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09/15/06, 4:04 PM
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#1
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Glass Joe
Murloc Warlock
Balnazzar (EU)
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Greetings,
After reading through yet another retarded thread on the EU forums, complaining about Heigan's teleports, someone made a fairly stout statement. He claims you can limit the amount of teleports Heigan casts. At first I thought this would be bullshit, but I am not quite sure as we've never really tried to prevent him from doing that.
Don't get me wrong, I've killed Heigan, but undoubtly it is frustrating to get ported in there with only 15 seconds left on the Dance-timer.
Thread can be found here: http://forums.wow-europe.com/thread....35463603&sid=1
The person who claims this doesn't want to "spoil" it, which leaves me concluding he's probably talking crap.
However, I wanted to ask here, since most things tend to get an answer here ;)
Craven -
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09/15/06, 4:07 PM
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#2
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The beatings will stop once morale improves
Nurru
Undead Priest
No WoW Account
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It has always seemed random to me, but I have noticed he generally seems to teleport people with people who were standing near them.
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09/15/06, 4:10 PM
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#3
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Von Kaiser
Blood Elf Warlock
Mal'Ganis
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anyone ever just stayed at the port-in spot if you're the first group ported, until there is 30ish sec left?
i wonder if he'll port another group in (in which case you get to run the gauntlet with 6), or just not port anyone.
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09/15/06, 4:10 PM
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#4
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Great Tiger
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That guy is 100% full of ****.
IMO.
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09/15/06, 4:13 PM
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#5
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Glass Joe
Murloc Warlock
Balnazzar (EU)
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What I was wondering too - maybe the amount of people in the tunnel is capped? So you just dump some people at the end of the tunnel to prevent getting ported?
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09/15/06, 4:15 PM
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#6
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Mike Tyson
Malan
Tauren Shaman
No WoW Account
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Off topic of teleporting, but on the Heigan topic - my guild has began making attempts on this guy last night. The dancing will resolve itself, we'll figure that part out. We're trying to figure wtf the trick is in the suppression room though - is there anywhere at all to safely mana up/rez/summon before aggroing Heigan? We're shooting up the right side of the room, keeping one mob from each spawn alive so they don't respawn and dragging it with us. The last bat spawn just before Heigan though spawns so fast as to make summons/drinking a real pain in the ass.
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09/15/06, 4:19 PM
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#7
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Glass Joe
Murloc Warlock
Balnazzar (EU)
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What route do you take in the beginning? Stick to the right wall or the left wall?
Not that it matters, but just stop like 10 yards in front of Heigan's entrance, kill the two mobs and drink up fast. Thats all you can do really.
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09/15/06, 4:19 PM
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#8
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Mike Tyson
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Originally Posted by Malan
Off topic of teleporting, but on the Heigan topic - my guild has began making attempts on this guy last night. The dancing will resolve itself, we'll figure that part out. We're trying to figure wtf the trick is in the suppression room though - is there anywhere at all to safely mana up/rez/summon before aggroing Heigan? We're shooting up the right side of the room, keeping one mob from each spawn alive so they don't respawn and dragging it with us. The last bat spawn just before Heigan though spawns so fast as to make summons/drinking a real pain in the ass.
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No, that's basically it. Kill them all. Drink to full and make sure you're ready. When they respawn, offtank one from each of the packs right by his entrance, and kill the rest. Make sure everyone is ready, kill the last ones, and rush in.
My #1 gripe about that tunnel and Heigan is the fact that the tunnel has a zonewide combat pulse and the tunnel mobs don't leash going into Heigan's room. The best part is when someone lags or crashes as we're going in and their character is stuck outside the wall. It produces a 90-second stream of adds coming in from the tunnel while we do phase 1 because the first heal to the MT will pull all of them into the room.
Heigan speed phase + http://www.thottbot.com/?sp=30109 is some good stuff, let me tell you.
