This is one of the bosses in Cavern Of Time:Hyjal Summit
Namely there are 5 bosses in the instance ,
My guess is that this boss requires shadow or frost resist cause based on WC3 it is a lich tinted with purple red colour..also it's spells consist of shadow and frost element
A dreadlord boss..no idea on it's elements and so but it's gona be a tough fight
A doomguard boss...my guess is fire and shadow resist
Pit Lord boss..i heard he drops his glaive ..."Spite" Might be as tough as Magtheridon..since hes now the king of pitlords
Last boss of Hyjal Summit..how knows about him..well good luck to whoever is fighting him
Archimonde is the last boss in the raid instance, Hyjal Summit.
Archimonde has around 4.5 million Health Points.
Soul Charge - All damage taken increased by 50%. Non-dispellable.
Might of the Defiler - Smashed into the ground for 6000 fire damage, and 3000 every second for 10 seconds.
Grip of the Legion - 250,000 damage over 5 mins.
Finger of Death - 20,000 shadow damage on a single target. Archimonde will begin casting this if nobody is in melee range.
Doomfire - Leaves a trail of fire on the ground, which does 2400 fire damage per second (occasionally feared people run into these and die)
<When Aggo'd.>: Tremble mortals, and despair! Doom has come to this world!
Your resistance is insignificant.
This world will burn!
Your soul will languish for eternity.
<When killed.> No, it cannot be! Nooo!
Forte's kill video used no fire at all (Mages were Frost and Warlocks were Shadowbolting or Affliction); is he immune to fire?
his health is more like 4,5 million
Soul Charge - When a player dies he gains 1 out of 3 soul charge buffs (depending on class it seems). He can unleash those on the raid. 1 out of 3 debuffs will hit you:
1. 4500 damage and silence for 4 sec
2. 4500 damage dealt over 8 seconds and 2250 drained over 8 seconds
3. 4500 damage dealth and 50% more damage taken for 4 seconds.
Grip of the Legion - 250,000 damage over 5 mins. Decursable
Finger of Death - 20,000 shadow damage on a single target. Archimonde will begin casting this if nobody is in melee range.
Doomfire - Leaves a trail of fire on the ground, which does 2400 fire damage per second (occasionally feared people run into these and die) If you run out of the fire the debuff will not fade, it will stay on for 45 seconds.
Aoe fear. 1,5 seconds casttime, large range (60 - 80 yards not sure, can't outrange it at least if you wan't to be part of the fight).
Air Burst: deals 3k initial damage and knocks you straight up in the sky. You will need to use the "Tears of the Goddess" to not fall to your death.
Fun fight, but very very very random and unforgiving.
The picture makes him look like a draenei... Though draenei in Warcraft 3 looks totally different
Considered the hardest boss in the game by top guilds, even harder than Illidan. Archimonde is the last boss to be killed worldwide.
The tree you are stopping Archimonde from destroying is "The World Tree" (The tree was grown from an acorn of the Mother Tree G'Hanir by the great dragon Alexstrasza in the waters of the newly reborn Well of Eternity on Mount Hyjal. ) which was originally saved by Malfurion Stormrage* who sounded the Horn of Cenarius, awakening the Ancestral Spirits( just as Archimonde where about to absorb Nordrassil's powers), an army of Wisp-like beings with ten times the power of a normal one. Thousands of them detonate on impact with the Defiler, incinerating him, along with the World Tree and the surrounding forests.
Medivh laid to rest any fears, confirming that, while "the roots will heal, in time, as will the entire world," Archimonde was gone forever.
* Illidans Stormrages twin brother and the first druid.
Archimonde summoned by Kel'Thuzad
His health is not 1.9 million its more like 4.9 million.
why does wowhead change info about archi very often aren't they really sure?
Feel free to knock yourself out on the Archimonde sound files. :)
All of your efforts have been in vain, for the draining of the world tree has already begun. Soon the hearth of your world will beat no more.
Your resistance is insignificant!
This world will burn!
Malanach Sheek Thresh!
You are mine now!
Bow to my will!
Your soul will languish for eternety!
All creation will be devoured!
I am the coming of the end!
At last it is here. Mourn and lament the passing of all you have ever known and all that would have been!
Noo, it can not be! Noo...
(Edit: Thanks RedDragon412 and Woyruu for helping me out.)
The Doomfire IS resistible, but it is a binary resist. You won't resist part of it, but either the whole thing or nothing. A number of our raid members have gotten resists from the fire with nothing but a FR Aura from a Paladin.
hmm he has little hp compared to other end game bosses,he must do a whole bunch of dmg....
He hits like a cement truck. As far as "a whole bunch of damage", not really. It's just the combination of fears / doomfires that will eventually kill someone. Then he'll soul charge and it will either chain more soul charges or silence everyone and your tank will die.
The fight is very, very unforgiving. One person dies and you've got a 50/50 shot of living.
