Thread: Horridon zerg ?

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  1. #41
    One thing to make this fight very much easier and less hectic is have the tank on horridon and 1 healer at the other side of the room as the door you are doing. That way he only charges the healer (which is easy to sidestep) and your raid and your other tank have a much calmer time doing the adds

  2. #42
    Pit Lord
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    I think if you are struggling to kill this fight the normal way then I doubt you will be able to do it this way so just focus on doing it the "normal" way, horridon normal has been nerfed beyond recognition now, get the adds down (focus important ones ie the ones that spew out sand traps/frozen orbs/poison/dinomancers and don't for get to interrupt) and avoid said abilities too, very simple once you get a grip on the adds.

  3. #43
    Do you guys run logs?

    If so post a link here.

  4. #44
    Deleted
    Hmm...what do you expect? Do you think things get easier after Horridon? Because that is not the case. The next encounter is even more hilarious when it comes to chaos.

    As a raid leader I can tell you one thing. Work on a repeatable strategy. Get people used to the strategy and the timings. Stuff will improve over time.

    Use flaks/bufffood. Watch strategy videos.

    The fight teaches you simple raid basics. If you cannot execute them properly things will not get better later on.

    Kick important spells.
    Do not stand in damaging abilities.
    Remove bad debuffs.
    If you get a specific debuff/spell move to position A
    Last edited by mmoc48efa32b91; 2013-07-02 at 08:57 AM.

  5. #45
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    Quote Originally Posted by Belloc View Post
    Do you guys seriously not understand that "raid DPS" means the amount of DPS the entire raid is putting out?
    You expect too much of people on here man, common sense and logic on MMO-C? Nahhh ;D

  6. #46
    Quote Originally Posted by Evory View Post
    3 problems with that.
    1) Jalak will still spawn after Horridon reaches 35%
    2) The ads from gate 1 will keep on coming and 1 of those ad types have a stun ability.
    3) You'll get sandtraps all over the place.
    Gates open on set timers.
    You have 2min 15 seconds to kill him before the 2nd gate opens. He has 392mil health.

    You would need 2903703 Raid DPS to kill him when the 2nd gate spawns. ~414814DPS from each one including the 2 tanks combined.

  7. #47
    If you cant do 10 Normal you wont be able to do it any way with zerging...
    Just link each one of your members a basic guide on how to play thier class, Make sure people know adds must be interupted and killed Asap. Then kill it.
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  8. #48
    Quote Originally Posted by Huntaer View Post
    Well, our lowest raid dps was 691k dps. Calculated on 700k dps, he'll be down in 9,5 minutes. Enrage is 12.

    But do the adds keep spawning ?
    lol 700 k dps :P some of thous ads have 1.2 mil hp in normal 10 :P With this dps you shoul destroy them byfore they even send a single spel .

  9. #49
    Quote Originally Posted by Huntaer View Post
    Well, our lowest raid dps was 691k dps. Calculated on 700k dps, he'll be down in 9,5 minutes. Enrage is 12.

    But do the adds keep spawning ?
    Adds will keep spawning and at 30% Warlord Jalak will jump down regardless of what door you're on and he will make you his bitch.

    They also hotfixed this last tuesday night, did you try it since? Adds are down 20% hp even further than before and do 20% less dmg. The adds have like less than 5 million hp in all cases, assuming you'd all around level 505-510 from LFR, jinrokh and valor gear, this should be doable these days.

  10. #50
    Our group wiped on him for around 6 weeks and didn't get a kill until somewhere around wipe number 75. So we were basically in the same boat.

    Door 2: Like it's been said before, assign people to interrupt the venom priests. The priests are up in the stands above the door and can be marked before the fight even starts. Something else to be aware of on this door are the effusions. They look like green semi-transparent priests. They also cast venom bolt volley and can be interrupted. They have very low health and should try to be burned down as soon as possible to minimize poison stacks.