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09/15/06, 4:26 PM
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#9
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Don Flamenco
Night Elf Druid
Magtheridon
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Malan, I don't know if that's a good way to go through the gauntlet, and I believe that they made it so that you cannot exploit his leash anymore.
We established 4 stopping points, with the first one just inside to the left from Noth's room, and the last just right of the door into Heigan's room. At the stopping points, you should only be pulling one group of bats, and should have a good 10-15 seconds to drink and rez before the next group spawns. Doing it this way at first people will die a little bit learning it, but it is much more forgiving
In the last spot outside of Heigan's, we kill the bats, drink, then wait for one spawn of bats/maggots and go. Everyone is usually above 75% mana on average, which is plenty for this fight.
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09/15/06, 4:31 PM
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#10
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Mike Tyson
Malan
Tauren Shaman
No WoW Account
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No no, we're not doing anything with the heigan leash at all. We're just moving up while hugging the right wall of the room.
Our biggest issues last night seemed to be 1)Pulling double packs of bats or bats & grubs; and 2)pulling a plague beast directly into the raid
Both issues generally left 1/4 - 1/2 of the raid dead which makes it a HUGE pain to try and rez/summon that many people in the 8-10 seconds you have out of combat at the last stopping point before Heigan's room.
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09/15/06, 4:36 PM
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#11
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Mike Tyson
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Originally Posted by Malan
No no, we're not doing anything with the heigan leash at all. We're just moving up while hugging the right wall of the room.
Our biggest issues last night seemed to be 1)Pulling double packs of bats or bats & grubs; and 2)pulling a plague beast directly into the raid
Both issues generally left 1/4 - 1/2 of the raid dead which makes it a HUGE pain to try and rez/summon that many people in the 8-10 seconds you have out of combat at the last stopping point before Heigan's room.
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Plague Beasts are the key, really. We pull the first two out into Noth's room and kill them, then move up the righthand wall and fight the third there, then round the corner to kill the fourth before Heigan's room. If you make sure that you're thinning out the spawns near those spots so you never have a Plague Beast + 2 full packs of bats at the same time or something like that, it's pretty quick. The tunnel sucks horribly for learning the fight since it is 100% guaranteed you are going to have to reclear it quite a few times before people learn the dance, but it's a pretty quick clear once you're just farming it.
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09/15/06, 4:39 PM
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#12
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Glass Joe
Murloc Warlock
Balnazzar (EU)
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Back on topic now please :P
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09/15/06, 4:40 PM
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#13
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Don Flamenco
Night Elf Druid
Magtheridon
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Well, the dying gets less frequent with experience. Our mages/warlocks just kinda AoE till they pull agro and stop and let the next mage take it, priests/paladins/shamans cure the disease debuff off of them quickly (which reduces the damage they take), and the deaths start to go down quickly. If you accidentally pull multiple groups, that's a good time for a warrior to challenging shout (although be very careful, because the radius of challenging can accidentally pull that plague beast one of your warriors has into the raid, ouch).
Using this, we can stop at basically any of our four positions to rez/summon/drink.
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09/15/06, 4:44 PM
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#14
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Piston Honda
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Does he actually port with only 15s left? I've never seen it under 30s. Assuming your raid isn't bad and dying during phase 1 there shouldn't be many eyes up at all with 30s left and you can just run right through.
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09/15/06, 4:47 PM
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#15
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Mike Tyson
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Originally Posted by xyruul
Does he actually port with only 15s left? I've never seen it under 30s. Assuming your raid isn't bad and dying during phase 1 there shouldn't be many eyes up at all with 30s left and you can just run right through.
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My understanding has always been similar to what was mentioned in the WoW-EU thread: It's there to create a hard limit on how many cycles you can survive. If you get teleported with 30 sec remaining, so long as the first group systematically cleared all the eye stalks, you should be able to make it out if you rush. It's not hard. (Free Action Potion > Mind Flay, by the way, if you don't have Blessing of Freedom as an option.) But what I think most of us have in mind are ports maybe 5-10 seconds before a teleport. These happen like clockwork later in the fight, particularly on sloppy attempts when there are 10-15 people standing or so. You can count on having 3 of them ported right before every speed phase.
