Ok it's time for me to put you into a trance-like state. Please my dear adventurer, click on the Eye of the Reminiscing and experience my Story through your own eyes.
Click on Thing to See Truny's Dream 0/1
You are in a dungeon group and you have popped into the Halls of Origination. "Oh lord, seven bosses", you think to yourself. Please proceed through the lavishly decorated corridors. You feel something odd in the air. "Ah, there are no trash mobs in here, why?" you think to yourself once again. Your party treks through the dimly lit musty halls, you feel a strangely light yet very cold breeze teasing the air of this ancient structure.
Now we shall warp to the Vault of Lights. In front of you is a marvelous hall, laden with Titan architecture. You feel under your feet the delicate yet sturdy glass encased flooring, underneath which contain strange moving panels.
Truny's Dream Viewed 1/1
FUCK YOU MOVING PANELS!! You know what all this time and throughout so many runs through Halls of Origination I had thought that "if I stood on top of an empty panel I would fall through to my death!" You know how much effort it took to not aggro mobs, maintain AOE dps, and navigate that place all while trying to dodge panels?? Since at the time I was running Halls, the Pugger tool was at its all time low, this was when people would literally leave the party because your name had a vowel in it so I seriously did not want to test out the suicidal theory of "Maybe I Won't Fall". It wasn't until we started doing guild runs that I found out "oh they are safe!" UGGGHH!!!
But now that I think of it, this dungeon has probably become 85% less tedious now that I know the panels are safe. Where is the difficulty in it?
You know what, the entire Vault of Lights is completely unnecessary, I say we have to fight all FOUR of the elementals at the same time. Sure, bring their melee dps down so the tanks could handle it, but it would be major fun to dodge fire, dodge tornadoes, dodge spikes, and break bubbles all at the same time. It would be like a Common Raid Hazards Tutorial. This is all a reason to get rid of the annoying troggs. Seriously they are just annoying. Right now, the "ok for the fire guy, avoid fire, for the water guy, avoid water, for the wind guy, avoid air, for the earth guy, avoid ground" is kind of lame and boring.
Truny's Revamp
Vault of Lights Difficulty Increased by 300%
Upon entering the Vault of Lights, your party is face to face with four imposing elementals. Brann warns you that you must kill them in a certain order for the mirrors to activate correctly since their elemental energies sync and un-sync the air in the Vault.
You pull all four at the same time. They retain their normal abilities with the same cooldowns, they may cast simultaneously so make sure you can break bubbles while running from fire/tornadoes/whatnot.
The Earth and Fire elemental must be tanked. The Water and Air elementals have no threat table and will continue to cast their annoying spells. Un-cc'able.
To know which Elemental to down first, a randomly generated code will trigger a weather effect in the Vault. You must then kill the elemental which possesses the opposite "power" to the weather. With each weather effect, the elemental with the SAME type as the weather will receive some massive buffs so you want to down the opposite one quick so they become weak again. Because killing them would cause a surge of their elemental source to neutralize the weather effect. This shall be a brilliant display of graphics and lag!
Starts Raining: Kill Fire, dodge lightning from rain. Water boss will cast annoying water surges.
Room Burns: Kill Water, dodge fire on ground. Fire boss will cast more fire novas.
Room has Earthquakes: Kill Wind, jump at least once every 5 seconds to avoid quake debuff. Earth boss' spikes will have six directional prongs that extend from his body.
Room has Wind Directional Indicators (MWAHAHAHA): Kill Earth, face the correct direction. Room is engulfed in a hurricane, you must run in the same direction as the hurricane for its 5 second duration to avoid massive damage.
Really, do we want another Wind Direction thingy. Ok fine maybe....
Room has Hurricane effect: Kill Earth. Two "rideable" tornadoes will spawn and your top dps will mount them for an insanely fun buff to help kill the Earth mob. Everyone else still has to run in the direction of the Hurricane except for the two tornado-mounted dps.
See, that would be fun and interesting. I've been finding myself zoning out everytime we enter the Vaults, this should be a refreshing change. This fight would require no CC, but all awareness. We already have the "all CC" pulls in Vortex Pinnacle.
Truny of the Light
Showing posts with label Heroic Halls of Origination. Show all posts
Showing posts with label Heroic Halls of Origination. Show all posts
Tuesday, January 25, 2011
Friday, January 14, 2011
Truny's Cataclysm Heroic Reports: 01/13/2010
Heroic Halls of Origination
Oh this is going to be a fun report, I only remember three or four of the boss' names, which are all the last bosses in that last big ring of bosses. This was also ran through the Pugging machine. Surprisingly we had a very very good group, which makes for a consistent five good groups in a row. Please note I only run maybe one every other day except for guild-runs as the DPS queue is still an eternity.
