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#1 Sep 25 2008 at 9:52 PM Rating: Decent
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We now have 50+ attempts on Archie and the closest we have gotten is 42%. None of the 3 mages, including, me have died before the raid leader called a wipe. I'm not sure what the problem is. The hunters seem to be having the most problems with the priests coming in next. We have tried a variety of different tanking positions. People are mostly dying to fire. Nobody has died due to the grip curse. I know we have some advantages in the fight like blink and ice-block, but event without those I might have died to a fire 3 times out of the 50+ attempts and that would've been because someone ran in circles when the fire was chasing them and made a ring around my group. Any ideas on what we can do are appreciated.
#2 Sep 26 2008 at 5:25 AM Rating: Good
you have to make sure that everyone is on their toes, each group is calling out and helping the other saying 'group 3 - incoming fire' etc let them know if it is curving back around or who it is going to afterwards. Assuming few people are splattering and it is all about fire, people need to know that it is their PRIORITY to get out/away from the fire. Don't finish that cast, just run, but make sure (if you are a healer) that the other people may need to pick up some slack. If it is a pally, they can bubble and heal if necessary.
#3 Sep 26 2008 at 5:47 AM Rating: Decent
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4,684 posts
And keep an eye on the damagemeters as well. If you and the 2 other mages are doing 50% of the total DPS wrong your problem is obvious. If your priest has the highest amount of damage taken, same story. If your tank has the lowest amount of healing taken, same thing once again. And I could continue that list.
#4 Sep 26 2008 at 5:52 AM Rating: Excellent
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29,527 posts
mgjr wrote:
People are mostly dying to fire.


If someone is dying repeatedly to the same **** and it's something within their control, kick them from the raid. The empty slot for them is more valuable than they are at that point.
#5 Sep 26 2008 at 2:33 PM Rating: Excellent
The One and Only Poldaran wrote:
mgjr wrote:
People are mostly dying to fire.


If someone is dying repeatedly to the same sh*t and it's something within their control, kick them from the raid. The empty slot for them is more valuable than they are at that point.


and make sure that everyone remembers, this is NOT a dps fight, whatsoever.
#6 Sep 29 2008 at 7:07 PM Rating: Good
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185 posts
Not a hard fight if you keep a few things in mind.

1) mandatory 2 min PvP trinkets on everyone - no exceptions. If you die consistently from the flames with this, you fail at raiding - makes the flames 50% easier to avoid (b/c you'll have to deal with the CD).

2) healers need to set up a trinket rotation based on position (if you don't have specific healers set to cover certain areas, that's another problem). It sucks when the healers break rotation and you are forced to eat the flames.

3) wasn't mentioned, but airburst....be aware of who it's on and make sure the MT doesn't get bursted by the melee. Not exactly a certain wipe, but makes it more difficult than it needs to be.

As for tanking position, it's more or less a spank n tank. Your tank shouldn't need to move too much (just avoid any potential flames, but we never really had much a problem with that), stay at max hit box range to avoid any potential air bursts. And make sure people put their tears on a hotkey - especially if they tend to crater - and make sure they hit it sooner rather than later. 1000-2000 fall damage is easier to heal than death and a soul charge. Mages get it easier, since we have slow fall if we hit the tears too early.

It shouldn't really take more than a handful of attempts to get down if your raid is coordinated. Healers need to call out on vent if they need help for whatever reason - and people need to use HS/pots/etc to keep themselves up if they think they may die. Sounds like your mages are doing just fine, so this more or less applies to the rest of the raid. This is a fight that is unforgiving of deaths and stupidity.

Good luck.
-z-
#7 Sep 30 2008 at 4:28 AM Rating: Good
Also, forgot to add -- having 5 shaman -- one in each group for tremor totem oversimplifies the fight. If someone has an alt shaman, bring them in as long as they can fit the position.
#8 Sep 30 2008 at 6:36 AM Rating: Decent
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266 posts
Thanks guys, we will be trying again tonight and tomorrow. We get through all the other bosses fine so we will get a few attempts in tonight. We did try more shaman last time and I'll make the suggestion about finding more. Our mage lead made a joke about the hunters not being able to move away from the fires because they can't put it in their shoot rotation macro.

Zoltarion, we have occasional deaths to air burst but that usually only happens when the person gets bursted and griped. I thought that wasn't supposed to happen, but maybe it's a bug.
#9 Sep 30 2008 at 6:43 AM Rating: Good
mgjr wrote:
Thanks guys, we will be trying again tonight and tomorrow. We get through all the other bosses fine so we will get a few attempts in tonight. We did try more shaman last time and I'll make the suggestion about finding more. Our mage lead made a joke about the hunters not being able to move away from the fires because they can't put it in their shoot rotation macro.

