WoW BHA: Miristaa got a bear mount.
Friday, August 1st, 2008 - 9:06am
After many months of trial, error, and meticulous timing, we beat the fourth boss with two minutes to spare. Miristaa won the roll. Grats to all who've helped push for this!
"If Blizzard announces a subscription fee for Diablo III we will have to build a second Internet to make room for all the complaining." - muttonchop



I got a couple group shots after Zul'Jin myself, I'll see what I can scrounge up tonight to post.
Thanks again for the invite, it was a lot of fun! We did a great job, everyone did what needed to be done and made it very smooth. It was great to finally down the one-armed wonder.
I was surprised when we finished by 10pm, I was expecting and prepared to push to midnight this time (can't do that every time though!) to pound our heads against the wall as many times as it took to down the guy!
Gratz guys!
GWJ Alliance on Blackhand
Lunazul - Rouge & GWJ Paparazzo
Lunarel - Druid
Funkenpants wrote:
Well done!
I'm not lost. I'm locationally challenged.
Spore Profile
great job!!
[edit] for typos.
The hours and hours of work we put into that boss on at least 3 different occasions paid off last night. I remember our first try at him.....3 hours and 2 repair runs later and we had him at what...8% I think. Teamwork made us successful last night and now we have that under our belt, I can see multiple ZA runs weekly. I have to say that was really fun!
The key to victory is to not suck as bad as the other side.
next step: BEAR MOUNTS
[edit] for typos.
Yah ... we downed the 3rd boss with 2 min left on the timer. I'm thinking we were 10 or so minutes off where we needed to be. I'm not sure where we could pick up those minutes unless there are short cuts we are not aware of. We made a few minor mistakes but they accounted for at most a minute or two of time. We were throttling around 6,000 DPS. The only thing I can think of is that perhaps bear runs manage with only 2 healers?
We could 2 heal in a lot of spots.. maybe next time have one healer help with dps in some situations (trash, first 2 bosses)
Playing WoW as: Vilius (70 NE Druid)
“The only function of economic forecasting is to make astrology look respectable.” John K Galbraith
That had to be the toughest SOB I've had to tank to date. The aggro wipes every 20% made it interesting, and the amount of movement was some kind of odd troll-dance. The really cool thing was the animated celebration that occurs in Zul'Aman after Zul'jin dies.
We were talking about what was needed for the Bear mounts, and more or less it will come down to having a quicker path from Jan'Alai to Halazzi. Last night, our clock was around such:
20:00 start - Akil'zon
15:00 pulled Akil'zon
11:00 Akil'zon dead (add 10 minutes)
21:00 start - Nalorakk
10:00 pulled Nalorakk
06:00 Nalorakk dead (add 15 minutes)
21:00 start - Jan'Alai
08:00 pull Jan'Alai
02:00 Jan'Alai dead
Overall, we could probably shave a minute or two off of Akil'zon at the start, and we rested a little long on Nalorakk too, adding another minute in there. On Jan'Alai we had a quicker start than we are used to, but had a couple of deaths and 1 loose scout. So there's about 4 minutes to add on. Overall, a perfect run with our bestest geared folks would probably look like:
20:00 start - Akil'zon
12:00 Akil'zon dead (add 10 minutes)
22:00 start - Nalorakk
08:00 Nalorakk dead (add 15 minutes)
23:00 start - Jan'Alai
08:00 Jan'Alai dead
That would give us 8 minutes, which I believe 4 would be spent on trash at the most to kill Halazzi in time. WoWwiki shows a different timeline, posted here:
20:00 start - Akil'zon
15:30 pull Akil'zon
12:15 Akil'zon dead (add 10 minutes)
22:15 start - Nalorakk
14:30 pull Nalorakk
11:30 Nalorakk dead (add 15 minutes)
26:30 start - Jan'Alai
19:00 pull Jan'Alai
14:30 Jan'Alai dead (no bonus)
14:30 start - Halazzi
3:30 pull Halazzi
0:30 Halaazi dead (yay Bear Mount)
So, looks like the biggest differences are on Nalorakk & trash, where we should be able to shave off 5 minutes somehow, and another 7 minutes on Jan'Alai & trash. Apparently you then spend 11 minutes on Halazzi trash and have 3 minutes and 30 seconds to kill Halazzi. While it seems reasonable, I gotta believe there is a faster path than the one (or two) we have been taking. It just seems like a bloody long run, and a whole lot of pulls.