This dungeon seemed huge and daunting at first, what with SEVEN bosses and various high HP trash mini bosses but once again if Everyone Knows Their Shit and uses Common Sense, HOO can be a smooth run like any other.
First Boss: Holy Shields Run Down Hit Switch Snakes
Our group chose to jump down off the platform together so the tank could take the majority of the snake's lashings as they hit fairly hard and there is a good number of them. Other than "co-ordinating" jumping off a platform together there is not much to this fight.
Warlock Can Has Trinkets: This boss dropped Anhuur's Hymnal, I guess his own Hymnal, which won and replaced her normal version with. It has a nice chunk of hit, and the extra 1,700 spell proc is nothing to laugh at!
What Can Warlocks Do?
Um, you COULD setup a Demonic Circle in front of the boss, so once all the switches are hit, you DITCH the group and teleport up and DPS the boss. Make sure not to steal aggro. Otherwise, run with the group and help them kill snakes with Hellfire. Any excuse to use Hellfire during an encounter is a win for me.
Second Boss: Mini Marrowgar Not Sure What He Does Tank N Spank
This boss has an achievement linked to him/her/it. Prior to the encounter you will see a bunch of stray Camels wandering around in front of the boss' platform. You may mount one if you please, but your demon WILL despawn as your new "pet" is now the camel. If you stay on the camel for the entire fight, you get an achievement something like "SOMETHING STRAW CAMEL SOMETHING SOMETHING".
How do you "lose" your camel? The boss does earth spikes which will kill your camel, so keep moving around since you are able to move and cast at the same time with the camel! /shakefist
This has me wondering, why can't we cast and ride our own mounts which we are so very well accustomed to having ridden for YEARS? My warlock could probably raid and bake a cake and cast at the same time on her Felsteed. Heck the Felsteed can probably DPS with its flaming hooves and all. Right..RIGHT??
Anyways, just Stay Out of Shit and when he spawns adds umm..KILL them. And you are good to go.
This dude has no interesting drops for Warlocks.
Third Boss: (/big breath) Four Elementals Prior Moving Floor Room Stay Out of Shit Lasers and Circles Pew Pew
Well, his name sums it up right. He has no drops for warlocks Moving on now.
And now in no particular order except for Rajh, the last four bosses.
Setesh
This guy has no particular aggro table so you can go balls to the walls with him. He will run around and summon portals, Kill the Portals! The portals summon nasty adds which the tank will be kiting around. He casts nasty things on the ground and we no like nasty things so no standing in said nasty things. Easy peasy. KILL PORTALS!
Isiset
Ok let's see, Isiset will occasionally cast a Supernova, in which you must turn around to avoid being stunned kind of like Commander Something in TOC-5. At certain points of her HP % she will SPLIT into essentially what her spells are. I would say kill Astral Rain first, as it is her AOE damage spell. She will split two more times, rinse and repeat nothing special here.
Ammunae
This fight is more or less a tank and spank, but the boss will spawn plants on the ground to heal him or to explode the party. One thing I found interesting with this fight, as I was on the lookout for plants spawning, I saw my FELGUARD automatically running up to the plants as they were growing and killing them for us!!
HOW INTELLIGENT!
I guess my Felguard HATES plants, the fight went fairly smoothly since he would be ON THEIR ASSES the moment they started spawning. Now I believe the hunter's pet did not do the same thing, there must be some sort of defense mechanism built into the Felguard?
/whisper I was kinda creeped out not having the direct my demon. Oh well.
Rajh
This guy has every ability that I would love to add to my Fire Arsenal of spells. Fiery tornadoes /drool. Avoid Fiery Tornadoes. The tornadoes also leave a trail of fire in their wake. Avoid fire. He will jump on people, and prior to jumping the ground will glow, I believe this can be interrupted by the melee as it will one shot anyone he lands on. I believe those are the only things to "move to avoid" otherwise let the melee classes interrupt his other spells.
Once he starts glowing, apparently he's recharging his energy, you will be doing 100% more damage at the expense of taking a small fire damage over time. Pew Pew him down!
Rajh Tips: You can run around with Hellfire and get in real close to the healer and ranged just to mess them up and freak them out!
The end.