Couple notes: The doomfire takes a second or two to actually give you the DoT. Rogues can cloak it/you can bubble or iceblock it. Running into the water near the tree also removes the DoT, but it will silence you for 30 seconds so should only be used in emergencies. If you're going to wipe, die in the doomfire. You take no durability loss from dying this way.
) may come in handy for this fight too. Often times he will use air burst on someone and then grip them immediately after.(though this is subject to fixing in patch 2.2 I believe, so it will be no longer relevant.)
The key to this fight is mobility and individual execution. This is not a DPS race or a burn down. Don't get caught in doomfires, don't fall to your death. And don't be surprised when this fight takes you 100 tries to succeed.
If it takes 100 ties,he must do alot of dmg :P
to get into Cot hyjal summit you must have done the black morass & old hillsbrad foothills (Cot is located in tanaris) for thoose who dont know Cot is. Cot is (Caverns Of Time)
on that one you couldnt type what is was /run PlaySoundFile("SoundCreatureArchimondeCAV_Arch_Burn02.wav");
it was demonic speak...i think
I don't know if this is changed or whether it ever worked, but I can confirm that running into the water does NOT remove the DOT from Doomfire. If your raid is properly positioned, you should be nowhere near the water in any event. Purification potions, although they don't work every time, are a very nice 'oh crap' to have as a last resort, usually if you get the Grip right before being feared a long way away from your decurser.
When he gets down to 10% health, Archimonde resumes channeling the big green spell on the World Tree and starts casting Hand of Death. However, Tyrande Whisperwind applies a debuff to the entire raid making them all immune to all damage and healing. Warlocks are immune to the mana gain from lifetap, while druids cannot shapeshift. It would be a shame to get him to 10% and not get the kill because of these surprises.
Strangest thing happened on our Archimonde kill tonight.
I accidentally died by not clicking the tears soon enough after an airburst with Archimonde at about 13%. Everyone got the debuff and it ended up killing about half the raid. Still, they were able to get him down to 10%.
He runs off, everyone becomes invulnerable and everyone starts DPSing him. It looked like we were going to make it, even with half the raid dead, but at 4% with time still left on the clock until he 1-shots all of us, he just suddenly up and dies.
Everyone saw it, too, it wasn't just me. I've no idea what caused him to die at 4%, but there it is. Oh well. He still dropped loot so I guess that's all that matters.
Archimonde, for a time, was the leader of The Burning Legion. He was summoned by Kel'Thuzad to start the second invasion. He destroyed the mage city of Dalaran using demonic magic and sand. He drew in the sand on the ground a map of Dalaran then it rose up, into a model of the city. He then crushed the sand towers in his fists and the real towers followed suit.
That's right He is Final boss!! of Burning legion.........
No one will fight against him, only united Horde OR ally can!
PIt Player of Wow.gamez.mn (Blizzlike)
If he is tanked in the water of the well does Archimonde get the debuff PCs get? Seems obvious he wouldn't since he would be way to easy but I just want a confirmation.
This guy should have a new skill in 2.4.
Instantly stomp on the nearest target, killing them, and crushing them into oblivion.
Do you see how big this guy's hooves are?
It would work, and you'd get pwned every time...
Still Blizzard had to made him killable somehow, or WC3 would've just been a joke.
Archimonde in the First War:
After the Night Elven Highborne mages had opened a portal, Hakkar, the Houndmaster came through the portal, along with two Felhounds. He began to oversee the creation and stablilizing of the portal. He, ultimately failed, and Sargeras sent Mannoroth through the portal. Mannoroth created a shield around the portal, causing all mages to be cut off from the Well of Eternity. During the non-Highborne Night Evlen attempts at destorying the legion, Malfurion Stormrage destroyed the shield spell of the portal, and the portal itself.
Afterwards, Sargeras sent Archimonde, second in command of the Burning Legion, to oversee the recreation of the portal, so Sargeras could eventually come through portal.
Note that Tear of the Goddess has a 2 hour duration, so if you can't beat him within that time frame, you must aquire a new one from Tyrande.
Archimonde is, without a doubt, one of the hardest bosses in TBC. He is arguably the trickiest and most unforgiving. In fact, I've heard that the average amount of wipes needed to down Archimonde is somewhere around 70, an incredibly large number for one single encounter. Even though the wipes occur very fast most of the time, resulting in actually not a lot of wasted time, our guild saved a lot of wipes (actually making a horde side record for our server) by running attempts "dry." This means that we do NOT dps at all in all of our attempts until we can be sure that everyone survives at least 5 minutes of the encounter. The necessity to run such dps-less attempts should be clearer to you as I present to you his strategy below.
-Medallion or Insignia of the Horde/Alliance on all of your healers and most if not all of your raid, excluding your main tank.
-Tears of the Goddess in the inventory of EVERY SINGLE PERSON in the raid. The item should be on everyone's hot bars and bounded to an easy-to-access key. Get it from Tyrande Whisperwind in the Night Elf camp, and make sure that it at least has 20 minutes left on it (disappears every 2 hours). Whenever a wipe occurs, everyone in the raid should check if the tear is still in his/her inventory.
