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Flame Leviathan (25 Man) Strategy Guide

by Jackmason
This is the main guide for this boss. We will attempt to keep it up to date, so feedback is appreciated. This is copyright material. Please respect the work of the author and ourselves and do not copy it.
Flame LeviathanThe Flame Leviathan is a construction of Mimiron, a siege tank equipped with powerful defences who guards the way into the interior of Ulduar. After players lay siege to the front of the complex they must defeat the Flame Leviathan to win passage to the Colossal Forge, the Scrapyard, and Razorscale's Aerie. This fight is completed using the siege vehicles given to the raid by Brann Bronzebeard's forces at the front of the instance. Normal players are quickly killed by Flame Leviathan's powerful fire aura and only the abilities of the siege vehicles are able to bring the boss down.

A large part of this strategy guide is spent discussing the abilities of the various vehicles (and their riders) before getting to how to actually tackle the Flame Leviathan. Understanding how your weapons operate is just as important to this fight as the rest of the strategy - Flame Leviathan himself is pretty simple, but getting used to an entirely new set of abilities is not.

Player Vehicles

The players have five each of three types of vehicles available to them: Siege Tanks, Demolishers, and Choppers (i.e. motorcycles).

10 Man Note
Players have access to only two of each vehicle: Siege Tank, Demolisher, and Chopper. This means that there are two siege tank drivers, two siege tank gunners, two demolisher drivers, two demolisher mechanics, and two chopper pilots in the 10 man raid. Other than this obvious difference, player vehicles work the same way and have the same hit point and damage values as they do on heroic mode (vehicles still scale with gear as they do in heroic mode also).

Siege Tank

Siege Tanks

Siege Tanks have one driver and one gunner slot apiece. The driver controls the tank's movement while the gunner operates the main turret on top of the tank. Their base hit points are 1.45 million, but this is raised by 5-600k depending on the gear level of the driver. Hit points are for the entire tank - the gunner slot appears to have its own HP bar, but cannot actually be damaged or die.

Siege Tank Driver Abilities

Siege tank drivers have a 100 energy bar for using their abilities. This functions like rogue energy and regenerates at 10 energy per second.

Ram - Costs 40 Energy. It deals ~25,000 damage to any targets in front of the tank (melee range only) and knocks them back. This ability is mostly intended for use on the trash before Flame Leviathan and is rarely used during the fight itself - Flame Leviathan is immune to the effect. This is not a charge ability - it just uses the "ram" on the front of the tank to knock enemies back.

Electroshock - Costs 20 Energy. This interrupts the spellcasting of any targets in a 25 yard cone in front of the tank. It also prevents spellcasting of that school for 4 seconds. This ability must be used by Siege Tank drivers to interrupt Flame Leviathan's Flame Vents ability.

Steam Rush - Costs 40 Energy. The Siege Tank charges forward 70 yards, knocking back all enemies and dealing siege damage to any buildings encountered. During the boss fight this ability is mainly used as an escape mechanism to help kite Flame Leviathan.

Targetting Sphere

Siege Tank Gunner Abilities

Siege tank gunners operate the tank turret and also have a rogue-style 100 energy bar for ability use.

Anti-Air - This fires a cannon blast straight ahead for 100 yards. This ability is aimed using the vehicle aiming mechanism, either via right-click and drag with the targeting sphere or with the vehicle bar arrows and keyboard turning. The projectile fired explodes on impact, dealing ~15,000 damage to any targets within 10 yards. It is used to take out floating Pyrite Satellites so that Demolishers can refuel during the fight. It has a .25 second cooldown but costs no energy.

Fire Cannon - Costs 20 Energy. Using this ability switches the vehicle aiming mechanism from Anti-Air's "straight line" function to a curved cannon projectile similar to Wintergrasp vehicle cannons or a Strand of the Ancients turret - the targeting sphere has a curvature to the projectile's path. This deals ~50,000 damage to any enemy hit by the cannon blast, which has a 5 yard radius from the projectile's impact point. The approximate maximum range is ~90 yards from the Siege Tank's current location.

Shield Generator - This has a 1 minute cooldown and no energy cost. It activates the Siege Tank's shielding, absorbing ~100,000 damage for up to 5 seconds. It is used as a defensive ability during the Flame Leviathan hard modes.

