DOWN! After about 60 or 70 tries, wiped at 10% cause I lost the Pit Lord enslave but the try after I remembered to dismiss/re-enslave after the first felhunters.
Stick to it, you'll manage.
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But, likewise, I'm done with your replies - since all it boils down to is you calling anyone who tells you to improve and beat a perfectly doable encounter a pretentious ass, which while you apparently wouldn't, I would consider antagonising. Never have I claimed to be better than anyone else, 90% of my replies in this thread have been attempting to help other people complete this quest and attain the green fire you seem so hellbent on trying to make me out as some high-horse riding defender of it's exclusivity - which seems completely contradictory to my actions, surely?
This is also complete tripe, as is your claim that I'm "bashing" anyone.You can't sit there in one hand and go "It's not about gear, its about strategy!" and then in the same token go "Yeah its going to be inconsequential with better gear." At least keep your bashing consistent.
The encounter is all about mastering 3 things, the boss himself, the imps and the felhunters. Each one requires set tactics.
Depending on your gear, you will get each phase for both a set number of time and a number of itterations.
With high gear and good play, you can see 1 felhunter phase and only 1 doomguard. With lower levels you'll have to deal with 2 of both imps, felhunter and doomguard phases.
It's entirely about the tactics, none of those phases will be beaten without proper execution of tactics and each one will be perfectly doable, regardless of gear, with the correct tactics - as proven by people doing it in the 470 region - with gear levels above 500 you should be able to beat the encounter before, during or shortly after the second felhunter phase, which makes it easier, as will the ability to burn down the imps and felhunters quicker and the higher hp pool to absorb chaos bolts / stray imp attacks.
How that's beyond you is beyond me - it's a staple of raid encounters everywhere, they're usually all about mechanics, but better dps means you have to deal with said mechanics for a shorter duration.
Pay some attention to the quest and you'll see what I mean, maybe. You talk to Akama when he 'captures' you, and convince him that because "Hey, Varian says it's cool", that it's cool, even though you never spoke to Varian (And quite what Varian has to do with Akama when during TBC, Varian wasn't even the Alliance faction leader, God only knows). Then you abandon him and his soldiers to their fate while you pillage the den for no other reason than because your Imp thinks it's a good idea; again irrespective of the fact that if those Demons are such a threat to Akama's men, that perhaps they'll be a threat to you and pillages might not be such a smart idea. So, you pillage, and suddenly a wild Kanrethad appears. It is absolute bullshit.
Then came Kanrethad.
I tried him a few times the day after I got my tome, then put a lot of time into him the next day, and a lot of time into him the day after that. After two days of wipes and seeing little to no progress I was feeling very crappy. It was killing my enjoyment of the whole game having this quest hanging over me, mocking me everytime I logged in. I knew I was better than this but it just did not seem possible for me to down him. I took a few days off, came back gave it a few more hours and finally managed to kill him. Sure, after killing him I felt redeemed, and didn't feel like a failure of a warlock anymore, but more-so was just the feeling of good riddance.
Everything up to Kanrethad was fine, well balanced and was of little trouble, but then came him and it was this retarded brick wall. I was like a slip-n-slide with a spiked wall at the end.
Personally I would rather see some other aspects of the quest buffed and Kanrethad nerfed some so it isn't such an extreme jump in difficulty.
I fondly remember the dreadsteed quest line, and I fondly remember it being very fun, but I also remember it not being super hard (took 2-3 tries to finally get it down). But this? This quest was supposed to be a fun questline, that just ended up making me hate myself.
I will not look back on this with fond memories.
I, and many others who either did or didn't struggle with the quest, have succeeded in completing it and much fun was had.
Perhaps you need a little more experience playing your warlock, before calling for something to be nerfed that isn't "too hard" or "poorly designed".
As far as how the quest runs, it's no different from other quests in how they 'don't make sense'. I thought that point was moot when we killed deathwing and are now helping pandarian farmers kill hopping moles.
-in 5 man dungeons, Arms Warriors again are the weakest link in the chain as they require 3X amount of healing as other classes and therefore die much more frequently and receive less healing in general, as with the amount of mana spent to keep an Arms Warrior alive the healer can heal all other members and himself.
Got him down last night and honestly it was a blast. It is not a gear thing. Manage your Pit Lord's charge, his heal, your threat wipe, and LOSing and you will get it down. I beat him with a choas bolt never going off. Just have to watch vids and find the strat that works for you. The only difficult part is the fel hounds. I simply moved my pit lord out of LOS right before the felhounds spawned. When they spawned, i wiped my threat with my demonic gate so that Kar would go over to my pit lord. Then i would move behind the pillar that is behind his big portal and simply kill the felhounds. Because i was out of LOS of Kar, I never got hit by his chaos bolt while killing the felhounds. Use your charge often, i typically used it right when i tamed the pit lord, again to interrupt the first chaos bolt, and one more time before he started summoning the first set of imps. After that i used charge as soon as he was done channeling the imps and when he was done channeling the big demon guys. I still had charge available for every cataclysm. Keep working at it, find your own strat and soon green fire will be yours.