Suggested Raid Makeup:
-Melee: bring a lot of melee, they shine in this encounter.
-Shamans: Try to aim for at least one shaman a group if you're having trouble with his fear fearing people into fires.
-Decursers: There should be at least one decurser in every group.
-Healers: A normal amount of healers should suffice (7-8), however, make sure at least one healer is in each group.
-Finger of Death: Instantly deals 20,000 damage to a single target. This ability is cast only when Archimonde has no melee in range to attack. You shouldn't have to worry about this ability if nothing majorly faulty happens.
-Hand of Death: Instantly deals 99,999 damage to everyone. This shouldn't be a problem if you keep him on solid ground away from the well. This is also his enrage ability (10 minutes timer).
-Melee: He hits fairly hard for around 7-8k on a fully geared tank. Since he swings with his fists he hits fairly fast too. While he cannot crit, the swing timer reset with a parry could burst your tank down really fast. Make sure there're at least two healers on your main tank at all times, if not all of your healers.
-Air Burst: He randomly targets a person and casts this on him/her. The person, as well as everyone within 13 yards of him, will get thrown very very high into the air (along with ~3k damage). If the person lands without levitate / slowfall, it is a 100% guaranteed death. However, the required item Tears of the Goddess will enable the player to slow fall for ~3 seconds. After the 3 seconds the person again falls. To prevent Air Burst from killing people, have them activate the Tear just seconds before they land. Remember it is always better to take a bit of fall damage due to clicking the Tear earlier than dying to lag due to clicking the Tear late.
-Grip of the Legion: A curse that he randomly casts on players that deals 2500 damage every 2 seconds for 5 MINUTES. Have decursers decurse this immediately.
-Doomfire: These are trails of fire that follow a specific person, leaving flames that tick for ~2.5k every second if stepped upon. Once a person gets hit with the fire, he/she will also get a debuff that ticks for ~2.5k initially then less with every tick for ~40 seconds. The doomfires travel fairly fast and will twist and turn from switching targets. GET AWAY from them as soon as possible and stay far away from them. Only 3 of these will be up at any given time but they're really long, so it is very possible for a group of people to get trapped by the fire. Prevent this as best as you can by running in straight lines, leaving the fire to go straight most of the time.
-Fear: A 1 second cast fear that fears the raid for 5 seconds every 30 seconds. Every healer should have the PvP trinket on and every healer should be on a rotation. 2 Healers should use their trinkets to keep healing the tank every single fear. Keep fear ward on your main tank (or he can stance dance). Due to this fear + fires, every person should stay as far away from doomfires as possible. They should also use their trinkets if they're going to be feared into a fire.
-Soul Charges: The raid wiper and what makes this encounter so tricky. Once a person dies (to anything), Archimonde will gain a soul charge. He can unleash this charge at any given time with 3 varieties. If the soul charge is from a hunter, shaman, or druid, the raid will be dealt 4.5k damage over 8 seconds. If the soul charge is from a warrior, rogue, or paladin, the raid will be dealt ~5k physical damage and any damage received after that will be increased by 50% for 8 seconds. If the soul charge is from a mage, warlock, or priest, everyone will be dealt around ~4k magic damage and be silenced for ~5 seconds. All of these AoE effects have a knockdown effect, and if anyone is killed by the Soul Charge, Archimonde will again acquire their soul. Pretty much if anyone dies, he'll soul charge the raid and kill one or two more, then soul charge again and again until the raid dies. It is possible to completely survive one soul charge, especially the DoT, but this ability usually means that if anyone dies, the fight is over.
Positioning: Try to tank Archimonde in the middle of the open area. Split your raid into 5 groups: melee, East, West, North, and South group. The melee should stay in melee range, and the other 4 ranged groups should spread out as a cross around him, standing on one another and max ranging Archimonde.
Overall Strat: If you have a healer and a decurser in every group (a shaman too if possible), each group will be one unit that could survive on their own. If a group gets Air Bursted, they have a healer to top them off and a decurser to remove the Grip. If a group gets feared, they have a shaman to Tremor Totem them out of it. If they need to run away from fire, the whole group runs away together. This way you greatly increase the chance of survival as opposed to everyone running around doing their own business. Keep a trinket rotation on the healers to make sure the main tank gets topped off. The melee should spread out behind him to avoid air bursting the main tank when they get targeted. However, they should be at a distance where when the doomfire spawns they can immediately move away from them.
You raid's success really is in the hand of everyone. Bring your most situationally-aware raiders, and realize that this fight is in no way a DPS fight but a survival one. Practice using the Tears jumping off the cliffs by the Elven Village. Practice running out of fires / decursing by not dps'ing in attempts. Use the trinkets to avoid extra damage that healers have to heal through, and just be ready to move constantly. Make sure you're always near a decurser to avoid the Grip from killing you.
