Healing Ulduar: Flame Leviathan

flame-leviathan

For other bosses in Ulduar, check the Ulduar Healing strategy page.

I managed to squeeze some PTR time on this boss earlier in the weeks before. But here’s a step-by-step break down of what you need to do in order to get through the encounter.

Quick notes

  • Vehicular fight
  • Trash should be cleared using your vehicles
  • After ~two attempts on the boss, trash will respawn (not sure if there’s a link to time)
  • Four towers control the difficulty of the boss
  • Vehicle health is based on item level not stats

Map

fl-map

Trash phase

This is not a Hyjal style waves encounter. Your raid group will have access to vehicles first. When your raid is ready to move out, speak to Brann Bronzebeard to engage the Iron army.

bronzebeard-thumb

(Click image for dialogue)

Tower information

Your targets are the four towers throughout the area. The difficulty level of Flame Leviathan can be controlled based on which towers you leave up. Towers are easily identifiable because of the color of their glow. Location of the towers are shown in the map above. Use your vehicles to bring them down.

Storm beacons will summon additional units. Destroy them to stem the tide of incoming spawning mobs.

Roles and vehicular abilities

There are different roles that each vehicle plays. I’ll break them down below.

Carrying capacities

Chopper: 1 driver + 1 passenger
Demolisher: 1 driver + 2 passengers
Siege engine: 1 driver + 1 turret + 2 passengers

Chopper abilities

Sonic horn (20 energy): Conical DPS within 35 yards to all enemies
Tar: 10 yard pool of tar that slows down enemies by 75% (important)
Speed boost (50 energy): Increases vehicle’s movement speed by 100% for 5s

Demolisher abilities

Driver

Hurl boulder: Throws a really big rock at a variable range. Think Wintergrasp or Strands type. Ignites Tar upon impact.
Hurl pyrite barrel: Using 5 pyrite, will do ~30000 damage
Ram: Damage and knockback effect
Throw passenger: Used only when the passenger is in the catapult. Dwarf tossing is finally a reality (important)

Passenger

Cannon: Fires a missile. Upon impact, deals damage to enemies within 10 yards. 50 yard range.
Grab crate: Uses a hook and chain to grab crates. Lets you pick up pyrite off the ground.
Increase speed: Uses pyrite to add extra speed to the demolisher. Lasts 1 minute.
Load into catapult: Self explanatory. Passenger gets into the catapult. (important)

Siege engine abilities

Driver

Ram (40 energy): Damage and knock back effect
Electroshock (38 energy): 25 yard conical, interrupts spells, and 4 seconds of locking out the magic school (important)
Steam Rush (40 energy): Sort of like a sprint effect.

Turret

Anti-Air launcher (10 energy): Fires missiles at aerial targets.
Cannon (20 energy): Up to 70 yard range. It’s a gun that shoots stuff.

Siege Engines

The Flame Leviathan will only lock on to one siege engine at a team. The targeted engine must kite the boss around.

Non-kiting siege engines will have to stay close to the rear of the Leviathan as much as possible and should interrupt Flame Jets. After 30 seconds, Flame Leviathan will switch and target a different Siege Engine and chase after that. Use Steam Rush to build up some distance.

Here’s a kite path you can try out.

kite-path

Blue line: Opening route. The boss will be weapons free at this time (as in engage-able).

Siege engine passengers should be targeting pyrite ammo that’s floating in the air. If there aren’t any available, switch fire to the boss.

If you’re out of siege engines, FL will go after demolishers or choppers.

Choppers

There should be 1 chopper following the targeted siege engine. Choppers will be laying down tar directly in front of the Flame Leviathan to slow him down and the tar can be ignited by Boulders from demolishers.

Choppers also have to extract the FL Unit (explained further).

Demolishers

Stay as far away as you can. DPS with Hurl Boulder. Firing Pyrite Barrels should be held off until FL is stunned.

Demo passengers not being thrown up will need to work the catapult to load up Pyrite.

Flame Leviathan stun unit

Your demolishers have the capability to launch players onto the Flame Leviathan. The FL unit is going to comprise of:

  • 3 DPS (Suggest Druid, Death Knight, Rogue)
  • 1 Healer (Suggest Paladin or Druid)

I suggested those classes because they’re going to be under fire from various guns while up there. You’ll want maximum survivability.

Both players must be in the passenger seat of the demolisher. There’s an ability called “Load into Catapult” which places them in the throwing arm of the demo as a projectile. When itÃ’s called for, your demo’s close in. The driver then hits “Throw passenger” which launches the passengers on top of the Flame Leviathan.