    Door 3: The wipe door. There are three enemies here. Frozen Warlords are the "big adds" for this door. They have more HP than the big adds on the other doors so take longer to kill. The adds that come out of the doors are warriors and champions. Warriors are the smaller of the two adds, have low health and no agro table. Champions are taller and can be agro'd by the tank. We had a few DPS use personal DPS cooldowns on the first warlord to ensure it died before Warlord number 2 and 3 came out. Once 2 and 3 were out and the tank had agro on them, we popped hero. It's very very important for dps and healers to be right behind the tank on this phase so adds aren't going everywhere. Your add tank will want to do a slow backwards walk towards the 4th door as orbs spawn. Once you have 4+ targets people can start switching to a more AOE rotation so the warlords and adds can be worked on at the same time. Make sure that cleanses are going out so disease stacks aren't getting too bad.

    Door 4: Bears cleave so melee needs to stay behind them. We also would stick one DPS just on flamecasters so they didn't build up at the door since they were easy to forget about. Also make sure to stay out of lightning totems.

    Jalak: The longer he is alive, the more his AOE ability does. You can also coordinate your disarms as it will reduce the amount of damage he is putting out.

  11. #51
    Immortal Tharkkun's Avatar
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    Quote Originally Posted by Huntaer View Post
    Hmm that's what we do (except for the cleave, must've missed it on the guide).
    We're still letting 1 or 2 venom casts through, i guess we should practice on it more.

    We don't have a DK in the group sadly. Orbs are pretty hard to see with all the mobs around.

    This is our raid composition: http://raidcomp.mmo-champion.com/?c=...00000000000000
    Not a lot of diversity, but like i said, we're just a group of friends doing this purely for fun. That's why we hope Flexmode will be as easy as some people say it will. We don't mind wiping on a boss a lot to progress, but 2 months is a bit too much for us.
    Our group had something like 53 wipes on normal. Is that even possible? Anyways we replaced two dps and a healer and it's good game now. One shot two weeks in a row so you may want to look at that as well.

    Things that helped us improve execution though.

    Designate someone to mark kill targets.

    1st Door : Stonegazer - Wastewalker, clean up rest after.

    2nd Door: Venemous Effusions > Venom Priests. Have all your dps make a macro to target them. Like someone said above, mark a priest when two come out. I take one as a hunter and silence it while the raid bursts the other down. Finish the priests before the Dinomancer. If you do it correctly you'll have 1, maybe two Venemous Effusions tops.

    3rd Door: We all stack except for the tank healer. Move as a group as best you can when the Frozen Orbs spawn. This also allows for mass dispel if you have a priest.

    4th Door: It's critical to burst down the Shaman when he hops off the bear. We also have the Horridon tank grab 1 bear when the double spawn happens. That's up to you though but don't let 2 Shaman's be up at once.

    As a hunter I had to tell myself to stop aoeing. I will toss multishots up to spread serpent sting but when the primary kill target is up you need to burst it down. Only aoe when you're cleaning up the adds. Also don't blow your cooldowns on Horridon when it starts. Save rapid fire or whatever you have for each set of two adds. I blow my stampede on the double priests so it's back up for Horridon.

  12. #52
    OP,

    Use a KISS strat...

    Every door spawns 3 elites, they always spawn in a set order (1 and then 2) and they always drop down in the same spots. The single drops in middle, the double drop to left and right of door. Before you pull Horridon, mark the adds. If you look in stands above each door, the three elites are there and standing where they will drop down. We mark the Elite on the right side for every door (don't use skull) and the elite on left side for the 2nd door.

    At each door, you need someone calling out a few simple things.

