« Last post by Venne on December 09, 2015, 08:49:02 pm »
There is, but it apparently doesn't track properly if thrown between two players, and the best way to see is to manually track the achievement.
The only thing that makes this harder then an even dps burn is that at 30% hp, each one gains an additional ability...so you now will have all three of them happening at once, also Gurtogg's Tainted Blood (his new ability) he will keep casting until he dies.
Effectively meaning the whole raid will be losing 10% of their health pool per stack of Gurtogg's ability, half of the raid taking damage from Mark of the Necromancer dot (or more if you get dispel happy...), and taking damage from Jubei'thos' Wicked Strike (increasing over time as well).
Burn Gurtogg/Jubei'thos/Dia to around 32% collectively. Wait for Jubei'thos to finish a Windwalk (mirror images), then use lust and burn all three down evenly (you can assign dps, or call to swap, depends on what is best for your group). Just be sure that none of them die, until they all are about too.
The end of this fight is a dps race, also major healing CDs should be used shortly after the three have pushed sub 30% to ensure the raid does not die due to the damage.
What you want to do is have the person taking the construct to place the first Fel Prison slightly away from the portal. This allows for some room for later waves of ghosts spawning to walk into the prison.
You want to do this because ghost spawning timers are sometimes slightly off.
After the first wave of ghosts has been successfully imprisoned, keep a freezing trap active on top of the ghost portal at all times to slow them down slightly as they spawn. Try and avoid using the Constructs Charge, as this can slow too much and sometimes only trap half the ghosts because others are trailing behind.
As waves spawn, you want to place new prisons on top of the old ones the moment the new wave spawns at the portal, thus effectively trapping the first wave again in conjunction with the second wave. Druids can help pushing non-imprisoned ghosts backwards if they run out of range before the prison triggers, though freezing traps should suffice. You can also use Death Knight AoE Grips to stack imprisoned ghosts tighter if they are a bit spread. The goal is to have all 20+ ghosts trapped in one prison by the end which is easily achievable.
The raid should be stacked somewhere so all ghosts run in a straight line. People getting Gift of Man'ari move in front or behind the group while still staying in the line.
Each Ghost wave consists of 6 Ghosts and there are 4 waves spawning before the portals switch positions. So you can have a total of 4 ghosts escaping.
Once you have the 20+ ghosts trapped, simply wait for the last prison to time out, this will release all ghosts at once and you don't need to worry about killing prisons. Since portals change location, have your construct player simply deal with the ghosts from the new portal while waiting for the old one to time out.
Raid should still be stacked up so that once the ghosts escape they don't run all over the place and melee don't go near them! This is important, as anyone getting hit by a ghost will kill it, but not give you any credit.
When the ghosts come running, pop heroism, keep them slowed and stunned and AoE them down.
The doom lord in question comes from the curse of the legion that is active in phase 1 of the encounter being removed/falling off naturally. This debuff is activated by the Fel Iron Summoner at the RED Fel Spire (the other two being the Purple, which spawns imps, and the green, which spawns infernals). The best course of action is to kill the red spire add right away to only have to spawn the one doom lord which must remain alive until the final phase of the encounter at 35% health remaining on Mannoroth. You can ONLY get the doom lord in phase 1 from the red spire add as Gul'dan destroys the spire going into phase 2 (unless doing the fight on mythic, but you'd not want to be doing this achievement during the mythic fight)
Given that the doom lord has the Mark of Doom ability on it, all raid members will need to watch for it as they must take some damage when they receive it to make it explode on them (letting it expire naturally is an insta-kill). The easiest, but most healing intensive, way to let this happen is to let one of the Shadowbolt Volleys from the doom lord go off on the raid, detonating all of the marks at the same time (do not be stacked up when this happens). Another way to do this up until 35% is to run into the fire of an infernal, as infernals will be part of the encounter as well until the final phase. This lessens the burden on the rest of the raid and likely ensures you won't be blowing up on anyone else.
When you get to the last phase, the order of abilities that you'll likely see is the cast of Empowered Fel Hellstorm, then Shadowforce/Gaze, and lastly after some tank combos, the Fel Hellseeker will come out. If your raid is mostly stacked, this should be predictable in where it lands. The doom lord will need to be at sufficiently low health that the damage from the three bursts of the hellseeker (by having whichever tank is holding it move into the circles intentionally) will be the killing blow on the doom lord. Once this happens, it's safe to kill the boss (but have the achievement tracked as it will likely change colors when it is met)
The achievement description is fairly misleading if not flat out wrong. To the best of our knowledge the only thing that matters is the time since the last of allure of flames. Allure of flames stops after the 40% transition into phase 3. Essentially you have 120 seconds from the last Allure of flames to kill the boss. We tried a few other options like killing the doomfire spirit @ 25% ensuring active doomfire on the ground @ archimonde's death and did not receive the achievement. Although we did not try leaving the spirit up for the entire encounter.
Essentially only two conditions need to be met. 1) Wait for Allure before going bellow 40% and 2) Do a lot of DPS sub 40%. Other than those 2 conditions you shouldn't need to alter your normal archimonde strategy significantly. i.e. feel free to kill doomfire spirits normally etc.