Blagroon the Intelligent Felguard
Oh this is going to be a fun report, I only remember three or four of the boss' names, which are all the last bosses in that last big ring of bosses. This was also ran through the Pugging machine. Surprisingly we had a very very good group, which makes for a consistent five good groups in a row. Please note I only run maybe one every other day except for guild-runs as the DPS queue is still an eternity.
This dungeon seemed huge and daunting at first, what with SEVEN bosses and various high HP trash mini bosses but once again if Everyone Knows Their Shit and uses Common Sense, HOO can be a smooth run like any other.
First Boss: Holy Shields Run Down Hit Switch Snakes
Our group chose to jump down off the platform together so the tank could take the majority of the snake's lashings as they hit fairly hard and there is a good number of them. Other than "co-ordinating" jumping off a platform together there is not much to this fight.
Warlock Can Has Trinkets: This boss dropped Anhuur's Hymnal, I guess his own Hymnal, which won and replaced her normal version with. It has a nice chunk of hit, and the extra 1,700 spell proc is nothing to laugh at!
What Can Warlocks Do?
Um, you COULD setup a Demonic Circle in front of the boss, so once all the switches are hit, you DITCH the group and teleport up and DPS the boss. Make sure not to steal aggro. Otherwise, run with the group and help them kill snakes with Hellfire. Any excuse to use Hellfire during an encounter is a win for me.
Second Boss: Mini Marrowgar Not Sure What He Does Tank N Spank
This boss has an achievement linked to him/her/it. Prior to the encounter you will see a bunch of stray Camels wandering around in front of the boss' platform. You may mount one if you please, but your demon WILL despawn as your new "pet" is now the camel. If you stay on the camel for the entire fight, you get an achievement something like "SOMETHING STRAW CAMEL SOMETHING SOMETHING".
How do you "lose" your camel? The boss does earth spikes which will kill your camel, so keep moving around since you are able to move and cast at the same time with the camel! /shakefist
This has me wondering, why can't we cast and ride our own mounts which we are so very well accustomed to having ridden for YEARS? My warlock could probably raid and bake a cake and cast at the same time on her Felsteed. Heck the Felsteed can probably DPS with its flaming hooves and all. Right..RIGHT??
Anyways, just Stay Out of Shit and when he spawns adds umm..KILL them. And you are good to go.
This dude has no interesting drops for Warlocks.
Third Boss: (/big breath) Four Elementals Prior Moving Floor Room Stay Out of Shit Lasers and Circles Pew Pew
Well, his name sums it up right. He has no drops for warlocks Moving on now.
And now in no particular order except for Rajh, the last four bosses.
Setesh
This guy has no particular aggro table so you can go balls to the walls with him. He will run around and summon portals, Kill the Portals! The portals summon nasty adds which the tank will be kiting around. He casts nasty things on the ground and we no like nasty things so no standing in said nasty things. Easy peasy. KILL PORTALS!
Isiset
Ok let's see, Isiset will occasionally cast a Supernova, in which you must turn around to avoid being stunned kind of like Commander Something in TOC-5. At certain points of her HP % she will SPLIT into essentially what her spells are. I would say kill Astral Rain first, as it is her AOE damage spell. She will split two more times, rinse and repeat nothing special here.
Ammunae
This fight is more or less a tank and spank, but the boss will spawn plants on the ground to heal him or to explode the party. One thing I found interesting with this fight, as I was on the lookout for plants spawning, I saw my FELGUARD automatically running up to the plants as they were growing and killing them for us!!
HOW INTELLIGENT!
I guess my Felguard HATES plants, the fight went fairly smoothly since he would be ON THEIR ASSES the moment they started spawning. Now I believe the hunter's pet did not do the same thing, there must be some sort of defense mechanism built into the Felguard?
/whisper I was kinda creeped out not having the direct my demon. Oh well.
Rajh
This guy has every ability that I would love to add to my Fire Arsenal of spells. Fiery tornadoes /drool. Avoid Fiery Tornadoes. The tornadoes also leave a trail of fire in their wake. Avoid fire. He will jump on people, and prior to jumping the ground will glow, I believe this can be interrupted by the melee as it will one shot anyone he lands on. I believe those are the only things to "move to avoid" otherwise let the melee classes interrupt his other spells.
Once he starts glowing, apparently he's recharging his energy, you will be doing 100% more damage at the expense of taking a small fire damage over time. Pew Pew him down!
Rajh Tips: You can run around with Hellfire and get in real close to the healer and ranged just to mess them up and freak them out!
The end.
Blagroon the Intelligent Felguard
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