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Old 08/06/09, 1:53 PM   #31
Douglas
Don Flamenco
 
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Night Elf Druid
 
Earthen Ring
Originally Posted by zoombini View Post
Another bug we found yesterday: Don't leave your totems down by the big door after killing the 3 champions.
Another totem-related note: in phase 2 of the final fight, the corpse explosions are killing totems. I am not used to totems being this vulnerable to AOE, so it took me a while to figure out what was going on. But this is really what was going on, and here is a log file to show it:

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Old 08/06/09, 2:13 PM   #32
Toabo
Piston Honda
 
Gnome Mage
 
Azgalor
In Phase 2 of the Black Knight, if your AoE is weak, the tank can simply kite them the Knight and all the mobs. When the Black Knight orders a ghoul to explode, the ghoul (1) gains in size, (2) gets a red Hunter's Mark icon over its head, and (3) slows/stops (happens fast, so hard to see) its movement. As long as your tank is kiting everything (and your melee DPS is paying attention), everyone can out-range the subsequent explosion.

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Old 08/06/09, 2:21 PM   #33
Royalite
Von Kaiser
 
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Night Elf Druid
 
Aggramar
Originally Posted by Ancallagon View Post
You can also zone back in during heroic mode as well. Not that I have any personal experience with having to do so, of course.
I don't know if this is a bug or otherwise but I zoned in during a boss's death on H5-man. I missed out on the loot (group loot) but got the Champion's Seal and WG shards after the loot was distributed. Zoning in during the other fights (not during a boss's death) were normal.

I speculate master looting would prevent that?

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Old 08/06/09, 3:15 PM   #34
Verator
Glass Joe
 
Blood Elf Paladin
 
Bonechewer
It was discovered on the Armory that ilvl 272 cloaks would be dropping in the new raid, likely from the heroic 25man chest. This puts the hardmode loot 50 points above the ulduar25 loot, a huge difference.

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Old 08/06/09, 3:51 PM   #35
Consider
King Hippo
 
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Draenei Death Knight
 
Dragonblight
More likely the ilvl 272 cloaks are from doing the hard mode 25m within X attempts (25, was it?). It's already pretty well established that the hard mode loot is 258, and blues said previously that the Tribute runs would have a special reward. That would also explain why there are cloaks which are 272 but absolutely no other items as such an ilvl.

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Old 08/06/09, 4:15 PM   #36
Copernicus
Bald Bull
 
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Night Elf Druid
 
Tichondrius
Originally Posted by Consider View Post
More likely the ilvl 272 cloaks are from doing the hard mode 25m within X attempts (25, was it?). It's already pretty well established that the hard mode loot is 258, and blues said previously that the Tribute runs would have a special reward. That would also explain why there are cloaks which are 272 but absolutely no other items as such an ilvl.
Probably 50 attempts.

The World of Warcraft Armory lists eight different chests spread out across the two difficulty levels. My guess is that there's a different chest for 0-24, 25-44, 45-49, and 50. There are also weapon drops (ilvl 258 for 25-man, ilvl 245 for 10-man) in three of the possible chests.

There's an ilvl 258 cloak that drops from the 10-man Tribute as well.

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Old 08/06/09, 4:41 PM   #37
Arantes
Von Kaiser
 
Blood Elf Mage
 
Cenarion Circle
Originally Posted by Malleus View Post
Blood Elf: Mage, spams Fireball, will sometimes use Polymorph.
Undead: Rogue, uses Deadly Poison and drops poison clouds.
Troll: Hunter, haven't really seen him use any abilities. Has no pet.
Orc: Warrior, uses Mortal Strike and Whirlwind.
Tauren: Shaman, has been seen using Chain Lightning and a spell called Hex of Mending (effect unknown, we interrupted it).
The hunter has a nasty multi-shot which hits cloth for 14k, he/she will also Disengage occasionally so if you place your clothies next to the hunter to avoid multi-shot they'll need to reposition at times.

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Old 08/06/09, 6:05 PM   #38
RemyG
Glass Joe
 
Blood Elf Paladin
 
Nordrassil
Raid question. How hard. (in in comparison to Ulduar) is 10 man reg?
Is it "harder" than Uld 10 reg?

Also. How does the weekly boss thing work?
Do you face one a week and have to keep going from there? So therefore. Want to stay in the same grp. Or... once you beat the first one it stays unlocked?

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Old 08/06/09, 6:22 PM   #39
tessarji
Von Kaiser
 
Tauren Shaman
 
Exodar
It's harder to judge because Beasts of Northrend is probably tuned a lot easier than the rest of the instance, based on past raids. The overall difficulty of that fight is probably about the same as Mimi-10.

My notes on the 25 man fight -

Gormock won't use Impale when disarmed, but the 10s durations mean it's not much use for dropping stacks, just for reducing his overall damage output. Also in case it wasn't obvious, his melee stomp also causes spell lockout.

We lost tanks sometimes to Icehowl when he did a headbutt-melee combo, for around 45k in much less than a second. Is there something we are missing to mitigate this or is it just a matter of being fast with the shield buttons?

Also, can anyone confirm if Icehowl's enrage on successful trample is removable with Tranq shot? Not that anyone here has seen his enrage, of course.

