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04/17/09, 11:36 PM
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#101
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Glass Joe
Human Warrior
Kul Tiras (EU)
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After having wiped for a few hours in p4 mimiron 10man, we reached the conclusion that he only really does this flipping when A. No one is in meele range or B. if the tank is turning the boss in any way.
Also another behavior that i'm pretty sure was not on PTR, the boss seemed to always use dark glare right after shock blast at the beginning of phase4.
I'm not sure if that was an intended change, but it surely adds tons of challenge to the fight, i personally hope it stays that way.
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04/18/09, 12:02 AM
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#102
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Piston Honda
Orc Shaman
Magtheridon (EU)
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Originally Posted by Grunge
Uh, from what I gathered, if anyone dies to Dark Glare he does a 360 spray and kills most of the raid.
This seems intended behavior to me since you really shouldn't die to Dark Glare.
It's part of what makes Mimiron in my mind the most fun fight.
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We did him several times tonight (on 10 man), and he never displayed this behaviour. People would die to dark glare and he'd simply continue spraying the room in his usual fashion, sometimes he would announce that he was using dark glare but not actually use it, other attempts he wouldn't use it at all (in any of the phases). Kinda strange stuff. Maybe we were missing something.
We did eventually kill him, though.
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"Any sufficiently advanced stupidity is indistinguishable from malice."
- Clark's Law
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04/18/09, 2:48 AM
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#103
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Don Flamenco
Night Elf Priest
Bronzebeard (EU)
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So, seeing that they're buffing Sappers to prevent some of more "creative" ways of "killing" them - any ideas? I know fear spamming works, but they can still do enormous damage if you leave them alone for split second and it's not like 3 locks will be a standard. It does kind of remind me of Kael, but even those didn't start spinning right after the pull. LOS tricks seem horribly annoying, they drain healers to 0% way too fast and do it too often. Goes double for 10 man, 3 Sappers in single group was major pain and you can't really perma cc them with so little people.
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04/18/09, 3:01 AM
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#104
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Piston Honda
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Originally Posted by KamPa
So, seeing that they're buffing Sappers to prevent some of more "creative" ways of "killing" them - any ideas? I know fear spamming works, but they can still do enormous damage if you leave them alone for split second and it's not like 3 locks will be a standard. It does kind of remind me of Kael, but even those didn't start spinning right after the pull. LOS tricks seem horribly annoying, they drain healers to 0% way too fast and do it too often. Goes double for 10 man, 3 Sappers in single group was major pain and you can't really perma cc them with so little people.
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Our strategy for them? Have everyone group up, MD to a tank mounted in Freya's room for the first pack and just run past everyone else. Ankh/soulestone/DI summon and take the tram across. There is no trash on the other side and once you pull him the teleporter opens up to him. Stupid trash.
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"Oh he's a sad little man? He's thrown a kettle over a pub, what have you done?"
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04/18/09, 3:17 AM
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#105
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Not Glass Joe
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Originally Posted by Dollar
Our strategy for them? Have everyone group up, MD to a tank mounted in Freya's room for the first pack and just run past everyone else. Ankh/soulestone/DI summon and take the tram across. There is no trash on the other side and once you pull him the teleporter opens up to him. Stupid trash.
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I would like to know how you misdirect to a mounted tank.
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04/18/09, 3:43 AM
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#106
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Piston Honda
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Originally Posted by takari
I would like to know how you misdirect to a mounted tank.
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Have them standing halfway between, misdirect. The tank runs into Freya's room and mounts, the hunter runs into the hallway and shoots the mobs. Duh?
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"Oh he's a sad little man? He's thrown a kettle over a pub, what have you done?"
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04/18/09, 3:45 AM
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#107
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Piston Honda
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Originally Posted by takari
I would like to know how you misdirect to a mounted tank.
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You can mount after the MD is cast afaik.
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04/18/09, 3:50 AM
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#108
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Glass Joe
Night Elf Druid
Undermine
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Originally Posted by brynjarg
After having wiped for a few hours in p4 mimiron 10man, we reached the conclusion that he only really does this flipping when A. No one is in meele range or B. if the tank is turning the boss in any way.
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We were trying Mimiron 10 man for about 4+ hours tonight and we have no conclusion about what makes him bug out and wipe the raid with it. We were doing attempts when I read your post so we tried having a priest Guardian Spirit me (main tank) through his first shockwave/eye beam combo and he still went berserk and killed everybody despite me never so much as turning my body. I'm out of guesses.
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04/18/09, 5:32 AM
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#109
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Von Kaiser
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In regards to Mimiron's Dark Glare ability shooting all over in P4, the torso rotates for the dark glare in relation to how the boss is facing, not the floor. So if your tank spins around the boss while the torso is doing the dark glare, it'll spin that around too.
