Archimonde

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Dikka
Archimonde

I propose to change the positioning.

The hardest part will be p3 below 25% so we need to simplify p1-p2 to get to p3 .

So Positioning. All stack in melee.
Ranged still need to spread for "Shadowfel Burst". But outside of that there is no point not to stack.
Players usually don't like that for some reason...but cmon this will simplify tons of things:

a. Doomfire (just run to the edge from raid)
b. Allure (all stack on some1 during cast, use roar - personal speed boosts - roar)
c. Getting Yrel orbs
d. Chains (Shackled Torment spell)
e. Arrows (Wrought Chaos spell, just right out of the raid)
f. Healing
g. Raid CDs (like bubles from priests and bombs from rogues, though there is no any real need to use them...)

Here is a nice showcase with this tactics:
https://www.youtube.com/watch?v=-cjt2F8_Kng

P.S. Doomfire sprite damage. Well...here is our longest attempt:
Skarn 3.03m
Lairiel 2.80m
Vexaes 2.57m
Luvalot 2.00m
Mutagen 1.84m
Soignera 851.2k
Severs 619.8k

Same thing for other attempts with >5m.

Aanvil
Have you guys seen the Method

Have you guys seen the Method kill video? Their hunters are clearly soaking up the doomfire every time. They don't move the boss at all. Can Skarn or Lair figure out what they are doing? Can we do that?

Ugh... here is correct link.

https://www.youtube.com/watch?v=Vx6ipbVOWvY

Skarn
Skarn's picture
Hunters be Crazy

Ah! Damage done TO the Doomfire Spirits! Whew, I thought that was damage taken FROM the Doomfire. I was very confused by my name on top, but it makes more sense now. Whew! ;)

So a note on that. Marksman Hunters do extra damage when enemies are above 80% HP and we get Kill Shot when they are at 35% HP. So Marksman does pretty well on fights with fairly high health adds, like Doomfire Spirits or Hellfire Deathcallers.

Stacking up near melee is certainly worth a try. Biggest thing for Phase 1 is making sure we are spread for Shadowfel Burst, but so long as we see it coming that should be fine. Also gotta be careful not to put Doomfire in the melee clump by the ranged target not moving out fast enough. For phase 2, it would definitely help Laser Beam management. (Also I'm thinking of having melee bust the Shackled Souls first, but it probably doesn't matter much overall.) The only other concern for phase 2 is when the Dreadstalkers are up. If we are stacked, then their void circles will be on everyone, so everyone will have to move each time. The upside is that the dogs will stay very close together for easy AoE, so it might be worth it. I watched the video and it has some interesting possibilities.

Aanvil, that is a very nice Mannoroth kill video. ;) Here is the Archimonde one. Which is just crazy! SO MANY LASER BEAMS! For the Doomfire eating that the Hunters are doing, I'm pretty sure that's a Mythic-only mechanic. Yeah, here we go: "In Mythic difficulty, Doomfire is consumed when a player comes into contact with it. This effect stacks up to 15 times. When the Doomfire debuff expires, a new patch of Doomfire is created at that player's location." Because "In Mythic difficulty, Allure of Flames inflicts 50000 Fire damage to all players for each Doomfire that is moved." They soak it up to prevent that damage, probably holding the debuff until after Allure is cast.

We should probably start with Heroism. Our best attempt was 36% and took 8:51. We will probably hit 10 minutes, even speeding up that first phase. Worse case, we do it and spend time in phase 3 to decide Hero at the start is a bad idea. :)

We might want to break the Shackles together, but only if the healers are prepared for it. Either way, good management of that should help a lot in phase 2.

Definitely need to make sure to focus down those Deathcallers to keep the tanks from dying.

I'm looking forward to more!

For Science!

Lairiel
Yeah that's damage done =)

Yeah that's damage done =)
We can do better though. If we pool focus and thrill stacks, we can dump a huge chimaera/aimed/kill volley into each as it spawns. Means an overall dps loss, but I think it's for the better overall.

Aanvil
Looking through wowprogress.

Looking through wowprogress. It looks like guilds are downing N Archimonde AFTER at least 4-5 heroic kills, sometimes more.

mutagen
mutagen's picture
Have a little refresher,

Have a little refresher, particularly on the last phase:

Skarn
Skarn's picture
Quick Thoughts

There is another way to do the final 25%. That is to have THREE groups instead of two. The way this works is the first group goes into the Nether, gets the Add low but does NOT kill it. The group waits until the second group comes down and THEN kills it, sending both groups back up right away. (This second group only needs to be 3 people.)

