1. #1
    Deleted

    HC Majordomo - Scythes and Orbs

    We have trouble soaking the flame scythe.

    Our Setup:
    Tank:
    Prot Pala

    Heal:
    Holy Pala
    Resto Shaman

    Range:
    Shadow/Holy Priest
    Hunter
    Affli

    Melee:
    Enhancer
    DK
    Warrior

    Our general tactic is to take one scythe, 10 cats, one scythe, 10 cats, ... And hero after the first scythe. The cat-adds die fast enough, but after 10 jumps everything is covered in burning circles, so we have to switch to scorpion.

    We started with three healers. First Scythe with Ardent Defender, second scythe with Guardian Spirit, third with Ardent Defender,... But Guardian Spirit failed several times. It only worked half the tries. (We have opened a ticket for that.) So we made the priest go shadow and soak the scythe in the 2nd scorpion phase with the tank and the hunter. Dispersion is working fine, the tank has CDs for 70% up and survives as well but out hunter keeps dying, though he uses deterrence. And with bad luck the shadow has the lowest timer for the seed and has to run outside.

    For the orbs we usually try to have the melee camp/tank soak them in turn and have range/heals stand far away. That works most the time. (If we get that far.)


    How do you handle scythes/orbs?

  2. #2
    Deleted
    Generally you'd want to take 0 scythes so melee keeps the concentration.
    Make him go scorp and let him rise to about 70 energy.
    Take as many Cat leaps as you feel comfortable with. then when balling up have ur Holydin use Hand of Protection on ur highest Melee dps.
    That way he wont get a seed and still have 100% concentration.
    Spread out at 70 Energy and take as many Leaps as you want.

  3. #3
    Quote Originally Posted by Teslaspule View Post
    ... But Guardian Spirit failed several times. It only worked half the tries. (We have opened a ticket for that.)
    There is no bug, or anything like that going on. The GM will simply tell you that the spell is working as intended, because it is. There is a max cap on GS, which means if you go over that cap(soloing flame scythe) you will still die. its basically a huge shield that can only proc if you die. So, there's 2 options here.

    1. Use GS as a back up. With the nerfs, its entirely possible to do this fight without taking any Scythes. This would also allow you to drop 1 of your heals, making taking 0 scythes pretty simple.

    2. Have your tank pop his biggest Damage reducing cooldown for the GS scythe. I recommend option 1 though, as it just makes more sense overall, at least to me.

  4. #4
    The group I run takes a VERY unorthodox way at it but it worked for a 3 shot our first ever attempts on him. We treat him as if he is normal for the most part. We three heal it. On the first scorp phase we have our 3 top dps stand behind and the seven in soak 6 scythes. On cat phase we take 6 jumps, then back to scorp phase where we leave our top dps out and the other two stack in due to seeds so he doesnt change early 5 scythes generally this time. Cat phase 6 jumps. Then back to scorp where all three top dps are back out for the first two scythes. Third scythe one goes in, 4th another, 5 is soaked with those two and then split. Melee/tank takes one orb and ranged takes the other 6 jumps. Back to scorp where we use the same strat as the previous scorp phase. If he doesnt die this scorp phase he dies in the next cat phase.

  5. #5
    Deleted
    Quote Originally Posted by IrJabo View Post
    Generally you'd want to take 0 scythes so melee keeps the concentration.
    Make him go scorp and let him rise to about 70 energy.
    Take as many Cat leaps as you feel comfortable with. then when balling up have ur Holydin use Hand of Protection on ur highest Melee dps.
    That way he wont get a seed and still have 100% concentration.
    Spread out at 70 Energy and take as many Leaps as you want.
    Pretty much along these lines, taking more cat phases is a faster option, if you're set on using full scorpion phases, leave an AoE healer out to gain concentration stacks and spread out when the damage gets too high.

    For the orbs, thats pretty much the same as us, tank/melee on one and healer/ranged on another, keep communicating with each other to understand who's going where.

