there are a handfull of mods that can move it.
yes i had the same problem, and i moved it.
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there are a handfull of mods that can move it.
yes i had the same problem, and i moved it.
My guild got our first kill on him last week with some relative ease, but since the "nerf" we had a very hard time with him tonight. He seemed really stubborn and straightened out way too fast...anyone else having any problems? Or did we just suck worse this week?
Hi there, please help us with this Boss10 man raid, made up of 2 tanks, 1 dk bloody 1 pally tank. 3 healers 1 druid, 1 priest and 1 pally. 5 dps 1 hunter 1 mage 1 boomie 1 frost dk 1 ele shammy.For boss we have tried paly tank to go ret with frost dk and mage on legs, turning is too slow, far to slow, we have tried same combo but with a hunter, sort of better, then using just 1 tank on fragments after a while they are scattered not managed properly and that becomes more issues. Ive read you need 3 melee so how are guilds downing this boss if they do not have 3 melee in the grp ? this boss seems buggy to us, we had a ret pally in ilvl 378 gear veyr decked out, be from the number 1 guild on my realm and using him 1 dk dps and a mage in between the legs turnt so easy, but with our full raid grp where people arent in or near full 378 leg turning is an issue, its slow, to slow. SO if we put 4 dps on legs we are damned on frgaments/sparks. what do you suggest ? we are ditching this boss and going to bale instead as 3 weeks we cannot down him. Only ones we have down are shannox and beth on easy farm, and lord being a huge hinder in progress
Hi Cheekyazz,
we've put Ryolith at 100k yesterday at our first/last pool.
Use 1 tank - 3 healers - 6 DPS (4 casters).
1) All DPS at the legs, he will walk faster. (3 at each legs, you must assign).
2) Tank taking fragments and spraks.
3) When adds pop, all ranged switch and burst adds. Only the 2 remaining DPS (pala/war/dk) stay at the legs during adds.
Assign somebody to lead the DPS of the legs (much easier if someone lead this DPS focus).
The boss will walk quickly to all volcano and you will get the boss quickly to 25%.
All raid should be behind the boss at transition ... burn BL and go loot !
Good luck.
How many volcanoes is everyone hitting before getting him to 25%?
We worked on him last night and seemed to have issues getting below 50-ish%. We had the normal issues where people stood in the fire but several attempts we had the boss up for 5+ minutes and I felt like we should have went into P2 but weren't close. I felt like the healers kept people up long enough to get us to P2 and while the adds DPS wasn't stellar, it seeme like they had it under control more times than not.
We have 3 melee on the feet. Steering seems to be ok but I do feel like we are turning a lot chasing volcanoes all over the plateau. We only seem to hit 6-8 (about 1 every 30 - 45 secs or so). We can certainly do better by 2-3 but is 8-10 volanoes enough?
Thanks.
We always get him to 0% armor before phase 2.
Hi Moonkin,
As a dps warrior, I see the damage I/we are doing increasing as we blast his armor down with his volcanoes, but I havent seen a pattern with dps/walk speed.
I understand the more dps means a shorter encounter and the higher/focused dps means tighter turns.
Can any here add to the "More Dps = He will speed up" theory?
My guild seems to be having similar problems to Skinzenbonz where we break the armor all off and then the fight seems to continue to drag on. Are people moving rdps over to his body whenever the armor is completely off and pushing him to the last phase? Talking 10m here, group makeup is:
1 prot pally tank
3 mdps driving (rogue, frost dk, fury warrior)
3 rdps on adds mostly (mage, lock, hunter)
3 heals (holy priest, shammy, druid)
I'll mention also we're probably average ilvl between 363-366 at this point.
Also, after the armor is gone, do your drivers keep driving him towards active volcanos or are you just looking to burn him into the last phase? From videos, it seems like active volcanos AND adds disappear when he goes into the last phase, is that correct? Thanks for any tips.
I have only seen his feet as targets till he hit's 25%. Volcano's stay up until he hit's p2, so we still steer him to them so stacks do not get so high since he still does all the same things once his armor is gone that he did prior to that.
