View Full Version : Trial of the Crusader Strategy Notepad
Rofldat
08-14-2009, 06:36 AM
Faction Champions:
By the PTR video I saw, there's 5 of them in total, a Druid(Moonkin), Disc Priest, Warlock(looks like Destro), Rogue and Paladin
it looks like the priest will just spam heal, while the lock and moonkin will just random-target firing, so the tank should only be required to tank the paladin and rogue
I'm hoping for it to actually random from classes though, instead of 1 race = 1 class like the trial of champions
at one point in the video, someone feared the 2 melee(either the rogue disable the tank, kill him, or they reset aggro, but the two melee were running around) so some of them might be CC-able
beyond that it's just focus one down at a time
Twin Valkyr:
There's 4 swirls, 2 white and 2 dark
When you run into one of them you'll change your swirl to that color
Occasionally white/dark balls will spawn, running into one will make it explode, with the ones of the same color doing no damage to you and possibly give you some benefit
running into opposite color one will hurt you
when one Valkyr make an emote, which accompanied by a color of that Valkyr, everyone must run to that color swirl, a few moments later the valkyr will do AoE that will most likely be instant-kill if you fails to be of that Valkyr's color
the swirl seems to give 50% damage increase/reduction for being opposite/same color as the Valkyr you're attacking as well(does not affect pet)
Expect them to have to be killed within small time frame together
Anub'Arak:
HOLY SHIT IT'S NOT BROWN! now he's more like his WC3 counterpart, and less of a shit color.
The first obvious things is that adds will spawn throughout the fight, seems like you either kill them off, or have an OT pick them up until his ground phase
(first phase seems like a normal tank n spank)
ground phase have a few things, but it's mostly AN again
first off, his spike does not spawn randomly, he'll pick a person and chase that person around with the spike, now and then he'll pick another target and chase the new target(so it's Stormcaller's last ability, effectively, raid should bunch up except for the chased person, so there's no spikes crossing someone)
it you lure the spike into ice patch it'll cause ice spike there, might be the key to force him out of ground
other type of add will spawn during this phase as well, it looks like they can be killed off fairly quickly
around 30-35% everyone should stop DPsing the boss and clean out the adds, because once 25% hit it's his final phase
he'll unleash the "leeching swarm" constantly doing damage to the raid ( the 25 man was tickign anywhere between 3k-4.5k) and heal him for portion of it, it'll stay active until he drops or the raid does
any more adds that spawn should be OT and ignored, since it's now a DPS race
Kulldam
08-26-2009, 04:45 PM
Notes on Twin Val'kyr:
Portals
There are four portals around the room, two Light and two Dark. Right-clicking (or just touching?) a portal activates that Essence type on the player, as seen below:
Dark Essence/Light Essence
Clicking a Dark Portal gives the player Dark Essence (http://www.wowhead.com/?spell=65684), which absorbs Dark damage (dealt by Darkbane), lowers damage dealt to Darkbane, and increases damage dealt to Lightbane. Likewise, Light Essence (http://www.wowhead.com/?spell=65686) has the opposite effect. At the start of the encounter, and for the majority of the fight, everyone should obtain Light Essence.
Twin's Pact
Every 45 seconds one of the Twins will cast one of two special abilities. Twin's Pact (http://www.wowhead.com/?spell=67306) is the first and is cast at the exact same time as Shield of Darkness (http://www.wowhead.com/?spell=65874)/Shield of Lights (http://www.wowhead.com/?spell=65858) (Heroic: Shield of Darkness (http://www.wowhead.com/?spell=67257)/Shield of Lights (http://www.wowhead.com/?spell=67260)), depending which Twin cast the Pact. Once casting begins, the raid has 15 seconds to deal 175,000 damage to break the Shield and allow interruption of the Twin's Pact heal.
Since our strategy relies on everyone keeping Light Essence as much as possible, if Darkbane casts Twin's Pact, we will break through the shield by continuing DPS as normal. If Lightbane casts Twin's Pact, however, all DPS must immediately move to the nearby Dark Portal and activate Dark Essence then switch to DPS Lightbane's shield down before the 15 second cast finishes.
Dark Vortex/Light Vortex
The other big cooldown special ability the Twins have is Dark Vortex (http://www.wowhead.com/?spell=66058)/Light Vortex (http://www.wowhead.com/?spell=66046), respectively. After an 8 second cast time, the appropriate twin will channel their Vortex, dealing heavy damage to the entire raid for five seconds. For most non-tanks, the total damage is enough that it will outright kill anyone who does not receive a large heal mid-cast or absorb the damage.
Therefore, everyone in the raid should be prepared to swap their Essence to absorb the Vortex AE damage if needed. If Lightbane casts Vortex, no swaps are necessary as we will all have Light Essence by default and can remain in position. If, however, Darkbane casts Dark Vortex, everyone must quickly move to the nearby Dark Portal and activate Dark Essence to absorb the AE. Once the AE completes, quickly run to the closest Light Portal to reactivate Light Essence and continue DPSing Darkbane.
Orbs
Every 45 - 60 seconds, a set of both Dark and Light Orbs will spawn on the outside of the room. They are passive and will randomly float around the room until they come in contact with a player. If they contact a player with a matching Essence buff (Light Orb hits Light Essence buffed player), they increase that player's Powering Up (http://www.wowhead.com/?spell=67604) buff stack. If an Orb of the opposite type hits a player, it deals damage to that player and any other players within 8 yards via Unleashed Dark (http://www.wowhead.com/?spell=65808)/Unleashed Light (http://www.wowhead.com/?spell=65795), respectively.
When Orbs spawn, everyone except tanks should move outward from the raid and activate a Dark Orb. Due to the (small) AE radius of the Unleashed Dark that will activate, it's important for players not to clump up while triggers Dark Orbs. The damage is such that, even assuming no resists, it would take 3 full-damage Dark Orb hits to kill even the weakest HP member, so they are not very dangerous unless multiples hit the same player very quickly and without a heal.
Every non-tank member should aim to trigger 1-2 Dark Orbs per spawn then resume normal DPS on Darkbane.
Powered Up
As mentioned above, every raid member will gain a stacking buff called Powered Up, that stacks up to 100. Once the stack reaches 100, the player will gain Empowered Darkness (http://www.wowhead.com/?spell=67214) or Empowered Light (http://www.wowhead.com/?spell=67216) (whichever matches the current Essence the player has active), increasing damage dealt to the opposite Essence type by 100% for 20 seconds.
There are two actual methods to increase Powered Up stacks: A) Activate Orbs that match your current Essence type (If you have Light Essence, hit Light Orbs). B) Absorb AE damage from Dark/Light Vortex with the matching Essence on yourself. Based on the videos I can find, it seems the actual rate your stack increases is based on the damage you absorb via your Essence, at the rate of 1 stack per 1000 damage absorbed. Therefore, getting an orb gives ~7 stacks, whereas a full Vortex AE gives 21-22 stacks.
Due to our strategy right now, focusing on getting your Powered Up buff to 100 stacks quickly should not be anyone's goal. The 100% for 20 seconds is nice, but having an Essence already increases damage output a fair bit and the time wasted running around trying to find matching orbs to absorb surely will waste more damage than the 20 second buff would add.
Instead, as mentioned, we should trigger Dark Orbs when they spawn so we don't end up with tons floating around and potentially stacking on someone, but otherwise everyone should ignore Light Orbs during the fight. They will active on their own as they hit people while floating.
Positioning
Positioning should be something like the following:
<iframe src="http://docs.google.com/present/embed?id=dccp4mjw_28f8xw5vht&interval=30&size=l" frameborder="0" width="700" height="559"></iframe>
That provides a rough idea of our positioning. The idea is to maximize our time spent standing still DPSing. I decided to set us up to focus only on Darkbane because splitting the group really hurts DPS synergy (especially in 10-man), where one side would not get Ugra's totems or Sunder Armor or Scorch or Huggey's 13% magic boost, etc. Since the Twin's share health pools, by all focusing the same target, we will have better overall DPS.
In addition, by killing Darkbane (and thus always having Light Essence), when we activate Dark Orbs, the damage they deal will be easier to resist (Shadow damage) since we'll all have Shadow Resist buff, whereas Light Orb damage (Fire damage) may put us out of range of a Fire Resist totem or Aura.
At any rate, we all stay spread out a bit but somewhat near the Dark Portal and all with Light Essence, DPSing Darkbane. This sets us up for any of the 4 main abilities that can be cast: Dark Vortex, Light Vortex, Twin's Pact (Darkbane), or Twin's Pact (Lightbane).
In the case of Light Vortex or Twin's Pact (Darkbane), absolutely no extra action is required by anyone. The Light Vortex will be absorbed by our Light Essence buffs, and for Twin's Pact, we'll easily DPS through the shield on Darkbane before he finishes his cast.
If Dark Vortex is cast, we immediately all click the nearby Dark Portal to get Dark Essence and DPS Lightbane momentarily while the AE is going off. Once Dark Vortex is complete, everyone run to the nearest Light Portal to swap back to Light Essence then reposition in our original placement and continue.
Likewise, if Twin's Pact (Lightbane) is cast, all DPS must click the Dark Portal and immediately DPS Lightbane to break the shield and interrupt the heal. Again, afterward, swap back to Light Essence and DPS Darkbane.
Repeat until dead.
Debuffs to add to Power Auras/Grid
Nothing at the moment.
Rofldat
08-26-2009, 06:59 PM
You missed one thing, if the two are near each other they give stacking buff that increase each other's speed, so the other one have to be tank away from her sister.
Range of this I'm uncertain, but the range from one vortext to another is enough for this so maybe have Khrash stand next to the other dark vortex so he can run to get it when the dark one use her AoE.
