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04/16/09, 8:48 PM
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#51
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Don Flamenco
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Originally Posted by Topround
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.
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Incorrect, Sarth has a separate loot table for 1 drake, with the same ilvl, and then a third loot table with higher ivl for 2 drakes. So I don't think it's safe to assume anything about FL.
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04/16/09, 8:50 PM
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#52
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Von Kaiser
Gnome Death Knight
Argent Dawn (EU)
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Originally Posted by Skiace
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?
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We did a two tower kill and got three ilevel 226 items, two badges and three runed orbs. Is that more orbs than a zero tower kill? If so, I'd assume that's the only real benefit (along with practice and experience for the real hard mode payoff, of course).
Edit: A peek at Insomnia's site shows that they just got one extra hard mode exclusive item for a total of four epics for a four tower kill.
Last edited by Pyria : 04/16/09 at 9:19 PM.
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04/16/09, 10:18 PM
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#53
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Don Flamenco
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I put a PUG together lastnight and we nailed Flame Leviathan with 1 Tower up on 10man - and we recieved 2x [Emblem of Conquest].
Is this intended? Are you supposed to recieve Conquest Emblems for Hard Mode 10 man bosses?
We killed Razorscale immediately after and only recieved an [Emblem of Valor].
Interestingly enough, we discovered that Razorscale's Deep Breath (while grounded) doesn't really hurt at all. It was dealing like ~3k to our tank, who was holding all of the leftover Air Phase mobs in front of the boss to be toasted.
As for the damage ratio from XT's heart to his body, does anyone know what it is? 1:1?
We had about 3-4 attempts before our server was shut down without touching the heart, and we were wondering why we kept wiping to enrage at like ~35-40%.
As for the pummelers, we've just been having the MT taunt them and hang onto them while we DPS the bots/boss. They don't really seem to pose any threat - does anyone else deal with them differently? They have a fair bit of HP and as far as we're concerned, they're not worth wasting DPS time on.
So far I'm really impressed with the instance; especially the lack of trash between the first 4 bosses. Flame Leviathan was truly exceptional.
We'll be killing Deconstructor tonight - is it worth beating our heads against a bugged Ignis, or should we just move on to the Watchers?
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04/16/09, 10:28 PM
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#54
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Spiral out
Intermission
Orc Hunter
No WoW Account
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Originally Posted by Jagiya
We'll be killing Deconstructor tonight - is it worth beating our heads against a bugged Ignis, or should we just move on to the Watchers?
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I haven't done 10 man yet, but if it's anything like 25, go kill Council, Kologarn, Hodir, Auriiruya, then move to Freya/Thorim/Mimiron/Vezax. Those first 3 should really be a one shot if the raid know the fights already and a few people have attempted them on PTR. Freya will take a few wipes to familiarise yourself with the adds and the little techniques for each wave. Thorim will take a few wipes to balance your pit/gauntlet numbers, and for melee to learn that p2 is just Kel'Thuzad with nature. Aurirrya is just an annoying pull: make sure you know how to deal with her abilities once you get the pull right so you dont waste too much time.
I don't know anything about Mim/Vezax, but Ignis was a **** when we tried him the other night. Considering he is optional, I don't see any reason to kill him before Yogg.
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04/16/09, 10:42 PM
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#55
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Don Flamenco
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None of us had been on the PTR, and being a PUG, we didn't really have a clue what to expect, either. We just kinda winged it and figured it out as we went, spare a few, "I heard this" or "My guild did this on 25man" comments. We typically would have gone to Ignis after XT, since well, he's right there, but I think we'll take your advice and just move on to Iron Council and Kolagarn. Thanks.
Some of the greatest features of Ulduar so far, in my opinion are:
Teleporters.
They're so helpful! All of our run backs are 30 seconds long, it's great to have such minimal downtime. Does this continue throughout the entire instance?
Minimal trash & several bosses to choose from
I'm sure this will increase later in the instance, but it was really pleasant to kill Flame Leviathan and see three bosses standing in front of us, with a grand total of two trash mobs in sight. (I'm aware that the XT trash has been temporarily disabled) Having that freedom to choose which one to hit first, without having to slow the adrenaline pace with half an hour of trash was so refreshing.
