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Member
Right, it's like this:
Use an avenger's shield or death grip to get those casters close, or at least keep their attention!
I've learned a few things pugging this one (after I cleared it)
1) The boss fights are taxing on any healer. They'll be feeling the strain. That's why you're running OOM with macroed spam heals.
2) First pull: LoS it around a pillar. If you're a pally tank, use lots of Hammer of the Righteous/Judgement and WoG the rest of the team. I've programmed Healbot for this, so all I have to do is spam a macro to build up that holy power and keep the mana up, then spend a WoG on whoever is lowest (which in turn heals me through the 1st tier holy talent and When you hit 83, throw the occasional Holy Radiance (level 83 spell that is a group HoT). You'll pick up all kinds of aggro, even from the casters who refuse to get close. And use Seal of Insight, not Seal of Truth. That's the difference between always having full mana and always having empty mana.
a) Remember to keep someone facing the shy guys. If you really want, you can kill them with AoE while your back is turned, but be advised they give no XP or loot.
b) Try not to keep your back close to an edge. It doesn't really matter if you fall off an edge, but might really throw off your rhythm if 3 of your slave alts autofollow your tank off an edge and leave your healer there soloing.
c) Some things poison ya, some hurricane ya, sometimes you have to deal with both. Luckily this place is full of grand, sweeping balconies and ramps and staircases with which you can LoS pull.
d) When you're done with the first boss, if you wipe you can take the tornado on the left at the entrance to shortcut to the first boss's corpse. There is, however, no shortcut back to the entrance so you'll need to hoof it if you're turning that quest in.
e) First boss: Everything in this thread is right so far. Just run in and hug. If it's too much damage, consider throwing a Divine Guardian from your prot pally on one hug, and a Holy Radiance (assuming you're 83) on another.
2) When you get to 2 dragons before the dragon boss, pull them all the way out of the circle of healing. Remember that a dragon's ass is a lot fatter than mere mortals can conceive. For extra finesse and style points, pull them out then steal their circle of healing and park yourself in it while you kill them. It'll last about 2/3 of the fight.
a) Stay mobile on those hurricane fights. You'll probably have a situation where all of the alts are bunched up and you think things are good. This is literally a heartbeat away from killing you at any time, if the pull with the 2 assassins and 4 tempests decides it's time for you to die.
b) You don't have to actually move up and down wind from the boss. It's perfectly okay to just assume statistically you'll have a buff half of the time and a debuff the other half.
c) After you kill the second boss (who occasionally turns and does some cone AoE damage to the group and that's fine), jump through the tornado to the even more annoying part.
3) If they have "Adept" in their name they need to die first. If they have "Executor" in their name, they need to be turned away from your alts cuz they shockwave. If they have "Air" in their name, they spam stupid spells everywhere. If you see a giant pyramid of lightning, you can't fight them while they're in it but it might be possible to park your alts in it (and again, extra finesse and style bonus)
a) One time we charged in to the Lightning ball room unprepared. Someone shoulded "HOLY FUCKBALLS", so from then on they're referred to as fuckballs. You need to charge the whole group ijn at once. Even if you think you're in range, they tend to scatter and back up, and they've got some kind of 30000yd range. Charge in, focus fire, group AoE heal, pop cooldowns and win. I know people say "You WILL wipe" but I only did on the first day.
b) The room with a grounding field and two pulls, you might need some CC finally. If you haven't been practicing that, this fight makes it really evident that 1 Hammer of Justice per minute isn't enough when they can do a 75% heal in 3 seconds. And spam it. CC an adept if you can (i polymorph, by manually assigning it as the mage's focus target ad having a /cast [target=focus] polymorph: Black Cat macro. You can do the same with hex.
c) That was just the first pull. Now you gotta draw the second group out. I recommend you LoS them up the stairs. There's a bug where the Air lightning guys stay at the bottom sputtering at you and never get their shots off, if you go LoS, so I love that. Also remember when positioning that the Executors or whatever shockwave so you'll want them turned away from your group (especially healer)
d) Now run downstairs the ramp. Enjoy the breeze and free running of Zephyr buff. Use it to charge right into the last group of fuckballs if you can. If not, win anyway.
3) Last boss is a joke, except on healer's mana.I ain't gonna lie; my hunter sometimes pulls 1400 DPS for a whole dungeon. I haven't figured out the macro, and quite frankly she's there for Aspect of the Pack and cute pets. But this guy has umpteen million health and does chain lightning (so you want to spread out) and does grounding fields (So you have to collapse and bunch up in them) and it's gonna be taxing on the healer for a multiboxer team. Mana is at a premium. Help the healer out if you can, but other than that it's almost possible to do without a healer if they die (mine just ran OOM and had no shadowfiend/hymn of hope tricks left. So I ended up winning with an OOM priest and a pally and a hunter who does 1400 DPS)
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