If you manage to down Archimonde to 10% hp, he'll run away and start Hand of Death'ing the raid. However, the elves will put a shield on everyone that avoids all damage done. All healing effects and buffs will not work (along with life tap) at this point, and all you have to do is DPS him down. I'm not sure if he automatically gets killed by the wisps even if you don't dps him, but this last 10% is in
Unfortunately, Blizzard seems to be requiring players to PvP in order to participate in PvE combat now, as the only item in the game that breaks fears is the PvP trinket. I certainly hope that Blizzard plans to introduce some other items in the game that do what the trinket does if they continue this trend.
at firs when sargeras picked his messagers he picked kil`jaden and archimonde.....kil`jaden will appear in 2.4 ;)
As of patch 2.4 the area around Archimonde has been decreased in size and players are no longer able to go into the hills around his area.
Does anyone have a clue whether or not his fears can be resisted with increased Shadow Resist?
Im not sure whether someone else has asked this already, but can other items be used for the slow fall ie noggenfogger
DO NOT underestimate the intensity of this fight! He sounds easy on paper however, unless everyone in the raid kows exactly what they are doing, it is a wipe. The fires he shoots out snake in all kinds of different directions. The damage isn't too hard to heal through, but whith the healers healing the tank and disspelling, it is very vital that you try and stay at close to full health at all times. You also shouldn't stand close to trees if you can avoid them. Landing in a tree after air burst happens more often than you would think. One death usually wipes the raid due to the debuffs that you get that cause chain kills and more debuffs etc. If it looks like a wipe, die to the fire. It costs 16s or so to repair rather than 2g. Last but not least, the thing that seems to be the hardest part of the fight is that people do not realize that THIS IS NOT A DPS BATTLE! You have plenty of time. Worry more about staying alive. One last suggestion is to run a dry run where noone touches him and just try to stay alive for 10 mins to get used to it.
As of 2.4.2 his doomfires can now path randomly, ramping up the difficulty of the fight hugely, it's also now possible for air bursts to be targetted on the maintank.
The fires change has increased the difficulty of this fight an exorbitant amount, with melee previously dominating the fight, it's a lot harder for them to avoid fires now.
from 2.4.2 patchnotes
Raids & Dungeons
Hyjal Summit - Archimonde (Possibly bugged)
* Fire will now spawn -much- closer to Archimonde, and the pathing is entirely random.
* Fire can target and chase Melee. Never possible pre 2.4.2.
* Archimonde's hit box size has been increased
* MT's are now able to be targetted by Air Burst
there is an item, that can be obtained at the top of twin mountains in feralas and it actually acts like a parachute. I suppose it can be used along with thr tears of the goddes to prevent damage from falling?
Archimonde gained some significant buffs in 2.4.2 some of which are unintended. Regardless a few days ago blizzard fixed Archimonde in some ways however he is still harder than before.
We just implemented a hotfix for all realms that makes Archimonde's doomfires no longer be able to move right through him after they spawn. Their movement should now be much more consistent with the previous patch's behavior, and melee should have a bit easier time dodging the doomfires as a result of the change. There have been other reports of odd behavior in the encounter since the 2.4.2 patch, but this is the only problem we've been able to verify locally. We'll continue to monitor reports of unusual behavior in this encounter, and investigate further as needed.
For warriors, which have a good surplus of health, self-damage inducting trinkets may be useful, as they break the fear effects..
Note: if you get rezzed on the field, your "tears of the goddess will" disappear from inventory
What i dont get is why illidan is so easy compared to archimonde like why make an expansion pack for a boss that could get beaten by a azeroth boss made before BC.
i've done this boss fight before and god he is a %^&* off i try to do him on epic mode witth my guild and DAMN he's hard
Shamans with Tremor Totem can save the raid, if there is one for party.
Main tanks want to practice stance dance? This guy also cast a 1.5s fear
This fight is absolutely about everybody staying alive. Our guild has only downed him a few times, but every time save one, every member was alive at the end of the fight. The one time this wasn't true was when an unlucky shadowpriest got toasted when Archimonde was at about 17%, and we were able to save it. Nearly every time someone dies in the middle of the fight, it ends up causing chain-deaths and wiping the raid.
Alright, I'm just going to go through this fight to help people understand what to do, because once people understand their job it is a fairly easy fight.
IMPORTANT: BEFORE THE FIGHT, TALK TO THE NIGHT ELF ON THE WAY DOWN AND GET YOUR TEARS OF THE GODDESS! Without these you will never be able to kill him. He will knock certain raid members into the air and these will slow falling time for 2 seconds, without them, the falling damage will kill you.
When your whole raid has these, continue down the path and around the tree. This fight will require all consumables so use everything, even if you are going to wipe. Ok, you need at least 5 decurses, they make the raid successful. Place a mark over each of the decursers heads so that players know who to go to when they get the Grip of the Legion, which is a curse that will kill that player it does 250,000 dmg over 5 mins or something like that. DECURSERS, DECURSING IS YOUR MAIN JOB. If you have to sacrifice DPS to decurse someone, DO IT. Always be on the lookout and have Decursive or Xperl or something to help you. Make sure that the decursers are spread out to avoid them clumping up and missing half the raid.
