Heroic Vortex Pinnacle

Started by Lynette, December 21, 2010, 05:29:16 AM

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Lynette

Ran this with guildies yesterday.  Instance is similar to regular VP with the following notable exceptions:

  • Trash leading up to the first boss had a knockback ability I did not recognize from the regular instance.  Meelee should position themselves with enough platform space behind them so that they don't get knocked off the edge, which happens frequently.
  • 1st boss seemed to be a dps race.  We stayed stacked on top of the boss the entire fight, instead of moving in/out opposite the whirlwinds.  Just stack on the boss, burn your CDs, and DPS as hard as you can.  Healers should be prepared for high burst damage to the entire group when the whirlwinds collapse on the group.  I don't know if that strategy will continue as Blizzard adjusts these encounters, but it worked for us.
  • 2nd boss is the most challenging encounter in this instance.  In addition to having to position yourself properly wrt the swirling winds, everyone must avoid the huricanes that spawn all over the platform and move.  These hurricanes are EVERYWHERE and can be quite a challenge to avoid.  We had the tank stay relatively stationary, tanking the dragon away from the group, and everyone else move according to the wind direction.  The dragon breath did massive damage and seemed difficult/impossible to control.  We wiped many times on this guy, finally winning when all the pieces seemed to fall into place.  Might need a little luck and perserverence on this guy until gear/dps improves.
  • 3rd boss is the easiest of the three bosses, in that it is identical to regular VP with one BIG exception.  Just before he begins to create the triangle you must stand inside to avoid death, he roots the entire group.  YOU MUST HAVE A WAY TO DISPELL MAGIC TO BREAK ROOT.  Some individual CDs will work, but their long timer don't make them viable options to use consistantly for this encounter.  Therefore, you must have 1 person in group capable of dispelling magic (i.e. holy pally, shaman, or priest).

Please feel free to add your own observations...

Oilslick

There is an individual achievement in game for not getting hit with the Asaad's, the third boss' [spell=87618]Static Cling[/spell] for the duration of the encounter.  The only viable way to avoid static cling is to jump early in his cast of it so that you are considered "falling" as falling targets cannot be rooted.

That being said, nearly every class and many races have a means to escape the root.  Just think of what you'd do in pvp to get out of a boomkin's roots.  If you don't have an ability, it'd be a good idea to equip a pvp trinket for this fight until you figure out the jumping mechanic.

My advice, if it's a guild group and you're willing to wipe a few times - go for the achievement.  By the time you get it, you'll be a jump root avoiding pro.

Kothnok

FYI, Resto Druids have a talent, [spell=88423]Nature's Cure[/spell], that will allow them to dispel magic as well, so don't rule out a druid healer.
No matter how often you refill the gene pool, there's always a shallow end.

khader

Quote from: Kothnok on December 21, 2010, 07:07:53 AM
FYI, Resto Druids have a talent, [spell=88423]Nature's Cure[/spell], that will allow them to dispel magic as well, so don't rule out a druid healer.

Our first druid healer apparently did not know about this spell, train it, or was used to just curing poisons.  A shaman joined after the druid bailed and we got the boss down.

Jumping at the right time in the cast is probably the most useful means to avoid the spell after having someone to cleanse/purge/dispell it.  Although getting the timing right takes some practice.