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Old 05/05/09, 5:13 PM   #481
Drolz
Von Kaiser
 
Undead Death Knight
 
Magtheridon
Originally Posted by Zarat View Post
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.)

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Old 05/08/09, 6:49 AM   #482
gcbirzan
Bald Bull
 
gcbirzan's Avatar
 
Human Paladin
 
Darksorrow (EU)
Originally Posted by tommynt View Post
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.

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Old 05/08/09, 12:16 PM   #483
Aod_Macabre
Von Kaiser
 
Human Paladin
 
Mannoroth
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.

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Old 05/13/09, 11:36 PM   #484
swills
Piston Honda
 
Tauren Druid
 
Shadowsong (EU)
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.

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Old 05/14/09, 12:50 AM   #485
jarlelin
Von Kaiser
 
Dwarf Hunter
 
Grim Batol (EU)
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.

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Old 05/14/09, 1:51 AM   #486
Mizli
Glass Joe
 
Orc Death Knight
 
Gilneas (EU)
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.

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Old 05/14/09, 4:11 AM   #487
Centarion
Von Kaiser
 
Night Elf Druid
 
Perenolde (EU)
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.

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Old 05/14/09, 10:06 AM   #488
rbbrdckybk
Von Kaiser
 
Dwarf Paladin
 
Rexxar
Originally Posted by jarlelin View Post
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.

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Old 05/14/09, 10:35 AM   #489
Bullshot
Don Flamenco
 
Bullshot's Avatar
 
Human Hunter
 
The Maelstrom (EU)
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.

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Old 05/14/09, 11:43 AM   #490
Nen
Von Kaiser
 
Human Warrior
 
Stormrage
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.

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Old 05/14/09, 11:48 AM   #491
Charsi
Don Flamenco
 
Night Elf Warrior
 
Stormrage
Originally Posted by Bullshot View Post
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.
Confirmed by Zarhym here (second post).

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Old 05/14/09, 11:50 AM   #492
RootBreaker
Piston Honda
 
Troll Priest
 
Detheroc
Originally Posted by Nen View Post
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.

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Old 05/14/09, 12:21 PM   #493
Nen
Von Kaiser
 
Human Warrior
 
Stormrage
Originally Posted by RootBreaker View Post
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.

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Old 05/14/09, 2:20 PM   #494
Torrential
Piston Honda
 
Orc Shaman
 
Turalyon
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.

Last edited by Torrential : 05/14/09 at 3:40 PM.

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Old 05/14/09, 3:08 PM   #495
KamPa
Don Flamenco
 
Night Elf Priest
 
Bronzebeard (EU)
Another one is Leviathan launching people outside combat area, so they can't run back and get killed by rockets.

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