Throne of Thunder PTDS
You get a buff after 3 successful laps and then again after 3 more saying "fun run". Ignore this, we all had it when we killed boss and it still didn't trigger. Don't let anyone die or get hit by a typhoon or get stunned by the runes and all travel together.
Edit: Also try not to blink, use warlock portal or fel rush just in case.
Edit2: A GM said that having offline members can cause it to bug.
For this achievement you will have to run 6 consecutive complete laps without falling in the water.
To track this achievement watch your debuffs! After running three laps you will get a debuff
"You're halfway there..." and after running three more laps you will get another debuff
"Completed a full distance Fun Run." indicating that the criteria has been met.
This achievement is personal and is pretty easy to do in a pug as long as you don't take unnecessary damage.
Make sure to save all dps cooldowns for the
add, if you kill it fast enough then you don't have to deal with the
Avoid getting hit by an
at all costs since moving backwards may remove your current "Fun Run" debuff. Tanks also have to be wary of
and how they position so that they won't get knocked back into the water.
Full Wowhead Guide Here:
Glory of the Eternal Raider Achievement Guide
Did this today, got the buff, but no achievement upon killing the boss. Seems to be bugged.
I can confirm that this achievement is indeed PERSONAL.
I tested this out on our normal run tonight, was going fine and hit my DH immunity to dodge past some tornadoes, which wiped the buff.
We've tried multiple things today, 3 people out of the raid ended up completing the achievement successfully and we have a pretty good idea of what fails and what doesn't fail the achievement.
break the combo:
-Going the opposite direction on foot
-Getting blown away by the tornados
The problem seems to be the add's skill (Gale...) if this pushes you backwards, you lose the buff (or just lose the streak if you don't have the buff yet probably).
Being blown into the water might also potentially break the combo/streak, but I'm not sure about that one.
I like how they wrote "... on normal difficulty
We were a Group of 10 people. 3 Tanks, 3 Healer and 4 DPS and we had problems doing it all at the same time with people either losing the debuff
or just overall chaos and stepping into bad stuff.
We found out that you can, somehow, easily lose the 3 Lap debuff
due to for us unknown reasons. Be it walking in the opposit direction too far, or just.. we dont know why exactly. But we tested the 6 Lap debuff
and once we had it we could
lose it if we got knocked into the water surrounding the area. (Getting knocked into the Boss, walking too much in the opposite direction, getting hit by
for us) So the "only" real threat is the Add that casts a knockback at 100 Energy, if needed just take a bit of extra damage and let it knock you into the boss.
With that being said, we wanted to get a selected group of people the 6 Lap debuff
, so the rest can fully commit to either getting the Laps done or playing the boss. What worked for us was splitting the Raid into 3 Groups. With Enrage being at around 12 Minutes, you can split the group into 3 smaller ones and assign one group to go first. The Enragetimer allows 3 groups to get all 6 laps AFTER EACH OTHER, if done correctly. Ideally you want to have atleast 1 Tank and 1 Healer in each group and make one of each group "the leader" with a mark on that player, and everyone doing the run stays in some sort of range to that person.
In our Kill that granted 8 out of 10 the achievements, we had 1 Tank 1 Heal and 1 DPS run once boss was pulled, people that are not running just play the boss normally. The other 2 Tanks in Group 2 and 3 swap when needed and so on. Once Group 1 is done and got their debuffs for 6 Laps
, Group 2 starts and trys to collect their debuffs for 6 Laps
and so on. After that, Group 3 goes ahead. It can be pretty tight with the Enrage, especially if people need to run again due to fails. Regarding the Tanks, the running Tank is never taunting the boss, only the 2 "not-running" Tanks are swapping with each other, and if Group 1 Tank got his 6 Lap debuff, the Tank in Group 2 starts running and so on.
In regards of Boss/Add damage, we had to stop DPS on the boss for quite a while, so you probably wont need every tiny bit of damage. We stopped at around 15% with 10 Players. When it comes to the add, everyone switched onto the add BESIDES the Laprunners. The Laprunners fully commit to the 6 Laps until they have the 6 Lap debuff
Halfway there doesn't always apply after 3 runs. Our raid got the debuff spread apart over several laps, and I, as the tank, was the last person to get it after 5.25 laps. Thinking I wasn't going to be able to complete it in time, I was then the first person to get the Fun Run debuff after just another .75 laps.
Following the Korean raiders on this achievement, they did indicate that it took them almost 11 minutes for the whole entire start-to-finish of the boss, AND the achievement.
Also, please stop giving the wrong ideas. It says "Don't get knocked back to the water", not like don't basically get hit by anything.
I do believe the speed buff gives a little disadvantage, maybe because I counted wrong, or it's just a "glitch". However, doing it on foot would be your best bet for now. I am still trying to test the theories.
EDIT: I have gotten the achievement so I am relevant now. You ARE able to use all the movement-related abilities. I was a monk, and was able to technically "cheat" the water hit, because your Flying Serpent Kick does make you float ABOVE the water, and still makes your Fun Run debuff (the complete one) not go away.
i did this achiev today as mage if someone wonder u can blink but it seems u have to run extra distance
Anyone know how far backward you have to go to remove the buff?
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