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How to remove debuff from Yeti?


Melodia

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I watched videos and read guides on this but still can't figure it out. When Yeti gives that debuff, I know you're supposed to huddle near the player who got grabbed and thrown because s/he is supposed to have the "counter debuff" or whatever it is. I literally stack myself on that player, but I never get the debuff removed? Still ends up getting frozen for 5-10 seconds every single time. If I'm lucky, my character would thaw RIGHT BEFORE Yeti does the one-hit KO ground slam, and would be able to iFrame it. Otherwise, it's an instant death. What exactly am I supposed to do?

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Hi,

The debuff should be removed if you get near the tank (the player who gets thrown) and if you don't get it, it means you got to him/her a bit late. Anyway, you will get another chance to get rid of that debuff by standing on the heat area left by the yeti after he jumps. It's well explained in the video below:

 

 

 

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Most people don't wait  others to get the heat buff and they either roll over(F) or tab and you don't get the buff.However after the boss smash the ground move quickly to that little yellow looking alike small area where he exactly stomp the ground.It give you the heat buff and the more stacks of it you get the more AP you get for some seconds.

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You remove debuff by getting heat buff, which is from two ways:

  1. Get grabbed and thrown by Yeti; everyone must run over to the thrown person. The person who was thrown must not press Tab or F or anything else so other players can get heat buff.
  2. Don't get grabbed. He will do three jumps and needs to be stunned or dazed when he does the second jump (most will typically stun him). Do not knockdown or grab him; if he is grabbed, throw him down immediately. He will then do a field area of effect and then erupt a geyser under him afterward.

People generally avoid getting grabbed because it tends to slow down the run. Most people that get grabbed are just dumb and iframe the throw, and thus fail to transfer the heat buff; it's not your fault, but the grabbed person's.

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3 hours ago, Shadovvv said:

People generally avoid getting grabbed because it tends to slow down the run. Most people that get grabbed are just dumb and iframe the throw, and thus fail to transfer the heat buff; it's not your fault, but the grabbed person's.

If you get frozen after the tank avoids getting grabbed, it is still your fault, all you had todo was stun the Yeti after he jumped once, iframe the second one and group up around the geiser it popped to get rid of the debuff.

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13 minutes ago, Archess said:

If you get frozen after the tank avoids getting grabbed, it is still your fault, all you had todo was stun the Yeti after he jumped once, iframe the second one and group up around the geiser it popped to get rid of the debuff.

You don't always have time. It comes down to the second to not die if the tank gets grabbed and you didn't get the fire from him/her, even if you stun as soon as possible.

 

@Melodia

-If the boss grabs the tank, try to run to where they will land. It won't work if you run there after they got already thrown.

-If the tank iframes the grab, the boss will jump and right after that he'll become vulnerable to CC. Stun him and stay on his feet. He will jump again in the air > you have to iframe this. Afterwards, there will be a fire buff on the ground where the boss lands (that's why you need to stay on his feet at this phase).

That's it.

 

 

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29 minutes ago, Archess said:

If you get frozen after the tank avoids getting grabbed, it is still your fault, all you had todo was stun the Yeti after he jumped once, iframe the second one and group up around the geiser it popped to get rid of the debuff.

That's not possible. Grab takes out a significant amount of time as opposed to not getting grabbed. Even stunning him at the earliest moment available still gets everyone frozen before the ground pound.

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23 minutes ago, Shadovvv said:

That's not possible. Grab takes out a significant amount of time as opposed to not getting grabbed. Even stunning him at the earliest moment available still gets everyone frozen before the ground pound.

We have been doing this in Yeti4 man with 3 people, so if its not possible to do that, how are we doing it ?

 

37 minutes ago, Brainy said:

You don't always have time. It comes down to the second to not die if the tank gets grabbed and you didn't get the fire from him/her, even if you stun as soon as possible.

 

@Melodia

-If the boss grabs the tank, try to run to where they will land. It won't work if you run there after they got already thrown.

-If the tank iframes the grab, the boss will jump and right after that he'll become vulnerable to CC. Stun him and stay on his feet. He will jump again in the air > you have to iframe this. Afterwards, there will be a fire buff on the ground where the boss lands (that's why you need to stay on his feet at this phase).

That's it.

First you say that you don't always have time, but your second explanation contains what i said...

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1 hour ago, Archess said:

We have been doing this in Yeti4 man with 3 people, so if its not possible to do that, how are we doing it ?

I dunno. I've always been frozen and killed when someone gets grabbed and I can't take heat buff.