This puts everybody up top to pop Heroism and push through the 25% and Infernals. The downside is it requires a 3rd tank. It may simplify the final phase or it might make it more complicated! With the recent nerfs, I'm not sure it's something I want to do tomorrow, but I wanted to note it anyway. Here is a video of a group using this strategy.

For Science!

Aanvil
Deaths

Please review the linked logs to see why you died on Archimonde and what you can do to prevent those deaths going forward. The first link is a summary of all deaths for all attempts (ignoring deaths after 2 people died). The second link is the Problems pane for the last attempt which shows deaths as well as unnecessary damage.

https://www.warcraftlogs.com/reports/461LKymdBctWfjFA#type=deaths&boss=1...

https://www.warcraftlogs.com/reports/461LKymdBctWfjFA#cutoff=2&source=1&...

For starters, I am going to recommend that we need a CD rotation on the tanks for every Death Brand. I will propose that Dikka macro his hand of sacrifice and cast it on Sanzaru every time while Death Brand is being cast on Sanz (the initial cast can hit hard). And that Diz use his Ironbark on me every time Death Brand is being cast on me. Life Cocoon or whatever other CD we have available can be saved for emergencies or to be called for by the tanks when they need it. In particular, the times when we have the Overlord, the Death Brand and the Boss all up at the same time can be very dangerous for the tanks.

Vesqalel
Vesqalel's picture
I also have a Hand of Sac

I also have a Hand of Sac that we can put in the rotation. I'm glyphed to take no damage from it and I'm taking very little damage as is.

Euphoric
I found this video and

I found this video and thought it had some interesting tips. Very tank perspective oriented but there was some useful stuff to think about in terms of positioning.

archi tank video

Skarn
Skarn's picture
Nice video, Euphoric. The

Nice video, Euphoric. The circle method they use might actually be better, but a change that big is probably not a good idea when we are so close. The final phase positioning looks like a good idea. They have more space between the portals and boss than we do and they are cleaner about it. Important that groups know where to go for it. They did the sacrifice group on the 3rd portal like we are now doing. If Aanvil wants to take Shackle duty, I don't mind. ;) Any specific ideas you had?

(Side note: If the best method for dealing with a mechanic is to just let some people die, the mechanic might not be very good. Which has nothing to do with us, obviously, since we don't make the encounters. :)

As for my death on the final pull, well, I'm annoyed at myself. I was standing in Nether Tear! That's those green swirlies created by the Void Portals. What was I doing there! I don't know! GRRR! I took 5 ticks from it at ~30k per tick, which is 150k damage I could have avoided. The thing that killed me was Demonic Feedback (unavoidable) for 43k overkill. Yes that means if I hadn't been standing in something I shouldn't have, I would not have died. BAH. Clearly, I need to not do that again.

A general thought for CDs during the Infernal Rain: It's supposed to last about 10 seconds with a new rock hitting every second. Hitting a CD (like Deterrence) in the middle lets you take damage, then mitigate it so healers can get you back up, then take some damage again. 2-3 hits, then nothing, then 2-3 hits should be easier to manage than 5-6 hits all together. Also if something else is happening (like Shackles) then using your CD at that point in the Rain is better too.

We are VERY close and can definitely get him this week!

For Science!

Dikka
Wipe at 2% means we should

Wipe at 2% means we should slightly reduce number of small mistakes and we good.

I look at every 1st-2nd death. From my point of view there are four "simple" things we may do:

1. Do something with tanks death because of "death brand". No idea what to do, sometimes it is 1.2m damage in 3 sec( probably extreme case but happens twice last week). But well, "save rez" may be our solution.
2. Have a dedicated ranged for ads ("Devour Life"). Can we do that or we need to send all ranged down in p3?
And of cause:
3. Avoid avoidable damage in p4 :). This can NOT be done by better positioning/strategy, just personal responsibility and practice.
4. Use personal CD if shit happens. Same.

Do NOT use personals for Rain by default, use them only if you think you will die if you don't.

Like you at 50% hp, you tangeted by chaos "arrow" and rain/shackle/demonic feedback is about to happen.

But honestly even without that we will get him:).

Vesqalel
Vesqalel's picture
I think the damage boosts

I think the damage boosts that DKs, Rets, Boomkins and Shammys got, in conjunction with Valor upgraded gear, should get us over the hump. People can also check to see if they can spec into more self-healing.

Dysphoric
Dysphoric's picture
That is what I was thinking..

That is what I was thinking...the buffs alone might push us over the 2%

Euphoric
I totally agree that we

I totally agree that we shouldn't change from the "ping pong" method to the circle method but some of the positioning in the end phase might help us out just a little bit.

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