Hello All,
Still a work in progress: http://dadislotroguides.com/raid-gui...ss-of-mordath/
Hello All,
Still a work in progress: http://dadislotroguides.com/raid-gui...ss-of-mordath/
I'll call exploit on ignoring the bugged spider and turning the dragon.
Besides that: nice guide.
Diskutierer, Fragenbeantworter, Twinker, Händler, Handwerker und Gründer der 'Gemeinschaft der freien Völker' auf Belegaer.
Deutsche Guides für nahezu alles, was Casuals interessieren könnte, gibts hier: http://gdfv.forumo.de/guides-f24/
One doesn't need to trigger coin phase if not aiming for the challenge on Fingar. You just chill till power phase gets failed at 60% and continue DPS after that.
I also want to put emphasis if you want to do proper CM guide on Fingar you need to put proper weight on importance of the King and spawn he causes. It spawns adds on 40% for example. Now it just says x and y happens, but that isn't really useful for anyone who haven't done it. Level of coordination this part requires can't be underestimated.
Edit. seems like nothing going on that guide regarding fingar fight CM tbh.
Last edited by siipperi; Feb 21 2018 at 04:49 PM.
Agreed, but SSG has fixed ID1 CM. If you're going for challenger, you have to do id1 the proper way as it was meant to be played, else your challenger run will fail.
As for the dragon, I dont think it's really an exploit, for your gain is equal to none almost.
PS: There are several little things in the guide which I do not agree with, especially concerning adds, id1 and Id3 fight. Example: I do not think ignoring the taskmaster's adds is a good idea in t2.
Last edited by Findun; Feb 21 2018 at 05:36 PM.
Original Challenger of the Abyss
As the guide tells me, you have limited (though very much) time until drake goes enrage.
As the guide tells me, melees cant fight if drake isnt turned.
That way, you buy lots of time, if you have melee dps in your group, which, for a really low-dps-group, may make or break if you kill drake before enragetimer^^
So yea, I agree, the gain is low. But for me, if something is an exploit doesnt depend on gain. Its purely the answer to the question "have the devs obviously intended people to do this or not?"
Diskutierer, Fragenbeantworter, Twinker, Händler, Handwerker und Gründer der 'Gemeinschaft der freien Völker' auf Belegaer.
Deutsche Guides für nahezu alles, was Casuals interessieren könnte, gibts hier: http://gdfv.forumo.de/guides-f24/
Diskutierer, Fragenbeantworter, Twinker, Händler, Handwerker und Gründer der 'Gemeinschaft der freien Völker' auf Belegaer.
Deutsche Guides für nahezu alles, was Casuals interessieren könnte, gibts hier: http://gdfv.forumo.de/guides-f24/
Original Challenger of the Abyss
Thanks for writing a guide. Whilst I have some relatively minor corrections it is appreciated that you try to inform the community.
Please don't spread this. How can this not be an exploit? In what instance is the skill Diversion supposed to make something turn it's back permanently to you? The skill is designed to distract something and allow you to get at it's back. The mobs don't stay with their back towards you for the entire time you fight them when you use this skill. It's a blatant exploit that just allows people to remove mechanics from the first 30% of the fight.Have a Burglar use Diversion at the very start of the fight (not sure if this is a bug or intended; until I hear otherwise I will leave it in the guide).
Fingar has frontal attacks and a distributed attack from 100 > 65. You can utilize melee without exploiting the boss, it just requires stacking in melee, and preferably the Tank on a different side.
Also, the devoured that spawn can do significant damage if left unattended. They are vulnerable to Bane Flare, and hurt themselves when they do damage to you -- and on death they do Morale damage to their target, thus clumping up too much can be painful.
