Spawn Timing Edit
The spawns on heroic seem to come every 15%. Are any other groups able to confirm this on heroic? Dynne 04:08, 27 March 2008 (UTC)
Confirmed, they spawn every 15%. To burn him down as fast as possible is a really bad idea, burn 15% let one person kill one pure energy, wait until the debuff timed out, burn 15% ... rinse repeat
Lokila's Comments Edit
On heroic yesterday I found that one of his spells is actually nature damage, not arcane. I think it's his aoe thingie. Could anyone confirm that?
Furthermore on the example: it might be better if the warlock used sacrifice to shield himself, and then take some of the debuffs himself
Finally, I believe both the mages and the paladin tank confirmed that the adds are immune to aoe's (at least spell aoe). So I don't know how correct the "the tank aoe's them down" is. Lokila 11:05, 27 March 2008 (CET)
JIM's edit: March 29, 2008 Edit
JIM 10:43, 29 March 2008 (UTC)
Hi all. I performed some extensive cleanup on this article. Here are the notes and thoughts from that:
- The Abilities were formerly listed in "order of appearance", and offered strategy exerpts. I removed the strategy (or just moved it, when it wasn't duplicated), and changed the list to reflect that there is Vexallus, and then there are his adds. This style was suggested to me by the Rajaxx author - I love it, but there's nothing stopping people from reverting the change. ;-)
- Despite the assertion above - and the Ability entry that I did not touch - I saw no evidence that Vexallus has his own 'random' Chain Lightning, or anything that causes Nature damage. If this could be confirmed or denied from future encounters, please edit.
- I named the Pure Energy attack "Arc Lightning". I doubt that's what Blizzard called it. If you discover the real name, put it in with an optional link to more info.
- Thottbot links to abilities have been inserted because I feel that they give the most precise and easy-to-read data. I realize this is contrary to Wiki policy, which wants to have its own such documentation per ability. If you have more time than I did, go ahead and make Wiki entries for them.
- There were two entries in this section, located between Abilities and Strategy, I believe. I made a judgment call: "These are actually strategies!" I put the interesting note about the Mana Worms into the point-form ideas expressed in general Strategy.
- The note beginning with "The deciding factor in this fight will be the healer [...]" was expressed elsewhere, and better, so I just deleted that paragraph.
- Lots of things were shuffled about. I really loved what people had placed here, and so changed little. 15% health intervals were emphasized to clear up any confusion about periodic spawns. Duplicate information was removed. If any strategy applied equally well to Normal and Heroic, it just went under the heading "Strategy". Heroic Strategy deals with the changes brought out by an additional add per health interval.
- The walkthrough that specified 5 classes by name was EXCELLENT. I gave it its own subsection.
- By some luck, I have seen all of the Normal mode loot drop, so I removed the "PTR" disclaimer from the subtitle. Of the Heroic loot, I have seen the dagger drop.
- Regarding Heroic loot, I've seen it all drop with the exception of the staff. If someone can confirm that, then the (PTR) addendum to the section's title can be removed. Torate 14:05, 29 March 2008 (UTC)
- I have just got the staff in my possession, so I can confirm that it drops. Lokila 21:50, 29 march 2008 (CET)
A subsequent edit by "Astrophel" had the sole purpose of changing Energy Feedback's "kills an add" condition to "has aggro on an add". I reversed this edit. Why? It's obvious to anyone that watches them. It's not like the adds drift around, applying Energy Feedback until someone stops them. There's just 1 application per add, and that's when it dies. JIM 11:11, 30 March 2008 (UTC)
Also, what gives with the change: "killable by 1 Ice Lance" -> "even killable with Ice Lance"?? The first version is a quantified statement of fact. The second comes across as a statement of incredulity. Yeegads, said the editor, finally Ice Lance is useful for more than slaying critters! I am greatly disappointed by this edit, but I left it alone in the spirit of Wiki. JIM 11:11, 30 March 2008 (UTC)
This is a turtle fight!! Edit
I ran H MgT last night and I figured out that this is a turtle fight. If you have two classes that can heal, THEY SHOULD!! My group make up was hunter, holy pali, warrior tank, frost mage, and me, shadow priest.
The hunter did a MD pull and then was autoshotting the rest of the fight till overload, Tank did his job by tanking the boss, the holy pali healed the tank.
Now for the important part, the mage took all orbs and I the shadow priest was healing the mage throughout, didnt cast a single spell on the boss till overload.
We were going so slow that the 30 second debuff was wearing off before the next phase hit. and basically as a shadow priest i was able to heal the mage without any problem at all.
So in general if you have 2 healers USE THEM! even if they are not specced as such. TerracA 19:19, 31 March 2008 (UTC) Terrac of Lethon
- Pure energies are affect of line of sight. If your range dps stand behind the 2 candle sticks, you should.... Just the aoe after 20% hp are not Gspbeetle (talk) 10:21, 13 May 2008 (UTC)
I'm also wanting to try to better define the "chain" damage that is done. There is another spell, Energy Bolt Periodic that applies an aura which casts Energy Bolt every 5 seconds. I know I've personally observed the bolt shooting from players who weren't recently hit by Vex's bolt. In fact, the assumption in my regular group is that the bolts come from the players who have Energy Feedback. So, my theory is the periodic aura is applied by the Pure Energy, at the same time Energy Feedback is. Any other thoughts on this? I'm fairly confident that either something other than a chain spell is being used in addition, or the chain-like effect is something else entirely. -- 21:15, 31 March 2008 (UTC)