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Thread: Ulduar Boss Testing

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    Ulduar Boss Testing

    Updated: 2/28/09
    PTR Schedule

    [blizzard]Ok, we're going to attempt to have some playtest sessions for Ulduar starting tonight and through this weekend.

    The following is the tentative schedule for this weekend:

    On the North American test realms:
    Hodir - Thursday night, February 26, starting at 7pm EST/4pm PST.
    Iron Council - Friday night, February 27, starting at 7pm EST/4pm PST

    On the European test realms
    Thorim - Friday night, February 27, starting at 7pm CET.
    Freya - Saturday night, February 28, starting at 7pm CET.

    This schedule could change at a moment's notice due to server, bug, or patch status. I'll try to keep everyone informed as much as possible. Ulduar and the bosses to be tested will remain also open a variable length of time. How long they stay open depends upon a host of factors including designer availability, bug status, etc.

    We also hope to have the zone open on Sunday for each respective realm for a longer period of time. We have a couple special versions of Patchwerk setup. One of them is called Patchwerk (DPS Test) and is essentially a massive training dummy for your raids. The other is Patchwerk (Tank Test), and he does not have a Hateful Strike, but his melee damage increases over time.

    We're very interested in seeing combat logs and parses for all raid testing on the PTR.

    Quick Ulduar FAQ:

    Q) Will there be testing available on Oceanic, Korean, or other time zones?
    A) There will be some testing available. We do plan on allowing for extended testing on Flame Leviathan, and possibly other bosses. We want encounter designers to be present during testing, which makes testing during some time zones difficult.

    Q) Where's all the trash?
    A) We don't have everything turned on for these tests, and this sometimes includes trash creatures before each boss encounter.

    Q) Where's the loot?
    A) We don't have this attached to bosses yet, but we'll have loot hooked up soon.

    Q) What about achievements?
    A) These aren't implemented yet.[/blizzard]
    Live Streams of Ulduar:
    Will add some each night
    Hodir

    Initial Info
    • Hit points: 10.5 million (Normal) / 35.7 million (Heroic)
    • Enrage: After ~14 minutes
    • Melee Damage: 25k+ (Heroic)
    • There are 4 (Normal) / 8 (Heroic) NPCs trapped in blocks of ice around his room. Destroying the blocks of ice will free the NPC and they'll help you by dropping Toasty Fires in random locations of the room. Each Ice Block has 32,000 (Normal) / 40,000 (Heroic) hit points.
    • Druid NPC: Creates a column of light in a random location. Standing in the light grants a haste buff.
    • Shaman NPC: Casts a 100% crit chance buff on random raid members.
    • The Toasty Fire prevents the effects of Biting Cold and Flash Freeze, but will be removed on Flash Freeze cast as well as if it's hit by an Ice Shard. This effect is limited to a certain number of raid members.
    • Breaking these NPCs out of the blocks before you engage Hodir will remove them from the encounter. Don't do it!
    • Abilities
    • Biting Cold: He has a pulsing aura called Biting Cold that stacks over time, dealing additional damage. Moving will reset its stack.
    • Flash Freeze: He will emote and then cast Flash Freeze, freezing everyone in ice blocks. Run to the Toasty Fire to avoid it, and if anyone is hit by it, kill their ice block immediately (32,000hp N / 40,000hp H).
    • Icicle: He casts Icicle which creates Ice Shards every 1.7 seconds. This is especially dangerous for anyone that gets hit by Flash Freeze. This also spawns Snowdrift on the ground where the Ice Shard hits. You can avoid Flash Freeze by standing on the Snowdrifts.
    • Frozen Blows: Hodir gains Frozen Blows (Normal / Heroic) for 20 seconds. You're likely expected to tank switch to someone in Frost Resist gear during this.

