Wednesday, January 13, 2010

Anticipation...

So looks like tonight may be the big one for our little raid group. We're actually going to make our first steps in ToC10. We're behind the times but hey, we just started!

Anyway, my question to you guys is this. I've done a lot of research on the encounters in the raid and have made the following notes to help me with explaining fights, etc. So take a look and let me know if you see anything wrong or that can be done more easily. Now I doubt we'll make it all the way through but I wanted to be prepared!

Go team!

Beasts of Northrend
Phase 1
Main Tank: Gormok
Off Tank: Gormok
Ranged DPS: Adds when up, Gormok
Melee DPS: Gormok
Healers: Focus on tanks and mana conservation. There should be little raid splash damage as long as people stay out of the bad stuff on the ground.

Points of interest: Range MUST focus on the snowbolds when they spawn. The snowbold will target a player and attack their back, that player can’t single target them off. ALL RANGED stop and kill the snowbolds then back to the boss. Gormok will do a thunder stomp ability, stay at max range to avoid this. Tanks switch on 3 – 5 stacks of impale.

Phase 2
Main Tank: Acidmaw -
Off Tank: Dreadscale - Starts out mobil
Ranged DPS: Acidmaw till dead then -> Dreadscale
Melee DPS: Acidmaw till dead then -> Dreadscale
Healers: Watch the party for members with burning bile, otherwise focus on the tanks.

Points of interest: Spread out! Dreadscale will be the boss that starts off mobile, he will put a debuff on people called burning bile, that deals fire damage to you and everyone close to you. Acidmaw will put a debuff on people called “Paralytic Toxin” which will slow your movement and do nature damage. If you get paralytic toxin you can remove it by moving near someone who has burning bile on them. In the beginning of the fight, the only person who will have burning bile on them will be Dreadscales tank because he needs to tank them away from the party. So move to the tank if you get the toxin. The worms will randomly burrow under the ground and switch places, when this happens STOP dps so that the tanks can get agro back on their target. Acidmaw dies first, Dreadscale will enrage doing more damage to healers be prepared for the spike in damage to the off tank.

Phase 3
Main Tank: Icehowl
Off Tank: DPS and Emergency Backup
Ranged DPS: Nuke when boss is stunned
Melee DPS: Nuke when boss is stunned
Healers: Heal the tanks and watch the party, this can be a boring fight for healers.

Points of Interest: Icehowl has three abilities. 1st is an AOE whirlwind attack. 2nd is an Ice Cone that will deal heavy damage to everyone affected. Stay spread out to avoid this and healers must heal through it. 3rd he will throw us all back, randomly pick a target, turn towards them and howl, then charge the targer. MOVE!! He will charge the spot you were standing in so RUN to the right or left so he hits the wall. This will stun him and he will take increased damage. Burn cooldowns and whatever you have when he is stunned.

Lord Jaraxxus
Main Tank: Lord Jaraxxus
Off Tank: Adds
Ranged DPS: Adds then Lord Jaraxxus
Melee DPS: Adds then Lord Jaraxxus, 1 interrupt on Jaraxxus at all times
Healers: One on MT, one on raid, party healer focus on the person with Legion Flame/Incinerate Flesh

Points of Interest: Ok, first off, we need one interrupt that will stay on Lord Jaraxxus as ALL times. At all costs your job is to interrupt his firebomb. Everyone else, adds will spawn throughout the battle. Off tank, pick up these adds and ranged take them down, they are your top priority.

Abilities: He will do Incinerate flesh on a random target. If you get this buff please call out. Healers will need to heal this person up to 70,000 health within 15 seconds or they will blow up hurting every party member. 2nd he will attack someone with Legion Flames, if you have this debuff, move to the back wall till it goes away (or we can stand still and be healed through it to avoid flame trail)


Faction Champions
Main Tank: Keep one of the melee busy or assigned as interrupts on one of the healers. In DPS Gear.
Off Tank: Keep one of the melee busy or assigned as interrupts on one of the healers. In DPS Gear.
Ranged DPS: Nuke Healers first while throwing out CC at designated targets.
Melee DPS: Nuke Healers first.
Healers: Heal like mad and don’t get taken out

Points of Interest:
Resto Druid: Banish if possible, if not kill first. (use bloodlust here)
Shaman: Kill 1st or 2nd depending on if the druid is present, he will use heroism and buff his group with his totems.
Death Knight: Will do the most damage to your party? Should be the first damage dealing to go down?
Hunters: Will go after casters and cloth wears should die after DK or 3rd if no DK present.
Shadow Priest: Usually dies last
Paladin: CC if you can, otherwise one of the first healers to die

Use your crowd control, banish, fear, yank, frost trap, etc. Don’t be afraid to fear targets to get them off of you. Keep interrupts on the healers. Focus target. Make sure you are always killing the marked targets.

Twin Valkys
Main Tank: Lightbane
Off Tank: Darkbane
Ranged DPS: Kill opposite color twin of whatever buff they have
Melee DPS: Kill opposite color twin of whatever buff they have
Healers: One per tank and one on raid heal

Key Points:
Key abilities used once every 60 seconds at random:
Vortex: During vortex all DPS needs to switch to that twins color (ie, light or dark). Vortex does AoE damage to the entire party in the same class as their color (ie, Darkbane will deal dark AoE damage)
Twin Pack: All DPS switches to the portal color of the twin casting pack. DPS nukes down here shield and someone must interrupt her heal. Then DPS can switch back.

