The reason I know that you don’t know what you’re talking about is because you’re suggesting a warrior can hold threat with demo shout at 50 threat a cast.
Also yeah, totally believable that you’re part of a guild that 1-shot Twin Emps with absolutely no hiccups. Must be the reason you’re posting from a level 20 toon and not your main.
The closest person gets a huge lead on aggro just for being the closest to the emperor immediately after he ports and if you actually played vanilla or knew anything about the original twin emperor strats you would know THAT was the actual original strategy.
Ranged were bugs only.
You can keep making a fool out of yourself though lol…
That’s what we call an ad-hominem fallacy where you have nothing to argue on so you bring up something completely irrelevant to personally discredit someone.
I can do the same thing though, on Sulfuras and it’s widely known that Millenials is a god awful guild lmaooo…
Imagine thinking people part of a dadcore guild actually care what tryhards think about them.
Imagine thinking you should have any say in how content should be balanced or how AI should behave once you actually hit something you can’t just stack world buffs against…
Wait wasn’t it people like you that caused this game to turn into retail? 
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it just wouldn’t be vanilla without it…
I still havent seen a VOD of veklor melee’ing the warlock, only replays on warcraftlogs. Without a VOD its hard to make a judgment on what exactly is causing Veklor to melee instead of cast shadowbolt.
My GM confirmed this was a thing back in vanilla. He told me it was due to poor positioning before a teleport happens. Fwiw, I havent yet seen veklor melee a warlock tank yet.
We’ve been trying to overcome this issue for the past two weeks and have been scouring whatever resources are available to try to identify the cause and how to prevent it from happening anymore.
We have the warrior tanks take initial aggro upon teleport and the warlock tank builds threat to take over from a distance, which is successful. We have teleport phases where there are no issues, but nearly every single attempt we have Veklor seemingly randomly choosing to run up and club our warlock tank (usually accompanied by an arcane blast and death) even though threat had already been well established after a teleport. We have backup warlocks, but we encounter this same behavior many times in the same attempt and ultimately leads to us wiping because we run out of tanks or they heal to full/etc.
We have attempted the following to avoid this behavior:
- No players, pets, or totems on or near the stairs to avoid potential LoS issues for the randomly targeted blizzards.
- Dismissed all pets on the theory that more than 40 “characters” causes it to behave unexpectedly.
- Have the warlocks be completely stationary on the theory that any movement will cause Vek’lor to start running. (When he chooses to run regardless, the warlocks try to run away but he’s too fast and kills them before they get far)
I honestly don’t care whether or not it’s a bug. I just want to know what we need to do in order to surpass this wall. We’ve had them down to 33% once so we know its possible, but it’s highly frustrating because when you try to research to figure out what you’re doing wrong and you encounter a thread like this, all you get are trolls that insist you don’t understand the mechanics and then decide that there’s no need to explain what you’re doing wrong.
If there’s something we’re doing wrong, I have no shame in saying “Gosh We R so DURMB”, but please help us not be so DURMB by explaining what the hell we’re doing wrong.
No one cares about how you “think” the boss should be. Only thing that matters is whether the mechanic was part of vanilla.
Our 2 emp kills has random melee attacks also. Just stand at max searing pain range and RUN when he starts move towards lock tank. He seems to do this towards the end of a teleport, so running for ur life should be ok since you have a ton of threat by then.
Make sure your locks have limited invul pot ready lol, and bop if you’re alliance.
You realize private servers were difficult when compared to classic right?
proximity threat is only 2k, thats far from a “huge aggro lead”.
That was a Bug tho. In the original game, wands worked.
There is a difference between fixing a bug and nerfing a encounter
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Change is change. Whatever label you put on it in retrospect really doesn’t matter - as someone who has been raiding for years I can’t tell you how many encounters I have seen/beaten that were “bugged” just to then get “fixed” resulting in a significantly easier encounter due to those very fixes.
Yes - they changed it to work as it did in vanilla. Yes - they made it significantly easier.
Do you understand what I am saying?
PS: We got NA first 9/9 AQ40 because we prepared for a viscidus that was difficult to freeze. Our 40man roster came with Coldrage daggers on every single meele & hunter + 2 Frost Oils each, 10 Elixir of Poison Resistance, 150+ NR & Sappers on everybody. Onslaught however did not prepare for this and lost a 44min headstart due to several wipes. These details matter a LOT and as someone who benefited from a harder encounter I am sad to see it changed to an easier version.
But… hear me out… What if the encounter IS a bug?
Legit if they cant 1 shot an encounter the encounter is too hard and needs to be nerfed according to the masses.
Its kinda amusing because at the same time they QQ on the forums about everything being to easy.
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Large enough so that healers can’t pull aggro off a warrior spamming shouts regardlesss of what a threat meter says.
Yep. Which speaks volumes on how braindead classic is.
The solutions to your problem seems to be the stairs LOS. If he casts his random blizzard but is targeting someone on the stairs it changes him from caster mode into run to melee mode. Your problem seems to be raid positioning IMO. Hope that helps