    1) Door Opening - too many DPS tunnel on boss - reminding them to get on adds as door opens helps a ton
    2) Call out ELITE when the first add drops - have ALL DPS swap immediately to that Elite - doing so will kill it before the next set spawns
    3) Call out <marker used> Elite - have all DPS immediately kill that elite. Excepting door 2, on door two assign one melee too interrupt duty on the left elite
    4) Call out Elite - after 2nd elite drops, remind the DPS to kill the 3rd one
    5) Call out cleanup - make sure people cleanup little adds

    Some other tips;

    A) Assign one person to interrupt Dino. That person should have a macro that will cancel cast and cast interrupt, let that person stay on Dino till 50%. We use a mage.
    B) Have a person assigned to grab orb when Dino hits 50%, that person can move with orb (aka get outa bad) - typically a melee does this
    C) Once Dino is 50%, swap back to Elites - hammer that home to your DPS
    D) 3rd door - tank can only agro Elites - kill the first where it drops - grab the next two and slowly kite towards door 4
    E) 4th door - kill a warbear and then shaman that jumps off, do that for all 3 warbears, then you won't have 2+ shaman running around dropping totems

    Biggest issue we had was 2 DPS wanting to hammer Horridon, by constantly calling targets it made them focus DPS where it matters. I would bet that is your problem.

  13. #53
    Elemental Lord clevin's Avatar
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    Gallamann's summary is perfect. The key thing to remember is that meter whoring on Horridon will wipe you. The adds have to die, elites first. DPSing the boss when adds are up is a HUGE no-no. It's fine to dps him during the pull and when moving between doors if there aren't adds, but you need to kill the adds, not boost DPS numbers by hammering the boss.

    All 4 doors really have the same basic mechanics - kill elites, interrupting if possible (on 2nd door for example). Cleanse debuffs. Kill smaller adds. When Dinomancer drops , get him to 50% ASAP and grab the orb ASAP so that you force Horridon into the door and hence stop smaller adds from spawning. Move to the next door, repeat.

    Aside from what's already been mentioned your tanks need to swap efficiently and when someone is targeted by Horridon's Charge they need to run to his head if possible. What you don't want is Horridon charging into the raid and hitting people with Double Swipe.

  14. #54
    Deleted
    A lot of guilds seem to hit a brick wall with horridon. My advice is make sure you stack on the adds tank. Luckily the adds have been nerfed a considerable amount and have less health and do less damage. That seem to have helped out a large amount with our guild. Good Luck!

  15. #55
    Quote Originally Posted by Huntaer View Post
    I'm the (monk) tank that's tanking the adds there, and i'm having a lot of trouble getting aggro off these undead mobs.. as if they're immune to all the threat.
    you can't get aggro on these, they just hit people. make sure every class that can dispel disease is doing so, and don't bother before 4-5 stacks.

    Quote Originally Posted by Huntaer View Post
    Not sure what we should be concentrating on more, small adds or frozen warlords. If we kill the small adds first, the whole room is filled with these orbs, while if we kill the frozen warlords, the whole room is filled with zombie adds with diseases.
    this is the only gate that i tell people to go ahead and aoe, since all of the adds kinda suck equally. just group up and slowly kite toward the fourth door.

    Quote Originally Posted by Huntaer View Post
    Also the last gate, the amani bears hit really hard. Our healer died with 2 hits from one.
    there are only three bears, so if your healer is getting hit your tank needs to be more aware when they drop down. be focused on this door, put melee on the caster adds, and ranged focuses down ONE bear, then ONE shaman at a time.

  16. #56
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    Quote Originally Posted by drycleanonly View Post
    Our group wiped on him for around 6 weeks and didn't get a kill until somewhere around wipe number 75. So we were basically in the same boat.
    6 weeks and only 75 pulls. That is your problem right there! Fix it

  17. #57
    High Overlord Berianther's Avatar
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    He is easily zerged on 4th or 3rd door, very unlikely you have enough dps to do it on 2nd and also the bad poison pools, and it's very dumb to zerg on 1st because of sandtraps and stuns.

  18. #58
    Quote Originally Posted by ViridianCC View Post
    Or, y'know, just try to play better and don't bullshit through mechanics like that. Or you're gonna have a fun time with Council.

    this made me rofl. council is the biggest zerg fight now in there. stack them up ignore add and cleave. GG even if your still at 500 ilvl

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