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04/18/09, 7:28 AM
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#110
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Perverse and often baffling
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Originally Posted by Vardisk
In regards to Mimiron's Dark Glare ability shooting all over in P4, the torso rotates for the dark glare in relation to how the boss is facing, not the floor. So if your tank spins around the boss while the torso is doing the dark glare, it'll spin that around too.
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We found that the best way to prevent this from wiping was to have the tank make a beeline straight away from the boss when there was a simultaneous shockwave/dark glare. This ensures that the boss maintains the same facing relative to the raid. This seems to work fairly consistently for us. Haven't downed him yet but getting close.
Originally Posted by KamPa
So, seeing that they're buffing Sappers to prevent some of more "creative" ways of "killing" them - any ideas? I know fear spamming works, but they can still do enormous damage if you leave them alone for split second and it's not like 3 locks will be a standard. It does kind of remind me of Kael, but even those didn't start spinning right after the pull. LOS tricks seem horribly annoying, they drain healers to 0% way too fast and do it too often. Goes double for 10 man, 3 Sappers in single group was major pain and you can't really perma cc them with so little people.
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This was by far the most annoying part of the instance for us in 10 man - The first two pack, we rooted one, pulled the other, and chain stunned/fear dps'd it to death then did the same to the second one.
The pack of 3, we moved the raid almost to the beginning of the wing, had a druid root-pull, then a warrior charged and tanked the second add, while we dps'd the third add safely away from the other two.
The last pack, we had a warrior charge in and shield wall while a DK death gripped one out of LOS and we dps'd that one down then switched to the next. Seems to be that these guys you basically have to get them to the point where you only have one of them in your raid, then it becomes manegable.
Last edited by Aldriana : 04/20/09 at 4:07 PM.
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04/18/09, 8:05 AM
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#111
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Piston Honda
Orc Shaman
Magtheridon (EU)
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On the subject of Mimiron's trash (10 man), what exactly is the deal with the spider tanks? Sometimes when we get the driver to jump out the tank explodes, but other times the driver somehow dies and then when we get the tank to 30-35% it becomes green and mountable, lasting a few minutes. We couldn't consistently get this to happen, though (running around like idiots as we were), but I assume it is the way we're actually supposed to handle this trash?
That trash has been the hardest part of the instance so far, up to the general.
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"Any sufficiently advanced stupidity is indistinguishable from malice."
- Clark's Law
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04/18/09, 9:50 AM
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#112
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Glass Joe
Human Warrior
Kul Tiras (EU)
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The way we dealt with dark glare right after AoE shock was just having our MT deathknight blow all cd's and stay in, worked like a charm. Because he only really seems to use this nasty combination once in the fight and that's at the start. After that he doesn't seem to pair theese two abilities anymore, if he does it's darke glare and then the shock towards the end of the glare, wich is very doable as long as your tank is not turning the boss at all.
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04/18/09, 11:29 AM
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#113
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King Hippo
Night Elf Druid
Blackhand
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Originally Posted by Xunwael
On the subject of Mimiron's trash (10 man), what exactly is the deal with the spider tanks? Sometimes when we get the driver to jump out the tank explodes, but other times the driver somehow dies and then when we get the tank to 30-35% it becomes green and mountable, lasting a few minutes. We couldn't consistently get this to happen, though (running around like idiots as we were), but I assume it is the way we're actually supposed to handle this trash?
That trash has been the hardest part of the instance so far, up to the general.
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Keeping the tanks alive makes the trash MUCH easier. I don't know if its any particular mechanic but every time we got a tank to ~30% it turned green and someone could get in. They key is NOT getting in right away and then having the tank die to the frost turrets the driver spawns. Heal the tanks and let them machine gun the Sappers while regular tanks grab the rest. Thats what worked for us on the 10 man version.
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04/18/09, 4:48 PM
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#114
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Bald Bull
Orc Death Knight
Whisperwind
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A tip our raid found out with Ignis last night:
There's absolutely no reason to kite him. The Scorch ground effect can be prevented by positioning the tank in the middle of one of the pools of water ("Scorch is extinguished by the water!"). Since you only need half of the Scorches to melt the adds, I (as the tank) started the fight off by getting Ignis to place a Scorch down just south of the left-hand pool, then rotating him into the pool for the next Scorch, then rotating him to the opposite side of the pool for the third Scorch, then repeating, continuing to bounce back and forth between the three positions. If done correctly, the boss never moves far enough for any DPS to have to reposition themselves. This helped stabilize the fight a ton for us. We didn't get him down, but the difference between our kiting attempts and our attempts with this strategy were night and day.
