dans votre navigateur.
Strategist: Flame Leviathan
27/06/2009 à 13:39
Welcome to my new series in the Wowhead Blog - the
has heard me, on many occasions, complain how the Overview section on all of the Ulduar bosses is just...not enough. They are all too complex to be explained by a single paragraph or by a list of their spells. This worked well with Naxxramas, because many people were familiar with the fights, and the actual fights were not overly complicated. Unfortunately, Ulduar is far from simple...
And this is how the Strategist was born! Partly inspired by
The Eye of Eternity: A Raid Overview
blog entry, party my own musing, the Strategist will present you with a strategy (or multiple strategies when applicable) for each of the bosses in the titanic complex... and other raids as well, if things go well. Hard Modes will be covered as well, but knowing that my own guild is still struggling with about half of them, those sections may be a little vague, or even missing.
But enough with the introductions! Read on, and learn about the first boss in Ulduar - the
The Iron Army
The Flame Leviathan
The fight against the Flame Leviathan is split into two phases, so to speak. The first one is actually a gauntlet, where you need to eliminate quite a few Iron Dwarves, Iron Vrykuls, Iron Giants, constructs and towers. To do so, you are provided with some vehicles - Salvaged
. Each vehicle you choose to use (normally you'd choose them all) needs a driver, and preferably a passenger, unless it's a Chopper. For more information about the vehicles, visit the
section just below.
To start the gauntlet, you need to talk to either
Lore Keeper of Norgannon
. Talking to Brann will automatically enable the "easy mode" of the fight, where no secondary defense Towers are active. Talking to the Lore Keeper will make all secondary defenses active, and you can manually destroy as many as you want, to adjust the fight's difficulty.
The Iron Army, as it is officially called, is generally an easy part of the encounter. Many of the members of the army will be already spawned, and Storm Beacons throughout the gauntlet (tall and thin towers) will spawn small packs of Iron Dwarves when you approach them. There are only a few things to watch out for - fiery runes on the ground, Ground Slam cast by the Iron Giants, and packs of copters coming from either left or right, which should be taken down by passengers in Siege Engines and Demolishers. Rule of thumb, the bigger an iron soldier is, the harder it hits. You can use your pyrite freely, as there is a lot hovering in the air and you can easily refill your vehicles before the boss fight. At the end, just before the final pull and the boss (which you can't see until you clear the last soldiers), you can find two Repair Platforms - you can use them to restore your health and energy/steam/pyrite. For more information about the Iron Army and the gauntlet, visit the
During the gauntlet, you may or may not have the Towers of Life, Storm, Frost, and Fire active. If you talked to
to start the event, none of the Towers will be active, and you don't have to worry about hard mode. If you talked to the
Lore Keeper of Norgannon
however, and asked him to activate the secondary/orbital defense mechanism, all four Towers will be up and working. This means that you can destroy any number of them - the more active towers you leave, the harder the Flame Leviathan will be. For more information about the Orbital defense mechanisms, visit the
The actual fight against the Flame Leviathan depends greatly on how many Towers, or Orbital Defenses, you have left active. Generally the encounter will feature a few main events, but your mileage may vary...a lot.
The Leviathan will hit everybody in front of it, and in melee range, for a lot of physical damage -
don't be there
. It will also cast
, which is a raid-wide fire AoE - this should be interrupted by the Siege Engines. The fight has no threat table - the Leviathan will choose a random Siege Engine or Demolisher and follow them for 30 seconds, after which it will switch to another vehicle. The boss will also increase its speed, so kiting him will become harder. One way to deal with it is to use some Demolishers to launch their passengers on top of the Flame Leviathan, where they can destroy its Turrets. Killing all the turrets on the top will cause the Flame Leviathan to overload, which stuns it for 20 seconds, and causes it take 50% extra damage - this is the time to blast it with all you have. In addition, its speed increasing debuff will reset, and the Demolishers' passengers who were on top will be tossed in the air and will need to get back to their vehicles - running or being carried by Choppers. Leaving towers up will grant the Leviathan extra hit points and damage, and will cause additional spells to be cast, so your strategy will probably not be so straight-forward. For more information about the boss fight, visit the
In the Expedition Camp, where you are at as soon as you enter the instance, you will find three kinds of inactive (for now) vehicles -
Salvaged Siege Engines
. Soon after you talk to either Brann or the Lore Keeper, the event will begin and the vehicles will become usable. On Normal (10-man), there will be 2 of each, and on Heroic (25-man) - 5 of each. Both Siege Engines and Demolishers can and should have a passenger (gunner). Choppers may also carry a passenger, but unlike the other two kinds of vehicles, theirs has no functionality.
