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Poll

Remove the forums we dont ever use?

1. Flame Leviathan Vote_lcap60%1. Flame Leviathan Vote_rcap 60% [ 6 ]
1. Flame Leviathan Vote_lcap40%1. Flame Leviathan Vote_rcap 40% [ 4 ]

Total Votes : 10


1. Flame Leviathan

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1. Flame Leviathan Empty 1. Flame Leviathan

Post  Ronab Tue Apr 07, 2009 9:18 pm

This is a vehicle fight. He has about 15.5 million HP on 10-man and about 62.5 million on 25-man.

You never tank him. Instead, you kite him around using your vehicle abilities to kill him.

Flame Leviathan abilities:

Every 30 seconds he will switch targets to another siege vehicle, mark them, and follow them around. If you do not have two siege vehicles active then he will pick a different unit.

He has a soft enrange due to Gathering Speed. You have to kite him, thanks to Battering Ram, and it becomes harder and harder to get away from him even with help from Steam Rush.

Flame Jets: Inflicts 2000 Fire damage to enemies around the caster. 50 yard range. Interruptable.

Battering Ram: a melee range attack, Rams the target, dealing damage and knocking it forward. Debuffs them with "Battering Ram": Damage taken increased by 100%.

Gathering Speed: periodically he moves a bit faster by gaining another stack of this buff. The stack is reset when he is stunned by Overload Circuit.

He also fires rockets constantly at the raid, doing about 700 damage each time they land (about once every 1-2 seconds)

He has 4 turrets. Passengers in the demolisher can be launched at him where they can destroy the turrets and then hit the Overload Circuit: stuns Flame Leviathan and causes him to take 50% more damage for 10 seconds.


How to maximise your vehicles hp:


Shirt, tabard, offhand, and ranged/relic slots do not affect vehicle scaling. - This does mean an ilvl 226 1 hand weapon is better than an ilvl 213 2 hander. - Enchants and gems do not affect it either, it is based solely off item level. - An ilvl 200 blue is equivalent to an ilvl 187 epic.

All ilvl 200 epic gear => 200-170 => 30% increase in vehicle hp. All 226 would be a 56% increase,

Essentially, start collecting 226 items.

The vehicles:

Salvaged Siege Engine
1. Flame Leviathan Siege-engine
This vehicle demolishes towers as you clear the gauntlet and kites the Flame Leviathan.

It can carry a passenger.

Ram: 15 yard range, 4 second cooldown, instant. Rams any enemies in front of the demolisher, dealing 5,400 to 6,600 damage and knocking them back. Also deals 2,850 to 3,150 siege damage to buildings.

Electroshock: 38 energy, 10 second cooldown, instant. Shocks all targets within a 25 yard cone in front of the caster. It also interrupts spellcasting and prevents any spell in that school from being cast for 4 seconds.

Steam Rush: 40 Energy, 15 second cooldown, instant. Put the steam engine into overdrive for a short duration, rushing forward, dealing siege damage and knocking back enemies.

Passenger Abilities

Anti-Air Rocket: 10 energy, 1000 yard range. Instant, 0.25 sec cooldown. Fires an explosive missile directly forward, detonating when it has travelled 100 yards, hitting any enemies within 10 yards.

Fire Cannon: 20 Energy, 10-70 yard range, Instant. Fires a cannon blast.


Last edited by Ronab on Thu Apr 09, 2009 10:18 am; edited 3 times in total

Ronab
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1. Flame Leviathan Empty Re: 1. Flame Leviathan

Post  Ronab Tue Apr 07, 2009 9:32 pm

Salvaged Demolisher
1. Flame Leviathan Demolisher
This vehicle moves slowly but has ranged attacks and can even catapult its passengers.

It can carry a passenger, who can grapple the pyrites from the ground and loads them one by one as abilities that deplete them are used. The primary use for them is giving 10 charges to the big nuke.

Hurl Boulder: 10-70 yard range, instant. Hurls a massive boulder into the distance, dealing 13.5k to 16.5k damage to enemies within 8 yards of the target.