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04/18/09, 5:58 PM
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#115
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Von Kaiser
Human Warlock
Deathwing (EU)
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We're having paticular trouble with General Vezax in 10 man as he seems to be healing for insane amounts 100k per second per person that is in range of the mark of the faceless starting from the second the debuff lands. Let alone the fact that half the buff/mana pools are not working correctly. This is making the fight incredibly frustrating as no matter how fast we react the the healing buff it seems that he is always healing for at least 5 or so percent. It's incredibly demoralising for what is otherwise really quite a simple boss. We've tried numerous tactics; all the DPS clumping and moving alertly, being completely spread out and some in between but arn't managing to get him below 70% reliably and 30% over the whole night. It feels like we're missing something here.
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04/18/09, 6:17 PM
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#116
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Glass Joe
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Let alone the fact that half the buff/mana pools are not working correctly.
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Could you elaborate? The only gimpy thing we found about this boss in 25 man was when shadow crash targeted a healer that was on the vapors, and even then that is survivable and avoidable to a fair enough extent. He does heal for a fair amount if it targets a caster on the shadow crash remnants, but even then we were able to beat the enrage timer fairly easily.
Although it is difficult to relate how the 10 man functions relative to the 25 man, I would say by all means do not spread out but rather just have your dps move as best they can away from the targeted area for crash. In case you aren't doing it already, if someone gets targeted for the life drain in the group, only have that person move. If the class doesn't have its own way to move out quickly (e.g. blink/disengage), have a holy priest (if you have one) spec into the speedy shield talent and toss it on them. This fight does seem to favor caster groups heavily, as melee are debuffed with the attack speed reduction and have to interrupt the blast wave.
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04/18/09, 7:38 PM
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#117
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Piston Honda
Blood Elf Warlock
Laughing Skull (EU)
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Tried out Ignis this night on 10-man and I'm starting to wonder if the fight is not slightly overtuned. There is so much damage involved in the fight such as the MT being hit by him who gets a stacking buff, the OT that tanks the adds in the fire, the players ending up in Slag Pot and of course the Flame Jets. We tried it with 3 healers and still, no cigar. Seeing as he didn't seem to have a berserk timer, we let our shadow priest go healing instead and after 9,5 minutes, he was done.
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04/18/09, 8:41 PM
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#118
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Von Kaiser
Human Warlock
Deathwing (EU)
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Originally Posted by Etchy
Could you elaborate? The only gimpy thing we found about this boss in 25 man was when shadow crash targeted a healer that was on the vapors, and even then that is survivable and avoidable to a fair enough extent. He does heal for a fair amount if it targets a caster on the shadow crash remnants, but even then we were able to beat the enrage timer fairly easily.
Although it is difficult to relate how the 10 man functions relative to the 25 man, I would say by all means do not spread out but rather just have your dps move as best they can away from the targeted area for crash. In case you aren't doing it already, if someone gets targeted for the life drain in the group, only have that person move. If the class doesn't have its own way to move out quickly (e.g. blink/disengage), have a holy priest (if you have one) spec into the speedy shield talent and toss it on them. This fight does seem to favor caster groups heavily, as melee are debuffed with the attack speed reduction and have to interrupt the blast wave.
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We were getting periods where we'd kill a crystal it would drop on the floor we'd move into it and get no buffs whatsoever. I'm guessing its a specific area but it's quite frustrating. I've heard from friends that bunching up was the way to go but he was honestly healing too fast. We sustained 80k RDPS for about 20 seconds then got it all healed up by one Mark of the Faceless as they ran away; 2 tics of heals from our 5 caster DPS healed him for over 15%. As it starts ticking straight away even though the shielding would be useful he'd still heal for ~ 6% each time is it the same in 25 man? We may go back and try again but will most probably be focusing on 25 man raids for now. I'd be interested to hear of other peoples experiences with General Vazex on 10 man.
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04/19/09, 12:25 AM
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#119
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Von Kaiser
Tauren Hunter
Ghostlands (EU)
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Originally Posted by krilz
Tried out Ignis this night on 10-man and I'm starting to wonder if the fight is not slightly overtuned. There is so much damage involved in the fight such as the MT being hit by him who gets a stacking buff, the OT that tanks the adds in the fire, the players ending up in Slag Pot and of course the Flame Jets. We tried it with 3 healers and still, no cigar. Seeing as he didn't seem to have a berserk timer, we let our shadow priest go healing instead and after 9,5 minutes, he was done.