Here is an overview of the vehicles and their roles.
Siege Engine (Driver)
Bouffée de vapeur
. Neither Ram nor Electroshock does a lot of damage, so using them for that purpose is pointless. Ram should be used for its knockback effect (to get adds away), and Electroshock - for its interrupt effect (to interrupt Ground Slam or Flame Vents). Steam Rush should be used to get away from the Flame Leviathan if he is too close to ramming your vehicle.
Siege Engine (Passenger)
Tir du canon
Générateur de bouclier
. The Anti-Air Rockets should be used to either bring liquid pyrite from the sky, or kill the occasional packs of copters. The Fire Cannon doesn't do a terrible lot of damage, but is wonderful for lighting up Tar dropped by the Choppers, or killing weak ground enemies (like the ones summoned by Freya's Ward). The Shield Generator is just another alternative to be used to survive the Leviathan if the driver's Steam Rush is not available.
Lancer un rocher
Catapulter un tonneau de pyrite
Lancer de passager
. Hurl Boulder is your main attack, which you should be using every time you are not doing anything else. The Pyrite barrels apply a DoT that stacks up to 10 times and does
amount of damage...but consumsed precious pyrite ammo. By default you will be saving those for Overload phases, when the Leviathan takes 50% extra damage. Ram, similarly to the Siege Engines' spell with the same name, should be used only to get mobs away from you. Throw Passenger will only be available if your passenger has used
Charger la catapulte
, which will make you unable to perform any action other than throwing that passenger somewhere...preferably on top of the Leviathan. The spell has a cast time, unlike your other abilities, so you will need to stop, aim, and shoot, instead of driving around and shooting, as you will normally do.
Saisir la caisse
Charger la catapulte
. Mortar is your way to light Tar up and to get rid of small adds. Anti-Air Rockets will rid you of airborne vehicles during the gauntlet, and will allow you to drop pyrite from the sky, which you can then pick with Grab Crate. Each pyrite barrel refills 50% of your Demolisher's fuel tank, so don't waste it. Increase Speed should be used only if the Leviathan is too close to your Demolisher, as it's a rather costly ability. Load into Catapult will allow you to be shot on top of the Leviathan, where you can help destroy the turrets and bring the boss to an Overload. Beware, loading yourself will make your Demolisher unable to attack any other way, so try not to cripple their DPS by loading yourself in the beginning of an Overload phase.
Gain de vitesse
Trousse de premiers soins
. Speed Boost can have 100% uptime, to make sure you are always ahead of any baddies chasing you. Sonic Horn does 6,300 to 7,700 damage, so it can only be used for initial aggro generation. Tar is a vital ability, as it slows down regular monsters tremendously, and does a lot of damage of lit by other vehicles' shots. Your First Aid should be used every time you are carrying a passenger to a Demolisher, as it is practically a free heal for them.
The Iron Army
The Iron Army consists of Iron Dwarves, Iron Vrykuls, Iron Giants, golems, constructs, and mechagnomes driving copters. Overall you should be able to just drive throw them, while shooting, and this will be enough to take care of them. Regardless, here is a list of the members of the army:
- Iron Dwarf. Usually found in big packs. Weak unit, does little damage and dies quickly. Storm Beacons located throughout the entire gauntlet will summon packs of 3-5 of those, until destroyed.
