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Headless Horseman pain in the neck...Follow

#1 Oct 30 2007 at 9:36 AM Rating: Decent
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830 posts
Okay, tried to do HH last night. Just for fun.

Went in clueless. We had no idea what his abilities are, didn't research it, and a guildy and I (both hunters, he's 70, I'm 67, both MM) decided, "lets see what we can do, maybe the pets can tank and if not, we can FD and get out of it". Well, ol' Headless took out both pets in a total of 4 shots. Holy CRAP! He goes after the 70, took him out quick, resisted his FD. He came running up to me, I FD'd and he didn't resist. I lived. Whoo-Hooo! Okay, so this 70 Elite is far more than WE can handle.

Drummed up a PUG for the quest. 1 Warrior, 1 Holy Pally, 1 Druid, and the aforementioned 2 hunters.

Went in, we beat the snot outta him until his head separated. I didn't know this happened and didn't know to concentrate on the head. So we went at it again, healers keeping up, no biggie. Couldn't kill the darned HEAD fast enough. We totally unloaded on that head. I burned my mana so fast....

Best we did all night was get the head down to about 5% health left before he rejoined the body. The pumpkin warriors were always our undoing, but dang, how much dps do you have to have on that head to win against this guy?

Any tricks or strategies for a hunter? Any vulnerabilities? Gonna try again tonight but will probably have to pull in more dps. All ideas welcome. Maybe I'm too low to do real solid dps against the Headless dude.
#2 Oct 30 2007 at 10:05 AM Rating: Good
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146 posts
You've almost figured it out yourself.

His head will separate 3 different times. Each time, you need to quickly target the head and DPS it down. While the head is floating around out there, everyone avoid the headless body and it's very painful whirlwinds.

After the head rejoins the body the first time, he throws bombs. No big deal. Just stay at max range and watch yourself. When the head separates again, just DPS it down (you won't kill it) until it rejoins the body. When the head rejoins the body this time, yeah, he'll summon adds. Depending on your group, you could choose to have someone kill the adds, but we usually just ignored them and kept burning HH down. (Moving about to avoid the adds, of course, and with 2 hunters, frost trap FTW). Then the head will separate the final time. Just FF on the head, and you're done. (all adds disappear when he dies).

Just general tips. Try to keep him in the center aisle, as finding the head when it separates (could they make it any smaller?) is much easier, and the head is less apt to run behind a building. Hunter's mark the head when it seperates, making it easier for your teammates to locate and attack it. Ditto the body when the head rejoins.

Last tip, you can 10 man raid him, if it still proves too difficult. But your raid group, I believe, can only summon him 5 times.

Our usual static group of 70s never had a problem with him. We even had 4 70s and a 66 mage down him. But if anyone lower than a 68 (with that one exception) wanted to have a crack at him, we raided him (6, or 7 man). You do need to be able to DPS him quickly enough.

Edited, Oct 30th 2007 11:56pm by Steelray

Edited, Oct 30th 2007 11:57pm by Steelray
#3 Oct 30 2007 at 10:20 AM Rating: Decent
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385 posts

Exactly. Aspect of the viper if you need to conserve mana. Pop a pot if absolutely you must but, this should be cake once you get it figured out.

Body, head, body, head, body, head, loot. Ignore adds... burn baby burn.

I also park my pet into the middle area where HH will be tanked and set a snake trap down there too. Saves a little time sicin' pet onto the HH/head. I stand by the fountain typically.
#4 Oct 30 2007 at 11:27 AM Rating: Decent
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830 posts
Okay, makes MUCH more sense now.

Some of the guys in the PUG told me you could kill the head, not that you had to try 3 times! UGH. Okay, will go in better informed and ready for action of the longer sort.

Yeah, I hung out by the fountain. Didn't know you could do a 10 man raid. Sounds like it would be easier to deal with the pumpkin head warriors. I did freeze them a lot... was wondering if I could just kite all of them while the group dealt with the HH, but they daze a lot.

That's what hunters need, an anti-daze spell for kiting... ^_^
#5 Nov 01 2007 at 12:09 PM Rating: Decent
The adds are no problem really. I have a 70 prot warrior alt, and its pretty easy to tank everything. Once the heads come out, they are growing or what ever, have the warrior move around them and cleave and thunderclap around all 4(i think the first its 4 then more everytime, not sure though) when the guys pop out, ive already got enough aggro on them to keep em from running around bugging the clothies, then jsut continue to tank HHM with cleaves, and they will die off. By that time you should have enough aggro on HHM to throw in the cleaves in place of heroic strikes. I have never had any problems with this strat as long as you have a good healer to heal through the extra damage. I am not a well geared tank, and he doesnt hit that hard, so a real tank should have no probs.
#6 Nov 02 2007 at 11:20 AM Rating: Good
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830 posts
Thanks!

Actually, we got him, just had to add extra dps to do it. We went raid and brought in a shadow priest, he went down like wet TP.

I was very pleased as the posted numbers put me in a very good light. We had 5 70's and 1 67... me! Breakdown in damage was (roughly):

70 Shadow Priest = 72k
70 Warlock = 69k
67 MM Hunter (me) = 67k
70 Warrior = 58k
70 MM Hunter (primary CC) = 55k (<= was still embarassed, I did CC also!)
70 Druid (Primary Healer) = no listing

So, I don't feel so bad about my damage in our fights. I can still do much better, but it demonstrated how much this forum has helped me improve my playskills. I used to get beat out by tanks... embarassing!

Thanks to everyone that helped.
#7 Nov 02 2007 at 11:26 AM Rating: Good
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3,202 posts
This is probably a little late as I think the Horseman event is over for the year but as I'm at work I can't check.

Anyways, what I found in my HH fights was that the DPS should go light on mana for the first phase, a little harder on the head the second time it pops, and then try to get the body down as fast as possible on the third phase to get less pumpkin adds - and unload everything on the head when it pops the third time.

I think the best we did was with a group with a Shaman Healer and a Shaman DPS and between the two of them we had totems galore and elemental pets wiping the foor with the HH on the third phase. The rest of the group was me tanking on my Warrior, another prot Warrior doing DPS and my Hunter friend. I think on one try we actually got the head to pop on the third phase before the first spawn of pumpkins came alive.

The head is tough to target even if you're looking for it but fortunately for me, the tank isn't expected to be running after the head as it isn't tankable. I often used the second head phase as a bandage opportunity. My Hunter friend had a tough time learning this fight but we finally got him the stamina ring.
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