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05/27/09, 10:12 AM
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#31
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Von Kaiser
Dwarf Hunter
Grim Batol (EU)
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I might be misremembering, but I was under the impression he cast it more than once, just with a long cooldown. Doesnt matter much anyway, the core of the mechanic is that you cant be an idiot and stand in the beam and it will automatically deal a percentile amount of damage to all and any vehicle left alive.
As for the flame vents on our kill video those are purely unintentional events. The guy driving the siege that is not filming was having some trouble and you see two and a half flame vents go off while the guy in POV is being chased. Though one flame vent is a bit late because the siege has to drive though a plant before he can interrupt, that is intentional as we have had trouble with interrupts not working because the electroshock didnt chain properly through the plants and ended up not hitting the FL.
I have a question for the 25man: With only one person on the turrets, I've had reports of him not being able to fire on the last or last two towers. Is this because of the LoS from one side to the other? Is it then possible that if you send only two guys up that they will both end up on the same side and leave one tower unattackable? Or are you guaranteed access to all four if you send two ranged attackers up? This is mostly information interesting if something goes wrong and someone dies or misses their shot, but can anyone confirm that a single ranged dps is not able to take down all four towers given time?
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05/27/09, 10:15 AM
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#32
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Glass Joe
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Originally Posted by Zindel
We did the 25 man 4 towers this week and I thought it was miles easier than the 10 man. We had a 2% wipe on our third pull and ended up killing him five pulls later with some more single digit attempts. We had four shadow priests, sent two on the leviathan at a time with the other two refilling for the demolishers. That left three demolishers to simply maintain their stack. I think we still had every vehicle alive at the end minus a few bikes.
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Yeah, we send up one person in 10 man and two in 25. Lets the demos have a lot more time to refill and keep their 10 stacks up.
If you have an elemental shaman you should send them up in the first wave. They can get bloodlust off while all the demos have pyrite and are almost guaranteed to get a 10 stack up through the shutdown.The make pyrite uptime better we have some demos with two passengers.
We load one of the first people to go up before we engage and then a ranged for the second wave sits in the passenger seat. When we did this in 10 man we had an almost 90%+ uptime on the 10 stack. Too bad he chases the demos, could have had 100%. Just had to sacrifice one bike for it, but the damage increase was enormous for us.
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05/27/09, 10:17 AM
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#33
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Mitt Romney?
Blood Elf Priest
Mal'Ganis
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Originally Posted by jarlelin
I
I have a question for the 25man: With only one person on the turrets, I've had reports of him not being able to fire on the last or last two towers. Is this because of the LoS from one side to the other? Is it then possible that if you send only two guys up that they will both end up on the same side and leave one tower unattackable? Or are you guaranteed access to all four if you send two ranged attackers up? This is mostly information interesting if something goes wrong and someone dies or misses their shot, but can anyone confirm that a single ranged dps is not able to take down all four towers given time?
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Sometimes (all the time?) if just one person is sent up, only 2 turrents become active. I've definitely never seen all 4 not spawn with 2 people up there, but I've seen only 2 when I've been the only person up there. (whether it's been because we're in the process of wiping, faulty launching, or whatever.) It has nothing to do with LoS, since all 4 turrets are in LoS and if you have V-bars enabled you can see all 4 health bars.
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05/27/09, 11:21 AM
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#34
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Glass Joe
Tauren Warrior
Whisperwind
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We tried the strategy I talked about in my first post last night on 10 man +3 with pretty good results (killed Freya's tower). We dropped one bike, dedicated one demo to keeping up a 10 stack and had the other rotate 2 ranged dps classes through turret duty while dpsing. We only had time for 6 (real, non buggy) attempts and had a few people that had no experience on +2, yet still we were able to get him ~30% by the end of the second shutdown. If we'd had more time to practice I have no doubt he'd have died. We used 2 locks as our turret killers, and they were able to kill off both in about 45 seconds. At our vehicle DPS rate it seemed like he'd die shortly after the 3rd shutdown using this method. That will definitely improve as we get better at keeping up the pyrite stacks.
