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Revision as of 02:04, 29 April 2009

MobFlame Leviathan
Image of Flame Leviathan
Race Unknown (Mechanical)
Level ?? Boss
Location Formation Grounds
Status Killable

Flame Leviathan is the first boss encounter in Ulduar, found in the Formation Grounds. Most of the players in this encounter do not use their regular class abilities, but instead work with siege vehicles to destroy this machine (similar to drakes in Malygos' third phase). The rest of Ulduar is not accessible until this boss is destroyed.

Hard Mode requires players to defeat Flame Leviathan with at least one—and up to all four—towers active.

Information

Before the Flame Leviathan fight, players enter one of three vehicles: a Salvaged Chopper, Salvaged Demolisher, or Salvaged Siege Engine.[1] Players must fight through a large Iron dwarf army to finally reach Flame Leviathan, and defeat him with the vehicles. Unlike other vehicles, the effectiveness of the vehicle is increased by the controller's gear.[2] Mimiron built the Flame Leviathan as part of the V0-L7R-0N weapons platform, and as a result, this tank packs quite a punch. Flame Leviathan also has different hard modes. The Flame Leviathan fight includes four towers, which if left undestroyed, make the encounter more difficult and result in more loot and achievements, similar to Sartharion in Obsidian Sanctum.[3]

Vehicle info

At Expedition Base Camp at the very beginning of the instance, players are granted access to salvaged vehicles—five of each type in heroic difficulty, and two of each in normal. Everyone in the raid is assigned to one of five roles:

  • Siege Engine Driver – rams down buildings, knocks back enemies with a silence, and boosts speed to ram in or out of harm's way.
  • Siege Engine Passenger/Gunner – brings down pyrite ammo in the air, and assists in shooting targets on the ground. Catch oil slicks on fire with the anti-air missile.
  • Demolisher Driver – launches long-range fireballs and special pyrite barrels that deal massive damage.
  • Demolisher Passenger/Gunner – salvages pyrite ammo and refills the demolisher, and can also load the player into the demolisher to be launched. Catch oil slicks on fire with the anti-air missile.
  • Chopper Driver – plants inflammable oil slicks and can quickly pick up any players on foot to protect them from danger.

Passengers can pick up explosives to throw at enemies, and once you engage the boss, can be thrown by demolishers on top of him.

In case of a wipe, the boss will take a few minutes to despawn, after which the vehicles respawn at full health.

Salvaged Chopper

  • 504,000 HP
  • 1 driver + 1 passenger

Abilities

  • Ability Vehicle SonicShockwave  Sonic Horn (20 energy) – 3,150 to 3,850 to all enemy targets within 35 yards in a frontal cone.
  • Ability Vehicle OilJets  Tar – puts a 10-yard pool of tar down that slows enemies by 75% (lasts 45 sec). Tar can be ignited.
  • Ability Vehicle RocketBoost  Speed Boost (50 energy) – increases the vehicle's movement speed by 100% for 5 seconds.

Salvaged Demolisher

  • 428 000 HP
  • 1 driver + 2 passengers

Driver's Abilities

  • Ability Vehicle DemolisherFlameCatapult  Hurl Boulder – 13,500 to 16,500 damage (10- to 70-yard variable range) similar ability to demolishers in Strand of the Ancients and Wintergrasp.
  • Ability Vehicle LiquidPyrite blue  Hurl Pyrite Barrel - 27,000 to 30,000 damage (uses 5 pyrite)
  • Ability Vehicle DemolisherRam  Ram - 8,550 to 9,450 damage plus knockback ability
  • Ability Vehicle LaunchPlayer  Throw Passenger - available only when passengers load themselves into the catapult. Launches the passenger out of the catapult.

Passenger Abilities

  • INV Misc MissileLarge Red  Anti-Air Rocket (10 energy) – 0.25-sec cooldown, 1000-yard range. Rapid-fire missile launcher, useful for taking down aerial opponents. Missiles explode and do AoE damage when striking a target. Catches oil slicks placed on the ground on fire.
  • Ability Vehicle SiegeEngineCannon  Cannon (20 energy) – 10- to 70-yard range. Unit damage has a wide range highly dependent on accuracy. An imprecise hit can do as little as 5,000 damage, while a direct hit will do upwards of 120,000 damage. Does approximately 2,300 damage to buildings.
  • Grab Crate – using the hook and chain to grab the targeted crate to pick up Liquid Pyrite off the ground, which reloads the demolisher.
  • Increased Speed – injects liquid pyrite into the engines, increasing movement speed by 100%. Lasts 1 minute.
  • Load into Catapult – load yourself into the catapult arm, using yourself as ammunition.