Short version is burn feet to 25% and handle the fight the same way you handled it from the start until you are at 25%. At 25% however, everything despawns and you just have the boss. There is however a delay in the time phase 2 starts and he is actually damage/threat able. I know because tuesday, I was tanking adds/boss and when p2 started I taunted and layed into him. He stood up 2-3 seconds later and 1 shot the druid standing there. The druid had 800k threat, so it appears the threat carries over from p1 to p2. Just be aware, at least it appears so anyhow.
Very pleased to say our little Guild knocked this Guy off his feet. :D
Our Pally tank has a heals offset, so we single Tanked it.
Our Raid leader instructed us (just before phase 2,) to have him simply miss volcanoes, so his Molten Fury buff dropped off, ranged and healers stacked as soon as he sat down, and we got the kill.
I found this fight to be a little frustrating, as a melee, I wish it was as easy as it seemed, I felt we should have finished him before last night, but for us, he's down now.
Hello all. Me and my guild seem to be having some problems on this fight on HC. Our setup is the following:-
1 Protection Warrior
2 Healers - Shaman and Paladin
2 Melee - Frost DK and Feral Druid
5 Ranged - Warlock,Mage,ShadowPriest,Hunter and a Boomkin
We seem to be downing everything very smoothly, running him over volcano's, adds are dying quickly but we still seem to be at least nearly 1 minute out on the Superheated timer of 5mins. We are getting him to 90% on the pull just after the first stomp at the start of the fight, we are DPSing the legs at 30 armour stacks. I don't know what we are doing wrong. If anyone has some advice it would be great. Thank you
You two heal this fight on heroic (woot!) and still don't manage to push him before the superheated mark? Unless you're running with very low dps (compared to others with a three healer lineup) i can't see what's wrong with you - a log might help. Do your assigned spark/fragment killers multidot both legs to speed things up? With a warlock, shadowpriest and a boomkin your lineup is predestinated for this. We use three dps on the legs and three dps on the adds and we barely manage all that at the first superheated mark.
Yeah, everyone dots everything and nukes everything. We use the DK to switch on the blobs to stop them running to the boss as well. I just don't understand =/ and most of the DPS are pulling 15-20K+ DPS
Anyone have any suggestions from the point of view of a Destro warlock for this fight? Im having to move around so much i cant keep my dps above 10k. Any help would be nice.
In our 10m setup we use 1 tank.
We got 2 melee dps and 1 ranged (ele shaman ) on the legs. We use the ele shaman for steering, since he has good overview. Especially in the start when he has many armor stacks using cooldowns helps alot for the tricky turns! Communicate for dps cooldownuse.
We run with 3 healers.
We got 2 hunters 1 Mage on the adds, the misdirects help alot :)
Our average ilvl is about 365-370, so i think turning should not be a problem. Just make sure to use dps cooldowns at the start, since dps is low due to his armor. When his armor drops turning is getting much more easy.
To respond to the general question of how to do it in 10 man, I'll quote myself from over in the Strategy Discussion.
Move around less. As a ranged DPS the only reason you really have to move is to avoid the magma flows. This fight doesn't actually require a lot of movement for ranged DPS and if you are moving excessively then you are probably simply moving unnecessarily. Additionally a fight where the boss starts with an 80% damage reduction you shouldn't be surprised to see lower average DPS numbers in the first place.
We were working on this last night and were under the impression we had to get the armor to 20% to phase change, but it's the legs to 25% that pushes him I take it? We had gotten the armor to 30% a couple of times. But I'm assuming that as the armor wears down we should be pushing the dps on the legs.
On normal mode you should be getting him to 0% armor well before the phase change (around 50-60% health) however as DPS increases the amount of time spent in phase one decreases so over time you may actually start seeing the flip sooner. As a general rule, you want the feet to be about 40% at which point you can ignore any additional add spawns and easily burn him into the next phase before adds would explode. Depending on actual raid DPS you may be able to switch to burning him sooner but 15% in 30 seconds (add detonation time) is quite easy once his armor is gone.
Thanks, Q you've been very helpful. Our raid dps range is running 21kdps (the 2 mages) to 15kdps so we should be able to push him. We're one tanking and if everyone stays out of the fire and is mindful of avoiding stacks the healing is not that bad.