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Old 09/15/06, 5:22 PM   #26
snape
Great Tiger
 
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Human Mage
 
Destromath
Originally Posted by Craven
Yeah, I believe so too - however, I am intruiged by this persons statement. But all of you think he's talking crap?
See my first post in the thread - that about sums up my feelings on that dude.

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Old 09/15/06, 6:00 PM   #27
xyruul
Piston Honda
 
Tauren Druid
 
Korgath
Originally Posted by Cryect
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.
There are some eyes that spawn by themself, but every time someone dies it spawns a lot more which despawn after a set time (forget it now, 30s I think). It's very easy to keep it 85% clear by making sure no one dies during the first phase.

That however has nothing to do with people getting teleported with much less then 30s left. I really havn't noticed anyone complain about this happening for us oddly. On the same note, why does noth sometimes spawn a third wave of adds right before teleport but not all the time. I just assumed his cooldown for the ability in conjunction with older server hardware was the culprit, perhaps it's the same for <15s teleports?

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Old 09/15/06, 6:03 PM   #28
Craven
Glass Joe
 
Murloc Warlock
 
Balnazzar (EU)
"The amount of people teleported to the side room is capped at 6. No more will be teleported as long as those 6 stay inside."

Anyone not killed Heigan yet this reset and willing to test? I'm curious.

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Old 09/15/06, 6:04 PM   #29
• Chicken
 
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Ginakursia
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On the same note, why does noth sometimes spawn a third wave of adds right before teleport but not all the time. I just assumed his cooldown for the ability in conjunction with older server hardware was the culprit, perhaps it's the same for <15s teleports?
The Noth spawning happens on new hardware as well. Personally I just think it's a case of "Ability has n second cooldown, but is not used immediately after cooldown."

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Old 09/15/06, 6:05 PM   #30
♦ Praetorian
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Mal'Ganis
That seems correct, but given that you die if you are in the hallway when a speed phase starts, that seems like a highly impractical piece of information.

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Old 09/15/06, 6:09 PM   #31
Craven
Glass Joe
 
Murloc Warlock
 
Balnazzar (EU)
You could in theory wait untill the 5 second warning - then run out and across the platform, no?
This is ofcourse if it works that you just stand at the end of the tunnel.

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Old 09/15/06, 9:21 PM   #32
Copernicus
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Tichondrius
Won't the six people inside get eaten alive by the maggots? They share aggro with the eyestalks afaik, so any time one of those is killed they'll slowly come over to destroy people. They're leashed, but they'll crawl at least to the platform so that doesn't work exactly.

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Old 09/16/06, 2:48 AM   #33
james
Piston Honda
 
Human Priest
 
Outland (EU)
O/T: Heigan run instruction video



Interested to find this out BTW - on alliance, the only survivors of this are generally paladins or iceblock mages.

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Old 09/16/06, 4:52 AM   #34
Gozul
Von Kaiser
 
Blood Elf Warlock
 
Garona (EU)
we had our MT ported once. good times.

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Old 09/16/06, 4:55 AM   #35
Raevii
Glass Joe
 
Murloc Warlock
 
Draenor (EU)
Originally Posted by Copernicus
Won't the six people inside get eaten alive by the maggots? They share aggro with the eyestalks afaik, so any time one of those is killed they'll slowly come over to destroy people. They're leashed, but they'll crawl at least to the platform so that doesn't work exactly.
Hunters -> Feign Death ?


For the record, I've never died on a dance on a succesfull attempt on Heigan :P

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Old 09/16/06, 5:16 AM   #36
Beldur
Glass Joe
 
Undead Priest
 
Destromath (EU)
At one time we survived the dance phase with 4 people. The Maintank, a Druid, a Shamen and a Priest (me). It was fairly easy to keep the Maintank alive but the interesting part was that no one gets ported. I think you can kill Heigan with 4 people alive actually but it will be a long fight though :(


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Old 09/16/06, 8:21 AM   #37
Maskirovka
Piston Honda
 
Undead Warrior
 
Korgath
Originally Posted by Gozul
we had our MT ported once. good times.
Top aggro doesn't get ported. Someone pulled aggro...even if it was for .1 secs.

