Archimonde

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Scypher's picture

@ Sat, 29/03/2008 - 10:25

I know it is a lot of text, and not much looking around, as we all love to look at pictures more than reading! However it is really important to have read all this, understanding his abilities and what effect it can have on the raid is one of the key factors of this fight. It all comes down to survivability, and for this you need knowledge on what can happen and what should not happen.


Archimonde


HP - 4,600,000
Melee Strength - 7,000 on plate. He can not land a Crushing Blow.

This would suggest a Druid tank is favored, but due to Fear it is not, a Warrior Tank can stance dance (which is needed) a Bear Tank can't.

Doomfire
Roughly every 30 seconds, Archimonde will call down a huge trail of fire. Each section of the trail of fire lasts about 27 seconds before it disappears. It 2-3 yards wide, and spawns in one spot and then gets longer and longer as its "head" moves around.

If you step in the fire, you take 2400 damage every second, and you get a non-dispellable DoT called Doomfire that does 2250 fire damage to you every 3 seconds, decreasing by 150 damage each tick until it reached 0, for a total of 20400 damage over 45 seconds.

Soul Charge
Whenever a person dies (pet deaths don't trigger it), his "soul" flies to Archimonde. When it reaches Archimonde, he gains a Shadow Orb. Once he gains a Soul Charge, he will usually use it on the raid after about 5-10 seconds (though it is not fixed, and could be instant or after a long pause).

There are 3 different charges depending on which class died. They are as follows:

  • Purple(Red) Soul Charge (Priest, Paladin, Warlock)
    Deals 4500 fire damage to everyone in a 200 yard radius, as well as silencing them for 4 seconds.
  • Orange(Yellow) Soul Charge (Warrior, Rogue, Mage)
    Increases all damage taken by everyone in the raid by 50% and deals 4500 physical damage (decreased by armour) to everyone in a 200 yard radius.
  • Green Soul Charge (Druid, Shaman, Hunter)
    Deals 4500 nature damage over 8 seconds (1125 every 2 seconds), in addition to draining 2250 mana from everyone in a 200 yard radius.

There is no limit to the number of Soul Charges Archimonde can have, so it is very easy for one death to trigger a Soul Charge which kills a few more players, resulting in a cascade of deaths and Soul Charges.

Grip of the Legion
Used randomly, and very often (if not constantly), it places a curse on a random target, dealing 2500 shadow damage every 3 seconds for 5 minutes (250,000 total). He won't cast this on somebody who has just been Air Bursted.

Air Burst
Inflicts 1500 nature damage to everyone in 13 yards around the targeted player (including the player themselves), tossing them high up and back into the air (over 100 yards away from Archimonde), after which they will simply fall down. Will not be used on the player at the top of Archimonde's aggro list.

Fear
Cast regularly at 40 second intervals. Fears everybody in a 200 yard radius for about 6-8 seconds.

Finger of Death
The description of this ability, straight from the WoW spell descriptions, states, "Strikes an enemy with the finger of death, inflicting 20000 shadow damage upon them, their children, and their children's children."

He uses it when there's nobody in his melee range, but never during the pull. Basically it's a wipe ability he uses just to kill you off faster after your tank dies.

How to deal with each ability

Doomfire
Archimonde often has two Doomfires active at once. They sometimes follow a player, then suddenly run in a completely random direction, then follow a player again. Thus, the best thing you can do is watch out and run if it goes for you. What is important to remember is what Anaro has made clear quite nicely right here (thanks dude!): http://vigilantes.zind.net/forum/archimonde-brainstorming

REMINDER: It is better to run away from Archimonde while being chased then side-stepping, as side-stepping makes it more unpredictable!

This debuff can be removed with immunities like Cloak of Shadows, Iceblock and Divine Shield, other then that it just needs to be healed through. However people actually should not get hit by Doomfire whatsoever!

Grip of the Legion
Eventhough the damage is significant it is quite easy to deal with this ability, it is however important that Mages and Druids are on their toes with decursing here! Throughout the raid we want a maximised spread of the decursers so we can reach each and every person in the raid. So decursers: decurse > all!

Soulcharge
One Soulcharge is one to many, so any death is bad! Try and stay alive, that's what this fight is all about, survival.

  • Purple(Red) Soul Charge (Priest, Paladin, Warlock)
    4,500 damage done and a 4s Silence usually means a dead MT, which results in a certain wipe. Of course you can try to recover from this, basically by healing the raid back up after the Silence is gone.
  • Orange(Yellow) Soul Charge (Warrior, Rogue, Mage)
    4,500 damage done and 50% extra damage on everyone in the raid, the initial blow is not that bad, we can probably heal ourselves through. 50% extra damage done is painful and will most likely result in a wipe.
  • Green Soul Charge (Druid, Shaman, Hunter)
    4,500 damage over 8 seconds, this can and should be healed through. The aditional mana drain of 2250 mana is not that shocking, however if you're already low on mana (coming to the end of the fight) this can be a killer. This is probably the least painful Soulcharge, however we prefer none at all!

