Ok, first of all - sorry for the triple post. I should have put all my replies in one, but I'm posting from the airport and keep loosing the dang WiFi.Quote:
Originally Posted by 'Aradar',index.php?page=Thread&postID=179192#post1 79192
Bronzebeard - I guess I need to say, this only works for heavy AOE multiboxing teams. I tried MULTIPLE strategies, spreading them out on the east and west walls, lining up in the middle so I could move them forward on dark matters/searing gazes. None of this worked for me, it ACTUALLY made it more difficult - for me at least.
What I do now, is at the bottom of the stairs do my normal totem drops (4x Healing Streams instead of my standard 4x Mana Springs, and Fire Resistance Totem for the Searing Gazes), and start the event. During Phase 1 it's just 3 melee dwarves. Make sure your tank is in front and they'll always charge the tank. I keep a Death and Decay down (Concecrate works well, Druid tanks can swipe or mangle or Demo Roar, Warriors can Thunderclap etc.) and just tank them. I stopped using chain lightnings during phase 1 to help with mana and just keep 4x magma totems down and let them slowly but surely eat through each wave, and do the occasional Tstorm. During Phase 2, the stormcallers are your biggest threat, the melee dwarves are just an annoyance. Keep your aoe aggro ability down and make sure you refresh magmas constantly and I keep groundings down to help with the damage. I only use single target damage (LB and LvB) on the stormcallers to maintain mana. Heal when needed obviously.
This part is key - keep an eye on the right head in the room, when you ee the shadow beams come out, move down the stairs towards the middle of the room with everyone on follow. Drag any mobs you have with you. Wait for the Dark Matter ball to spawn and start flying at you and then move back up to the middel of the stairs and continue the aoe/etc. DO NOT LET DARK MATTER HIT YOU DURING PHASE 2. You take 100% damage and the movement debuff is awful. Phase 2 continues, keep killing the casters and let the magmas take care of the melees.
Phase 3 - Is chaos. You have to constantly keep moving. At this point, I don't even worry about killing shit. I drop my Death and Decay, groundings, and magmas. When the waves really start I'll alternate between stoneclaws and earthbinds (stoneclaws are awesome here) - If you have any stun abilities they're very useful for this phase - i.e. Fire Nova Stun, Dragon's Breaths, etc. Golem Custodians have an AOE stun that is particularly bad if a searing gaze (fire lazers) hit. My basic goal is to just survive this phase. I'll bloodlust/em and burn down the first custudian, beyond that it's just a race to stay alive. Keepp moving in a little circle from the stairs to the front of each of the right and left heads just kiting the mobs. It's important not to get too close to Bronzebeard or he'll eat damage from the dark matters/searing gazes and that'll mess up the achievement and likely kill him. If you get caught in a dark matter the damage debuff pretty much makes it so a searing gaze will kill you before you can move. I only heal when a searing gaze is pounding a section of the floor (so I know it won't come down on the shamans while i'm chain healing everyone). As I'm doing my little kite, I try to keep the custodians rooted so they can't stun me.
So basically, I look like an idiot with my head cut off during phase 3. Kill the first custodian and then start running. Stoneclaw/Earthbind/Fire Nova/Magmas is my usually drop while I'm running to keep them running after me. Do this long enough, and the defenses in the room will eventually kill everything for you. If you have them available as well, fire elementals/army of the dead are pretty useful during phase 3 just to distract the mobs and get some aggro on them to keep bronzy alive. I made the mistake of trying to channel my army of the dead at the beginning of phase 3 and immediately have a fire lazer come down on my head. I'd use these right when the "cutscene" starts to get them out of the way and cleanup from phase 2 to make sure phase 3 is empty when you start.
Saftey Dance. This is going to be a little hard to explain. Imagine you're looking at Heigans room from the side of the room of the entrance, to the side of the room with the exit. And you're about to dance. There are 2 EASY markers on the floor to find, once you know them. Most of the cracks run parallel to the ends of the platform, however there is ONE distinct perpendicular crack that makes a T on the floor. The end of the perpendicular crack is the stop point for phase 2. (and your followers will be in a safe zone too if you stop RIGHT there). The stop point for phase 3 is a very distinct crack on the floor that's abnormally long. Stop right before it, and then you're good with the followers. The key is actually in phase 4 and 1.
Because you have people on follow you have to "double back on them" to make the switches seamless. Think of it this way, you cross into phase 4, then the followers cross into phase 4 but are still facing the wall. You have to run back through them to get them to turn and face the way they need to run. This is the easiest way I'd loose someone before I realized how I was screwing up. The followers loose about 1 second turning and then following - by then they're lagging to far behind and generally die in the phase 2 switch becuase of the lag issue.
I probably just made this as confusing as possible. LOL. I'm doing Heigan tonight with my 10 man, I'll try to vid it. The lag from gamecam was causing me to loose my shaman when I ran it with the other boxer but I may have a decent vid of an attempt with him - i.e. my 4 shaman would die, but his 4 shaman would live - the only explaination we came up with was gamecam was lagging my followers since they were all on follow on me. At the minimum I'll get screenshots of the floor where there are good markers after the room is clear. Would that work?