First try at archi last night

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First try at archi last night

Postby iwillpunishu » Mon Jul 21, 2008 9:08 am

Well we gave the big boy a shot last night. we got him too like 65 percent on our best attempt, prolly wiped like 10 times, and I have a couple quick questions:

Decursing didn't seem like a problem, and the air bursts, didnt cause alot of problems, but the fire trails wiped us just about everytime...Is this the norm?

We were under the impression that the whole raid has to be behind him, so we only had like 180 degree angle to fight him in. Is this the case, and if it is. Why exactly arent you allowed to be 40 yards away from, but in front of him?

Thanks
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Postby Worldie » Mon Jul 21, 2008 9:15 am

The raid should absolutely not stand in the same spot. Bad things happen if that is done, like.
1) Doomfire heading for raid, all the raid must move, tank dies
2) Raid gets circled by doomfire, Fear, 25 people with DoT
3) Airburst straight in the middle, 3/4 of the raid in air, tank dies

Even if you use the log tactic, you need to divide the raid in 2-3 camps, each with dedicated decurser(s).
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Postby iwillpunishu » Mon Jul 21, 2008 9:23 am

We used 5 groups about 10 yards apart, but we didnt think we could be in front of him. If we could be in front of him also, we could be spread out a hell of alot more.
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Postby darklac » Mon Jul 21, 2008 10:28 am

you can be in front of him. he does not cleave or anything so its perfectly fine to be all the way around him. only becareful if your back is to the water. you might land in it kinda do it in a X that way you always hit land.
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Postby Snake-Aes » Mon Jul 21, 2008 10:39 am

Landing on the water is ftl!
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Postby Achtung » Tue Jul 22, 2008 10:39 pm

God I hate this random bullshit fight.

We ground against him for 3 weeks before we finally dropped him. It was all happy happy joy joy until we went in again the following week and it felt like we were back to square one.

DAMNIT PEOPLE, DONT STAND IN FIRES AND CLICK YOUR TRINKETS!!!111 FFS!#$!#%!#% :x
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Postby Seloei » Wed Jul 23, 2008 2:10 am

If your raid consists of people who can not move or are too stupid to stand next to a doomfire when fear cooldown is up then... it's going to be a pain.

Besides keeping hots on the maintank and fear wards on the healers, the only other thing the dps has to do is "DO NOT STAND IN/NEAR a doomfire" and he will go down eventually.

It's not a dps race, you have ample time to finish him off. Most guilds (first kills) finish him off with 2-4 minutes left, with people just focusing on surviving.

If the fears are still giving you a headache, consider shamans for tremor totems and enforcing a rule to get the pvp trinket.
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Postby Snake-Aes » Wed Jul 23, 2008 4:52 am

PvP trinket is a must for all dps and healers. It'll save you a doomfire-fear combo.

My guild does it setting each group being self sufficient. Every group has a dedicated healer and a decurser of any sort. We spread around him on 4 different spots + melee, on a 360 degrees angle. We also assign pairs of healers that will do what they can to counter a fear to keep healing the tank. This way you can ensure only 2 fear counters are used at a time and there's always SOMETHING to use for a fear to keep the tank alive.

It's not a dps race at all. You have 10 minutes to take down....5M hp. 9k raid dps suffices... It averages out as like 600dps per dpser.

There are 40 rules to archi:

#Do not die
#Do not die(stay away from the fire)
#Do not die(trinket off a bad fear)
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die(decurse!)
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die(stay away from the fire)
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die
#Do not die(Tear off the airburst)
#Do not die
#Really, just don't die.
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Postby Achtung » Wed Jul 23, 2008 5:20 pm

We have already made everyone go get the 2min PVP trinket, Boars Speed on their boots, we take a heap of shammies for tremor totems, plus a bunch of mages/druids for decurses. And we do it using the same tactic Snake-Aes mentioned, with the raid split into 4, self sufficient satellite groups and a melee group.

It is just a crap fight with too much random bullshit where 1 person dying means a wipe.

Blegh.
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Postby Worldie » Wed Jul 23, 2008 5:50 pm

1 person death isn't a big deal, you can easily heal through a soul charge.

The issue comes when you got subsequential deaths.

Like, shamans dying, ankhing and dying in their own soul charge.
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Postby ShaiHulud » Thu Jul 24, 2008 6:06 am

We spread out in a 360 degree circle around archi. There are 2 strats we use. If we have 5 shamans we do the burn strat (Hug doomfire and hope that tremor totem works properly) and the run away strat when we don't have enough shamans. Both work I'd suggest run away strat for learning though. Just tell all your dpsers to run away from archi 10 seconds before a fear. And make sure your shadow priests are pro and know how to pop out of form and heal themselves as well as other dpsers. My main is a shadow priest and I've saved archimonde pulls before when healers couldn't reach a doomfired DPS.
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