Kheelan
08-26-2009, 07:53 PM
We may need to use this strat on hard mode when it opens but watching a video for 10 man on this it seemed super simple just splitting the raid into two groups.
Rofldat
08-26-2009, 09:50 PM
2 things I think were the 'mistakes' we had on Twin Val
1. During the second AE, everyone got Empowered Shadow(100% dmg to Light) but we immediately switch back to light essence and DPS the shadow one so the buff became useless. If we get any empower we should use it and switch target accordingly.
2. On the Twin's Pact that went off, the twin only had 140k HP or so left when they started the cast, so unless they can't die during the pact, it would've been faster to just finish the dark one off.
(What was the time between each pact? if it's 1min each then we can call a wipe on 3rd pact when we're trying for the achievement)
An idea that I was thinking of was that we might be able to split DPS/tank into 2 group(Guide Kinz Me with Kull, Ug Hug Kil with Khrash) so that the other group can continue DPSing even during Twin's Pact(Me and Kinz having to run to the vortex then run over waste a lot of time, and with the extra damage from vortex I think 3 people should be able to break the shield fairly easily)
(Obviously if we all get empowered during an AE then we focus on just one of them)
Another random thought(for when everyone's on one color): when there's no opposite color's ball around, have everyone stack up on one spot so that any balls that hit one person will hit them all and give everyone bonus stack.
Kulldam
08-28-2009, 01:28 PM
1. During the second AE, everyone got Empowered Shadow(100% dmg to Light) but we immediately switch back to light essence and DPS the shadow one so the buff became useless. If we get any empower we should use it and switch target accordingly.
The problem is not everyone will gain Empowered at the same time since Powered Up stacks at different rates depending how many matching Orbs people trigger.
That said, obviously yes, DPS people should swap targets if they gain Empowered to maximize their DPS when the buff is up.
2. On the Twin's Pact that went off, the twin only had 140k HP or so left when they started the cast, so unless they can't die during the pact, it would've been faster to just finish the dark one off.
And knowing is half the battle!
(What was the time between each pact? if it's 1min each then we can call a wipe on 3rd pact when we're trying for the achievement)
An idea that I was thinking of was that we might be able to split DPS/tank into 2 group(Guide Kinz Me with Kull, Ug Hug Kil with Khrash) so that the other group can continue DPSing even during Twin's Pact(Me and Kinz having to run to the vortex then run over waste a lot of time, and with the extra damage from vortex I think 3 people should be able to break the shield fairly easily)
(Obviously if we all get empowered during an AE then we focus on just one of them)
As I mentioned in original post, it's 45 seconds between Special Abilities (Dark/Light Vortex or either Twin's Pact). When we did things it was too early to tell if there was a pattern but now I looked through our log of the fight (first entry below) plus a number of other logs. It looks like it follows the same pattern of Freya's add spawns - in that each of the four special abilities is randomly ordered within a "four-set" and over that 3 minute interval each is cast only once, but after the first "four-set" ends, a new random seed is generated for the next "four-set" and the order can change.
In other words, we'll have no way to tell when the next Twin's Pact (Lightbane) is coming in a given four-set except of course if it previously happened, then we know we have at least 0:45, 1:30, or 2:15 until the next, depending where in the cycle it hit.
[19:37:14.271] Eydis Darkbane begins to cast Twin's Pact
[19:37:58.901] Fjola Lightbane begins to cast Light Vortex
[19:38:44.269] Eydis Darkbane begins to cast Dark Vortex
[19:39:28.914] Fjola Lightbane begins to cast Twin's Pact
[19:40:14.279] Eydis Darkbane begins to cast Twin's Pact
[22:02:51.296] Fjola Lightbane begins to cast Twin's Pact
[22:03:36.343] Fjola Lightbane begins to cast Light Vortex
[22:04:21.709] Eydis Darkbane begins to cast Twin's Pact
[22:05:06.668] Eydis Darkbane begins to cast Dark Vortex
[22:05:51.378] Fjola Lightbane begins to cast Twin's Pact
[22:06:36.915] Eydis Darkbane begins to cast Twin's Pact
[20:10:38.574] Fjola Lightbane begins to cast Light Vortex
[20:11:23.892] Eydis Darkbane begins to cast Dark Vortex
[20:12:08.879] Eydis Darkbane begins to cast Twin's Pact
[20:12:53.464] Fjola Lightbane begins to cast Twin's Pact
[20:13:38.421] Fjola Lightbane begins to cast Light Vortex
[20:14:23.829] Eydis Darkbane begins to cast Dark Vortex
[20:59:44.541] Eydis Darkbane begins to cast Dark Vortex
[21:00:29.116] Fjola Lightbane begins to cast Light Vortex
[21:01:14.536] Eydis Darkbane begins to cast Twin's Pact
[21:01:59.158] Fjola Lightbane begins to cast Twin's Pact
[21:02:44.517] Eydis Darkbane begins to cast Twin's Pact
[21:03:28.798] Fjola Lightbane begins to cast Twin's Pact
[21:04:13.792] Fjola Lightbane begins to cast Light Vortex
[18:53:15.175] Fjola Lightbane begins to cast Light Vortex
[18:54:00.190] Eydis Darkbane begins to cast Twin's Pact
[18:54:45.217] Eydis Darkbane begins to cast Dark Vortex
[18:55:29.865] Fjola Lightbane begins to cast Twin's Pact
[18:56:14.844] Fjola Lightbane begins to cast Twin's Pact
[18:57:00.249] Eydis Darkbane begins to cast Twin's Pact
[18:57:45.256] Eydis Darkbane begins to cast Dark Vortex
[18:58:29.868] Fjola Lightbane begins to cast Light Vortex
[18:59:14.943] Fjola Lightbane begins to cast Twin's Pact
[19:00:00.388] Eydis Darkbane begins to cast Twin's Pact
The 3 min achievement will not be that difficult to hit. Our kill time on our first attempt was 4:01 but if you look at our log below you can see had we swapped during the heal or interrupted it, we'd have cut off some 47 seconds from our kill time, dropping us down to a 3:14 kill. Experience tells me without changing a single thing strat wise, simply having people repeat a fight they've done prior knocks off 15-30 seconds due to confidence and therefore faster button presses, less random movement, etc.
[19:39:43.928] Fjola Lightbane Twin's Pact Fjola Lightbane +1213215
[19:39:44.139] Fjola Lightbane Twin's Pact Eydis Darkbane +1213215
[19:40:30.727] Eydis Darkbane dies
[19:40:31.260] Fjola Lightbane dies
Another random thought(for when everyone's on one color): when there's no opposite color's ball around, have everyone stack up on one spot so that any balls that hit one person will hit them all and give everyone bonus stack.
Very good idea, we'll implement that next time. Probably the ideal thing is to designate a stack spot (behind our target on top of melees) and spend most of the fight there and call a spread when Orbs spawn to trigger some Dark then move back in position. It's also possible, though we'll have to test it next time with the new changes, that we could theoretically stack up full-time even when Dark Orbs are up and just rely on randomness that we won't get 4 Orbs all hitting the raid at the same time and thus be unhealable. What with Wild Growth and even a random Chain Heal from Ugra if needed I imagine without some severely poor luck we'd have enough Dark Orb hits so quickly we couldn't heal up before the next.
We'll also perfect our tank positions slightly by doing a test run or two to determine exactly how far away we must keep the Twins so they don't gain their damage bonus buff. Then we can tank our target twin (Darkbane) right on top of the Dark Portal so with everyone stacked, swapping to Dark Essence when Twin's Pact (Lightbane) is cast requires no movement to activate and ranged DPS can swap within 1-2 seconds and melee in a couple more with movement.
Also, looking through the logs I found something kind of interesting about Empowered Light/Dark. It appears gaining Empowered (100 Stacks of Powered Up) gives back a percentage of mana. Not that mana was an issue, but perhaps for Heroic it might be a useful thing especially for our Tree Druids who can move around a fair bit. I can't tell exactly what the percent is (if Wild/Khrash knows their max mana pool buffed that would help), but as you can see Wild gained a great deal more than Khrash which seems to indicate percent of total.
[19:38:38.203] Khrashdin gains 1462 mana from Khrashdin's Empowered Light
[19:39:19.601] Wildhide gains 4436 mana from Wildhide's Empowered Light
Lastly, the talk is that the Twin's now have a ticking aura (similar to Steelbreaker's pulsing aura) that of course deals damage of their type to the entire raid -- 1500ish/2 seconds Normal and 2500/2 seconds Heroic. Sounds easy enough to heal considering there was shit all for healers to do before, but we'll see. Maybe that plus the other fixes will make it a challenge.
Wildhide
08-30-2009, 10:34 PM
I have just over 21k mana buffed, so it looks like a roughly 20% mana return.
Rofldat
09-03-2009, 05:58 AM
Stuffs on hard modes(facts for future references/personal thoughts)
NR Beasts:
-The next set of boss will spawn on a set timer, for Icehowl he'll hard enrage when his timer hit.
Gormok
-The fire bomb now cause stacking debuff that last 12 seconds and cause X000 damage every 2 seconds, where X is the stack number.
