Archive for the 'Tactics and Cheat Sheets' Category

13
Jan
11

Halfus Wyrmbreaker

How to win

(in one paragraph)

Halfus is harder to explain than he is to kill.  Select a drake killing order, kill the drakes, beat the enrage timer, …, profit!

Basic Instructions

Each week, you will have a different set of 3 drakes to deal with (inactive drakes have a stun-animation over their head). Each drake gives Halfus an ability, and when released, will apply a unique debuff to Halfus before attacking you.  You have choose which order to release the drakes in.

Buff/Ability Debuff Notes
Slate Dragon Halfus stacks a healing debuff on his target. Periodically stuns halfus. Low release priority. Switch tanks at 6-8 stacks.
Nether Scion Doubles Halfus’s attack speed. Greatly reduces Halfus’s damage output. High release priority, especially when combined with Slate Dragon.
Time Warden Proto-behemoth shoots fireballs at raid members. Fireballs slow down, become dodge-able. Medium release priority – raid damage is heal-able.
Storm Rider Halfus casts Shadow Nova. Doubles the cast time of Shadow Nova. High release priority.  Shadow Nova must be interrupted.
Emerald Whelps Proto-behemoth breathes on the raid. Decreases breath damage. Medium release priority – raid damage is heal-able.

Releasing each drake also causes Halfus to take more damage.  Since the fight has a tight enrage timer, you will always want to release all three drakes.  The fight proceeds like this:

  • Engage Halfus.  Immediately release your first drake.  Burn it down ASAP.
  • Release and burn the second drake.
  • Release and tank the third drake.  DPS focuses on Halfus now.
  • Below 50% health, Halfus periodically chain-stuns the raid. If Shadow Nova is in play, someone must always break the last stun and interrupt it.

Continue reading for more specifics…

Continue reading ‘Halfus Wyrmbreaker’

07
Jan
11

Magmaw

How to win 

(in one paragraph)

Add management is the hardest part of this fight – master that and you win.

Basic Instructions

Phase 1

  • Dodge flame pillars. If you stack all but one player up with the melee dps, that player can control flame pillar placement.
  • Snare, kite, and optionally kill the groups of worms. AOE snares are your friend.
  • Run out of half-the-room fire breaths.  If stacking on the melee, return to your original position once the breath is over.

Transition

  • Magmaw will chew on the tank – heal through it.
  • Two (25 man: 3) melee dps should ‘board’ his head (it’s a vehicle) as soon as possible and throw chains (the vehicle’s only ability) at the spike on the ground in front of him. Do this until you are kicked out of the vehicle and enter phase 2.

Phase 2

  • Dps Magmaw’s head as fast as possible.  Save all cooldowns, including Heroism, for this phase.
  • Switch tanks when he returns to phase 1 – the chew-toy will have an armor debuff.

Continue reading for more specifics…

Continue reading ‘Magmaw’

07
Jan
11

Omnotron Defense System

First, thanks to all those that encouraged me to write cheat sheets for the raid encounters. Hopefully these will be as useful, if somewhat less concise.

Voss and I firmly believe that no encounter should be talked about for more than 10 minutes at a time, ever. Talk briefly, try it, learn, repeat.  With the raid boss posts, I hope to give you enough information to get through the first ‘talk briefly.’

Also, as before, if you have suggestions, leave comments! Occasionally I run heroics as DPS just to see what other tanks are doing. I’m just as eager to see what other guilds are doing.

How to win 

(in one paragraph)

This fight consists of 4 constructs, which rotate out such that you’re fighting 2 at any given time. On their own, each one is simple. You win by learning how to avoid or mitigate their individual abilities while adapting to different pairings.

Basic Instructions

  • Only two constructs will be up at any given time. DPS must switch to new targets when they spawn (except when Arcanotron is active).
  • Toxitron – Kill adds without letting them reach raid members. Don’t stand in poison clouds, but do position the active DPS target in them.
  • Arcanotron – Interrupt his nuke. Pull him out of blue puddles. DPS/healers should stand in blue puddles. Spell steal/purge his 50% shield, and leave interrupters on him.
  • Electron – Players with the lightning debuff should not stand near anyone. Spread out to mitigate chain lightning.
  • Magmatron – Heal through raid damage. Run out of the Big Red Line. If you are the Big Red Line’s target, help out by pointing it somewhere convenient.

