Apparently not. The only thing the group who went last night had to say was,
Originally Posted by Taeme,February 7th, 2006 @ 11:39PM
Hakkar is fucking awesome now.
Originally Posted by Lyta
I've been trying to concentrate on studying for my Proof Methods test tomorrow, and all I can think of is your hotness, radiating out from the pixels on my monitor, seared straight into my neurons.
Originally Posted by Kaubel,February 8th, 2006 @ 10:30AM
Apparently not. The only thing the group who went last night had to say was:
Originally Posted by Taeme,February 7th, 2006 @ 11:39PM
Hakkar is fucking awesome now.
Yeah he definitely is a fun fight be we couldnt down him last night. After about 6 wipes we called it. The rest of ZG is a nice refreshment to what it was though, the mobs they took out really helped with the flow of the place.
Guilds that have been killing Hakkar before and have little-to-no MC progression are saying that the new Hakkar is too difficult now.
Basically, these guilds are saying that either a) they lack the DPS to bring Hakkar down within 10 minutes, b) they lack the mana to heal through a ~10m fight, or c) both.
Originally Posted by subscience,February 8th, 2006 @ 10:46AM
Guilds that have been killing Hakkar before and have little-to-no MC progression are saying that the new Hakkar is too difficult now.
Basically, these guilds are saying that either a) they lack the DPS to bring Hakkar down within 10 minutes, B) they lack the mana to heal through a ~10m fight, or c) both.
Well we have downed rag and are on to BWL. It also looks like a lot of guilds are killing him before the 10 min timer and some are saying that if you dont it's pretty much instant death anyways.
I was just wondering if it was possibly our DPS was too little or if it was an OOM thing. It's definitely nice not falling asleep during the fight now though.
We killed him on our third try last night after having some problems keeping him on a tank and timing the drains. I thought the fight was pretty fun, but healer mana was pretty low throughout the fight. You really want to time your son kills so that you aren't poisoned for very long, and everyone who needs to should bandage after a drain. It seems to me like it should be doable for any group that has been running ZG for a while, but I don't know. I think what will get you now in this fight is your DPS and healers taking too much damage causing you to be unable to sustain your tanks.
Hakkar's health seemed to drop really quickly. Unless a group is healer-heavy or just has a bunch of bad or lazy players, I have a hard time imagining him taking over ten minutes to kill. I think we only took three drains before killing him. I can see it being close or going a bit over ten minutes. It's a step up over everything else in the zone kind of like Ragnaros is to MC now, and I think that's justified considering the quality of his loot relative to the other bosses in ZG.
Well, we downed him on the third try last night. Fight's definitely a lot more fun. Then again, our dps was largely centered around a few highly-geared people (had a couple of our pro rogues there, some really good dps warriors, Blam was rocking 8/8 Nemesis and I was frostbolting away in 8/8 netherwind). I'd say we took him down in roughly 6 minutes. His health went down about 20-25% per blood drain (which has a 90 second cooldown now). My only regret is that they finally make Hakkar interesting about 2 runs before I'm done with the zone forever -- the changes gained me about 2900 rep last night, almost double what I usually get.
The problem is that the intended audience for that dungeon is having a very, very difficult time with Hakkar now (almost to the point of being impossible?). I'm not sure if it's because the encounter is new (for all intensive purposes) or if in fact Blizzard did make him a bit too hard.
BWL-capable guilds are claiming 6-8m to take Hakkar down. Considering you basically have 10m to kill him, it may be impossible for those guilds that lack the weapons and large mana pools.
Originally Posted by Blam,February 8th, 2006 @ 11:01AM
We killed him on our third try last night after having some problems keeping him on a tank and timing the drains. I thought the fight was pretty fun, but healer mana was pretty low throughout the fight. You really want to time your son kills so that you aren't poisoned for very long, and everyone who needs to should bandage after a drain. It seems to me like it should be doable for any group that has been running ZG for a while, but I don't know. I think what will get you now in this fight is your DPS and healers taking too much damage causing you to be unable to sustain your tanks.
