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  1. #1
    Deleted

    [Mythic] Tyrant Valhari

    hi friends,
    thx for your help in all these threads here.

    But I cant find much about Tyrant Valhari + there is no VideoGuide in my native language. So I think I will look for FatBossGuides.

    Do you have some Tipps or taktical advices for me?
    Any good classes, which I want to bring especially for this fight?

  2. #2
    Deleted
    Warlock gateways make p3 much easier.

  3. #3
    Deleted
    I have no idea who made these WA's (could be the guy posting above me ).

    Despoiled ground time - http://pastebin.com/g374QEtk
    Gavel time - http://pastebin.com/1GgFe87n
    Edict ticks - http://pastebin.com/XnajRYk2

    Good luck!

  4. #4
    http://www.curse.com/addons/wow/velhari-health-fix is great for your healers (and others as well).

    Apart from that and the stuff above, phase 1 is a copy of normal/heroic. So if you get a tempest 3 (which we never even got once on progression so I can't imagine people start getting it now unless if you 5 heal), you will need major cooldowns since edict is out there.

    Phase 2 you still have the movement damage thing that is present in phase 1. Make sure your raid doesn't derp with fonts. Nothing really changes here. It just becomes very scary with a late edict here which you probably shouldn't sacrifice as you will most likely have 2 that you need to sacrifice in last phase and sacrificing what is likely going to be edict 4 for you late in p2 is not going to necessarily work (though it still could).

    Lock portal for phase 3 is paramount as well as the despoiled ground timer. Someone should still actively call a countdown. Shieldtronics (or health pots) are useful for when you first transition into phase 3 as the first despoiled ground will occur when you have ~30-35% health and 1-2 ticks of movement + bulwark will kill you (though you have to react incredibly fast for when you see it - it is possible though). Alternatively shieldtronics are nice for when you get the first gavel. Once you get past the first gavel, assuming you don't mess up the next edict (or two), it is essentially a kill.
    Last edited by Gardiff; 2015-10-15 at 03:11 PM.

  5. #5
    https://www.youtube.com/watch?v=u6BjIvcZngI

    Sacrifice the last 3 edicts, get your healers the addon listed in the post above, and make sure to move as a team at gavels.

  6. #6
    Deleted
    Quote Originally Posted by Isotopes View Post
    I have no idea who made these WA's (could be the guy posting above me ).

    Despoiled ground time - http://pastebin.com/g374QEtk
    Gavel time - http://pastebin.com/1GgFe87n
    Edict ticks - http://pastebin.com/XnajRYk2

    Good luck!
    That is indeed a sick pastebin right there!!

  7. #7
    Don't yell at your tabks if the boss is running around the room the whole time. It's not their fault.

  8. #8
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    The hitboxes on her and her adds are just stupid. I second not blaming your tanks when they run all over the place. This really needs a fix by Blizz cuz its super annoying and caused tanks to take a lot of oppression damage, and causes enforcers onslaught to sometimes shoot right at the raid.
    Sinthetik, Blood DK, BM Monk, GM, Exiled From Hell, US Premiere Daytime Progression Guild. 7/7 Mythic HM, 10/10 Mythic BRF. 12/13 Mythic, 13/13 Heroic HFC.

  9. #9
    Don't get mad at tanks for moving the mobs weird, and be aware that the tanks will get absolutely pummeled at the end of p2/the entirety of p3. A disc priest is VERY good here.

  10. #10
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    Quote Originally Posted by Sinthetik View Post
    The hitboxes on her and her adds are just stupid. I second not blaming your tanks when they run all over the place. This really needs a fix by Blizz cuz its super annoying and caused tanks to take a lot of oppression damage, and causes enforcers onslaught to sometimes shoot right at the raid.
    No matter how the add decides to move, Enforcer's Onslaught through the entire raid is always the tanks' fault. There is literally never an excuse for it facing entirely the wrong way.

    Tyrant Velhari and her adds are as controllable in terms of movement as any other boss, although it does take more effort and movement than a normal boss to position them exactly how you want them. It simply requires your tanks to pick up on how said mobs in particular react to tank positioning and adjust accordingly. If it takes them much more than 10-15 pulls to get it down, they're either not paying attention or not very bright.

