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Crusader's Coliseum - Gladiatorial Combat Without the Annoyance of Arenas


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#21 Chicken

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Posted 06 August 2009 - 09:58 AM

Blood Elf: Mage, spams Fireball, will sometimes use Polymorph.
Undead: Rogue, uses Deadly Poison and drops poison clouds.
Troll: Hunter, haven't really seen him use any abilities. Has no pet.
Orc: Warrior, uses Mortal Strike and Whirlwind.
Tauren: Shaman, has been seen using Chain Lightning and a spell called Hex of Mending (effect unknown, we interrupted it).

For the Horde, the same classes are used, though obviously linked to different races.

Gnome: Mage
Dwarf: Rogue
Night Elf: Hunter
Human: Warrior
Draenei: Shaman

Same abilities as well.

#22 kattbussen

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Posted 06 August 2009 - 11:06 AM

We had an entertaining bug in P1 - we defeated all three of the Champions, got the chest and the Mage got up again and started Fireballing people. She reset to the Jousting effort, where she'd drop and then try to mount up on the wolves that were nearby. It stuns if you're not mounted yourself. We killed her a few times and then reset it by getting out of the instance and entering again.


We encountered this bug yesterday as well. We thought that maybe he would give up if he did not have any horses to mount so we kept on killing him even when he mounted. Turns out he just keeps fireballing / blastwaving away when he has no horses.

It was on normal and he was not to much of a hassle, so we went ahead and started the second encounter to see if he would reset after we bested that one. He does not reset even if you keep him all the way to the black knight. It was pretty amusing though.

#23 Moof

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Posted 06 August 2009 - 12:08 PM

You can also zone back in during heroic mode as well. Not that I have any personal experience with having to do so, of course.


If this is true on heroic I will assume it works as well:

After the mounted combat session we found it easier to just run out the door and wait for the 3 faction mobs to reset, rather than attempting to pick them all up. It also allows a bit of time before you pull to mark them up. This was true on normal at least, so it should apply to heroic.

#24 Talgog

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Posted 06 August 2009 - 12:16 PM

The P1-P2 transition is much, much too messy. At the moment it's frankly time effective to joust naked (since the horses don't scale), run out or deliberately wipe on the transition and run back to start on P2 rather than try to organize joust kills so the tank can pick them up.

#25 Ugly

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Posted 06 August 2009 - 12:32 PM

Radiance is either 4 or 5 seconds of blind, with a 6k damage component.


You can completely avoid radiance by turning your back to him when the spell is cast.

#26 thedopefishlives

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Posted 06 August 2009 - 12:49 PM

There seemed to be a bit of a pause between being dismounted at the end of the jousting phase and when the champions started beating on everybody. It's barely enough time for a skilled tank to hit them all with something, but it made the phase transition go much smoother, as we were able to get organized and get our weapons back on before the fighting actually started. I did find that it's best to hotkey a weapon equip macro if you don't already have one, though, as it is extremely chaotic and if you mess up the timing even slightly, it's pretty much a wipe.

#27 Buanna

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Posted 06 August 2009 - 01:49 PM

It should also be noted that the heroic version drops ilvl 219 gear (Ulduar 10 level) which appears to be very well itemized.


It may be listed at 219 by some things, but it is definitely 213 level of stats. Just compare weapon dps or armor values to actual 219 and 213 gear.

#28 Consider

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Posted 06 August 2009 - 01:52 PM

It may be listed at 219 by some things, but it is definitely 213 level of stats. Just compare weapon dps or armor values to actual 219 and 213 gear.


This was fixed today - World of Warcraft - English (NA) Forums -> Recent In-Game Fixes - August 2009
"The weapon damage and armor of items dropped in the 5-man Coliseum Heroic version have been updated to match their item level."

#29 thedopefishlives

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Posted 06 August 2009 - 01:52 PM

It may be listed at 219 by some things, but it is definitely 213 level of stats. Just compare weapon dps or armor values to actual 219 and 213 gear.


This was listed in a hotfix note.

# The weapon damage and armor of items dropped in the 5-man Coliseum Heroic version have been updated to match their item level.


Edit: Beaten to the punch.

#30 zoombini

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Posted 06 August 2009 - 05:16 PM

Another bug we found yesterday: Don't leave your totems down by the big door after killing the 3 champions. The trash immediately aggroed on it, killed us (since it was a 9-pull), and then reset back inside the doors, out of line of sight. The only way we could pull them was with an earth elemental totem (which killed us again, since it was another 9 pull) or a soft reset.

#31 Douglas

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Posted 06 August 2009 - 05:53 PM

Another bug we found yesterday: Don't leave your totems down by the big door after killing the 3 champions.