Salvaged Siege Engine

  • 1 451,000 HP
  • 1 driver + 1 turret controller + 2 passengers

Driver's Abilities (Front Center Seat)

  • Ability Vehicle DemolisherRam  Ram (40 energy) – 5,400 to 6,600 damage plus knockback (2850 to 3150 to buildings)
  • INV Misc EngGizmos 12  Electroshock (38 energy) – 25-yard cone effect, spell interrupt, and 4-second school lockout
  • Ability Vehicle SiegeEngineCharge  Steam Rush (40 energy) – charge and some damage.

Turret Controller's Abilities (Back Center Seat)

  • INV Misc MissileLarge Red  Anti-Air Rocket (10 energy) – 0.25-sec cooldown, 1000-yard range. Rapid-fire missile launcher, useful for taking down aerial opponents. Missiles explode and do AoE damage when striking a target. Catches oil slicks placed on the ground on fire.
  • Ability Vehicle SiegeEngineCannon  Cannon (20 energy) – 10- to 70-yard range. Unit damage has a wide range highly dependent on accuracy. An imprecise hit can do as little as 5,000 damage, while a direct hit will do upwards of 120,000 damage. Does approximately 2,300 damage to buildings.
  • Shield Generator – Unlimited range - Instant - 1 minute cooldown. Places a shield around the Siege Engine for 5 seconds. The shield absorbs a limited amount of Physical, Frost, Fire and Arcane damage.

Trash info

Steelforge Defender - 8,316 HP

Ulduar Colossus - 315,000 HP

  • Shockwave-style casted ability that can be interrupted by siege engines.

Destructible Structures

  • Storm Beacon – has a portal at the bottom that summons adds. Each beacon controls the respawn from a small radius around.
  • Spell holy rune [Tower of Storms] – Will enhance the Flame Leviathan during the encounter if left alive. See "Hard Mode" sub-section.
  • Spell fire rune [Tower of Flames] – Will enhance the Flame Leviathan during the encounter if left alive. See "Hard Mode" sub-section.
  • Spell ice rune [Tower of Frost] – Will enhance the Flame Leviathan during the encounter if left alive. See "Hard Mode" sub-section.
  • Spell nature rune [Tower of Life] – Will enhance the Flame Leviathan during the encounter if left alive. See "Hard Mode" sub-section.

Flame Leviathan Abilities

  • Spell Fire Incinerate  Flame Vents – a 10-second channeled cast that does massive AoE of about 2,000 damage per second around the boss.
  • INV Ammo Bullet 08  Battering Ram – knocks back melee-ranged targets and applies a debuff that increases damage taken by 100%.
  • Ability Warrior InnerRage  Gathering Speed – slowly increases in movement speed for 5% per stack up to 20 stacks (100% speed increase).
  • Missile Barrage – all machines and players not in one will take 700 damage every 1 to 2 seconds.

Hard Mode

Flame Leviathan's Hard Mode is activated by speaking to the Lore Keeper of Norgannon in the staging area. Doing so activates all four orbital defense weapons, named for the Keepers of Ulduar. You can then turn off individual systems by destroying their corresponding tower. Talking to Brann and starting the event without speaking to the Lore Keeper will keep all defense systems inactive and disable the hard mode.

Each tower left alive from Hard Mode will increase Flame Leviathan's health by 50%, in addition to buffs and debuffs per individual tower:

  • Spell holy rune [Tower of Storms] (Thorim's Hammer) – deals 15,000 Stormstrike damage to all nearby enemies and increases physical damage dealt by Flame Leviathan by 25%.
  • Spell fire rune [Tower of Flames] (Mimiron's Inferno) – deals 15,000 fire damage to all nearby enemies, leaves behind a flaming blaze, and increases fire damage dealt by Flame Leviathan by 50%.
  • Spell ice rune [Tower of Frost] (Hodir's Fury) – deals 15,000 frost damage to all nearby enemies, entombing them in ice, and decreases the raid's vehicle and player movement speed by 20%.
  • Spell nature rune [Tower of Life] (Freya's Ward) – deals 15,000 nature damage to all nearby enemies, summons guardians of nature to assist, and decreases fire damage dealt to Flame Leviathan by 10%.