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09/15/06, 4:51 PM
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#16
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Great Tiger
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Originally Posted by xyruul
Does he actually port with only 15s left? I've never seen it under 30s. Assuming your raid isn't bad and dying during phase 1 there shouldn't be many eyes up at all with 30s left and you can just run right through.
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He did it to me 2 weeks ago. I thought to myself "Hmm, let's see if I really can't make it out going as fast as I can." (I thought everyone else was a crybaby and I wanted to prove them wrong.) I'm a mage, so I just fire blasted eye stalks, and blinked every time it was up, and it WAS NOT ENOUGH to get me out of the room, even going as fast as I could.
So whether or not it's 15 sec before the dance is really immaterial, the point is he CAN do it to you without enough time for you to get out, even if you are a class with speed modifiers, like Hunters/Mages/Druid/Warriors/Rogues/Shamans.
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09/15/06, 4:52 PM
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#17
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Mike Tyson
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Originally Posted by snape
a class with speed modifiers, like ... Shamans.
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:unsure:
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09/15/06, 4:53 PM
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#18
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Great Tiger
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Originally Posted by Praetorian
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Originally Posted by snape
a class with speed modifiers, like ... Shamans.
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:unsure:
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Ghost Wolf! (I assume I'm showing my Alliance ignorance here - is it not usable indoors?)
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09/15/06, 4:56 PM
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#19
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Mike Tyson
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Yeah, outdoors only.
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09/15/06, 4:59 PM
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#20
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Great Tiger
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Oh. Well, you learn something every day!
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09/15/06, 5:04 PM
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#21
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Piston Honda
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Originally Posted by snape
So whether or not it's 15 sec before the dance is really immaterial, the point is he CAN do it to you without enough time for you to get out, even if you are a class with speed modifiers, like Hunters/Mages/Druid/Warriors/Rogues/Shamans.
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I'm usually always one of the last people standing on the really long wipes, I guess I just got lucky and never got a port with under 30s towards the end.
I once got double ported, in that right as I made it to the exit door I got ported back with around 30s left and couldn't make it back out. That was only because people kept dying during phase one popping up eyes all over the place.
How many phases go by before he is able to do <30s ports? I'm really surprised I never noticed it.
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09/15/06, 5:10 PM
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#22
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Glass Joe
Murloc Warlock
Balnazzar (EU)
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Ive had it happen to me before the first dance.
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09/15/06, 5:16 PM
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#23
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Great Tiger
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Originally Posted by Craven
Ive had it happen to me before the first dance.
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That's what happened to me.
TBH, I'm fine with it - I just think that if this happens to you, you shouldn't take durability from being gassed to death. Grubs, fine. Mind flays, fine. Gas, uh uh. Only because it's not preventable with that little time to spare.
It's probably meant as the encounter's way to make it steadily harder as you go on along - and also to prevent (as someone else said) him being killed by a group of 10 people (which would definitely be possible without the hallway to go through).
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09/15/06, 5:19 PM
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#24
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Bald Bull
Night Elf Druid
Stormreaver
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Originally Posted by xyruul
Does he actually port with only 15s left? I've never seen it under 30s. Assuming your raid isn't bad and dying during phase 1 there shouldn't be many eyes up at all with 30s left and you can just run right through.
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Eyes respawn & die by themselves like every 10 seconds. Stand in the room for a little bit and watch and you will see some of them die and a few more pop up. (they only seem to die if not in combat btw) This means you will always have eyes to fight against and you can't keep it clear.
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I need to do something useless.
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09/15/06, 5:19 PM
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#25
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Glass Joe
Murloc Warlock
Balnazzar (EU)
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Yeah, I believe so too - however, I am intruiged by this persons statement. But all of you think he's talking crap?
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