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·Bell Fibe
4 edits | [PvE] Heroic Hagara Guide Here is my rough guide and some tips to get this boss down if still working on it. I made it because other guides are mostly behind web sense, and some are a bit out dated or did not work for me exactly as written.
To give credit, when learning the fights I used mostly Icyveins and Fatboss guides.
I will assume you know the basics of the fight.
The differences and tactics on heroic phase by phase.
*** Phase 1 Melee phase. ***
1) The boss's frontal assault can no longer be interrupted by moving out of range, but it does not hit as hard.
Having a CD rotation helps. It can just be healed through, but it's one of those things that will kill you with no CD if a healer blinks. The first one at the start of the phase and the one right after ice blocks are the times healers are more likely to get distracted. Just set up a CD rotation to be safe if your doing progression.
2) Having 4 stacks of Icy Lance de-buff and then getting "Shattered" (A fast cast Boss targeted ability) will cause over 150k after normal resist. In other words a one shot. The tank will never be targeted for Shatter.
It is so very important that no one goes over 3 stacks unless they are going to immediately bubble/dispersion/cloak or some type of very major CD. The cast time on shatter seems like 0.5 seconds, so waiting to see if she targets you is not realistic. Either she will and without CD you will die, or she won't target you and no one will notice.
The strategy is to let who every gets it first to go up to 3 stacks before taking it, then getting rid of it before you get 3 stacks. This is harder said then done, since the beam is twitchy in that it wont go on you or go off you right away, it acts a bit like the triple purple beam boss in black rock caverns 5 man. So effectively you have to step into the beam just as your teammate gets 2 stacks, and you have to step out right after you get 2, this will result in 3.
Keep in mind the de-buff has a very short duration, so after 3 seconds of having you can take another again, allowing two people to safely swap 1 beam by just walking through each other with good timing.
As a raid leader, or concerned raider, you need to make sure your group understand how vital this is, you can go 20 attempts without getting shattered, and people will forget that they can get 1 shot, and ruin your otherwise perfect downing attempt.
When shatter is about to happen, that's the best time to use Paladin's Aura Mastery.
Tanks - They won't get shattered so they should soak as many beams/stacks as they can. They don't need to reset their stack, and healing through it is easier then having it split, regardless of shatter. So if the tank can, let him take 2 beams the whole time, and focus on trading off the 1 he cant cover.
As a group who spent many weeks on this fight, with different comps, this was in the end what wiped us the most. The other phases are harder to learn, but when people get tiered or lazy, this is the first thing they mess up on, and it feels hard to control if people don't do it right.
TLDR; Don't go over 3 stacks without a CD, assume you will be shattered. Let the tank take 2 beams if possible.
3) Otherwise the phase feels the same. The Ice-blocks work the same.
Move into the middle for ice block, and make sure everyone is DPSing them down ASAP. Often tanks don't think their DPS matters, but in this case, it does. Have them target the ice along with the DPS. And if one of the blocks is a healer, break that one out first.
Careful, Ice-blocks cause line of sight, so healers should pre position them selves to not loose sight of the tank.
*** Phase 2 Ice phase ***
Ice phase is something that is easy to over complicate when mostly it comes down to practice.
1) The Ice pillars have much more health, more then 2x as much it seems. It will take at least 2 spins to get all 3 down, so no need for DPS to go nuts on the first 2, just get it to 50% and your good to go. Of course you can easily kill the first one if ready and should, but be smart about the other 3.
A class like feral druid can charge in and out the watery entrenchment keeping solid DPS up on 1 pillar, leaving them on the 4th one is often smart.
2) The Ice waves move faster
Hunter Aspect of the pack on now GO!. Druids ready with well timed stampeding roars.
People get cocky, they are so sure they can run fast enough, or they will have a dispel at the right time, and they let them selves get behind. The goal for everyone should be to be as close to the ice wave AHEAD of them as they can, if they are more then halfway back, they need to stop worrying about DPS and just do what's needed to catch up. This happens often on the 2nd pillar the group reaches, they try to get it as low as possible, then get killed because they didn't keep up with the ice wave.
It's very important that people are not looking at this as a race, who can do the most DPS or who can go all the way around without falling back.
FALLING BACK is a tactic that everyone needs to embrace. The idea is that you an fall back to the next "slice" by letting the wave go through you (and surviving with a CD) or more often by standing in the Watery Entrenchment while the ice wave goes by. You will want to do this any time you find your self more then half way back no immediate way to advance (run speed/leap CD). This will most often happen when you get the de-buff and need to go step into the entrenchment to get it off. Unless you are way to the front to begin with, then 9 times out of 10 you will need to FALL BACK. I assign it so once 1 player falls back, a healer goes with them to make sure dispels are covered.
