Archi 2.4.2 - Air Burst on MT
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Archi 2.4.2 - Air Burst on MT
Hi all,
has anyone already seen what happens when Archi Air-Bursts the MT? Will Archi run towards the tank or start punching Rogues?
Has anyone found a good tankspot where the effects of the Air Burst is minimized?
Thanks in advance,
Therem
has anyone already seen what happens when Archi Air-Bursts the MT? Will Archi run towards the tank or start punching Rogues?
Has anyone found a good tankspot where the effects of the Air Burst is minimized?
Thanks in advance,
Therem
- Therem
- Posts: 12
- Joined: Tue Oct 09, 2007 2:32 am
- Location: Germany
Browsed some other forums, looks like he'll run after the tank.
Problems are that everyone has to move with him (especially healers), possibly with flame walls in between :/ and to a lesser degree that you've got to watch out for Archi not getting too near towards the World Tree.
That's why I'm looking for a spot where the Tank doesn't get thrown away too far.
Problems are that everyone has to move with him (especially healers), possibly with flame walls in between :/ and to a lesser degree that you've got to watch out for Archi not getting too near towards the World Tree.
That's why I'm looking for a spot where the Tank doesn't get thrown away too far.
- Therem
- Posts: 12
- Joined: Tue Oct 09, 2007 2:32 am
- Location: Germany
Re: Archi 2.4.2 - Air Burst on MT
Therem wrote:Hi all,
has anyone already seen what happens when Archi Air-Bursts the MT? Will Archi run towards the tank or start punching Rogues?
Has anyone found a good tankspot where the effects of the Air Burst is minimized?
Thanks in advance,
Therem
Our MT was airbursted on Monday, the day before 2.4.2 patch. According to DBM, he was directly targeted and airburst. The only explanation is that someone pass him in aggro.
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Dianora - Posts: 1831
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Nah, we had the MT bursted multiple times pre-patch, altho very rare, even if he was far FAR ahead on aggro. Archi just follows the tank, i'm quite sure he doesn't attack him until he lands
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Worldie - Global Mod
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Even if your tank gets air bursted, you really have nothing to worry about if people are doing what they're supposed to in the first place (watching out for fires and staying near their decursers). They just have to do it while relocating. No biggie.
And yeah, tank him away from the water, near the stump and fallen tree (but not right on it). That way if your tank does get an air burst you don't have people too close to the water.
I just thought of the possibility of a pally tank getting air bursted into the water. lolnoholyshieldcrushcity
And yeah, tank him away from the water, near the stump and fallen tree (but not right on it). That way if your tank does get an air burst you don't have people too close to the water.
I just thought of the possibility of a pally tank getting air bursted into the water. lolnoholyshieldcrushcity
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- Loganb1104
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Loganb1104 wrote:I just thought of the possibility of a pally tank getting air bursted into the water. lolnoholyshieldcrushcity
arch doesn't crush does he?
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Morpheren - Posts: 939
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Even if he did if the tank did get airbursted into the water he would just have enjoyed some 99999 damage from the following Hand of Death.
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Worldie - Global Mod
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Dunno... haven't had the pleasure of tanking him yet. I get to stand in the back pew pewing and kiting doomfire. Maybe I could change it to lolnospellsfukyothreat?
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- Loganb1104
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Morpheren wrote:Loganb1104 wrote:I just thought of the possibility of a pally tank getting air bursted into the water. lolnoholyshieldcrushcity
arch doesn't crush does he?
From the wiki:
WowWiki wrote: Abilities
* Melee: 9000-10000 on a full T5 tank, never deals crushing blows
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guillex - Moderator
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We've had our tank get airbursted on a few occasions. Archi never used hand of death and simply ran off after the flying tank. It DOES really make it tough on the healers, and totally messes up the doomfires as well. I recommend no air bursts.
You can actually position yourself 'into' the log. Let me try to describe this in text...
Pretend that you are archimonde facing the world tree. Strafe to the left and slightly backwards to reach the 'log'. The 'safe spot' on the log would now be directly in front of you (maybe slightly to the left). Right at the end of the log there is a branch or a fork of wood or something that you can squeeze into. You will still be hit by air burst, but you won't go flying anywhere. The only problem with this strat is that you can't move out of doomfire. (And tanking in doomfires is FTL!!!)
I usually heal this fight and I stick myself in this log to heal from when there are no doomfires. If a doomfire comes near me, I move myself to position the log between it and me. (Doomfires will get 'stuck' on the log since they can't climb.)
That's why I'm looking for a spot where the Tank doesn't get thrown away too far.
You can actually position yourself 'into' the log. Let me try to describe this in text...
Pretend that you are archimonde facing the world tree. Strafe to the left and slightly backwards to reach the 'log'. The 'safe spot' on the log would now be directly in front of you (maybe slightly to the left). Right at the end of the log there is a branch or a fork of wood or something that you can squeeze into. You will still be hit by air burst, but you won't go flying anywhere. The only problem with this strat is that you can't move out of doomfire. (And tanking in doomfires is FTL!!!)
I usually heal this fight and I stick myself in this log to heal from when there are no doomfires. If a doomfire comes near me, I move myself to position the log between it and me. (Doomfires will get 'stuck' on the log since they can't climb.)
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- Eloff
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It seems that doomfires can now climb over the logs, or at least they're "smarter" about pathing around them. This came with the new behavior of the fires with 2.4.2. Maybe the hotfix changed this, though, so don't take my word for it.
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