same time?