If you are not a decurser, your job is to DPS Archimonde/heal and not die. If you die, the whole raid is affected by the debuffs above the comments. It is almost better to remove 2 idiots and 23 man this guy because a few guys that don't understand how important it is to not die can wipe the raid.
DPSers and everyone in the raid needs to watch out for the fire that shows up on the ground. It travels pretty fast, and if it hits you it will take a toll. You have 10 minutes and he can go down pretty fast with a geared raid so stop dpsing when fire gets close and move away from it. Sometimes it will follow you.
Air burst can wipe the raid if you aren't careful. This is where those tears come in handy. He will shoot a few people flying in to the air, and they have to correctly time when to use the item and not die. This will take much practice but you can eventually get it.
Watch for fear as well, every 30 seconds he will fear the raid and this is where PvP trinkets are useful, just make sure that all of the healers don't use theirs the first time. Otherwise, there will be no healers for the next one and that's a goodbye to the tank. If you are near a fire and a fear is coming soon, move away fast. It will fear you into the fire.
Once you get Archimonde to 10% health, you win. Your screen will flash red as he runs and trys to use the tree to survive. Wisps will come and attack him along with you, and you will get a buff that doesn't allow you to take damage or get healed. Just dps him down, even if somehow your whole raid is dead and he is at 10% the wisps kill him and you get the loot.
A fun and fairly easy fight, just watch the fire, use the tears at the right time, get the PvP trinkets on AND DECURSE. YOU GOTTA DECURSE. My first down of him, the raid had 12 healers so you can see how flexible dps is. Good luck downing this guy, Hyjal is an awesome instance.
i found useing blink if ur a mage works better when in the air before you get too high
Done with 10 healers. This is absolutly not a dps fight
Note to BM hunters, bestial wrath will prevent the fear, however it cannot be used while feared.
yea,if You menage to keep everyone in y raid alive its 99 % succes!
For everyone who hasn't done or heard about this encounter: Stay out of the Well of Eternity (the water where you fight Archimonde). Going into it basically silences you for 30 seconds; if you're a DPSer, it's bad becuase that's 5% of the time you have to kill him, and if you're a healer it's bad becuase of the damage this guy pumps out.
If possible, stand in a position that will prevent you from being knocked into the Well if you happen to get targeted by Air Burst.
Shame that once he hits 10% its a automatic win. Guess they wanted WC3 history to stay as it was. but i coulda swore in WC3 he was green.....
As someone stated before, in WC3 Archimonde was almost as tall as the tree itself. He pretty much 'hugged' it. But here, he's small, and doesn't even die from a wisp attack. -.-
What would've been a cooler fight (Imo at least) was if you and your raid group, after fighting the other bosses, were escorted by one of Malfurion's scouts or messengers to Malfurion himself. He then asks you to assist him, preventing any demon attacks that may be made against him while he's trying to 'summon' together all the wisps, while archimonde (who is extremely large btw) is in the background growing in power and size. Maybe even have made Archimonde "unreachable", meaning you can't run right up to him, he's just doing his own thing in the background.
While Malfurion is 'summoning', you and your raid prevent several waves of demons that come try to stop him, including several mini-bosses and such. They could have made it the same difficulty Archimonde is now, just in a different way, to fit in with the story line and lore.
I do understand this would have taken alot of time, effort and CPU power to make Archimonde what he really was, but I think it would've been worth it, and a MUCH more interesting fight.
But I dunno, that's just what I think. :\
Stay away from the fire.
I've done this boss few times, and actually yes, Wisps DOES kill him, Archimonde is as good as dead when you get him to 10%, after this it doesn't matter whether you DPS or not.
Tyrande will give you raidwide shield that protects you from any effects, also Archimonde starts spam his Hand of Death, at the same time Ancient Wisps start to attack Archimonde leading to Archimonde's death.
Oh, and also if you pull Archimonde to Well of Eternity beneath the World Tree, he starts spamming Hand of Death
The ingame portrait still shows him as having 4552K health, strangely enough
This guy is amazing. Looking at the stats from wow-europe.com;
5 november he slayed 66,401 people.
The day before - 66,386 people.
The 3rd, 83,044 people!
Archimonde has been very nerfed, i do no longer count it as a amazing rush to kill him.
If you love your children.... then I suggest not fighting this boss.
is the reason...
During air burst , Mages should blink at exactly the same time he finish casting the spell and your feet will never leave the ground.
You will not even take the initial damage from Air burst .
Just sharing to those who don't know =)
As of the 3.0.2 nerf of all BC raids, Archimonde now has 3.2 million hit points, only 1 million more than the bosses in normal Vault of Archevon and Obsidian Sanctum as well as most in normal Naxxramas in WotLK. Bring 10 or fewer along if you want this to be something of a challenge, or bring the full 25-man raid if you want to burn through the entire instance in an hour or less.