    Kill Video
    [ame="http://www.youtube.com/watch?v=k2X7z9SJvPg"]YouTube - Hodir 10 Man (Full encounter)[/ame]
    Links
    Thorim

    Initial Info
    <Method> took him down in very few tries, and the instance was closed shorty thereafter.
    • Hit points: 4.18 million (Normal) / 12.8 million (Heroic)
    • 2 Phases
    • Giant Jormungar + Horde/Alliance Mind Controlled NPC's, followed by Iron Dwarf Constructs
    • Thorim himself

    Iron Council

    Initial Info
    • Three NPCs: Steelbreaker (Iron Giant), Stormcaller Brundir (Iron Dwarf), Runemaster Molgeim (Iron Vrykul)
    • When one dies, the remaining alive are healed to full.
    • 10 minute enrage timer
    • Supercharge: When one of the Iron Council dies, they cast Supercharge.
    • Steelbreaker
    • HP: 3 million (Normal) / 10 million (Heroic)
    • Damage: ~25k (Heroic)
    • Fusion Punch: Hits for 100% weapon damage as Nature plus additional damage per second for 4 seconds. (6500 Normal / 8000 Heroic)
    • High Voltage: Deals damage every 3 seconds. (1500 Normal / 2500 Heroic)
    • Static Disruption: He gains this when one of the others dies - Deals Nature damage to enemies in an area and increases Nature damage taken by 50% for 20 sec. (5000 Normal / 7500 Heroic)
    • Runemaster Molgeim
    • HP: 3 million (Normal) / 10 million (Heroic)
    • Damage: ~9k (Heroic)
    • Overload: Focuses all the caster's energy into a single ball of lightning. This ball grows for 10 sec until it finally explodes, dealing Nature damage to all enemies within 30 yards and knocking them down. (20k Normal / 25k Heroic)
    • There is a second version of this with a 2 (!!) second duration before it explodes. Maybe when he's the last one alive?
    • Runic Barrier: A shield of runic power surrounds the caster, reducing Physical damage taken by 50% and inflicting 2000 Arcane damage to attackers.
    • Rune of Power: Summons a Rune of Power under a random friendly target. This rune increases damage by 50% of all friendly and enemy targets within 5 yards. Lasts 1 min.
    • Rune of Death: Gains this when one dies - Summons a Rune of Death at a random enemy target's location. This rune deals Shadow damage every half-second to anyone within 13 yards of that location. (2000 Normal / 3000 Heroic)
    • Rune of Summoning: When Runemaster Molgeim is the last boss he spawns a void zone that spawns adds named "Lightning Elemental". The adds cast an AE.
    • Lightning Blast: The Lightning Elementals cast this - Unleashes a large blast of lightning, dealing Nature damage to all enemies within 30 yards of the caster but killing the caster in the process. (9425 to 10575 Normal / 14138 to 15862 Heroic)
    • Stormcaller Brundir
    • HP: 3 million (Normal) / 10 million (Heroic)
    • Can be taunted and stunned.
    • Chain Lightning: Casts a Chain Lightning for 6-9k damage (Heroic). This can be interrupted.
    • Lightning Whirl: He gains this when one of the others dies - Spins around throwing off bolts of lightning at random enemy targets. Each bolt deals Nature damage. Lasts 5 sec. (4713 to 5287 Normal / 6598 to 7402 Heroic)
    • Lightning Tendrils: When Stormcaller Brundir is the last boss he gains this - Tendrils of lightning shoot out of the caster's chest, lifting them into the air. These lightning tendrils deal 4000 Nature damage to all enemies around the caster every second.
    • He focuses on someone while doing this and follows them.
    • Aggro resets when he lands from casting this.