(When DBM says Fire Bomb, it means at least one Snobold on Gormok's back threw the bottle, you have about the same amount of time as General V's shadow crash to move out of possible landing area if you can see the bottle's direction)
(yes, you can completely avoid the fire patch, though the explosion damage have a bigger AE than the fire patch)
Two Jormungar
-Pretty much the same as normal in term of mechanic,
due to the increased damage maybe it's better to kill them around the same time(splitting DPS such that the melees(me Kinz Guide's pet) go after the worm on the ground while ranged group hit the rooted worm, this way the melee won't have to deal with Sweep knockback) otherwise Kull will be forced to use a cd to survive the fire breath (I dare say with the 50% damage bonus/being in hard mode give that fire breath the lethality of Mimiron's hard mode Plasma Blast)
Icehowl
-Players no longer gain speed bonus after massive crash.
as a melee, you can stand at the very edge of his hit box to avoid the knockback spin and still DPS him normally
Guidon can quickly switch to Aspect of the Pack when Icehowl jump to the middle of arena or after his stun run out, this will give people in his range better chance of not getting charged
on that note, I believe everyone should spread out to one side of the arena, that way when Icehowl charged into the wall we'll all be on one side and nobody have to run across the arena to reach Icehowl(also give better chance that you'll be in Guide's aspect range)
Lord Jarax
-Nether Portal and Infernal Volcano are now targetable mob with 189k HP for 10m and will continue to spawn its own add until killed
-Nether Portal cause a roughly 9k AoE damage when it spawns a Mistress
-The mistresses gain http://www.wowhead.com/?spell=66335 , a debuff that pretty much silence you for 8 seconds(unless it trigger from instant cast, then you have the option of eating 9k damage or silenced for 8 seconds)
Kulldam
09-04-2009, 02:26 PM
Notes on Faction Champions (H):
The Problem
Though I'm usually not one to complain about encounter difficulty as I think everything Blizzard designs can be defeated, and Faction Champions (H) is no exception, I do think there's a major difficulty curve between the 10 and 25 man version, and it all comes down to numbers.
As you guys know, the 10-man fight has 6 NPCs to deal with, so that ratio means we can have 1.67 people to deal with with each NPC. To be more accurate, since we can't split a person, we can have 4 NPCs with 2 people on each 2 NPCs with 1 person on each.
Compare this to the 25-man fight, that has 10 NPCs, and the real issue shows. That ratio gives a 25-man raid 2.5 people to deal with each NPC, or in reality 5 NPCs with 3 people on each and 5 NPCs with 2 people on each.
In other words, a 10-man has only 67% more players than NPCs, while a 25-man has 150% more players than NPCs. This means nearly three times the resources are available to handle the fight and the chances of not having a given form of CC or control in 25-man is VERY low.
I point all this out not to complain (well, not entirely -- "25-man is SOOOO HARRRDDD, 10-man is EAAAASYY *WAAAAHH*"), but to illustrate that this fight, above nearly any we've taken on since becoming a 10-man crew, is going to really shine light on the gaps in our raid composition. That's not to say we can't or won't win with our crew -- we've done plenty of other fucked up crazy stuff already, but just to give you an idea of how things could be and why 25-man guilds doing 10-man are so quick to point out how simple the fight is, imagine a raid makeup as follows:
Druid
Hunter
Priest
Warlock
Mage
Paladin
Shaman
Rogue
Death Knight
Warrior
In other words, no stacking classes, just one of everything. Now take a common Faction Champion setup (2 healers, 2 ranged DPS, 2 melee DPS, 2 forms of magic dispel, 1 Bloodlust, etc.) as follows:
Shadow Priest
Hunter
Holy Paladin
Resto Shaman
Warrior
Rogue
Forgetting the made-up raid crew for a moment, given the above NPC setup, what problems would our raid commonly have?
Unable to prevent Magic Dispel from either the Priest or the Paladin as we can only perma-lock down one target via Sheep/Sting from Kilwenn & Guide.
Unreliable melee CC via Druid roots due to above dispel issue.
Only able to stop Hunter and Shadow Priest DPSing 9 out of every 24 seconds via Cyclone rotation due to DR.
Now take our made-up raid group with one of every class. They would deal with the above NPC setup as follows:
Paladin - Sheep/Sting/Trap rotation from Mage and Hunter (as we do)
Shadow Priest - Fear/Seduction rotation from the Warlock. This would lock out both Magic Dispels on a near-permanent basis, thus outside of cooldowns, all Sheep/Fear/Roots would last full-duration on the Priest, Paladin, Warrior, and Rogue.
Hunter - Fear/Seduction rotation from the Warlock (due to DRs, staggers the casts so Fearing the Priest while Seducing the Hunter and vice versa).
Shaman - Death Knight or Warrior interrupts heals (like we do now).
Warrior - Entangling Roots/Taunt-Stun rotation from Druid and Warrior/Death Knight
Rogue - Kill Target
Obviously that's just an example and I didn't even have to use the Priest's AE fear cooldown which is every 30 seconds.
The main thing you'll notice is that by adding a Warlock and a Priest it causes a chain (non-)reaction where one additional NPC can be locked down which prevents dispels of another CC which prevents removal of another CC and so on.
Soooo, what do we do?
Well there are a number of things we can try, but some basic smart tactics will go a long way.
First, we should spread out in the room a great deal more so there's less clutter and it gives ranged/healers a clear indication of when a melee NPC is near and/or targeting them.
Second, we should probably always kill one of the two Magic Dispeller classes first since the sooner that is done, the sooner we can rely on magic-based CC more heavily.
We should come up with much more reliable kiting methods for the melee DPS. A few options:
Rofl gripping away a target and Chain of Ice rotation
Kilwenn speccing Frost and Frostbolt spamming to keep snare up
Kulldam Hamstring spamming to keep snare up
Ugra Frost Shock spamming to keep snare up
Huggey or Wild entangling roots
The real key I think may be forming small teams that work together, similar to how Kilwenn and Guide CC one target, and being very vocal between teams. Our deaths usually come from a non-full health (though sometimes full health) player getting targeted by a ranged DPS at the same time one of the melee DPS gets in range and crushes their skull in.
To combat that, the first thing we should try is having one person assigned to each melee DPS to announce that melee's target every time it switches. If we spread a bit more as mentioned before, and have two people working on snares for each melee, the person who gets announced should have time to react from hearing their name in Vent and moving away quickly.
So imagine the above scenario and we split off into melee teams of two people: One primary and one secondary player. The primary player stays on that melee target full-time to keep snare up and announce in Vent when someone is being targeted and should run away. The secondary player keeps their melee on /focus frame and has a macro that casts their ranged snare on that focus target without changing their current target, so when the primary player calls for it in Vent, the secondary can quickly throw up their snare and continue DPSing the main kill target.
For example, melee team 1 is Kulldam/Huggey and we're on the Rogue. I am keeping the Rogue hamstrung near full-time but in the event he gets away (shadow steps or vanishes or what not) and is out of my snare, I call to Huggey in Vent who immediately hits his /cast [target=focus] Entangling Roots macro and boom, Rogue is rooted until I can get back to him. Meanwhile I'm announcing names as the Rogue changes targets so when he goes for Wild, he can run away before the Rogue reaches melee range and it's too late.
Likewise, melee team 2 may be Rofl/Ugra on the Warrior (perhaps not since Rofl doesn't talk in Vent, but you get the idea). Same deal applies -- Ugra would not worry about the Warrior unless needed, then he'd hit his /cast [target=focus] Frost Shock macro and go back to DPSing the Shadow Priest or whoever we were killing.
That leaves us with 8 primary people for 4 NPCs. Kilwenn and Guide are on the Paladin and should be communicating in Vent when the other needs to take over, but otherwise between CC they are full-time DPSing the Shadow Priest.
Khrash is full-time healing/dispelling and killing totems when possible (Khrash: You should look into the options of Decursive and see if it can prioritize debuffs so the first thing it shows is when someone is Sheeped or Feared or whatever, then moves down to minor DoTs and the like) as is Wild.
Normally we have Kinzie full-time DPS on the kill target for Wound/Snare poison, but I wonder if we shouldn't have Kinzie on the second healer full-time as between kicks and kidney he could almost certainly lock out nearly all casts, even if it's a Druid healer.
If we did that, we'd have Ugra/Huggey/Kilwenn/Kheelan/Guidon on full-time DPS on the Shadow Priest, which would leave us with the Hunter as the only uncontrolled NPC. I suspect we could outheal the Hunter's damage, especially if we have Wild throw in a double-cyclone chain every 15 seconds.
Sooo, to sum up, this is how our theoretical fight should go every time (regardless of the NPC makeup):
Wildhide: 0 - 10 seconds, Cyclone the non-kill target Ranged DPS. 10 - 25 seconds, heal as normal. 25-35 seconds, repeat.
Kulldam: Full-time, hamstring Melee DPS #1 between Stuns and Disarm. Call in Vent when Melee DPS #1 switches targets and ask in Vent for secondary snare if needed.
Rofldat: Full-time, Chains of Ice/Death Grip Melee DPS #2. Use a /rw macro to announce when Melee DPS #2 changes targets or ask for Secondary snare.
Huggeybear: Full-time DPS on Kill Target. Use /cast [target=focus] Entangling Roots macro when called by your melee team member.
Ugra: Full-time DPS on Kill Target. Use /cast [target=focus] Frost Shock macro when called by your melee team member. If opposing team uses Bloodlust, tab target through all NPCs spamming Purge to get rid of it then back on Kill Target.
Kheelan: Full-time DPS on Kill Target. If Kill Target runs away, utilize Bear Charge/Cat Charge to snare/daze.
Kilwenn: 0-15 seconds, Sheep Healer #1. As you're casting Sheep #2 (which should last 5 seconds), announce in Vent to your partner Guide to prepare Freezing Trap, so he has time to run over to the Healer #1 while it's sheeped and get the Trap under. 15-30 seconds, DPS on Kill Target. 30-45 seconds, repeat Sheep process.
Guidon: 0-10 seconds, DPS Kill Target. 15-30 seconds (or when Kilwenn asks), Freezing Trap underneath Healer #1 while sheeped to Trap before Sheep breaks and target runs off out of Trap range. Wyvern sting as backup in the event Trap fails. 25-30 seconds, inform Kilwenn CC is about to break and to Sheep in X seconds. 30-45 seconds, repeat.
