[10/25] Flame Leviathan hard modes

Moderators: Fridmarr, Worldie, Aergis, guillex

Re: [10/25] Flame Leviathan hard modes

Postby Horanur » Wed Jul 01, 2009 2:48 pm

Not sure there, i have never noticed respawns before, but i have never wiped out on FL and come back the next day either :/

GL with your attempts!
Image
Horanur
 
Posts: 65
Joined: Tue Jun 09, 2009 9:38 am

Re: [10/25] Flame Leviathan hard modes

Postby Belloc » Wed Jul 01, 2009 2:53 pm

The trash will reset, unfortunately (or fortunately, perhaps, if you kill the wrong towers and such).

We spent about 3 hours in there working on the strategy for our first kill (pre-nerf) and the trash reset twice. The first reset seemed normal, as we had probably been in there for about 2 hours. The second reset happened within the next hour, I believe.

So, yeah, if you leave the instance, everything will reset. Perhaps head in 20 minutes early and stay in there?
User avatar
Belloc
 
Posts: 3195
Joined: Fri Jul 18, 2008 1:56 pm
Location: Silent Earth

Re: [10/25] Flame Leviathan hard modes

Postby moduspwnens » Wed Jul 01, 2009 3:53 pm

If you don't kill FL, you won't be saved, so naturally the trash will have respawned if you come in the next day.
I rule.
moduspwnens
Moderator
 
Posts: 6211
Joined: Tue Nov 06, 2007 12:28 pm
Location: Shattered Hand

Re: [10/25] Flame Leviathan hard modes

Postby Threatco » Wed Jul 01, 2009 11:51 pm

Got it! :D
Guild Leader of <Oblivion> on Arthas (PvP) US.
Glory of the Icecrown Raider 10 man 03/18/10
Glory of the Ulduar Raider 10 man 08/17/09.
Limitation strictly defined by motivation.
User avatar
Threatco
 
Posts: 1618
Joined: Tue Oct 21, 2008 5:54 am
Location: Moncton, NB

Re: [10/25] Flame Leviathan hard modes

Postby Anorian » Thu Jul 02, 2009 1:16 am

Threatco wrote:Got it! :D

Same :D

We did the 4 siege's in each corner 3 demos rotating 6 people on shutouts and got it in 3 wipes after doing 3 towers last week. If the interrupting siege was followed we swapped the nearest siege tank to take over. He went down in 3 shutouts.
Image
User avatar
Anorian
 
Posts: 361
Joined: Tue Jun 03, 2008 2:38 am

Re: [10/25] Flame Leviathan hard modes

Postby Arianne » Thu Jul 02, 2009 5:27 pm

We're having a bunch of trouble with adds eating our demo's. Any ideas? :\
Arianne
 
Posts: 502
Joined: Wed Jul 11, 2007 1:22 pm

Re: [10/25] Flame Leviathan hard modes

Postby amh » Thu Jul 02, 2009 5:39 pm

Arianne wrote:We're having a bunch of trouble with adds eating our demo's. Any ideas? :\


Convince your gunners that not killing adds = no hard-mode :) The adds have very little health, and it shouldn't take many seconds from they spawn till they're dead.

Pew pew ammo - oh adds, pew pew adds - pewpew more ammo. It is literally all they're supposed to do on this fight.
I used to play a paladin.
User avatar
amh
Maintankadonor
 
Posts: 3012
Joined: Fri May 02, 2008 6:25 am
Location: Oh hi

Re: [10/25] Flame Leviathan hard modes

Postby smeej » Thu Jul 02, 2009 10:34 pm

Did this on 10 man the other day. We just used one less chopper so each demo could constantly lay down pyrite while gunners shot down more. Worked wonderfully, tho we did have a pretty failtastic victory where we wiped about half a second after winning. Our first launch flew thru FL and we had a drood do an epic battle rez (the rezee ended up being the last person alive). Also, taunts completely work and if you are just trying to buy some time while the DoT ticks away, forcing FL to turn around is a pretty good strategy. One my vehicle broke I popped DS and started taunting and interrupting. Am I doint FL rong? :(
Image
User avatar
smeej
 