DO: Touch orbs that are the same effect as your portal color. This will stack a buff on you and when you reach 100 of this buff, it will give you a damage increase. Tank you mob near a portal of the opposite color, this will allow the dps to switch quickly.
DON’T: Touch orbs of a different color.

Twins share a health pool. Any damage done to one contributes to the death of both twins.

Anubarak
Main Tank: Anubarak
Off Tank: Adds
Ranged DPS: One assigned to ice clouds making sure that we have enough patch’s of ice but on boss when fine the rest on Anubarak unless little adds need AoE.
Melee DPS: Adds, big ones, little ones, medium sized ones, whatever, these DPS go on adds and then boss when they have spare time.
Healers: Only two needed, one on tanks and one on raid, in P3 make sure you don’t heal everyone up to full all the time as Anub will regain some health from this

Key Points:
Phase One: Ranged will need to shoot down the orbs hovering over the head of the boss. Orbs will leave a frost patch on the ground, there should be a frost patch down at all times. Tank, pick up the big adds and drag them onto the frost patch, this will prevent the adds from burrowing into the ground. Kill adds as quickly as possible, this will prevent the debuff from stacking up too high and increasing the party damage.

Phase Two: Anubarak will burrow under the ground, the entire party wants to huddle up on top of a frost patch. This will prevent Anubarak from impaling a player. This is importat because the falling damage can me instant death for that person. The impale will cause the frost patch to go away, move to another frost patch ASAP, if one is not available ranged shoot down an orb. Burn the adds as quick as possible, AoE the Swarm Scarabs. Once all adds are down, Anubarak will resurface and we return to phase one.

Phase Three: 30% health, Anubarak will no longer surface. At this point we need to kill any remaining adds ASAP, then bloodlust will be cast. All cooldowns and procs need to be used and nuke the boss as quickly as possible. The boss will use Leeching Swarm Releases swarm of insects that leech 10% of targets’ current health each second (minimum 250 health) and heals Anub’Arak. The target of attack will feed 10% of his/her health back to the boss every 10 seconds. Healers, keep these targets up but do NOT fill their health back to full as the more health they have the more they are feeding to the boss.

2 comments:

Kara said...

Gormok - Hubby and I swap on 3 stacks. We also have people bring snobolds to the butt of the boss so aoe splash and melee can easily get to them. Doesn't always work super well, but we manage :P. Fire = bad for ranged/healers. If a tank gets a snobold, that MUST be killed first. At the end, a pally can bubble the tank with the longest debuff which the tank can then dispel and pick up the worm. It'll reduce healing needed.

Worms: Only thing I can tell you is that I always get paralytic as the acidmaw tank. Hubby [dreadscale tank] usually maneuvers his over to hit me with burning bile. When Acidmaw is dead, I usually sit in the back and do nothing, but keep away from the boss and dps. Me getting burning bile in the middle of a group of melee would be bad and my dps is relatively insignificant. NO ONE but the Dreadscale tank should be in front of him on kiting phases. Poison = bad to stand in.

Icehowl = don't get eaten and you're gold. Hubby and I have a trick we do IF someone doesn't move. I will immediately taunt the boss off of him. My healer knows to be prepared for this and we can usually survive one though healing is touchy. Melee can stand with the tank and the tank can put his back to a wall. Ranged should stand to the sides, that way no one gets booted all the way across the arena. Have your hunters find their tranq shot and have them use it if he enrages [several of our hunters couldn't find it, so we make sure to remind them before every raid].

Jaraxxus - Casts MUST be interrupted. We usually have two people on it [one ranged, one melee - ranged is our elemental shaman, melee is enh shaman for us]. Nether power MUST be purged or spellstolen. Ummm... If a melee gets legion, I usually move the boss a few steps, just in case they left a fire.

FC: I usually stay tank for this one, but hubby [pally] goes dps. If your OT is a warrior though, a prot warrior has an incredible range of stuns - we've found them to be quite useful. Nuke healer 1. If healer two is a pally, you might be able to put one interrupter on him and ignore him while you dps down the rest - depends on dps. Hubby always has people nuke one, throw out CC, go to second target, kill him, throw CC. The extra CC after every dead target adds confusion. CC is your friend

Twins - recommend tanking the twins in the middle or between two orbs. They DO NOT need to be separated, and this will limit time for dps to swap colors/targets.

Anub: We usually maneuvar the boss over to the add tank [who is on a frost patch], that way AOE damage hits the boss too. Do NOT huddle the raid on a frost patch, because he still does damage. You want to run from the spikes. Put frost patches between yourself and boss, because as you said, when he hits one, it will disappear. Adds must be killed but cannot be AOE tanked. They do a NASTY debuff that stacks up to 40 that will kill a tank in short order. Have everyone work on ones not targeting them.

Phase 3: Only person healed to full is the Anub tank.

Hope this helps

tdleitch said...

Thanks so much Ask! That is awesome helpful!! Hope all goes well, I'll be happy if we down just a couple bosses, think the first two should be ok for us. We'll see!

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