Siege Tank

Demolishers

Demolishers have one driver slot and a mechanic slot. The driver controls the Demolisher's movement and main gun, while the mechanic slot has a small cannon and a grappling hook to retrieve ammo. They have 428k HP base, but this can go up 4-500k depending on the gear level of the driver. The mechanic's seat (like the siege tank gun) appears to have a separate hit point bar, but cannot actually be damaged independently from the Demolisher itself.

Demolisher Driver Abilities

Demolisher drivers have a 50 energy bar which does not regenerate. This bar fuels pyrite barrel launches and must be replenished by the mechanic.

Hurl Boulder - This deals ~30,000 damage to any targets within 8 yards of the boulder's impact point. This ability is targeted using a curved path vehicle targeting mechanism and needs to be aimed using the mouse or vehicle angle arrows and keyboard turning. The approximate maximum range is ~90 yards before you can't push the targeting sphere any farther out. This ability has a 1 second global cooldown and takes no Pyrite (aka energy for Demolishers).

Hurl Pyrite Barrel - As with Hurl Boulder, this ability relies on the vehicle targeting sphere with a curved projectile path. It flings a ball of flaming pyrite into the distance, dealing ~60,000 damage on impact and applying a stacking DoT effect that deals 12,000 damage per second per stack to the target. It stacks up to 10 times. It costs 5 pyrite "energy" from the Demolisher's shared energy bar.

Ram - This knocks back all enemies in front of the Demolisher, dealing ~20,000 damage. It is rarely used during the Flame Leviathan fight since he is immune to the knockback. This is not a charge ability, but instead uses the "ram" on the front of the Demolisher to knock back enemies who are in melee range.

Launch Passenger - Mechanics on the Demolisher can load themselves into the main cannon. When they have done this, the Launch Passenger ability will become lit and the Demolisher driver can fire the mechanic player onto the back of Flame Leviathan. This is a very important part of the fight and is explained in great detail later.

Pyrite Satellite

Demolisher Mechanic Abilities

Demolisher mechanics have no energy bar but can see the driver's pyrite bar instead. All of their abilities can be used with a 1 second global cooldown.

Mortar - This fires a cannon blast, dealing ~11,000 damage to any targets hit by the blast. It also ignites any tar hit by the blast (more on this later). This ability uses a curved path vehicle targeting sphere and must be aimed. The approximate maximum range is ~90 yards, like the Hurl Boulder or Fire Cannon abilities.

Anti-Air - This fires an anti-air rocket forward up to 90 yards, exploding on impact for ~15,000 damage in a 5 yard radius. It is used to knock down flying Pyrite Satellites for retrieval. This ability also uses the vehicle targeting sphere but with a straight projectile path.

Grab Crate - This uses the attached grappling hook to lasso an available pyrite canister, which reloads the pyrite/energy bar of the Demolisher's main driver by 25 units. To use this ability the Demolisher mechanic must target the Pyrite canister; the grappling hook is not aimed like the guns. It has a 50 yard range.

Increased Speed - This takes 25 energy from the driver's pyrite/energy bar to double the speed of the Demolisher for 20 seconds. It is used to help kite Flame Leviathan or escape danger on hard mode.

Load Into Catapult - The mechanic loads himself into the Demolisher's main cannon, allowing him to be launched onto the back of Flame Leviathan.

Choppers

Choppers

Salvaged Choppers are the utility machines of this fight. They are used to ferry Demolisher mechanics back from Flame Leviathan and can move around the battlefield incredibly quickly. They can carry one passenger at a time, who has no abilities. They have a 100 energy rogue-style bar for their abilities. Choppers have 500k HP base, but this can increase by 300-500k depending on the gear level of the driver. Passengers are protected from damage while riding in the Chopper sidecar, which shares a hit point bar with the Chopper (like the side slots of all the other vehicles).

Chopper Driver Abilities


Speed Boost - This doubles the speed of the bike for 5 seconds and costs 50 energy.

Sonic Horn - This deals ~7,000 damage to enemies in a 35 yard long frontal cone in front of the bike. The cone is approximately a 100 degree arc - fairly wide. It is useful only for the trash before Flame Leviathan or for the Freya tower hard mode. It costs 20 Energy.

Tar - Costs 5 Energy. The Chopper drops a pool of tar that slows enemies who move through it. It has approximately a 20 yard radius from the location where the tar is dropped. Tar lasts 45 seconds and can be ignited by Demolisher mechanics or Siege Tank gunners. If ignited, enemies moving through the tar take 6,000 damage per second.