Air Burst
Air Burst has a 6 second cooldown, meaning it can be used every 6 seconds, but it can also be used after 20 seconds or even a minute. It can only be cast on a person in 60 yards of Archimonde so it cannot be cast twice on the same group of Air Bursted players.
An Air-Burst tank does not lose aggro, but your tank should not be hit by Air Burst if everyone positions correctly. This is really important as the tank will most likely get out of range of the healers and die in the air, resulting in a wipe.

In order not to die from this ability, you need to use the Tears of the Goddess, which you can get from Tyrande Whisperwind at the entrance to the night elf camp. The Tears of the Goddess is an item in your inventory that when used (by clicking on it), slows your fall (like Slow Fall or Levitate) for 2 seconds, after which you resume your normal fall speed. It has a 10 second cooldown.
In order not to die from the fall damage, you must use it when you're almost at the ground. If you lag, use it even earlier; it's better to use it early and take 2000-3000 fall damage than not be able to use it at all and die.

Tears of the Goddess [1]
Use: Briefly slows falling speed.

Fear
There is a very high chance your MT will die in the time you are feared, so you must pick pairs of about 2 healers a time who will trinket/ability out of the Fear and heal the MT at all cost! As Fearward is kind of wasted on the MT, as he/she will be stance dancing anyway, Fearward can be used on healers whenever it is up.

When you are running towards the Doomfire while feared, you must get out of the Fear or the Doomfire has a very high chance of killing you while feared. There is no room for healing you back up from the Doomfire ability, specially not while learning the encounter.

Will of the Forsaken, PvP Trinkets, Divine Shield, Ice Block, Cloak of Shadows (while it's cast), Fear Ward, Tremor Totem, all can be used to avoid this ability.

Finger of Death
As said before it is a wipe-ability so there's nothing else to do here and die Eye-wink

"If confusion is the first step to knowledge, I must be a genius!"

Scypher's picture

@ Sat, 29/03/2008 - 16:42


Requirements

  • 1 Warrior Tank
    8 Healers
    16 DPS
  • 4-5 decursers (more is always good)
  • Tears of the Goddess [1]
  • For training purposes we want 10,000 HP raid-buffed, after we have mastered the fight rules might not be as strict. Although you might nerf yourself a bit, the bosses we will be facing in BT will only get tougher and it is imperative we survive any unlucky blows or damage spikes. Get working on it!
  • Full concentration! One tiny mistake of one simple raider can cause the entire raid to wipe. Stay focussed, do your thing and most importantly, stay alive! This fight is very, very, very unforgiving!


Positioning

  • Click here here for a movie from a Rogue's P.O.V.
    Gives an overview of a melee DPS really well - All raiders should watch this!
  • Click here here for a movie from a Warlock's P.O.V.
    Gives an overview of a ranged DPS really well - All raiders should watch this!

Eventhough positioning is quite flexible, just as on Kaz'Rogal, there are some things to consider when positioning the raid and the boss.

  • Stay away from the MT, this is specially important for people within Archimonde's hitbox. We don't want the MT to get Air Burst due to stupidity
  • Melee should split in two groups, around the left and right leg basically (see Rogue P.O.V. movie)
  • We want to have 1 MT healer in the melee group and 1 dispeller (preferably a Druid) in the melee group, it is important that all people that are standing within Archimonde's hitbox have a counter-fear ability availble (e.g. a Tremor Totem or a permanent Fearward)
  • Stay spread out (13y preferably due to Air Burst)
  • Make sure to have decursers in range of everyone to remove Grip of the Legion as soon as possible
  • Make sure to have healers in range of everyone
  • Form a star between the 3 ranged groups and stick to your sides, we do this to create a more "controlled" way of dealing with the Doomfire-trails, because when needed an entire group can run away and thus effectively kiting the Doomfire away from Archimonde


The Fight


We start the fight by having our MT run in and grab aggro on Archimonde, it is important for healers to have some heals ready for the initial damage before they can really position themselves.
All ranged DPS can start moving to there respective point-position while the melee DPS (and people in melee range) wait a bit until Archimonde is in his final position. Ranged DPS and their healers should try and spread out a bit within their respective areas, melee DPS should spread out as much as they can as well (preferably in two groups) and next to that they are not allowed anywhere near the MT (this goes for anyone else in the raid as well).
Our dedicated MT healers will be positioned rougly in the line of the star-formation but generally a bit closer than the actual ranged DPS group. Whenever there is a Warlock in the MT group the Warlock needs to stand rougly at one of the MT healers to make sure maximised use of the Imp (which will only get out of range whenever the Warlock in question has to run from Doomfire or is Air Bursted).