Will of Urya is one of the challenge requirements. The Will of the Ring corruption is there to restore power if you do not remove it, thus making DPSing through Fingar's power bar more difficult when not removed. The 3 Challenge Requirements are to kill the Watchers of Glurnakh before Fingar hits 65%, Burn through his power bar within 100 seconds for Will of Urya, and defeat King Vaskmun before Fingar reaches 3% (it is wise to skirt this close).Fingar will get a corruption called Will of the Ring. This should be removed ASAP; failure to do so will result in the boss getting a buff called Will of Urya. The Will of Urya converts all incoming morale damage to incoming power removal (essentially you are not damaging the boss).
If you complete the Will of the Ring requirement (punting) coins will spawn from where Fingar was at the beginning of the fight. They don't appear unless you satisfy the challenge requirement.
Fingar gets a targeted 'laser' fire breath attack at 50%. Easily dodged, and is on a roughly 45 second timer (which is affected by his other animations -- Belly primarily).
King Vaskmun spawns at 30%. King Vaskmun goes into his add spawning animation at 40% of his own health. At 30% he distributes his damage to his soldiers for 30 seconds.
When Vaskmun is dead Fingar goes unattackable and breathes fire 3 times -- covering the entrance half of the room in fire, and leaving a small area near the Watchers of Glurnakh free, as well as a Lane connecting them empty, roughly 40m out from where Fingar starts. Once he is able to be attacked again he needs to be burned to 3% ASAP so as to make the Coins disappear. He will go into another spiel at 3% and can then be killed.
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Boss 1:
If it helps:
Devoted Supplicant's spawn @40 seconds into the fight and take roughly 30 seconds to get to the altar (to sacrifice themselves). They respawn 40 seconds after both of the Supplicants have sacrificed (staggering them through stuns/slows is the design here, I believe, but it's possible to just deal with the double buff by using CDs well).
Teleport Eye begins @85%. Happens roughly every 1 minute from then on (depending on animations). You have 10 seconds to react to the debuff on your bar, thus pretty easy to make you're healed before you're ported and then quickly boosted to full once ported. Once you activate Challenge it will do significantly more damage to you with a DoT and -incoming healing.
Blood Spirits spawn in waves of 4. @70% and then 75 seconds later another 4 spawn. They max out at 8. If you kill any they respawn on that cycle.
Please don't do this. Engage the fight, play the mechanics. He gets bugged because they tried really to make the room involved and interesting (which they mostly succeeded at) -- please engage the content.Note: The Spider drops poison clouds (Tainted Bile) that do 20% of your morale in damage every 2 seconds. As of this writing, the spider often gets trapped in the side room and thus can be ignored until you need to kill it.
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Lmao, what a cop out. It absolutely does save time, and allows you to take an extra healer potentially and/or have people performing their DPS roles worse, making the fight significantly easier, and potentially allowing you to earn an undeserved kill. This is ignoring the fact that there is absolutely no logic for it to not be an exploit. How hard is it to not bug out a boss?
Or are we gonna go back and say using HIPS from Burg to remove mechanics from fights was a legit way of fighting bosses, too?
Last edited by canyouaddcolour; Feb 21 2018 at 06:23 PM.
Hello All,
Some really great feedback on some of the mechanics. I am away on a work trip and will do some updating/editing when I return.
Spider:
Nowhere do I say to intentionally trap the spider; Most times it happens without even trying. Unless you purposely tank in the spider room, which would not be a good idea as you would have LoS issues with healers and the Twins would not be far enough apart and in puddles, how can you prevent the spider from getting trapped? I suppose you could send in a toon to drag it out ... This is a mob that needs to be reprogrammed to behave to move around barriers.
Exploits:
I was really hoping to bring the Diversion tactic to the Devs' attention and ideally have them give their take on it (as stated in the guide). I do not intentionally include/promote exploits via my guides, and if this is in fact one I will remove it. I agree that Diversion is not meant keep the target turned indefinitely (but maybe because he is chained it is?), but should that preclude a class from using a skill? If Smoldering Wrath all of a sudden did 10 pulses should an RK not use it?
