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Blatant rip from internet for now..
Siege Vehicles Basics
Before the fight even begins players will be split up into different siege vehicles. You will use these vehicles to defeat the dwarven army ahead of you and ultimately, Flame Leviathan. On heroic mode there are 4 of each vehicles and on normal mode there are 2 of each vehicles.
Siege Engine Driver - Attack buildings by ramming them, knock back mobs, and engage a speed boost
Siege Engine Passenger & Gunner - Shoots pyrite ammo out of the air, helps shoot targets on the ground
Demolisher Driver - Shoots fireballs and pyrite barrels
Demolisher Passenger & Gunner - Picks up pyrite ammo to reload the demolisher, may also load launch the passenger from the cannon
Chopper Driver - Drops inflammable oil slicks, may also pick up players to protect them from damage and death
All vehicle passengers may pick up explosive to throw at the dwarven armies.
Siege Vehicle Abilities
Salvaged Siege Engine
Health Points:
Driver x 1, Gunner x 1, Passengers x 2
Driver Abilities:
Ram (40 energy) - 5400-6600 damage with a knockback addition
Electroshock (38 energy) - Spell interrupt with a 4 second lockout period, 25 yard cone effect
Steam Rush (40 energy) - Charges very fast with a minor damage on impact
Gunners Abilities:
Anti-Air Rocket (10 energy) - Rapid fire long range (1000 yard) missile launcher
Cannon (20 energy) - Launches a cannon ball that does medium damage
Salvaged Demolisher
Health Points: 428,000
Driver x 1, Passengers x 2
Driver Abilities:
Hurl Boulder - 13,500-16,500 damage, ignites oil slicks dropped by choppers.
Hurl Pyrite Barrel - 27,000-30,000 damage, consumes 5 pyrite
Ram - 8550-9450 damage with a knockback addition
Throw Passenger - Launch a passenger who has loaded themselves into the catapult.
Passenger Abilities:
Cannon - Fire a cannon ball forward, explodes after traveling 50 yards dealing damage in a 10 yard area of effect radius.
Grab Crate - Pick up a crate with your hook, reloading the demolisher with liquid pyrite.
Increase Speed - Uses the liquid pyrite you’ve been picking up, increases movement speed by 100% for a 1 minute duration.
Load into Catapult - You get in the catapult and the drive may fire you as a projectile.
Salvaged Chopper
Health Points:
Driver x 1, Passenger x 1
Driver Abilities:
Sonic Horn (20 energy) - 3150-3850 damage in a 35 yard range frontal cone.
Tar - Lays down a pool of tar that slows enemies by 75% for a 45 second duration. This pool may be ignited by demolishers.
Speed Boost (50 energy) - increases the vehicle’s movement speed by 100% for 5 seconds.
Dwarf Army Mobs
Steelforge Defender:
Health Points: 8,316
Titanium Stormlord:
Health Points: 75,600
Melee hits are around 1,500 damage
Cyclone - Hits demolisher vehicles for approximately 3,000 nature damage
Ulduar Colossus:
Health Points: 315,000
Shockwave - casted ability, should be interrupted by siege engines
Buildings and Towers
Note that in order to complete this encounter on hard mode for achievements and additional loot you must leave up at least one tower. The more towers you leave up better quailty and increased amount of loot you’ll receive.
Tower of Nature (Freya’s Ward) - Deals 15,000 nature damage and summons guardians of nature
Tower of Frost (Hodir’s Fury) - Deals 15,000 frost damage, attacks entomb enemies in blocks of ice
Tower of Flames (Mimiron’s Inferno) - Deals 15,000 fire damage, leaving a fires behind
Tower of Storms (Thorim’s Hammer) - Deals 15,000 damage
Storm Beacon - Each beacon summons ads in a small radius.
Flame Leviathan Abilities
Flame Jets - Channeled cast, deals large radius area of effect damage, 2000 damage per second, cast lasts 10 seconds.