44 minutes ago, Rinjha CooL said:

or if you have FM.. buffs the Ice Shealth(party buff) then your all fine.

Frost Sheath doesn't work on the geyser slam when you're already frozen by the debuff.

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1 minute ago, Archess said:

I am talking about avoiding the grab, not getting grabbed....

Ah, I misread what you said. But OP's talking about someone getting grabbed, so it's not his fault, but the person getting grabbed for failing to transfer heat buff.

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1 hour ago, Archess said:

We have been doing this in Yeti4 man with 3 people, so if its not possible to do that, how are we doing it ?

 

First you say that you don't always have time, but your second explanation contains what i said...

I thought you meant the tank gets grabbed.

 

My mistake, I misunderstood.

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On 18.5.2016 at 0:47 PM, Shadovvv said:

Ah, I misread what you said. But OP's talking about someone getting grabbed, so it's not his fault, but the person getting grabbed for failing to transfer heat buff.

It's still possible to CC after first jump and get the smash before you get frozen, even if the tank gets grabbed. The window is really small (like 2 seconds left, if done ASAP,) but it's possible.
As a Summoner you should SS when the yeti pulls you in (this gives immunity to the cat) and go into taunt, the cat will resist the grab and yeti will jump on the cat, then use 2C-combo or Lunge (double stun on tab) or let your designated CC'er do the CC.
In general CC'ing the yeti while he is jumping will cause him to do his Air smash after the CC. The hot air geysir appears after he does his air smash. If not CC'd he will jump 3 times,  then everyone gets frozen (except those who got the grab buff, if the grab happened) and his smash will kill everyone who is frozen. I assume you are not in a steady party with great knowledge of the fight, or that you pug, but tell summoners and warlocks to remove their bindings, rooting the boss when the tank is behind him causes him to do nothing, potentially delaying the jumps or smash, freezing you again even if you CC'd correctly.

FM freeze can be used to save unfrozen members from the dmg of the air smash, and during the ground pounds. The ice prevents you from getting new stacks, and it lasts 3 pounds (when he is hitting the ground with his fists, not dealing dmg, but freezing you). This causes the frozen status to time out, giving everyone the chance to iFrame the air smash.
Summoner Party Dandelion (press F while 4 is active) gives everyone protection from 1 dmg/CC application, if you use this on air smashes it will allow everyone to survive, frozen or unfrozen. It can also save the party from one ice pound, but that isn't enough to thaw the party out, better save it for the upcoming air smash, saving them that way.
Assassin can use AoE decoy, it works like the summoner dandelion, but does not gives protection to the assassin using it, it shares a 30 seconds debuff with the summoner dandelion (so you can only use 1 of either, not multiple or both)
KFM can use a party ice which works like FM freeze, they usually don't as that means they have to spec out of their Fighting Spirit buff, and from what I read it doesn't protect the KFM, only the rest of his party.
Blade Master can also shield the whole party after getting the HM block skill from Yeti and Awakened Necropolis. this shield will also immune you from the fire buff after (last 5 seconds, refreshed on shielding anything, can shield 3 dmg/cc applications) causing you to freeze until the shield runs out, but you will save you party. The BM can also use this to save the party from 3 pounds, which will unthaw them before the ice smash (just like the FM ice)
Blade Danders also have a party protection in Tab -> F, but I never do yeti with BD's and never seen it in action, so not sure how it works.

 

sorry I went kind of off-topic, but I hope you found  the group utility tips helpful :)

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1 hour ago, Yunim said:

It's still possible to CC after first jump and get the smash before you get frozen, even if the tank gets grabbed. The window is really small (like 2 seconds left, if done ASAP,) but it's possible.
As a Summoner you should SS when the yeti pulls you in (this gives immunity to the cat) and go into taunt, the cat will resist the grab and yeti will jump on the cat, then use 2C-combo or Lunge (double stun on tab) or let your designated CC'er do the CC.
In general CC'ing the yeti while he is jumping will cause him to do his Air smash after the CC. The hot air geysir appears after he does his air smash. If not CC'd he will jump 3 times,  then everyone gets frozen (except those who got the grab buff, if the grab happened) and his smash will kill everyone who is frozen. I assume you are not in a steady party with great knowledge of the fight, or that you pug, but tell summoners and warlocks to remove their bindings, rooting the boss when the tank is behind him causes him to do nothing, potentially delaying the jumps or smash, freezing you again even if you CC'd correctly.