- Runed Iron Golem, Elemental. Can place
underneath random vehicle and does frontal cone
Flots de flammes runifiés
. Simply navigate away from both spells.
- Iron Giant. Tough and with a lot of hit points, those are best taken from afar, while slowed by Choppers' Tar. Siege Engines, watch out for their
and interrupt it.
- Iron Vrykul. Nothing special, other than the fact that you will see very few of those.
- Mechanical. Huge spider-like robotic unit. One of those is located nearby each of the Orbital defense mechanisms, a.k.a. Towers. They will aggro from very far away and
whoever pulled them. They do moderately high damage and should be burned quickly.
- Mechanical, airborne. Come in packs of ~6 from either left or right, and will usually target your Choppers. They should be killed by Demolisher and Siege Engine passengers
. Demolishers may also be able to attack them with their Hurl Boulder ability, as it has a huge radius, but that is optional.
- Technically not a part of the Iron Army, those lifts hover high in the sky, carrying barrels of
. Siege Engine and Demolisher passengers can kill the Mechanolifts, so the Demolisher passengers can then retrieve the pyrite for their drivers. Pyrite is used mainly by
Catapulter un tonneau de pyrite
, which is the main source of damage when fighting the Flame Leviathan later on.
The Flame Leviathan
The Flame Leviathan will emerge soon after the last
dies. As soon as he becomes active, he will begin shooting
Barrage de projectiles
at the entire raid, inflicting periodical damage. It is not a lot, but your Choppers won't have a terrible lot of hit points either, so don't slack off with the damage.
If your Demolishers are launching their passengers as early as possible, they should wait until the Leviathan has targeted somebody for pursuing, otherwise the launched players might end up glitching and not landing on top, which will most likely kill them.
After those first few seconds of everybody doing everything at the same time, things fall into rhythm. The Flame Leviathan will use
Barrage de projectiles
during the entire fight, so this is unavoidable. He will also use
Décharges de flammes
, usually twice between target changes - this spell can and must be interrupted, as its damage is far more than anything the Missiles can muster. Siege Engines, be at the back of the Leviathan at all times, stopping and turning around (as a precautionary measure) only ~5 seconds before a target change. Feel free to Steam Rush and catch up with the boss if he goes after another target - you want to be able to interrupt (almost) all Flame Vents. You and the Demolishers should never be hit by
, as it can knock a lot of your health every time it hits - stay clear from the Leviathan's front side, and feel free to boost and shield away from any Rams.
Choppers, unless Freya's Ward is active, or there are Demolisher passengers to be picked up, you should be dropping Tar in front of where the Leviathan is being kited, or underneath him if he is Overloaded.
Demolisher passengers being launched, your job will be to destroy the
Leviathan Defense Turrets
on top of the Leviathan. Destroying them will cause the boss to get its
Extinction des systèmes
, which increases its damage taken by 50% and stuns it for 20 seconds. As soon as Overload becomes active, you will be thrown off the Leviathan, and fall slowly to the ground. Choppers should pick any passengers and bring them back to any Demolisher - preferably the one they were launched from, to minimize downtime. The passengers should use this time to knock any pyrite they see from the sky and refill their Demolishers, since they will be using it a lot. At the end of the Overload phase, passengers should load themselves in the catapults and be throw back to the Leviathan as soon as it starts moving again.
Alternatively you can choose to throw fewer passengers on top (only 1 only 10-Players and 3 on 25-Players), allowing the rest to stay in the Demolishers and knock pyrite from the sky. This will allow their drivers to inflict as much Pyrite damage as possible, assuming they keep their debuff at 10 stacks. Knocking Pyrite should be the Demolisger passengers' first priority, and they should be assisted by the Siege Engine ones as well, since Pyrite can easily account for more than 90% of the damage during this fight.
