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Talk:Attumen the Huntsman

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While it's true that gear check isn't offical or part of lore, it's still useful information. If you don't have the gear to down him you most likely aren't going to do very well in the rest of the instance. "Commonly seen as" keeps this from being an absolute statment and it's inclusion certainly isn't hurtful or misleading but rather informative. Which is why i don't think it voliates NPOV or is worthy of removing. Reskar 12:47, 17 April 2007 (EDT)

Ofc there's his name. Attumen. Short for 'Attunement'? :-) KelvinFrost 10:53, 2 May 2007 (EDT)

Attumen as "gear check" Edit

I find the idea of Attumen being a gear check for anything but himeself a tad ridiculous. He's far easier than either Moroes or the Maiden. A gear check implies that it's checking to see if you're prepared for the dungeon as a whole. Attumen does no such thing. If any boss is a gear check inside of Karazhan, it's the Curator. He's a dps check. After he's down, you're geared enough for all except maybe prince. After you've downed Attumen you're not necessarily geared enough for anything beyond. Girion 09:04, 27 June 2007 (UTC)

"Gear check" does not neccessarily mean that your gear is checked for the whole instance but just for this one encounter. This term is quite commonly used for boss fights that don't offer any real tactical challenge and where it's just about whether your manage to nuke down the boss before your healers run out of mana. And if you can't kill Attumen, you don't even need to bother trying Moroes or the Maiden either. Rondaru 14:46, 13 July 2007 (UTC)

Known Bugs: Attumen not mounting up Edit

We encountered the bug on our first two tries against Midnight and Attumen. In both cases the two were tanked apart from each other, with the hay cart between them.

In the first encounter we fought him down to zero hit points, after that he just disappeared. On the second try we ran towards the instance exit. After about half the distance Attumen despawned and we were out of combat.

A GM suggested to us to leave the instance, all 10 players, and keep out of it for 30 minutes. Logging out while still in the instance does not count. After that Attumen will respawn. We tried it after killing Moroes. Everybody went fishing for 35 minutes, and when we came back the stables were reset. We were able to finish the fight properly this time. Vidrax 2007-04-26 14:00 CEST

Try fighting him nearer to the wall, there is no real reason to keep the haycart between them,, perhaps a pathing issue?  - CJ talk / cont  08:11, 26 April 2007 (EDT)
Yes, that's what we did. You only need to turn Attumen away from the other melee fighters to keep them out of his cleave range. When we kept Attumen and Midnight close together, the whole event ran smoothly and finished properly. Vidrax 2007-04-27 10:52 CEST

ConflictEdit

It says to tank Midnight well away from the party. But on the other hand, it says to DPS Midnight first. I guess this is really two different strategies, and should be noted as such? -- LarsPensjo 03:35, 11 May 2007 (EDT)

probably not.. when the horse is at 95%, he'll be easier to pick up if the raid is away from him.  - CJ talk / cont  10:03, 11 May 2007 (EDT)

respawnsEdit

"Respawns will not happen during the boss fight." : this verified? i recall having stuff run for us during a boss fight once  - CJ talk / cont  08:14, 26 April 2007 (EDT)

I can confirm this. We had several "just-in-time" Midnight pulls where the Respawn timer on Natur's Enemy Cast Bar was just about to run out (as close to 10 seconds) and we were undisturbed during the whole fight. What might have added in your case during your battle might have been the Spectral Apprentices near the smith by some uncareful memmber of your raid. Rondaru 14:33, 13 July 2007 (UTC)
I can not confirm this. We had a Spectral Stallion spawn right into the boss fight, shortly after having pulled midnight. However, it is possible that the spawn might have happened just the moment before we actually pulled midnight and was then running into the group to join the fight. Is there more experience on this available? Jyslin 11:21, 27 July 2007 (UTC)
I have never had a respawn join in the fight anytime other than at the very beginning, on the pull. Given the number of times I've been through, I would have expected to have respawns during the fight if that were possible. I have also noticed that raid boss fights in general seem to disable respawns during the course of the fight, much the way they disable entrance to the fight area by members of the party who were not present at the start. Flowers 20:26, 1 November 2007 (UTC)

