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Wind Lord Mel'jarak

33 replies to this topic Started by Damien, Oct 29 2012 10:57 PM comments wind lord meljarak

Posted 29 October 2012 - 10:57 PM

#1
Damien
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This thread is for comments about our Wind Lord Mel'jarak encounter guide.

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Posted 01 November 2012 - 10:08 AM

#2
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Actually if Im not wrong, than if you leave 3 trappers unchecked, than you will never run out of players who can break the trap. After 115 sec first 3 players are able to "untrap" again, the next 3 is 35 sec later and so on. So in worst case you will have ~12 players with the debuff (if you break traps asap, if not, the number can rise slowly, but should never go over 18)

Posted 02 November 2012 - 12:45 AM

#3
Vlad
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Actually if Im not wrong, than if you leave 3 trappers unchecked, than you will never run out of players who can break the trap. After 115 sec first 3 players are able to "untrap" again, the next 3 is 35 sec later and so on. So in worst case you will have ~12 players with the debuff (if you break traps asap, if not, the number can rise slowly, but should never go over 18)


Sorry, missed this comment. Will look into it.

I'd like to mention a few things regarding 10-man, that might be helpful to any guilds attempting this/wiping on it. I'll update the guide to include most or all of them tomorrow.

Firstly, it's entirely possible to AoE tank the non-crowd-controlled adds, even on a single tank (though the damage might be a bit high). This gives the tank a ridiculous amount of Vengeance/DPS/HPS, which helps a lot. It also allows you to get several types off adds low on health at once, which is another added bonus.

In 10-man, 1 interrupter per Mender is enough to prevent them from ever healing.

One combination that I can confirm as working is to crowd-control 1 Blademaster, 2 Menders, 1 Trapper, kill the Menders, crowd-control 1 Blademaster and 1 Trapper, kill the Blademasters and then kill the Trappers.

Posted 05 November 2012 - 04:16 AM

#4
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For 10-man, you pretty much have to crowd control at least one add of each type, and then whether you crowd control a second mender or trapper depends on how many interrupters you have and if dps is an issue. Trappers will cause a lot of lost dps with Resin and Amber, but if even one heal gets through it's usually a wipe and you might need two mass dispels to handle two menders effectively. I would also strongly recommend taking down all 9 adds at the same time. This avoids the confusion regarding recrowdcontrolling when it breaks, and also let's you go straight from 6 AoE targets to single target double damage.

Posted 05 November 2012 - 12:27 PM

#5
Vlad
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For 10-man, you pretty much have to crowd control at least one add of each type, and then whether you crowd control a second mender or trapper depends on how many interrupters you have and if dps is an issue. Trappers will cause a lot of lost dps with Resin and Amber, but if even one heal gets through it's usually a wipe and you might need two mass dispels to handle two menders effectively.

I would also strongly recommend taking down all 9 adds at the same time. This avoids the confusion regarding recrowdcontrolling when it breaks, and also let's you go straight from 6 AoE targets to single target double damage.


Thanks for your post! Hopefully it will serve as useful for when other people are attempting the fight, and I'll see what of it I can incorporate into the guide :)

Posted 05 November 2012 - 04:58 PM

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I'd like to note that for 10 man, unless your dps are all pulling 150k+, you're most likely going to have to use only one tank in order to kill the boss before he hits enrage.

Posted 05 November 2012 - 08:45 PM

#7
Vlad
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I'd like to note that for 10 man, unless your dps are all pulling 150k+, you're most likely going to have to use only one tank in order to kill the boss before he hits enrage.


What exactly is the enrage timer? Thanks :)

Posted 05 November 2012 - 11:08 PM

#8
Morgh
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We wiped to enrage twice today - 8:11 and 8:18 - he starts to cast a greatly buffed Rain of Blades

Posted 05 November 2012 - 11:30 PM

#9
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Running down the stairs will reset the fight, which is quite nice if something bad happens (The distance from the entrance to this boss is quite large). We had a little trouble with the melees getting hit by the "boomerang" ability, since the hit radius is much larger than you would think. We got him to 10% after around 8 minutes, and got killed by the enraged Rain of Blades.