Prise de vitesse
is Flame Leviathan's speed buff, it stacks every 5 seconds, stacking up to 20 times. At this point, it is almost impossible to kite him, but you should never get to it, unless you are trying to get
. Destroying the Turrets on top of the boss will reset its stack of Gathering Speed, and normally this will happen before the stack has reached 10, so you will be safe.
Initially the hard mode of the fight is enable by talking to the
Lore Keeper of Norgannon
, and asking him to activate the secondary defense mechanisms - four towers located in the outskirts of the main gauntlet. You can choose to destroy any number - destroying more towers makes the fight easier, but reduces the quality or quantity of loot, and makes it more normal-mode-like.
Each active tower you leave will give the Flame Leviathan a few additional effects, depending on which tower(s) you leave:
Tower of Flames
- +40% health, +50% Fire damage through
Tour des flammes
Inferno de Mimiron
moves in a diamond between the centers of the walls of the "room" where you fight the boss, dropping spheres of fire on the predefined path. Being hit by a sphere directly causes 150,000 (base) fire damage. Being hit by the trail does a little less fire damage, every 1 second.
Tower of Frost
- +50% health through
Tour du givre
Fureur de Hodir
are several beams that chase random vehicles, stop and lock on them when they stop, and then drop a sphere of ice. Everyone hit by the sphere takes 150,000 (base) Frost damage and is frozen in an ice block, unable to act until a fire-based attack from another vehicle frees them.
Tower of Nature
- +40% health, -10% Fire damage taken through
Tour de la vie
Gardien de Freya
are 4 beams in the corners of the "room", which occasionally spawn either a large pack of
, or a small pack of
Ward of Life
Tower of Storms
- +40% health, +25% physical damage through
Tour des tempêtes
Marteau de Thorim
are several beams that spawn randomly and periodically, and cast a large-ranged pulse AoE. Players anywhere nearby will take ~50,000 damage, while players directly under the point of impact - 300,000.
Each Tower's secondary effect (i.e. the one that doesn't buff the Leviathan specifically) looks like a beam from the sky. The color of the beam somewhat corresponds to the type of Tower it belongs to - darker blue for Frost, light blue for Storms, red for flames, green for Nature.
Mimiron's Inferno always moves close to the walls of the room, and is thus somewhat easy to avoid. Its trail, on the other hand, is not, as it limits the kiting area.
Freya's Ward is always stationary in the four corners of the room, so there is no reason anyone should be taking direct damage from it. Its adds should be dealt with quickly, as they can do quite a bit of damage. Siege Engine passengers are the ones to keep an eye for them.
Avoiding Hodir's Fury and Thorim's Hammer is easy enough. The Storms beams spawn only occasionally, and as long as you don't drive directly through them, you should be good. The Frost beams will chase random vehicles until they stop - simply stop for a few seconds, wait for the beam to lock on your location, and then drive away.
Don't back away from it.
Leaving one Tower is the easiest of the hard modes. Frost or Storms is usually the one left up, as they are the easiest ones to avoid. No adjustments in the strategy are necessary, just make sure you move constantly and away from any beams.
Leaving two Towers isn't much harder than leaving one. Again, Frost and Storms is a common combination. If your normal strategy is not working well, you might want to leave one Siege Engine without a passenger, and put that player in a Chopper in the beginning of the boss fight. After you launch all your Demolisher passengers, the one in the Chopper will hop in a Demolisher, restocking it with pyrite for the entire fight. The Demolisher will keep shooting Pyrite for the entire fight, making the Leviathan drop very quickly. After an Overload phase, the Demolisher will shoot this passenger on top of the boss, and a new one will enter, doing the same thing - bringing Pyrite from the sky and refilling the Demolisher.
Those two are the ones you can cheat a little. You might want to shoot only 1-2 Demolisger passengers, giving yourself the opportunity to keep several 10-stacked Pyrite DoTs. This will involve a lot of pyrite consumption, but the boss will drop down very quickly if your Demolishers know what they are doing.