Continue reading for more specifics…

Continue reading ‘Omnotron Defense System’

16
Dec
10

Cataclysm tanking cheat sheet part 4

By popular request, here are writeups for Heroic Deadmines and Heroic Shadowfang Keep.

Also, I’ve updated the older posts with information about what’s different in Heroic mode.  At least… I have for the heroics I’ve done.  Stonecore and BRC just won’t pop… why must I keep getting Halls of Origination?

Heroic Deadmines

Glubtok

  • Don’t stand in fire or ice patches.
  • In phase 2, bad things include a rotating fire wall.
  • In phase 2, tank and AOE adds.

Helix Gearbreaker

  • Avoid mines. Fuses indicate time-to-detonate.
  • Players with the bomb debuff should explode away from the group.
  • There’s a brief Helix-only phase after you kill the Oaf.

Foe Reaper 5000

  • Assign a melee dps to control the Prototype Reaper.  He should stand on the ground level and kill adds.
  • Run away from the boss’s two abilities.
  • Tank the boss halfway up the ramp, with your party towards the top.  Party should run up, tank should run down.

Admiral Ripsnarl

  • Kill Vapors ASAP.
  • Use tanking cooldowns to survive his stacking buff.

Captain Cookie

  • Don’t stand in green stuff.
  • Eat the good food to get a haste buff, or remove a stack of the bad food debuff.
  • Clear bad food by eating equal amounts of good food, or just eat only good food and treat it as a DPS race.
  • Your tank can go DPS for this fight.

Vanessa VanCleef

  • Gauntlet phase 1 – Click the steam valves.
  • Gauntlet phase 2 – Dodge bad things.  This requires jumping off the right side of the ramp at one point.
  • Gauntlet phase 3 – Focus fire the boss, ignore the spiders
  • Gauntlet phase 4 – Dodge bad things.  There is a safe spot prior to the last two rotating beams if you need to wait for people.
  • Gauntlet phase 5 – DPS race, with an emphasis on the race part.
  • Vanessa – Kill adds, leave Blood Wizards alive for the rage zones if you want.
  • Vanessa – Use the ropes on the side of the ship when they appear.

Heroic Shadowfang Keep

Baron Ashbury

  • Interrupt his heal.
  • Interrupt Stay of Execution once your healer has things under control.
  • Save DPS/survivability cooldowns for his 25% enrage.

Baron Silverlaine

  • Kill the adds.
  • He has a Mortal Strike debuff.

Commander Springvale

  • Tank him opposite where he starts.  Ranged and heals should stand on his ‘stage.’
  • Kill both adds every time they spawn, Officer first.  CC the Guardsman if possible.
  • Don’t stand in Desecration.
  • Purple Death Vomit is randomly targeted, but roots the boss.  Just run behind him.  Players up on the stage should not be in range.

Lord Walden

  • Dispel the poison debuff.
  • Dodge ice shards.
  • During the green Unstable Mixture, everyone has to stay moving.
  • During the red Unstable Mixture, everyone has to stand still.

Lord Godfrey

  • Tank and AOE ghoul adds.
  • Decurse.
  • Run behind him during Pistol Barrage.
07
Dec
10

cataclysm tanking cheat sheet part 3

Lets finish this off…

Grim Batol

General Umbriss

  • Healers should keep everyone topped off – he has a dot that lasts until the target is healed to full.
  • Spread out – strafe away from incoming Blitzs.
  • Tank and splash-damage down the troggs.  They’re not worth focusing.
  • Enrages at 30%, cannot be dispelled.
  • Heroic: Ranged DPS should pull the purple troggs away and kill them.  They splash an enrage buff to nearby mobs when they die.