When the FL unit is on the back of the boss, they will be able to take out all 4 turrets. When the turrets explode, there’s a button. You hit the button which starts a 10 second channel resulting in a stunned boss and a damage taken by Flame Leviathan by 50% and resetting his speed.

The FL unit will then be ejected and parachuted off the boss. Your choppers must swoop in and extract them back to the demolishers. You’ll want to stun Leviathan while he’s in a tar’d area.

Video

For a visual “how to” see this video below. Actual encounter starts around 20 seconds or so in. Note the positioning of siege engines and how the tar is laid out.

Healer drops

Heroic

Constructor’s Handwraps – Cloth gloves

Embrace of the Leviathan – Cloth belt

Freya’s Choker of Warding – Necklace

Glowing Ring of Reclamation – Ring

Steamcaller’s Totem – Ranged slot

Steamworker’s Goggles – Mail Helm

Boots of Fiery Resolution – Cloth feet – (Hard mode only)

Shoulderpads of Dormant Energies – Leather shoulders – (Hard mode only)

Ulduar Caster Weapons and Tier Gear: A Primer

Here’s a list of all spellcaster related weapons that drop from Ulduar. Items are sorted in the rough order of progression that raiding groups will be going in. I linked all currently known spellpower weapons and off hands so that your raid group can get a general idea of what item to go for and what items are better off in the hands of other players along with the rough order they will appear in. It seems heroic mode drops slightly more weapons. Loot tables for some of the bosses are still unknown at this time (like Yogg-Saron and Algalon). Read the bottom of the post for a theory of tier gear drops.

Heroic Mode weapons

Weapon Weapon Type Source
Overcharged Fuel Rod OH (Spell hit) Flame Leviathan
Intensity 2H Staff (Spell hit) Ignis the Furnace Master
Scepter of Creation Wand (Spirit) Ignis the Furnace Master
Guiding Star 1H Mace (MP5/Haste) Razorscale
Quartz Crystal Wand Wand (Spell hit) XT-002 Deconstructor (Hard mode)
     
Rapture 2H Staff (Spirit) Iron Council
Ironmender OH (Spirit) Kologarn
Runescribed Blade 1H Sword Auriaya
The Lifebinder 2H Staff (Spirit) Freya
Staff of Endless Winter 2H Staff (Spirit) Hodir (Hard mode)
Scepter of Lost Souls Wand (Haste/Crit) General Vezax

 

Normal Mode Weapons

Weapon Weapon Type Source
Firesoul MH Sword (Spell hit) Flame Leviathan
Plasma Foil 1H Dagger (Spirit) XT-002 Deconstructor
Pulsing Spellshield OH (Shield) XT-002 Deconstructor
Stormtip 1H Dagger (Spirit) The Iron Council
Nurturing Touch Wand (Spirit) Auriaya
Pulse Baton 1H Mace (MP5) Mimiron
Unraveling Reach 2H Staff (Hit) Freya
Icecore Staff 2H Staff (Spirit) Hodir
Ice Layered Barrier OH Shield (MP5/Haste) Hodir (Hard mode)
Pillar of Fortitude 2H Staff General Vezax

Tier gear

All we know right now is that Mimiron drops tier 8 gloves. I’m assuming Yogg-Saron either drops the chest or the helm. I have a sneaking suspicion the other 3 Titans (Freya, Hodir, Thorim) drop the other 3 tier 8 pieces. My theory is unconfirmed, however. But I think it’s a decent assumption that the 4 titans along with the “end” boss of the instance are the ones that drop the tier pieces.

Raid Flexibility: Preparing for the Inevitable.

 

“A pint of sweat, saves a gallon of blood. ”
George S. Patton

Matt had a great post about Raid Flexibility: A Healthy Obsession . If you haven’t had a chance to read it, please do so you’ll enjoy it. Matt broke down the pieces of a raid that need to be kept in working order.

I’d like to talk today about what goes into making that work when the unexpected comes up.

There are several events that may come up that can throw a monkey wrench into your raiding schedule. It is the job of guild leadership to make sure this does not happen. Lets look at some of the things that can become a speed bump.

1. Vacations and Real Life Events

Lets face it, real life happens. People need time to go and do things like visit family, and just get away from it all. My guild has a saying, “Real Life always comes before game”. No player should feel like they can’t take time off and enjoy having a life outside the game. If you find yourself in a position of wondering if you can skip the raid to go see johnny graduate, there may be a problem.