Also, now that there are spellbook glyphs available to allow the various forms of fall mitigation (such as the mages' Slow Fall) to be cast without a reagent, there should be absolutely no reason for those classes to use Tears of the Goddess or for them to die from falling damage. Slow Fall lasts 30 seconds (versus the Tears two seconds) so just keep it renewed throughout the fight and you can't go wrong.
By chain-casting Far Sight or Eagle Eye, you can see Archimonde's bones on top of present-day Mount Hyjal. Death seems to have made his skull change shape by quite a lot.
I wonder how Illidan could be stronger than him.. As far as I remeber, Archimonde was much stronger than Illidan i WC3. plus Archimondes model Sucks big time ^^
Sargeras actully is attempted to be Summoned through a portal 2 times, one from Archimonde (Which was intercepted by Malfuron and killed by empowered wisps) and from Varithmas during the Battle for Undercity but was killed by Thrall and Sylvanas. it has never been proven yet but sence Varithmas is a demon the chances are he is Affiliated with Sargeras and was trying to open a Portal for him to come through. My guess is Every Portal Varithmas was opening must have to become 1 to open to 1 true gate for Sargeras.
he is very powerful he made a dalaran copy from sand crushed the copy and the whole dalaran got destroyed
so i don't get it if he has the ability to instant kill everyone why doesn't he just walk through the legions using his hand of death then just takes the tree's powers we'll everyone's dead... :P
Well. He's one wipe-happy f*cker,
But hey! Atleast he's fun to pull and get yelled at by everyone in the raid for pulling at the wrong time *awesomefaic*
First defeated by Nihilum of Magtheridon on the 9th of June, 2007.
Archimonde makes his triumphant return as a boss in the Trail of Champions!
He can be summoned while fighting
Argent Confessor Paletress
if you look at the lost ones you can see that they were Draenei Cause they have blue eyes and there things that were on there face have gone to there back
I know this is totally pointless (Downrate ftw),
Archimonde is an arch demon. (apparently)
remove the 'i' from is name, and re-arrange the 'monde' part.
you end up with Archdemon...
also got bored and %^&*ed about with Uldaman. remove the 'l' and you end up with U-Da-Man!
Archimonde = tree raper
Archimonde looks like a blue version of Kil'jaeden, even thier armour nearly looks the same!
For This Instance (boss) you need many Mages , Hunters. 3 shamans and many Warriors or Feral Druids and very much healers :D
I played Warcraft III Rain of Chaos and at the end of the campain archimode is defeted by the little night elf sprits that are around him... so how does he is in World Of Warcraft? Does he survive at that explosion! Just clarify this thing guys, please..
Caverns of Time. You relive that fight, you do not fight him all over again.
archimonde: Why does he get to be enlarged? at least I have experiance
Kael'thas: well at least I dont rape trees!
good times.. good times
Do know, this is one of the most powerfull monsters in lore, so if you do kill him, feel proud. :P
We did this fight just yesterday, and no matter how many times I warned everyone, people pretty much ignored the doomfires, and they killed half the raid. They're still potent against 80's :P
you, your children, and your children's children
8-manned this recently with a pug the other day in only two attempts. It was not very difficult at all.
We had a Protection Paladin tank, Holy Paladin heals and a Restoration Shaman.
Besides the Doomfire that trails across the ground and the curses which need to be immediately dispelled, three main things make this fight a pain at 80:
: To counter this, all the 'essential' members of the raid were put into the same group as the Resto Shaman to benefit from Tremor Totem, which was kept up at all times. If the Fear is left unchecked however, raid members will often find themselves running into Doomfire.
: The raid
understand the severity of getting hit by this. It is a knock-up that keeps you up in the air for about 5 seconds or so until you hit the ground. To counter this, use the Tears of the Goddess given to you by Tyrande at about
before hitting the ground. It will grant you a slowfall buff that only lasts 2 seconds, which is why you should wait before using it. Often times, you won't die by taking the full fall damage, but it still puts quite a strain on your healers should you fail. Thus, white lying to your raid that they
die isn't a bad thing to do.
Finger of Death
: As strange as this sounds, emphasize as much as you can that there must always be a target within Archimonde's melee range. At a point in our first attempt, the tank was Air Bursted while no one else was near the boss, causing us quite a silly wipe.
The overall damage that the raid takes is quite trivial if they're on the ball on moving out of Doomfires and using Tears of the Goddess effectively. Our Holy Paladin died at around 60% or so but the Restoration Shaman was able to solo heal the rest of the fight with ease.
Hope these pointers helped.
Uh, forgive my ignorance, but what's that thing floating behind him in the model viewer? I didn't see it in any of the screenshots...
It should be noted that Hunter's Mark aggro's him.
After 10 min will he cast hand of death repetedly or only once? I ask because in cata every1 gets alot more health so high geared tanks might b able to survive it easily, Also do Argent defender and other similar abilties work on it?
Soloed him today along with entire MH in one run :) .. nice 1300g from pure boss drop ( guild bank happy too :D) + app 400g from trash and items .
