View Full Forums : Uldaman


Anger
07-28-2005, 02:36 PM
Hey guys.

I'm looking for help with strategies on the end boss in Uldaman as Main Healer.

I am 2 for 4 in Uldaman:

1. We did it, but I died. Something I'd like to avoid next time around. Additionally, the one Pickup Noob Hunter outrolled me on this:

http://www.thottbot.com/?i=8360

Needless to say I was wicked mad.

2. Second time we had a Level 60 Warrior with us so it doesn't count.

The other 2 times we got completely pwned, mostly due to the 12,000 mobs who hammered me because of heal-aggros.

Bear in mind that I was level 44-45 at the time, and I was the highest-levelled person there. It is quite possible now that me guidies have levelled up a bit, we should fare better I think.

Any help is appreciated.

Nightlion
07-29-2005, 08:10 AM
What item is that, cant see it from work...

Ive done uldaman 2 times, both times we won but the first time only one person survived and somehow managed to take out the rest of the bosses remaining health. Mostly what i do as main healer dring this fight is throw rejuvs on anyone i se takin damage because i dont rmemeber seeing any AOE that would just do a bit of dmg to someone without aggro. Which means if someone is taking dmg, someone is attacking them, and if its not the main tank they gunna need some healing. Other than that is is just HT on MT while pretty much giving him constant rejuvs. And maybe some regrowths on the mage or rogue trying to deal with adds.

This is my strat anyways let me know if im missiong something. :wiggle:

mekell
07-29-2005, 08:32 AM
our strategy on the boss is to assign one or 2 folks to kill the small adds as they wake up. When the 2 golumns wake up, the the main tank get aggro and just kill the main boss guy ignoring the 2 golums. They have a ton of hp, and die when the boss dies. So when the 2 golumns wake up, burn Archadeas down

Taringe
07-29-2005, 10:01 AM
I've onlt done Uldaman once legitly with my druid once. I think he was 43 at the time, and I was main healer. It was a while ago, so I might not recall everything completely accurately. But I remember the tank being sort of underleveled for tanking the end boss, but we made it through.

I like to have one person taking care of the single adds he spawns. Usually a rogue or hunter as they won't burn through mana on them like a mage. Warrior tanks Archadus (duh :P), I heal and the other two dps on Archadus. When he spawns the group of 6 dwarfs (50%), have everyone except the tank come off what they're doing and kill the group -- AE helps a lot here. And, like it was said above, when the golems spawn, burn Archadus.

If things are going well, the only people taking damage are the tank and person handling the single adds. Rejuv can cover the later and I focused healing on the tank.

Create
07-29-2005, 01:37 PM
I like to do this encounter with two tanks. A pally and a warrior is usually the best combination. Pallies have an ability to reduce melee damage to half. I don't know what it's called but it works well.

Put the pally on the bossman. All he has to do is keep aggro on the one guy, reduce melee damage as much as possible, and toss an occassional heal on themselves to help you out. The warrior is responsible for maintaining aggro on the 6-spawn.

The last two group spots need to be high DPS characters. As stated before, these two need to assist your warrior to kill the 6-spawn but ignore the 2-spawn and go right at Arch.

If you don't have two tanks you can substitute a hunters pet. The tank needs to drop Arch aggro *before* the 6-spawn so they can lock up all six; leaving the pet on Arch. Even if the whole group does what they can to reduce Arch's damage you will still be spam healing the pet. The hunter will have to help heal here to free up a heal for your tank. You've got one more warrior heal from Nature's Swiftness. Save the talent for this part of the fight. If you can't take down the 6-spawn with two warrior heals the third one should be the warior using a potion. If you use the hunter's pet as a stand-in tank you will most likely need innervate or a potion to keep up.

Now, if you've got a very good hunter they can try to get the whole 6-spawn on their pet, letting the warrior keep Arch. This is a much better way to do it, but your hunter has got to be on the ball. 9 out of 10 hunters can't even handle requests like "Could you have your pet cover me (the healer) if I take aggro?" (i.e. notice I have aggro, switch pet target, turn on pet tuant). Picking up six adds means they have to quickly turn on taunt, have pet target and gain aggro from as many adds as possible, melee the remainder to grab them, then get the pet to take aggro off of themelves. By time this is done two of them are dead already.

It's just a bit less chaotic if the pet stays on Arch while the warrior grabs the six-spawn. It's safer to have the hunter grab the six spawn. My favorite but very risky tactic is to let the mage grab the 6-spawn single handedly. If you go this route your tank has got to help you cover some of Arch's damage either with defensive stance, heals, or other abilities.

There's a ton of ways to do this, just like most 5-man encounters. I really liked this encounter when it was the approprite level. I'd take all kinds of PuG's in the back way. I remember two unique groups that you'd think wouldn't have a chance that succeeded easily. (hunter, 3 mages, myself) (4 hunters, myself). You wouldn't think so but stealth running this with two druids and three rogues works really well. Split your rogues off for the 6-spawn. The two druids take turns tanking/healing.

DPS is king in this one so without that you could be sol.

Jareck
08-04-2005, 01:43 PM
I've ran Uldaman about 60 times now between two chars, and I've found this to be the best setup...

I act as main healer, your MT needs to be 45-50 to have a good shot at the boss. If you have a paladin, make sure to have BoW, as this is a distance fight, not a burst dps one. The other 3 folks in the group (including preferably a 44+ rogue) should focus only on the adds. Their job is to keep the adds down quickly so they don't heal archades.

When the 6 adds in the middle come to life, same scenario, except you may have to be on your toes a bit more, possibly shifting to bear until they can pull any agro'ers off of you.

When the 4 big golems spawn (Archades shouts "To my side brothers"), you should run close to the MT, as they will probably agro you. When they are close, the MT should challenging shout or whatever AE taunt is available and then everyone go 100% on Archades. When he dies, they disappear.

If you have an alchemist in the group, a healing pot for everyone isn't a bad idea in case you get KD'd at an inappropriate time, and if your mana isn't the best, chugging a mana pot early on may not be a bad idea either so that you can use another one late in the fight if necessary. Unless you have a lvl 60 dps class with you, it's going to take 3+ min.

Anger
08-07-2005, 12:58 AM
Thanks everyone for the help.

I'll be giving a lot of these a try, once I return from my vacation of course ;).