2. Burnout

Every guild I know has felt the burn of this one at one point or another. We play this game like a part time job sometimes. Spending hours grinding, running raids and heroics and prepping for the raids. It is fun and social but sometimes you hit a point where it just weighs on you. You see this when content becomes stale too, players get tired of seeing the same thing over and over again with little variety. I’ve been hearing tales about this from friends of mine along multiple servers with current content. When players hit the point of burnout they begin to resent the raid and the game and sometimes decide to take a step back and wait for themselves to become revitalized.

3. Acts of god

Things happen sometimes that are out of your control. Hurricanes, Fires, power outages, storms and what we affectionately refer to in guild as “shiv to the forehead” moments. Sometimes you lose people when natural disasters hit, people lose power in the middle of a raid. These things are out of a persons normal control and can never fully be prepared for, but you will have to be dealt with when they happen. My guild has many members who live in areas where they suffer from hurricanes, earthquakes and flooding, we know this and we have to be ready for it. Funny story for you guys on this one too. Shiv to the forehead is what my guild refers to people who go on extended AFK’s  “where’s johnny” “dunno I think he answered his door and got shived in the forehead”. We were in The Eye getting ready to bash up Loot Reaver when I got a knock on the door. I called out in vent “hey guys be right back, someone’s at my door”. I go to answer and  find one of my batty neighbors. I step outside to see what they want and I hear the door shut and click behind me. I immediately hang my head as I realize I’ve locked myself out of my apartment. After a good twenty minutes or so I manage to get back in the apartment and call the raid officer at the time to let him know what happened. Yeah, teasing ensued for a long time as everyone thought I went to the door and got “shived in the forehead”.

4. Drama

This is a big one. You’re spending a lot of time with a lot of different people. You cultivate different relationships with people over the course of your time together. Warcraft is very much a melting pot, you will have people from all walks of life around you. While you have a common goal, conflicting ideologies and life events can grate on people causing stress to a point of breaking. You’ve all hear the stories, maybe you’ve experienced it. Friends stop being friends in game over something and one stops coming to raids, two players who were in a relationship break up and try to put the guild at odds over it by choosing sides (this also covers two people pursuing the same love interest in game and coming to odds over that). Sometimes people “Ragequit”, often times over loot. This is where they abruptly /gquit and then log off. That seems silly but it does happen. Back in the days of Black Wing Lair my guild had a warrior who ragequit. A set of tank gloves dropped, and he put in for them. Problem was he was fury so tanking was considered offspec for him. A primary prot warrior put in for them, and even though he had less dkp then the fury warrior was given the items as it was prot priority. The fury warrior immediately flipped out and /gquit on the spot, taking his girlfriend (one of our healers) with him. The twist was that we continued to raid by pulling in a couple more raiders and the same set of gloves dropped off the next boss (gotta love shared loot tables). Go ahead laugh, it’s a funny story.

These things happen. It’s the leadership of the guilds job to be prepared for these things. So what can they do to make sure these things don’t keep the guild from moving forward and raids from happening? Well there are several things they can do.

Being Prepared!

1. Recruitment

This is pretty big solution to a lot of the problems. With raid size having been changed from 40 man to 25 man its a lot easier to keep a flexible roster of active raiders available. The leadership of the guild has to sit down and decide how many actives they need to keep around. Too many and you have too many people sitting out, too few and you run the risk of a large vacation or disaster of some nature taking too many out of the game to compensate for. For my guild the sweet spot is around 30 members at the rank of raider. In addition to raiders, we have a non raider rank of veteran. This consists of people that cannot meet the raid requirement but are still around and active, and friends and family. Friends and family are literally that, people who wanted to be in guild to play with close friends and family members, but never apped to be raiders. With veterans we tend to have alt runs to keep their gear level up, and this way we have a further pool of people to pull from if the number of raiders goes too far south.

2. Redundancy

Matt touched on this one a bit in his post. Redundancy saves the raid. My guild has two people ready to lead the raid at the drop of a hat. We’ve gone to lengths to make sure the raid can prevail under some odd circumstances. Let me give you an example. My guild leader normally runs the raids, and I take care of healers, we converse in officer to talk about strategies as needed and it works well. This also gives us two people to yell at folks to get out of the fire / void zones, and a check and balance in case we miss something. The other night we were running Heroic Naxx, and the guild leader DC’d due to some random Internet screw up. I made a phone call to find out what was going on, and then when he said he would probably be a while, got everyone moving to keep going till he could get back. I also sent out a couple tells to make sure we had a replacement ready in case he couldn’t get back on. Redundancy helps deal with burnout and real life events quite a bit. It allows players the safety of being able to go and take a vacation or enjoy real life without worrying about having to be there or else let the raid down. It also means people who are burning out can take their hiatus and get back to their normal frame of mind. I’m currently working on bringing up to speed a healer to take over healing assignments on the off chance I take a vacation or need to miss a raid.