Leaving three and four Towers is like the constant Pyrite strategy from two Towers. You will need 1-2 Demolishers with a passenger at all times, and all they will be doing is keeping 10 stacks of the Pyrite DoT debuff on the Leviathan. You may even choose not to have their passengers launched at all, as opposed to launching them and replacing them right after. The goal is to have as much Pyrite damage done as possible. It helps if you bring some Pyrite down prior to the fight - now that it has 3 minutes duration, you can stockpile it before engaging the boss.
The Siege of Ulduar
- Defeat the Flame Leviathan to receive credit for this achievement.
Three Car Garage
- Defeat the Flame Leviathan, while driving each of the vehicles. If you are a passenger, you receive credit only if you are inside the vehicle at the time of the Leviathan's defeat.
- Defeat the Flame Leviathan with at least 1 Orbital Defense System active.
- Defeat the Flame Leviathan with at least 2 Orbital Defense Systems active.
Nuked from Orbit
- Defeat the Flame Leviathan with at least 3 Orbital Defense Systems active.
- Defeat the Flame Leviathan with all 4 Orbital Defense Systems active. Required for
Glory of the Ulduar Raider
Take Out Those Turrets
- Destroy a Flame Leviathan Defense Turret. You will need to be a passenger in a Demolisher who is being launched in order to do this.
- Defeat the Flame Leviathan without a Systems Shutdown. This means you will not be launching Demolisher passengers to destroy Turrets. The achievement is best achieved if you dedicate all of your passengers to shooting down Pyrite from the sky, and your Demolishers to spamming the Hurl Pyrite. Shield and rush away from the Leviathan if it's too close to you, as the Ram will make a quick work of you, if you are being pursued.
- Defeat the Flame Leviathan without using the
Platforms. This is not a hard achievement, you just need to take the gauntlet slowly and leave a few or no Towers up. Your Choppers will need to keep close to your other vehicles, as they have the least amount of hit points. Your Siege Engine and Demolisher passengers will need to be on their toes for copters, and your Siege Engines - interrupting every Ground Slam. Watch out for Flaming Runes on the ground, and generally wait for the Iron Army to come to you - most of them have only melee attacks. Pyrite is a blessing here.
The Champion of Ulduar
- Defeat the Flame Leviathan on your first try for this lock-out period, without anyone in the raid dying. Again, easily done if you pay attention and leave no Towers up.
"Hostile entities detected. Threat assessment protocol active. Primary target engaged. Time minus thirty seconds to re-evaluation."
"Threat assessment routine modified. Current target threat level: zero. Acquiring new target."
"Total systems failure. Defense protocols breached. Leviathan Unit shutting down."
"Orbital countermeasures enabled."
"Unauthorized entity attempting circuit overload. Activating anti-personnel countermeasures."
"Thorim's Hammer online. Acquiring target."
"Hodir's Fury online. Acquiring target."
"Mimiron's Inferno online. Acquiring target."
"Freya's Ward online. Acquiring target."
"Alert! Static defense system failure. Orbital countermeasures disabled.
Poster un commentaire
Obtenir Wowhead Premium
À partir de
moins d'1€ par mois
pour profiter d'une expérience exempte de publicité, débloquer les fonctionnalités Premium et supporter le site !
Strategist: Trial of the Grand Crusader
Strategist: Onyxia 3.2.2
Strategist: Faction Champions
Strategist: Twin Val'kyr
Strategist: Lord Jaraxxus
Connectez-vous pour laisser un commentaire
Vous n'êtes pas connecté(e). Veuillez vous
pour ajouter votre commentaire.
« Message suivant
Message précédent »
Parler de Wowhead
Besoin d'aide ?
À propos de nous
Quoi de neuf?
Page au hasard
Autres Sites Fanbyte
Hearthstone Top Decks
Final Fantasy XI
© 2021 Fanbyte