Personally, I'd just prefer to keep killing Zul'jin and Malacrass for a while
Copingsaw wrote:
Super K - The "Anti-Wipe"
I'd love to push for bear mounts (call me silly, but I want one!) but I'll be happy just crashing down the instance and nailing three timers for a while too.
Yeah we like to call that the Ewok celebration. Congratulations on the kill guys.
Do you guys kill all the Jan'alai eggs on one side of the room at a time? On the first hatcher, kill one, let the other open ALL the eggs on one side, aggro, AOE them down and go back to the boss, then just burn him down to 35% killing the hatchers and let Jan'ali pop all the remaining eggs himself. That helps shave off time a lot.
Unfortunately, if I slash my wrist with my lightsaber it cauterizes instantly. - PurEvil on emo Star Wars plots.
While the bear is cool, getting better gear will make pushing that last timer a whole lot easier. Last night some of our top geared players even got upgrades, which means higher dps or healing, or less damage/more threat for the tanks, all that equates to faster killing times.
I'm hoping that the extra practice we got yesterday will equate to more things dying Sunday, or more timers so we can pass on some of that gear onto people that haven't been in there as often. Lord knows I'll definitely be using my new trinket I got last night, which should mean less damage on me, and more threat too (yay parry rating!)
Copingsaw wrote:
Super K - The "Anti-Wipe"
Yeah, there was some definite references to the Ewoks. Still coolest ending to an instance I've ever seen.
On Jan'Alai, we let them pop as many as the tank can handle, killing one off, letting the other pop eggs. That used to be 4 - 5 waves, or around 15 at once. Last night, that ended up being a whole side. With one side down, we let both the hatchers go on the next wave (since they were guaranteed to go to the side having eggs left) and let them pop the whole side. With no eggs left, he was at 60%, we just burned him down from there. That way we don't have to deal with eggs and the soft enrage at the same time.
Copingsaw wrote:
Super K - The "Anti-Wipe"
Heck yeah, I'm working on researching gems now to start boosting my current gear higher, not to mention finding appropriate ones to get the most out of that shield and belt I picked up last night!
I still really need a new helm. I'll probably end up earning the battleground/honor one just before I finally have a helm upgrade drop.
With as often as I see stuff go unclaimed in ZA for anything but offspecs, it'll be great to get more people gearing up their mainspecs in the near future.
Who tanks dragonhawk, you or the OT?
If it's you, you might want to consider swapping. dragonhawk doesn't hit hard, and that frees you up to really AOE tank the birds.
Also, the soft enrage and all-egg-hatching are not linked -- soft enrage is at 5 mins and all egg hatching is at 30-ish%. [edit: this might be wrong info]
the advantage to just letting all eggs hatch at 30% is that they come out all at once instead of in waves, and you can pop avenging wrath and let the AOE tear them down in 5-6 seconds., then bubble out of debuffs and continue doing whatever it is you wanna do.
[edit] for typos.
Yeah this is why we let the boss pop the second group of eggs; He does it faster.
Unfortunately, if I slash my wrist with my lightsaber it cauterizes instantly. - PurEvil on emo Star Wars plots.
Letting the boss pop the second round sounds like it might do the trick. We had four us on egg duty (Pally, Mage, Lock and Healer). Putting the Mage and Lock on him after the first round should definately help speed things up.
Cyrana Mage 72 ~ Artesia Druid 70
Cyranna Shaman 62 ~ Acereri - DK 61 ~ Artasian - Priest 59 ~ Lenna - Rogue 60
I find irony in the fact that I STILL need the tanking boots from Nalorakk
~Every tank and their grandmother has them...
I tank the birds, the other tank gets Jan'Alai. But healing gets split seriously between those, as usually the other tank has difficulty making it alive past the enrage due to crushes - warriors and druids.