3. Communication / Structure

This is another big fix. Making sure your guild can communicate with one another openly is a great (and important) thing. I have a very open door policy as an officer, something I have done throughout all my years of management as well. If someone has a problem, questions or concerns they can contact me. I’ve posted my email / aim / phone number on the guild forums multiple times, as have many of the other officers. This helps keep drama low as when someone has a gripe or complaint, they feel they can bring it to us openly and it doesn’t have to sit and fester. We also have a solid structure in the guild so there’s always someone they can go talk to:

Guild leader > Officers > Class leaders > Raiders > Veterans

We post any changes or pertinent information on the guild forums as well. Making sure information is flowing keeps a lot of things in check. It’s also important to have a set of rules in place to deal with complications. This helps cut down on drama and personal issues.

The officers do a lot on the back-end to make sure things go smoothly. Unpossible has been around for a very long time and is one of the longest lived guilds on Zul’jin, we’ve adapted to survive pretty much everything that can be thrown at us. We are able to do this because we have systems in place to deal with the obstacles you can’t control. Like Matt, my guild operates under the assumption that everyone is expendable. To quote Matt

The expendability thought is that no one person should be so important or required that the entire raid has to stop its operations in case a certain player is absent.

Thats it for todays post,

Until next time, Happy Healing!

As always feel free to follow me (@LodurZJ) on twitter And don’t be afraid to ask questions using direct message there or the contact form here on the site!

Raid Flexibility: A Healthy Obsession

worried

“If you want to build a ship, don’t drum up people to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”
Antoine De Saint-Exupery

The show must go on. It’s a common rallying cry among drama and theatre productions. It means that no matter what, the audience expects a show and the performers have to deliver. I have the same mentality when it comes to my blog. I do my best to ensure that there is something daily here for you readers to consume!

Keep that drama catchphrase in the back of your mind for a moment. We’ll revisit it.

A story

First, a story. Team Conquest finished off Naxx, Malygos, and Obsidian Sanctum. We had a reduced raiding roster. As were slowly working our way throughout OS, I received an urgent message. It’s not very often that I miss raids. It becomes even rarer when an unexpected event comes up where I have to sit myself out during the middle of a pull.

The usual trash clearing chatter was going on. I explained to the raid that something came up which required my immediate attention. One of our Resto Druids were on standby. I quickly explained to him my situation and he agreed to come in. I immediately passed off raid lead and master looter to one of my officers and said “He’s in charge.”

I returned home 40 minutes later. A quick glance on vent showed players were slowly disconnecting and breaking off into their own channels.

This meant either the mission was accomplished or that the raid had been called prematurely due to lack of resources.

I popped in.

“Is it done?”

“Yes.”

“Good.”

I was relieved. I think I felt a slight twinge of pride in there somewhere. On second thought, it might have been that sore throat of mine acting up.

The Parts

Raid leader. No, not Red Leader. We’re not talking about Star Wars here. How many players are capable (and willing) to lead your raid? I have four players who are able to sit in the captain’s chair and direct everything. If your answer is one, then you may wish to re-examine your options. Not everyone is able to fulfill this role. Make sure your candidate has the will to do so and the undying respect of the guild or else it won’t work. You can’t make people respect leaders. They have to do so on their own.

Tanks. Brio does an excellent job flipping and rotating tanks around. It helps to keep the tanks fresh and interested in what they’re doing. I have about six players who have the ability and the gear to switch into tanking roles if it is necessary. We haven’t had that happen yet. But it’s comforting to know that the option is available.

Healing leads. Currently Syd directs the healers. I do step in if she needs a day off every so often or if she’s not as familiar with an encounter. That makes two who are capable of handling assignments. Handy in case one of them manages to inadvertently stab themselves in the eye. That hasn’t happened yet, thankfully.

Healers. This should go without saying. Either recruit extra healers or have players willing to switch from their main role to a healing role if the fight requires it. There are 7 of us on the starting lineup with another 3 on reserve.

Replenishments. Ret Paladins, Survival Hunters, and Shadow Priests. I believe this is getting further expanded in 3.1. Have alternative sources for Replenishment. The mana regen is going to be a must going into the next raiding tier. I’ve got a Shadow Priest, a Ret Paladin, and several Hunters who can supply it if necessary.