    Freya

    Initial Info
    • HP: 1.39 million (Normal) / 4.18 million (Heroic)
    • Mana: 234k (Normal and Heroic)
    • You don't kill Freya. Like the other watchers, you break Yogg-Saron's hold on her and she thanks you, then gives you EPICS!
    • She roams around the area, making it a bit more interesting than Sartharion to kill the trash
    • Spawns "A Lifebinder's Gift" - Emotes "Lifebinder's Gift begins to grow!"
    • Lifebinder's Gift increases damage by 25% and removes the silence cast by the large protector add if you stand on it.
    • Sunbeam: Inflicts 7863 to 9137 Nature damage to enemies within 8 yards of the target. (Heroic: 10638 to 12362 Nature damage)
    • Nature's Fury: Infects an enemy for 10 sec., causing it to inflict Nature damage to its nearby allies every 1 sec. (Normal: 2775 to 3225 Nature damage / Heroic: 4625 to 5375 Nature damage)
    • Photosynthesis: The rays of the sun heals the plant life for 10000 damage every 1 sec. (4 yard radius; heals adds within it)
    • Touch of Eonar: The pressence of the Lifebinder heals Freya for 6000 health every 1 sec. (Heroic: 24000 health every 1 sec.)
    • Attuned to Nature: Increases healing recieved by 4%.
    • She starts with this stacked to 150! Killing adds during the fight reduces the stack count.
    • Emotes "Allies of Nature have appeared!" and spawns adds
    • These adds continue to spawn until she reaches 0 stacks of Attuned to Nature.
    • Ancient Water Spirit
    • Tidal Wave: Surge through enemies in a line. Deals inflicts 6175 to 6825 Nature damage knocking them back. (Heroic: 8788 to 10212 Nature damage)
    • Storm Lasher
    • Hardened Bark: Used by Lasher adds. Attacks made against the Lasher trigger the protective bark to grow, increasing damage but slowing move speed. (10% damage increase, -5% movement speed)
    • Stormbolt: Inflicts 6013 to 6987 damage to an enemy. (Heroic: 10638 to 12362 damage)
    • Spawns small adds as well to AoE down.
    • If you leave Elders alive you must deal with the abilities they grant Freya and her adds
    • Stonebark: The essence of Elder Stonebark increases physical damage dealt by Freya by 50%.
    • Ironbranch: The essence of Elder Ironbranch increases Physical damage dealt by Allies of Nature by 50%.
    • Brightleaf: The essence of Elder Brightleaf increases Magic damage dealt by Freya and her Allies of Nature by 50%.
    • Elders
    • Elder Stonebark
    • Ground Tremor: Deals 9500 to 10500 Physical damage to enemies within 60 yards, interrupting any spells being cast for 8 sec. (Heroic: 15200 to 16800 Physical damage)
    • Petrified Bark: Melee attacks and abilities will be reflected for 30 sec. 60 charges. (Heroic: 120 charges)
    • Fists of Stone: The stone fists slow the caster's move speed by 20% and increase damage dealt by 250%. In addition the devastating attacks have a chance to break the bones of the target, reducing chance to block, dodge, or parry by 100% for 10 sec.
    • Elder Ironbranch
    • Iron Roots: The grip of the Iron Roots inflicts 2775 to 3225 Nature damage every 1 sec and roots the target until freed. If the Iron Roots surrounding the targets are killed, the target will be released. (Heroic: 4625 to 5375 Nature damage)
    • Elder Brightleaf
    • Unstable Sun Beam: Increases damage and healing done by 5%. Unstable Explosion will cancel the effects of Unstable Sun Beam. (4 yard radius inside the beam; stacks to 10)
    • Trash Pulls
    • Misguided Nymph
    • Bind Life: Heals for 13875 to 16125 health every 1 sec for 6 sec. Inflicts Nature damage in a 15 yard radius if dispelled. (Heroic version: Heals for 27750 to 32250 health every 1 sec for 6 sec.)
    • Guardian Lasher - Comes with a lot of small lashers.
    • Corrupted Servitor
    • Violent Earth: The Violent Earth rips beneath the targets feat knocking them up and inflicting 9713 to 11287 Nature damage to anyone within 4 yards of the target. (Heroic version: 12950 to 15050 Nature damage)
    • Managrove Ent
    • Hurricane: Creates a violent storm in the target area causing 5088 to 5912 Nature damage to enemies every 2 sec, and increasing the time between the attacks of enemies by 67%. Lasts 10 sec. Must channel to maintain the spell. (Heroic: 7400 to 8600 Nature damage)
    • Nourish: Heals a friendly target for 23125 to 26875. Heals for an additional 20% if you have a Rejuvenation, Regrowth, or Lifebloom effect active on the target. (Heroic: Heals a friendly target for 46250 to 53750.)
    • Nature's Blade
    • Living Tsunami: You summon a Living Tsunami that does 6013 to 6987 Nature damage when in contact with hostile targets, inflicting an additional 1850 to 2150 Nature damage every 2 sec for 10 sec. (Heroic: 7863 to 9137 when in contact, 1850 to 2150 every 1 sec for 6 sec.)
    • Guardian of Life
    • Poison Breath: Inflicts 7863 to 9137 Nature damage to enemies infront of the caster and an additional 3700 to 4300 Nature damage every 3 sec. for 12 sec. (Heroic: 9250 to 10750 Nature damage and additional 6013 to 6987 Nature damage every 2 sec. for 12 sec.)
    Last edited by Bloodwraith; 02-28-2009 at 03:28 PM.

