Cant say about 25man, but on 10man it weas easy as pie. Maintank had aura and one sentry, offtank had one sentry and the defender. Killed the defender once and then just burned down the boss. In retrospect we should have killed the defender again because of the spell locking just mentioned, but we didnt know.
The offtank kept the sentry just far enough away from the MT that they didnt get their pack-buff, but he still took damage from the screech.
I imagin that in a 25man scenario you could stick one on your maintank, one on your defender tank and the last two on a third tank that stays a few yards away. Add an extra healer if it gets too hairy, the enrage timer is a joke.
Auriaya has no Hard Mode(s), nor do Kologarn, Ignis, or Razorscale. Those are just on the Glory of the Ulduar Raider so that those bosses are involved in getting a Proto drake, I suppose.
Auriaya has no Hard Mode(s), nor do Kologarn, Ignis, or Razorscale. Those are just on the Glory of the Ulduar Raider so that those bosses are involved in getting a Proto drake, I suppose.
Thats what I thought. So far I guess there is only Leviathan, XT, Council, Freya, Thorim, Hodir, Mimiron, Vezax and Yogg who have a hardmode. (and not to forget Algalon the hardmodeboss).
Also since you asked, Yogg Saron hard mode is 1light as well as 0 light, but 2/3lights is only additional badges/orbs(like flame leviathan is only hard at 4, everything else is still normal mode loot tables, and freya is only hard with 3keepers). 0 lights currently hasn't been killed even on 10man as far as I know, but 1 light on 10man is definitely not too hard assuming you're geared in 25man loot.
Is there any good way to control the NPCs on Hodir? We've assigned targets for breaking them out, but it still seems luck-based for when and where we get a fire after the second/third Flash Freeze. There's also the annoyance of the NPCs getting scattered afterwards, so the DPS is sometimes split up which hurts healing and buff-sharing.
For our hard-mode kill, it felt like we got lucky on the second and third flash freezes with good placement of the NPCs and the Starlight/Fire buffs. But if the NPCs were easier to manipulate, it would be a much simpler fight to repeat.
I don't believe there is any way to actually control the NPCs on Hodir. Some of the buffs are definitely better than others, though. We normally just have everyone clump up in a beam of light and DPS the crap out of him, making sure to move here and there to get rid of the Keristrasza-like debuff. Often we will get lucky with a beam being near a Toasty Fire and then, since we're all clumped up, the lightning buff will spread quickly and the DPS soars.
Is there any good way to control the NPCs on Hodir?
I was discussing this a few nights ago and the only idea I could come up with is to move Hodir so that he is out of range of the NPCs, forcing them to move. However, I'm not sure if this is viable because I don't know the range on their attacks, it could be too far to make this possible.
I was discussing this a few nights ago and the only idea I could come up with is to move Hodir so that he is out of range of the NPCs, forcing them to move. However, I'm not sure if this is viable because I don't know the range on their attacks, it could be too far to make this possible.
It works, the npc's have between 20 and 35yd range on most of their abilities.
Is the Starlight effect on Hodir a player buff? After reviewing a number of parses from wowmeteronline and WWS, I have not seen the effect listed as either a buff or debuff, and I am trying to understand why.
Is the Starlight effect on Hodir a player buff? After reviewing a number of parses from wowmeteronline and WWS, I have not seen the effect listed as either a buff or debuff, and I am trying to understand why.
The buff is received by players standing in the beams of light cast by friendly NPCs.
Starlight effect is a buff but gains of it may not be recorded by combat log. I couldn't find it at all looking at our WMO either. I think there's similar behavior for totems/heroic presence(draenei racial hit aura) and quite a few other things with the combat log sadly.
I just looked through a combat log that included Hodir, and the Starlight buff never appeared in the log. Doesn't seem like there's a way to evaluate which of your raid members are getting the most use from the buff.