Also - two more questions regarding XT.
1) When you destroy his heart, I seem to recall hearing rumours about him healing to full, in addition to his HP/damage buff. Is this correct? So you can't just DPS him to 25%, destroy the heart and zerg him down from there?
2) If he's at 76% before a tantrum, and then you zerg him (ala Gotta Go! 3.0) for the entire duration, does he cancel his tantrum when you push him below the threshold? Does he shut down immediately after the tantrum? Can you skip his shutdown completely?
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04/16/09, 11:21 PM
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#56
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Don Flamenco
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Originally Posted by Jagiya
2) If he's at 76% before a tantrum, and then you zerg him (ala Gotta Go! 3.0) for the entire duration, does he cancel his tantrum when you push him below the threshold? Does he shut down immediately after the tantrum? Can you skip his shutdown completely?
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I think we ran into this last night, and he completed the Tantrum then shut down immediately.
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04/17/09, 12:04 AM
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#57
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Bald Bull
Night Elf Druid
Tichondrius
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1) When you destroy his heart, I seem to recall hearing rumours about him healing to full, in addition to his HP/damage buff. Is this correct? So you can't just DPS him to 25%, destroy the heart and zerg him down from there?
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Correct.
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As for the damage ratio from XT's heart to his body, does anyone know what it is? 1:1?
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1 to 1, but the heart takes double damage.
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04/17/09, 1:51 AM
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#59
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Glass Joe
Blood Elf Paladin
Earthen Ring
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Originally Posted by Jagiya
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You can, from XT we got a couple different crystallized things and 13 or so cobalt bars. I wasn't paying close attention to what exactly was harvested but I'll confirm it's do-able anyway.
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04/17/09, 3:17 AM
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#60
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Piston Honda
Night Elf Death Knight
Frostmane (EU)
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When we killed Flame Leviathan (normal mode) on 25 man last night, we received a [Fragment of Val'anyr], so I assume it has a chance to drop from every boss.
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04/17/09, 3:41 AM
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#61
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Glass Joe
Night Elf Rogue
Aggramar (EU)
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Has anyone tried if Ignis's adds are deathgrippable as they are rootable on both 10 and 25man? That would make easier to get them into the scorches. Stacking the scorches by draggin the adds into the flames just doesnt seem to be very easy and getting it stacked high enough before the scorch actually runs out.
On XT002, are the people who get pulled into nearby gravity well supposed to take damage? I thought from that spell description that they were, but it didnt seem to be the case for us. Only the person with the debuff did seem to get damaged by on average 19-20k damage. Which in combination of Tantrum is rather deadly to anyone.
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04/17/09, 3:48 AM
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#62
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Don Flamenco
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Originally Posted by f1reburn
When we killed Flame Leviathan (normal mode) on 25 man last night, we received a [Fragment of Val'anyr], so I assume it has a chance to drop from every boss.
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Yep, my guild got one from Ignis25 as well. So far it appears to be a guaranteed (or highly increased) drop from Yogg-Saron, with several guilds scoring one on their first kills.
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04/17/09, 3:49 AM
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#63
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Von Kaiser
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Originally Posted by Shadowfangs
On XT002, are the people who get pulled into nearby gravity well supposed to take damage? I thought from that spell description that they were, but it didnt seem to be the case for us. Only the person with the debuff did seem to get damaged by on average 19-20k damage. Which in combination of Tantrum is rather deadly to anyone.
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Gravity wells AoE damage caps out at 10 yards
0-10 yards - 20k dmg + pull
10-20 yards - 140 dmg + Pull
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04/17/09, 3:53 AM
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#64
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Glass Joe
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Our moonkin was roots + Wrathing them to shatter i beliieve (ignis adds)
2 Fragments so far for us - not too shabby.
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04/17/09, 3:58 AM
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#65
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Glass Joe
Night Elf Priest
Terenas (EU)
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I have a rather simple question: How do people position on XT002?
We tried it in one spot but Tantrum + Lightbomb usually killed someone. Is spreading out or making camps the way to go?
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04/17/09, 4:31 AM
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#66
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Piston Honda
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Originally Posted by Jagiya
I put a PUG together lastnight and we nailed Flame Leviathan with 1 Tower up on 10man - and we recieved 2x [Emblem of Conquest].