Strategy

25-man

Coming soon...

10-man

First and foremost, this is a complex fight and there are many ways to do it depending on your group's individual gear and skill level. Don't be afraid to experiment and find what works best/easiest/fastest for your group. The following strategy is based on a group with mostly Naxx 10 gear.

This fight can be very tricky on 10-man because there are a lot of jobs that have to be performed and not a lot of seats available to perform them all. Begin by simply filling up all vehicle seats with the exception of the chopper passengers, and make your way down the Iron Concourse. Before pulling the final trash, make sure to establish a kiting path and try to stick to it at all times, if possible. Once the last group of trash is cleared, have one of your demolisher passengers load themselves into the catapult to be shot onto the Flame Leviathan. It is highly preferable that the person being launched up be a caster (Mage or Warlock), as they are the only ones who can effectively DPS both turrets. This person should work to bring down both the turrets. Optionally, you can wait to fully stun the boss until he has around 10 stacks of Gathering Speed. The reason for this is to minimize the number of times you fire someone to the boss to reduce potential mistakes, and the boss is easily kitable while at 10 stacks or less.

While one person is working on the turrets, kiting the boss and staying ahead of him is the priority. Siege engines should make use of Steam Rush while turret passengers should fire rockets at the boss and throw up the shield if necessary. While not kiting, Siege Engines should focus on interrupting Flame Jets using Electroshock.

Demolishers should stay at max range, in case they get targeted for kiting, and DPS with Hurl Boulder. Because one Demolisher launched it's passenger up to the boss, only one Demolisher will have a passenger. The demolisher with a passenger can DPS with Hurl Pyrite Barrel, but only if the passenger is on point about refilling the ammo. If the Demolisher with a passenger gets targeted, its as simple as using Increase Speed to stay ahead of the boss. If the Demolisher without a passenger gets targeted, the driver must simply be as clever as possible to stay away from Flame Leviathan for 30 seconds. Optionally, that driver can switch to the passenger seat, use the Speed buff, and then switch back; however, this will use half of the vehicle's ammo, and with no passenger, its a challenge to recover.

During this time, Choppers need to be laying Tar in the boss' path. It is the Choppers' responsibility to lay the tar in the boss' path; it is not the kiter's responsibility to direct the boss through your tar. If you establish a kiting path and stick to it, this shouldn't be a problem. Between Tar cooldowns, you can DPS with Sonic Horn but watch out for Flame Jets as it will shred your Chopper in a matter of seconds.

Once both Turrets come down, the boss will be stunned, take 50% more damage, Gathering Speed will reset to zero, and the turret DPSer will be launched into the air. At this point all Siege Engines and Demolishers should go all out DPS. Demolishers should spam Hurl Pyrite Barrel. One chopper should be assigned to collect the turret DPSer and bring him back to his Demolisher as quickly as possible.

After the stun wears off, simply repeat the process over again. At this point, depending on how low the boss is on health, you can choose to shoot the turret DPS back up, or just finish him off without bothering. Remember that the turret DPSer needs to do about 120k damage in order to kill both turrets and a well coordinated group is likely to be able to bring the Leviathan down before the DPSer finishes.

Bugs

Deviating from the PTR builds, Flame Leviathan on live servers was targeting Demolishers. This was thought to be a bug at first, but was confirmed to be working as intended.[4]

Drops

Normal Mode
Normal (Hard) Mode
Heroic Mode
Heroic (Hard) Mode

Related Achievements

Hard Mode Achievements

Quotes

Pre-fight:

High Explorer Dellorah says: I heard a story or two of a Lore Keeper in Uldaman that fit your description. Do you serve a similar purpose?
Lore Keeper of Norgannon says: I was constructed to serve as a repository for essential information regarding this complex. My primary functions include communicating the status of the frontal defense systems and assessing the status of the entity that this complex was built to imprison.
High Explorer Dellorah says: Frontal defense systems? Is there something I should let Brann know before he has anyone attempt to enter the complex?
Lore Keeper of Norgannon says: Access to the interior of the complex is currently restricted. Primary defensive emplacements are active. Secondary systems are currently non-active.
High Explorer Dellorah says: Can you detail the nature of these defense systems?
Lore Keeper of Norgannon says: Compromise of complex detected, security override enabled - query permitted.
Lore Keeper of Norgannon says: Primary defensive emplacements consist of iron constructs and Storm Beacons, which will generate additional constructs as necessary. Secondary systems consist of orbital defense emplacements.
High Explorer Dellorah says: Got it. At least we don't have to deal with those orbital emplacements.
High Explorer Dellorah says: Rhydian, make sure you let Brann and Archmage Pentarus know about those defenses immediately.
High Explorer Dellorah says: And you mentioned an imprisoned entity? What is the nature of this entity and what is its status?
Archmage Rhydian nods.
Lore Keeper of Norgannon says: Entity designate: Yogg-Saron. Security has been compromised. Prison operational status unknown. Unable to contact Watchers for notification purposes.
High Explorer Dellorah says: Yogg-Saron is here? It sounds like we really will have our hands full then.

Starting the fight -- talking to Brann:

Brann Bronzebeard yells: Pentarus, you heard the man. Have your mages release the shield and let these brave souls through!
Archmage Pentarus yells: Of course, Brann: We will have the shield down momentarily.
Brann Bronzebeard says: Okay! Let's move out. Get into your machines; I'll speak to you from here via the radio.
Archmage Pentarus yells: Mages of the Kirin Tor, on Brann's Command, release the shield! Defend this platform and our allies with your lives! For Dalaran!
Brann Bronzebeard yells: Our allies are ready. Bring down the shield and make way!

Aggro:

  • Hostile entities detected. Threat assessment protocol active. Primary target engaged. Time minus thirty seconds to re-evaluation.

Killing a player:

  • Threat assessment routine modified. Current target threat level: zero. Acquiring new target.

Activating Hard Mode:

  • Orbital countermeasures enabled.

Storm Tower active:

  • 'Thorim's Hammer' online. Acquiring target.

Flame Tower active:

  • 'Mimiron's Inferno' online. Acquiring target.

Frost Tower active:

  • 'Hodir's Fury' online. Acquiring target.

Nature Tower active:

  • 'Freya's Ward' online. Acquiring target.

No Towers active:

  • Alert! Static defense system failure. Orbital countermeasures disabled.

Changing Target:

  • Threat re-evaluated. Target assessment complete. Changing course.
  • Pursuit objective modified. Changing course.
  • Hostile entity stratagem predicted. Rerouting battle function. Changing course.

Player on top of Flame Leviathan:

  • Unauthorized entity attempting circuit overload. Activating anti-personnel countermeasures.

Overload Circuit activated:

  • System malfunction. Diverting power to support systems.
  • Combat matrix overload. Powering do-o-o-own...
  • System restart required. Deactivating weapon systems.

Death:

  • Total systems failure. Defense protocols breached. Leviathan Unit shutting down.

Post-fight:

Archmage Rhydian yells: Our friends fought well, Brann, but we're not done yet.
Brann Bronzebeard yells: Perhaps so, but it's only a matter of time until we break back into Ulduar. Any luck finding a way to teleport inside?
Archamge Rhydian yells: None at all. I suspect it has something to do with that giant mechanical construct that our scouts spotted in front of the gate.
Brann Bronzebeard yells: What about the plated proto-drake and the fire giant that were spotted nearby? Think your mages can handle those?
Archmage Rhydian yells: The Kirin Tor can't possibly spare any additional resources to take on anything that size. We may not have to though.
Archmage Rhydian yells: We can sneak past them. As long as we can take down that construct in front of the gate, we should be able to get inside.
Brann Bronzebeard yells: Sneak?! What do you think we are, marmots?
Archmage Rhydian yells: We're hunting an old god, Brann.
Brann Bronzebeard yells: Fine. If our allies are going to be the ones getting their hands dirty, we'll leave it to them to decide how to proceed.

Videos

    Template:Col-2

    10-man encouter

    Template:Col-2

    25-man encounter

References

External links