First Aid Kit - This heals the Chopper passenger to full life over 4 seconds. It is used after picking up a player from Flame Leviathan's back. It costs no Energy but has a 1 minute cooldown.

Flame Leviathan Abilities

Flame Leviathan has 70 million base hit points on heroic mode and 23 million base hit points on normal mode (in both cases, each of the "hard mode" towers increases this total by 25%).

Flame Leviathan will randomly choose a Siege Tank or Demolisher to pursue every 30 seconds during the fight. The chosen player needs to kite the boss around the edges of the square arena, using Speed Boosts and Steam Rushes to get away if necessary. Meanwhile, the rest of the raid should pursue Flame Leviathan while dealing damage and helping to set up the Circuit Overload (as described later in the guide). Flame Leviathan's abilities are as follows:

Flame Vents - This deals 3,000 damage per second to any target within 50 yards of the boss. It is channeled and needs to be interrupted by Siege Tank drivers using Electroshock.

Battering Ram - This deals ~120,000 damage to a vehicle in melee range and knocks the target back. It also causes the target to take +50% damage from all sources for 20 seconds. This is Flame Leviathan's main attack if he catches up to the player vehicle he is chasing. It has no cooldown and so he will use it every time he catches up to a player, rapidly killing them.

Gathering Speed - Every 15 seconds, Flame Leviathan's speed increases by 5%. Once he has reached around 5 stacks of this buff, he will be faster than player vehicles. The stack can be cleared by using the Circuit Overload as described later in the strategy.

Rockets - Flame Leviathan fires a constant barrage of rockets at random targets in the raid, dealing 700 damage every 1-2 seconds to any targets caught in the blast. These are nearly impossible to avoid and basically amount to a steady damage stream on the entire raid. In addition they have a chance to hit players on the ground at random and deal double damage to players, meaning that anyone without a vehicle for very long is incredibly likely to die.

Flame Leviathan fighting

Raid Assignments and Layout

The raid setup for this fight is as follows:

5 Siege Tank Drivers
5 Siege Tank Gunners
5 Demolisher Drivers
5 Demolisher Mechanics
5 Chopper Drivers

Since there are only 5 of each vehicle, this layout is the only option!

Players in the driver's seats of the vehicles should be the players in the raid with the highest combined item levels on their loot. Vehicles receive major stat buffs as the gear of the players in them is upgraded, meaning that, at the time of first entering Ulduar, players with large amounts of Twilight Zone, Kel'thuzad, and Malygos loot are most optimal for the driver spots.

Players in the Demolisher Mechanic spots should be melee hybrids if at all possible: retribution paladins, enhancement shamans, and feral druids are all optimal for these spots since they have emergency heals that are very useful when they are on the top of Flame Leviathan during the Circuit Overload.

10 Man Note
As described above, the raid gets to use two of each vehicle type. Each Demolisher and mechanic pair should be assigned a Chopper for ferry duty after the mechanics are launched onto Flame Leviathan in order to cause a Circuit Overload. Unlike on heroic mode, there are no "extras" in the 10 man version of this fight; each and every Demolisher and Chopper has a vital role to play in the Circuit Overload sequence.


Now, make the following raid assignments:

Assignment 1

Four Demolishers should be assigned pairs of raid symbols:

Star/Circle
Diamond/Triangle
Moon/Square
Cross/Skull

Put the first symbol on the Demolisher itself, and the second on the corresponding mechanic. This will allow the pairs to find one another quickly during the chaos of the boss fight.

Assignment 2

Assign one Chopper to each Demolisher symbol pair. This Chopper is responsible for ferrying the marked mechanic back to the correct Demolisher after each Circuit Overload sequence, as described below.

The remaining Chopper driver is there as a backup, and can lay tar and (on hard mode) destroy plant adds while remaining aware if a particular mechanic is launched too far from his assigned Chopper ferry.

Flame Leviathan enjoying player induced chaos

Strategy Overview and the Circuit Overload Sequence

As outlined in the abilities section above, players will be chased at random by Flame Leviathan and should kite him around the outside of the square arena while being chased. Using Speed Boosts and Steam Rushes it should be no problem to avoid getting hit by Flame Leviathan's Battering Ram (base player vehicle speed is higher than Flame Leviathan's move speed). Siege Tanks should follow Flame Leviathan closely so they can use Electroshock whenever he activates Flame Vents - this is key to reducing his damage output and defeating the boss cleanly.