35% or 5minutes = soft enrage, whichever comes first. Typically, if you're not hitting 35% at the 5minute mark, you're going pretty slow (assuming everyone is alive) I've found not only with GWJ, but other guilds I've run with that waiting for the enrage for the rest of the eggs to pop usually ends up with a dead healer or two. The reason is because yeah, you can pop AW and consecrate to get the side on you, but the healers are usually spamming like nuts, and you'll almost always have some escape. Having the trickling effect in the earlier stages means that from 60% health on, or after two waves, it's unbelievably easy. Why would anyone want to make that fight harder with a bottleneck point?
This way, 1/2through, if dps goes down, pally tank does damage (and in AoE gear, should be about an extra 400+, not great, but awesome as far as tanks go), if a healer goes down, pally tank heals. The best thing about pally AoE gear (4-piece T4, 2.3/2.4 badge pieces), is that you have around 800+ spell damage, which makes a difference in both healing and damage. Plus, it makes it really difficult for birds to walk through consecrate and still have hatred for a healer.
Copingsaw wrote:
Super K - The "Anti-Wipe"
Zel has to be real careful with positioning on that boss; he jumps around like crazy when he moves, and back attacks are very, very lethal from that guy, even before enrage.
We might be able to condense the first set of tribesmen/axe throwers and the first set of bears. The tribesmen don't seem to hit that hard, although they've got that annoying knockback. Maybe instead of hibernate pulling, we should grab both bears and AOE all the mobs at once? Or is that too mana-inefficient?
sooth beast makes bears skippable! =)
[edit] for typos.
Oh, another thought I just had: I'm noting that I'm threat-capping the DPS with the Wildfury Greatstaff instead of Terestrian's Stranglestaff. The attack power is similar, but the Stranglestaff has +hit, and it seems to make a noticeable difference. Cope was overrunning us on Nalorakk, and that's never happened before.
I'm thinking to use the Stranglestaff on Nalorakk for better threat, and switch back to the Wildfury for Jan'Alai for better mitigation. (it has 500 armor, which translates to 2500 in bear form.)
I think I can also trade off a little stamina and dodge for substantially more threat, but I have to experiment with that a little.
Oooh, does it have enough range? cool!
the problem with soothe is that if there is a wipe, the chances of 1 person forgetting that those bears aren't dead is exactly 100%.
hey have you guys seen the melee dps ring from the third chest ever?
It is apparently a myth.
[edit] for typos.
Not yet.
"If Blizzard announces a subscription fee for Diablo III we will have to build a second Internet to make room for all the complaining." - muttonchop
I'm starting to think no one on our server has one.
[edit] for typos.
We've only hit the 3rd timer twice thus far. First was the Tanking ring, second was the healing ring. Here's hoping something new next time
Hilarity ensues?
That'll allow us to shave off the time it takes to deal with those buggers right there.
Good tip
Copingsaw wrote:
Super K - The "Anti-Wipe"
I saw one of the Trans rogues sporting one.
"If Blizzard announces a subscription fee for Diablo III we will have to build a second Internet to make room for all the complaining." - muttonchop
Picture of our Victory!
Cyrana Mage 72 ~ Artesia Druid 70
Cyranna Shaman 62 ~ Acereri - DK 61 ~ Artasian - Priest 59 ~ Lenna - Rogue 60
Sorry I missed that fun time...but above all...
Gratz folks
Unless you're running out of mana overhealing is the most worthless stat in the game. Underhealing is effectively known as "wiping".
so sayeth the Bear...
I do think a re-spec would be in order for the next shot at this in order to boost my personal DPS to levels that wouldn't make me cry...
I spent ALOT of time on at least 3 boss fights rezzing my pet in order to use B. Wrath and FI. Those 2 are very big damage boosts (3% damage boost for party alone with FI) and could easily overcome that buff with Survival.
Also found an interesting sidenote with my shot rotation and shot output. My auto and steady (BM hunter and +hit capped) were doing just about the same dmg (+/- 10 points regular and crit damage). A few upgrades I did get last night will change these numbers to the good and more +hit on upgrades means more AP and less +hit on the gems on my other gear.
The key to victory is to not suck as bad as the other side.