  2. #2
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    10 man "kill" video:
    [ame="http://www.youtube.com/watch?v=k2X7z9SJvPg"]YouTube - Hodir 10 Man (Full encounter)[/ame]

    Additional/Updated Hodir info:


    Hit points: 10.5 million (Normal) / 35.7 million (Heroic)
    Enrage: 9 minutes (Heroic) / Unconfirmed on Normal
    Melee Damage: 11k (Normal) / 25k+ (Heroic)

    Abilities
    Biting Cold: He has a pulsing aura called Biting Cold that stacks over time, dealing additional damage. Moving will reduce its stack.
    Freeze: Deals 5k frost damage to a target and anyone nearby. Roots affected players for 10 seconds. Frost nova effect is dispellable.
    Flash Freeze: He will emote and then cast Flash Freeze (9 second cast time), freezing anyone hit by it in ice blocks. Run to a snowdrift to avoid it. If anyone is hit by it, kill their ice block immediately (32,000hp N / 40,000hp H). Instantly kills anyone trapped in ice blocks.
    Icicle: He casts Icicle which creates Ice Shards. The graphical effect preceding this looks like a snowstorm.
    Snowdrift: Formed at the areas where Ice Shards land during Flash Freeze's cast. You can avoid Flash Freeze by standing on the Snowdrifts.
    Frozen Blows: Hodir gains Frozen Blows (Normal / Heroic) for 20 seconds. It is recommended that you use a Frost Resist geared tank during this.

    There are 4 (Normal) / 8 (Heroic) NPCs trapped in blocks of ice around his room. Destroying the blocks of ice will free the NPC's. Each Ice Block has 32,000 (Normal) / 40,000 (Heroic) hit points.

    Druid NPC: Casts Starlight. Summons a pillar of light similar to Elune stones, Increases melee and casting speed by 50% while standing in the light.
    Shaman NPC: Casts Storm Power. Increases critical strike chance of 3 raid members by 100%, operates similar to chain heal.
    Mage NPC: Summons Toasty Fires. Prevents the effects of biting cold and freeze. Extinguished when hit by ice shards or flash freeze.
    Priest NPC: Casts Dispel.
    All of the NPC's do approximately 500 dps to hodir.

    Damaging the ice blocks before engaging Hodir will cause them to despawn.

    Feel free to steal this Bloodwraith
    Last edited by Gravy; 02-27-2009 at 03:26 PM.

  3. #3
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    Pretty fun to listen to.

    "I looove doodads"
    "I thought you said I love dudes"

  4. #4
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    Added Initial Info.

  5. #5
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    is it just me, or did the streams go down?

    Can't seem to get any of them to work for me while I'm at the office. Though they worked earlier on the same computer.

  6. #6
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    I'm watching Jynxx/Kyth's + vent but they struggle with disconnects, PTR bugs and messed up raids / groups

  7. #7
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    Quote Originally Posted by Bloodwraith View Post
    This seems to be a live stream:
    Fusion's Live Stream

    There's more than just one
    Last edited by Gravy; 02-27-2009 at 09:00 AM.

  8. #8
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    Time to save my JC tokens for Frost Resist rings, I am sure some people will be asking for them.