Hakkar's health seemed to drop really quickly. Unless a group is healer-heavy or just has a bunch of bad or lazy players, I have a hard time imagining him taking over ten minutes to kill. I think we only took three drains before killing him. I can see it being close or going a bit over ten minutes. It's a step up over everything else in the zone kind of like Ragnaros is to MC now, and I think that's justified considering the quality of his loot relative to the other bosses in ZG.
Just the kind of information I was looking for. It certainly looks like it was our timing was off with the drains/poison. Hopefully we can get some more attempts in before reset. Thx for the information.
But this fight seems like a lot more fun. I'm always up for figuring out ways to wipe the group. Seems it will be a lot easier now.
"If I feel it is neccessary to talk down to you I will, and I do not care if it hurts your feelings... don't talk about shit you don't understand" -Ike
Originally Posted by Sothebys,February 8th, 2006 @ 11:13AM
Just the kind of information I was looking for. It certainly looks like it was our timing was off with the drains/poison. Hopefully we can get some more attempts in before reset. Thx for the information.
For what it's worth, Hakkar now seems to drain every 90s. Also, spreading people out (a lot) seems to mitigate the Corrupted Blood damage very well.
Originally Posted by subscience,February 8th, 2006 @ 11:24AM
Originally Posted by Sothebys,February 8th, 2006 @ 11:13AM
Just the kind of information I was looking for. It certainly looks like it was our timing was off with the drains/poison. Hopefully we can get some more attempts in before reset. Thx for the information.
For what it's worth, Hakkar now seems to drain every 90s. Also, spreading people out (a lot) seems to mitigate the Corrupted Blood damage very well.
Yeah it looks like corrupted blood even though it doesnt spread, has a radius of about 4 players. We werent spread out and now looking back we should have tried that. It's the things after the fight when you realize :( I was trying to keep an accurate timer on the drain and it seemed to fluctuate a little bit than before.
Yeah, spreading out is absolutely crucial. We found out last night that basically, Hakkar will randomly slap someone with the 10 second Corrupted Blood DoT, and everyone within 5(?) yards of him will get smacked with 800-1000 shadow damage. Bunching up in a big clump like everyone is used to = instant death, as everyone in the raid except the tanks will be hit by it, and that will drain healer mana fast. So, we spread out all over the top of the temple and didn't have a problem.
Would've had him down the second try, actually, but one of our MT's got mind controlled, ran into our group while we were killing a Son and used Intimidating Shout because it cooled down mere seconds before he got MC'd. That caused us to not only miss the blood siphon, but also caused all of our healers to get thrown off, leading to the death of the other MT. Pure bad luck. :(
Yeah I am pretty sure if the raid gets spread out enough it shouldnt be a problem for us. That blood was messing us up something fierece :( Other than that just keeping the MT's alive and it should be downed.
I started out around 13651/21000 that night and finished up at 16391/21000. So, roughly 2800 rep. This was with skipping the fish boss because we never do him anymore. All rep is doubled -- trash gives 4 rep per kill, bosses give 100, Hakkar gives 400. Mojo madness boss only gives 50, not sure if that's how much they gave pre-patch. Anyway, beyond that they removed about one pull from each of the areas so it's considerably less frustrating now.
Originally Posted by bartolimu,February 8th, 2006 @ 3:45PM
I'm going to ZG tonight and I'm really looking forward to the new Hakkar fight.
We found it really effective to sheep the tank who was getting mind controlled. We only had one warlock in our group and several mages. Depending on your make up tonight, might be good idea to have at least two or three ways to crowd control the mind controlled person with sheep or seduce. In our case, Falconius would sheep the tank and I'd dispel him as soon as I saw the mind control wear off. Seduce would probably be just as effective.
Originally Posted by bartolimu,February 8th, 2006 @ 5:45PM
Originally Posted by subscience,February 8th, 2006 @ 8:12AM
(for all intensive purposes)
Intents and purposes.
Sorry, pet peeve of mine.
Going through the trouble of correcting most people's mistakes like that is mute.
Originally Posted by Lyta
I've been trying to concentrate on studying for my Proof Methods test tomorrow, and all I can think of is your hotness, radiating out from the pixels on my monitor, seared straight into my neurons.