Is this intended? Are you supposed to recieve Conquest Emblems for Hard Mode 10 man bosses?
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Just saw the same thing in 10 man: 1 tower hard mode Flame Leviathan kill dropped 2 Emblem of Conquest for everyone. Has anyone done this with more towers up, to see what the differences are in loot, if any?
It will make an interesting stepping stone type of progression, if raiders who only do 10 man raids can obtain Emblems of Conquest when they beat the hard mode versions. On the flip side, if 25 man raiders want to farm Emblems of Conquest fairly easily, it won't be difficult to do some of the early hard mode 10 man boss fights for 2 emblems each (assuming that pattern holds up) when overgearing them.
Regarding the [Fragment of Val'anyr], according to the Armory it does indeed drop 100% of the time from Yogg-Saron. The later bosses in the instance have a low chance of dropping it, and the starting 9 bosses have a very low chance.
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04/17/09, 4:37 AM
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#67
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Piston Honda
Tauren Druid
Stormreaver (EU)
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Originally Posted by Clandestine
Has anyone figured out a way to make the Mimiron trash less painful?
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We started on this last night but had to quit before finishing. The only hard things to deal with that we found were the Clockwork Sappers. They do a targeted, channeled, uninterruptable mindflay animation that does extremely high damage and also drains mana very fast. They cannot be sheeped, but can be stunned, feared, cycloned, and freezing trapped. When they die, they drop a land mine that will one-shot anyone nearby if detonated.
Our best goes at these pulls involved perfect crowd control, and fast stuns on the kill targets whenever they started their nukes. I expect that the mines can be disarmed, but am unsure.
The spider robots (I forgot their name) allow you to mount them like vehicles, and then you can destroy turrets that spawn with them.
If anyone has more to add, or suggestions for making the Mimiron trash easier, please contribute.
edit: If we don't learn anything before we go back today, then I think we will try kiting these guys more. I read a few places on the General WoW forums that maybe they won't nuke people if they are chasing their main target, so just kiting and LOSing them might work.
Last edited by khel : 04/17/09 at 5:30 AM.
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04/17/09, 4:49 AM
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#68
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Piston Honda
Night Elf Druid
Ravencrest (EU)
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Originally Posted by Shadowfangs
Has anyone tried if Ignis's adds are deathgrippable as they are rootable on both 10 and 25man? That would make easier to get them into the scorches. Stacking the scorches by draggin the adds into the flames just doesnt seem to be very easy and getting it stacked high enough before the scorch actually runs out.
On XT002, are the people who get pulled into nearby gravity well supposed to take damage? I thought from that spell description that they were, but it didnt seem to be the case for us. Only the person with the debuff did seem to get damaged by on average 19-20k damage. Which in combination of Tantrum is rather deadly to anyone.
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They are, the tactic we use is to have a dk moev to the water when a golem is almost molten and dg it there when it hits molten.
Correct about the Gravity well, dunno if its a bug or not.
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04/17/09, 5:42 AM
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#69
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Von Kaiser
Tauren Druid
Bloodfeather (EU)
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Originally Posted by Skiace
I think we ran into this last night, and he completed the Tantrum then shut down immediately.
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It does not but you can remove tantrum completly. As we killed him yestarday without single tantrum, we understood that when he becomes immune tantrum timer resets to 1min. So if you take him from immunity to 50% <1min you won't have tantrum.
Heart : Deconstructor dmg ratio. It's 4:1 or 5:1 percentage wise. Basicly if you take heart to 50% you will dmg deconstructor by ~12.5% and so on.
I'd suggest bloodlusting at 84-88% without using any CDs whatsoever. For us this let us have full BL uptime on 1st heart, when it poped we blew all personal cds. That moment we had him already at 52% coming for next heart phase.
Last edited by Szynszyla : 04/17/09 at 5:48 AM.
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04/17/09, 6:55 AM
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#70
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Von Kaiser
Orc Shaman
Twisting Nether (EU)
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Originally Posted by khel
We started on this last night but had to quit before finishing. The only hard things to deal with that we found were the Clockwork Sappers. They do a targeted, channeled, uninterruptable mindflay animation that does extremely high damage and also drains mana very fast. They cannot be sheeped, but can be stunned, feared, cycloned, and freezing trapped. When they die, they drop a land mine that will one-shot anyone nearby if detonated.
