Archimonde - Is the fire path controllable?

DrAsTiC
04-15-2008, 01:20 AM
Referring to : TransVsArchimonde.wmv - FileFront.com (http://files.filefront.com/TransVsArchimondewmv/;7878372;/fileinfo.html)

The video shows the fire paths being maintained behind the tank for most, if not all of the fight.

Does anyone have insight into the fire mechanics? I know the fire direction can be controlled by whoever it's following, but is the person that is targeted random?

Any other insight into how people run this fight would be greatly appreciated (tank position - we've tried against the hill and nearer to the stump, ranged position - we've gone half circle when against the hill and then 4 corners when against the stump).

Edit : Thanks Ippon, should have expected that. I'm mostly concerned about being able to control where the fire begins (was the fire's position in the video all luck or intentional?)

PessimiStick
04-15-2008, 01:36 AM
Move away from fire.

Don't stand in fire.

Collect loot.

Swamp Kitten
04-15-2008, 01:46 AM
Fire spawns near Archi's feet, but outside melee range, and moves towards those that are ranged.

Move away from fire.

Don't stand in fire.

Collect loot.

JustinCase
04-15-2008, 07:09 AM
The fire will pick someone and kinda follow them for a bit, just move straight back until it's not following you anymore

Terra
04-15-2008, 08:14 AM
Set up 4 groups (1 melee, 3 ranged).

Setup in a cross formation (or cardinal directions if you'd like): North, South, East, West.

If a doomfire spawns near any group, that entire group runs back.

Collect loot.

DrAsTiC
04-16-2008, 12:47 AM
Set up 4 groups (1 melee, 3 ranged).

Setup in a cross formation (or cardinal directions if you'd like): North, South, East, West.

If a doomfire spawns near any group, that entire group runs back.

Collect loot.


Thanks Terra, I got a pm to this effect and it helped. I think Archimonde will go down tomorrow. Having each group move as a pack away from the tank/melee group made running into fire while feared less likely.

Rurouni
04-16-2008, 02:34 AM
Anyone know if i should collect the loot? Please advise

Minion^
04-16-2008, 03:48 AM
the fight isn't about OMGDPSSSSSS its about control. You've got 10 minutes to get him to 10%. Most likely you'll have him 40% ish at about 6 minutes. People just have to pay attention.

Terra
04-16-2008, 04:14 AM
Thanks Terra, I got a pm to this effect and it helped. I think Archimonde will go down tomorrow. Having each group move as a pack away from the tank/melee group made running into fire while feared less likely.

Also, don't forget to add a decurser to each group (mage, druid).

The way my guild does it, we setup 4 groups as I've said. 3 Ranged groups with a paladin and a decurser. Paladins are on a trinket-rotation and entire group moves back together away from doomfires.

3 ranged groups are setup north, east and west of Archimonde, while we leave south empty for melee to run away from doomfires to, with a resto druid to decurse melee and heal any unfortunate melee.

Mark the decursers so incase of a bad curse + air burst they can find their targets easily.