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  1. #1
    Opey's Avatar Active Member
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    Archimonde tricks / possible exploits?

    As Im quitewell fed up with wiping over and over on archi, I kinda wanna discuss ANY tips you would use on archimonde.

    The only ones I can come up with right now is :

    1.use your Tear of the Godess DIRECTLY after you air burst so you won't fly all up high. Requires perfect internet connection and timing though.

    2.use trees to avoid fire : fire doesn't go through a tree

    others are common things like mages should use blink to either blink down just after the airburst or blink forward just before falling down.

    Let me hear yours!

    ps: Hope its right section

    Archimonde tricks  / possible exploits?
  2. #2
    Jareth123's Avatar Contributor
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    make ALL your raiders grind honor for the 2 minute pvp trinket and tell them to use it whenever they are getting feared into the fire ONLY, if you are not getting feared into the fire do not use it & save the CD for when you are.

    you don't use tears directly after you get air burst, you should use it exactly before you hit the ground, if your guild members are unable to do that, kick them out of your guild for being retarded.

    this might sound stupid but we had a shaman that did this: tell your shamans/people soulstoned NOT to instantly resurrect after they died or they will die again and archi gets twice the buff, thats almost an instant wipe if youve never killed him before.

    make sure your mages are dispelling fast enough, tell them that whoever makes the most dispells will win 50g from the guild bank (thats what we did and they were dispelling very fast xD)

    spread your groups out far from each other or fire will be everywhere.

    if someone gets separated from their group thell them to not go to their old group, but join the group nearest to him & let the mage/druid know.

    stay AWAY from the tank, the last thing you want is the tank getting an air burst.

    archimonde is a retard check, he will identify retards for you, DO NOT be scared to give -dkp, kick from raids etc, this will just make them learn (if you are the GM ofc)

  3. #3
    Tankotron's Avatar Commander
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    Originally Posted by Jareth123 View Post
    make ALL your raiders grind honor for the 2 minute pvp trinket and tell them to use it whenever they are getting feared into the fire ONLY, if you are not getting feared into the fire do not use it & save the CD for when you are.

    you don't use tears directly after you get air burst, you should use it exactly before you hit the ground, if your guild members are unable to do that, kick them out of your guild for being retarded.

    this might sound stupid but we had a shaman that did this: tell your shamans/people soulstoned NOT to instantly resurrect after they died or they will die again and archi gets twice the buff, thats almost an instant wipe if youve never killed him before.

    make sure your mages are dispelling fast enough, tell them that whoever makes the most dispells will win 50g from the guild bank (thats what we did and they were dispelling very fast xD)

    spread your groups out far from each other or fire will be everywhere.

    if someone gets separated from their group thell them to not go to their old group, but join the group nearest to him & let the mage/druid know.

    stay AWAY from the tank, the last thing you want is the tank getting an air burst.

    archimonde is a retard check, he will identify retards for you, DO NOT be scared to give -dkp, kick from raids etc, this will just make them learn (if you are the GM ofc)
    These are not tricks

  4. #4
    Rosulm's Avatar Contributor
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    Most of the stuff being said here is basic information found in different guides such as the ones of bosskillers. I can honestly say i've done archi and the best way to beat him is to not suck and kick that one person who always screws up. it works ^_^

  5. #5
    Tankotron's Avatar Commander
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    Yeah, they way my guild killed him is kick all of the **** ups out, ended up 21 manning it

  6. #6
    Zentek's Avatar Contributor
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    Raid Composition:

    • 1 Tank
    • 4 or more Decursers (mages or druids)
    • 6-10 Healers
    • 3-5 Melee DPS
    • 7-10 Ranged DPS

    Each raid member must aquire a Tears of the Goddess from Tyrande Whisperwind in the camp. The tears expire after two hours, remember to get new ones in time. All raid members should have one (better three) Healthstones, and a few Super Healing Potions (even healers). No other special gear is required, the fire damage in this fight cannot be reduced with resistance. Fire Protection potions though do help.
    Everybody should turn off their vanity meters, and forget about them. Damage and healing done are of no interest - this fight is about individual player survival and nothing else. Think Shade of Aran, but much worse.



    There are various approaches to positioning. As everybody needs to move around to avoid the Doomfires, a fixed order is hard to maintain. All players should keep the following in mind:

    • Spread out to minimize the collateral damage from the Air Burst AoE
    • Keep at least 15 yards away from all Doomfires
    • Stay within range of at least one decurser
    • Stay inside healer range

    It's a good idea to give raid icons to decursers and to assign groups to them which stay inside their range. Prior to some patch Doomfire spread out in front of Archimonde only, therefore it was very good to tank him faced towards the mountain, and spread the raid in a semi-circle behind him. This is not true any more, therefore he can be tanked anywhere. The logs in the central area offer some protection from Doomfire, the flames cannot move through them, but still can circle around.