Charge Edit

"The charge hits the furthest person who has no aggro, so it is possible to put a plate / mail user at the back end of the raid. "

and

"Also, it is possible to avoid all damage by having the tank turn Attumen around, and having everyone in the raid stand directly behind him. This avoids both the charge and the damage caused by Shadow Cleave. "

This seems conflicting. Either it's possible to stop the charge happening, or you should be making sure it happens to a plate wearer - which is it? KelvinFrost 10:54, 2 May 2007 (EDT)

You should avoid the charge entirely via proximity. Stillfresh 17:47, 4 May 2007 (EDT)
If you have noone standing on charge distance to Attumen, he will sometimes just turn around and do a melee strike at a random player in melee range. Since that can be a cloth wearer and kill him in one hit, it's a good tactic to have your hunters stand in charge distance during the mounted phase while everyone else gets behind Attumen. Their mail armor is plenty enough to make them survive the attack and they can also do more damage this way than standing in melee range. Rondaru 14:33, 13 July 2007 (UTC)
As far as I can tell, Attumen will turn around only if people are standing too close to him. If he's doing this, have people back up slightly. If he's charging, have them move forward slightly. Once everyone gets the positioning down, only the tank will be taking damage. Flowers 18:58, 18 July 2007 (UTC)
You can stack up on Attumen if you choose to, or not. The charge is not lethal in any way and is incredibly easy to heal. The only disappointing thing is that your tank isn't building threat on the boss for the 5 seconds he is away. Also, if he charges a player with really high threat, there is a chance Attumen will stick to that player -- as ranged requires 30% more threat than the tank, but when Attumen charges into melee range, it changes to 10% and possibly aggro control. Of course, if the ranged DPS was DPSing in melee range, avoiding the charge via proximity, the same issue will easily apply, as they suffer from a constant 10% aggro disadvantage. Standing in proximity is the tactic for nearly every guild, but it will curse your entire raid, effectively reducing the raids DPS tremendously for 10 seconds every cast. Attumen will NOT randomly turn around and swing at players. He WILL forever stay on the tank if the ENTIRE raid is effectively in proximity. Many DPSers die on this fight from pulling aggro, though, as stated before. If your mage doesn't decurse the tank, than their threat generation is also reduced during the curse. Basically you can do it either way and each tactic suffers from their own host of problems, though still an incredibly easy boss. --Furi, December 1st

The charge appears to be closest non melee target. We had a run go bad. 4 people died just before he mounted midnight. Myself (Mage), 2 Priests, 2 Druids and 1 Shaman were left. Feral Druid and Shaman were melee dps and I was ranged. I was the closest non-melee to the Attumen/Midnight and ate every charge. Moved myself behind the resto-druid and he started taking every charge--It took long time, but we did kill him. Chaase 11:19 06-Jul-2007 (EDT)

With the recent change removing Hunter deadzone there is absolutely no reason anyone in your raid should be charged. Article should be updated to reflect this. In my raids I start by saying "If you get charged by Attumen, you aren't raiding the rest of the tower." < こちら  talkcontrib   17:30, 23 January 2008 (UTC)


Another Alternate Stratagey (SiX Guild Strategy) Edit

(not sure if this is a good stratagy, discuss)

  • Pull Midnight by the cart. Don't do a lot to waste your mana and just burn him lightly to 95% when Attumen spawns.
  • Off-tank snags Attumen via Bloodrage and Shield Bash, Revenge if it doesn't quite pull.
  • Off-tank pulls Attumen to the corner left of the cart facing away from the raid. Disarm as much as possible and tank.
  • Spank Midnight as she is easier to do damage to.
  • Once Attumen mounts up (Midnight @ 25%), it gets difficult for a moment. To prevent mounted Attumen from doing his charge to the clothies, you can bug him (don't worry it's not an exploit). For all of WoW history, 8 yds has been minimum range for most ranged moves, such as bow attacks and CHARGE. 5 yds has always been maximum range for melee attacks. If you stand between those two thresholds (6-7 yds) you should be out of range of his cleave, charge, and normal attack as well.
  • In order to find this position you should have a hunter. Mark this hunter with a Square. Once Attument mounts up, the hunter turns on their melee and move towards Attumen.
  • Once their icon for auto shoot grays or gets a red dot and gets the error message "You are too far away!" he should somehow tell the raid (chat or vent/TS) to stand on the square.
  • Ranged DPS should continue on that spot while the tank keeps as still as possible with Attumen's back to the raid, even though it shouldn't matter.
  • Now there's only one problem with this strategy: the hunter you used before can't dps from their location. You have two choices.