Forgemaster Throngus

  • Don’t stand in cave-ins.
  • Sword phase – high incoming tank damage, dispel his magic debuff.
  • Mace phase – kite him, keeping the trail of fire in mind.  Heal impaled targets.
  • Shield phase – everyone should stay behind the boss at all times.
  • Heroic: Heal through the group damage during the shield phase.

Drahga Shadowburner

  • During the orc phase, Kite (snares work) and kill Invocations of Flame.
  • During the dragon phase, don’t stand in fire.  The dragon lands roughly in the center of the room.
  • All party members must look out for her randomly targeted flame breath.
  • Heroic: Nothing special.

Erudax

  • Dodge Binding Shadows (purple spots on the ground).
  • Eat the knockback – don’t back up to a wall, don’t charge.
  • Everyone should stand in the purple spot that he drops prior to Shadow Gale.
  • Snare (but don’t stun) the adds before they hatch eggs.
  • Heroic: Two adds spawn at once.  Killing them in time is more difficult.

Halls of Origination

Temple Guardian Anhuur

  • Spread out (15 yards) to avoid Divine Reckoning.
  • Don’t stand in fire.
  • One dps should drop off each side to pull a lever during the shield phase.
  • Heroic: Two players per side during the shield phase – one pulls the lever, the other kills adds.

Earthrager Ptah

  • Phase 1 – watch the cleave.  Heal through the party damage.
  • Phase 2 – tank and AOE the adds.  Skeletons are elite.
  • Heroic: Avoid dust clouds/spikes/whirlwind during phase 2.

Anraphet

  • Spread out (5 yards), run out of Alpha Beams, don’t stand in void zones.
  • Dispel the dot on the tank.
  • Heal through Omega Stance.  DPS should continue to DPS.
  • Heroic: Nothing special.

Isiset

  • Don’t stand in laser beams.  Kill (no tank needed) the adds.
  • Look away from Supernova (like Eadric in ToC).
  • During the split phase, killing adds removes one of her abilities (adds, shield, starfall) while strengthening the two that remain. Tailor the kill order to your group makeup:
    • Caster-heavy? Kill shield first.
    • Got a great healer? Kill starfall last.
    • Cleave/passive AOE heavy? Kill adds last.
  • Heroic: Nothing special.

Ammunae

  • Interrupt and dispel Wither.
  • Kill seed pods as they spawn – /target Seedling Pod.
  • Kill the spores, kite the lashers through spore death clouds.  Or just ignore them and zerg the boss.
  • Heroic: Lashers hit significantly harder.

Setesh

  • Boss is untankable – just tank adds.
  • DPS should focus on the boss.
  • Tank should kill small adds, and kite big adds.
  • Avoid anything that’s green or purple.
  • Heroic: Killing portals is DPS’s highest priority.  Interrupt Void Seekers if they are allowed to spawn.  Adds move more quickly – use AOE slows (frost trap, earthbind) to kite, or just tank them all.

Rajh

  • Dodge tornadoes.
  • Heal through the AOE damage.
  • Spread out, and run away from Infernal Leap.
  • Interrupt Summon Sun Orbs.  If one spawns, run away from it.
  • DPS should save cooldowns for Blessing of the Sun (cast when he is out of energy).
  • Heroic: Nothing special.

Lost City of the Tol’vir

General Husam

  • Don’t stand in dust clouds.
  • Heroic: Traps pulse largely before they explode – don’t stand in those either.

High Prophet Barim

  • Spread out to mitigate Plague of Ages.
  • Don’t stand in red beams.
  • In phase 1, kite the phoenix add – don’t bother killing it.
  • In phase 2, DPS the small adds first, and the shadow phoenix second.
  • In phase 2, don’t stand near the boss.
  • Heroic: The above strat works.  I actually haven’t seen this one on normal, so I don’t know what’s different.

Lockmaw and Augh

  • Both – don’t stand in dust clouds – drag the boss out of them.
  • Lockjaw – AOE the small adds quickly.
  • Lockjaw – remove his enrage.
  • Both – dispel Paralytic Blow-dart
  • Augh – kite whirlwinds.
  • Augh – hits very hard – make him chase you after whirlwinds.
  • Heroic: Nothing special.

