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Areeker
02-09-2006, 07:38 AM
I and my guild, Amnesty, are over on Eldre'Thalas and this evening we went to go down Mandokir. We've pretty much had this guy on farm for a few weeks now. However this evening, there seemed to be some problems. I, a druid, would usually OT the raptor. At the previous fights I had 2/5 points in Feral Instinct and had no real issues holding aggro. I moved some points around so I now have 3/5 points in Feral Instinct, so I should have held aggro even better. Such was not the case, the dang raptor kept breaking away. In addition to that Mandokir seems to be hitting the tanks a lot harder and appears to be dumping aggro left and right. Has anyone else had issues like this? Was this fight hot fixed to make it harder to something? Any info would be greatly appreciated.

waylanderr
02-09-2006, 04:13 PM
We had the same problems last night. We downed him np the night before and then last night we wiped 2/3 times. We tried the wall-spears group position and the hill and even a new spot with the group backs to the wall.

He seemed to charge the group a lot more. I was blaming it on group composition/makeup. The tanks were taking massive dmg as well, Tier 1 equipped.

Maybe something is up......dunno. Could Blizz change something during reset?

Aerath
02-09-2006, 06:01 PM
Bat boss apparently also got a few new abilities...

LordXeper
02-09-2006, 07:33 PM
We also has a few problems on Hakkar, been farming him for months, farming MC/ONY good progress in BWL, farming AQ20. But yesterday we wiped 5 times on Hakkar. Still no idea what went wrong.

Redmumba
02-09-2006, 08:24 PM
Just in case nobody knew, standing on the wall no longer prevents Mandokir from attacking. This was actually considered a glitch, and they fixed it a month or so ago.

Areeker
02-09-2006, 10:40 PM
We had previously been using the wall trick, but even since the 1.12 that had removed that glitch we have downed him 3 or 4 times without problem. Last night though....well I have no idea what happened. I'm glad to hear that we aren't the only ones who have experienced this so far. I'd love to know what happened to this battle. That said, we have downed the bat boss also. The new ability seems to be a Mind Flay kinda deal, seems they made the boss harder since the bat riders don't blow up anymore.

oper
03-09-2006, 01:01 AM
stop doing stupid stuff, you can kill him 10 man no problem, just like everything else in ZG.

Areeker
03-09-2006, 03:41 AM
thanks oper, that was very helpful :rolleyes:

construct
03-09-2006, 09:35 AM
We actually kill the raptor first. I know that sounds crazy, but I personally like the strat better. When the raptor is at 5%, all healers switch to the main tank on Bloodlord, and pretty much wait out the 90 second frenzy he goes into. After that, we form a tight circle around him and DPS him down. This reduced the number of times he changes aggro, and if the MT gets watched, we have the OT taunt for the duration of the debuff.

Arkane Dark
03-09-2006, 01:51 PM
My guild is having exactly the same problem. We have killed Venoxis, Bat boss, spider boss, Tiger Boss and got Panther boss down to 3% (damn that was annoying). And we have killed raptor boss once. But only once because every time we go back to him the aggro has been all over the place, healers being 2 shotted, mages getting raped. It's gone crazy :S We killed him on our first try but for some reason whenever we go back to him we cant anymore =|

Areeker
03-09-2006, 04:50 PM
Construct we've been doing pretty much the same thing. We always down the raptor first, and when he's at about 10%-5% the MT get PW:S. We do still usually keep everyone on the wall, just force of habit.
I want to know whats up with this fight though. Can anyone confirm if it was changed since the patch or if there is a bug?

Shellar
03-09-2006, 08:51 PM
Aye, he's been very temperamental since the patch.

Denogar
04-09-2006, 03:24 AM
They Turned the Bloodlord into a Lava Surger(from MC). My guild usually have the group stay on one side of the tank and have 1 person(pref a Shaman/pally) on the other side of the tank at a conciderable distance.

If this helps at all thats great. if not oh well :thumbsup:

Grendo
05-09-2006, 10:12 PM
Denogar is right. He now, in addition to all his other 'fun' abilities, also will randomly charge the person farthest from him on the aggro list. In addition, they added a hill to the front of the wall, and removed several of the spikes to keep people from hiding safely behind them.

We use a hunter (me) usually. This allows DPS to stay consistant (IE im not just standing there), and give more range should people move. Keep in mind you have to be 'in range' it seems for the decoy to be effective.

He rarely causes any damage, unless he randomly decides to spin while on top of me (rare, as I generally dont have top aggro). Thats what healthstones are for.

His charge also seems to be an aggro wipe now, as he will then go for what is generally a healer.

Therefore, our position hasnt changed (behind the wall). The tank positions BL in front of the gate still, and the hunter will stay on the hill to the right of the room entrance, or down near where the speaker normally is. Not quite that far, should he randomly fear after a charge, but in that direction.

This buys tanks enough time to taunt before he gets back to casters.

I actually find the fight somewhat easier now. Though that could be a gear power curve speaking.

Dallana
08-09-2006, 05:03 PM
IIRC Mandokir has always charged the person furthest away from the group - that's always been our strategy.

Feral Dr00d tanks him, Mage standing as far away as possible, 2 Tanks in the group to pull him out and hand him back to the Dr00d. If he charges, he'll charge the Mage and the Dr00d should have enough time to pick up aggro again through his feral Dr00d charge thingy.

Also if you stick detect magic on him you'll be able to tell when his enrage ends and it'll also give you a couple of seconds warning before he does his cleave - which gets weaker the more health he loses.

Amplify magic helps here too since he doesn't use any magic abilities and will help out healing throughout the enrage.