Zoltarion, we have occasional deaths to air burst but that usually only happens when the person gets bursted and griped. I thought that wasn't supposed to happen, but maybe it's a bug.


The fight has been very buggy for some time.

Remember, one death (unless it is the tank's death) is not the end of the world on the fight. Just make sure that everyone is topped off.

Also, make sure (or try to make sure) that there is a decurser (at least one) and a healer or two in every group. One for raid one for tank if possible (that being the 4 groups that are spread around assumimg you are doing a psuedo-box position.

We have our MT between the tree and archimonde (meet about halfway from where he starts). Obviously melee behind him (with a watchful eye for fires as they can spawn next to them -- another bug). And then surrounding him (except behind the tank) are our groups in a box-shape. No one really needs to ride in to the fight except for the people on the opposite side of the starting point.
#10 Sep 30 2008 at 6:55 AM Rating: Excellent
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153 posts
One thing i saw you said is people running circles and the fire going everywhere. Try having groups run straight out away from him, as a group. When we did progression on it we put a mark on each groups decurser, and it was their job to move the group. When fire comes toward your group move straight out, when it veers off or passes you run back in and continue dps. After farm status this wont be as necessary but to get the progress kill its going to be very difficult if everyone is just running all over the place. This will not only encircle people with fire it will also get your healers/decursers separated from groups.
#11 Sep 30 2008 at 7:08 AM Rating: Good
Toxicityoh wrote:
One thing i saw you said is people running circles and the fire going everywhere. Try having groups run straight out away from him, as a group. When we did progression on it we put a mark on each groups decurser, and it was their job to move the group. When fire comes toward your group move straight out, when it veers off or passes you run back in and continue dps. After farm status this wont be as necessary but to get the progress kill its going to be very difficult if everyone is just running all over the place. This will not only encircle people with fire it will also get your healers/decursers separated from groups.


Excellent advice that I somehow entirely forgot to mention in my typing.
#12 Oct 01 2008 at 9:28 PM Rating: Decent
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266 posts
UPDATE - Raid leader decided to give Archie a rest so we went back to Kael. We had skipped him. We had try him about 5 or 6 times prior but never seriously. We downed him tonight on the 5th try. Don't ask me why we can kill Vashj and Kael and not Archie.
#13 Oct 01 2008 at 11:57 PM Rating: Excellent
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2,079 posts
Quote:
Don't ask me why we can kill Vashj and Kael and not Archie.


Well as someone who has been both dps and a healer, the answer is fairly simple. DPS just has to dps on Vashj/Kael for the most part. If they die, the fight slows down but you can battle res or just continue and usually win. On Archie, DPS's job isn't DPS. Their job is to live.

I think meters become too much of a focus for so many dps. They want to stroke their e-peen and say "Look I'm why we killed Archimonde." In all honesty, taking less damage will be why you'll kill Archimonde. Healers can out-heal some stupidity on kael/vashj whereas you can't heal instant death from falling or extreme fire damage and that's not even counting soul-charges.

PS: I recommend posting "damage taken" meters. Have a competition to see who can take the least amount of damage.

Edited, Oct 2nd 2008 3:52am by Jiade
#14 Oct 02 2008 at 12:50 PM Rating: Good
Well if you are dieing to the fire there are probably two things that you should probably do. Make it clear that if the fire targets you, turn around and run, don't kite it through the raid.

Have you told everyone to set there cameras at max range so if a fire comes from your side or back you'll be able to see it and then you'll be able to avoid it.
#15 Oct 13 2008 at 1:36 AM Rating: Decent
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101 posts
Toxicityoh hit the nail on the head, you must make sure your entire group run out in a straight line away from Archi when the fire heads in your direction, otherwise if you run in circles, so will the fires.

For Mages, imo its not mandatory to have the 2min trinket because of our blink and IB. Mages in the fight dont have to worry about maxing our DPS like Anobix says, this is not a dps fight at all, its all about survivability. Mages priority should be to stay alive, DPS when its safe to do so, and absolutely always decurse your group, and anyone else in other groups that may be near you - heal your fellow decursers :)

#16 Nov 04 2008 at 5:38 AM Rating: Decent
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266 posts
UPDATE:
I like it when people give us an update on the questions they have posted. We finally killed Archimonde last night. It was a 1 shot and wasn't hard. The nerf did contribute to the kill, but it wasn't the primary reason for it. FYI: We wiped on Archie our normal 6 times last week with the same nerf. On our server there are still only 3 guilds that have killed him and we are the only guild post patch that has killed him eventhough others have tried. The primary reason we were able to kill him was beacuse we only took 21 people and NO Hunters. I'm not sure why, but for our guild the hunters have a really hard time staying out of the fires. We would've been able to kill him even withought the 30% nerf. Nobody was dying. We ran with 4 locks and me and the other mage were fire so he had dots on him constantly.
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