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ToGC 10
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Post by
450879
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Post by
OscarDivine
A lot of that fight can be luck Gwen, so don't get down on yourself about it. Review your combat logs and have your tank figure out what killed him. We've seen our tanks who are very well geared get 3 hits within 2 seconds and die. That is not something you can heal or even mitigate through easily. Again, lots of luck involved.
As far as your raid goes, make sure that you levitate all of your members before you start the fight. It will negate fire bombs and make your DPS live longer. You can also run into bad luck here if your healers keep getting Snowboll'd. Make sure to try and bubble those people specifically. Other than that, you can't help it if your DPS is being dumb and dying to avoidable things. For my guild, using levitate was more than enough to push our DPS over the top. Even the few seconds our DPs had to sit and run was enough DPS disruption to keep us from DPSing properly. Also helped us keep better focus. Try it out see if it makes the difference. Re-apply Levitate to your fellow healers as well.
edit: looking at your armory, your SP is a little bit low. You may also want to consider changing out your boot enchant for an Icewalker because MP5 just isn't a usable stat for you, the crit will be a better choice. As well, you are missing Haste to your cloak, and at least +8 stats to your chest. And consider getting new bracers. The + Hit isn't helping you, at least get something with haste or crit on them. If you were to consider the "effective" ilvl of those bracers for you as a disco priest, it's probably closer to 187 instead of 219. I know they're expensive, but look into those Bejeweled Wizard's Bracers.
Post by
422346
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Post by
309579
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Post by
Giglak
As far as your raid goes, make sure that you levitate all of your members before you start the fight. It will negate fire bombs and make your DPS live longer.
wth I had no idea. not joking
thank you
Just argued with a guild mate about this.
Does this still work?
Post by
OscarDivine
I used it yesterday, I believe it does. And I think it was also used this morning in another guild run. I have not heard that this has changed.
Post by
Giglak
Thanks oscar, I'll use it tonight.
Post by
jwjsmith
Yes levitate works and is insanely useful, it makes that fight much, much easier. Standing in the fire longer than one tick is basically guaranteed death.
For healing the tanks, pretty much spam heals on them the whole time.
Post by
447437
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Post by
OscarDivine
My guild discussed the levitate thing as well, and decided not to use it. The reason being because Blizzard will fix this bug eventually, and when a person takes any damage, it cancels the levitate, which in turn can interrupt a spell cast.
If people are on their toes and move their toasty butt out of the fire, they should live. Don't bother looking for "tricks", better to learn how to do it properly now instead of finding out the "trick" just doesn't work any more and you have lazy people that now have to learn to start moving.
This may not be a bug that is easily fixed or even can be fixed. In fact, it may not be a bug at all.
Besides this, there are plenty of "tricks" that was all use in ToC that have been present as what some people might consider "bugs" for the entirety of the existence of ToC.
-Levitate works wonders on Fire bombs
-Engineers with Rocket Boost boots can easily out run the timer on Paralytic Poisons
-Mages can spellsteal during Jaraxxus' Fel Power to increase their damage by a HUGE amount
-Boomkins can cyclone CC on the Faction Champs fight with less immunity issues than any other CC
-Warlocks can Hellfire before the fight starts against the Twins to start stacking Light buffs early.
-Stacking the Elite Adds on the butt of Anub'rak makes them die fast to splash damage.
-Spiking a player with Hand of Protection doesn't speed up Anub'rak during P2 (at least on hard mode), but Spiking a player Divine Protection does.
These are all exploits of sorts that help us get through the place more easily and I think it's in the spirit of this game to find these creative ways to get things done.
Post by
Paolo
Nice list Oscar. In general, distinguishing between unintended but unfixable game quirks (like the Rapture bug, which is here to stay), and unfair exploits that will definitely get fixed (like the safe spot in Heigan's room) is part of the game-within-the-game. Of course you want your team to not be dead weight, and learn how to move.
The reason being because Blizzard will fix this bug eventually, and when a person takes any damage, it cancels the levitate, which in turn can interrupt a spell cast.I wouldn't be so sure it will get fixed. The reason the Rapture bug remains is because of delays in client-server communication. Blizzard has said that it's not going to get fixed. There may be similar issues with the levitate bug. Also, why is getting a spell cast interrupted more problematic than dying?
And /wave Zodd :)
Post by
422346
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Post by
91278
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Post by
OscarDivine
(No source, sorry.)
oh man, all of your credibility... out the window.
just kidding. I had a feeling it wasn't a bug.
Post by
422346
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Post by
OscarDivine
I'm not sure if this is true in ToC regular, though I know this is true in ToC Heroic versions.
During Phase 2 of the Anub'rak encounter, he submerges and chases players while throwing spikes up the ground. He travels relatively slowly so you can usually run to an ice patch to cause him to get stunned and move on to another target.
During the Hard-Mode version of this fight, the number of ice clouds/patches available drops down to 6 total for the entire fight. This means that you have to conserve those ice patches as much as possible. What is usually done is that just before the submerge happens, he is kited to the back wall and other players make their way slowly further across the room. As he approaches his target, you can have a paladin cast a
Hand of Protection
on that player so that they can purposefully eat a few spikes before stunning the boss. This buys some time. In the event that the player gets hit WITHOUT having a Hand of Protection on them, he gains speed and pretty much becomes an unstoppable death machine quickly chasing down and killing everyone in the raid that isn't already on a patch of ice.
If a Paladin were to use Divine Protection instead of Hand of Protection on themselves, Anub'rak would act as though he had just hit a player and gain speed the same way. This makes the 2nd phase very difficult to get past.
Moral of the story: Bringing paladins to this fight is great! we were lucky enough to have a Prot pally tank, a Ret Pally DPS, and a Holy Pally healing so a total of 3 HoP's were available for this fight.
Post by
Kataly
I guess this means i need to make a mouseover for levitate. It's a pipta to keep it up on ranged for the duration that gormok is up by click target, click spell, rinse repeat.. lol.
Post by
422346
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Post by
453787
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Post by
91278
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