Apart from the DPS burn element of meeting the enrage, this hard mode seems to be mainly flame control and positioning.
It's not so much where the fires currently are, its keeping complete awareness of where the fires are GOING to be in like 30 seconds.
Mechanics for those not aware are:
-10 minute hard enrage. Computer voice gives warnings. Upon reaching it, the room explodes for unlivable fire damage until everyone is dead.
-every 30 seconds 3 fires spawn on top of 3 random people in the raid. they initially hit for 7-8k damage or so, then a patch of fire spawns where that person was. It ticks for about 5k after resists with an FR aura up if you stand in it. Once spawned, they will move towards the person closest to their end VERY slowly. They move like a step or two every 5 seconds. If the person they were chasing moves away they will adjust to chasing whoever is now closest, even if that means a change in direction. Fire's persist indefinately unless put out.
-During phase one, at the 1 and 2 minute markers Mimiron will do a big blast of frost damage that puts out every fire in the room. You really should not be hitting the second one though or you'll be behind on the enrage.
-During phase 2 he will periodically pulse frost damage on the melee and put out any fires in melee range. This covers about the same area as is hit by his normal heat wave.
-From phase 2 on Frost Bombs will periodically appear in a random place in the room where there is currently fire. It will look like a giant blue orb floating in the air. After about 10 seconds they will explode, basically one-shotting anyone standing within a 40-yard (read, REALLY BIG) radius and extinguish all fires within that area. Basically they clear a new section of the room for the raid to adjust into.
-During phase 3 there are small Fire Fighting Robots that run around putting out fires. They do not bother you or attack you, but have an aura that silences anyone who happens to be near them. They are attackable, and can be killed by ranged at the end of p3.
Note that mines now only hit for 15k, not 25 like before, rockets now have a gigantic obvious bloody BEAM of red light streaming down from God where they are gonna hit, and next patch is going to bring a whole ton of additional nerfs to the encounter as a whole soon on top of the above.
A few thoughts:
-Looking at parses of the guilds that have killed it, one thing we couldnt understand is that the holy priests seem to be doing a lot of spamming Holy Nova. My assumption is that's prolly due to the shear amount of movement. We already noticed how amazing resto druids are for this fight.
-The damage intake during p2 is a royal pita. What with heat wave on the melee hitting for rediculous, frost damage on them on top of that, the single target rapid fire when you have to have ranged semi clustered in order to properly seed fires where they need to go, and healers having to move away from frost bombs and during spinning up. The solution seems to be grouping into 3 parties with assigned resto druids and holy priests pumping out serious group healing, and holy paladins covering heavy spike.
-Phase 2 appears to be the best place for heroism.
-watching vids, I got a chuckle out of how method excercises all this flame kiting and positioning control, but ensidia just flat out is so good they dont have to. lol
Anyone else had a chance to play with this hard mode?
Joanadark
Fri May 29, 2009 3:32 pm