    In essence, Tyrant is a tank check. The mechanics of the might, as well as the raw output checks, are generally not particularly demanding, but due to the nature of P2 and especially early P3, tanks who are either mechanically deficient (as in their ability to mitigate damage) or cannot communicate clearly and concisely will wipe you very, very often. Contrary to popular belief, unless you simply do not have a single Warlord's Unseeing Eye available to your raid, tanks should not be dying on Tyrant (at least not after the initial few progress pulls in each phase that it takes to understand the damage pattern) any more. If they are dying at 725ish iLvl with Sanctus available to trivialize the hardest part of the fight, they are doing something wrong.
    Last edited by mmoc312bb4353b; 2015-10-18 at 12:30 AM.

  11. #11
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    Couple of things I can share:

    -We found the encounter easier with 5 healers. Yes, you'll have to deal with Infernal Tempest + Edict in p1 but you go into p2 without an add and by the time 60% and the 2nd add spawns you'll have 3-min cooldowns back up for BL making an easy time of reaching 40%.

    -Lock gateways, as others have mentioned trivialize edicts in p3. If you have 2 Locks then they can each place a gateway where you need to deal with the 2 edicts you'll experience in p3 (depending on how and where you decide to move). If you only have 1 Lock then he can place the gateway in such a way that your raid will reach the other end of the gateway by the time the next edict is cast. Otherwise, it's totally worth it for the Lock to stop dpsing and cast a new gateway if you're unsure of the positioning.

    -Try to avoid double knock-backs in p3. This might require stopping or slowing dps approaching 30% to avoid the add spawning at the same time as a gavel. Also, really make sure movement is limited in p3 after knockbacks. Get knocked back and stand the fuck still while healers catch up, then only move when Bulwark is cast.

  12. #12
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    -Try to avoid double knock-backs in p3. This might require stopping or slowing dps approaching 30% to avoid the add spawning at the same time as a gavel. Also, really make sure movement is limited in p3 after knockbacks. Get knocked back and stand the fuck still while healers catch up, then only move when Bulwark is cast.
    I think everyone just stack in the corner before knockback so you don't end up everywhere.

  13. #13
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    I would suggest that DKs and monks are rather weak compared to the other tanks for this encounter, Druids being very strong due to insane HP + armor and mastery.

    Tank deaths are very normally, clutch point being late p2 and into early p3 and from when the add spawns onwards. The damage increase to tank really molests them with add up, and it from there, we always find it neccersary to have use CDs, and nearly never have any left for last phase (Use ring between transition for tanks to equal out the low hp)

    Besides that, you can still easily kill it at 10% if both your tanks are dead and add being dead. Bring classes that can dodge/parry (warriors/rogues) so they can tank it for a while.

    Classes being strong:

    Tanks:
    Druids
    Warriors
    Paladins

    DPS:
    Affliction Warlocks
    Mages
    Rogues
    Warriors
    Hunters (As always)

    Healers
    Atleast 1 Holy paladin
    1 Disc

    Besides that, everything else is mentioned.

    Good luck, a proper tank check encounter.

    PS: After boss is taunted, she is much more reactive and will make those annoying movements, stand still for a few sec when taunting, and she will be easier to deal with)

  14. #14
    Quote Originally Posted by Alaj View Post
    I would suggest that DKs and monks are rather weak compared to the other tanks for this encounter, Druids being very strong due to insane HP + armor and mastery.

    Tank deaths are very normally, clutch point being late p2 and into early p3 and from when the add spawns onwards. The damage increase to tank really molests them with add up, and it from there, we always find it neccersary to have use CDs, and nearly never have any left for last phase (Use ring between transition for tanks to equal out the low hp)

    Besides that, you can still easily kill it at 10% if both your tanks are dead and add being dead. Bring classes that can dodge/parry (warriors/rogues) so they can tank it for a while.

    Classes being strong:

    Tanks:
    Druids
    Warriors
    Paladins

    DPS:
    Affliction Warlocks
    Mages
    Rogues
    Warriors
    Hunters (As always)

    Healers
    Atleast 1 Holy paladin
    1 Disc

    Besides that, everything else is mentioned.

    Good luck, a proper tank check encounter.