We're having trouble on phase 2 mimiron healing, our group is rather spread out, with 3 main ranged groups in each section of that pie, and the melee is in 3 groups along the black spokes of the pie wheel of the room. The problem however, is that when he casts spinning up and 2-4 of the healers ahve to move, we get extremely far behind on healing, and inevitably lose a person or two. We're running 6 healers at the moment, 2 priests, 2 paladins, and 2 resto shamans. I think the problem lies in the priests having almost no haste (their PoH cast time is barely below 2.5 seconds) so the raid is never really topped off. (Druids would be helpful also, but they don't seem to exist.)
Has anyone done it with this heal setup before, and how did you handle the lack of WG healing? Is your priests' haste significantly quicker? Or do we need to add more healers, to make up for the lack of druids?
I just looked through a combat log that included Hodir, and the Starlight buff never appeared in the log. Doesn't seem like there's a way to evaluate which of your raid members are getting the most use from the buff.
Count # of spells cast?
Starlight is the only haste buff (outside heroism).
Obviously other factors could give you different numbers but it seems like at least a rough metric.
We're having trouble on phase 2 mimiron healing, our group is rather spread out, with 3 main ranged groups in each section of that pie, and the melee is in 3 groups along the black spokes of the pie wheel of the room. The problem however, is that when he casts spinning up and 2-4 of the healers ahve to move, we get extremely far behind on healing, and inevitably lose a person or two. We're running 6 healers at the moment, 2 priests, 2 paladins, and 2 resto shamans. I think the problem lies in the priests having almost no haste (their PoH cast time is barely below 2.5 seconds) so the raid is never really topped off. (Druids would be helpful also, but they don't seem to exist.)
Has anyone done it with this heal setup before, and how did you handle the lack of WG healing? Is your priests' haste significantly quicker? Or do we need to add more healers, to make up for the lack of druids?
A lot of people seem to do phase 2 with groups spread out throughout the room and I can't figure out why(at least for easy mode). By far the easiest way we found to do phase 2 is to have the whole of the raid make a small circle around mimiron in such a way that every person is in range of every other person.
If you spread out evenly the raid damage is no higher and all the healers can hit every person and will always get maximum effect from their AOE heals. This also makes dealing with spinning up a lot easier as you can just run straight through mimiron while he spins up and be in a safe spot with very minimal movement.
We're having trouble on phase 2 mimiron healing, our group is rather spread out, with 3 main ranged groups in each section of that pie, and the melee is in 3 groups along the black spokes of the pie wheel of the room. The problem however, is that when he casts spinning up and 2-4 of the healers ahve to move, we get extremely far behind on healing, and inevitably lose a person or two. We're running 6 healers at the moment, 2 priests, 2 paladins, and 2 resto shamans. I think the problem lies in the priests having almost no haste (their PoH cast time is barely below 2.5 seconds) so the raid is never really topped off. (Druids would be helpful also, but they don't seem to exist.)
Has anyone done it with this heal setup before, and how did you handle the lack of WG healing? Is your priests' haste significantly quicker? Or do we need to add more healers, to make up for the lack of druids?
Have your priests pop divine hymn right after a barrage, that should relive alot of the healing pressure from people being bunched up. You shouldn't get more than two barrages in p2 (so one priest coverage each barrage), and p4 the healing strain isn't nearly as much so you don't need divine hymn.
We're working on iron council hardmode and we had some tries yesterday but they always ended real early because of tank deaths or random deaths. We're running with 6 healers and since we haven't had a comfortable try on phase3 I can't see if we can afford to loose a dps. So is 6 healers ( 2 holy priest, 2 resto druids, 1 paladin, 1 resto shaman ) plenty and should I tell our healers to shape up or should we drop a dps. We don't run with any shadowpriests either who would be kinda great here too.
I doubt you can drop down a DPS for another healer. If anything, I'd say you may have to drop dowj to five healers, since the DPS requirements on steelbreaker are extremely demanding.
