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The Ministry of Happy • View topic - Strategy and Discussion: Flame Leviathan (hard modes)
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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Strategy and Discussion: Flame Leviathan (hard modes)
PostPosted: Thu Mar 19, 2009 3:24 pm 
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Again, from WoWwiki:

Hard Mode

Players who choose not to destroy towers up to Flame Leviathan will have to deal with their unique abilities named after the four Watchers in Ulduar. These towers will target the ground and place pillars of light colored correspondingly to their spell school. Direct contact with these beams can and should be avoided at all times.

* Storms (purple) - Lightning balls fall from the sky and splash down for Stormstrike damage.
* Flames (red/orange) - Slowly moves across the ground, creating a path of fire in its wake.
* Frost (sky blue) - Instantly freezes any machines on contact.
* Nature (green) - Spawns lashers periodically which have to be killed.

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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Strategy and Discussion: Flame Leviathan (hard modes)
PostPosted: Sat May 02, 2009 5:31 pm 
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Strategy and Discussion: Flame Leviathan (hard modes)
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PostPosted: Sat May 02, 2009 7:45 pm 
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Orbit-uary hard or just one or two towers? I am interested in beginning work on hardmode FL soon.

Stratfu also have a 3-towers up hardmode youtube video:



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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Strategy and Discussion: Flame Leviathan (hard modes)
PostPosted: Sat May 02, 2009 9:34 pm 
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that was an orbit-uary strat. apparently if your 1 chopper driver is on the ball, you can apparently almost keep him chain-stunned.

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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Strategy and Discussion: Flame Leviathan (hard modes)
PostPosted: Wed May 06, 2009 3:08 pm 
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FYI -- ilevel scaling on the vehicle health is HUGE.

as an example, i stacked all of my 219/213 gear last night on the chopper such that i was > 50 percent over 213 gear on the bike.

my chopper had 700,000 health compared to arroll's 510,000 or so.

so, yeah -- huuuuge difference. put on every 213 piece of gear you have if you are a pilot.

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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Strategy and Discussion: Flame Leviathan (hard modes)
PostPosted: Thu May 14, 2009 7:17 pm 
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We need to get a lot better about avoiding damage and interrupting Flame Jets if we're going to make this happen.

Demolishers need to get to range and lob their attacks from as far as possible, also.

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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Strategy and Discussion: Flame Leviathan (hard modes)
PostPosted: Fri May 15, 2009 12:39 am 
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no u


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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Strategy and Discussion: Flame Leviathan (hard modes)
PostPosted: Fri May 15, 2009 11:49 am 
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yes me!

I'd also suggest that we settle into some regular jobs and start actually focusing on this fight for hard modeage.

Things we'll need to change include:

1) Flame Jet interruptons
2) Choppers will have to deal with adds when we leave Freya's tower up
3) Come up with a demolisher strat --- either have both demolishers launch people onto FL, or have one demolisher launch someone but then require the second demolisher to keep a 10-stack of the pyrite dot up at all times.
4) Demolisher passengers need to be more aggressive using the "super speed" button when Demos are kiting.

There are other things too, i'm sure. I'm just a bit concerned because almost everyone was at sub 10 percent health when FL died this week, which isn't such a good omen for hard mode.

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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Strategy and Discussion: Flame Leviathan (hard modes)
PostPosted: Fri May 15, 2009 11:54 am 
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Our FL damage output is extremely low. That's one reason why it's taking so long and we're so low health. We should start tracking that similar to the other bosses, if we want to do hard mode.


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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Strategy and Discussion: Flame Leviathan (hard modes)
PostPosted: Fri May 15, 2009 9:33 pm 
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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: FL talk
PostPosted: Wed May 27, 2009 4:50 pm 
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FL:

I think the Demos are supposed to do the most damage in this fight, via maintaining pyrite stacks.

Demo 2 was doing a lot more damage per hit, but had fewer pyrite ticks. So they ended up doing about the same amount of damage. I'm not sure how many pyrite ticks we should be seeing, but I assume more. Not sure what it's counting, but one Demo logged 10 direct hits of pyrite, leading to 36 ticks, and the other had 5, resulting in 26 ticks.

Siege gunners did pretty much exactly the same thing, but Gunner #2 was doing more damage per hit and had a higher crit rate. Have to assume that's gear-related. Both gunners did more damage than both demos.

Dropping a chopper to keep a full time demo gunner seems to make sense unless we're actually using choppers. They're pretty much useless for our current approach. Most of the chopper damage came from burning tar, but the chopper damage was 3% of the total damage.

FL flame vents did a total of 390k damage. One flame vent was not interrupted for no apparent reason. Siege engines took 63-66k each from flame vents. My siege engine started with 1.6m health, so that didn't seem like a glaring problem to me. The demos were getting hit by flame vent as much as the siege engines, which is probably a bigger problem than the flame vent damage itself. Demos should be at max range to keep stacks going. It also indicates a physical impossibility for choppers to lay tar between the FL and its target but stay outside of a 50-yard range.


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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Schedule, week of May 24
PostPosted: Wed May 27, 2009 6:00 pm 
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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Schedule, week of May 24
PostPosted: Wed May 27, 2009 6:18 pm 
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I think demo should be like these guys, only with 8 other players to distract FL, so each demo can do some real damage:



No chopper poses a bit of a pickup problem.

Are you demo pilot guys pressing 1 and 2 at the same time? They appear to have independent cooldowns.


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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Schedule, week of May 24
PostPosted: Wed May 27, 2009 7:00 pm 
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Hence the dropping a chopper to keep a full time gunner thing. 1 guy to fly. 1 guy to pick up the fly guy. 2 demo pilots. 2 demo gunners.


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Strategy and Discussion: Flame Leviathan (hard modes)
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 Post subject: Re: Schedule, week of May 24
PostPosted: Wed May 27, 2009 7:07 pm 
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roger, i got it. just was explaining the difficulty on the previous try. :)

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