Before I got ill I was seeing sub 10% and felt confident I'd beat it, but now I just don't have the focus or energy to really pass the second Felhunters so there's no point right now in me putting any more attempts in.
I'd also question whether I need more experience with my Warlock (I probably do as Destruction, but since Recount doesn't work I have no idea), but since it's all about Pit Lord management, I don't really see what that has to do with playing Warlock in any other aspect of the game.
Last edited by Jessicka; 2013-03-13 at 01:15 PM.
Our characters have fell Old gods, Legions of demons, Scourge, Eachother and yet we have to do some really inane quests which belittle our previous achievements by helping farmers clear rodents from their lands.
If you want to question the substance of the quests, do so across the board.
Last edited by Jessicka; 2013-03-13 at 01:26 PM.
I agree with jessicka (for once).
ignoring the reward and the boss battle completely, the questline is aweful. it could have been so much more than that. sneak in, lie, sneak in, fight, sneak out, lie, steal, fight again, green fire.
1 - kanrethad's appearance and the fight against him are completely unexplained. at one moment you are just searching for him, and than you want his head? wtf;
2 - the moral choice part of the questline was removed (undoubtedly to speed up the whole deal because we all know the questline was rushed). I'd have helped akama, given the choice. if I wanted to be a petty thief, I'd have rolled a rogue;
3 - as we know, there would be more quests after that in ahn qiraj and the firelands explaining the rest of the new warlock skills and the fate of the other four members of the black harvest. that was scrapped (again, to rush the questline for 5.2). we are left with an unconfortable situation where they introduced six characters for the questline, and we only hear about two of them afterwards. bad storytelling;
4 - the codex of xerrath was a book to open a portal to a destroyed world (xerrath). though it starts the questline, we never got to USE the damn book. you find an invaluable artifact of power, so what do you do? you give it to your trainer and completely forget about it afterwards. it's just not important;
5 - what the hell is the essence of order supposed to be? illidan was a fel user. fel -> chaos. why would he leave a thing of order that attacks with BLUE FIRE behind on top of his personal well of eternity?
the only good points of the questline are the grimoires lore, the reward and, if you are hardcore, the boss battle.
Warlorcs of Draenorc made me quit. You can't have my stuff.
And as Checking Facts says - One minute we're examining the Reliquary and noting how it doesn't cause the Fel-green Taint, next minute we're killing Kanrethad and buying into Fel-green taint...
he is crazy, you think he went to far and you want to save the world.
after being a petty thief and liar.
Warlorcs of Draenorc made me quit. You can't have my stuff.
To give a minor example. Do you remember the demonology metamorphosis wand bug? Where the melee attack would bug triggering your auto attack messing your touch of chaos spam. That melee/range auto attack was one of the best and most enjoying demo's animation in my opinion. Because of the bug, they prefered to remove the melee attack isntead of fixing it, and buff doom to implement the dmg loss. Ppl then warned them, that this might be dangerous in multidotting situation, as a fight with adds staying alive long , would give a big advantage in matters of dps, while single target (which was crap),would further suffer. 2 months later, they buff single target (mostly) demo dps and release the patch. Unfortunately for them, ToT would show Doom's power in multi dotting situations, with a reason over nerfing Doom. This resulted removing in my opinion one of the greatest animations in the game for nothing. I think this is a fair example to understand that blizzard atm has no specific plan for the game, or just making a sloppy work.
I think this is the result trying to focus on listening on their community, which is right but has many traps. But following the opinion of the majority isn't always right, as far as concerned for a game (I have many examples from other beta games that did that and rushed to release the game only to close their servers some months after), and can always result to a chaos (way more qqing, further imbalances,etc). Honestly i think this is the result of all of this, people raging over something so simple ,while they fail to see they are wrong, or are not subjective in general. I hope they will prove me wrong, but i think Wow will have disasterous results soon, if blizzard keeps messing like that.
Last edited by pitakos; 2013-03-13 at 02:52 PM.
I have to admit that I don't really play the game for the story lines. I read a lot of great fantasy and wow just doesn't cut it in the story telling department. This should come as news to no one.
The story line of this quest was about par for the course.
It was neat to revisit some older areas and see some older characters.
The fun was in rushing around Thunder Island with friends looking for the book. The story of the Black Harvest was cool. Talking to my Demons and learning their origins was cool.
The fight was a fun puzzle to figure out. I enjoyed it.
I was pleased with myself when I beat him and felt proud. I don't think that is a bad thing. My lock friends that haven't beaten him yet were impressed. I don't think that is a bad thing either. But then again I'm not a D bag and rubbing in peoples faces. I wrote up a guide on my small server to helps peeps and offer encouragement.
I told myself when working on it that if I couldn't do it, I wouldn't get bitter about it. I hope they don't nerf it. It was challenging (for me) and definitely made me a better player.