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Flame Leviathan down!

April 24th, 2009

Finally, after 25 wipes and inconsistant groups we got together with a solid strategy and downed him.  We almost killed him on the first attempt last night, however a poor use of shield on a seige engine and the loss of a both cycles forced us to a 3% wipe.  We recovered and went back to to it and got him down.

The drops were:


Energy Siphon

The strategy we used was posted on our forums by myself after the attempts and some studying.  It is posted here:

So now the basic start:
1 and 2 are in pictures.

Start in the south east corner (1). All vehicles bunched up. The bikes go out and lay two tars in the diagonal between FL and the siege vehicles and then start the fight. FL will target one of the siege vehicles, that vehicle stays as deep in the corner it can. Trying to do as much damage as they can. Mean while the other vehicles start working towards the North West (2) corner at range doing as much damage as they can. The second he targets one person, that vehicle continues to the north west corner. They should have so much ground between them FL, that he will never reach them. The bikes will get two tars down on the diagonal. Mean while the rest of the vehicles will work there way back to south east corner. FL should not reach the vehicle. FL will then swap again. Now traveling on the diagonal. We just repeat this over and over. Only one vehicle should take a burst damage, that is the initial target. Now onto the overload.

The overload should occur sometime near the end of the pass to point 2. It should be delayed as close to the corner as possible. Putting it at max range from position 2. When the overload starts, it is imperative the bikes get some tar down on the FL. Then get the turret folks picked up and back on their demolisher. All vehicles should be at the max range doing as much damage as they can while in overload. That means spam the pyrite bombs from the demolishers. The siege engines should stop about 3 seconds left before overload and turn around getting ready to kite FL back to position 1 (if they are the target). Once the turret people are back in their demolisher, they should work on trying to get pyrite reloaded as best they can. If they are not the target of the FL on his way back to position 1. They are free to travel back to spot 2 getting as much pyrite as they can. Once in their corner, they should start DPS on FL again at range so they can kite him back to the corner if targeted. Once reestablished and in position, they can launch their people and the turret portion can start all over.

The Siege engines should be air ramming behind the FL, reserving power for electro-shock to interrupt flame vents. About 3 seconds before FL swaps targets, they should stop turn around and prepare to be chased. If they are target. They should boost and work their way to the opposite corner. The other vehicle should lag behind air ramming and interrupting Flame Vents, then lagging behind about 3 seconds before target swap. (Lather rinse repeat)

This fight is all about rhythm. Once we get it down this should be fairly easy to duplicate. This fight is gear dependent so everyone should have 187 purples or 200 blues or purples in ever slot. Shirts, Tabards, off-hand, and ranged, libram, totem, or idol slots are exempt. This helps vehicle health and damage. The turret fighters should be in their personal class DPS.

(The dots are not only the tars, but the kite path.)

Some last notes on the fight.

By no means should anyone in a vehicle ever get out and run around. There is a 3K AOE DPS going on constantly, which means like it is walking on the moon without a space suit. The only exception is the turret destroyers, if the bikes are there and on time, no damage should be taken.

Turret destroyers (Siege demolisher passengers) should have raid icons to help them be found easier by the bikes. They can ping the mini map to help bikes find them. The players should also be launched one at a time or they may miss FL and just die. So once a player is confirmed and on, then the other should be launched.

Demolisher Pyrite bombs should be reserved for the overload phase. This is where the major damage is done. Although they can start getting the stacking Debuff on FL about 10 seconds before the overload, and continue to stack it until the overload is completed. Each pyrite bomb has a 10 second debuff that does ~12,000 Damage per second. So a few of these before the overload helps pre-load a lot of damage.  This debuff should be kept on FL as much as possible.

If a siege engine is the one targeted on the first one. The passenger should use the shield right as FL gets close. This should eliminate all of the potential damage on the first pass. Try to save this for the last second.

Bike riders should try to get some tar below FL right before the overload. And the siege engine passengers should light this. This will give the bikers a chance to do extra damage and be ready to pick up the turret destroyers

While Tar is on cool down, bikes should be weaving with FL hitting him with the horn when they can.

Please let me know what you think…I believe this is a pretty good start. Thanks to wowwiki, Wowhead, and tankspot for the help.

We moved on and poked our head in on XT-002 and did okay.  Did 5 attempts and got him down to roughly 50%.  I am typing up our strategies for XT, Razorscale, and Ignis right now, so if anyone has some advice, let me know.

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