Edit: And another thought - Can paralyzed victims be saved by Hand of Protection? What about PvP trinkets?

Last edited by tessarji : 08/06/09 at 6:33 PM.

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Old 08/06/09, 6:25 PM   #40
Allara
Extra Special
 
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Draenei Hunter
 
Draenor
Originally Posted by RemyG View Post
Raid question. How hard. (in in comparison to Ulduar) is 10 man reg?
Is it "harder" than Uld 10 reg?

Also. How does the weekly boss thing work?
Do you face one a week and have to keep going from there? So therefore. Want to stay in the same grp. Or... once you beat the first one it stays unlocked?
We found the 10 man to have high enough gear requirements to make it not faceroll easy. We started with a relatively weak group and had to sub in for some better players before we were able to clear it. Ulduar 25 geared players should have no trouble at all with it. Ulduar 10 geared players will likely be challenged decently. In particular, it seemed the tanking and healing requirements were a bit higher than initially expected.

Each week an additional boss will be unlocked. You'll fight all of the available encounters each week.

Edit: I can confirm that Tranquilizing Shot does indeed remove Icehowl's enrage.

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Old 08/06/09, 8:40 PM   #41
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Originally Posted by Allara View Post
We found the 10 man to have high enough gear requirements to make it not faceroll easy. We started with a relatively weak group and had to sub in for some better players before we were able to clear it. Ulduar 25 geared players should have no trouble at all with it. Ulduar 10 geared players will likely be challenged decently. In particular, it seemed the tanking and healing requirements were a bit higher than initially expected.

Each week an additional boss will be unlocked. You'll fight all of the available encounters each week.

Edit: I can confirm that Tranquilizing Shot does indeed remove Icehowl's enrage.
We tried 25-man on Tuesday, with our regular raid group - (3/9 hard modes in Ulduar down) and 2-shot the boss - very easy.

I do want to confirm that the 10-man, however, is not faceroll easy.
We tried a mostly random group(good tanks, good but random DPS(almost all melee - I think part of our problem), 1 resto druid 2 offspec discipline priests(when one wasn't enough)) and couldn't seem to get it down in ~1 hour of attempts. I have no doubt that with any sort of real group we'd have gotten it, but even outgearing it (full Ulduar 25 gear + some hard mode gear) we failed to kill it in 10 man. 9 out of the 10 players in that group had killed the 25 man version.

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Old 08/06/09, 8:56 PM   #42
Shawry
Glass Joe
 
Night Elf Druid
 
Blackrock
10man is a good challenge, as mentioned a few posts up, similar to Mimiron. Learning the different stages is the hardest part.

We had 1 hr to zone in last night before server shutdown, and we managed to kill the Beasts with only myself reading anything about the fight beforehand.

3 Healers (resto drood, disc priest, resto sham) was fine and healing was fairly constant with only a few spikey patches when starting each new stage.
We had a mix of melee/ranged dps and had them ALL killing the adds on the first Stage, and then using Heroism to drop Acidmaw asap which worked a treat.

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Old 08/06/09, 9:07 PM   #43
Schnappi
Piston Honda
 
Orc Shaman
 
Vek'nilash (EU)
Originally Posted by RemyG View Post
Raid question. How hard. (in in comparison to Ulduar) is 10 man reg?
Is it "harder" than Uld 10 reg?

Also. How does the weekly boss thing work?
Do you face one a week and have to keep going from there? So therefore. Want to stay in the same grp. Or... once you beat the first one it stays unlocked?
Quoting myself from the EU-forums:
Didn't seem hard, but since I'm DPS I cant really judge how much damage is going around.

We managed to kill it on the second try without anyone really knowing what to do. So 3 DPS and a healer died after the burrow due to an unexpected aggro reset and a lagging tank. We had to 5 man the last guy cause one of the tanks dc'd as well.
What the one boss rule means is this:
Week 1 you face boss 1.
Week 2 you face boss 1 and 2.
Week 3 you face boss 1, 2 and 3.
Week 4 you face boss 1, 2, 3 and 4.
Week 5 you face boss 1, 2, 3, 4 and 5.

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Old 08/06/09, 9:41 PM   #44
Imua
Von Kaiser
 
Dwarf Priest
 
Kalecgos
For the 3rd beast, your tanks are most vulnerable after he "wakes up". The combination of him breathing cold on your raid plus starting to hit your tank fairly hard means that it's possible to lose the tank. In general, that's avoided by not having your healers clump (obviously) and you may as well blow a CD on the tank pickup. Other than that, he's not really dangerous at all.

Did the 10-man the first night with 2 tanks, 3 healers, 5 dps. Did the 25-man last night with 2 tanks, 6 healers, 17 dps. Ulduar-25 geared, like 3 HMs down.

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Old 08/06/09, 10:56 PM   #45
Moof
Von Kaiser
 
Tauren Druid
 
Chamber of Aspects (EU)
Regarding the first boss of beasts, does anyone know what are the criteria for the snobold throwing? Is it health-based or time-based and whether he requires a certain number of ranged targets before targetting melee (i.e. Vezax shadow-crashes). Reason being, I'm wondering if it would be possible for ranged to quickly duck into melee range before the snobold is thrown and have a dedicated soaker run out and take it (the current off-tank for example).

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