    PS: After boss is taunted, she is much more reactive and will make those annoying movements, stand still for a few sec when taunting, and she will be easier to deal with)
    I would argue monk tanks are by far the strongest on this encounter, mainly due to their tier bonus being so incredibly strong for this fight..

    no cd on expel harm while under 50% hp, and 5 sec reduced cd on guard everytime you use expel harm, allows for a shit ton of healing aswell as shit tons of guard uptime, did not see the monk tank even drop in hp while under 50%, allows our disc priest to keep the warrior tank shielded quite a lot, can't say I find warrior particularly strong on this fight either, well tank warriors, dps warriors got some nice utility, on top of vigilence, dk dps is quite good with AMZ aswell.

    Also can't say I find mages particularly strong on this encounter, they are decent like always, but nothing special for this fight.

  15. #15
    Bloodsail Admiral TrollShaman's Avatar
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    I can see some merit in mages, particularly as frost where they can attack the adds without dps loss using glyphed ice lance and ability to soak edicts and/or quickly blink out to sac themselves.

  16. #16
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    Quote Originally Posted by theburned View Post
    I would argue monk tanks are by far the strongest on this encounter, mainly due to their tier bonus being so incredibly strong for this fight..

    no cd on expel harm while under 50% hp, and 5 sec reduced cd on guard everytime you use expel harm, allows for a shit ton of healing aswell as shit tons of guard uptime, did not see the monk tank even drop in hp while under 50%
    I agree. Monks are really good for this fight.

  17. #17
    Quote Originally Posted by Alaj View Post
    I would suggest that DKs and monks are rather weak compared to the other tanks for this encounter, Druids being very strong due to insane HP + armor and mastery.

    Tank deaths are very normally, clutch point being late p2 and into early p3 and from when the add spawns onwards. The damage increase to tank really molests them with add up, and it from there, we always find it neccersary to have use CDs, and nearly never have any left for last phase (Use ring between transition for tanks to equal out the low hp)

    Besides that, you can still easily kill it at 10% if both your tanks are dead and add being dead. Bring classes that can dodge/parry (warriors/rogues) so they can tank it for a while.

    Classes being strong:

    Tanks:
    Druids
    Warriors
    Paladins

    DPS:
    Affliction Warlocks
    Mages
    Rogues
    Warriors
    Hunters (As always)

    Healers
    Atleast 1 Holy paladin
    1 Disc

    Besides that, everything else is mentioned.

    Good luck, a proper tank check encounter.

    PS: After boss is taunted, she is much more reactive and will make those annoying movements, stand still for a few sec when taunting, and she will be easier to deal with)
    Druid > Monks > after this they all suck in comparison lol

  18. #18
    Quote Originally Posted by Axxym View Post
    Couple of things I can share:

    -We found the encounter easier with 5 healers. Yes, you'll have to deal with Infernal Tempest + Edict in p1 but you go into p2 without an add and by the time 60% and the 2nd add spawns you'll have 3-min cooldowns back up for BL making an easy time of reaching 40%.
    Don't take this advice. Instead use 4 healers and focus damage into the Enforcer into shortly before Edict 1 goes out. This will allow your cleave classes to kill the add shortly after Phase 2 begins. Remember, you only need to beat the third tempest in phase 1. You can afford to sacrifice boss damage if your damage is good enough. My guilds damage is average at best, so it's doable.

    The fight is about maximizing Phase 2 damage such that you get as much HP in Phase 3 as possible. Please don't attempt to 5 heal this it is a waste of time.

  19. #19
    Quote Originally Posted by Kakera View Post
    Please don't attempt to 5 heal this it is a waste of time.
    I disagree. My guild had a very hard time on the p2-p3 transition with 4 healers. Everything else in the fight was fine, but the gavel + bulwark movement would consistently wreck us. We switched from 4 healing to 5 healing and planned around seeing the 3rd edict (with tempest) in p1. We killed the p1 add before transitioning to p2. These adjustments were easy to make and we got our kill after seeing p3 only a couple of times with 5 healers.

  20. #20
    4 healers is fine if you make the DPS check and sack that edict at the end of P2. You CAN heal through it with a large healing CD, but it's gonna be better to just save it for after a gavel. As long as you move as a group P3 healing still sucks but is definitely 4 healable. Guess it also depends on how good your healers are and how well your healing officer has assigned CDs.
    Last edited by Brilynn; 2015-10-19 at 09:06 PM.

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