All this is done within a few moments of starting the fight, so know where you have to be and find a nice spot. Doomfire, Grip of the Legion and Air Burst start right away so there is no time for slacking, wether that is Tanking, DPS or Healing.

Every so often he will cast a Doomfire roughly 20y outside the center of his hitbox, a flame patch will appear and will initally start moving outwards, most likely towards one of the DPS groups or an MT healer. For ranged DPS it is imperative to run away from Archimonde and not sidestep, this will keep the Doomfire following you and not switching targets (hopefully, as it is still random at times). MT healers are allowed to side-step, just make sure you are far enough away from the fire not to get feared into it.
This also goes for the ranged DPS when they return to their position, don't stand next to the Doomfire, create enough distance between yourself and the Doomfire! Remember that if you reposition try and stick with your dedicated Decurser and Healer, getting out of range of either of these can be catastrophic.

Grip of the Legion will be cast pretty much all the time and should be decursed as soon as possible, this is why it is very important to be in range of a Decurser, if it is not possible to stick with your own Decurser walk to another one. There is nothing any class can do about this ability, so Decursers should really really be on their toes here.

Positioning and tactic wise there is not much else to this fight than dealing with the other abilities, which all come down to survival. The only important one left is Air Burst, all in all it's fairly simple not to die from this ability so basically anyone who does is a complete retard or has "lag", obviously (read this with a big *wink*). Anyway, if you don't feel confident about using the Tears of the Goddess [1] go have som practice at the hill near Tyrande. If we (as in Raid Leaders, Officers, Role Leaders and anyone involved with strategies) do not feel you are capable of doing this properly you will be sent back to bootcamp and otherwise rotated until you can deal with it.
This all sounds harsh and it might be, but this fight is just so unforgiving in little mistakes we can't afford to take people with us that just consistently fuck up, so work on it if needed!

The other ability we haven't discussed in detail but has been mentioned is Fear, generally it's not that hard to deal with except for a few points.
The MT will be stance-dancing to allow Fear to hit him without consequences. MT healers (together with possible ranged DPS healers) will have a rotation of 1-2 healers using their trinket/ability so we always have healers on the MT.
The melee DPS and anyone in melee range will need to have some form of anti-fear on them, wether that is in the form of a Tremor Totem or a permanent Fearward.
All ranged DPS and healers should only use their trinket when they are almost running into the Doomfire, however if all raiders have done what they should there is a big chance you won't ever get feared into Doomfire, making the Fear ability generally harmless.

There is only one thing left to say: stay alive! Seriously, it sounds so simple and obvious, but in this fight it is really really really important. Ranged DPS, don't try and get that 1 cast off if it kills you, just don't! Melee DPS, do all you can do for max DPS, but don't die because of it. Healers should do their normal things, but next to that stay alive, healing is one of the most important factors when trying to stay alive (duh!).

"If confusion is the first step to knowledge, I must be a genius!"

Stellvia's picture

@ Sat, 15/03/2008 - 14:31

10k HP is needed for just about every encounter now

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Scypher's picture

@ Sat, 15/03/2008 - 17:34

The rest will soon hopefully, no idea if I have time before tomorrows raid, although everything that is in here right now is good to know so go read it. Next to that I advise the Bosskillers guide as it gives a rough idea on whats going on during a fight.

Also watch the movies guys!

"If confusion is the first step to knowledge, I must be a genius!"

akolen's picture

@ Sat, 15/03/2008 - 22:19

Possible tips that will be implemented into the guide :

1) <3 shammys tremor totems for fear, having 3 may well boost raid learning speed
2) Stacking shamans and resto druids makes it 10x easier. Raid wide tremor. Decurse/Heal coverage for everyone + Hots for your MT while feared.
3) Hugging (to some extant) around a decurser so can be done during airburst
4) The goal of any raid leader should be to get your raid to understand how bad Doomfire is.
5) The goal of all non-melee dps classes is to just not be a liability.
6) Purification Potions save lives

stay tuned more to come Smiling

--------------------------------------------------------

Fattest meatshield in WOW

"It's usually really easy to heal ako as he can take more hammer than a bag of nails"

Scypher's picture

@ Sat, 15/03/2008 - 23:53

I also suggest a training session on using the Tears of the Goddess [1] - there's plenty of hills where you WILL die if you don't use it correctly.

"If confusion is the first step to knowledge, I must be a genius!"

Scypher's picture

@ Sun, 23/03/2008 - 18:23

Havent had much time on working on this, but I also want to wait and see how it is going this week to see if there are major changes coming up (spreading, 3-4 point strategy etcetera).

"If confusion is the first step to knowledge, I must be a genius!"

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