Doh, forgot about Ugra(no offense) being one. I had no idea Kinzie was one though. Sweet.
On can't do that while stunned (Stormcaller can't hit anyone with Whirl/CL):
We should have Merth or Kinzie use Curse of Tongue/Mind-numbing poison on him, to increase the time we have to interrupt him/let everyone's interrupt come off cd
Also, he can be silenced, so at the start if I can get in range then I can Strangulate him for 5 seconds.
(I'm gonna take a big guess and go with it working like the Set Us Up The Bomb, where the spell can't happen for it to count, rather than it not hit players, so I don't think having Ugra drop Grounding Totem will be of use)
Good idea, hopefully he isn't immune.
A few more thoughts on...
Deforestation
- Based on the description this one doesn't require finishing the fight so we should definitely do this one our next raid.
- I'd say the ideal thing to do would be use two tanks and when the first 3-pack spawns just ignore it completely and have an OT and a healer (probably have to run a third healer for this) run far as hell away from the raid so the 3-pack can't really AE anyone.
- The rest of the raid carries on as normal until the second 3-pack which the Freya-MT picks up. The OT/healer team bring the original 3-pack back and we bunch up similar to when killing the little guys. As long as tanks maintain agro, a 40 or 50% damage reduction cooldown will be enough to survive the Snaplasher damage while we AE all six down at the same time.
Lumberjacked
- I've probably spent more time thinking about this achievement than any other I've seen in Ulduar to date and suspect it should be pretty fun to work out.
- Unfortunately, even with all the spell data for each Elder's abilities, there are a few key unknowns that will drastically affect our strategy. The main question is simple: Will Elder abilities with unlimited or unknown range, such as Thorn Swarm, randomly target anyone in the raid, regardless of their distance from said Elder? If so, will they only target players who have performed a harmful action and thus been added to the Elder's threat list, or are all raid members assumed valid targets regardless of who engages?
- If the Elders consider all players separate entities, and thus will ignore other raid members who do not engage them, then a 3-team split seems the best choice. One tank, one healer, one DPS for Brightleaf and Stonebark, and the same plus an extra DPS for Ironbranch. The extra DPS on Ironbranch is so one of the DPS is always free to kill the Roots cast on any of the other three people. Once all Elders are low health, the raid converges slightly closer together and we countdown to Lust to finish them all off.
- If, however, the Elders will target anyone in the raid regardless of their location or threat generation on said Elder, then we'll have to use a rotational strategy. I'd wager Stonebark is the easiest since he has no real dangerous abilities other than his Fists of Stone which can be completely avoided by tank kiting and no self-heal, so the entire raid starts on him and gets him to our designated low health (20% or whatever).
- Myself and a healer (Ugra or Huggey) will stay behind on Stonebark while the rest of the raid engages Ironbranch. Once he's low, Khrash, a healer, and a DPS stay on Ironbranch to handle roots. It's important to note that Ironbranch healing may be the most difficult due to Impale so we'll have to test things out and see if one healer is capable of keeping a tank up. Have any of you Druids ever tried shifting out of Iron Roots? If so, work or fail?
- At this point, the original Stonebark team meets up in front of Brightleaf and engages with the remaining raid members (should be myself, my original healer, a second healer, and 3-4 DPS (depending if we can manage Iron Roots from Ironbranch with only 1 DPS present or if two are needed).
- Since Stonebark really doesn't do much (other than a minor AE every so often, the raid simply stays spread and never enters beams from Brightleaf, ignoring the small damage boost to gain survivability). Since Stonebark will require kiting due to Fists of Stone, single-tanking both he and Brightleaf should work out fine since Brightleaf requires kiting most of the time as well.
- As before, once Brightleaf is getting low, we kite Brightleafe/Stonebark toward the middle of the room a bit and call for a lust and burn when all three are within killing (obviously the Ironbranch team will need to have Ironbranch lower than the other two with only 1 or 2 DPS present).
Nerf Scrapbots
- We've not really tested this one much but I suspect if Bomb Bots are rootable, we could simply tank XT in the very center of the room (thus same distance from each pile) and do him "normal" until adds spawn.
- Then we have a Druid assigned to each corner and they'll root the Bomb Bot when it reaches a given location (marked by smoke) for each path. One Druid will watch two piles and root the first Bomb Bot that comes from either pile.
- We ignore the Scrapbots completely so they reach XT and heal him up, but since we're DPSing the heart low each Heart phase, we're likely to have XT near a heart-trigger point regardless.
- Once all three Druids have a Bomb Bot rooted in place, we wait for the next wave of Scrapbots and as they pass on top of the rooted Bomb Bots, we countdown ranged DPS to all quickly nuke the Bombs and boom, 20 kills in 12 seconds.
- If rooting doesn't work though, heh, then we'll have to try some sort of kiting strategy as Kilwenn has suggested before and that'll be mostly experimentation to figure out. If we tank him on top of one trash pile, that may give us enough distance from the other three or at least far two piles that we can kite around the outside of the room when Bomb Bots and scrap have spawned on that side and may gather than up in a tight enough clump to get credit for 20 kills via Bomb explosion. Hard to say without testing.
Shadowdodger
- This is probably going to be the most annoying achievement for most of you that hate the General Vezax fight, but it all hinges on our ranged DPS to completely avoid Shadow Crash obviously.
- The best setup is likely the one we used last time for our normal kill - Tank in the center with four ranged DPS at each far corner. This should completely eliminate any "crossover" shadow crash hits and therefore, anyone who does get hit only has themself to blame.
