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  • Lightbringer
  • 0. Gotta Go! & Volazj's Quick Demise fixes due?   01/06/2009 12:53:16 PM PST
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I recall seeing a word from a Lead Encounter Designer about Gotta Go! having its time requirement bumped up a bit so that the achievement is less freak occurrence or Holy-zerg-batman RNG casting time luck, as it is currently, though as of last night the PTR still reflects the 2 minute timer. Will this be a change implemented for certain the in 3.0.8 patch and just hasn't made it to the PTR yet?

Additionally, I heard whispers that the 2 minute achievement for Herald Volazj is being nudged up a bit too to make this a bit more feasible for a non heavy melee burst dps group. Any truth to this?

Thanks!
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  • Skullcrusher
  • 1. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/06/2009 02:55:50 PM PST
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Yeah I wiped 10 times at least on volazj last night. Our best run was maybe 5 seconds too slow. It seems like this one slipped under the radar because most people did it when it was bugged and you could LOS insanity. Now that you can't it's virtually impossible to do in a conventional group.

For one, having any healer spec makes it virtually impossible becasue the shades of the healer do insane healing and make insanity phase last longer. Second, the healer himself obviously can't kill his adds as fast and can't contribute to boss dps as much. Third, you can actually dps him TOO fast and cause both sets of insanity adds to spawn at the same time which will usually cause a wipe. So yes, the "Quick Demise" achievement actually punishes you for having too high of dps.

I'll try to form a group for this again and either respec elemental and heal that way so my shade can be killed faster and I can kill other shades, or bring a pally to DI me and SS up so that both mine and his adds don't spawn. I don't think they really intended it to be so difficult that it requires that kind of strategies.
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  • 2. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/06/2009 03:15:49 PM PST
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2 Different ways of going about this.

1. Have High enough DPS to be able to push him under 33% before the 1st insanity (so you can still DPS him) Now doing this will spawn 2 waves of shades, ignore them kill the boss then wipe, run back collect loots.

2. Have a priest as your healer (Mind Control will de-spawn the shades) Still will need High DPS to beat the timer, but this one is far easier then "Gotta Go!"

Call me ghey, its the juggernauts way!
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  • 3. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/06/2009 07:20:38 PM PST
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Priest healers and dps are ideal for Valozj due to the fact that when they MC their group members during insanity and release them, they vanish instantly.

Vargoth is very dead. Proof? Here ya go ...
http://vimeo.com/2127662
Enjoy!
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  • Burning Legion
  • 4. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/06/2009 07:39:43 PM PST
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or have your healer respec to one point more in an offspec (like 41/0/30 boomkin healer) that way the mirror image doesn't heal at all! but oh wait, these boards are for people who don't want to make simple sacrifices to do achievements, MY BAD

[ Post edited by Monukia ]

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  • Bloodscalp
  • 5. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/06/2009 09:46:43 PM PST
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For volazj...

Short answer: no

Long answer: NOOOOOOOOOO

Meeks DW fury guide 5 1/5th edition, http://forums.worldofwarcraft.com/thread.html?topicId=9679801301&postId=96785636792&sid=1#50
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  • 6. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 05:57:04 AM PST
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We got some guildies together the other night who didn't have this. This achieve can be done without exploiting the game (hot fixed a long time ago). On our latest attempt this is our setup.

Warrior Tank (in partial DPS gear and Spell Reflect)
Shaman (Heroism and Totums)
Hunter (Misdirection and High DPS)
Mage (High DPS)
Priest (DPS and Heals)

We found out long ago that the Volazj is a DPS race so our strat is as follows. The warrior tank pulls and must not miss a spell reflect. The hunter (me) misdirects so we can nuke him. The shaman pops heroism and everyone blows cooldowns. With this method we were able to get him under 35% by end of the first insanity cast. At which time, he immediately casts insanity again which makes him immediately attackable and keeps your adds from the first insanity phased out. This left us with 2 sets of adds at once after the second insanity cast, but Volzj is left with just a sliver of life. The DPS then lets the adds kill them (Healer and Tank stay alive). This breaks the insanity leaving tank able to tank the adds and spell reflect the boss to finish him off.

The total group DPS was 15.5K dps for the duration of the fight. Very gear dependent I know. But doable. If the achievement was easy, everyone would have it.

"In no way, shape or form does Mulit-Shot ever accidentally break CC. Any CC breaking is to be treated as purely intentional. One shot, three kills!"
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  • 7. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 07:36:19 AM PST
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If you're willing to stack a group for it it's a joke. Just bring 2 pallies, 2 locks, and yourself. Soulstone each pally and have pallies DI each other each time he casts insanity. There will be only 3 shades up each time, very easy.
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  • 8. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 08:45:09 AM PST
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I did Volazj's Quick Demise achievement about a week ago ... I found it easier to bring lots of AoE.