Last edited by Scorcher Darkly : 05/27/09 at 11:23 AM.
Reason: Grammar
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05/27/09, 11:51 AM
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#35
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King Hippo
Orc Hunter
Tarren Mill (EU)
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Originally Posted by jarlelin
I have a question for the 25man: With only one person on the turrets, I've had reports of him not being able to fire on the last or last two towers. Is this because of the LoS from one side to the other? Is it then possible that if you send only two guys up that they will both end up on the same side and leave one tower unattackable? Or are you guaranteed access to all four if you send two ranged attackers up? This is mostly information interesting if something goes wrong and someone dies or misses their shot, but can anyone confirm that a single ranged dps is not able to take down all four towers given time?
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Yes, we had 2 people sent up (3rd man missed) and one of them died - the last remaining dps'er was unable to attack the last turret.
Also Thorim's tower does, I'm usually in the siege engine, something like 19k per tick in a very wide radius but will also hit one person for 300k (this was in 10man) if he gets directly hit. A comment made earlier seemed to suggest that you would get hit for the full amount regardless of what.
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05/27/09, 12:05 PM
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#36
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some random guy
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Last night we had one our of two turret killers miss and the turret killer that was up there could not target the two remaining turrets, so just confirming that you have to send two players up top to enable all four turrents.
Positioning wise, we had been kiting FL back and forth from SE to NW corners, with everyone not being chased positioning so they could get to the opposite corner if needed. This was to make setting up flaming tar patches in FL path as easy as possible. We switched last night to assigning one demo and one siege engine to each corner, with a pair floating...this resulted in pyrite being a lot easier to ration out as we can be all over the room rather than concentrated in one-two locations. Do other guilds stick to any sort of strict kite path or is it more FFA?
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05/27/09, 2:23 PM
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#37
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Von Kaiser
Night Elf Druid
Moonrunner
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Regarding 10 man Strat A (one chopper) Orbit-uary and the role of the chopper:
We had a few sub-10% attempts where one our demos were simply chipped away by adds over time. Even with me trying to use the demo's ram while rolling pyrite, it wasn't enough to take down the larger Ally of Nature and his friends before they did a good bit of damage. It was absolutely in part due to the fact that a demo driver wants to have good range on Leviathan, which naturally distances them from the help of the siege vehicle drivers and prox aggros one or two of the corners. What I'm undecided on is whether the chopper is best used for keeping tar under Leviathan, or dedicating himself completely to the adds to prevent that from happening. It could help with control of those adds, but it also risks losing more of the chopper's already low HP...
As it is, our chopper usually goes down before the end of the fight anyway.
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05/27/09, 2:39 PM
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#38
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Glass Joe
Human Warrior
Lightbringer
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Tar does nothing to Flame Leviathan, and burning tar is insignificant damage compared to losing a pyrite stack if adds kill a demolisher.
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05/27/09, 5:35 PM
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#39
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Great Tiger
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Has there actually been any fix for the bug with Choppers? Last night we were getting pretty close to getting Orbituary-25 but one of the most annoying factors were our Overload Shuttle Bikes dying way before everyone else because they would lose around 300k HP after the first time a Passenger entered and left the bike. It was pretty frustrating to have a bike staring off at 800k max health and jumping down to 500k in the first 30 seconds of the fight. Any idea on how to fix this?
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05/27/09, 5:48 PM
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#40
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Piston Honda
Human Death Knight
Azjol-Nerub (EU)
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Originally Posted by Ashen
Has there actually been any fix for the bug with Choppers? Last night we were getting pretty close to getting Orbituary-25 but one of the most annoying factors were our Overload Shuttle Bikes dying way before everyone else because they would lose around 300k HP after the first time a Passenger entered and left the bike. It was pretty frustrating to have a bike staring off at 800k max health and jumping down to 500k in the first 30 seconds of the fight. Any idea on how to fix this?