Battering Ram - Knock back on target that’s within melee range. Applies a debuff to the knock backed target increased damage taken by 100%.
Gathering Speed - Increases movement speed, 5% per stack up to 20 stacks.
Missile Barrage - All players and vehicles take 700 damage every few seconds.
Hard Mode Strategy
Raid groups attempting to defeat Flame Leviathan on hard mode will need to leave at least one tower up. These towers place a pillar of light on the ground (associated colors below) that deal their respective abilities. Note that these beams can be avoided.
Storm Tower (purple) - lightning balls come down from the sky
Flames Tower (red) - beam moves across the ground leaving fires behind
Frost Towers (blue) - freezes players and siege engines
Nature (green) - spawns adds that must be killed
Flame Leviathan Boss Strategy
As soon as you engage Flame Leviathan he will randomly target a siege engine vehicle. The driver of this vehicle must kite the boss. Initially it’s very easy to kite, but as time passes Flame Leviathan will begin to pickup speed, making it more difficult.
Every 30 seconds Flame Leviathan will target a new siege engine, which will be tasked with kiting (if a siege engine is not alive he will target a demolisher or chopper). This fight really comes down to the kite and each vehicle fulfilling its role successfully (as described below).
Siege Engine Role
While this kiting is going on other players in siege engines can be doing damage with ram and more importantly using electroshock to interrupt flame jets. However, be prepared to kite as the 30 second kite cycle comes to an end. The passengers of the siege engines should be shooting down pyrite ammo in the air. If there aren’t any pyrite ammo left they may DPS the boss.
Demolisher Role
Demolishers are the bulk of the damage output on this fight. Your demos should be attacking the boss with hurl boulder, hurl pyrite barrel, and launch passenger. In order to maximize damage it’s a good idea to save your hurl pyrite barrel for when the overload circuit has been activated.
Interlude on Catapult Passenger Launch
After your overload circuit wears off you’ll want to have your demolishers launch a single DPS class and a single healer to the back of Flame Leviathan. There are 4 turrets here, after killing a target a button will pop up. You will channel a cast on this button and upon completion Flame Leviathan will be stunned, increase the damage you deal to him by 50%, and reset his movement speed. These players will be knocked off Flame Leviathan and should be promptly picked up by a chopper and returned to a demolisher, in preparation for the upcoming launch.
Choppers Role
Chopper’s are tasked with dropping their flammable oil slicks on the ground in front on Flame Leviathan. This will slow him and deal additional damage if they catch fire. In addition, choppers should be picking up any players that are coming off the back of Flame Leviathan or players that have been launched and missed their targets.
Comments
@ Thu, 16/04/2009 - 13:00
The kiters have to kite for 30 secs, during this 30 sec period there will be 2 flame jets. the currnt target is marked with a purple coloured icon like hunters mark over their head.
Baalz
@ Thu, 16/04/2009 - 14:37
"Get to tha choppah!!" I want to do the chopper!!!!
Shynaski: "I'm very disapointed with paladins as well, mainly because of what DKs can do."

@ Thu, 16/04/2009 - 18:54
http://www.youtube.com/watch?v=UGAGPSYZpIU
@ Thu, 16/04/2009 - 18:54
http://www.youtube.com/watch?v=UGAGPSYZpIU
@ Tue, 21/04/2009 - 12:49
We need this tactic written up, any volunteers for the Vigi Guide?
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Fattest meatshield in WOW
"It's usually really easy to heal ako as he can take more hammer than a bag of nails"
@ Thu, 23/07/2009 - 19:17
For the hard mode FL a proven wining strategy is to based on proper and fast rotation of ppl on the turrets. For that to happen it is adviced to use only 2 ppl, but specific ones: Shadow Priest and Warlock. No healer. So only 2 ppl shot onto FL, as such setup can fast heal enough by themselves, while all others make sure the fight on the ground goes well, and stacking pyrite in particular.