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We tried him with 3 healers tonight and it seemed fine. We had a paladin MT healing, a Priest offtank healing, and a Shaman raid healing. The MT kited the boss around the line texture inbetween the pools which meant that the OT never had to drag the molten adds far, and if a healer got Slaged he would heal himself and the shaman would take over his role. Once we had that tactic down we killed him the following attempt.
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04/19/09, 5:30 AM
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#120
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Von Kaiser
Blood Elf Mage
Cenarion Circle
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We encountered a problem after FL today in 10 man. We spoke to Brann to default to normal mode and did not engage any towers. However we remained in combat after the kill and I suspect someone may have strayed too close to a tower.
If this is the case then is it working as intended? The fight did not change to a 1-tower up hard mode (I think) as FL had no new abilities and the same health as I'd seen on my other attempts (2 other characters). Did we effectively re-activate a tower and if so why did it not go into a one-tower hard mode? Or is this a bug anyone else has encountered.
Sadly we could not use teleporters at all and so after killing XT we couldn't progress to the ante-chamber. We're reconvening tomorrow and I've already confirmed that zoning in no longer puts me in combat so a soft reset seemed to do the trick.
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04/19/09, 6:15 AM
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#121
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Von Kaiser
Human Paladin
Wildhammer (EU)
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Staying in combat after killing Flame Leviathan seems to be pretty common. I encountered it on both 10man and 25man "easy" mode kills. For some reason we also had people not eligible for loot/emblems too (while noone died or was outside).
Ask your entire raidgroup to walk to entrance, go out, come back (this should drop combat state as long as everyone is outside), use teleporter. Takes just a few minutes.
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04/19/09, 6:47 AM
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#122
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Von Kaiser
Blood Elf Paladin
Magtheridon
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We had trouble with General Vezax on 10 man tonight. Our 25 man is not quite there yet and we didn't get a whole lot of time in on him but we had some really odd stuff happening with the Saronite vapors.
Sometimes the healers would stand in it and not get a buff, and then randomly take 20k damage from the vapor with no mana gain, and sometimes we would not get any mana gain out of it at all.
I've read some other guilds having these problems but alot of people have killed it so I was wondering if this is something we are missing or its just buggy and we were unlucky.
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04/19/09, 7:26 AM
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#123
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Glass Joe
Human Warrior
Sylvanas (EU)
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Originally Posted by Hungtar
During the Auriaya fight, we had her Sanctum Sentries respawn. Not sure what caused that, but it might have had something to with tanking Auriaya on stairs. Has anyone else expierienced this? It's not supposed to happen, is it?
e: typo
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We experienced this aswell when tanking her on the lower platform where she stops her patrol and turns around. After a few wipes to this, we tried tanking her on the higher platform (the one right under the teleporter, where her patrol can't reach you) and it didn't happen again. Thinking this must either be a bug, or because someone is feared into the hallways/stairs leading her to somewhat "reset"
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04/19/09, 8:00 AM
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#124
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Piston Honda
Blood Elf Warlock
Laughing Skull (EU)
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Originally Posted by Heenk
We tried him with 3 healers tonight and it seemed fine. We had a paladin MT healing, a Priest offtank healing, and a Shaman raid healing. The MT kited the boss around the line texture inbetween the pools which meant that the OT never had to drag the molten adds far, and if a healer got Slaged he would heal himself and the shaman would take over his role. Once we had that tactic down we killed him the following attempt.
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We had a paladin and priest as well, but, instead of the shaman, a disc priest. According to the healers mana wasn't any problem (even though the fight lasted as long as 9 minutes) but they had trouble finding the time to keep up everybody up due to Flame Jets and the fact that everyone is running around so much.
I'm not claiming that it's unbalanced, because obviously it can be done. But it might be slightly overtuned in the amount of damage taken by everybody, that's at least my view.
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04/19/09, 8:09 AM
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#125
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Bald Bull
Blood Elf Paladin
Jaedenar (EU)
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Originally Posted by Oliria
We experienced this aswell when tanking her on the lower platform where she stops her patrol and turns around. After a few wipes to this, we tried tanking her on the higher platform (the one right under the teleporter, where her patrol can't reach you) and it didn't happen again. Thinking this must either be a bug, or because someone is feared into the hallways/stairs leading her to somewhat "reset"
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We had some extensive time testing the respawning, there is nothing you can do to avoid it once you have the bug it seems. In our ID, adds respawned each attempt and if you tank her on the 2 'higher' platforms, it is possible for somemone to get feared near the stairs and pull the adds (very big agro range). We tried killing the adds and tanking the boss on every possible platform, they always respawned.
Upside is that their patrol route is very slow and it is rather easy to just adjust your boss positions. If the adds are on the east platform of their route, put the boss west and visa versa.
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