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Al'ar Advice?

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dagris
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quote:
Originally posted by Rafiky:
its 3% of current health, not total. but yeah, they bring a nice boost if you can wrangle them.



Actually I'm fairly sure it's 3% of total, been tested before.
     
StormMaster
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AP Tank Lead - Dwarven Bomb Squad
Just to clarify, the adds knock off approximately 2.5% of A'lar's maximum health, not 3% precisely ;\ Had a very heartbreaking .01% wipe on him the first week in after killing an add while he was at approx 2.8% health (displays as 3%) and losing to the enrage seconds after the add went down.
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Erywin
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AP Physical DPS Lead Stylin'
quote:
Originally posted by StormMaster:
Just to clarify, the adds knock off approximately 2.5% of A'lar's maximum health, not 3% precisely ;\ Had a very heartbreaking .01% wipe on him the first week in after killing an add while he was at approx 2.8% health (displays as 3%) and losing to the enrage seconds after the add went down.



Didn't we later figure out that Alar can't be killed by an add dying? Or am I just hallucinating due to a lack of sleep and too many term papers?
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Rafiky
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you can't kill alar with an add, hence it's not 3% of total. If you watch his health when it's below 50% in p2, you'll notice it doesnt fall by nearly as much per add killed. At 20% it's a waste of time to kill the adds, and just nuke him
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StormMaster
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AP Tank Lead - Dwarven Bomb Squad
It's definetly 2.5ish% of maximum, since when we killed the add, he went from 3% to 1% (someone said 10kish hp when we went down), and he's been noted to have been killed via add death on other runs. May give us something to try for this week, get him to 2% and kill an add :) Definitive proof either way *grin*
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Artalis / Khandron - 140 levels of tanking goodness!
"All your aggro are belong to US!"
     
Erywin
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AP Physical DPS Lead Stylin'
Was just thinking about math and how this might've worked out. I believe that the Blizz health bar rounds down to the nearest %, hence why we get no decimals. So if on our attempt Alar was at say 3.5% it would've read as 3% and after killing the add he would've been at .5% hp, now here is the odd thing. Blizz's health bar % seems to only say 0% when things are dead, so .5% gets rounded up to 1% which is kinda a pisser :(

Just a thought,
E
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Darckence
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Cloth: Not just for Paladins
quote:
Originally posted by Rafiky:
you can't kill alar with an add, hence it's not 3% of total. If you watch his health when it's below 50% in p2, you'll notice it doesnt fall by nearly as much per add killed. At 20% it's a waste of time to kill the adds, and just nuke him



Just because an add can't kill him doesn't mean he doesn't lose a fixed amount of health per add. We've also seen the situation where Al'ar was at 3% with a lot of people down, killing the add took him to 1%, and the next hit killed him. It could very possibly be that when an add 'should' kill Al'ar, it instead takes him to one health, but it requires a player to land the killing blow (since I know that some bosses bug out if an NPC kills them after the raid has wiped, and the players don't get loot. This could happen in the situation where an add explodes, killing the last raid member and Al'ar at the same time). Similarly, we once got Al'ar to 1% (and he had been there for a while) before he flew off. We kept hitting him with ranged in the air, but he wasn't dying. As soon as he landed, next hit killed him. Not conclusive proof, but I think Al'ar is programmed so he can't die apart from under certain conditions (not in the air phase, a player lands the hit that takes his health to zero). It's a good idea - badly coded bosses (like Illidan and Azgalor in particular) who can die after the raid wipes resulting in no loot for the raid, and the instance saving that the boss is dead, so you can't have another go, are a headache for players and GMs alike :p.
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Catsclaw
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Since the A'lar fight involves a bunch of fire damage, how useful is FR gear? Do groups who run this fight use FR gear? How much should we aim for as a minimum for tanks and ranged? Just wondering since in the various fights I have seen in the 25 man content, so far nobody has mentioned that I need to have resist gear, or maybe I missed that memo.
     
dagris
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quote:
Originally posted by Catsclaw:
Since the A'lar fight involves a bunch of fire damage, how useful is FR gear? Do groups who run this fight use FR gear? How much should we aim for as a minimum for tanks and ranged? Just wondering since in the various fights I have seen in the 25 man content, so far nobody has mentioned that I need to have resist gear, or maybe I missed that memo.



None of the DB folk, tanks or DPS, use FR gear for this. The only person who -might- benefit from FR gear might be an add tank if you're collecting the adds rather then killing them. Singly the adds don't do enough damage on their own to justify FR gear, and tanks on Al'ar going FR is going to gimp their aggro generation which a lot of raids just starting Al'ar can't really afford to fall behind on
     

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