I assume you're killing Molgeim first so you won't have to deal with death runes on Brundir, so the only real raid damage is the high voltage and the static disruption. Brundir should never be able to finish a chain lightning cast and with two rogues you can just do a kidney shot rotation to stun it on the lightning whirls. Assign two AoE capable healers (shamans and priests qualify the best I guess) to focus on keeping the melee up in case you get an unlucky chain of static disruptions on your melee group. Alternatively you can just have the melee (except aforementioned 2 rogues) fall back and spread out if they have two stacks of the debuff. I think you can live through a third hit, but it's risky.
As you said yourself, it might be a good idea to add in a shadowpriest to mostly deal with the high voltage, but we found a jumping PoM and druid HoTs are more than capable of healing through it with ease; it's important, however, that healers stick to their assignments and don't start randomly throwing heals on the raid.
Regarding Steelbreaker's tank, we found it the easiest to just use a paladin to tank him, since he can remove fusion punch himself and you won't have situations where your dispeller is stuck in a GCD and the tank gets gibbed. It really needs to be dispelled instantly.
DKs are probably the ideal Steelbreaker tanks for hardmode. Anti-Magic Shell prevents the debuff from being put up at all, so 1/2 to 1/3 of the punches are neutered, and they can use IBF to seriously reduce the damage of another 1/3 to 1/4 the punches. On our 10 man hard mode kill we just tanked Steelbreaker within dispel range of Molgeim/Brundir and had our ret pally dispel the debuff when I couldn't AMS it away. It's not like the DPS requirement for the first two phases are at all tight; you could even have your ret pally not DPS at all if you need to. On p3, the pally can see the punch coming and keep his GCD free.
We did it with 2 healers for the 10 man version, for the record; it should be healable for 6 in the 25-man version. 7 seems like it'd be way too many. Damage really isn't that high on anyone but the Steelbreaker tank in the hardmode.
Have someone who is hitcapped do it. Seems a pretty trivial answer.
It's unlikely to not have one in a 25-men raid, but if you can't field a hitcapped dispeller, you still get 2 GCD's to get it off before it ticks. Even a holy paladin or priest with no hitgear at all is 97,11% likely to have dispelled it in two attempts.
In the 10-men I found fusion punch ticks are quite healable, but I may be biased because we're running it with 25-men gear. For the hardmode it's fully reasonable to expect a raid to get a hitcapped dispeller in.
I'm not sure what governs dispel resists, but I doubt it is hit rating, as it appears to be a 1 in 100 chance or so - I run with 12 hit rating from Icewalker and the resist rate is definitely less than 2%.
Moreover, what is a hitcapped dispeller? A shadow priest or ret paladin? Slim pickings. Luckily for me, I have only had cleanse resists occur in the first portion of the encounter, but yes if you get one in the final phase, it's definitely game over.
Anyway, the real answer here is to have more than one person paying attention to dispel.
How do people deal with dispel resists on fusion punch? A 20k tick on fusion punch is game over most of the time.
We generally have a prot paladin tanking, spamming dispel at the right time, with me doing it as well just after timing a heal to land right after fusion punch, for good measure.
I've been using my Felhunter to dispel and found a resist on one (perhaps two, may have missed the dispel) occasion. I can't really say the total number of dispels I did, but considering it's about 20 per attempt and over 20 attempts, the chances are pretty low.
The advantage of Felhunter is you don't have to worry about GCDs at the expense of a slight DPS loss on the lock.
I was discussing this a few nights ago and the only idea I could come up with is to move Hodir so that he is out of range of the NPCs, forcing them to move. However, I'm not sure if this is viable because I don't know the range on their attacks, it could be too far to make this possible.
This is what we do, we have Hodir tanked on the left-hand side of the room (at least to begin with) meaning the NPCs on the right run forwards slightly and end up more clumped than they would be if Hodir is tanked in the middle. This also increases the chances of Toasty Fire+beams to be in the same location.