Khrashdin: Full-time healing, beacon on yourself or Kheelan (as the only melee on kill target, likely to be attacked the most). Dispel important debuffs primarily (CCs like Sheep, Fear, Wyvern Sting, Trap, Hammer of Justice, etc.) and ignore other debuffs unless no healing is required and can spare the GCD. Kill totems if no healing or dispelling is needed. Save Hammer of Justice for an emergency (for example, Guide can't CC and Kilwenn's sheep is on DR).
Kinzie: Full-time dps/interrupt on Healer #2 (Druid or Shaman). Keep Mind-numbing and snare up to maximize cast time and give you every chance to interrupt heals.
Pretend You're in an Arena, Use Mods!
If you don't have these mods or similar already, everyone should download and setup CCTracker (http://wowinterface.com/downloads/info9051-CCTracker.html) and DRTracker (http://www.wowinterface.com/downloads/info8901-DRTracker.html). CCTracker may be unnecessary if you already have a mod to track your debuff durations on your focus target, but DRTracker will be invaluable to this fight.
They do just what it sounds like: DRTracker will create a little countdown bar when a CC spell expires on a target and show the time left on the DR (i.e. How long until you can cast the same effect on that target for full-duration), the percent of the DR (That is, the percent of full-duration your next cast would last), and the name of the target/spell that was used.
Before things changed, this type of stuff is how Druids would lock down Warriors in Arena matches, so I'll give a few screenshots to show as an example.
In this first shot, you can see I left the anchors showing just to make things clear, so I've cast my first Cyclone in my rotation which lasts for 6 seconds.
http://www.voximmortalis.com/files/images/dr1.jpg
In the second shot, my first Cyclone just ran out and with about a second left on it's duration, I started casting my second Cyclone so it hit shortly after the first ended. This second Cyclone lasts 3 seconds. Now on the left there is a new DR bar showing a DR for Cyclone is now active on the Wolf and it will be gone in 16 seconds (it's really 15 but the mod shows 16 to be safe due to lag). It also shows 50%, which means the next cast of Cyclone (the one I already cast and is active on the Wolf) will be 50% normal duration, or 3 seconds (which it is).
http://www.voximmortalis.com/files/images/dr2.jpg
Shot three shows my second Cyclone ended so now my Cyclone DR for the Wolf shows I have 13 seconds until the DR ends and my next Cyclone cast will be 25% of normal duration (basically 1 second, so not worth to cast). Therefore, I've cast Entangling Roots, which will last 10 seconds and bring my Cyclone DR down to 13 seconds before my second Roots is cast.
http://www.voximmortalis.com/files/images/dr3.jpg
I've now cast my second Entangling Roots. Normally, you would see a DR Bar for Entangling Roots for the Wolf on the left, but because this is a PvE target, Roots has no DR and thus it won't show up. But, in PVP or on Faction Champions, in this fourth shot there would be a Roots DR Bar showing 16 seconds left and next cast will be 50% duration (which I just cast in this shot as my original 10 second Root would've just wore off). You can also see my Cyclone DR is nearly complete on the Wolf which means in under 3 seconds, I can recast Cyclone at full duration and the pattern continues.
http://www.voximmortalis.com/files/images/dr4.jpg
In this last shot, I've cast a new Cyclone just as the DR was ending so the cycle starts again. Once this cast nears completion, I'll cast a second Cyclone, then a 10 sec root, then a 5 sec root, then repeat with a 6 sec cyclone. Again, normally you'd see a Roots DR bar if it were a Faction Champions/PvP fight.
http://www.voximmortalis.com/files/images/dr5.jpg
I implore everyone who CCs at all to install these mods and set them up. A quick guide to set them up:
DRTracker
/drtracker ui to open the config
Make sure "Show Diminishing Returns > Show Enemies" is checked. It may be useful to mark Show Friendlies too, but it may be too many bars so start with just Enemies checked.
Under "Enabled DRTracker inside" make sure Everywhere Else and Raid Instances are checked.
Under Bar Display, check "Show Anchor".
Now type: /drtracker test
See if the bars are large enough and move the anchor as needed. If size is wonky, change the Display Scale.
Finally, if you want to filter only your own CC types, go to Enemy DR Filter and uncheck everything that isn't your own (so for Druid, I'd only check Controlled Roots, Controlled Stuns, Cyclone, and Hibernate).
CCTracker
/cctracker ui to open the config
Make sure "Enable CC Tracking for > Enemy CC" is checked.
Under "Enabled CCTracker inside" make sure Everywhere Else and Raid Instances are checked.
At the top, check "Show Anchor".
Now type: /cctracker test
See if the bars are large enough and move the anchor as needed. If size is wonky, change the Display Scale.
Finally, if you want to filter only your own CC types (an absolute must imo as you'll get way too many bars otherwise), go to Enemy Players > Spells and uncheck everything that isn't your own (so for Druid, I'd only check Entangling Roots, Cyclone, Hibernate, Pounce, and Maim).
Obviously you don't have to use these mods at all normally, but have them installed and setup so next time we do Faction Champions, you're ready to go. I suggest dropping down into Crystalsong Forest to test the mod out on some random mobs once you're setup to make sure it's working as you want. Any questions or help please let me know.
Rofldat
09-13-2009, 06:46 PM
Heroic Twin and Anub'Arak's observation on videos:
Twin:
1. New ability enter the fray "Touch of Light/Darkness"
-from reading wowhead/watching video, it simply requires you to switch to appropraite essence quickly(DBM will give you the warning similar to Vortex), but even with minor delay there's no raid-wiping effect
2. Everything, obviously, hits harder
-aura is now 2500 damage
-the orbs number is uncertain, but they seem to spawn a lot more now.
Personally it seems that splitting raid DPS might be a good idea to avoid having any Twin's Pact go off, since the movement time + switching color can take up to 3-5 seconds for some of us.
Anub'Arak
-The only thing that's obvious is that the burrowers now spawn in pair, and the new ones immediately spawn after the old one die.
-No seriously, every video I see of him being killed look the same as normal except that extra add(the 25m have 4 adds instead of 2 on normal)
Every video I've seen opt to tank Anub on a permafrost and the adds on/next to him so any AoE on Anub(my Howling Blast, Ugra's Chain Lightning, Kil's Living Bomb, etc) can hit the adds.
It doesn't look like the difficulty really ramp up very high on those two. Well, not compare to faction champ at least.
Next thing in the brainstorm: how to get Resilience Will Fix It.
Rofldat
09-24-2009, 04:07 AM
Just found this on mmo-champ
# The Val'kyr Twins will now heal for more in Heroic difficulties and ignore any heal dampening effects.
# Koralon now pauses after casting Blazing Embers before casting Burning Breath.
So Kinzie can stop using Wound Poison now
And Koralon will stop "lol fire spit + breath" insta-gib random ranged DPS
Kulldam
09-24-2009, 06:29 AM
Notes for Heroic Anub'arak:
We need to utilize Misdirection for Burrower spawns. I'm tired of killing/nearly killing Wild every other spawn because I'm snared in frost and/or can't target beyond Anub's giant model and/or sucking donkey nuts. I always Skull raid mark the first target so I can distinguish between the Skull (my focus) and the unmarked Burrower (my target) and get cast bars for both to see when either starts casting shadow step bullshit. Therefore, we can just have Guide target the unmarked Burrower as it's coming in and Misdirect a few shots on it to me. It would also allow me to avoid moving around like a floppy dildo trying to agro, which inevitably puts my back to one or both Burrowers and drops my avoidance a good 50%, so my incoming damage/debuff stack spikes fast. I'm fairly certain we could've won our first attempt of Anub Wednesday evening if I hadn't let Wild die early on, which would've been a 46 attempt remaining victory, so anything to help that will be a big boon.
That is all.
Guide
09-24-2009, 10:37 PM
Noted.
Kulldam
10-05-2009, 02:56 AM
Notes on Faction Champions:
Just want to have a permanent place to keep track of our tactics for various NPC makeups and what we found does (not) work.
Team 1 - Single-Target Burst of Doom
Healers: Shaman & Paladin
Ranged: Hunter & Mage
Melee: Warrior & Death Knight
Winning Strategy
Healers: Kheelan, Khrashdin, Wildhide
Rofldat: Full-time on Shaman to Interrupt heals/Hex; also /cast [target=focus] Chains of Ice macro on the Death Knight.
Kulldam: Full-time on Paladin as Protection to Interrupt heals.
Kilwenn: Sheep rotation between Mage and Hunter.
Huggeybear: Cyclone rotation between Mage and Hunter, offset from Kilwenn's sheep obviously.
Kinzie: Wound poison full-time on DPS target in case of missed heals.
Engagement: Raid stands at opposite end of the room from NPC spawn. Kilwenn in center of room engages with Water Elemental's AE root which forces all NPC trinkets. Rofldat Death Grips the kill target toward the raid, then double-knockbacks are used on the other 5 NPCs (from Huggeybear and Ugra) to buy some time and distance. Ugra immediately Bloodlusts and DPS focuses kill target. Guidon also drops a Frost Trap in the center to get melee NPCs snared to start.
Kill order: Warrior > Hunter > Mage > Death Knight > Shaman > Paladin
Issues
Tons of issues with this NPC Team. The Hunter and Mage are by far the two highest DPS ranged of any NPCs and that combined with the MS and Bladestorm from Warrior means burst DPS potential is huge. Without a Priest or Druid healer, both the Shaman and Paladin must be full-time interrupted as Fear/Sheep proved too unreliable -- even a handful of heals, especially from the Paladin, is a huge HP gain on the kill target.
