Wednesday, July 16, 2008

I'm surrounded by retards!




Ok, not really, but sometimes raiding can make you feel that way. Archimonde is the ultimate personal responsibility fight, or as some like to call him, the retard check. He is pretty simple to understand, but is unforgiving of any mistakes. Here is a quick rundown.


Tanking: He hits for 6-7k on plate. Nothing too bad that 3 good healers cannot handle. He does not crushing blow, so a druid tank may actually be a better choice assuming you have enough Fear Wards for him.


AOE Fears: He does a AOE fear that lasts about 8 seconds, which is a long time to be feared. The tank must be fear warded or stance dance this, and you need to make sure you have a couple healers out of it to heal. Due to the fears, everyone in the raid needs to have a 2 minute PVP trinket. You then can rotate out pairs of healers that will trinket during each fear. If a DPS finds themselves running towards a doomfire, that is when they need to trinket out. Also, tremor totems are incredibly useful for the fears.


Grip of the Legion: A curse DoT that does 2500 damage every 3 seconds. Must be immediatly removed.


Air Burst: He will target a person and send them and everyone within 13 yards flying up into the air and away from him. Before the fight begins, you need to aquire the tears of the goddess from Tyrnade Whisperwind at the nightelf camp. The tears will slow your fall for 1 second. So the way to use them is to wait until you are about 2/3rds of the way down and then hit the tears. You need to have the tears on your bar and hotkeyed. It is always better to be safe and use it a little bit early instead of crater and die, thus wiping the raid.


Doomfire: By far the most dangerous ability, he will send trails of fire that actively chase people. As with almost every raid in WoW, do not stand in the fire!! If you get caught by it, you will also get a DoT on yourself that cannot be removed. Too many DoTed people will strain the healing.


Soul Charges: Here is why the fight is a retard check. If anyone dies, Archimonde gets a Soul Charge. This ability does really nasty things to the raids depending on the class that died, and is almost always a wipe. It usually results in one person dying, thus causing another soul charge, and setting off a quick chain reaction wipe. The goal of the entire fight is not to allow anyone to die!


This fight is frustrating, because it demands perfection. You can be doing great and are steadily bringing him down, but then one person misses their tear on an airburst and you are wiped. It makes players that do not make many mistakes very annoyed when the same people keep having problems over and over in dealing with air bursts and not standing in fire. We got him to 52% on our first night of attempts, which was very good for a learning night. I hope to get him down in the next few weeks so I can blow all of my DKP on my T6 helm. :)

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