Siamat

  • Tank melee adds, DPS tanks and kills caster adds.
  • Avoid the hurricanes that spawn when caster adds die.
  • Spread out to mitigate caster adds’ chain lightning.
  • Once the boss becomes vulnerable, burn the boss, ignore the adds.
  • Heroic: Nothing special.
06
Dec
10

cataclysm tanking Cheat Sheet Part 2

Two more dungeons!  MMO Champion has excellent videos of all of the Cataclysm dungeon bosses if you haven’t seen them yet – for real live previews, head over there.  However, for the ADD-afflicted folks like myself (I did used to be DPS after all), here are the cliffs notes:

The Stonecore

Corborus

  • One dispel will remove all stacks of his healing debuff.
  • Don’t stand in pink shards.
  • During the burrow phase, tank and AOE small adds.
  • During the burrow phase, don’t get hit by the boss (dust clouds warn you before he surfaces).
  • Heroic: Kill the pink shards ASAP.

Slabhide

  • Not much to do as a tank – just face him away from the group (he breathes).
  • Don’t stand in fire – shadows and dust clouds give preemptive warnings.
  • The stalactites do count towards line of sight – try not to torture your healer.
  • Heroic: Use the stalactites to LOS Crystal Storm.

Ozruk

  • Run out of shatter – 15 yards.
  • Ranged and melee dps have to watch out for spell reflect and thorns respectively.
  • Spell reflect can be shield slam/purged.
  • Ground slam is a frontal cone – dodge it by running through him.
  • He enrages at low health.
  • Heroic: Ground slam must be dodged.  Shatter must be out-ranged.  Melee DPS should keep stacks of the thorns-dot on themselves to cancel paralyze.  Ranged DPS can dot themselves (spell reflect) to cancel paralyze if necessary.

High Priestess Azil

  • Dodge giant rocks.  Don’t stand in void zones.
  • Adds come from the south end of the room – position void zones and yourselves accordingly.
  • Tank adds if no void zones are available.
  • Interrupt force grip if possible.
  • Decurse if possible.
  • Heroic: Interrupting force grip is very important.  More void zones on heroic means easier add management.

The Vortex Pinnacle

Grand Vizier Ertan

  • Stack up in the center (Added note: If you stack up in the target circle during the collapse, you will not be hit by the tornadoes)
  • You can either heal/cooldown through the ‘collapse’ phase, or have everyone run out temporarily.  Use gaps in the circle when running out.
  • Heroic: Nothing special.

Altairus

  • He breathes – keep him pointed away from the group.
  • Dodge tornadoes.
  • You want to face him perpendicular to the wind, so that you are just barely upwind.  The rest of your group should stand upwind at his tail.
  • Heroic: Nothing special.

Asaad

  • Stand in the electricity triangles that he makes.
  • Otherwise, spread out to mitigate chain lightning.
  • Heroic: Jump just before he finishes casting static cling to avoid the spell.
03
Dec
10

Cataclysm tanking cheat sheet

This post is written by Idkittens.  Id has been a member of Business Time since March.  He is also known under the name Dirtface for the habit that his warlock had to face his demise after pulling from our tanks.  In order to keep him alive in Cataclysm, he has now moved to our tanking team with his Death Knight.  He’s an outstanding player and strategist and I’m very happy to be hosting his guest post today.

The general consensus of the Internet seems to be that the Cataclysm dungeon bosses aren’t particularly difficult.  However, I am a perfectionist, and I prefer to look like I know what I’m doing… and lord knows Voss does.

I put together a cheat sheet – cliffs notes for all of the bosses you’ll encounter in normal Cataclysm dungeons.  This is TLDR in the extreme – but it should be everything you and your group needs to know in order to survive.  It doesn’t hurt to perpetuate the illusion that we tanks are always prepared… always well researched… always know what we’re doing.  Even if we are just copying and pasting.