With NPCs favoring targets that use strong debuffs, we found issues with using Kinzie as a Rogue to interrupt the healers. Rofldat and Kulldam are much more survivable if they get focused.
Heroism should be purged ASAP from all six NPCs by Ugra as soon as they cast, but especially from the Mage and Hunter as the Mage can frequently throw out 11-13k Arcane Blasts every 2ish seconds while hasted.
<hr/>
Team 2 - Sneaky Dispel
Healers: Priest & Druid
Ranged: Mage & Shadow Priest
Melee: Shaman & Rogue
Winning Strategy
Healers: Kheelan, Khrashdin, Wildhide
Kulldam: Full-time on Mage to stop most burst DPS.
Kilwenn: Sheep rotation between Priest and Shadow Priest.
Rofldat: Full-time DPS on kill target with /cast [target=focus] Chains of Ice macro on the Shaman.
Ugra: Full-time Purge spam on kill-target to negate 80% of the healing from this Team, allowing us to nearly ignore the healers. Purge Heroism from Priest/Shadow Priest/Shaman when cast.
Engagement: Raid stands at opposite end of the room from NPC spawn. Kilwenn in center of room engages with Water Elemental's AE root which forces all NPC trinkets. Rofldat Death Grips the kill target toward the raid, then double-knockbacks are used on the other 5 NPCs (from Huggeybear and Ugra) to buy some time and distance. Ugra immediately Bloodlusts and DPS focuses kill target. Guidon drops a Frost Trap in the center to get melee NPCs snared to start.
Kill order: Rogue > Shaman > Mage > Shadow Priest > Priest > Druid
Issues
One of the easier makeups due to the reliance on HoT-based healing for their team. If we can get rid of the Rogue quickly and control the Mage's burst, it's very difficult for this team to then get a kill on any of our players as their burst is much lower. Most of the Shadow Priest's damage can be dispelled by Khrashdin once the Rogue dies.
<hr/>
Team 3 - Grip Burst
Healers: Paladin & Druid
Ranged: Hunter & Druid
Melee: Shaman & Death Knight
Winning Strategy
Healers: Kheelan, Khrashdin, Wildhide
Kulldam: Full-time on Paladin to interrupt heals.
Kilwenn: Sheep rotation between Hunter and Balance Druid.
Rofldat: Full-time DPS on kill target with /cast [target=focus] Chains of Ice macro on the Death Knight.
Ugra: Full-time Purge spam on kill-target to negate 80% of the healing from the Druid. Purge Heroism from Hunter/Balance Druid/Death Knight when cast.
Engagement: Raid stands at opposite end of the room from NPC spawn. Kilwenn in center of room engages with Water Elemental's AE root which forces all NPC trinkets. Rofldat Death Grips the kill target toward the raid, then double-knockbacks are used on the other 5 NPCs (from Huggeybear and Ugra) to buy some time and distance. Ugra immediately Bloodlusts and DPS focuses kill target. Guidon drops a Frost Trap in the center to get melee NPCs snared to start.
Kill order: Shaman > Hunter > Death Knight > Balance Druid > Paladin > Druid
Issues
A very common makeup for us to face, not overly challenging but can get bursty if the Hunter and Death Knight swap to the same target simultaneously and use Death Grip. Balance Druid's burst is much lower than Mage, so other than occasional Cyclone from Huggeybear/Wildhide, he is largely ignored. While the Enhancement Shaman doesn't deal huge DPS, because he has virtually no escape mechanisms and he provides numerous buffs through totems, we found it best to kill him first. Once he drops, we move on to the Hunter to try to remove the Death Grip > Hunter burst combo.
All ranged DPS and healers must carefully watch positioning relative to both the Shaman and Death Knight to keep their distance at all times, as a quick turn will drop most cloth/leather wearers in 3-4 seconds. Keeping Rejuvenation on as many ranged/healers as possible proved very useful to land a Swiftmend upon a fast target swap by the NPCs.
<hr/>
Team 4 - Your Crowd Control Is Futile
Healers: Paladin & Priest
Ranged: Warlock & Hunter
Melee: Shaman & Rogue
Winning Strategy
Healers: Kheelan, Khrashdin, Wildhide
Kulldam: Full-time on Paladin to interrupt heals.
Kilwenn: Sheep rotation between Priest and Hunter.
Rofldat: Full-time DPS on kill target with /cast [target=focus] Chains of Ice macro on the Shaman.
Ugra: Full-time Purge spam on kill-target to negate 80% of the healing from the Priest. Purge Heroism from Hunter/Warlock/Priest when cast.
Engagement: Raid stands at opposite end of the room from NPC spawn. Kilwenn in center of room engages with Water Elemental's AE root which forces all NPC trinkets. Rofldat Death Grips the kill target toward the raid, then double-knockbacks are used on the other 5 NPCs (from Huggeybear and Ugra) to buy some time and distance. Ugra immediately Bloodlusts and DPS focuses kill target. Guidon drops a Frost Trap in the center to get melee NPCs snared to start.
Kill order: Rogue > Hunter > Shaman > Warlock > Priest > Paladin
Issues
This was one of the first makeups that gave us issues even after we discovered the power of Purge, because between the Paladin/Priest/Felhunter/Tremor Totem, we could not keep a Sheep/Fear going for more than a couple seconds.
This was the point we dropped the Warlock and went back to using a Protection Warrior full-time, as I could generally interrupt the Paladin heals and also time my 8-10 seconds of stun +2-4 seconds of silence to coincide with Kilwenn's sheep on the Priest, which prevented the Paladin from dispelling it immediately and therefore left only the Felhunter to choose that particular spell to remove. Usually we'd get at least one full-duration Sheep out of it every 30 sec DR rotation, which gave us enough time to DPS the kill-target Rogue such that the Priest's single-target healing couldn't keep up. As with the Druid healer teams, Purge helps a great deal to remove HoT effects from the Priest.
This makeup also forces Khrashdin, as our sole magic dispeller, to be very picky about the debuffs he cures and only remove Sheep, Fear, and Hex, otherwise ignoring any curable debuffs in favor of healing through the damage.
Kulldam
10-05-2009, 03:19 AM
Question to Healers regarding Faction Champions:
What if we assigned 1 healer to each non-targeted DPS NPC and had them heal the target-of-target player for that NPC?
I thought of this as I was writing up our tactics above, but it seems like it may be a sound theory. In essence, take our most recent NPC makeup (the highest DPS makeup we can face save maybe swapping a Rogue for the Death Knight).
DPS are killing the Warrior, so ignore that, but we have 3 other DPS NPCs: Mage, Hunter, and Death Knight.
What if each healer /focuses or targets a different NPC and always heals the player that NPC is targeting?
e.g.:
Khrashdin /focuses Mage
Kheelan /focuses Death Knight
Wildhide /focuses Hunter
So Khrashdin's (for example) Unit Frames on his screen would look something like this:
†Khrash's Focus Box† †Focus' Target Box†
MageName|100% Ugra|85%
Now Khrashdin can see the Mage is attacking Ugra and immediately start spamming heals on him, even theoretically before the damage takes place. As soon as the Mage changes targets, even while Khrash is mid-cast on Holy Light to Ugra as the previous target, he'll immediately know who's going to take the next burst of damage:
†Khrash's Focus Box† †Focus' Target Box†
MageName|100% Kinzie|85%
For Khrash and Wild at least (who both use Clique I believe, not sure what Khee uses these days), this would allow them to simply heal from the actual Focus' Target unit frame in their Pitbull or whatever, which means only clicking elsewhere to throw a heal on another random person or dispel.
As we know from experience, it's extremely uncommon for a lone NPC to kill any one player from full to dead, but instead to assist other DPS NPCs. By that token, if healers utilize the NPC's target frame to always be spamming the NPCs current target, even when two or all three DPS NPCs focus a single player, all three healers will then be spamming that person.
If any NPC gets CCed (say via Sheep), that drops the NPCs target so this would indicate to the healer a CC is taking place and to spot heal/dispel/whatever in the meantime.
†Khrash's Focus Box† †Focus' Target Box†
MageName|100% [No Box]
Thoughts?
Khrash
10-05-2009, 04:04 AM
I have created my Focus's Target in Pitbull.
It all seems reasonable to me.
Wildhide
10-05-2009, 03:58 PM
That sounds good.
I would already do this with the mage (or any other high threat target). It gave me a good idea of who was going to get hit in the face with a 12k arcane blast or what not.
I suppose this should work, but we may run in to complications when a healer gets interrupted/cc'ed/gayed. Also, depending on MS effects and what class is getting hit, it may be difficult for one healer to keep someone alive by themselves. That is just something we'll have to change depending on the make-up we get.
Also, I don't use clique (not even sure what that addon does). I just use grid and a few plugins to track the duration of my hots. Like I said, I already use a focus frame on a dps to see what it's doing, so I should have no trouble adapting to this healing strat.
Khrash
10-05-2009, 04:40 PM
Clique allows you to bind any spell to any Mouse combination.
Example:
Left Mouse = Flash of Light
Right Mouse = Holy Light
Third Mouse = Holy Shock
I cant imagine you getting more efficient, but I know this addon makes most healers about 20-50% more efficient. Id recommend you try it out man. Works awesomely with Grid... Clickclickclickclickclick!
Kulldam
10-06-2009, 12:40 PM
Notes on Resilience Will Fix It (http://ptr.wowhead.com/?achievement=3798):
Everyone please read to understand your responsibilities
Obviously should be done in Normal mode.
With our setup, our best bet is probably to do this when we are not facing a Resto Druid makeup, as we obviously don't have the consistent CC available to prevent his instant heals from getting out.