To make sure rotation is fast enough, 2 Demolishers need to have 3 ppl in it: Driver + 2x Shadow Priest, and Driver + 2x Warlock. Those 2 Demolishers shoot 1 Warlocka and 1 SP asap when the fight starts. Those who are not shot make sure they stack pyrite all the time, so that Demolisher driver is able to keep stacks of barrels non stop on FL, not only during Shutdown, but during 100% of the fight. As soon as shootdown ends, or say 3 secs after it, new ppl load themselved to be shot asap, while those who just competed killing turrets are on their way back to Demolishers to start on pyrite stacking.
All 3 remaining Demolishers who have 1 Driver and 1 gunner only focus 100% of time on stacking pyrite and keeping barrels stack full during 100% of the fight duration.
If executed properly, fight done that way on Hard mode lasts 90 secs.
Always look at the bright side of WoW... didam, dida, didadidadidam...
@ Fri, 28/08/2009 - 00:25
A few tips regarding hard modes, of what I've currently gathered:
Flame Leviathan
Siege Engines and Demolishers:
- Try not to damage the Freya adds. That will most likely make you take aggro, and we want the choppers to get aggro and kite them through the flames. By ignoring the adds we also get higher dps on the boss.
The two assigned fully dpsing Demolishers:
- If you find a good rythm, and your cooperation with your passenger is good, and you're lucky with the pyrite drops (or if the gunners are good at shooting them down) you can keep 1-3 pyrites rolling all the time up until every shutdown. That way, your damage will increase substaintially, and you can also stack it up to 10 faster during shutdown.
- But how is this done?
Basically, you can see the timer on the pyrite. You press it once, then renew it once more just before it ends. That way you get the full dot out of it. Compared to spamming all 10 at once this will increase your overall dps dramatically. Just remember to have close to 10 when shutdown starts.
- Why don't you start stacking after the shutdown has started?
Because when you reach to 8-10 stacks, the phase will already be over, and the 10 stacks will keep ticking after shutdown, losing out on that 50% extra damage on it.
- Why don't you want to have 10 at or just before the shutdown then?
Because then it will tick out before the shutdown ends instead, and that way losing out on damage.
Also, pyrite does quite high initial damage aswell, so if you can fit in the last 2-3 pyrites when the shutdown has started (from 7 to 10 or so), you will not only get the extra damage from that, but it will end almost exactly when shutdown ends, for what I experienced. You can't maximize it any better than that, if you don't have your passenger of course who can renew it during if he's lucky and is close to a pyrite barrel.
If this is done in a good way, the 2 assigned Demolishers can have 5-8 stacks of pyrites rolling at the same time, even before shutdown starts, and then the last few ones when it actually applies.
By this I mean using the first pyrite when the fight starts, then the second one before first ends, and so on, and start applying it even faster when you notice turrets going down quickly.
I know all of this info for such a small issue can be hard to grasp or understand, but it will help alot if mastered.
Throw-assigned Demolishers
- For the Demolishers that are shooting up their passengers, you can actually switch positions to fill up your pyrite. I didn't know how to do this before, but it's actually almost mandatory, because it will increase your dps by a load. Basically just refill it to full after a shutdown, and then switch back, and use it up for the next shutdown (start stacking before of course) - rinse and repeat.
Choppers
- Of course look around for the people that killed turrets asap. If you can get them during the shutdown that's good, because when it's over, those people are exposed to any of Leviathans damage since he's on and going again. We lose a bit of your damage during shutdown, which isn't good anyway, but we might save a life. Can't battle res in this fight so any death is a huge loss, if it's early in the fight.
Siege Engines
- HAVE to interrupt the flame vents as soon as possible. It can't be stressed enough. I heard it can fail or miss sometimes, but all 5 SE's should use it, so it should be failsafe. Gunners shoot down pyrites for the demolishers whenever you can otherwise nuke the boss.