During this time all of the Demolishers should be using their pyrite carefully to maintain a maximum length debuff. Each time Hurl Pyrite Barrel is used, it refreshes a 10 second stacking debuff on Flame Leviathan which causes damage per stack. Since a full "energy bar" on a Demolisher is 50 energy, that means you get 10 full shots before you need your mechanic to reload you. Thus, you have at most 100 seconds - 10 seconds per Pyrite shot - before your stack will fall off no matter what you do. Demolisher drivers should time their Pyrite Barrel shots so they eke out as much of that 100 seconds as possible from their energy bar without needing a reload.

Pyrite Satellites float around above the raid and respawn constantly, floating in from the sides of the arena seemingly at random. There can be anywhere from 5-15 satellites floating above the area at any given time. They do nothing other than fly around and look like inviting targets. They can be shot down by Siege Tank gunners or Demolisher mechanics with Anti-Air shots, and they then drop a pyrite canister that can be lassoed by a Demolisher mechanic to reload the Demolisher's pyrite/energy bar. If the Circuit Overload sequence goes well, each Demolisher's mechanic should be back in his seat in time to shoot down some Pyrite Satellites and reload the driver so he can keep his stack going for the entire fight.

Choppers don't really have much to do during most of the fight, so they should focus on laying tar underneath Flame Leviathan's path. This tar can then be ignited by gunners in the Siege Tanks or by Demolisher drivers in between Hurl Pyrite Boulder casts. This just adds extra damage and is helpful even though the tar won't actually slow Flame Leviathan down. Choppers' key role comes during the end of the Circuit Overload sequence described below.

Meanwhile, the raid needs to execute a series of events that I'll call the Circuit Overload Sequence in order to keep Flame Leviathan from stacking his "Gathering Speed" buff and eventually catching and killing everyone in the raid. The basic idea here is that the four assigned Demolisher symbol pairs each launch their mechanic onto the top of Flame Leviathan. They then destroy the four Turrets found on the top of the boss, which causes a Circuit Overload automatically. This stuns Flame Leviathan for 10 seconds, removes his stack of Gathering Speed, and causes him to take +50% damage for the duration of the stun. The mechanics are launched into the air with parachutes and then need to be recovered by their assigned Chopper driver, healed while in the passenger seat, and ferried back to the correct Demolisher (see Assignment 1 and 2 above).

10 Man Notes
There are only two Defense Turrets on top of Flame Leviathan instead of the four from 25 man. Thus, you only need the two mechanics to complete the Circuit Overload sequence, which works the same as on the 25 man version. Note that the players doing the Overload always seem to be launched up and towards the front right corner of Flame Leviathan, whichever direction he happens to be facing when the Overload takes place. This is different than 25 man, where the directions appear to be random. This makes pickup by the Choppers somewhat easier to plan for!

Other than the obvious changes in numbers, the raid strategy remains basically the same. Since there are fewer vehicles, players should be very conscious of the fact that Flame Leviathan will be pursuing them often throughout the fight, and they should maintain a safe distance from him unless they (as a Siege Tank) need to interrupt Flame Vents. Pyrite stacks are just as important on 10 man, and letting a single stack fall results in almost half of the raid's damage disappearing (instead of just 20% in 25 man).


Here are the steps to the Circuit Overload process in detail:

Pyrite Satellites

Circuit Overload Step 1 - Loaded for Bear

Each assigned mechanic from Assignment 1 loads themselves into their Demolisher's catapult. In order, Star, Diamond, Moon, and Cross launch their mechanic onto the top of Flame Leviathan. This should be called out in raid warning or over voice comms:

"Star firing. Diamond firing. Moon firing. Cross firing." This way no two players are launched at the same time - simultaneous player launches can cause one of the players to "miss" Flame Leviathan and end up on the other side of the arena where they will likely die.

Circuit Overload Step 2 - Fry 'Em

The players so fired should attack and destroy the four turrets on top of Flame Leviathan. Being on top of the boss deals damage to them every tick (around 2,000 damage/tick) and players should be ready to heal themselves or healthstone to stay alive. Once all the turrets are dead, all four mechanics should channel the exposed Overload Circuit. This will stun Flame Leviathan for 10 seconds, reset his Gathering Speed stack, and increase his damage taken by 50% for that time.

At the same time, all the mechanics are flung into the air and drift slowly towards the ground...