Our best goes at these pulls involved perfect crowd control, and fast stuns on the kill targets whenever they started their nukes. I expect that the mines can be disarmed, but am unsure.
The spider robots (I forgot their name) allow you to mount them like vehicles, and then you can destroy turrets that spawn with them.
If anyone has more to add, or suggestions for making the Mimiron trash easier, please contribute.
edit: If we don't learn anything before we go back today, then I think we will try kiting these guys more. I read a few places on the General WoW forums that maybe they won't nuke people if they are chasing their main target, so just kiting and LOSing them might work.
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There were a couple of mobs in the pulls before Kael'Thas, back in the day, that were also untankable. Just like those, simply spam fear on the Sappers and make sure you are decently spread so in case they do cast not too many are affected by it.
I do have to agree that this trash is probably the hardest thing we encountered in the instance so far.
Vezax trash is also a pain, especially since you can easily ninja pull another pack and that is usually a wipe...
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04/17/09, 7:43 AM
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#71
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Don Flamenco
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Originally Posted by Jagiya
1) When you destroy his heart, I seem to recall hearing rumours about him healing to full, in addition to his HP/damage buff. Is this correct? So you can't just DPS him to 25%, destroy the heart and zerg him down from there?
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That's what triggers his "hard mode". Once you destroy the heart, he gets Heartbreak activated, and you still have to kill him from 100%. I'm not sure how he behaves during the downtime, but that really sets the DPS bar pretty high. In 10-man, that means you need to deal 2.25 million damage just to activate the hard mode, and then an additional 8.4M damage to kill the bugger himself. 10.6 million damage in 6 minutes yields a raid DPS of ~30k. I'm not sure exactly how the add phases factor in though; we didn't get that far in our attempts. If he still goes through the full 30 seconds per "heart" phase, that increases the DPS requirement significantly... losing 90 seconds of DPS time pushes the raid requirement up to ~40k. This is, of course, just theory. Since we're mostly on moratorium from discussing further, I'll just continue to experiment with my guild as we gear up further and we'll see how things go.
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2) If he's at 76% before a tantrum, and then you zerg him (ala Gotta Go! 3.0) for the entire duration, does he cancel his tantrum when you push him below the threshold? Does he shut down immediately after the tantrum? Can you skip his shutdown completely?
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My guild got him into this position (or close to it) tonight. He'll go full duration of the tantrum; he won't cancel it. He doesn't shut down immediately, but he goes into the scripted shutdown sequence so you still get a couple of seconds of DPS on him while he does his emote and squats down a little.
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04/17/09, 8:35 AM
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#72
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Von Kaiser
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Had a good time in the 10 man last night, Skipped Ignius and The Iron Council to kill Kologarn and get into the watcher area. Called the raid after about an hour of attempts on Hodir, we had been two healing the whole night (Disc priest + resto shaman) one of our tanks switched to his healer for the last few attempts on Hodir. I was trying to understand how the affect of the mages cozy fire worked, I know it will stop the biting cold from stacking and I think it also prevents his frost nova type ability but will it prevent the aoe raid damage after a flash freeze?
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04/17/09, 8:47 AM
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#73
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Great Tiger
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Still unclear on the hard modes for Leviathan.. There are four towers.. The hardest mode is to destroy none of them? Or to destroy all of them?
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04/17/09, 8:54 AM
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#74
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Von Kaiser
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Originally Posted by Mideci
Still unclear on the hard modes for Leviathan.. There are four towers.. The hardest mode is to destroy none of them? Or to destroy all of them?
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For each tower you leave up Flame Leviathan gains a new ability, so destroy none would be the hardest. I think the meta requirement for the proto-drake is leaving just one tower up however.
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04/17/09, 8:59 AM
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#75
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Glass Joe
Gnome Warlock
Outland (EU)
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delete please, previous poster already answered the question.
Last edited by Caven : 04/17/09 at 9:01 AM.
Reason: previous poster answered earlier, hadn't refreshed the page yet.
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