1. The hunter can continue ranged DPS. This is hard because they can still be charged. On mail it shouldn't be TOO bad. But if they want to do this they should be about 12-13 yds away so ranged dps still stays in the buggy location.

2. Hunter melees. Safe but DPS is lower.

  • Lastly you can also have any melee DPS back away from Attumen slowly whilst having melee turned on until they get their message saying they're too far away. This marks the 6 yd mark, safe for your melee DPS.

--Gigar, Anetheron 08:52, 22 June 2007 (UTC)

"Alternate Strategies" Edit

Neither the alternate strategy posted here, nor the one on the actual page, strike me as actual alternate strategies not already covered in the main strat. They both seem to be button-by-button guides for idiot tanks using the "DPS unmounted Attumen" idea already covered in the main strategy section.

Delete the alt strat section, perhaps?

Tuxedobob 23:41, 26 July 2007 (UTC)

I think deleting the alt strat wouldn't hurt. Or possibly adding some for different group make-ups. I know sometimes, it is easier to dps down midnight ASAP if you have a problem with the attumen tank dying. Charge hits for very little if the charge tank is a mail-wearing hunter. Odarus 17:04, 15 August 2007

Major Cleanup (16 October 2007) Edit

Completely re-wrote the strategy section, as it was a huge disorganized mess. It's shorter, now, and focuses on the standard well-known strategy. I threw in the bits about the possibility of using a paladin to tank both bosses and hitting unmounted Attumen, because I know that if I don't, someone will write a long button-by-button treatise on how to do this.

Also cleaned up the bugs section, which had some discussion instead of facts, and removed a "bug" that wasn't a bug.

Also cleaned up the wording of the abilities section a bit.

Kathucka 22:24, 17 October 2007 (UTC)

Heavy DPS Strat Edit

Attumen and Midnight for a dps heavy group made easier - The Skulls - Bloodhoof euro

When we started Karazhan with a good portion of Green gear and new skills we found Huntsmen to be relatively easy this didnt mean we didnt wipe on the trash nad wipe on Huntsmen but we expected to have a week or 2 learning the boss. Much to our pleasant suprise we gunned him down on attempt number 3.

We have now progressed right through Karazhan with Nethersprite and Nightbane left and yet we have still managed to wipe on Huntsmen. :) the dps is a a point where we gun through the trash leaving 12mins available to start the Huntsmen fight.

Well up until 2 months ago. We were following the std Gun midnight catch him when he spawns keep gunning Midnight till they mount then kill him tactic. This is great for most raid make ups, but our dps has over doubled and then some from our first times in here and guys think Huntsmen is an easy boss and get all over zealous and gun too hard. They expect the tank to hold aggro on this Easy boss while they pummel away. the fact remains he hits hard as nails on anything other than a tank and can 1 shot most of our raid group. We have to alternate between the 2 bosses in order to stop the guys from pulling aggro.

This is if most in your group are capable of holding 850+ dps.

Start the normal pull wait for the 5 sunders on midnight then open up have tank 2 drag huntsmen a few yards to the left of midnight. Whole group moves just a few yards behind that little wall on the left staring at the 2 bosses. Start dps until top dps is 15k from tank on midnight then move entire group to Attumen himself, keep gunning away on him when top dps gets close to 25k on attumen switch all dps back onto midnight. You should do this one more time in the fight and at the end they will mount with Attumen on around 30% to 40% hp. Lets tanks reaggro sufficiently as he will also put a quick wipe on your plate if he breaks, Then finish him off in style.

Its a relatively quick fight and when mounted he is low on hp and goes down quickly.

Pros - Non stop dps and every shot is beneficial as he mounts with way reduced health. Cons - None that we know of its a guaranteed kill and we are trying to kill him quicker and quicker every time now, just waiting for the first aggro on Midnight is the stopper. -- Jesko

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