Hurl Pyrite Barrel: 5 Pyrite, 10-70 yard range, instant. Hurls an orb of blue pyrite into the distance, dealing 27k-33k damage, but consumes ammo.

Ram: 15 yard range, 4 second cooldown, instant. Rams any enemies in front of the demolisher, dealing 8,550 to 9,450 damage and knocking them back. Also deals 2,160 to 4,640 siege damage to buildings.

Launch Passenger: launches the Demolisher's passenger into the air.

Passenger Abilities

Cannon: 40 yard range. Instant, 1 second cooldown. Fires an explosive missile directly forward, detonating when it has traveled 50 yards, hitting any enemies within 10 yards.

Grab Crate: 40 yard range. Instant. Use your hoook and chain to grab the targeted crate.

Reload Ammo: Loads 20 rounds into the demolisher's ammunition cartridge. Requires Liquid Pyrite.

Increased Speed: instant. Injects liquid pyrite into the engines, increasing movement speed by 100%. Lasts 1 min.

Load into Catapult: instant, 30 second cooldown. Load yourself into the catapult arm, using yourself as ammunition.

Ronab
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Post  Ronab Tue Apr 07, 2009 9:37 pm

Salvaged Chopper
1. Flame Leviathan Chopper

This motorcycle model is very fast and moves very adroitly (it can strafe, for example.)

It can carry a passenger.

Sonic Horn: Instant, 20 energy. Sends a wave of force in front of the motorcycle, causing 3150 to 3850 damage to all enemy targets within 35 yards in a frontal cone.

Tar: Instant, 15 second cooldown. Drops a pool of tar for 45 seconds that slows the movement speed of enemies wihtin 10 yards. Tar can be ignited. Lasts for 45 seconds

Speed Boost: Instant, 50 energy. Fires the fuel injectors on the bike, increasing its speed by 100% for 5 seconds. (no cooldown)

*edit by Itsy*

It should have an option to heal your passenger also...

Ronab
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1. Flame Leviathan Empty Re: 1. Flame Leviathan

Post  Ronab Tue Apr 07, 2009 9:39 pm

The Fight

The fight begins when you tell an NPC that you're ready. This makes the vehicles usable, although no mobs will attack you until you leave the starting area.

The Gauntlet

Once you are in your vehicles, you leave the entrance and head north. Nothing is likely to kill you as their damage is very low and it's mostly a speed bump. The AE abilities of the Choppers and Demolishers make fast work of the small mobs.

One thing to note: the Iron Colossus mobs cast Ground Slam. It's a 7-second, interruptable cast, that deals a lot of damage. The Siege engines can interrupt it, or you can outrange it.

As you progress, the Siege Engines should be destroying the towers, since this stops the dwarves from continuing to spawn from that tower. There's no need, however, to clear the entire area unless you want to: any remaining mobs will leave you alone and will not add when you engage Flame Leviathan.

At the end of the gauntlet, on the right, is a repair circle. Run your vehicles over it to get healed to full before you engage the final packs before the boss.

Repair now, because the circle gets blocked off and cannot be used during the boss fight.

In addition stock up on Liquid Pyrite before you pull the last pack: shoot the choppers out of the air and have the Demolishers' passengers use Grab Crate to stock up on five barrels.


The Flame Leviathan

Shortly after the last Iron Colossus dies, Flame Leviathan will come out.

Your motorcycles should drop tar in front of the door and your Demolishers should ignite it so he takes damage immediately (this also makes him activate immediately.)


Siege Engine Tactics

The fight is the Siege Engines kiting him, keeping in front of him with Steam Rush as necessary. If you get too close, he will hit you with Battering Ram, and its debuff stacks.

Every 30 seconds he will switch targets to another siege vehicle, mark them, and follow them around. If you do not have two siege vehicles active then he will pick a different unit.

