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Old 05/28/07, 5:42 PM   #1376
Sanderu
Von Kaiser
 
Draenei Shaman
 
Executus (EU)
Originally Posted by pinchet View Post
On the same note, I played as a cleric for it last night and as far as I know the cooldown on the heal they do was doubled as well. If I'm not mistaken it used to be a 6k heal on a 10 second cooldown but now it's a 12k heal on a 20 second cooldown.

This could be completely wrong. Looking at Wowhead doesn't show the spell as changed for 2.1 so maybe it just felt like a longer cooldown last night.
I believe the same thing, I could do the DPS spell more often simply because the heal was on a longer cooldown. On the other hand it felt like it made the overall dps done in the chess event a bit more/.

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Old 05/29/07, 4:23 PM   #1377
 Kakistos
King Hippo
 
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Worgen Druid
 
Spirestone
Prince:

- The paths that Prince's elementals take as they arc towards the ground changed. Instead of an arc up and then down (changing direction slightly at the apex), it's now a shallow descent from higher altitude -> adjust course -> more rapid descent.

- He now summons an infernal sooner in the fight. If I was pressed I'd say 15 seconds earlier. BigWigs timer was completely off on our attempts.

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Old 05/29/07, 4:28 PM   #1378
 Kakistos
King Hippo
 
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Worgen Druid
 
Spirestone
Originally Posted by chrull View Post
Do you have a good way to avoid the netherbreaths or do you just heal through it?
The thing I told the raid that seemed to help was "just stay way from his face". If you stay away from the person he's targetting and/or his front cone, only one person should ever be hit by the Netherbreath. We had to keep moving for a majority of the phase, but there's still way more time to DPS than if you had run out.

Also as others have said - lay off the dps on banish->portal transition. He will run randomly around the raid eating clothies if you don't. Warlocks watch your dots (as usual) and let the tank get him under control until the beams appear.

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Old 05/29/07, 7:46 PM   #1379
Anedris
King Hippo
 
Troll Priest
 
Steamwheedle Cartel
We did 'Spite simply with a "if the dragon looks at you, run through him" edict and it seemed to work. Once he begins casting he doesn't turn, so it's entirely possible to avoid the breaths completely (everyone has to stand quite close to him though or it takes too long to run out of the way).

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Old 06/11/07, 6:44 PM   #1380
Mordekhuul
Don Flamenco
 
Orc Warlock
 
Terenas
Seeds of Corruption and Illhoof

Hi all - sorry to bring back an old thread, but I felt it smarter than starting a new one unnecessarily.

We farm Illhoof - he's very easy, we know. However, I'd love to switch from my 42/0/19 to a slightly more PVP oriented 45/5/11, and this would of course mean losing intensity.

We have been using hellfire spam, which really trivializes the fight, however I have heard some folks mention seeds of corruption spam, and I'm curious how that works out.

I did try that once, before we had our first Illhoof kill, but the constant push-backs on my SoC casts meant I really wasn't keeping up with the Imp spawns.

When we switched to hellfire, I found that having the healers positioned together on the left side of the room meant I knew where the imps were going to path every time they spawned, and gave me a specific spot to stand where I could easily hellfire every imp, illhoof, kil'rek, and anyone in the demon chain.

Anyone have tips on how to make SoC kick? I'm assuming both a paladin (concentration aura) and a resto shammy (earth shield) are required to avoid a lot of the push-back, or tell me if they arent...any tips on positioning would be nice as well.

I wouldn't mind respec'ing, but not at the expense of making a trivial fight into a pain.

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Old 06/11/07, 6:47 PM   #1381
• Chicken
 
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Ginakursia
Goblin Warlock
 
No WoW Account (EU)
Just a Resto Shaman or a Paladin with Concentration Aura should be enough now, the health of the imps was reduced by quite a lot; you'll suffer from some spell pushback but the only time you'll probably get more than 10 imps up at a time is when you get sacrificed (And 10 is a high estimate here). If needed get some good communication going with a Shaman, their Fire Elemental Totem is very good for clearing out the imps in an emergency.

I'll add I usually help out on tanking on Illhoof however, and I usually try to keep Consecration up to draw the initial aggro on the imps (and in case the warlocks gets sacrificed they end up attacking me)... A Paladin can also use Holy Wrath to get a significant amount of threat on any imps that are up in case you need some help.

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Old 06/12/07, 4:08 AM   #1382
Sanderu
Von Kaiser
 
Draenei Shaman
 
Executus (EU)
We always have been using Seed of Corruption on Illhoof. As the poster above says make sure to use a paladin with Concentration aura in the same group. Then when there are "too many" imps up we call for the mage or some other AOE to help finishing them off and then he goes back on Illhoof.

In case of imps running towards the other side of the room we use various things. Sometimes a hunter sends it pet, sometimes people just give them some dots. They are not really harmful as long as you don't get it out of hand.

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Old 06/12/07, 4:25 AM   #1383
Thelyna
I park my feet under my desk.
 
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Night Elf Druid
 
Dragonblight
We've just started killing Illhoof, and it's been messy. What I do is run with Righteous Fury and Concentration Aura up (which locks initial aggro on me from the imps), and the warlock does something like an imp-imp-imp-illhoof SoC order (which should see 3-4 explosions at the same time) and then the mage runs in with flamestrike/blastwave/AE. I also alternate Holy Wrath and Fel Iron Bomb/The Bigger One usage (so I'll use Wrath on one AoE cycle, and a bomb the next. It works out nicely, both have ~1min cooldowns and we AoE the imps every 30 seconds or so.

Our problem has typically been losing people to sacrifice, but slightly more disciplined healing should sort that out.

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Old 06/12/07, 8:28 AM   #1384
Ulfgar
In want of more brains
 
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Tauren Druid
 
Kilrogg (EU)
Quick question regarding the imps positioning. We've one-shot this fight on my only try, but our kill was messy as hell - three people up at the end, soulstone burnt, combat res burnt, no healers left and we had to wait for everyone to release and run back from Aran's room before we looted.

Things got out of control as more and more of the imps got out of SoC range, and even having the mage clear them out was less than effective. Is there any way to keep the imps where they are other than consecration? (swipe spam was not effective) Is it worth having the entire raid be fairly close to Illhoof so that the imps don't go running forward - i.e. they start off in range of whoever they aggro on, and just chuck fireballs without moving? Or do they always run forward a bit before attacking?

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Old 06/12/07, 9:22 AM   #1385
Thelyna
I park my feet under my desk.
 
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Night Elf Druid
 
Dragonblight
Imps will always run around a bit, but they'll always go toward whoever they have aggro on. We have everyone stack up pretty much under Illhoof (with the exception of hunters) and have no issues with imp positioning.

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Old 06/12/07, 11:06 PM   #1386
Lysara
Von Kaiser
 
Human Mage
 
Arathor (EU)
There's no AoE done by either Illhoof or his imps, so no need to stay far away.

We usually tank him near his starting position and have all the ranged stand near the burnt corpse in front of the green circle. That way no imps will really run out of SoC range from Illhoof. Added bonus is SoC hitting the Chains if they're up.

And small tip for Mages: nuke Illhoof until you get a Clearcast, then use it to Blizzard/Flamestrike the Imps.

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