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We had the same bug, too. When you drop the passenger, your hp goes down by 50%. After two homeruns you're dead.
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05/27/09, 6:20 PM
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#41
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Bald Bull
Undead Death Knight
Twisting Nether (EU)
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You can dismount and remount, and it'll give you back the hp, however that only works for 1, sometimes 2 phases, after that your bike get destroyed instantly on dismount. I think at that point, you just load yourself into a demo, pick up some pyrite and load yourself in the catapult instead of other DPS(especially if you weren't launching 4 it's not a big issue).
I'm not sure you can survive the fight if you take a chopper with 4towers, even playing flawleslly and not getting bugged.
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05/28/09, 4:11 AM
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#42
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Mr. Sandman
Night Elf Druid
Argent Dawn (EU)
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Fun bugs we had was the Demolisher periodically being unable to fire anything (no one was in the launcher), pyrite instantly despawning that was shot down over 10 seconds into the fight and the aforementioned Bike HP bug. We also had a bugged Pyrite barrel on one attempt that the hook went too and stayed on for the rest of the fight, not letting the guy in the turret pick up any more.
Felt so random depending on who he chased but we saw multiple < 20mil wipes before he died. Sometimes a Demolisher gets chased then harassed by 2 frost beams for a whole phase and your DPS plummets, other times you get to sit in a corner with a pile of Pyrite next to you spamming as fast as you can.
Tips for Demolisher drivers, Pyrite range is quite a big explosion. If you are being chased you can easily keep it up most of the time by turning maybe 120 degrees and shooting the floor near him. You can also start firing on the turn as it takes a second or two to actually launch it.
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05/28/09, 8:40 AM
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#43
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Piston Honda
Human Priest
Outland (EU)
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Since my guild was determined to use 4 people to ensure faster shutdowns, we had the idea of using 1 bike to just carry a "restocker" from 1 demolisher to another (5 demolishers, 4 shutdowns).
Unfortunately, the bike tended to die 'early' (our eventual 3-Tower kill was approx. 8 mins), partly from losing 350k HP from the bike bug.
We abandoned this approach and got our kill with only 1 demolisher using a fulltime restocker and doing a huge amount of our damage. I'd be interested to know if any other guilds had a similar approach that they managed to make work.
Amongst the problems we faced were our shutdown team found it easier to run to a raid marked demolisher which they knew was reserved for themself. When we had a restocker, "their" vehicle was sometimes taken.
This might be an unneeded extravegance for 3T. We were working on the assumption that less restockers = more shutdowns = more DPS. In 4T, the Demolisher gunners seem to contribute well to add control, so less than 3 fulltime might make us fall behind.
Last edited by james : 05/28/09 at 9:20 AM.
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05/28/09, 9:45 AM
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#44
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Piston Honda
Blood Elf Death Knight
Frostwhisper (EU)
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Originally Posted by Vaccine
Fun bugs we had was the Demolisher periodically being unable to fire anything (no one was in the launcher)
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We had this bug the other week in the demolisher i was driving, what appeared to happen was that the demo gunner had loaded himself into the catapault by mistake and then hopped back out to the gunner seat before i had a chance to launch him. The catapault wouldn't let you use any abilities apart from the launch command but as there was no one to launch it never performed the ability and locked you out from using anything else.
In the end we couldn't find a way to fix it(even after a couple of minutes hopping in and out of the vehicle, swapping positions, etc) so we had to destroy the demolisher and pick up the fresh respawn. Luckily for us it happened as we were starting the gauntlet so it wasn't a big problem.
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05/28/09, 11:05 AM
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#45
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Von Kaiser
Anwyn
Tauren Druid
No WoW Account (EU)
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You get your firing controls back when you actually launch the gunner. Aim for a nearby wall or the Leviathan and he might even live.
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