    Another tip would be just to roam youtube looking at kill videos to find one similar to your composition or one that gives you an idea on cooldown rotations etc, heres a vid from my guild with a Tank/Hunter perspective: http://www.youtube.com/watch?v=Ti6JE00Esrk
    Last edited by mmoc38da420f28; 2011-10-06 at 09:41 PM.

  6. #6
    10 cat pounces? don't you have trouble stacking up in time after 10?

    We do the 0 scythe strat and stack after 7 pounces, he dies shortly after the 1st orbs.

    PS - a guardian spirit alone won't save your tank, he needs multiple other cooldowns on top of the GS, there is no need for a ticket.

  7. #7
    Deleted
    After the nerfs, tank with good cooldowns can survive the Scythe on his own. What we do is, our tank (Feral druid) pops all CDs and takes 1 scythe, then we spread and take 8 jumps. 3 scythes, spread. 8 jumps > 3 scythes (using CDs) > spread. After that, we do 8-0-8. Our tank + ret is taking the orbs. Really easy that way.

  8. #8
    Deleted
    Thank you for your input! I wasn't aware that there is a cap for guardian spirit.

    I'll relay the advises to our raid leader.

  9. #9
    go for 0/0 strategy, easy as nothing else in FL, it makes Majordomo farmable even if you can only down Shannox.
    http://www.youtube.com/watch?v=H_PXh...eature=related

    you will need to figure the orbs for yourself, we use DK + tank to soak 1 orb and 2 random range for the second.

  10. #10
    Deleted
    How my Guild does it is this:

    1. First we take him into Scorpion for 10 scythes, leaving 3 dps out (Melee's and a Hunter for us) and popping Heroism when the 3 outside have 100% Concentration.
    2. Then we let him be a kittycat for 7 jumps after which we stack up.
    3. Let him get to 60-70% energy, as a Scorpion, then move out for another 7 jumps.
    4. Repeat steps 2-3 untill dead.

    We also assign a Melee DPS and the Tank to take one Orb while a Ranged DPS and a Healer takes the other Orb.
    And as said earlier, HoP on a DPS will prevent them from getting a Seed, as can paladin personal bubbles and Mage Ice Blocks.

    Good luck.

  11. #11
    I would *really* strongly suggest using the no scythe strat. The one and only hard part is the orbs which only lasts for a short while...you get through that, you get a kill, and you will only have one set of orbs and two sets of seeds. It's not even that difficult for the two healers outside of said orb phase, which is made easier if the soakers use survival cds when possible. I have never even attempted doing it the normal way, but I would say doing Domo the 'proper way' is probably the hardest H boss (in 10 at least) aside from Rag, of course.
    Last edited by PBitt; 2011-10-06 at 10:27 PM.

  12. #12
    Deleted
    0 scythes and 7 leaps is the sweet spot generally.

    On 10m he should die after 1 orb phase so get that down and its a win, if you can handle the orbs on normal its the same on hc.

  13. #13
    Deleted
    Quote Originally Posted by Ariol View Post
    After the nerfs, tank with good cooldowns can survive the Scythe on his own. What we do is, our tank (Feral druid) pops all CDs and takes 1 scythe, then we spread and take 8 jumps. 3 scythes, spread. 8 jumps > 3 scythes (using CDs) > spread. After that, we do 8-0-8. Our tank + ret is taking the orbs. Really easy that way.
    There really is no gain to taking 3 scythes, might as well get him near to 1 and spread again to keep concentration stacks up

  14. #14
    Deleted
    Quote Originally Posted by Lirrachus View Post
    There really is no gain to taking 3 scythes, might as well get him near to 1 and spread again to keep concentration stacks up
    It helps a lot if some of your raid members are a bit ... less skilled, because it clears up the fiery rings on the floor (which is something the OP said they had a problem with, even though they took 10 jumps).

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