  9. #9
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    Sadly only had 1 Pull on this guy due to server going KABOOM! Every 5 minutes. We would literally set up, get ready to pull, SERVER CRASH! then get ported back to the raid start upon server reset. *Sigh* lets hope tomorrow is better.
    Tanks: We like it rough.

  10. #10
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    i thought blizz said they really disliked Resist mandatory fights, especially like Hydross. Saph its recommended for new raids, kt tank needs one unless your a druid, and another one. Atleast they are keeping it consistent at only Frost dmg.

    sounds like an interesting fight, i copied my toon over, but alas. my outdated computer has too little room for the ptr...and all i have on this IS WOW. qq
    I remember The Beets - Killer Tofu Tour

  11. #11
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    Quote Originally Posted by breaklance View Post
    kt tank needs one unless your a druid
    Umm... what? You should never need resist on Kel'thuzad regardless what tank you are. His Frostbolt is interruptable for a reason. 10-man it doesn't particularly matter or not if they are interrupted

    Going back on topic... sounds like a fun fight. Glad I still have my Frost Resist gathering dust in the bank just in case I needed it >.>

  12. #12
    I suposse the adds will die during the fight and you need to free them from ice blocks in a timely way and always have 1/2 free (10 man 1, 25 man 2?).

    Anyone can confirm this?

    Edit: Seems that the adds aren't really needed right now for the fight. I hope that changes.
    Last edited by fr0d0b0ls0n; 02-27-2009 at 03:06 AM.
    Follow the Moeko Principle.

  13. #13
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    My original link wasn't working here. There's a video link on this forum post with footage of a Hodir attempt. The second post has the vid link!

    World of Warcraft - English (NA) Forums -> Hodir PTR Feedback (Feb 26)
    Last edited by Bookie; 02-27-2009 at 01:11 AM. Reason: Link issues

  14. #14
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    Wild guess: In its final form it will be a 2 tank fight, one for the "frost damage" part, one for the "melee damage" part, and 1 tank only for hard mode.
    Last edited by Worldie; 02-27-2009 at 05:35 AM.
    Worlde - Prot Paladin
    Darkworldie - Tank DW Frost DK
    Uord - Prot Warrior
    Huordie - Feral / Resto Druid

  15. #15
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    Quote Originally Posted by Worldie View Post
    Wild guess: In its final form it will be a 2 tank fight, one for the "frost damage" part, one for the "melee damage" part, and 1 tank only for hard mode.
    Or hard mode will be freeing the adds before the fight

  16. #16
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    Quote Originally Posted by Clav View Post
    Or hard mode will be freeing the adds before the fight
    The iceblocked adds currently despawn if you so much as touch them before engaging hodir.

    His hard mode will most likely be defeating him before he destroys any of the chests in his room. (He destroys one every 3 minutes, with there being 3 total in his room)

    To defeat him before he destroys the 3rd chest (and beat his enrage timer), you would need people capable of 4k dps with 2 tanks and 7 healers.

    To defeat him before he destroys the 2nd chest, you would need people capable of 5k dps with 1 tank and 5 healers.

    To defeat him before he destroys the 1st chest, you would need people capable of 10k dps with 1 tank and 4 healers.

    Note: The above values assume no one is hit by his flash freeze, otherwise the dps needed would be even higher.
    Last edited by Gravy; 02-27-2009 at 06:38 AM.

  17. #17
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    10k dps? are you sure.

    i'd hate for the 'hard mode' to boil down to doing 10k dps.

  18. #18
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    It's not just "doing 10k dps", to do 10k dps you need the NPCs alive and constantly abuse of their buffs. It's much more complicate than it seemb, don't just think people will be doing 10k DPS in full Ulduar gear since that aint happening

    Also after some math, the damage on tank looks fairly trivial if he uses 3 FrR gear pieces + aura.
    Worlde - Prot Paladin
    Darkworldie - Tank DW Frost DK
    Uord - Prot Warrior
    Huordie - Feral / Resto Druid

  19. #19
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    man I can't say I'm not disappointed. From what people are saying on the PTR the fight is relatively simple to understand and execute

  20. #20
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    Yeah the thread on the forums says he is really easy and the add don't do much for the fight.

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