FM freeze can be used to save unfrozen members from the dmg of the air smash, and during the ground pounds. The ice prevents you from getting new stacks, and it lasts 3 pounds (when he is hitting the ground with his fists, not dealing dmg, but freezing you). This causes the frozen status to time out, giving everyone the chance to iFrame the air smash.
Summoner Party Dandelion (press F while 4 is active) gives everyone protection from 1 dmg/CC application, if you use this on air smashes it will allow everyone to survive, frozen or unfrozen. It can also save the party from one ice pound, but that isn't enough to thaw the party out, better save it for the upcoming air smash, saving them that way.
Assassin can use AoE decoy, it works like the summoner dandelion, but does not gives protection to the assassin using it, it shares a 30 seconds debuff with the summoner dandelion (so you can only use 1 of either, not multiple or both)
KFM can use a party ice which works like FM freeze, they usually don't as that means they have to spec out of their Fighting Spirit buff, and from what I read it doesn't protect the KFM, only the rest of his party.
Blade Master can also shield the whole party after getting the HM block skill from Yeti and Awakened Necropolis. this shield will also immune you from the fire buff after (last 5 seconds, refreshed on shielding anything, can shield 3 dmg/cc applications) causing you to freeze until the shield runs out, but you will save you party. The BM can also use this to save the party from 3 pounds, which will unthaw them before the ice smash (just like the FM ice)
Blade Danders also have a party protection in Tab -> F, but I never do yeti with BD's and never seen it in action, so not sure how it works.

 

sorry I went kind of off-topic, but I hope you found  the group utility tips helpful :)

Can i ask for the specific time a bm should use his/her hm block? I just got mine and don't want to mess up the timing. Would be very helpful!

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1 hour ago, aoyi said:

Can i ask for the specific time a bm should use his/her hm block? I just got mine and don't want to mess up the timing. Would be very helpful!

There are multiple situations:

During heat phase, when Yeti jumps to the middle and pulls in the surrounding heat, you get a chill debuff which makes you freeze after 20 seconds(you'll see a 20 second timer on that debuff icon tick down). The idea is to CC Yeti after his first jump to make him use his big slam right after the CC, and before you get frozen. If he's not CC'ed, watch for the ice debuff and when it ticks down to 1s, use HM block. Even if you get frozen, you don't die from the big slam.

 

During the cold phase, when he pulls in the icicles, there will be a message that pops up when he pounds his chest. It'll tell you how many icicles he has absorbed. That is the number of attacks that he'll do before his big slam. I usually iframe all his attacks and use HM block before the big slam. But I suppose you can also use it when there are only 3 ice attacks left. For instance:

He pulls in 6 icicles. Iframe the first freeze attack where he brings his hands together. He'll do 5 more ground pounds. Iframe 2 of those, and use HM block for the next three. Though, I haven't personally tested this. So I'm not sure if party members come out of freeze if HM block is used on those last three ground pounds. I prefer using HM block on the slam to avoid any sort of damage, since the ground pounds themselves do 0 damage.

 

BMs are capable of i-framing every attack, even if Yeti absorbs 8 icicles. Start off in draw stance using SS or 4, and stay close to Yeti. Then

E > Q > E > 2 (spec multislash) > lmb (cyclone on resisting using multislash) > SS > 3 (spec for resist + threat) > E

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I seriously don't get how to get rid of freeze debuff without someone getting thrown. I get how to get rid of it once someone's thrown now.

People are saying you're supposed to stun him after his first jump. I've done just that countless times (ice beam), it didn't work whatsoever. Sometimes I try right after he lands, sometimes I try maybe 2sec after he lands, nothing works. Everyone still gets frozen and he will always do the one-hit-KO right AFTER we're frozen. In fact my freeze does absolutely nothing anyways since he seems to have immunity to freeze, being a yeti.

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You have to watch out when he is immune to cc and when not. Look at the 2 bars below his hitbar. If they are white, you can't cc him (it's the same with all bosses). He jumps, then he lands and maybe 1s after the bars will change the color. Then you (or anyone else) have to stun/knockdown him to force the big jump which will create the magma buff to remove the ice debuff. If no one stuns, tell the other people that they can do that, too. I know, fm can do everything in pve alone (if you have enough time), but almost (or all?) classes can stun/knockdown.

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Ah those white bars, no idea what they were for, now they make sense.

