Dire Maul Speed Run

Dire Maul Speed Run

by Bio-Booster » Sat Aug 22, 2015 12:35 pm

Was trying to find ways to keep this run interesting, started trying to find shortcuts and items I could use to cut down on my time, which eventually led to me doing a few runs with all out buffs and consumables, stopping short of popping flasks :lol:

Interested to see if anyone else has any other hidden secrets, or can beat my time.

Video

Definitely not totally flawless, but aside from a couple seconds here or there (got a little itchy on the timer at the end there...), I think this came out pretty good, could probably shave another 10-20 seconds off if I had no ability resists & perfect rng with my pet.

Enjoy.
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Re: Dire Maul Speed Run

by Crysthal » Sun Aug 23, 2015 12:40 pm

Enjoyed the run!

Nice music and smooth gameplay, keep up the good work!

Gonna try to challenge you once I have a few pieces of gear ^^
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Re: Dire Maul Speed Run

by Cruzix » Sun Aug 23, 2015 3:51 pm

RIP trib farms, you will be missed. They added an alternative "fix" to solo trib runs, King Gordok will reset as he leave the INNER platform so you cant even get to the pillars and kite him around that way, Cho'Rush will not reset tho.

Now the worst part about this "fix" is that everytime King Gordok gets pulled he starts off with a charge which then will get you out of the inner circle and reset King Gordok lol

Oh well - lets find something new bois!
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Re: Dire Maul Speed Run

by clevog » Sun Aug 23, 2015 4:21 pm

They essentially broke the fight to stop hunters from doing something that was doable on live vanilla. Bodypulling him will make him charge you, which makes the fight reset. Good job devs, thank you for this spectacular blizzlike server! :^)
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Re: Dire Maul Speed Run

by qyr » Sun Aug 23, 2015 4:40 pm

Love "blizzlike" server
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Re: Dire Maul Speed Run

by Rhoen » Sun Aug 23, 2015 4:43 pm

this is a horrible change, im not a hunter- nor do I have one. If they wanted to make it more blizzlike and had him scripted like he was then- fine, but dont remove something that was completely possible. You need to stop with the ninja patch nerfs on things.
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Re: Dire Maul Speed Run

by clevog » Sun Aug 23, 2015 4:54 pm

Rhoen wrote:this is a horrible change, im not a hunter- nor do I have one. If they wanted to make it more blizzlike and had him scripted like he was then- fine, but dont remove something that was completely possible. You need to stop with the ninja patch nerfs on things.

Amen, brother. Not only did they stop hunters from being able to solo him, they essentially made it so that if a ranged DPS overaggroes the tank, the king will start waddling to the ranged DPS and in the process be dragged too far and reset. Due to this, the ranged DPS will be the closest to the king, and therefore bodypull the boss, which causes him to charge the caster, then reset, then charge, then reset, untill the caster is dead. Very well scripted server, friends! =)
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Re: Dire Maul Speed Run

by forlorn » Sun Aug 23, 2015 4:55 pm

They applied a similar "fix" (read: breaking the game pathing) to the first boss of DM N Guard Mol'Dar. At launch warlocks and to some extent deep frost mages were able to solo him and the dog packs by alternating their positions from the ledge on the ramp to the ledge going around the room. This actually impressed me, because for once I saw mobs inside dungeons pathing correctly, and not flying/going through walls. Bravo. Then several weeks ago they changed it so as soon as you jump on the lower ledge, the whole encounter resets. GG nost. I didn't say anything at the time of the change because it really wasn't a spectacular way of making money nor farming enchanting reagents as a lock, but seeing as Nost have moved on from just one boss to the next I felt like I needed to make it known.
Source: https://www.youtube.com/watch?v=up03rGFB-SY (It didn't work quite like this on Nost, you couldn't change the direction of the mobs just by stepping to and fro on the ramp ledge.. you actually had to jump down as shown in the beginning.)
On Nost prior to the change: https://www.youtube.com/watch?v=AG7wg2DVeN8
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Re: Dire Maul Speed Run

by clevog » Sun Aug 23, 2015 5:01 pm

forlorn wrote:They applied a similar "fix" (read: breaking the game pathing) to the first boss of DM N Guard Mol'Dar. At launch warlocks and to some extent deep frost mages were able to solo him and the dog packs by alternating their positions from the ledge on the ramp to the ledge going around the room. This actually impressed me, because for once I saw mobs inside dungeons pathing correctly, and not flying/going through walls. Bravo. Then several weeks ago they changed it so as soon as you jump on the lower ledge, the whole encounter resets. GG nost. I didn't say anything at the time of the change because it really wasn't a spectacular way of making money nor farming enchanting reagents as a lock, but seeing as Nost have moved on from just one boss to the next I felt like I needed to make it known.
Source: https://www.youtube.com/watch?v=up03rGFB-SY (It didn't work quite like this on Nost, you couldn't change the direction of the mobs just by stepping to and fro on the ramp ledge.. you actually had to jump down as shown in the beginning.)
On Nost prior to the change: https://www.youtube.com/watch?v=AG7wg2DVeN8

Profit free server or not, that doesn't mean they can change anything that they want, given that it was intended on live, of course. I expected that only hunters would be upset with this, but I'm surprised at as to how many non-hunters are on the same page with hunters. This change is stupid and cannot be justified in any way or form.
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Re: Dire Maul Speed Run

by greuceanu » Sun Aug 23, 2015 5:16 pm

Got him to 50% and still working on it, as soon as i kill him i'll let the hunter brothers know how to :)
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