Dk specced into Blood+Lichborne , never dropped bellow 40% hp , relatively easy but curse was hitting quite hard along with his attack.
next run gonna make a vid also
Archimonde as of Cata would probably be trivial. Even Hand of Death, which is supposed to be a move that will automatically wipe everyone, wouldn't guarantee a kill on any well-geared Lvl 85. 99k damage is a lot, but definitely enough for any level 85 character to withstand.
I wonder if Archimonde's solo-able now?
EDIT: I read through the comments, and it would appear someone's done it already. Now I feel stupid :(
him as an enhancement shaman
Solo'd Hyjal as a 2H Frost DK in full 359 epics.
Took a while, but it's easily doable. The hardest fight is actually Rage with stuns and very painful D&D (it takes away a % of your health).
After 2 wipes on Rage I proceeded to clear the entire instance without a hitch, or even a close call.
Only thing to watch out for with Archimonde is his fear, but you can AMS every one so just be on top of that and it's gg.
250g/boss and 300g for Archimonde. Quite profitable as well.
Solo as a paladin.
I found it was very difficult to do as pure Ret spec. He was dealing to much damage and my selfhealing was simply to low. He hits for around 5k hits pretty frequently and in addition you'll get a DoT wich ticks for a few K's aswell.
So instead i switched to prot spec in Ret gear with 1h+shield and it become alot easier. I could maintain 100% health pretty much all time. Allowing me to even skip some WoG cooldowns and get an extra ShotR in there.
import to note (this goes for other classes aswell i guess):
-He still does the fire on the ground, so obviously you want to avoid that.
-Take him far away from the Tree. If he gets to close to it, because you got an unlucky fear or something, he'll wipe you. (happend to me)
-A pvp trinket isnt a must, but i found i got to use it 3x on my kill. As a paladin i also had DivineShield twice so thats 25sec i
spend running around taking extra damage, having less healing and doing less damage.
-You got 10min, so if you go uber defensive as some tank or healer, keep this in mind. I killed him in 7min as prot-spec with dps gear, and my dps gear is nothing amazing. Still, you'd wanna use your dps cooldowns as much as possible.
Okay, so goodluck.
Soloed as a drain tank lock.
- Hide under a tree stump to gain immunity to air burst.
- If the doomfire makes it to your tree stump, move to the other one.
- Try to top off your voidwalker before every fear, or else it will die part way through the fear.
- Use demon soul and spam searing pain to build up threat.
- Try not to dps too much until after the first soulshatter, threat management is critical.
- Use pvp trinket.
- Set voidwalker to passive whenever it gets too far away to call it back closer to you.
- Use doomguard when all dots are applied.
- Try to use a drain tank spec if possible.
- Worry about health more than dps, the enrage timer is easy to beat.
- Try not to get frustrated, there's a lot of luck involved in beating this fight.
Proud to announce that I solo'd him as a Retribution paladin in Firelands gear. Really simple fight, move out of fire and have Seal of Insight up the entire fight (I used Truth in the beginning of fight for burst). I also had to WoG myself on CD, the Grip of the Legion debuff that he casts on you really hurts. Used bubble but did not have to use Lay on Hands.
Here are 2 videos for a guide I made on how to solo Battle for Mount Hyjal.
I use my hunter for the first 3 bosses (Rage Winterchill,Anetheron & Kaz'Rogal) then switch over to my Paladin for the last 2 (Azgalor & Archimonde).
Tacs can be used for any group or class.
I hope it helps in whatever you want to get out of the instance.
Part 1:Rage Winterchill,Anetheron & Kaz'Rogal
Part 2:Azgalor & Archimonde
A guide on how to solo Battle for Mount Hyjal as a retribution paladin 5/5.
It took me around 1h and 7 min to complete and I had around 1573g without selling any BoE.
Hope it helps, happy farming.
Nobbel the Noble
soloable as an elemental shaman in DS Ready gear with standard raiding talents.
Archimonde does hit harder then your frequent solo-able boss, so you got to be prepared to use heals for yourself. Stoneskin glyphed is a big bonus here.
Do not dispell the curse, you end up wasting DPS (and the health you lose is minimal). Start strong with Heroism and Fire Elemental. Use Tremor Totem for fear and move away from the fires.
As of note, previous week he didn't casted a single Finger of Death on me, now he does it nearly constantly, even though I am at his melee range. So I'd say, he is a bit bugged, so it's also atm a matter of luck if you get Finger of Death or not.
Wonder why his tittle isn't in-game.
And where did his corpse go?
The final boss is only available after you clear 2 bosses at Alliance camp and 2 bosses at Horde camp. For those, just pay attention to the counters at the top of your screen.
For Archimonde, he is slightly tough, moreso that MC's Ragnaros at our level, and we had 5 DPS, 1 tank and 1 heals. He is located at the far East of your map, which is at the Tree of Nordrassil.
On your way to him, you can talk to Tyrande and obtain a Tear which is a free fall Use which you might put on your bar if you do get tossed. We did not need this but Murphy's law: if you don't take the Tear you are going to be tossed up.