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Old 09/16/06, 9:16 AM   #38
Parappa
Von Kaiser
 
Tauren Druid
 
Trollbane (EU)
Originally Posted by Beldur
At one time we survived the dance phase with 4 people. The Maintank, a Druid, a Shamen and a Priest (me). It was fairly easy to keep the Maintank alive but the interesting part was that no one gets ported. I think you can kill Heigan with 4 people alive actually but it will be a long fight though :(
think on our first attempts we once did 13% -> 2% with 4 or 5 people alive. then the priest went OOM and unfortunately they wiped.

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Old 09/16/06, 12:15 PM   #39
Sess
Von Kaiser
 
Murloc Warrior
 
Vashj (EU)
Originally Posted by Maskirovka
Originally Posted by Gozul
we had our MT ported once. good times.
Top aggro doesn't get ported. Someone pulled aggro...even if it was for .1 secs.
Or it bugged, we had the same with Maexxna.

http://ctprofiles.net/89907

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Old 09/16/06, 12:21 PM   #40
XI-
Does not play well with others
 
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Originally Posted by Sess
Originally Posted by Maskirovka
Originally Posted by Gozul
we had our MT ported once. good times.
Top aggro doesn't get ported. Someone pulled aggro...even if it was for .1 secs.
Or it bugged, we had the same with Maexxna.
Top aggro doesn't get ported. Someone pulled aggro...even if it was for .1 secs.

Originally Posted by Praetorian View Post
in before JOHN FUCKING MADDEN

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Old 09/16/06, 12:25 PM   #41
♦ Praetorian
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Mal'Ganis
Yeah, these abilities are specifically scripted not to have the "MT" (i.e., current #1 hate target) as a target. Heigan won't teleport your MT, Grobbulus won't give the MT Mutating Injection, and so forth. I'm pretty sure there are fixed standard targetting patterns that Blizzard assigns to certain abilities, whether it's "mana users only" (Vael's 15-second BAs, Rag's By Fire Be Purged, etc.) or "random target" (Geddon's Bomb) or "random target who is not the MT," etc.

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Old 09/16/06, 12:31 PM   #42
Tuco
Piston Honda
 
Murloc Priest
 
Mal'Ganis
Anyone try killing the maggots?

Might be possible to have six people at the edge of the tunnel killing maggots and holding their own there and waiting for him to be close to going to phase 2.

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Old 09/16/06, 12:48 PM   #43
Apate
POWER = MEAT + OPPORTUNITY = BATTLEWORMS
 
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ChickenArise
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Originally Posted by Praetorian
Yeah, these abilities are specifically scripted not to have the "MT" (i.e., current #1 hate target) as a target. Heigan won't teleport your MT, Grobbulus won't give the MT Mutating Injection, and so forth. I'm pretty sure there are fixed standard targetting patterns that Blizzard assigns to certain abilities, whether it's "mana users only" (Vael's 15-second BAs, Rag's By Fire Be Purged, etc.) or "random target" (Geddon's Bomb) or "random target who is not the MT," etc.
Not that I think this happened, but if, for example, it was coded to target the highest threat holder, there could be a person with more raw threat on the boss who hasn't pulled aggro (since it is 110% in melee, 130% at range). You wouldn't see anyone pull aggro, but he'd still have a target that isn't the MT.

See you, auntie.

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Old 09/16/06, 12:50 PM   #44
♦ Praetorian
Mike Tyson
 
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Mal'Ganis
Mobs don't work that way. A mob has a "current target" and the 10% rule and 30% rule are based around its relation to that target. That's what I mean when I say highest aggro, sorry. The big deal with the 1.11 taunt change is that Taunt now forces a change in that "target" and makes the taunting tank the new basis for calculation of the 10% rule. Old taunt just used to clone the other guy's threat and force you to reach 110% before it wore off if you wanted to keep the mob.

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