Use Electroshock to interrupt Flame Jets. It helps reduce the damage done to the Choppers and Demolishers when they're in range. He will cast two jets in between every target switch, so you can use the pattern of "shock shock run" and substantially reduce both raid damage and the risk to yourself.


Chopper Tactics
Work with your Siege Engine drivers to establish a kiting path, and drop Tar in it. This slows him slightly, and also deals significant damage when ignited.

You can use Sonic Horn while Tar is on cooldown to deal additional damage.

You have very low health, so be careful to never get hit by Battering Ram and avoid excess Flame Jets damage.


Demolisher Tactics
Your passenger needs to use Reload Ammo to charge up Hurl Pyrite Barrel, which deals significant damage.

If you are destroying turrets, you will also want to get your passenger up onto Flame Leviathan and then be ready to pick them back up again later.



Demolishers can launch their passengers onto the Flame Leviathan. You want to launch both a dps and a healer.

Once they are there, they need to destroy a turret and then, when he is standing in flaming Tar, use Overload Circuit. The Demolishers need to pelt him with Hurl Pyrite Barrel as well.

This stun also resets his stacks of Gathering Speed.

When Overload Circuit is done, the players are ejected from Flame Leviathan and the motorcycles need to zip over quickly to pick them up, since they will die quickly otherwise. Then they can get back into the Demolishers again to take out another turret.

Narrated vid.


Last edited by Ronab on Tue Apr 07, 2009 9:49 pm; edited 2 times in total

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1. Flame Leviathan Empty Hard Modes

Post  Ronab Tue Apr 07, 2009 9:46 pm

Hard Mode
The Hard Mode of this encounter is when you destroy the towers in the Area prior to the fight. Each tower destroyed will give the Flame Leviathan an unique ability based on which tower you destroyed.


Thorim's Hammer
Deals Stormstrike damage to all enemies nearby. Additional damage is taken if directly under the impact location.

Mimiron's Inferno
Deals 150000 Fire damage to all nearby enemies and leaves a flaming blaze behind.

Hodir's Fury
Deals 150000 Frost damage to all nearby enemies, entombing them in ice.

Freya's Ward
Deals 13500 to 16500 Natures damage to all nearby enemies and summons guardians of nature to surround the enemy.


Im not sure how exactly these incorperate into the fight fully yet, but I do know the system is similar to Sarth and his drakes, except this has 4 levels of difficulty, the hard mode being with all 4 boss buffs active at once.

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Post  Ronab Tue Apr 07, 2009 9:53 pm

Think im done for now, so yeah, feel free to add anything!

On the PTR we have killed this boss twice with relative ease.(Except when saph managed to shoot Sanguinar in the opposite direction to the boss and watch him go splat,rather than landing ontop of the boss!)

Personally Id say the trickiest bit is picking up the guys whos just been ejected off FL before they die,so id advise sending up retlols and holylols for the first few kills, just so we got bubble to fall back on.

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Post  Fanthom Tue Apr 07, 2009 9:58 pm

no such thing as holylols, pfft...

other than that - seems like a fun boss, looking forward to killing it on hard mode :d
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Post  Itsybitsy Wed Apr 08, 2009 2:43 am

Ronab wrote:Personally Id say the trickiest bit is picking up the guys whos just been ejected off FL before they die,so id advise sending up retlols and holylols for the first few kills, just so we got bubble to fall back on.

LOL Yeah, it's hard when they ask for a pickup when the bike is next to them and they dont see it :p
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Post  Authadain Wed Apr 08, 2009 2:56 am

he just wants to kill all the other palas first Razz
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Post  Ronab Wed Apr 08, 2009 10:44 am

Itsybitsy wrote:
Ronab wrote:Personally Id say the trickiest bit is picking up the guys whos just been ejected off FL before they die,so id advise sending up retlols and holylols for the first few kills, just so we got bubble to fall back on.

LOL Yeah, it's hard when they ask for a pickup when the bike is next to them and they dont see it :p

If I remember rightly, didnt both you bikers go to the same guy?

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