Posted 06 November 2012 - 12:59 AM

#10
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Note this is for 25man: We found it advantageous to cc 1blademaster, 1 trapper and 2 menders. Then tank the rest of the adds and boss on top of each other while popping heroism, I think our tanks were doing ~300k dps. We also *think* that the engineering Frag Belt (or Frag Bomb) counts as a cc, and as such breaks the other 4 adds out as well if used. The enrage is rather tight if you're not fast about getting players out of traps or letting the menders heal. Healing is quite intense during Rain of Blades in the last phase as well, but proper cd usage smooths it out.

Posted 06 November 2012 - 10:29 AM

#11
Vlad
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Thank you :)

Posted 06 November 2012 - 12:04 PM

#12
Jimble
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I'd like to note that for 10 man, unless your dps are all pulling 150k+, you're most likely going to have to use only one tank in order to kill the boss before he hits enrage.

We killed him yesterday with 120k avg dps.
http://www.worldoflo.../?s=6806&e=7270
Solo-tanking however might still be the better option.

I can confirm that the enrage timer is 8 minutes.

Edited by Jimble, 06 November 2012 - 12:07 PM.

Posted 06 November 2012 - 01:53 PM

#13
Vlad
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We killed him yesterday with 120k avg dps.
http://www.worldoflo.../?s=6806&e=7270
Solo-tanking however might still be the better option.

I can confirm that the enrage timer is 8 minutes.


Thank you very much, sir.

Posted 07 November 2012 - 08:07 AM

#14
Krazyito
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Just started this boss. My Guild leader has us trying (CC targets) 1 Heal 1 Blade 2 Amber -> Kill Blade -> 2 Amber -> Kill Heals. IMO unless the healers and blade masters die at pretty much the same time, its not very advantageous to have 3 healers running around. We are a 25 man, so we have plenty of melee interrupts, but I don't see the benefit of killing the Healers first. How do people so it with CCing 2 Healers and killing the healers first? I would think you would lose out on a lot of AoE DPS because you are trying to single target the Healer more then AoEing the rest of the mobs (including the boss)

Posted 07 November 2012 - 11:33 AM

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Dont you think health values in the guide are lower than what actually on live ? ..

Posted 07 November 2012 - 01:43 PM

#16
Vlad
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Dont you think health values in the guide are lower than what actually on live ? ..


You are right! We're updating them now, should be up shortly :)

Posted 08 November 2012 - 02:29 PM

#17
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As per http://us.battle.net...en/blog/7207170, the 10-man version has had its HP lowered to make the enrage timer more forgiving. Even so, it's probably preferable to 1-tank it since tank damage isn't that high.

Posted 11 November 2012 - 11:45 PM

#18
MichaelTheys
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I have been doing this fight and i can confirm that for a mage ice block does remove the amber prison aswell as blink does. So due this i think it should work if paladins use the bubble aswell

Posted 12 November 2012 - 05:27 AM

#19
Auracle
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Hey folks, Figured I'd chime in with some tidbits. We started trying 2-tank 2 heal with the tanks doing a combined ~ 260kdps on phase 1, but due to issues with rain of blades on P2 (we dont have a lot of good raid CDs with our comp) we changed to 3-heal 1 tank. The solo tank ended up doing ~220k dps himself on p1, and the healers were able to make up the difference in DPS amongst themselves since phase 1 is comparatively very easy with 3 healers (we found). Bottom line, the 3-heal 1 tank strat seems VERY doable and greatly reduced the RNG of Rain of Blades deaths for us on phase 2, which really seemed to be the only hard part of the fight. Aside from that we CC'd 1 mender, 1 Blademaster and 2 Amber Trappers, stacked all active mobs on the tank and killed the healers and warriors at the same time, mopping up the 3 trappers after. Regarding Amber Prism breaking: Warlock - Unbound Will (talent) Mage - IB, Blink Humans - Racial Paladins - Divine Shield, Hand of Protection That's all I've confirmed so far. Gluck out there!

Edited by Auracle, 12 November 2012 - 05:28 AM.

Posted 15 November 2012 - 06:53 PM

#20
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Life-grip will allow you to break players out without gaining the debuff. If you already have the debuff, life-grip won't work. This is really nice if you have a healing priest/druid combo because the druid and priest can both get 2 breakouts each before recieving the debuff.

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