3) The Ice waves do less damage and can be survived with a 50% cool down, or a 20% tank cool down.
4) Hagara randomly magic de-buffs players with a snare that starts at 10% movement speed reduction, and goes up 10% increments until 10 seconds later you are rooted in place.
Dispelling this debuff leaves a wide ice patch that slows all players in it by 50%. It can also be removed by anything that would normally remove snares, like any druid shape shifting (remember it's not a root), Ghost wolf, Hand of Freedom, Spriest self dispell, Cloak of shadows, Paladin bubble, hunter Master's Call. Ect...
The strategy with these is to get them off ASIS (as soon as it's safe). This means NOT on the frost pillars, or your screwing your melee. Ideally you quickly dip right IN TO the Watery Entrenchment to be dispelled. Note that if you are even 1 step into the water bubble thing, you won't leave an ice patch. In other words it won't leave a part of the patch next to the bubble, there just won't be a patch at all.
Alternatively you can move far to the left side (to the outside) to be dispelled. This will leave a patch, but as long as it's not right next to an Ice Pillar it will be fine. If a melee get the de-buff while on the pillar and they can't get into the water bubble, then they should move 10 yards from the Pillar and then to the left.
Again keep in mind most classes will self dispel, and if they can reliably, then let them do it them selves, if a healer dispels someone too early, they might wipe the group.
*Drowning within Hagara's water bubble causes 12% of maximum health per second to be lost and reduces movement speed by 50%
You may have heard it's viable to keep the ranged/heals stacked in mid and heal through the damage. I honestly think this is based on 25 man group or and exceptional raid group, our group never found it close to practical when we tried.
TL;DR.. It comes down to practice. People just have to be careful, and learn to love dipping into the water bubble for de-buffs and for falling back. And everyone has to not drop ice patches in bad spots. If your progressing this late you may have some people who learn, shall we say, a bit slower, so these are the things you must drill into them. Our group had 2 people who died half the ice phases and the rest almost never, just had to get them focused on survival and on to the right tactics. | | |
|  Reviews:
·Bell Fibe
4 edits | *** Phase 3 Electricity phase ***
Ah the Electricity phase. The bane of raid leaders and healers that leaves DPS wondering what the big deal is.
1] OMG there's a lot of damage. Step 1, make sure you have nature resist covered. Totems may not reach all the way, for most specs I think they reach 40 yards. So either have many spread out nature resist totems down, or you can also use hunters aspect of the wild.
Healers get a lot of mana back during ice phases, so they need bust some crazy HPS during this part. If you have a resto druid to tranquility this whole thing may not be a big deal, but otherwise you have to really work for it.
2] OMG there's twice as many pillars. The little add elemental that spawns is the same. Bring him next to an inside Pillar and toast him.
Point all your raiders to www.icy-veins.com/hagara-the-stormbinder-detailed-strategy and to look 4/5th the way down the page for the Pillar Diagram. They can ignore the text, it's the picture they need.
"Those behind web sense can look here for the same pic here »media.wowstead.com/attachments/3···940.jpg"
The small yellow circle is where the elemental add is killed. Kill it a few yards from it towards the mid, and have people who are not assigned to start the first chains to peal off early [move away at 10% hp]. The goal is to have the 2 people who need to start the first 2 chains, to be the closest to the pillar when it becomes activated. Or else it will chain to the wrong people for a while, causing more damage and more delay which results oddly enough in even more damage. Basically kill it between yellow circle and the big red circle. The spark form the mob will leap pretty far to the pillar.
Now to explain all those lines. Obviously they represent links between pillars. One important thing to note is it takes 3 people to make a chain from an inner pillar to another adjacent inner pillar. [The black lines in the picture need 3 people to link]. While linking from an inner pillar to an outer pillar only needs 2 people [These are the green and purple lines].
Now if this was a 25 man group, no problem. But with a 10 man group you need to get creative, or you need to copy creative people, either way.
