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[DUPLICATE] Cataclysm Dungeons: Halls of Origination
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mihai25
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Posted: 05-07-2014, 09:52:02
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Mai reduceți din
dmg
la Rajh, da foarte tare + probleme la script.
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Rageless
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Posted: 05-07-2014, 11:17:42
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Damage-u e la fel ca la ceilalti bosi.
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odes
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Posted: 06-07-2014, 16:30:55
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myhay25 wrote:
Mai reduceți din
dmg
la Rajh, da foarte tare + probleme la script.
Damage este mare pentru ca Inferno Leap si phoenix orb sunt buguite, daca le dai intrerupt sunt castate instant fara animatie, in loc sa nu mai fie castate deloc. Data viitoare sfatuieste membri grupului sa nu dea interrupt la leap, am vazut ca acum primesti speed buff cand il casteaza....cel mai bine e sa va miscati toti pana se termina treaba cu leap, el defapt sare la un random player si face
dmg
aoe la locul aterizarii desi nu vedem animatia (bug).
Cei care dau interrupt fac treaba buna in teorie, asa ne-am obisnuit cam toti pe 4.0.6.
Se poate testa foarte usor treaba cu inferno leap...
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Zenobia
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Posted: 07-07-2014, 11:31:17
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Boss : Rajh, Construct of Sun
Ability : Summon Sun Orb
Can not be interrupted, which should be.
Ability : Inferno Leap
Can not be interrupted, which should be.
Posting this because newbies can't seen to handle the
dmg
from these spells and heal though them.
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A_Random_Person
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Posted: 10-07-2014, 14:23:47
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Zenobia wrote:
Boss : Rajh, Construct of Sun
Ability : Summon Sun Orb
Can not be interrupted, which should be.
Ability : Inferno Leap
Can not be interrupted, which should be.
Posting this because newbies can't seen to handle the
dmg
from these spells and heal though them.
This being not interruptable not only effects "low groups", but also much higher geared classes with a lower health pool (like enhance shaman) and group setups that RDF creates (like 3x melee dps) since the Inferno Leap does not give the 50% movement boost and does 150.000 fire damage. So basically you need the 3 stacks of RDF to even end with ~5 - 15k hp; and then ppl either die from the fire on the ground or the DoT from Sun Strike.
Also keep in mind that HoO (hc) should be easier than ET / HoT / WoE in terms of gearing process. The heroic HoO was designed for people with blue items and maybe 1-2 epics, not DS items.
I did this boss with 3x ranged DPS and it was a breeze, even with the bugs.
I did this boss with 3x melee DPS and we had to get 4 new dps since others left because it was just a shit pain in the ***.
About
Inferno Leap
(wowhead link)
:
There is no random player selected, he always jumps to the tank. Also there is no warning to who he leaps so the right people can move. Missing the 50% movement buff and interupt possibility makes that the melee group is always hit (or some rarely found smart warrior uses his jump ability or DKs use Anti-Magic Shell).
If you want to offer a work-around to kill Rajh now, he always starts like this:
1. Sun Strike
2. Summon Sun Orb (group should spread out here)
3. Inferno Leap (keep running during the cast and maybe no-one dies
)
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Zenobia
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Posted: 10-07-2014, 14:49:01
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A_Random_Person wrote:
Zenobia wrote:
Boss : Rajh, Construct of Sun
Ability : Summon Sun Orb
Can not be interrupted, which should be.
Ability : Inferno Leap
Can not be interrupted, which should be.
Posting this because newbies can't seen to handle the
dmg
from these spells and heal though them.
This being not interruptable not only effects "low groups", but also much higher geared classes with a lower health pool (like enhance shaman) and group setups that RDF creates (like 3x melee dps) since the Inferno Leap does not give the 50% movement boost and does 150.000 fire damage. So basically you need the 3 stacks of RDF to even end with ~5 - 15k hp; and then ppl either die from the fire on the ground or the DoT from Sun Strike.
Also keep in mind that HoO (hc) should be easier than ET / HoT / WoE in terms of gearing process. The heroic HoO was designed for people with blue items and maybe 1-2 epics, not DS items.
I did this boss with 3x ranged DPS and it was a breeze, even with the bugs.
I did this boss with 3x melee DPS and we had to get 4 new dps since others left because it was just a shit pain in the ***.
About
Inferno Leap
(wowhead link)
:
There is no random player selected, he always jumps to the tank. Also there is no warning to who he leaps so the right people can move. Missing the 50% movement buff and interupt possibility makes that the melee group is always hit (or some rarely found smart warrior uses his jump ability or DKs use Anti-Magic Shell).
If you want to offer a work-around to kill Rajh now, he always starts like this:
1. Sun Strike
2. Summon Sun Orb (group should spread out here)
3. Inferno Leap (keep running during the cast and maybe no-one dies
)
Very well put. In short this needs to be fixed.
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Macedo931
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Posted: 10-07-2014, 14:55:08
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Needs to be fixed ASAP^. I'm a freakin' 408 ilvl Resto shaman, 3 Deathwing hc items away from BiS and I was almost oom almost at the half of the fight. We had to replace a tank because "the dungeon was too long for him", and 2 dps who's dps was too low for us because we had to kill Rajh fast or die trying.
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mihai25
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Posted: 10-07-2014, 15:03:04
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^Yea, we must do something, a lot of people running away from this dungeon (they prefer 30 minutes deserter than to complete him) because damage is infernal from last boss.
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Locked by
AlesianDuke
, 30 July 2014 14:09
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