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04/17/09, 2:41 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, 2:48 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, 2:49 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, 2:53 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, 2:58 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, 3:31 AM
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#66
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Piston Honda
Tauren Druid
Earthen Ring
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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, 3:37 AM
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#67
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Piston Honda
Pandaren Monk
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 4:30 AM.
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04/17/09, 3:49 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, 4:42 AM
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#69
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Von Kaiser
Troll Druid
Sylvanas (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 4:48 AM.
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04/17/09, 5:55 AM
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#70
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Von Kaiser
Draenei Shaman
Silvermoon (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, 6:43 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, 7:35 AM
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#72
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Piston Honda
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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, 7:47 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, 7:54 AM
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#74
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Piston Honda
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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, 7:59 AM
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#75
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Glass Joe
Night Elf Druid
Outland (EU)
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delete please, previous poster already answered the question.
Last edited by Caven : 04/17/09 at 8:01 AM.
Reason: previous poster answered earlier, hadn't refreshed the page yet.
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