1. #1
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    Fel Reaver Mythic raid positioning, general approach?

    We just got to this boss, last night. Spent a good 2.5 hours on it, without putting much of a scratch onto him him. Most guilds seem to be having no problems with this particular boss, so I concluded that we might be doing something wrong.

    Can anyone give a general outline of how they approach this encounter in regards to the raid's positoning, the debuffs, bombs etc

  2. #2
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    Fel Reaver Mythic raid positioning, general approach?
    Fel Lord or Iron Reaver?

  3. #3
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    oopsie. Iron reaver.

  4. #4
    Stood in the Fire Teramelle's Avatar
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    We split our raid (excluding the tanks) into four groups, then put down four world markers around the middle of the room, in a square formation. Each group is assigned to clear the bombs around each marker during the air phase. Tanks each take two of the four markers (close together ones, of course) so they can assist in clearing the bombs that you have to jump on to soak the detonation. Hunters with Deterrence or any class with strong defensives can also help with these.

    During the ground phase, the boss is tanked in the middle of the markers, and if needed, when she does Barrage towards one of the "corners," the colour of the marker can easily be called out so the ability can be avoided.

    Tank artillery strike or whatever it's called gets taken to the gate - i.e. the gate entering HFC, not the fire wall in front of the portal. Random raid member artillery strikes during the air phase will just be taken to the edges away from others.

    Generally, during ground phase, each group will stick close to the boss, to more easily avoid Barrage (less distance to run the closer you are, because the ability spreads out in a cone shape) and to stack up for the Pounding ability, which we just use healing CDs on. Keep in mind that when the boss uses Pounding, all fire starts to get pushed outwards, so make sure there's none in front of you or the group because it'll pass through and give you a bunch of fire stacks which can be pretty deadly.

    For Blitz, just dodge it. And the raid should also never be stacked up if possible (excluding for use of healing CDs during Pounding, when stacking isn't a concern) to avoid taking extra damage from the flame orb debuffs that the boss randomly drops on people.

  5. #5
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    Quote Originally Posted by Lunaeria View Post
    We split our raid (excluding the tanks) into four groups, then put down four world markers around the middle of the room, in a square formation. Each group is assigned to clear the bombs around each marker during the air phase. Tanks each take two of the four markers (close together ones, of course) so they can assist in clearing the bombs that you have to jump on to soak the detonation. Hunters with Deterrence or any class with strong defensives can also help with these.

    During the ground phase, the boss is tanked in the middle of the markers, and if needed, when she does Barrage towards one of the "corners," the colour of the marker can easily be called out so the ability can be avoided.

    Tank artillery strike or whatever it's called gets taken to the gate - i.e. the gate entering HFC, not the fire wall in front of the portal. Random raid member artillery strikes during the air phase will just be taken to the edges away from others.

    Generally, during ground phase, each group will stick close to the boss, to more easily avoid Barrage (less distance to run the closer you are, because the ability spreads out in a cone shape) and to stack up for the Pounding ability, which we just use healing CDs on. Keep in mind that when the boss uses Pounding, all fire starts to get pushed outwards, so make sure there's none in front of you or the group because it'll pass through and give you a bunch of fire stacks which can be pretty deadly.

    For Blitz, just dodge it. And the raid should also never be stacked up if possible (excluding for use of healing CDs during Pounding, when stacking isn't a concern) to avoid taking extra damage from the flame orb debuffs that the boss randomly drops on people.
    That actually sounds like a very solid and controlled strat, do you happen to have logs with replays ?

  6. #6
    Mechagnome EzG's Avatar
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    We usually designate the raid to spread in a small semicircle around the boss with tanks taking artillery to the stairs (behind boss before he pulls). People move accordingly for barrage and simply move back into their previous position afterwards.

    During air phase we split the raid either group 1,3 and 2,4 or 1,2 and 3,4 and put those two groups on the far half of the room and the entrance half of the room respectively. The tanks run around doing their things while dps prioritize their adds with the quick fuses dying in seconds.

    After the air phase ends, wherever the boss lands, that's where the positioning will take place with the semicircle and tank artillery. That position can change from spawn point to left side or to middle; wherever.

    All in all the fight is simple and there aren't too many mechanics to deal with although the ones you do deal with can cause instant deaths.

  7. #7
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    p1: semicircle, spread healers around approximately around
    we don't really call Barrages anymore, only when people die to them (yes I was guilty of this, yes it's very embarrassing and I feel ashamed of dying to it)
    Blitz, just dodge as best as you can, use a defensive if you know you can't escape

    p2: 4 markers in a square, Artillery moves out to their respective corners, bla bla the usual plagiarized strat.
    Quickfuse > Volatile > Burning > Reinforced, let tanks take the Reactive with a CD.
    it's ok for Reinforced to survive into p1, just make sure they don't go off
    depending on where the boss lands you might have to switch tank spot. just mirror the positions on the other side of the room.

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