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Old 05-06-2009, 11:33 AM   #1516 (permalink)
Brikker
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Think my group got server first (or tied for it) last night for 10 man Hodir hard mode.

3 minutes is a much better limit, imo.
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Old 05-06-2009, 11:36 AM   #1517 (permalink)
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We downed him last night too. 3 mins wasn't terrifically difficult but it was definately more on par with other hard modes.
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Old 05-06-2009, 11:37 AM   #1518 (permalink)
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Quote:
Originally Posted by Brikker View Post
Think my group got server first (or tied for it) last night for 10 man Hodir hard mode.

3 minutes is a much better limit, imo.
2 minutes was fine. It was clearable with wit a 1T,1H,8DPS setup. Given offspecs and the fact hard modes shouldn't be doable by every possible setup this was fine. Especially given dualspec. I think my group did it in 1:50 pre-change.

3 minutes is waaaay too long in 10man. They should have just reverted it to how it was initially which I believe was 2:30?

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Old 05-06-2009, 11:40 AM   #1519 (permalink)
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Even at 2:30 which is very doable it's still tougher than other Keepers.
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Old 05-06-2009, 11:49 AM   #1520 (permalink)
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Quote:
Originally Posted by Brikker View Post
Think my group got server first (or tied for it) last night for 10 man Hodir hard mode.

3 minutes is a much better limit, imo.
Speaking for 25 man, 3 minutes is pretty easy, but where it needs to be if they want it beatable now, at least reliably.

2:30 would have been a far more difficult time, maybe too hard.

2:45, however, would probably have been a pretty sweet spot.

We beat it in like 2:55 (in 25 man) and it wasn't 100% perfect. It took us about 6 times of having no one getting frozen or fucking up to get him down. We had a couple that would have only been a few seconds off and one that would have been an easy kill, but the last Flash Freeze didn't have a pile in melee range.

At least the 3 minute time doesn't require any raid stacking, aside from bringing only 5 healers, which with dual speccing isn't much of a big deal. I think we sat one regular healer and brought in a DPS, the other healer swapped specs to DPS, so we only had to sit one person who wouldn't be in our "standard" raid setup.

And as an aside, doing something hard mode should have a higher drop rate for a Shard.
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Old 05-06-2009, 12:29 PM   #1521 (permalink)
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Quote:
Originally Posted by Vinen View Post
2 minutes was fine. It was clearable with wit a 1T,1H,8DPS setup. Given offspecs and the fact hard modes shouldn't be doable by every possible setup this was fine. Especially given dualspec. I think my group did it in 1:50 pre-change.

3 minutes is waaaay too long in 10man. They should have just reverted it to how it was initially which I believe was 2:30?
2 minutes however was utterly impossible in 25-man, and they seem to want the achievements to be the same across both versions.
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Old 05-06-2009, 01:20 PM   #1522 (permalink)
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They could easily fix that by modifying hodir's HP. In either version.
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Old 05-06-2009, 01:44 PM   #1523 (permalink)
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really.. 1 healer for hodir? I must run with some handicaps because we had 3 healers struggling to keep us up through hodir :\ and nowhere near a 2 minute timer.

mind you my tank never bothered with repositioning hodir for dps boosts on lights and shit.
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Old 05-06-2009, 02:18 PM   #1524 (permalink)
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really.. 1 healer for hodir? I must run with some handicaps because we had 3 healers struggling to keep us up through hodir :\ and nowhere near a 2 minute timer.

mind you my tank never bothered with repositioning hodir for dps boosts on lights and shit.
Ok, I lied.

2 Healers... considering our Ret healed about as much as the Holy Paladin... I have NFI how the class works but jesus christ can they heal melee well.

Keep in mind when you are running for the 2 minute timer (well 3 now... so not as much) the raid isn't taking a terribly large amount of damage. You only have to survive through two Frozen Blow phases... I think he should die in the second one... but I don't remember.

Retribution healing just needs to be nerfed.
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Old 05-06-2009, 02:21 PM   #1525 (permalink)
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Judgement of Light with a lot of AP = 1k heals per swing.
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Old 05-06-2009, 02:26 PM   #1526 (permalink)
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Haha, someone posted on the Blizzard forums complaining about the terrible loot of Algolon. Specifically that awful hit spell dagger. The blue response was "Don't worry, we've moved several of algolon's weapons to hard mode bosses to make them easier to get!"

So much failure right now its unbelievable.

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Old 05-06-2009, 02:38 PM   #1527 (permalink)
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I haven't quite figured out why Ulduar loot seems to be drowning in Hit.

Having said that, that dagger has 587 spell power so it's still pretty damn good.
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Old 05-06-2009, 03:03 PM   #1528 (permalink)
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Ok, I lied.

2 Healers... considering our Ret healed about as much as the Holy Paladin... I have NFI how the class works but jesus christ can they heal melee well.

Keep in mind when you are running for the 2 minute timer (well 3 now... so not as much) the raid isn't taking a terribly large amount of damage. You only have to survive through two Frozen Blow phases... I think he should die in the second one... but I don't remember.

Retribution healing just needs to be nerfed.
Our holy priest healed it for us when we did it on 10 man when it was 2 minutes, I was supposed to do it but he did not have a dps spec or gear so he did it. If any of your healers are having a hard time solo healing hodir then yes you are running with bad healers.

Alternatively you could be running with some really stupid dps as well that cant avoid the rocks falling from the sky and standing still while not near a fire taking insane amounts of damage.

Last edited by BurnemWizfyre; 05-06-2009 at 03:09 PM..
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Old 05-06-2009, 03:08 PM   #1529 (permalink)
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Yeah Ret healing is pretty crazy. My raiding spec is interchangeable with PVP so I started using the Divine Storm glyph instead of Exorcism (since it doesnt work in PVP) On fights where Div Storm can hit hit 4 targets I can average 2000hps which is huge for not changing my damage rotation at all.

I really want the Divine Storm Libram off of Razorscale then i might try to adjust the spec a little more to get some more healing out of it.
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Old 05-06-2009, 03:16 PM   #1530 (permalink)
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Quote:
Originally Posted by The Ancient
I haven't quite figured out why Ulduar loot seems to be drowning in Hit.
They're going to up the hit-caps to EQ levels.

Paladins and Deathknights will have a 60% base chance to hit.

They will add Fizzles and let Spirit give -% to Fizzle Rate in order to make Mages want to use the Spirit that they keep putting on Caster gear.
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