Circuit Overload Step 3 - Pickup Line

Assigned Choppers should immediately locate their assigned symbol/player in the air and move to his approximate landing spot. This is the Chopper pilot's top priority and they should be in place as soon as the mechanic lands so he can board immediately. Once aboard, the Chopper pilot should ferry the mechanic back to the appropriate Demolisher as fast as possible, and use the Chopper's First Aid Kit ability to heal them from any damage they may still be suffering. Drop them off, now fully healed, at their assigned Demolisher!

Circuit Overload Intermission - Saddle Up!

After the mechanics are returned to their respective Demolishers, they should take time to shoot down nearby Pyrite Satellites and lasso in new pyrite crates to refill their driver's pyrite bar before loading themselves into the cannon again. This should refill the Demolishers with a full 50 energy - enough to keep a Pyrite stack rolling for up to 100 more seconds. After a few seconds in the mechanic seats, everyone should be ready to go - go back to Step 1 and repeat this entire process.

Wrap-Up

The above process should be repeated 2-4 times before Flame Leviathan dies. The more consistent the raid is with the pyrite stack and other damage on Flame Leviathan, the faster it will go. Consistent damage and good execution on repeating the Circuit Overload as often as possible will make Flame Leviathan an easy boss and open the way to the rest of Ulduar.

Hard Mode

Flame Leviathan's various hard modes consist of the Orbital Defense Towers scattered around the Formation Grounds of Ulduar. The Towers of Life, Flames, Frost, and Krolmir power orbital satellite powers that Flame Leviathan can use during the fight and which increase his hit points and have other effects that make the boss harder to kill. While Flame Leviathan's hard mode is quite difficult, nothing changes mechanically about the fight as such (except some small adjustments for the adds created by the Tower of Life). Otherwise, the strategy for the fight remains the same. Below, each tower's buffs and debuffs are described in detail along with tips on avoiding the defense cannons and dealing with the new elements of the fight.

Activating Hard Mode and Choosing Your Difficulty Level


To activate Flame Leviathan's hard mode, talk to the Lore Keeper of Norgannon at the Expedition Base Camp and tell him to activate the orbital defenses. This will turn on all four towers; they are off by default. Talking to the Lore Keeper replaces talking to Brann; if you want to do any level of Flame Leviathan's hard mode, don't talk to Brann first! Talking to Brann will prevent you from attempting Flame Leviathan with any of his towers active.

Once the towers are active, full hard mode is now "on." However, many guilds will want to work their way up through Flame Leviathan+1/2/3 towers before attempting the full Flame Leviathan+4 with all the orbital defenses active. To do this, the raid can make detours while proceeding down the formation grounds and killing trash mobs. Each of the towers is a large cylindrical building with a glowing satellite floating above them; these towers can be attacked and killed by your siege vehicles, and destroying one will disable the corresponding defense system when you reach Flame Leviathan. Any towers left standing will power their defense system and increase the difficulty level of the fight.

It is recommended that you add the towers in the order listed here.

The Tower of Frost - Hodir's Fury

The Tower of Frost increases Flame Leviathan's health by 50%.

In addition, this tower grants Flame Leviathan the ability of Hodir's Fury, which will be active throughout the ntire encounter. This ability appears as a pair of sky-blue beams which shoot down from the sky and proceed to follow players. Each beam randomly chooses a player to pursue, and when it has reached it's spot "on" that player's vehicle, it will drop a frost bomb which deals 150,000 damage and entombs the vehicle in ice. Vehicles which are constantly in motion cannot be caught by the beam - keep moving and you should not be hit, but stop and you will surely be iced. Vehicles caught in ice blocks take about 10% of their life total in damage every two seconds unless they are freed by fire damage - other player vehicles can throw fire rockets or pyrite at the ice block to melt it.

Avoiding Hodir's Fury can be irritating (especially on the 10 man version, where the two targeting beams will have fewer targets to choose from) but is obviously essential to surviving the fight. Keep your eyes peeled and keep well away from the beams if they decide to come after you.

The Tower of Flames - Mimiron's Inferno

The Tower of Flames increases Flame Leviathan's health by 50% and increases his fire damage dealt by 50% as well. This affects his Flame Vents and Rockets abilities. The primary effect of this tower is to simply decrease the soft enrage timer of the fight. While Flame Vents should always be interrupted, there is nothing you can do to stop Flame Leviathan's Rockets, and since they now deal 50% more damage it will not take as long before your vehicles simply run out of hit points.

