Ahnkabet:Old Kingdom

Share your victories and discuss tactics, encounters and group composition, and look to future challenges for your band of heroes.
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Darkgods
Posts: 106
Joined: 11 Sep 2012 06:31

Ahnkabet:Old Kingdom

#1 » Post by Darkgods » 18 Sep 2012 22:38

Spider mobs have two bugs: 1: to yank themselves and, great deals damage
2: If your tank or the DPS use PULL and TAUNT skills, bugged mobs coming

and Prince Taldaram skills, Conjure Flame Sphere have bug

SO but there is a solution :P
1. not use PULL and TAUNT skills and bugged mobs not coming !!!
2. prince Taldaram use Fire skill only just run away :P
its very easy...

but Herald Volazj have 1 abilities : Insanity - Drive all players in the room to Insanity. During this time, players are phased and can't attack the Herald, but will be forced to fight 4 Twisted Visages. Used at 66% and 33% of Volazj's health left.
its is very strong, so the weaker DPS simply is ground
You can turn off? Cele or something can be done?

Good LUCK and fun

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Toughy
Posts: 90
Joined: 09 Oct 2010 10:01
Location: Ploieşti, Romania

Re: Ahnkabet:Old Kingdom

#2 » Post by Toughy » 13 Dec 2012 15:14

Prince Taldaram has 2 problems (heroic runs here):
  • there are 3 flame spheres, which drain all your HP and kill you fi you don't run brefore he casts them, and you do not normally have enough time and room to run away before they kill you.
  • periodically the prince dissapears and than comes back with full HP.
I know people say "It is doable, here's my achievement...", but it is only doable if you can greatly overpower the prince with raiding gear and get it down before he dissapears, otherwise you will just start the fight over and over again. And people with such raiding gear no longer need to run heroics.

So can the prince please be fixed or at least nerfed ... ?

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limiteded

Re: Ahnkabet:Old Kingdom

#3 » Post by limiteded » 13 Dec 2012 21:25

I have had some success with Taldaram. The results are mixed however.

The primary goal is to reposition *immediately* once he begins to cast conjured flame spheres.

Your aforementioned problem where he goes to drink the blood of one of your team members, and instead resets the encounter, however, is more difficult to deal with, especially if he uses the move directly after a flame sphere cast.

The key as I have experienced to avoiding a full reset is to ensure that there are damage-over-time spells up on him 100% of the time- but only some of them seem to register.

In my personal experience, both Rend (Warrior) and Insect Swarm (Druid {balance}) tick after he disappears.
In both cases, he regained some health from the encounter reset anyway :(

Also in my personal experience, Righteous Vengeance (Paladin {Retribution}) and Deep Wounds (Warrior {Arms}) does not tick after he disappears. I have yet to try Seal of Vengeance (Paladin), as I have not been playing my Paladin.

Like I said, I've had some success. Results are not guaranteed. I wipe on Taldaram, I'm sad to say.

But hopefully this helps :)

- J

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Tuffeyy

Re: Ahnkabet:Old Kingdom

#4 » Post by Tuffeyy » 17 Dec 2012 05:02

Wait until you get to the final boss xD Insanity has a high chance of getting your squishy members killed because the clones are super-op xD

I am not sure how it stands now but if you wiped on the last boss it would bug your instance until you reset it. Someone will need to confirm whether this still happens or not

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Toughy
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Joined: 09 Oct 2010 10:01
Location: Ploieşti, Romania

Re: Ahnkabet:Old Kingdom

#5 » Post by Toughy » 17 Dec 2012 20:01

I never had the end-boss problem, maybe because I always get to tank in intances.

The end boss is terribly easy for me, though I admin some of the DPSes may need to ressurect or run back to instance. I heard in-game that each class has a specific way to deal with the clones, which is based on the fact that clones hit a little hard, but otherwise they have low HP. I guess you just have to "know your class". In my case, warrior tank, the AoE stun ability called Shockwave can do wonders.

A wipe at the end boss did not bug the instance for me lately, although I think it did happen in the past.

But the prince, however, is where I usually loose the group patiance and than loose the group. I could also overcome the encounter once, but I do not know tactics for it. As I said, even if I run when he conjures spheres, sometimes there is just not enough room to run away. And you can not afford to loose a second: you must run immediatly as he starts casting !

I read on wowwiki that the 3 spheres are expected on heroic mode, but on our server thay do too much damage. I also read that to prevent the boss from reset, it should have no player next to him when he disappears, but I do not know how to do that.

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Tuma
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Joined: 29 Dec 2012 15:02

Re: Ahnkabet:Old Kingdom

#6 » Post by Tuma » 29 Dec 2012 15:11

For me the biggest challange is players zoning out immediately and don't even attempt the dungeon. It all works, and I've completed it multiple times. Getting by the first problem (players leaving) the second issue is the amazing aggro as you step off the ramp. Mobs in the doorway far in front rushes you immediately. The same happens when you go through the door, then you aggro the patrol on the next lower level.
But all this can be tolerated (if expected).
First boss is a breeze, but I've learned a trick with the second boss (from the horde buddies, actually :mrgreen: ). It is essential you clear the platform, then you have to tank him in the corners with the steps on both sides. Your casters and healer will stand on the ramps side and run parallel to you, thus they will have enough room. Do not run into their line ... you will wipe easily.
End boss just run away when he begins casting, and stand still when Insanity is complete.
Do not move and let tank aggro the evil mirror images.
Do it twice and you're done ;)

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Toughy
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Location: Ploieşti, Romania

Re: Ahnkabet:Old Kingdom

#7 » Post by Toughy » 15 Jan 2013 14:02

Yes, players leaving is the biggest problem, unfortunately :(

For the initial mobs that over-aggro you, I believe you can step off the web ramp, but than make make only a few, if any, steps forward, and there will be exactly one mob rushing to aggro you. You will have to wait for it a little.

Make enough additional steps forward, after you get off the webbed ramp, and one of the spider adds may pull you in the middle of them all, with one of their spider web strings. I believe this is not really a bug.

However it is possible to wait for and taunt the two patrol spiders only, and leave the rest (on the sides) alone. Than you can run up the stairs entrance.

After the few stairs, I also recommend to avoid Charge. It has a chance to make you fall through texture. The same is true if you are pulled by a spider with their web strings: you will have a chance to fall through texture if that happens.

I do not yet understand your trick for Prince Taldaram, but I am curious to get it.

On the last boss, I remember you have to fight the evil images three times in a row. The first time the clones will aggro and attack you. The second and third time the clones will be invisible and you will have to use some AoE ability to run into them and make them visible. I remember on occasion I could see and help some of my real group members fighting clones. But for the first group of evil clones, I believe every group member is on its own and has its own clones to fight with. I think the second and third time you fight the evil clones are the times when you should not move and let the tank aggro them.

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