ON THAT NOTE… please, for the sake of the kittens, please learn the routes to the dungeonsThis guy is going to be relying on you for directions when you wipe.  We must look like we know our stuff!

Blackrock Caverns

Rom’ogg Bonecrusher

  • Clear the room, he calls adds.
  • Be aware of the mortal strike.
  • Be aware of the PBAOE (Point Blank AoE) quake, 40 yard range.
  • When he pulls you to him, he’ll root you with Chains of Woe, then AOE the group.  Kill chains (single target, don’t AOE), then run away from the boss.
  • Heroic: He summons adds, which can (and should) be killed by rooting them after breaking his chains (which must be done more quickly).

Corla, Herald of Twilight

  • She has 2 adds – players have to stand in front of their beams to block them.  I recommend using the tank and a ranged dps.
  • Party members cannot get 100 stacks of the beam debuff – step out of the beam until your debuff drops if you get above 80.  Other party members should pick the beams up when this happens.
  • The boss will death grip and fear your party members, making beam-blocking more difficult.  Err on the side of caution.  Try to interrupt her abilities.
  • Heroic: There is a 3rd add.  If you have a good tank and healer, you can simplify the fight by letting it evolve and killing it.  (Do this to all 3 adds to get the achievement.)

Karsh Steelbender

  • Kill his trash by pulling the conflagrations away from the alloys.
  • To damage him, you have to drag him through the central pillar of fire to stack a debuff on him.
  • When his stacks drop, fire shoots out of grates on the ground.  Don’t stand in it.
  • He cleaves.
  • Heroic: When his debuff stacks drop, he spawns adds.  Manage this either by killing the adds (they drop a lava puddle that behaves similarly to the central pillar) in a good place, or by building stacks slowly throughout the whole fight (and never letting the debuff drop).  With practice, you can easily move him quickly enough through the pillar to get only 1-2 stacks at a time.

Beauty

  • Pull and kill the 3 puppies in front of Beauty.  Beauty will not aggro.
  • Beauty can be pulled without aggro’ing Runty (the puppy behind her).
  • You must leave at least one puppy alive, or she will enrage and wipe the group.
  • She has a fear, a PBAOE knockback, a charge, and an ‘explodes when dispelled’ debuff.
  • Heroic: The puppies and the boss are linked – crowd control what you can, kill the puppies first.  Runty is not linked and can still be used to avoid the enrage.

Ascendant Lord Obsidius

  • He comes with two unkillable adds that stack a healing debuff on their target.
  • Ranged should kite the adds – they don’t have a normal aggro table, but instead follow whoever hit them last.  This makes kiting easy.
  • Adds can and should be snared and rooted.  They hit reasonably hard on non-tanks.
  • The boss will switch bodies with an add periodically – just switch targets.
  • Boss abilities include a knockdown, a dot, and Thunderclap.
  • Heroic: He comes with a 3rd add.

Throne of the Tides

Lady Naz’jar

  • Interrupt Shock Blast – it hurts.
  • Run out of blue circles.
  • At 60% and 20%, summons adds and shields herself.  2 are casters – they should die first and only require provisional tanking.  The 3rd is a melee add with a low-health enrage.  Adds can be CC’d.
  • Heroic: Dodge water spouts in the add phase.  The further away from her you are, the easier this gets.

Commander Ulthok

  • He casts Dark Fissure, similar to Anub’arak’s Slam.  Don’t get hit by it.  It spawns a powerful void zone on the ground as well.
  • He grabs party members, carrying them around for a while, then dropping them.  Make sure they don’t get dropped in void zones.
  • He slows you, making Dark Fissure dodging more difficult.
  • Heroic: Dark fissures slowly expand over time.  Start the fight by pulling him towards Naz’jar’s room, then kite towards the elevator.

Erunak Stonespeaker (and a squid)

  • Face him away from the group – he has a breath-like attack.
  • Interrupt his nuke, and avoid earth shards (a ground-traveling damage spell).
  • At 50%, the squid will leave Erunak – tank’n'spank the squid until it mind controls a party member.
  • When a party member gets MC’d, DPS them down to 50% to knock the squid off again.  Resume tank’n'spank.
  • Green clouds will silence/pacify you.  Don’t stand in them.
  • Heroic: Nothing special.

