#1  
Old 11-21-2008, 12:17 PM
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10-man Eye of Eternity Health Requirements?

For those that have done it, what is the minimum required HP to do Eye of Eternity?

Air phase kicks our ass...
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  #2  
Old 11-23-2008, 06:58 AM
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I'm pretty sure when we went in there tonight we figured out it was 100% or so of your total health. You just need to make sure everyone is topped up when he starts flying into the air, and then throw up hots/shields.
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  #3  
Old 11-23-2008, 11:23 PM
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You mean the vortex he casts in phase one, right? It's not 100% of your health because it was ticking for 2000 damage every second on everyone in our raid. We can't figure out a way to reliably survive it multiple times.

Research into the boss all yielded results from beta, where his vortex was only ticking for 700-800 damage a second in 10 man mode apparently. The only info I could find about it on live was other people saying it was also hitting them for 2000 a tick and they couldn't survive it.

Is this bugged? Did Blizzard decide to rebalance the 10 man version after beta ended and overtune it? Or do we just suck and overlooked something?

(btw, its 20,000 damage + falling damage, so you'd need over 21,000 health I imagine)
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  #4  
Old 11-24-2008, 12:27 PM
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Yeah the vortex does 2k arcane damage a tick, for 10 seconds. We just broke down and used Arcane resist. I think most people were using our old Felmyst learning gear, so the blue arcane resist cloak (pre WotLK, just remember it has "evasion" in the name, maybe?) and the arcane resist trinket from the kara quests. I think a couple of people may have gone and bought a green AR head piece and put the new stam/AR resist enchant on it. Also we had the resist from the deathknight aura. Some used just trinket and cloak, some used 3 pieces.

This caused the vortex phase to be much more manageable. You lose a little dps by going with resist but once you get the hang of killing the sparks in the right place it is made up for by the buff.

In phase 2 arcane resist helps. The arcane bolts that the guys on the flying discs shoot at you are resistable. When you are in a bubble this isnt a problem but when you have to run a good distance to get to another bubble, one of these hitting you outside can do some serious damage. I want to say it was hitting for around 12k b/c i know it was basically one shotting unprotected mages, but I'm not sure if this is accurate. Something else to note about this phase is I just randomly decided to use spell reflect and I reflected one of the arcane bolts shot at me. Dont take this as a fact, it was late, I was running on very little sleep, I could have been hallucinating. In the 25 man tonight our feral will probably tank Malygos so I'm going to run around with 2/2 Improved Spell Reflect and see if this applies in the 25 man version. Just wait for when a bubble has spawned 10 + yards away from our current one and be in the middle of the group, pop spell reflect when we are moving and hopefully prevent someone from almost getting one shot.
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Old 11-24-2008, 04:17 PM
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The arcane bolts shot by the mobs on the flying saucers are indeed spell reflectable, in the 10 man at least.
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  #6  
Old 11-25-2008, 12:08 PM
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Yeah, I'm kinda confused myself about Malygos. Granted-- We did not really research the fight too much because we had just finished our server first naxx run so we figured grab our 10 best and try malygos out. But that vortex phase was just insane. We had 2 holy pallies and a resto shaman in the makeup, next time I guess we'll grab a druid and a priest.
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  #7  
Old 11-27-2008, 01:55 AM
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Yeah, I'm kinda confused myself about Malygos. Granted-- We did not really research the fight too much because we had just finished our server first naxx run so we figured grab our 10 best and try malygos out. But that vortex phase was just insane. We had 2 holy pallies and a resto shaman in the makeup, next time I guess we'll grab a druid and a priest.

We tried Malygos two ways:

1) 4 healers. 3 Holy Paladins, 1 Priest. Made Vortex very doable.
2) 3 Healers. 2 Paladins, 1 Priest. Much harder with our lack of gear.

Ways to make the Fight less healing intensive:

If you have one, bring a Death Knight dps. Rune Tap (Any Raiding DK needs the Glyph :P) heals entire party for 10% of max Hp. In addition, they don't require healing through Vortex between icebound, anti-magic shell, and bone shield.

Bring a druid.

Arcane Resist Gear.
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  #8  
Old 11-29-2008, 08:12 AM
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We tried the 10-man with a resto shammie, holy paladin and holy priest. The raid had anywhere from 12k-18k buffed up. Most of us were in 80 blues, with some Naxx10/heroic gear. The airphase was really screwing us over. Then we changed the holy pala with a resto druid and it went very well(not easy, but we did reach 50% without any deaths). We did not have any arcane resistance.
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  #9  
Old 11-30-2008, 03:42 AM
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Thank you all for your replies. We finally settled on using old craftable arcane resist cloaks and kara trinkets. We were using a resto shaman, resto druid and pally healer but kept hitting the enrage timer p3 so our resto shaman went and respec'd elemental but we have yet to put out enough dps to make it through the entire encounter (our top guy does 2700 our bottom guy does 1700 and then there's me at about 1400 on a good attempt)

If y'all know of any tips to make dps more efficient, I'd love to hear them. We use a moonkin to kill the sparks and during our first couple of hours of tries we had a DK pulling them into place to get douple stacks and whatnot but still can't seem to reach the numbers needed. It's just frustrating..
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Old 11-30-2008, 04:31 AM
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Thank you all for your replies. We finally settled on using old craftable arcane resist cloaks and kara trinkets. We were using a resto shaman, resto druid and pally healer but kept hitting the enrage timer p3 so our resto shaman went and respec'd elemental but we have yet to put out enough dps to make it through the entire encounter (our top guy does 2700 our bottom guy does 1700 and then there's me at about 1400 on a good attempt)

If y'all know of any tips to make dps more efficient, I'd love to hear them. We use a moonkin to kill the sparks and during our first couple of hours of tries we had a DK pulling them into place to get douple stacks and whatnot but still can't seem to reach the numbers needed. It's just frustrating..
Hitting the enrage timer is normal, it took my guild hours to figure out what was going wrong in our attempts. Your dps sounds like its struggling a bit and im fairly sure its the only thing thats holding you back by the sounds of it. I hit around 2700 DPS in the fight as kitty druid (i respec because you only need 1 tank for the encounter and DPS is crucial.) My gear isnt all that great mostly still wearing 80 blues with some gear out of heroics and 3-4 pieces of naxx 10/25 loot. On average our top dps on this fight is probably somewhere in the range of 3500 and our bottom dps last attempt was 2100 and the tank sitting at 1650 I believe. Having a DK pull sparks and stack them is great for P1 but remember that during P2 you can root/pull sparks to help kill the dragons faster. Basically the entire encounter is about maximizing your DPS to give you the maximum amount of time in P3 possible Try to focus the most on cutting down the time you spend in Phase 2 as its probably the area you're losing the most time.. Also it helps during P3 to not 5 stack your finisher instead use a 1,2,1 or 2,3,2 rotation to stack the dot higher. Remember to have healers set aside and have combo points and energy ready for when he focuses you.

EDIT: On a side note noone in our guild uses arcane resist, just typical raid buffs and consumables, the vortex is entirely possible to heal through and i can have a discussion with the healers i ran it with to see how they accomplished it. From what i see on the parses they were HoT'ing during the beginning and using CoH when you got closer together at the top, dunno if that helps you any.
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  #11  
Old 12-02-2008, 06:20 AM
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Woot! Got this guy down last night! Thanks again all for the help.
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