Consequently, our likely best-bet strategy is similar to strategy for the Team 1 - Single-Target Burst of Doom makeup written above -- that is, put Rofl and me each on a healer while we split DPS among the 4 DPS:
Healers: Kheelan, Khrashdin, Wildhide
Rofldat: Full-time on Priest/Shaman to Interrupt; also /cast [target=focus] Chains of Ice macro on the weaker melee DPS.
Kulldam: Full-time on Shaman/Paladin to Interrupt.
Kilwenn: Frost Spec with full snare talents (Frostbite (http://www.wowhead.com/?spell=12497), Shattered Barrier (http://www.wowhead.com/?spell=54787), Permafrost (http://www.wowhead.com/?spell=12571)); Full-time DPS on most dangerous melee DPS. With maxed survival/snare talents, Frostbolt spam + misc casts should keep the melee snared near full-time. If Paladin is in NPC makeup, Spell Steal Hand of Freedom asap and reapply a Chill effect.
Ugra: Full-time DPS on secondary melee DPS target, keeping Frost Shock (http://www.wowhead.com/?spell=49236) up as secondary snare in case Chains of Ice (http://www.wowhead.com/?spell=45524) drops/is dispelled. /cast [target=focus] Frost Shock macro is ideal so tab-target Purge of Heroism is simple when they cast it. Also make use of Earthbind's root effect when melee NPC gets near you or another nearby ranged/healer target.
Guidon: Full-time DPS on secondary ranged DPS target (Hunter, Boomkin, or Shadow Priest). Keep Frost Trap (http://www.wowhead.com/?spell=13809) down in central location full-time to assist melee DPS kiters plus Aimed Shot (http://www.wowhead.com/?spell=49050) on target to reduce incidental heals.
Kinzie: Full-time DPS on most dangerous caster DPS NPC (Mage else Boomkin else Shadow Priest) keeping Wound up in case of occasional heal. Can mitigate some damage via interrupts while DPSing as necessary.
Huggeybear: Rotational DPS -- since we don't have a Warlock/Shadow Priest, Huggey has by far the best DoT DPS of our ranged and while not ideal, can swap targets without losing too much DPS at the end of an Eclipse proc. Start the fight by choosing one of the melee DPS to target and assist the assigned raid member in DPSing. Get Improved Faerie Fire up immediately and normal DPS rotation, using a /focus on the other melee DPS to see health levels. Once Huggey's target gets 15-20% lower than the other melee DPS, he can wait for an Eclipse to end, reload DoTs on his current target, then swap to the second melee target and restart the rotation.
Theoretically, Kinzie and Guidon will get their targets low health first, as they will either have lower health/defenses (Mage, Warlock, Shadow Priest), or at least will not require much movement on the part of Kinzie/Guidon. Further, they both have Wound effects so misc heals will be further reduced. Therefore, with Huggey swapping between melee DPS as needed, we *should* be able to get all four DPS NPCs to low health around the same time, obviously communicating in Vent when our targets are getting low and backing off/helping others as needed.
As your NPC target gets low on health, be careful of DoTs and any possible procs that would do a huge burst and kill your target before we're ready.
Once all four DPS are around 10% health (~40k health), we'll call for Ugra's Bloodlust, all incidental pets/cooldowns will be blown (Water Elemental, Treants, Army of the Dead, trinkets, etc. should not be used prior to this point) and we'll quickly finish off the four DPS NPCs and kill off the healers (who will likely be full health or maybe 85% at best since Rofl will deal some damage between interrupts). This would also be the best time to use misc AoE effects that do not affect your normal single-target DPS rotation, such as Starfall (http://www.wowhead.com/?spell=53201) or Death and Decay (http://www.wowhead.com/?spell=49938), as even though they take 75% less AE, it would all help at this point.
We'll need to burn through about 800k health for both healers (or 700k if one is a Priest) within 60 seconds, which is only 13,333 Raid DPS, or 2,222 DPS per DPS member. Obviously Wild/Khee/Khrash/myself will help nuke them down, so really the DPS requirement is incredibly low (under 2k) at this point. With pets and Lust going for half the duration, it should be a simple cleanup at this point.
Any additional notes or ideas are appreciated -- We can't do it this week, but I'd like to get this one done next week if possible (and NPC makeup is right).
Rofldat
10-07-2009, 02:12 AM
instead of DnD, it's better for me to use Howling Blast, since the frost fever it applies does not get reduced by the 75% buff
Wildhide
10-08-2009, 12:37 AM
So, I just did some reading about the Dedicated Insanity achievement in this thread (http://forums.worldofwarcraft.com/thread.html?topicId=19820876298&sid=1&pageNo=2).
According to what the blue poster... posted, the rewards from Ony's head can't be used to earn the achievement.
Also, later in the thread, people have reported that even equipping an item that does not meet the above criteria while not fighting a boss (aka, between pulls), will prevent your group from earning the achievement. So, basically you gotta bank that crap to avoid a silly situation like itemrack equipping the banned item for you when switching specs/gear.
Wildhide
10-27-2009, 07:00 PM
Small anub note:
We should probably have Ugra drop a nature resist totem in phase 3. Leeching swarm deals nature damage, so resisting 10-30% of this damage would negate a large amount of healing. I would suspect that this would more than make up for the loss of wrath of air (5% spell haste).
Rofldat
10-29-2009, 07:55 PM
The Traitor King:
-Seems like the most common way is to have a rogue FoK with really weak weapon, with Anesthetic and Cripppling poison, FoK the scarabs, while a ranged class with low-damage spell(or any high threat spell) poking them now and then to avoid the rogue getting aggro.(though kinzie could swap out some gear to do even less damage too, as long as he's not too low that Anub's DoT kill him)
-There's no confirm number on how many scarabs spawn, just that it's 10+ per ground phase. So we could survive 2 ground phases, then during 3rd phase start killing them when there's less than 30s left before Anub emerges and that should be enough.
-since killing anub is not required, I think except a few to kill the adds, the rest should avoid killing anub and just go around dropping ice patch(if there's enough in one spot, he might be stuck there trying to spike someone and run into one of the remaining patches)
Kulldam
10-30-2009, 05:56 AM
The Traitor King:
-Seems like the most common way is to have a rogue FoK with really weak weapon, with Anesthetic and Cripppling poison, FoK the scarabs, while a ranged class with low-damage spell(or any high threat spell) poking them now and then to avoid the rogue getting aggro.(though kinzie could swap out some gear to do even less damage too, as long as he's not too low that Anub's DoT kill him)
-There's no confirm number on how many scarabs spawn, just that it's 10+ per ground phase. So we could survive 2 ground phases, then during 3rd phase start killing them when there's less than 30s left before Anub emerges and that should be enough.
-since killing anub is not required, I think except a few to kill the adds, the rest should avoid killing anub and just go around dropping ice patch(if there's enough in one spot, he might be stuck there trying to spike someone and run into one of the remaining patches)
We should definitely start discussing this achievement as on the surface, it seems it may prove very difficult, depending on a few unknowns (that we just haven't tested).
The main issue, by far, that I think you neglected in your thoughts Rofl, is threat. We need to find a method of controlling the Scarabs for an extremely long time and not allowing them to damage anyone.
First, remember that they spawn out of the ground with ~14k threat on a random target. They are tauntable, but as with any method of Taunt, must then receive additional threat during the Taunt duration to remain on the player using the Taunt.
Now, that's all fine and dandy, because big deal, someone Taunts the scarab, hits it, and now it's on the tank with ~15k threat. However, the next issue is -- they have only about 14,000 total health each, so keeping agro becomes the next challenge.
We'll need to brainstorm on the best method(s) to try for this, but a few I've thought about so far:
Raid Kite
Prior to the burrow phase, all ranged DPS are shooting down all the ice patches possible.
Once the burrow phase begins, the entire raid stacks up and auto-follows a single player such as myself. Kinzie is the only player not auto-following. The train leader, myself in this case, runs the raid in the most ideal fashion among the ice patches while Kinzie follows just behind, ready to FoK any Scarab that becomes enraged with his weak weapons and otherwise basically naked equipment setup (ideally, a bunch of random +STA greens from the AH would be good).
This forces all scarabs, no matter who they initially agro, to run to the same location (wherever the raid train is currently at) and they'll be snared by the ice patches (I'm fairly certain scarabs move slower than normal run speed when not enraged so the same principle should hold true when on ice patches).
The obvious problem with this method would be dealing with scarabs once Anub is back up. Obviously we can send Khrash to some specific spot with a healer to tank Anub while the raid continues to kite, but if a scarab targets either Khrash or his healer, or even worse an enraged scarab does so, there's no guarantee the train will be close enough to grab it before it starts stacking it's debuff crazy fast. Also the burrower must be handled, which can obviously be easily be OTed by Rofl, but DPS would need to stop and kill it which means scarabs would catch up.
Bottom line is this is a stupid idea and not sure why I bothered writing it down!
Camp the Iceberg
Another method that might be viable is, since we have an unlimited supply of frost orbs, and at least 10 up at any given time(?), prior to the burrow phase, we find a patch of frost on the ground with multiple patches touching each other so it forms one large frost patch. The entire raid stacks up on this location on the Northern side (I think small scarabs only spawn from the areas where the Burrowers spawn).
Kulldam and Kinzie are in charge of handling the Scarabs and are not stacked up. I'll run in a circular pattern around the raid location, taunting new Scarab spawns and immediately using a ranged throw (if I can afford to stop movement) or a Shout if not to get that initial 14k threat bump from Taunting off the Scarab's initial threat value when they spawn.