- The downside of this achievement is when we set out to do it, we're going to do it no matter what. If anyone gets hit, I will immediately call a wipe (that is, take my shield off and watch General pummel the fuck out of everyone), so the better ranged are at dodging the less time we'll have to spend.
Take Out Those Turrets
- We should spend 15 minutes or so getting everyone credit for this achievement next Wednesday. It should be very simple really: Load up two people that need credit into demos while the other six people stay completely outside of FL's room. We countdown and Demo passengers use a Speed Boost then immediately load themselves to be launched. Demo drivers engage FL with 15ish seconds left on boost (while naked just in case) and immediately launch passengers who kill off a turret each. Demo drivers meanwhile turn and run out of the FL arena just before the wall forms. Turret people will have about 15-20 seconds to kill a turret each before FL reaches the wall and leashes himself.
- At this point the turret killers most likely die but can easily be ressed or they just run back. Since FL leashes, everyone else in the raid survives and we repeat for the next two turret killers. Should only take 5 minutes or so per set.
Lumberjacked
Have any of you Druids ever tried shifting out of Iron Roots? If so, work or fail?
I am pretty sure I tried to blink out once and I couldn't do it. I was able to Ice Block it though.
Nerf Scrapbots
All of the scrap bots are rootable. When we first starting doing XT we had one fight that I rooted a bombbot and got 11 scrapbots with it before we wiped. I don't think it will be hard, will just take some practice and maybe a little luck on bomb spawns in relation to scrapbot spawns.
Shadowdodger
This is easy. I have done it twice with no hits. Just need to setup like we did for the last kill.
Let's go tonight!!! I need to kill something.
Con-speeda-tory:
The most 'legit' option is to clear the left side adds and engage Freya in hard mode 3 elders. Since based on some comments the adds are not linked to her.
A less legit option that Blizz seems to have let be is to spend one night clearing out the elder(s), then after the trash respawn (or wait the next raid day) quickly clear them and kill Freya(or kill a minimum amount and engage her)
We should be able to attempt this achievement twice in a night (or once with 0 elder) by going for Freya first, and if we fail we go to clear the other 3 and attempt Freya one last time before calling it a night
(we could also try to do Getting Back to Nature achievement on the same night if we do 0 elder, we could do it on the tree guy or the 3 adds, I can off-tank the water spirit or storm lasher and kinzie and kick (using macro) the other one, and have Ugra kite snaplasher away and we should be fine)
Last edited by Rofldat; 07-25-2009 at 05:07 AM.
Just so you know, the trash in Freya's room is not linked to her, so you can skip the mixed pack on the far right and the lasher pack on the left (assuming that you fight her right in the middle by the river).
Some notes for Algalon:
- Big Bang, which seems to occur every 90 seconds, is likely to be one of the more vital things to figure out.
- Since it deals 88,687 physical damage worst case, and I'm at 40,405k HP fully buffed and Khrash is around 39,569k, we must find reliable ways to soak the hit.
- Without access to a Priest for cooldowns or Dispersion, we only really have tank cooldowns.
- For my turn, Last Stand + Glyph of Last Stand + Repelling Charge will give me a 2 minute cooldown up to 56,455 HP. Shield Wall + Glyph of Shield Wall + Improved Disciplines gives me a 2 minute cooldown of 40% reduced damage.
- This calculates out to: 56,455 - (88,687 * (1 - 0.4)) = 3242.8 HP remaining on me after Big Bang, which is super low. However, Algalon remains stationary during the cast so the tank soaking the hit can run to the far side of the room which will give a few seconds time after the hit to allow Enraged Regeneration to tick plus since we'll be using two Druid healers, we'll have double-stacks of HoTs up before the Druids phase out prior to the Big Bang hit. That should be sufficient to heal me up after the hit.
- For Khrash things are much smoother, assuming my calculations are in fact additive rather than multiplicative. If so, Divine Protection + Hand of Salvation + Glyph of Salvation will give him a 3 minute cooldown 70% damage reducer, and assuming Big Bang really is 90 seconds between casts, it will be right on the edge but a macro to spam cast both Hand of Salvation and Divine Protection should be up in the event of a second round of soaking.
- This calculates out to: 39,569 - (88,687 * (1 - 0.7)) = 12962.9 HP remaining.
- Since the first Big Bang comes ~90 seconds into the fight and 90 thereafter, and Algalon has a 6 minute enrage, we can assume we'll realistically see 3 Big Bangs before we win or wipe. Since Khrash has a much more stable HP level after Big Bang soaks, we'll have him soak the 1st and 3rd and I'll soak the 2nd, which should lead us into the final phase before enrage at that point.
- It's apparently possible to get a 4th Big Bang just before the enrage, which almost instantly wipes the raid afterwards, so the entire raid would simply stay out for the 4th case and try to DPS him down before the cast ends.
- More details on the fight to come when we're a little closer to attempts.
With a 6 min enrage, and phase 2 starts at 20% HP, I think a 4th Big Bang would marks a wipe signal and every one can watch the firework before they die just to save the time.
Also, would it be easier to just have Khrash uses http://www.wowhead.com/?spell=10278 and/or http://www.wowhead.com/?spell=642 on his 2 Big Bang?
(the video linked from Big Bang spell seems to suggest that you can have the other tank pick up Algalon after he finish Big Bang cast(I can't tell if he taunts before entering black hole or after BB), so the HP after soaking Big Bang shouldn't be a problem as long as you're far enough to not get slap right after the bang)