 

Another thing I'm very confused about... how is it that everyone in the party is somehow escaping the one-hit-KO ground slam (first phase, sucking in heat)  without losing ANY HP, when:

- Yeti grabbed someone and threw him/her, therefore stunning him after first jump is no longer possible

- No one ran anywhere near the person who got thrown. The person who got thrown immediately got back up so the heat buff is gone, therefore I wasn't able to get it (yes I was paying close attention). Therefore my assumption is everyone in the party gets frozen at same time, or somehow escapes getting frozen by the debuff

There is a third secret way to escape the one-hit-KO ground slam?? As far as I know ice sheathe does not protect against the ground slam (even if it did, why am I the only one who gets one-hit-KO'd?).

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There actually is a very small window to stun Yeti after he grabbed someone.

He grabs someone, tries to jump on him. After he lands there, his white bars are away for a bit. If you stun him in that moment, he will jump again and still create the geyser where he lands as well.

Note that this window is extremely small though. But it's the safety-net in case the thrown guy gets up too soon.

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On 5/27/2016 at 0:33 PM, Melodia said:

Ah those white bars, no idea what they were for, now they make sense.

 

Another thing I'm very confused about... how is it that everyone in the party is somehow escaping the one-hit-KO ground slam (first phase, sucking in heat)  without losing ANY HP, when:

- Yeti grabbed someone and threw him/her, therefore stunning him after first jump is no longer possible

- No one ran anywhere near the person who got thrown. The person who got thrown immediately got back up so the heat buff is gone, therefore I wasn't able to get it (yes I was paying close attention). Therefore my assumption is everyone in the party gets frozen at same time, or somehow escapes getting frozen by the debuff

There is a third secret way to escape the one-hit-KO ground slam?? As far as I know ice sheathe does not protect against the ground slam (even if it did, why am I the only one who gets one-hit-KO'd?).

If you'r talking about certain people surviving and not the whole party: 

Someone stunned and initiated the big jump. Then. Those were most likely summoners who had True Friend up before getting frozen. They can hit true friend (the 5 second/5 attack resist) before hypothermia buff hits zero and true friend lasts for 5 seconds, which is enough time for him to do his slam. Of course, you cannot press true friend when you are frozen, so if you take WAY too long to initiated big jump, everyone will most certainly die. *NOTE: i'm not sure about other classes... But in 4mans. When we mess up the cc and therefore cc too late..., usually only the summoners live. 

 

If you're talking about the whole party surviving even though you have the hypothermia buff: A summoner can party seed shroud the whole party during the big jump (if they are the person who got thrown and have heat because they won't be frozen). A bm and bd that has hongmoon block can protect the party if they were the one thrown and has heat. ALSO assassins, BUT MOST assassins don't spec for decoy to protect the party, imo. XD

 

So basically: if the person who got throw was a summoner or assassin or bd/bm with hong moon block. Party should be safe if they do their skill. 

 

Edit: LOL I keep editing this. Even though I said all this, don't rely on summoners and bm/bd if you're doing 6man. In 6man. A lot of people don't know what they're doing. A lot of summoners do not party seed shroud (or they time it badly because it only lasts 1 second x.x) . A lot of bm's and bd don't even have hongmoon block (you have to unlock it). 

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Just now, Shadovvv said:

Assassin can do the same thing with their Decoy if its spec'd into party resist, except it overrides seed shroud and vise versa.

OMG. I JUST EDITED IT. I KNOW. I JUST FORGET BECAUSE MOST ASSASSINS DON'T SPEC FOR IT. AHHHHHHHHHHH.

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27 minutes ago, Shelly said:

If you're talking about the whole party surviving even though you have the hypothermia buff: A summoner can party seed shroud the whole party during the big jump (if they are the person who got thrown and have heat because they won't be frozen). A bm and bd that has hongmoon block can protect the party if they were the one thrown and has heat.

Assassin can do the same thing with their Decoy if its spec'd into party resist, except it overrides seed shroud and vise versa.

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27 minutes ago, Shelly said:

OMG. I JUST EDITED IT. I KNOW. I JUST FORGET BECAUSE MOST ASSASSINS DON'T SPEC FOR IT. AHHHHHHHHHHH.

I use it... all the time when it's necessary. I'm just saddened there's no visual indicator for it being used so most people don't really notice it going off.

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9 minutes ago, Shadovvv said:

I use it... all the time when it's necessary. I'm just saddened there's no visual indicator for it being used so most people don't really notice it going off.

Idk, in my four mans, assassins don't spec for it. Especially if there's an fm. And sometimes, they're like "opps, I forgot to spec for it" I guess assassins forget too, since it's probably only necessary in yeti right now. 

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