There are several exploits within this raid and the 3 mans (i.e. spots you can stand and take no damage, doors you can bypass, etc.) that I do not mention because they are clearly an exploit.
Diskutierer, Fragenbeantworter, Twinker, Händler, Handwerker und Gründer der 'Gemeinschaft der freien Völker' auf Belegaer.
Deutsche Guides für nahezu alles, was Casuals interessieren könnte, gibts hier: http://gdfv.forumo.de/guides-f24/
If you group on the far left, or far right in front of him, your raid gets like no damage (distributet damage), so its realy just about saving time because you can mitigate partials.
And ofc turning him is still an exploit, but not worth to realy talk about in my opinion.
ID1 was not fixed at all, the challenge will fail but you still get 2 chests and the challenger titel.
If you want to contact me, pls don't write me a Private Message on the Forum.
The best way is via Discord:
Gertes#5389
He's absolute right though. If DPS is so low you going to fail the timer you are guaranteed getting double spawns from Vaskmund, which is almost guaranteed wipe at that point anyway, before even being close to beating the fight. All groups seems to be hovering around 19-22 minutes on first kill. Only time I have been in group where we were close hitting timer was when 3 DPS players totally lagged out/lost connection to the server for good 5-10 minutes each. This isn't DPS race and even with 11 players it's very easy to hit under rage timer. If you don't have that DPS you don't have any hope passing Rune Carvers.
Last edited by siipperi; Feb 21 2018 at 07:58 PM.
Nah, it's a cop out because it's "oh exploiting doesn't matter because we would have cleared it anyway". On some level I get it... that period of the fight is dull, and speeding it up would be nice. I just think it's a really blatant exploit that at the very least shouldn't be used until you've cleared the fight a couple times legitimately.
As far as it making no difference because if you're close to enrage you'd have failed Challenge either way.. It's too absolute of a statement. I've been in a learning group with people making a lot of mistakes where we wiped at enrage at 1% because people died way too much to stuff that they shouldn't have. That got rectified and we wound up clearing it in 21 mins, but if we'd exploited they would have gotten a clear anyway, regardless of how bad of a run it was. I definitely agree that the fight can be undermanned, and the DPS check is extremely friendly (I've said as much in other areas), but I don't agree that gaining extra time isn't beneficial to the success of your group -- it allows for more room for error, and more support.
No kidding.
Yeah, send someone to drag it out (do it at an angle, and it's easy, or have them run there early). I agree that I'd really like them to fix this, as well as a variety of exploits from the raid.Originally Posted by Dadi
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Honestly just wish they'd release a T3 version of the raid with mechanics tuned harder, and exploits removed.
Boss 2 makes me sad every time I play it... the add spawns being nerfed from 4 to 2 just makes them a minor nuisance that you throw a Tank at instead of actually engaging them. Shadow wall mechanic has no impact because there's no reason not to set up further into the room because you don't have to kill adds and thus don't have to deal with puddles taking up space.![]()
Boss 3 has way too much dead time where not much is going on and you're just getting through it until the part which needs coordination.. Saruman T2CM all over again. Etc.
Last edited by canyouaddcolour; Feb 22 2018 at 03:32 AM.
Updates made, TY for the feedback.
It takes literally 40s (being really pessimistic on your dps since most t2c groups kill it in less than 20s) without red captain to kill the taskmaster, all adds despawn after it, why would you kill nurnoth before troll then considering nurnoths aren't a problem with decent healers if debuffed and the only one who got a chance to kill the tank is the Taskmaster(if solo tanking taking the full distribute)?
It's comments like these that really make me doubt whether you deserve the title "Original Challenger of the Abyss". Just another guy who probably got carried hard and now he thinks he knows things. You don't even know about ID1 CM still not being fixed, shaking my damn head.
hurr durr lets kill the adds that despawn immediately after zerging the taskmaster, if we don't we'll wipe on trash pulls!!!
Last edited by HiFice; Feb 28 2018 at 11:26 AM.