Patch 3.2.2: 5-man Coliseum jousting woes to be addressed
I'm sure a lot of us have had this experience: You finish up jousting down the three champions in the first encounter of the 5-man Trial of the Champions, then all hell breaks loose. Your tank goes to lock down the Warrior, but in the meantime, the Rogue, who fell on the other side of the coliseum, makes a beeline to your healer, who was the person who dismounted him. Then the Mage, who's on yet a third side of the arena, starts blasting down your Mage who never seems to get any stamina on his gear. Your tank tries to rein everybody in, but since the bosses still have the aggro they built up from the jousting stage, they're near impossible to peel. Everyone dies.
Essentially, scenarios such as outlined above can be avoided if all three jousters are dismounted and kept trampled in a very small area and the tank dismounts a bit early as starts building aggro immediately, but in most cases, people have just decided its easier to run out and reset the fight. It's inelegant and feels a bit like cheating, but it works. Due to the lack of an aggro reset and the tendency of the champions to be scattered all across the arena floor, it just becomes much simpler to run out of the instance.
It seems the dev team has noticed these difficulties. Lead World Designer Valnoth posted on the official forums to say that you should no longer feel obligated to zone out to reset the first boss battle after the jousting stage. He doesn't state exactly how this will happen. Just wiping aggro on the jousters might be enough, but it would be nice to see them form up and charge together, giving the tank ample opportunity to grab all three and start building aggro easily.
Now, hopefully they've also fixed that bug where one of the champions randomly reappears with effective unlimited health during the 2nd or 3rd boss fight and starts wailing away on the party, but if not, hey... at least we can still run out.
2n - 1 go left, 2n go right. I don't see enough DoTs! More DoTs now!
Are you ready for the return of Onyxia? With the Brood Mother being revitalized as a 10 and 25 person raid, you'll need to be sure you know everything that's coming at you. WoW.com's Guide to Patch 3.2.2 will make sure your set for the next patch!
Essentially, scenarios such as outlined above can be avoided if all three jousters are dismounted and kept trampled in a very small area and the tank dismounts a bit early as starts building aggro immediately, but in most cases, people have just decided its easier to run out and reset the fight. It's inelegant and feels a bit like cheating, but it works. Due to the lack of an aggro reset and the tendency of the champions to be scattered all across the arena floor, it just becomes much simpler to run out of the instance.
It seems the dev team has noticed these difficulties. Lead World Designer Valnoth posted on the official forums to say that you should no longer feel obligated to zone out to reset the first boss battle after the jousting stage. He doesn't state exactly how this will happen. Just wiping aggro on the jousters might be enough, but it would be nice to see them form up and charge together, giving the tank ample opportunity to grab all three and start building aggro easily.
Now, hopefully they've also fixed that bug where one of the champions randomly reappears with effective unlimited health during the 2nd or 3rd boss fight and starts wailing away on the party, but if not, hey... at least we can still run out.
2n - 1 go left, 2n go right. I don't see enough DoTs! More DoTs now! Are you ready for the return of Onyxia? With the Brood Mother being revitalized as a 10 and 25 person raid, you'll need to be sure you know everything that's coming at you. WoW.com's Guide to Patch 3.2.2 will make sure your set for the next patch!
Filed under: Patches, Bugs, News items, Instances, Bosses, NPCs







Reader Comments (Page 1 of 4)
Gridneo Sep 2nd 2009 5:03PM
Yea. Just run out.
The UI on my Shaman still bugs on fights where you get auto-dismounted. It's annoying. CT FTL.
Screw Off Top Sep 2nd 2009 6:05PM
I ran this for the first time a couple of days ago with some of my old guildmates. I didn't notice until I was dead that they had all run out of the instance to reset the fight. They did say I made a pretty good warlock tank, though.
Rodrigo Sep 2nd 2009 6:28PM
My greatest woe with the instance is that 70% of the time you are waiting for introductions or important announcements.