Posts: 68
Joined: Tue Jan 06, 2009 4:04 am

Re: [10/25] Flame Leviathan hard modes

Postby Chibineko » Fri Jul 03, 2009 8:23 am

did 2 towers on 25 man and 3 towers on 10 man, we found it was easier to just not toss anyone up and we burned him down with 10 stack pyrite rolling on him.
Last edited by Chibineko on Fri Jul 03, 2009 8:51 am, edited 1 time in total.
Image
Image
My mother taught me TO APPRECIATE A JOB WELL DONE. "If you're going
to kill each other, do it outside. I just finished cleaning."
User avatar
Chibineko
 
Posts: 22
Joined: Thu Oct 30, 2008 5:06 am

Re: [10/25] Flame Leviathan hard modes

Postby Rehlachs » Fri Jul 03, 2009 8:40 am

argh, the colors
Rehlachs
 
Posts: 166
Joined: Fri Nov 09, 2007 2:23 am

Re: [10/25] Flame Leviathan hard modes

Postby Threatco » Fri Jul 03, 2009 8:47 am

Timing the launch of the person on the pull is important. We found tossing too early he would sail right through FL and not hook on.

Waiting until I saw rockets form FL actualy hit a vehicle seemed like a good safe mark for tossing your passanger.
Guild Leader of <Oblivion> on Arthas (PvP) US.
Glory of the Icecrown Raider 10 man 03/18/10
Glory of the Ulduar Raider 10 man 08/17/09.
Limitation strictly defined by motivation.
User avatar
Threatco
 
Posts: 1618
Joined: Tue Oct 21, 2008 5:54 am
Location: Moncton, NB

Re: [10/25] Flame Leviathan hard modes

Postby smeej » Fri Jul 03, 2009 9:32 am

amh wrote:
Arianne wrote:We're having a bunch of trouble with adds eating our demo's. Any ideas? :\


Convince your gunners that not killing adds = no hard-mode :) The adds have very little health, and it shouldn't take many seconds from they spawn till they're dead.

Pew pew ammo - oh adds, pew pew adds - pewpew more ammo. It is literally all they're supposed to do on this fight.
Yeah. It took us a while to get people to understand that Siege = interrupt (not ride FL as close as you can and spam your physical attack) and Gunner = Pyrite. On any kind of fast or hard kill, Pyrite will be 80% of total damage so it is best for others to facilitate that.
Image
User avatar
smeej
 
Posts: 68
Joined: Tue Jan 06, 2009 4:04 am

Re: [10/25] Flame Leviathan hard modes

Postby Threatco » Fri Jul 03, 2009 9:53 am

I want to comment that 4 towers is not that tightly tuned.

On the time we downed him, I let my 10 stack fall off while launching passanger the second time. Still made it with room to spare.
Guild Leader of <Oblivion> on Arthas (PvP) US.
Glory of the Icecrown Raider 10 man 03/18/10
Glory of the Ulduar Raider 10 man 08/17/09.
Limitation strictly defined by motivation.
User avatar
Threatco
 
Posts: 1618
Joined: Tue Oct 21, 2008 5:54 am
Location: Moncton, NB

Re: [10/25] Flame Leviathan hard modes

Postby Worldie » Fri Jul 03, 2009 10:16 am

Threatco wrote:I want to comment that 4 towers is not that tightly tuned.

On the time we downed him, I let my 10 stack fall off while launching passanger the second time. Still made it with room to spare.

It's decently easy if the 5 demolishers all keep their 10 stack. However most of the times you'll end up with 3 demos with significantly high stack uptime and 2 demos with significantly low stack uptime.
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
User avatar
Worldie
Global Mod
 
Posts: 13560
Joined: Sun Sep 02, 2007 1:49 pm
Location: Italy

Re: [10/25] Flame Leviathan hard modes

Postby Avengeance » Fri Jul 03, 2009 10:55 am

it used to be way harder pre-nerf when the HP bonus was more as well as 20% slower vehicles... now they move like ferraris theres no reason to even get hit by a beam.
Avengeance of Boulderfist-EU
Guild Master of High Tempest
Avengeance
 
Posts: 251
Joined: Sun Feb 08, 2009 6:30 pm

PreviousNext

Return to T8: Ulduar / Emalon

Who is online

Users browsing this forum: No registered users and 0 guests

Who is online

In total there are 0 users online :: 0 registered, 0 hidden and 0 guests (based on users active over the past 5 minutes)
Most users ever online was 380 on Tue Oct 14, 2008 6:28 pm

Users browsing this forum: No registered users and 0 guests