Another thing to note is every time the pillars pulse and players get hit by the chain, they get hit for a lot of nature damage, and the further down the chain you are, the more it hurts. So if you are not needed for making a chain at any given moment, then you should be stacked in the middle avoiding them. And as the phase goes on, you gain a stacking de-buff that increases the nature damage you take... so yeah. [Fun lore fact, she was corrupted by Al'Akir, anyone see the connection? haha]
So down to the strategy. The green line is 2 healers. Once their link is made they go mid and heal like mad. The 1 extra healer starts off and stays in the mid, they should be a restoration druid [yeah I wish lol] or your craptastic priest with divine hymn. When the 2 linking healers finish they will want to pop everything and go to town healing in mid. People will be spread out so focus on fast direct heals. Tank's various raid wide CD's are good for this part too. Pet's should be dismissed.
To make this easier let's make up a group with names.
Tank DPS1 DPS2 DPS3 DPS4 DPS5 DPS6
And let's name the pillars, just for fun
SEI south-east inner, also the initial one we charge. SWI south-west inner NWI north-west inner NEI north-east inner NO north outer EO east outer SO south outer WO west outer
Again, after green is formed all 3 healers will be in mid so they are independent of the rest of this.
The first black line going from yellow circle [southeast inner pillar] to the southwest inner pillar will be completed by DPS1, DPS2, and DPS3.
It will go from Initial pillar (SEI) to -/ DPS1 to -/ DPS2 [who is in the very mid point between the 2 pillars] to -/ DPS3 to -/ the southwest inner pillar
Or as you see it on the map, with west at the left.
[ SWI ] \\\DPS3\\\DPS2\\\DPS1\\\[SEI]
Then DPS1 and DPS 2 swing down and connect to the south
[ SO ]\\\DPS2\\\DPS1\\\[SEI]
DPS1 and DPS2 then go to mid, they are done for the rest of the phase. DPS3 swings north.
[ SWI ]///DPS3///DPS4///DPS5///[NWI]
In this way [SO] and [NWI] should activate at about the same time. Now the only ones not activated are [WO], [NO], and [NEI].
DPS3 has a third job to do, he will now "swing" 45 degrees west with DPS4 to connect from [SWI] to [WO]
Like this
[WO]\\\DPS4\\\DPS3\\\[SWI]
At the same time DPS5 will "swing" 135 degrees to the northeast and connect from [NWI] to DPS6 to [NO]
Like this
[NWI]///DPS5///DPS6///[NO]
Now DPS3, DPS4, and DPS5 can go to mid and wait. The last chain will be done by DPS6 who "swings" 90 degrees to southeast, and the tank from [NO] to [NEI].
Like this
[NO]///DPS6///Tank///[NEI]
This completes the chain and ends the phase.
Some more things to note, the picture shows the purple lines "swinging" off of the black lines in a confusing way, just stick to what I typed and ignore the arrows on the pictures.
Player 3 will take the most damage over the phase, so it may be wise to have the tank or some other non squishy person do that part. Feel free to swap the tank with a DPS at any spot if that person is dying.
It may be possible to use pets but in general its best just to dismiss them to be safe.
The electricity phases are about 3 minutes apart, meaning any CD's over 3 minutes long need to be spread out so both times you are in electricity phases are survivable [paladin guardian, priest hymn, tank raid wide CDs come to mind]
Sometimes or a lot of times the chain lightning will seem to bug out and not jump to near by people as it should. The best way to resolve this is to shorten the gap, don't just stand where you know it should link to, if its not linking go stack on your link buddy til it does then carry the chain to your spot. If that doesn't work then it may be needed to bring in an extra body. The tank who doesn't do anything til the end in my scenario can be ready to fill that spot. This is one of those times where you need to NOT PANIC and just communicate what to do in vent. Maybe they fixed it I did not notice this problem happening near as much last week.
And again, when the elemental dies, make sure people are far away from the pillar [SEI] except for the healer who is chaining first in green, and DPS1. The rest must be far away, and remember the elemental can be killed halfway between [SEI] and the very mid of the room, and still work.
You can tell which phase she will do next by looking at her axes. If they have lightnight visuals, then lightning phase is next, if they are dripping snow, then ice phase in next.
And that's it. This fight can be killed with pretty low DPS when using 3 healers, the real limiter is healing electricity phase.
Hope you enjoyed it. Any questions, comments, suggestions, revision, additions, are all welcome.
I tried to use greater then and less then signs for directions but they seemed to mess up the text because of codes. So I had to use / and \ instead. | |  drewAutomaticPremium join:2002-07-10 Port Orchard, WA kudos:6 | Thanks for posting this.
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-- flickr | Of faith, power and glory | |  JBEveryday Normal Guy join:2009-05-14 | reply to Threatco You can do 'cross' strategy in 10 mans now that they 'fixed' the lightning rods. -- Here's the final bullet, to put our love to death. | |
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