Firestride Sep 2nd 2009 6:36PM
And 100% of the time you're in the same room.
uncaringbear Sep 2nd 2009 7:16PM
Yeh, running out is the best option right now. I find it odd that some people get really irritated when you suggest running out. It's almost as if they think it's a cowardly act, or a waste of time to run out. I'm quite happy to run out, fleeing to the door like a lily-livered chicken.
verlant Sep 3rd 2009 4:20AM
I actually had this bug happen where the riders seemed to stay up even when we trampled them. we ran out hoping to reset it and the spawned off there mounts but we didnt relized they kept there sheilds and when our dps was only doing 200 ish dps and I was getting healing aggro we knew something was wrong. it then actually let us get back on the horses and remove there sheilds charging them etc and they were defeated that way doing all theres normal attacks they would do on the ground
Vultrin Sep 3rd 2009 2:01AM
Those people must play a Tank or healer to see what are the problems....
Glyph Sep 3rd 2009 2:42AM
It's not that it's a cowardly act, it's just that I've always known Blizzard would somehow fix it, and when they did they would most likely fix the fact that you can run out of the instance during a boss fight. It annoys me when people say "Run out" because sooner or later, that's not going to be an option and you'd have to learn how to do the fight properly anyways.
Now that they're looking into possibly wiping aggro (which is how things should've been done in the first place), they might also put up a gate or something to prevent run outs.
Neyssa Sep 3rd 2009 5:27AM
Am I the only one with the following problem:
Every time I run out after jousting, my WOW crashes, Wowerror, and I have to relog.
So I just die. Being in plate and paying for the repair is baaad. I tried tanking them but the healers and dps always run out, even if I tell them not to, it seems to be a routine.
Anyone know any solution?
zappo Sep 3rd 2009 9:21AM
Neyssa - nah, same thing happens to me. I think this started around 3.1 or so, in particular when I was messing around with lower level instances. It's improved a bit through. Before I'd zone (in or out) of an instance, the game would crash and my character would go into space. It wouldn't let me log in because it said I was already logged in, yet I could use another character just fine. Now it just crashes and I just log back in. Thankfully this is only at the doorway, so it's typically not at a crucial time. This doesn't just happen at the tournament for me though.
kevingroover Sep 2nd 2009 5:04PM
Just run out..problem solved.
ekinnee Sep 2nd 2009 5:11PM
Really, doesn't everybody do this?
Aedilhild Sep 2nd 2009 5:31PM
Right, but its widespread adoption by players reveals a level of difficulty in gathering the bosses that the development team probably never intended. No development team enjoys watching its challenge met through a loophole. The solution, therefore, would be to implement what players are trying to achieve: a reasonable transition.
Bullseyed Sep 4th 2009 3:30PM
I've never done that. Then again, I don't usually run with downsie tanks either.
Kanap Sep 8th 2009 8:40AM
@ bullseyed, I run out and i have 33k health unbuffed. Just makes the fight easier on the party.
I understand the development team feels that they some how need to fix this for people who don't want to run out. I want it fixed as well.
Hurray for what people have probably already said.
Dreyden Sep 21st 2009 12:48PM
@ Ekinnee
I'm a paladin tank with 34.5k health unbuffed, and after a few tries I've figured the best way to gather up the aggro, no matter how far apart or how much aggro on a party member they have. This advice applies more or less exclusively to Paladin tanks.
Let's say we get the Tauren, the Orc, and the Rogue (the hard ones)
Tauren is the last on your priority list (he's a healer) so you don't need to use one of your two taunts on him.
The Rogue is your highest priority cause he hits hardest as far as I know, use Hand of Reckoning on him (Taunts put you AT the current target's threat level, you'd need a followup move if that person was DPSing or healing when you taunted, so hand of reckoning is better because it damages them for ~1.6k after the taunt)
The Warrior is your middle man, you should Righteous Defense him and then run to him and Shield of Righteousness (generates a ton of aggro because of how hard it hits; MAKE SURE you have holy shield on because that raises your block value and SotR scales with block)
Don't use Avenger's Shield untilt hey're all together; remember that you can use Hammer of Justice on the Tauren.
Hope this helps. :)
benicrystal Sep 2nd 2009 5:04PM
...cool. I play both Alli and Horde so wasn't that big a deal to me, though.
Boombaclot Sep 2nd 2009 5:10PM
That makes no sense at all. How does playing both sides solve your problem of tanks not getting aggro?
Cadros Sep 2nd 2009 5:11PM
I don't understand what you are trying to say
benicrystal Sep 2nd 2009 5:17PM
Wow, sorry bout that, sleep deprivation sucks, hehe. I had a brain fart and when I saw the version for the Horde side in the pic I forgot it happened on the Alliance side as well.
Need an edit button on WoW.com to hide mistakes hehe