In the event that two Scarab's are approaching the raid at the same time, Rofl will be assigned to Chains of Ice the one I cannot Taunt right away to buy me another 5ish seconds until Taunt is up again to grab the second. While obviously we can afford to let a Scarab beat on someone for a while and heal through the dot damage, we really cannot afford the threat from heals during this phase, so we'll be ideally not using any heals during burrow phases.
Kinzie will remain between the Scarabs and the raid to FoK Anesthetic when one enrages (and we'll have to test if that scarab then requires a re-taunt or not).
Meanwhile, Kilwenn is in charge of keeping a steady supply of Frost Patches around the rest of the room, so he will be the third person not standing in the designated spot. Obviously Anub's burrow attack must still be handled, so just like our normal fights, once a player is targeted by Anub, they will run from the designated raid spot to a far ice patch.
Fuck.
This method won't work either! Anub will cause issues as the first chase target might be fine going South, but the next target will have to use a patch somewhere near the north (near the raid spot). That means the third target will not be able to move from the raid spot before Anub is right on top of the raid, and the pattern will continue faster and faster until the raid has to move or he busts the patch we're standing on.
Combination Platter!
Maybe if we combine the above two ideas a bit. What if we take Wild, for example, and make him the engine for our 'raid train'. Everyone has a macro to auto-follow him and we raid mark him to boot, and we do nearly everything like the 'Camp the Iceberg' method except once the first Anub kite target is selected, Wild leads the rest of the raid train to a new frost patch on the same side of the room as Anub, but far enough so the next person targeted can react before he gets too close and shatters another patch/selects yet another target.
Non-Burrow Phase
With anything, I'm still concerned about threat once the above-ground phase starts. Obviously DPS classes won't build much if any threat on the Scarabs (just threat from resource gains like mana/energy via procs), but we need to keep healer threat below that of our primary kiter, who is going to have virtually no strong method of building threat without dealing damage to the Scarabs. Further, if the rate of 10 Scarabs per phase is accurate (which sounds low but who knows), we have to heal Khrash from Anub's damage (plus Rofl from the Burrower adds) for 75 seconds per phase, times three phases. We'll have to think very carefully about how to help manage threat on Kheelan and Wild.
First, some numbers.
For now we'll assume I'll be the primary kiter since I've done the math for my own abilities. Just like healer threat, threat from my AE abilities is split among all agro targets, but unlike the days many of you will remember from the Fankriss hallway in AQ40 or the suppression room in BWL, my shouts apply extremely low threat values now.
Commanding Shout is the best at a paltry 166 threat per cast, or assuming GCD spam, 110.67 TPS. Now divide that for each target agro on me, and it gets much much worse. Assume in reality I can use 50% of my GCDs on CS and the other 50% are on Taunts and the like, so it's really 83 threat per cast or 55.33 TPS. Rage gain produces 6.67 threat per point of rage, so with Anger Management talent, that's 2.22 TPS (AMAAAAZING). So, this calculates out to...
During first burrow:
10 targets (10 scarabs) = (55.33 + 2.22) / 10 = 57.55 / 10 = 5.755 TPS * 60 seconds = 345.3 Threat Per Target
So, assuming a starting value of 14,500 threat post-initial Taunt, at the end of the Burrow #1, my Threat on each Scarab should be approximately 14,845. Likewise, assuming we were able to prevent most damage on the raid, this means the healers have a 14,845 threat value buffer.
Once burrow ends, Khrash picks up Anub and Rofl gets the burrowers as usual while Kinzie and I continue kiting adds. Top-phase lasts 75 seconds, so I'll build another 680 threat assuming 80% GCDs for Commanding Shout. Meanwhile, Kheelan and Wild are building healing threat, which is calculated at 1 threat per 2 health (effectively) healed. For the sake of this achievement, we'll assume both have 3/3 Subtlety for 30% reduction, so 1 threat per 2.6 health healed.
Since healing is also split amongst all valid targets, with 11 targets up during Top-Phase #1, we can multiple 2.6 by 11 to give the actual healing required to create 1 point of threat on a Scarab -- 28.6.
Therefore, to pull agro on a Scarab, one of the Druids would need to heal for 28.6 * 15464 * 1.1 = 486,497 effective health over 75 seconds, or 6486 HPS. Obviously that is far more healing than is required to keep the raid alive from Anub/Burrower damage.
Once the phases keep going, and more and more Scarabs enter the mix, the numbers get more complicated, but the formulas stay the same basically.
http://spreadsheets.google.com/ccc?key=0ApH7MGjv-acndEgtZ1RZQkFhSlVWQ0Nuc3Q3azhkMmc&hl=en
Above is the spreadsheet I made up to figure out the threat values. It should be open for anyone to edit so you can play around with the "Assumed HPS for Phase" column values to see how it affects the overall "Healing to Gain Agro" (how much total healing up to that point in the fight is required to gain agro on a initial Scarab) and "HPS to Gain Agro" (HPS average throughout that phase to gain agro on a initial Scarab). Each row is a Phase (T1 = Top Phase 1, B2 = Burrow Phase 2, etc.), so the interesting values are really the HPS for T1/T2/T3/T4 (top phases). By changing the HPS values in these phases, it gives a good idea of how much healing will be allowed up to that point before threat is an issue. Remember, that's effective healing per person, so assume that value can be doubled for actual total raid healing requirements.
I found about 3500 HPS for Top Phases and 300 HPS for Burrow Phases to be ideal numbers, but Khee/Wild will be able to better approximate the actual healing requirements we're used to seeing for those. At those values, however, the "HPS to Gain Agro" is about 3800 HPS at the end of Top Phase 3, just above the expected 3500 HPS output, and then the "HPS to Gain Agro" drops to 3184 HPS by the end of Burrow Phase 4, which means assuming an average of 3500 HPS throughout the Top Phases, Druid's would not pull agro until partway through Top Phase 5, by which point we should have killed or be prepared to kill Scarabs.
Again, this all makes the assumption that 10 Scarabs spawn per Burrow Phase and that we can control all 10 without the need to kill any -- both very big assumptions until we can try stuff out.
Also, obviously there are measures we can take to help with Healing threat. Hand of Salvation can drop 20% Threat off a Druid every 2 minutes. With 2 Paladins, we can basically do that once every Top Phase which would dramatically increase threat thresholds. If opportunities arise, I can also Intervene a Druid every 30 seconds, which is 10% Threat reduction. Then of course 10% constant reduction on one of them from Vigilance. Lastly, I am assuming Cower only lowers threat on whatever target you 'use' it on as a Cat, but if not, that'd be even more options.
Bottom line, if our control methods work in keeping Scarabs off the raid, healing shouldn't be too much of an issue.
A few questions we must answer:
When a Scarab Enrages, we know it selects a new random target. A) Does that new target selection give the Scarab an inherent amount of threat on the target or is it a temporary effect, as if Taunt were in effect? B) If a temporary effect, will the Scarab return to it's original target prior to Enrage once Anesthetic is applied?
Do scarabs only spawn from the 6 spawn points that Burrowers emerge from? If not, we can always assume they will come from the South if the raid is in the Northern hemisphere of the room.
I type too much...
Rofldat
10-30-2009, 02:53 PM
I think having Kinz use crippling + anes would be better than just anes
-Crippling poison does not do extra damage
-It slows for 70%, Ice patch in normal only slow for 30%(not to mention Crippling will still slow them while they're not on ice patch)
There's a few questions I still have on the scarabs spawn:
-Does it increase over time, as in the 5th or 6th wave would have noticably more spawns than 1st.(We never get far enough to really say so)
--If the spawns will reach 40 on its own, then we can opt to surviving enough phases to get the 40 spawn at once instead of surviving multiple burrow phases.
-How many scarabs does one alive scarab spawn.
--If we only need 5 alive to spawn the 40 necessary during 2nd phase, then we can kill the rest to reduce the hassle in controlling the rest.
-If the DoT reset the tick timer every time a new stack is applied, or do they keep ticking with a new number.
--If it's possible for a person to keep getting hit by scarab so that the 3 seconds for the tick never come, then we can have Kull or Khrash in block set tank them all without moving, doing so should keep the stack constantly refreshed and never tick (while taking little damage from blocking the scarabs).
Kulldam
11-12-2009, 02:48 PM
More notes on The Traitor King:
So, it turns out a pretty important fact we failed to look up on Wowhead, is that Acid-Drenched Mandibles (http://www.wowhead.com/?spell=65775) that the Scarabs cast from melee range has a stack limit of 40 maximum.
Obviously, that's still an insane about of damage (40,000 per tick every 3 sec), but, I had always assumed there was no stack limit hence any form of 'tanking', even if the threat methods were worked out, would not work.
Knowing that important fact, it now makes sense why Nature Resist would turn a seemingly unsurvivable damage intake into something manageable.
As with our kiting strategies, the initial threat values (20k) for each Scarab must still be managed, but, by using a form of tanking, we can greatly simplify the tactics for all involved.
Strategy: I Miss You, Huhuran
Setup
"Tank" Team: Kulldam (Wearing 400+ Nature Resist), Khrashdin (Wearing 400+ Nature Resist with Holy Spec/Gear), Rofldat (Normal Tank Gear)
Healer Team: Kheelan, Wildhide, Thawfore, Skotty, Ugra
DPS: Kilwenn (Frost Spec for Replenishment), Kinzie (Wearing Traitor Set for low DPS Fan of Knives)
Khrash is wearing all healing gear except where Nature Resist pieces must be equipped. Khrash is using Righteous Fury (http://www.wowhead.com/?spell=25780) and has Vigilance (http://www.wowhead.com/?spell=50720) on him from Kulldam. All Druid healers are purposely specced into max threat reduction talent Subtlety (http://www.wowhead.com/?spell=17120) and Ugra specced into max rank Healing Grace (http://www.wowhead.com/?spell=29187).