Heroism/Bloodlust. I refer to this as the raid leader’s personal shotgun. While not always a requirement in an encounter, it helps to have the extra damage available to push through a certain phase as quickly as possible.

Why?

We are all expendable. This stems from a core philosophy of this guild. We are all united in our desire to raid and clear content. I have a duty to minimize whatever obstacles or obstructions that could get in the way of that mandate. Not having players or not having the experienced is not an acceptable reason for me. The expendability thought is that no one person should be so important or required that the entire raid has to stop its operations in case a certain player is absent.

When Conquest was first conceived, I knew I wanted the flexibility there. I knew that I could not be there all the time. I knew Brio would not be there all the time. I knew certain key players would not be available. I recruited players into the guild who I felt had the potential to take over certain functions should the need arise.

Whatever happens, the raid must go on.

10 mans

This is where it gets tricky. I don’t know if that same philosophy above would apply here as the individual efforts of players becomes even more amplified. Several of roles above wouldn’t even apply here. You don’t necessarily need a healing lead among 3 healers. It wouldn’t be that difficult to divvy up the responsibilities.

I’m not as experienced when it comes to pure 10 man guilds.

Are You Happy at the Threshold?

ha-gao

I’m going to let you guys in on a secret.

I’m not the best Priest in the world.

I’ve failed the ledge boss. I’ve died to the frogger boss. In fact, last Monday I got nailed by two back to back fire walls. The harshest critic anyone can have is themselves. The exasperation I could hear from my guildies that were not being transmitted over vent was nothing compared to the pissedoffedness I was feeling at myself.

More importantly, I am not the best geared Priest out there. I get a lot of observations about this from colleagues and readers.

“Why haven’t you gotten this item yet?”
”Why are you using this instead of that?”
”Have you thought about using that instead of what you have?”

It’s ironic isn’t it? Here I am with a blog where the mission statement is to make readers better players in every aspect possible with whatever advice and experience I can hand out. Yet getting the current best items in the game isn’t that big of a priority for me.

Because I’ve reached the threshold.

The Perfectionist

This is the player who sticks by enchanting and jewelcrafting to maximize their stats as much as possible. In fact, there are guilds who ask all of their guild members to exclusively use these two professions. I’ve noticed that these are the players who juggle a wide variety of variables in their head. An example would be a Paladin who would ask themselves if they want to pick up this helm for an MP5 set or a different helm for a crit set. This type of player isn’t satisfied with just being good enough. They will never be satisfied until they can excel in every area under their role. I’ve got tanks that have threat sets, stamina sets, and damage mitigation sets.

Same concept.

The Slacker

Not quite as worried about their loot. However, they do need to hit a threshold level of gear to be effective. The slackers are generally the healers. At the current level of raiding, there’s a point where your Spirit, your MP5, your spellpower and all those stats become useless. 1250 MP5 will be the same as 1245 MP5. 2500 spellpower is the same as 2490 spellpower. Once I hit the 220 spellpower mark, I started dishing out the passes to other healers who needed to augment themselves more.

There is nothing wrong with either of the two mindsets. I’d even go as far to say that a healthy guild will benefit by having both kinds because the perfectionist will never be satisfied and the slacker won’t raise hell because they’ve reached the threshold.

This reminds me of a discussion I have with my dad. We both like our dim sum. Specifically, we both like our ha gao. He refuses to eat at a cheaper Chinese restaurant if there’s something better nearby. There’s a decent Chinese restaurant on 1st (for the Vancouver guys, there’s a plaza there. It’s on the 2nd floor opposite the T&T). And it’s pretty good. It’s crazy packed. Huge wait list. But I’m happy with the food I get. So’s my aunt because she ends up paying 2 bucks a dish instead of 4 bucks a dish. My dad prefers the slightly more expensive Chinese places which offer the 4 dollar ha gao.

After sampling both, I say to my dad, “Dad, there’s virtually no difference between 2 dollar ha gao and 4 dollar ha gao. They taste the same.”

“No, it tastes better.”

“It’s the same amount of MSG and the shrimp comes from the same ocean.”

“Yeah, but it still tastes better.”

As you can see, some people just have to have the best stuff. Others are okay with the second best.

Ugh, and it’s 1:30 AM and I just made myself hungry. And just so I’m not the only one, I’m taking the rest of you down with me. If I’m hungry, I’m making the rest of you hungry!

xiu-mai

This is called Siu Mai (My spelling’s off, I know)

ha-jeong

This is called ha jeong (Shrimp wrapped in flat rice noodles)

matt-sig