Watch out and don't get too close because our Spriest did and died. For the first phase, he didn't seem tankable and was going nuts on each party member randomly. For the second part he was tankable. He stayed at 1 health for a long time. Eventually a bunch of wisps came out and with their help, you eventually down him.
NOTE: This was a 25 man raid only so I believe at this time you need at least 10 guildies to get the Guild Hyjal Summit achievement.
To all this i say.............
"Tremble Mortals, and dispair... doom has come to this world!"
, Warcraft III, Reign of Chaos
Solo'd this as an affliction warlock. Here's how to do it:
Use Drain spec (Death's Embrace, Siphon Life and Demonic Aegis are a must!) and felhunter as pet. You will also need a PvP trinket (Human/Undead Racial works too).
Start out in Fel Armor and go all out on DPS. Try to lign up Doomguard with procs like Power Torrent/Lightweave, etc. When you start going under 50% health switch to Demon Armor. Trinket the first fear and keep going. If your health is around 20-30% when he casts his second fear, quickly soulburn + healthstone when he's casting fear. This should keep you alive during this one. Rinse and repeat. The trinket should be ready again for the third fear.
At 10% it's a kill, because you get an immunity shield.
It's now possible to brute force it as a Demo Lock, in Heroic DS gear. Make sure you pick up
- All I had on was the Shattrath Flask and a Northrend food
- Use Felguard
- Walk in, as soon as you aggro get CoE up and pop all cooldowns, then Meta
- Pop Doomguard
- Normal DPS rotation
- Nuke until you hit about 20% of your health, then Soulshatter
- Archimonde will Air Burst you, use
- Get back to Archimonde ASAP and finish him off
First time trying it as Demo and it was a 1 shot.
Quite easy to solo for any 90.
Simply apply some burst and remember to use your tear if he happens to send you flying! :)
Warlocks, your Demonic Circle is your friend here: as soon as he finishes casting
and you see yourself in the air, activate your teleport. You can't use it every time he fires you into the air, but it definitely helps if you want to down him faster.
Archimonde - only person ever who likes to break their own sandcastle.
Soloed the whole Battle for Mount Hyjal with a lvl 90 Windwalker Monk. I haven't done this from LK so i died 1 time at Azgalor, just because i didn't see that i have to kill the Doomguard or he will insta-kill me.
remember to pick the Tear of Goddess.
caution: DO NOT use Tear of Goddess as soon as you start falling or you will take a lot of damage or still die. use it when you are about to hit the ground because the effect is very short, like 1 second. you wanna minimize the falling damage so use it when you are about to hit the ground.
i was the hunter. in the first fight, i just let my pet do most of the fighting. i got a lot of Air Burst. i made a mistake and died by falling.
In the 2nd try, i just tried nuke him down fast. For some reason, no matter how your pet taunts, if you DPS him, you get all the aggro. In this fight, i was wondering why he never used Air Burst. so i cast Feint Death and let my pet gets the aggro. then he started to use Air Burst on me.
now i see that as long as you are the one who gets the aggro. he will not use Air Burst.
tips for the solo'ers -
the only thing that really hurt in this fight (for every lvl) is the air throw and its fall dmg. so if ur a class without any sort of slowfall:
Tears of the Goddess
from the NPC in the village, and click this lovely thing a sec before u touch the ground to provide slowfall.
2. position urself under the trees when u fight him. the trees sometimes stop ur throw in 2 feet high :)
3. fight him on the background of the mountains so u wont be thrown too far, which might end the fight.
when the fall dmg problem is solved its an easy solo (on 85 hunter).
Archimonde is actually easier to solo rather than duo as he never casts air burst on the person aggroing him. Possibly finger of death as well but don't quote me on that. So he will only air burst your friend who is just dpsing/healing. Same thing rings true of Azgolar and his mark of death.
Lvl 90 Shaman Soloing Archimonde
So much less epic than when he was the size of a skyscraper and had a death explosion like a nuclear bomb.
Did anyone notice that next to him, in the new 'well of eternity', at the bottom of it there's a huge rock that bubbles furiously?
EDIT: Turns out it's still there in cataclysm hyjal aswell, weird.
"...if you were half the idiot that Illidan was-"
"I'm TEN times the idiot that Illidan was!"
He's back.......... IN GREEN!
If you are looking for Archmonde in HFC go here:
Draenor's hellfire citadel was merely a setback!
Most likely the hardest boss in the game. Not because of mechanics, getting to him with all the bugs makes it almost impossible to do. Some weeks it works fine, some weeks it's broken
Archimonde is going to be one of the upcoming bosses in wow's 15th-anniversary celebrations! Interested to see how potentially buggy he may be
这个 NPC 能在这些地区找到：
Notable Battle Pets by Family
Overview of PvP Pet Battles in Battle for Azeroth
Raiding with Leashes III
World of Warcraft's 15th Anniversary Celebration - Event Guide
WoW Anniversary Celebration
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