In addition, this tower grants Flame Leviathan the ability of Mimiron's Inferno. This ability appears as a bright red beam which, like Hodir's Fury, moves around the battlefield. However, it does not target players but rather moves in a diagonal line across the field, "bouncing" at an angle off any wall it reaches and continuing. Each Inferno beam lasts about 30 seconds before disappearing, and then reappearing 30 seconds later in a new spot on the field. The beam drops balls of fire which deal 150,000 damage on impact to any vehicle hit and leave a patch of fire which deals ~80,000 damage to any vehicle passing through it. The fires last about 20 seconds each before dissipating.

This ability is extremely easy to avoid if players are paying attention to the straight line of the Inferno beam's path in advance. However, since the beam moves diagonally it's easy for a corner or two of the room to become completely cut off, trapping players within until the flames dissipate. Pay attention and don't let that happen to you! (If it does happen, note that Steam Tanks can use their Shield ability and then Steam Rush through the fire if they really need to get out.) Chopper pilots can drive through this fire without taking damage; but if they are hit by the initial falling ball of fire from the beam, they will take damage as normal.

The Tower of Krolmir - Thorim's Hammer

The Tower of Krolmir increases Flame Leviathan's health by 50% and also increases his physical damage dealt by 25%. This should have basically no effect on the fight other than increasing the penalty if raid members play poorly and are hit by Flame Leviathan's Battering Ram or melee attacks.

In addition, this tower grants Flame Leviathan the ability of Thorim's Hammer. This ability is only cast once, at the 2 minute mark of the fight, and spawns 21 dark blue beams across the battlefield. These beams drop a single lightning ball to the ground at their location, which deals 300,000 damage to all players underneath the beam. Needless to say, vehicles nearby should get out of the beams as soon as they spawn. In addition, each beam deals a small amount of damage to each player vehicle on the field. While the tooltip for the spell says that it deals ~15,000 nature damage to all vehicles, in practice the AoE effect appears to deal 1% of each vehicle's health. Because there are 21 beams, this means that all vehicles will take 21% of their health in damage at the start of the fight and nothing can be done about it. This damage cannot be avoided, and serves (like the bonus fire damage from the Tower of Flames) to lower the soft enrage timer on the fight. Those hit points simply are not available to you and effectively lower the amount of avoidable damage that each player is allowed to take.

The Tower of Life - Freya's Ward

The Tower of Life increases Flame Leviathan's health by 50% and also reduces his fire damage taken by 10%. This affects Pyrite damage as well as any other fire spell cast by player vehicles. This effectively amounts to another stacking 10% health increase since the vast majority of your raid's damage comes from your Pyrite stacks.

In addition, this tower creates Freya's Ward in the four corners of the battlefield. These green beams generate packs of plant adds which must be killed by the raid. Siege Tanks and Choppers are excellent for handling these adds. There are two add types:

Writhing Lasher: These spawn in packs of 20 every 30 seconds. They deal ~2k damage with each melee hit and are easily killed by a few rockets or a single pyrite barrel. They have about 190k hit points in 25 man and about 64k hit points in 10 man.

Ward of Life: These spawn in singles and are much larger than the smaller Writhing Lashers (normally one spawns every 30 seconds, but after 2 minutes into the fight, 3 will spawn simultaneously. This seems to be a one time event that coincides with Thorim's Hammer firing). They deal around ~25k damage per melee hit and have 630k hit points in 25 man but only about 200k in 10 man.

Choppers can get unbreakable aggro on adds by using Sonic Horn (which apparently generates a huge amount of threat) and then kite the adds through fire-lit tar patches. Meanwhile, Siege Engines are extremely good at taking out the adds by using Steam Rush to run them over or having their siege gunner simply fire off a few shots to take care of them. The adds are quite easy to kill quickly, and basically amount to more damage on the player vehicles, decreasing the amount of time you have to deal with the encounter.

Hard Mode Wrap-Up

As noted at the start of this section, Flame Leviathan's hard mode (and the various steps of difficulty in between zero towers and the full four tower mode) does not change the strategy of the fight in any significant way; it merely makes the entire fight far more difficult by adding tons of hit points to Flame Leviathan while dealing immense amounts of unavoidable damage to player vehicles and making the entire fight more difficult to execute (thanks to slower vehicle speeds and plant adds). The best solution for this hard mode is not any particular new strategy, but simply practicing the fundamentals of the fight until all your raid members are top-notch vehicle pilots and you could beat the fight in your sleep. Do this and each new tower will be much easier than if you were already struggling with the previous level of the fight.
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Guide Author: Jackmason
Guide Posted: 18th Apr 09

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