In my group, I had two DW Hybrid Death Knights, Ret Paladin, Moonkin (main-spec is usually Tree), and Me (Prot. Paladin). What I did was tank the boss where he stands and have everyone bunch up on me-- kind of like Loken. During Insanity, all the DPS spam their AoE skills like crazy, because the clones will spawn at the party member's original locations. After one person kills their clones, the AoE fall-out should continue damaging other party member's clones.

Admittedly, we had a good chunk of Naxx25 gear and had about 40 secs left on the timer ... however, we could probably still made the timer if our Moonkin stayed as a Tree as long the DPS focus-fires on the healer, interrupting and stun-locking heals when necessary, and AoE the rest. My worry, however, is that the Tree's clone in insanity phases tend to spam Nourish and can heal from 5% to 100% in one cast!

My problem with this kind of method would probably Hunters, since the Hunter-clones tend to cast Disengage, thus moving out of the AoE damage. But that's how we did it.

Now Gotta Go! ... I have yet to get that one-- I'd have to say it's very RNG-dependent. I personally would like to get it before it gets nerfed but knowing my usual group-makeup, I have my doubts ... but who knows!
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  • Shadowmoon
  • 9. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 11:10:47 AM PST
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Q u o t e:
For volazj...

Short answer: no

Long answer: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


fixt


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Bornakk
Blizzard Poster
  • 10. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 12:06:18 PM PST
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Gotta Go = 4 minutes
Volazj's Quick Demise = no change
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  • 11. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 12:30:11 PM PST
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Q u o t e:
Gotta Go = 4 minutes
Volazj's Quick Demise = no change


assuming any encounter designer actually looked at the volazj achievement , the only concluion to draw is that it must be balanced around burn quick -> get double insanity -> ignore adds and burn boss setup. i've seen worse, honestly. no harder than gatewatcher krik'thir achievement, really.
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Bornakk
Blizzard Poster
  • 12. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 01:03:49 PM PST
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Q u o t e:


assuming any encounter designer actually looked at the volazj achievement , the only concluion to draw is that it must be balanced around burn quick -> get double insanity -> ignore adds and burn boss setup. i've seen worse, honestly. no harder than gatewatcher krik'thir achievement, really.


It will also get quite a bit easier down the road.
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  • 13. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 01:06:41 PM PST
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I'm pleased to hear about Gotta go!

I just hope it's coming in 3.0.8. Any word?
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  • 14. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 01:06:50 PM PST
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did Volazj's Demise last night
4 dks all 2-3k dps and resto shammy
all dks popped army of the dead at first insanity cast
he dropped pretty quick.


wondering if this will work for the gotta go achievement too

[ Post edited by Evildeader ]

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  • Bloodhoof
  • 15. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 01:10:08 PM PST
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Q u o t e:
wondering if this will work for the gotta go achievement too


Doubtful - the problem with Gotta Go is that it is artificially inflated by his slow burrowing phases/add spawns where you can't even damage him/adds. You are basically relying on luck that he decides to spawn adds/come up quick enough to get the achievement done. I suspect even if you AotD spammed it, a good chunk of the time they are up would be his transitions where you are twiddling your thumbs.

[ Post edited by Melynda ]


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  • 16. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 01:17:40 PM PST
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Q u o t e:


Doubtful - the problem with Gotta Go is that it is artificially inflated by his slow burrowing phases where you can't even damage him. You are basically relying on luck that he decides to spawn adds/come up quick enough to get the achievement done. I suspect even if you AotD spammed it, a good chunk of the time they are up would be his transitions where you are twiddling your thumbs.


there was discussion on wowhead about controlling burrowing with taunts and distance
http://www.wowhead.com/?achievement=1860#comments:id=524005

sounded interesting.
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  • 17. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 01:42:52 PM PST
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Did Volazj's Quick Demise the other day and it was a joke. He casts insanity at around 50% and at 33%, your best bet is to slow dps till the first, nuke your adds, then nuke the boss.
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  • Jubei'Thos
  • 18. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 02:03:06 PM PST
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Did quick demise a couple nights ago, didn't need to burn to his second insanity during his first cast, just had our healer respec so we could kill the adds easily and quickly.
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  • 19. Re: Gotta Go! & Volazj's Quick Demise fixes d   01/13/2009 02:06:54 PM PST
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::sigh:: i hate this change so much. Gotta Go! clearly was hard, probably even a little too hard. But i did heroic AN the other night on my DK alt who was wearing more than 60% quest GREENS with an alt tank and we killed him in 3:56 w/o trying for quick DPS or any kind of buffs/setup... This is going from the hardest achievement in the game to something you can accidentally get with green alts.

Why not make it 3:00? That way you only have to get 1 cast to be timed properly and you can roll with a healer rather than a healer in DPS spec.

Seriously, 2:00 was excessive but 4:00 is a little bit of an over reaction and makes this a non-achievement.
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