Another totem-related note: in phase 2 of the final fight, the corpse explosions are killing totems. I am not used to totems being this vulnerable to AOE, so it took me a while to figure out what was going on. But this is really what was going on, and here is a log file to show it:

Wow Web Stats

#32 Toabo

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Posted 06 August 2009 - 06:13 PM

In Phase 2 of the Black Knight, if your AoE is weak, the tank can simply kite them the Knight and all the mobs. When the Black Knight orders a ghoul to explode, the ghoul (1) gains in size, (2) gets a red Hunter's Mark icon over its head, and (3) slows/stops (happens fast, so hard to see) its movement. As long as your tank is kiting everything (and your melee DPS is paying attention), everyone can out-range the subsequent explosion.

#33 Royalite

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Posted 06 August 2009 - 06:21 PM

You can also zone back in during heroic mode as well. Not that I have any personal experience with having to do so, of course.


I don't know if this is a bug or otherwise but I zoned in during a boss's death on H5-man. I missed out on the loot (group loot) but got the Champion's Seal and WG shards after the loot was distributed. Zoning in during the other fights (not during a boss's death) were normal.

I speculate master looting would prevent that?

#34 Verator

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Posted 06 August 2009 - 07:15 PM

It was discovered on the Armory that ilvl 272 cloaks would be dropping in the new raid, likely from the heroic 25man chest. This puts the hardmode loot 50 points above the ulduar25 loot, a huge difference.

#35 Consider

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Posted 06 August 2009 - 07:51 PM

More likely the ilvl 272 cloaks are from doing the hard mode 25m within X attempts (25, was it?). It's already pretty well established that the hard mode loot is 258, and blues said previously that the Tribute runs would have a special reward. That would also explain why there are cloaks which are 272 but absolutely no other items as such an ilvl.

#36 Copernicus

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Posted 06 August 2009 - 08:15 PM

More likely the ilvl 272 cloaks are from doing the hard mode 25m within X attempts (25, was it?). It's already pretty well established that the hard mode loot is 258, and blues said previously that the Tribute runs would have a special reward. That would also explain why there are cloaks which are 272 but absolutely no other items as such an ilvl.

Probably 50 attempts.

The World of Warcraft Armory lists eight different chests spread out across the two difficulty levels. My guess is that there's a different chest for 0-24, 25-44, 45-49, and 50. There are also weapon drops (ilvl 258 for 25-man, ilvl 245 for 10-man) in three of the possible chests.

There's an ilvl 258 cloak that drops from the 10-man Tribute as well.

#37 Arantes

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Posted 06 August 2009 - 08:41 PM

Blood Elf: Mage, spams Fireball, will sometimes use Polymorph.
Undead: Rogue, uses Deadly Poison and drops poison clouds.
Troll: Hunter, haven't really seen him use any abilities. Has no pet.
Orc: Warrior, uses Mortal Strike and Whirlwind.
Tauren: Shaman, has been seen using Chain Lightning and a spell called Hex of Mending (effect unknown, we interrupted it).

The hunter has a nasty multi-shot which hits cloth for 14k, he/she will also Disengage occasionally so if you place your clothies next to the hunter to avoid multi-shot they'll need to reposition at times.

#38 RemyG

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Posted 06 August 2009 - 10:05 PM

Raid question. How hard. (in in comparison to Ulduar) is 10 man reg?
Is it "harder" than Uld 10 reg?

Also. How does the weekly boss thing work?
Do you face one a week and have to keep going from there? So therefore. Want to stay in the same grp. Or... once you beat the first one it stays unlocked?

#39 tessarji

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Posted 06 August 2009 - 10:22 PM

It's harder to judge because Beasts of Northrend is probably tuned a lot easier than the rest of the instance, based on past raids. The overall difficulty of that fight is probably about the same as Mimi-10.

My notes on the 25 man fight -

Gormock won't use Impale when disarmed, but the 10s durations mean it's not much use for dropping stacks, just for reducing his overall damage output. Also in case it wasn't obvious, his melee stomp also causes spell lockout.

We lost tanks sometimes to Icehowl when he did a headbutt-melee combo, for around 45k in much less than a second. Is there something we are missing to mitigate this or is it just a matter of being fast with the shield buttons?

Also, can anyone confirm if Icehowl's enrage on successful trample is removable with Tranq shot? Not that anyone here has seen his enrage, of course.

Edit: And another thought - Can paralyzed victims be saved by Hand of Protection? What about PvP trinkets?

#40 Allara

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Posted 06 August 2009 - 10:25 PM

Raid question. How hard. (in in comparison to Ulduar) is 10 man reg?
Is it "harder" than Uld 10 reg?

Also. How does the weekly boss thing work?
Do you face one a week and have to keep going from there? So therefore. Want to stay in the same grp. Or... once you beat the first one it stays unlocked?


We found the 10 man to have high enough gear requirements to make it not faceroll easy. We started with a relatively weak group and had to sub in for some better players before we were able to clear it. Ulduar 25 geared players should have no trouble at all with it. Ulduar 10 geared players will likely be challenged decently. In particular, it seemed the tanking and healing requirements were a bit higher than initially expected.

Each week an additional boss will be unlocked. You'll fight all of the available encounters each week.

Edit: I can confirm that Tranquilizing Shot does indeed remove Icehowl's enrage.




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