Why did someone remove the quotes section?
Mind Control? Edit
Mind control ability ? Where ? When ? I've never seen Void Reaver using Mind Control. Le Jedi Fou 07:32, 20 July 2007 (UTC)
Why do some people think, that he is easier, than Mualgar? Looks like he is as hard as Gruul. Arcane orbs travel "slow" only in theory. Data about speed and travel cast in seconds would be nice to see. Muxecoid 10:04, 30 November 2007 (UTC)
Mainly, I think it's because there's only one trick the raid needs to learn - how to avoid Arcane Orbs (and the melee dps and tanks don't even need that much). With the various boss mods and alert mods available, it used to be fairly simple once you got the hang of the fight. He doesn't have bad spike damage on the tanks, so it's just a matter of constant dps and healing. The reason why the difficulty increased in 2.4 was simply that it was harder to avoid Orbs (you had to spot them by eye). Flowers 16:20, 7 April 2008 (UTC)
I find VR to be quite easy, but not as easy as HKM. HKM doesn't require people to maintain a high dps for the whole fight. The orbs explode before the graphic hits the ground, so they don't move as slow as people think. SDK (talk) 17:39, 22 July 2008 (UTC)
Strategies and Shadow Priests Edit
"Shadow priests cannot do anything to reduce their aggro aside from simply not healing"
Ever heard of Improved Fade ? It reduces threat by plenty, however not healing is also a good way to slow down threat generation.
- I'm stifling a smile here. Fade is a temporary aggro reduction. KelvinFrost 09:34, 31 August 2007 (UTC)
- Mr. Frost is right. Fade's effect is reversed on the next aggro-generating action that follows the end of the Fade buff. Grimaxe's 29 October 2007 revision perpetuates the myth of Fade being a solution. I'm going to edit the tip so that it resembles what was quoted above... It was not only correct before, it was also solid advice. JIM 09:14, 30 October 2007 (UTC)
- As a further note, it is good practice in general for raiding Shadow Priests to not use Vampiric Embrace -- it produces too much threat and the healing produced is marginal in a raid environment except for some very specific encounters. 18:38, 4 January 2008 (UTC)
2.4 - An end to Loot Reaver Edit
Changes to Void Reaver in 2.4 make it impossible to detect whom he launches Arcane Orbs at, as he no longer briefly switches targets when launching them. As a result, the difficulty of the encounter has greatly increased, particularly for individuals for whom the arcane orbs are not displayed properly (as the display is all one has to go on now).
It is still possible to put him down, however. We changed tactics to place everyone but the hunters in melee range (I'm unsure of the reasoning behind leaving hunters outside, but ours seemed able to mostly avoid the orbs). We easily beat his rage timer, as non-hunter ranged dps was no longer interrupted by movement. Instead, the fight became a healing check, as his pounding damage was greatly amplified (and if you take this approach, stacking more healers is probably advisable). Shadow priests are extremely useful in this variant, both to give mana to the healers and to provide more healing - be prepared for them to wipe aggro, though (i.e., die - give 'em a soulstone or a druid battle rez).
Flowers 16:07, 7 April 2008 (UTC)
- Inspired by your suggestion, our guild used this tactic too today. As a precaution we had everyone equip himself with 100-150 arcane resistance gear, which was helpful, because we had only six healers with us, and had everyone stand inside the boss. On our first try, we made the painful experience that the Reaver shoots his arcane orbs at players in melee range if noone is standing at long range. So we also had to have one player just running big circles around the boss as orb-bait. In the end the fight turned out to be a piece of cake this way and we downed the Reaver in less than 9 minutes without ever having to concentrate on dodging. And the healers felt no pressure at all. Our guild now adopts this tactic as our standard tactic, even with the upcoming fix for his combat log messages. Rondaru 09:55, 25 April 2008 (UTC)
Gourra, if you disagree with the positioning variant, could you post a reason here, rather than silently deleting the change on the main page? I'm not saying it's without problems, but I'd prefer discussion where possible, and it obviously worked for us. I've heard many raids were having problems after the 2.4 changes, and this is one possible solution to them.
Flowers 20:02, 8 April 2008 (UTC)
It seems this all has been fixed in the 2.4.3 patch, there's now a combat log message like this per each orb:
7/21 01:03:46.656 SPELL_CAST_SUCCESS,0xF130004C3C000217,"Void Reaver",0x10a48,0x00000000008095F1,"PersonX",0x514,34172,"Arcane Orb",0x40