Dungeon should not completely reset if you wipe on a boss…
This guy is easy if you kite him until he teleports and somehow 2 shots the tank, then resets the dungeon and makes you not want to do this dungeon ever again
Dungeon should not completely reset if you wipe on a boss…
This guy is easy if you kite him until he teleports and somehow 2 shots the tank, then resets the dungeon and makes you not want to do this dungeon ever again
this, the guy in UP with the rng frozen path + fear overlap, and the anubsomething from azjol nerub with pound + webbing are just pathetic design
If the small adds didnt proc the webbing the fight would be 100% better designed.
I think your statements are strong. There didn’t seem to be any thought to how these would interact with existing mechanics.
The teleport sometimes drops party into sparks which is how that happens. And that bs is why he can be a very difficult encounter.
Its annoying but gotta be ready to move immediately.
There definitely wasn’t, and little if any testing either. And of course they’ve added massive incentives to these dungeons so almost everyone will do them at least a little bit. Huge success by their metrics, I’m sure.
It’s also funny to think how on paper and in design it’s meant to give everyone content to do, people to gear up by dropping Uld 10 and Sidereal for the vets that don’t need the Uld 10 gear.
But what ends up happening is the vets don’t want anyone who could actually use the gear and instead create GS gates and skip for final boss speedruns.
Back in og wotlk i noticed something about the walkway in VH and it looks like this is happening too in wotlk classic.
One of the walkways is basically a huge pile of rubble. The portal that spawns in front of Zurumat the Obliterator (the warlock looking voidwalker boss) will always spawn 3 mobs (4 mobs after 2nd boss is killed). This one time i noticed that a mob would evade bug if it got on the rubble part of the walkway.
My theory was if Xevozz was kited through that rubble he would evade bug and teleport, pull everybody and thats when things get kinda rough. But the way i tank him is to start at the lower platform near the Arrakoa boss and just backpedal. But I dont move too far away from him. It’s the same as trying to kite an NPC archer/hunter mob. Get close to them inside their deadzone and force them to melee you and backpedal but staying inside their deadzone.
Once i get to the crumbled walkway i would walk through that narrow strip of that walkway that was not broken and he almost never teleports for me. I always make it to the big center platform where Cyanigosa spawns and on a few occasions have made it to Moraggs platform. I do think that it needs to be fixed but in the meantime give this tanking strat a try and see how it works for you guys.
Well, they won’t fix it unless we make them. Best way to make them is to avoid those places.
So, when I do queue up, for me it’s: Oculus, AN, TOK, VH; that I avoid like the Scourge Plague.
I think best we can hope for is to tell them there is an issue and maybe they will fix it.
But are you talking about avoiding it and just not saying anything? because i dont see how that will work. They probably knew how OCC used to be the most hated dungeon but thats cause everyone complained about it. Thats why if you look at the Titan Alpha loot in it they put all the 213 necks on the last boss which my guess was supposed to be a carrot for us.
Short of an actual boycott or pay with your wallet thing thats probably the best way to fix it.
I’m quite certain they can see if there are dungeons that people avoid.
Definitely had a few groups break up because of this. I just cross my fingers and hope we don’t get him.
If true i dont forsee them “fixing” the problem with VH, they’ll just put better loot in there as incentive.
I was one of the weirdo’s that actually ran H+ for the 213 gear at the end. I noticed that one dungeon had a caster 213 neck, a different dungeon had the 213 healer neck, another dungeon had the 213 agi neck and another dungeon had the 213 tank neck. But Occulus has ALL of those 213 necks inside of it. I think that they did that so people would want to run it. And i see them doing something similar to VH to get people to want to run it too.
If you wipe the game should ask you if you would like to do the dungeon on Normal mode.
Hey Exzee,
For Xevozz, I’m not sure what can be done in this case without a large investment into changing how VH works. VH resets completely when you wipe on bosses or lose all of the shield.
Xevozz’s teleport is tied to him being in Line of Sight of the orbs and they have specific spawn locations that don’t involve the left side of the room. Let me check it and see if this is working correctly or something is off.
So tanking him on the left stairs and then going up the stairs, and kiting him around the outside of the room should work. The Ethereal Spheres are also slowable and rootable so if even 1 party member goes onto orb duty until they despawn, it’s solved.
We’ll take a look at some of the Protocol Beta instances that are frustrating: King Ymiron stun + Icy Path/Glaciate, Fire Blast damage in general, Hadronox, and Anub to see if there are any adjustments we want to make to mitigate frustrations. And no we won’t remove Oculus from the game
Pretty sure it’s always done this. If it’s a normal run, you can just reset and start from the beginning with loot, but going through the whole thing with again with no loot on heroic or ++ is painful.
Maybe they can at least make it so that Xevozz can only be chosen as the first boss. That way, worst case scenario you just clear trash waves again.
Most of Wrath Classic sadly; don’t remember there being so many bugs in OG wrath.
Hmm… very interesting… you’re saying he doesn’t teleport in the non-broken walkway? Will need to test that out.
Because honestly, the teleport into sparks is legit the only reason this guy can be tougher than raid (naxx) bosses since the sparks do like 10k a second damage and if you don’t move immediately it’s pretty much RIP.
Nah, still complain. But also don’t subject yourself to the Hellscape that is those dreadful places. Because that just shows Blizzard they don’t actually have to make changes.
Yup, i tried to post a pic but it said i cant put links. But its pretty easy to see the area. Just treat him like any gun/bow/crossbow equipped mob that you need to kite. Stay inside their deadzone and they will be forced to melee you. Backpedal but dont go out of their deadzone and they will be forced to follow you to keep doing melee.
Xevozz may decide to cast a spell to summon the orbs. But just stay in melee range of him and once he’s done casting then resume your kite. And once you get to that broken walkway, walk over the narrow strip that is not broken. I know for sure that the broken walkway has evade bug issues because i’ve been knocked back into it a few times by the regular portal packs. When they try to chase me on that broken walkway i see evade over their heads. So thats what makes me think that Xevozz or maybe even his orbs getting evade bugged might cause a mass teleport.
I kite that way all the time and its veeeeery rare for me to get a mass teleport. Lot of times i end up finishing tank him on Cyanigosas platform where he dies or if dps is a bit lower i can keep kiting and make it close to Moragg’s platform.
EDIT: another thing too i forgot to mention is i tell all the dps/heals to stay ahead of the kite path instead of trailing way behind us. Reason i say this is because i think it improves their dps/healing so they dont have to stop-go-stop-go which they would have to do if they are trailing us by 20-30 yards. But i read that its the orbs that will mass teleport if a player is in LOS of the orb. Which might mean if players are way behind the boss being kites instead of way in front of him then you are more likely to get teleported?