    The key to this fight is individual player survival. When learning the encounter, it's a good idea to focus exclusively on raid survival first. Soul Charges must be avoided at all costs, because usage of a Soul Charge usually leads to another player death (and thus to the next Soul Charge).
    Doomfire

    Raid members must avoid to get Doomfire under all circumstances, avoiding it is more important than anything else. It may be possible to heal through a doomfire. The problem is that healers are very busy getting Feared, Air Bursted and avoiding Doomfires themselves, so there's not a lot of extra healing capacity available beyond keeping the tank up and healing the normal Air Burst damage.
    Therefore all players must keep a safe distance (best is about 20 yards) away from all doomfires. There's no excuse or justification - if doomfire gets anywhere close, run away. All raid members must abide by this rule, the only exception is the main tank. The targeting of doomfire is semi-random. It moves straight towards a raid member, but it may randomly change target. People should not run in circles, but rather in a straight line away from Archimonde.
    This is probably the psycologically most difficult thing to learn in this fight, but remember - if there's a fire on one side of Archimonde, this means that there's no fire somewhere else. Smart players consider it to be a good thing that the fire is on their side, so that they can evade properly and make sure nobody dies, while the lesser members on the other side continue to DPS and heal.
    Grip of the Legion

    This curse must be dispelled as quickly as possible. Decursers must be spread out well over the raid. One difficult situation occurs when the curse hits a raid member who is running away from doomfire or air bursted.(and therefore out of decurse range). All members of the raid should have Purification Potions to remove the curse in this event, though it often fails. A wipe may indeed be inevitable (Archimonde is one of the bosses who is never truly "on farm"), but generally all players on the same side of Archimonde should move as a group.
    Fear

    A frequent cause for wipes in this encounter are raid members feared into Doomfire. The main tank must stance dance to avoid the fear. Shamans should keep their Tremor Totems up. It's highly useful if everyone in the raid has a PvP trinket which they can use when finding themselves running towards a Doomfire while feared. Some guilds actually require their members to obtain the trinket before being allowed to join this fight. Priests should keep Fear Wards up on key raid members (mostly healers and decursers). Mass Dispel can help too (but is rather mana intensive).
    Air Burst

    Besides healing through the damage, it's all about using the Tears of the Goddess at the right time. About 30% of the wipes for new raids are caused by players using their Tears not at all or too late. Although they slow fall speed for only two seconds, they must not be used too late. A safe method is to wait until the highest point of the flight path is reached, then wait antother three seconds, and then use the tears. This usually results in some falling damage because they expire before touching down, but nobody dies that way. People can practise before the pull on a cliff. Other means to slow falling (like Levitate and Slow Fall) can be used too. Mages can use Blink or Ice Block when they're near the ground.



    PHASE 2
    At 10% health, the following things happen:

    • Archimonde gets attacked by Wisps, which kill him automatically after 60 seconds
    • Tyrande gives the raid a 60 second invulnerability (de-)buff (Protection of Elune)
    • Archimonde channels Nordrassil, the World Tree (just an animation, no other effect). He also spams Finger of Death to no effect

    Since reaching Phase 2 is an automatic victory, the only thing the raid has to accomplish is to bring Archimonde down to 10% within 9 minutes. This means the raid has to deal 10% damage per minute, which is 500,000 damage in 60 seconds, or less than 10,000 DPS. Given 15 damage dealers, this means an average of 670 DPS per damage dealer, which is less than half of what players at this gear level should be able to sustain. Therefore, nobody should take any risk. Running away during the whole fight is perfectly ok (because it means that the people on the other side do their job unimpaired) - just don't die.

  7. #7
    Zentek's Avatar Contributor
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    Also. If you have a guild member who can't ****ING CLICK THE ****ING TEARS kick them as soon as possible because they will be NO HELP when it comes to Mother Shazz and Illidari Council.

  8. #8
    Opey's Avatar Active Member
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    GG, theres a difference between tricks and just a guide though.

    Jareth I know you can / should use the tear once you nearly fall down but you CAN also use it when you depart.

  9. #9
    Andrego's Avatar Member
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    I was going to post an exploit that my guild found when we were trying to get him down for a couple of weeks ago, but Blizzard changed it in the latest patch.

    This is what we did:
    One week before this we had been walljumping and trying to get into many funny places in Mt. Hyjal and we did. Our maintank actually managed to get to the top of a huge tree and another guy jumped all the way up to the top of one of the totems standing in the horde base. Anyway Blizzard set up invisible walls so that there were no longer possible to jump outside Hyjal and so on. But then we thought: "If we stand behind one of the invisible walls, can the fire hit us then?" so we tried.

    It actually worked, we didn't take any fire damage, we were not affected by the airburst and we manage to take him down very easily.

    Proof: search on youtube for "Contingent Archimonde down" and you'll see, but please don't flame us like everyone else does We have actually killed him in the real way too.

  10. #10
    killahhh's Avatar Member
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    Originally Posted by Andrego View Post
    Proof: search on youtube for "Contingent Archimonde down" and you'll see, but please don't flame us like everyone else does We have actually killed him in the real way too.
    the walls got fixed with the latest patch.

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