Khrash is specced in this spec (http://www.wowhead.com/?talent#sxAzxM0sVuhtgzx0xGZx:dw) or similar, being sure to get the following talents:
3/3 http://www.wowhead.com/?spell=31830
5/5 http://www.wowhead.com/?spell=63650
5/5 http://www.wowhead.com/?spell=20100
3/3 http://www.wowhead.com/?spell=20470
5/5 http://www.wowhead.com/?spell=20064
Those talents will help lower damage intake a fair bit, otherwise normal healing build. Other than threat reduction talents, other healer builds should be normal healing specs.
Kull spec will be normal but 0 points in Damage Shield (http://www.wowhead.com/?spell=58872) to prevent accidental scarab deaths.
Burrow Phase 1
Healer team positions in NW corner of the room against the wall, with Khrash and Kull just in front barely out of melee range. Kinzie stands with Khrash/Kull, able to quickly move in front or behind to FoK any enraged Scarabs.
Kilwenn freely roams, killing a small handful of Frost Orbs for patches throughout the room. Ideally killing only those near the middle/south of the room, away from the north area where raid is positioned. If Scarab attacks Kilwenn, he roots it to avoid getting hit, but if Scarab enrages on him, immediately runs/blinks back to the raid until it can be taunted away and resumes Frost Orb kills as needed.
Meanwhile, Ugra and Rofl are positioned with healer team as we want 9 out of 10 Scarabs that spawn to initially agro someone in the raid position and there is little else to do during Burrow Phase.
Threat Management
As the Scarabs start to spawn and head towards the raid, Kulldam will begin chain Taunting every incoming Scarab. Meanwhile, Khrash uses beacon on himself or Kull and heals the other. The Taunt will keep most Scarabs on Kulldam until threat is surpassed via heal threat from Khrashdin. With the threat from Righteous Fury, most of Khrash's healing should outagro other healers and with so many other healers, no one else should ever really be at risk of pulling agro much.
Near the end of Burrow Phase 1, Acid-Drenched Mandibles (http://www.wowhead.com/?spell=65775) will be at the max 40-stack on Kulldam and Khrash, and we will resist an average of 50% tick damage, with a minimum of 40% resistance. Therefore, both Kulldam and Khrash will take a maximum of 24,000 damage every 3 seconds, or 8,000 DPS. With talents/spec, this damage is further reduced by 16% for Kulldam and 9% for Khrashdin. However, Scarab melee damage still exists and while weak on a tank (500ish a hit), with NR gear and especially healing gear on Khrash, a fair chunk of physical DPS can be expected on Khrashdin.
That said, the actual healing requirements will be very reasonable with stacking so many healers. Likely the best option is to split healing evenly with one paladin and one druid on each tank, with an extra druid hotting both a bit and healing Rofl as the Anub tank and Ugra healing both via Chain or Wave combos and helping with Rofl during Anub/Burrower portions.
With all scarabs approaching from the south, both tanks should be able to remain stationary most of the time to keep scarabs from attacking from behind. They still will enrage and random agro other raid members and tanks will need to back peddle in small circle after regaining threat to keep them in front, but otherwise no movement is really required.
Kiting
Since Kilwenn is spending the Burrow Phase dropping Frost Orbs in the middle/southern end of the room, people targeted by Anub are expected to immediately run out from the raid to a far ice patch. No assistance can be offered, so it's up to individuals to recognize how far they can run before being caught and to find an appropriate patch. When a healer team member is targeted, other healers should communicate to take up any healing slack if needed.
If those targeted run out quickly and find a patch somewhat away from the raid, we'll never be at risk of Anub burrowing under the raid area as he moves so slowly to start during Normal ToC.
In the event either Scarab tank is targeted by Anub, Rofl will be in charge of finding a nearby Frost Orb and pull it down/kill it, so the Scarab tank must only move a small distance away from the raid and thus remain in heal range at all times. As before if a healer must kite, if Khrash is targeted, healing must be compensated by other healers while he's moving.
Top Side Phase 1
Once the first Burrow Phase ends, Rofldat or Kilwenn should find a Frost Orb as close above the raid as possible and drop it's frost patch. Anub is tanked again by Rofldat, who positions as close to the tank position as possible so that Thaw/Khrash and even other healers can melee for Wisdom procs for mana. Rofl will also pickup and tank the Burrowers, which will need to be tanked on an ice patch as normal to prevent submerging. Therefore, Rofl will move to that nearby frost patch while a burrower is up which is likely to prevent healers from meleeing during that time. One pre-assigned healer will be in charge of breaking off of Kull/Khrash healing to heal Rofl as necessary. Kilwenn, as the only DPS, is in charge of killing Burrowers before the next spawns.
...Burrow Phase 4
Now the process repeats. We'll reach 40ish Scarabs by the end of Phase 4, so melee damage intake on tanks will increase quite a bit each burrow phase, but otherwise healing requirements will not change, so once healers find a sustainable pattern, we can stick with it full-time.
Once we confirm 40 Scarabs are present we'll call for a root from Kilwenn, just like Freya+3 Lashers, then countdown to an AE call. Kilwenn, Rofl, & Kulldam will really be the only AE present as everyone else will likely be healing at this point but we should have no trouble getting them all down at the same time. With an AE taunt if needed, threat should be no issue by this time.
Nature Resist Gear
The biggest issue is collecting the proper Nature Resist sets. I've started checking the AH a few times a day, but I'm going to post the NR items found here so that any of you that happen upon a better item can pick it up for the Guild. If you do find a piece better than listed here, please post the stats immediately (Slot, Armor Type, AC, STA, and NR) so I can update the lists so we don't duplicate any pieces. And of course the Guild Bank will reimburse you the cost (and no, we don't believe you paid 500g for that green BP! ><)
Remember, we need two full sets. Ideally level 80 "of Nature Protection" Plate greens, but other armor types will suffice if needed. We won't need a full set to reach our 400 NR goals, so we'll just collect the best for each slot we can find and build a set from that.
Wowhead is having issues atm so I can't find all the appropriate enchants/consumables we can use in addition to NR atm, but I'll add that later.
And also, yes I know about the level 70 Wildguard crafted pieces, but they have such low STA, if we can find high level greens we'll be better off.
NR Gearset #1
Slot|Type|AC|STA|NR
Head||||
Neck|||40|26
Shoulder|Mail|500|50|33
Back||||
Chest|Cloth|207|97|64
Wrist|Mail|395|58|38
Main||||
Offhand|Shield|3278|29|19
Ranged||||
Hands|Mail|516|67|44
Waist|Leather|234|81|53
Legs|Leather|277|72|47
Feet||||
Ring1|||39|25
Ring2||||
Trinket1||||
Trinket2||||
TOTALS||5407|533|349
NR Gearset #2
Slot|Type|AC|STA|NR
Head||||
Neck||||
Shoulder||||
Back||||
Chest||||
Wrist|Plate|567|42|27
Main||||
Offhand||||
Ranged||||
Hands|Mail|655|44|29
Waist|Leather|219|72|47
Legs||||
Feet||||
Ring1||||
Ring2||||
Trinket1||||
Trinket2||||
TOTALS||1441|158|103
Kheelan
11-12-2009, 05:06 PM
Something to consider? Acclimation (http://www.wowwiki.com/Acclimation)
Kulldam
11-12-2009, 05:18 PM
Something to consider? Acclimation (http://www.wowwiki.com/Acclimation)
Very interesting, had no idea about that shit.
gd death knights...
The real issue would likely be how well could Rofl hold threat on Scarabs. I assume his taunt is 8 sec cooldown (as I doubt he has t9 tank set) which means the majority of the scarabs will be beating on Khrash. Might be fine, might be too much physical damage, hard to say.
Anyway, keep your eyes out for NR gear guys and if you find something good (i.e. level 73+) grab it and post here.
Rofldat
11-13-2009, 03:52 AM
Kinda useless now that we're geared/experienced enough to tackle the encounter and recover from some death, but I found this earlier:
http://forums.worldofwarcraft.com/thread.html?topicId=20677866659&sid=1
It explains how the AI in Faction Champ decides who to gib.
Kulldam
11-14-2009, 07:14 AM
We'll keep looking in the AH for high-level Nature Protection stuff, but unless we can find plate versions, chances are we'll have to stick with level 70 crafted pieces. For now, we'll plan on using two sets of the following:
For Kull - Total: 410 NR (50% Resist Avg, 40% Minimum)
http://www.wowhead.com/?spell=58749 = 130 NR
Wildguard Breastplate = 60 NR
Wildguard Leggings = 60 NR
Wildguard Helm = 50 NR
Lesser Flask of Resistance = 50 NR
The Natural Ward = 35 NR
Arcanum of Toxic Warding = 25 NR
For Khrash - Total: 415 NR (50% Resist Avg, 40% Minimum)
http://www.wowhead.com/?spell=58749 = 130 NR
Wildguard Breastplate = 60 NR
Wildguard Leggings = 60 NR
Wildguard Helm = 50 NR
Lesser Flask of Reisstance = 90 NR
Arcanum of Toxic Warding = 25 NR
Yes this excludes the 20 NR Cloak enchant since that extra 20 doesn't reach another resistance threshold for either of us.
Khrash
11-17-2009, 04:56 PM
Gear, Enchants, Glyphs and Spec done.
Kulldam
11-23-2009, 01:09 AM
Quick not for The Traitor King:
Kheelan may be right that we can try this without a Rogue, as looking at the tooltip info again, there's no mention of agro swap when Scarabs use their Determination (http://www.wowhead.com/?spell=66092) enrage ability. I must have just imagined the target changes. We'll give this a shot tomorrow!
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