How is the first Post Durumu Sentence "Deterrence will reduce damage taken" a Tip? Deterrence always reduces all damage taken so this is either redundant or that sentence needs to be told for everything in Tier15 that can damage you.
Posthaste might be worth it for movement, the room is rather large, and there's nothing you can immune afaik that warrants the 1m deterrence as opposed to 2m. I guess for me that'd depend on how much I need to disengage - I don't really see it being overly necessary except between doors and if I happen to get charged/get caught by a charge in the group.
Heroic Jin-rokh you can deterrence when he casts ionization to avoid the debuff completely
I'll be updated this post periodically with tips and tricks for Heroic specific encounters. It looks like most of the normal mode tricks are covered.
Heroic Jin'rokh - You can deterrence Ionization completely. Just use deterrence a second or so before he started to cast Ion, and you will not even get the debuff (It's misses). Extremely useful and powerful.
If you want to see any of these tricks in real time, my stream is in my sig. All kills should have the tricks somewhere in them (Might need to fast forward). All of the videos are under Highlights section.
If it happens to go off, Deterrence will prevent 100% of the breath from Tortos (this was on normal 10 man). Your raid can recover from a breath as I found out so it's worth noting.
Just found this yesterday.
Ice trap can slow turtle & bats but you may want to think twice before you use it. If you have a better aoe slow in your raid (like DK's Chilblains), you may not want to use your ice trap because silly program thinks ice trap is a "more powerful" slow and override other 50% duration-based slow effect.
---------- Post added 2013-03-13 at 11:54 AM ----------
Last edited by jasonleekungfu; 2013-03-13 at 05:07 PM.
UPDATING main post through this comment
Need someone else to confirm, just to ensure it wasn't a bug, but I'm certain I was able to Feign off Horridon's charge last week. He cancelled his charge and simply Double Swiped in place.
---------- Post added 2013-03-14 at 01:56 AM ----------
Horridon - you can deterrence every dire call (Horridon emits a powerful roar, inflicting 270000 Physical damage to all enemies and empowering allies, increasing melee attack speed by 50%.) half of 270000 is 135000 before other mitigation sources. Seems worth it imo.
Did anyone try to FD off a charge on Horridon? I was too chicken to try it last night because I didn't want to wipe the raid if I FD'd and it didnt work and then didn't get out in time.
- for the purple dino add that you have to knock back - barrage will hit and knock back even if you don't target it.
- seemed like multi shot wouldnt hit it or knock it back unless i had the purple dino(can't remember the name of it) targeted
-here's a problem myself and a warlock had last night - both of us lost the red line that connected us to our dino and the dino disappeared as our focus target. when it first happened i thought it bugged out, but it's still there, still follows you - just no red line and you have to re-focus it. the warlock thinks it has something to do with the 3rd gate - which is where it always seems to happen. i think it might have something to do with sending a pet to knock it back. did this happen to anyone else on this fight?
Heroic Horridon - Snake Trap + Barrage makes the entire mechanic irrelevant (Phase 2 at least). For phase 1, depending on your strat, just kite the add so that it's in between you and the AoE pack.
Your pet also makes a great knockback if you are confident in your pet control. Put him on passive and send him onto the direhorn. Just be careful that he doesn't push it back to far and despawns (Which is why I prefer Snake Trap).
Could you re-confirm that deterrence works on the Breath on tortos? Trying to save some repair money and all it seems to do is reduce the dmg 50% (glyphed).. Not Deflect it.
I haven't tested it on breath because you shouldn't get a breath. Just deterrence the quakestomp or to reduce damage from the falling rocks.
On Lei Shen, you can Deterrence the Overcharge AOE stun, if you know, for whatever reason you forget to stack on the person with the Overcharge debuff. You won't get stunned or take any damage.
Can anyone confirm that pets on Heroic Jin'rokh will receive the damage buff as long as the player is standing in the pool? I didn't notice it receiving a buff when we killed it.
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Hi everyone, finally decided to participate in the forums instead only reading it
H Jin'Rokh - Deterrence for Ionization debuff is best choice but if by any chance you forget you can always avoid all dmg when the debuff runs out. Funny though it only protects you from your own damage. If you chain with someone, the other person damage will damage you (and kill you if you are standing in water and someone fails).
H Horridon - Snake trap is great for Direhorn Beast but snakes like to change target to boss when its close enough. Its best to knock it back some with secondary barrage shots or mouseover SrS (lowest cost) and then keep it away with snake trap at the last phase. In tribal door phases MS and barrage work just fine with occasional mouseover SrS.
Binding Shot - while it stuns the adds (only the lesser two of each gate) with the sand traps/venom pools/frozen orbs/totems it messes sometimes the fight for melee classes. I would recommend to take silencing for the dinomancer casts.
H Council - still wiping, nothing usefull to share atm