Ozumat

  • In phase 1, tank and kill adds.  DPS order is murlocs, small faceless ones, big faceless ones.
  • The big add will fly up and crash to the ground several seconds later – run away from the crash.
  • In phase 2, DPS should kill the faceless one adds.  The tank should kite the demons.
  • Phase 3 is a race against time – all players, including you, should switch to the boss at the edge of the room.  Use cooldowns to help out your healer if the fight drags on too long.
  • Heroic: Nothing special.
  • Death Knights: You can solo the last phase, even on heroic.  Spam death strike, and AMS to drop your debuff stack.
11
Nov
10

The Downing of Heroic Lich King

The king is dead!!!  There are not enough exclamation points that I can use to describe the shouts of joy as Arthas used Frostmourne’s power to kill all of us at 10%.  It was deafening.

We had pretty much given up on winning this fight in the 3.x world.  I’m very happy that we got back on track and focused on him again.  Patch 4.0.1 was a very big help, of course.  Our DPS were now strong enough to get us to phase 1.5 without needing heroism and with only 5 of them, leaving an extra spot for a third healer.

I will not try to describe this night as Vidyala at Manalicious already did a great job of it.  I’ll mainly focus on what we tried and what worked out in the end.  The group that worked on H LK and finally killed him was the following:

Tanks

  • Vosskah – Warrior
  • Noodlestein – Paladin (Was Retribution for some attempts in the past few weeks)
  • Meraxis – Paladin (Was not there for the kill but was the tank on our first attempt hitting phase 3 the week before)

Melee DPS

  • Draos – Cat druid

Ranged DPS

  • Millya – Fire Mage
  • Fsob – Arcane Mage
  • Shaen – Elemental Shaman
  • Dirtface – Warlock
  • Kayla – Hunter (Was hit by the midterm boss in the last 2-3 weeks but was with the group on many nights)

Healers

  • Panerai – Disc Priest
  • Zierlyn – Holy Priest
  • Ullariend – Tree Druid
  • Alawyn – Tree Druid (Was not available in the last few weeks)
  • Ambriel – Holy Paladin (Was not available in the last few weeks)

Phase 1.

Phase 1 was very frustrating for us.  We used the approach of starting the fight at the bottom of the stairs and then moving in three parallel lines towards the back.

  • Left line: Healers and ranged DPS;
  • Middle Line: Horrors and their tank;
  • Right line: Melee dps, Arthas and his tank.

Shadow Traps

  • This was our first issue.  It took a bit of time for the ranged dps and healers (usually about 7 people) to learn to move together in a line and avoid the trap zones.

Plague

  • Everyone had to move very fast to the horror group.  The ranged dps had to learn to not even finish casting, just run immediately.  Panerai was in charge of dispelling the diseases.

Horrors

  • Actually, the problem was mostly how they managed to kill the tank too easily.  While the previous two items were learned fairly fast by the group, we were often victim of the RNG boss on the Horrors where two would enrage at the same time and kill their tank.  Our original setup, prior to 4.0.1 was to have a pally tank the horrors and the warrior tank Arthas.  The reasoning came from our original normal LK kills where the pallies simply had an easier time with the AoE aggro.  In order to address the horror issue, we reversed the roles.  The warrior with its wide array of stuns was better suited for the horrors.  The other trick up our sleeve now was my Vigilance.  By putting Vigilance on the other tank, I now have access to unlimited taunts which now makes the warrior extremely good at picking the ghouls off of the LK tank and bringing them into the middle for disease spreading.
  • Even with a warrior’s stuns, we were still getting into trouble when the second horror was spawning.  Panerai (Disc Priest) decided to use a cooldown as soon as they were both on Vosskah.  I kept my shockwave available until his Guardian spirit faded and then stunned the horrors and the ghouls.  If both were still up then, I would use shield wall.
  • Ullariend (Tree Druid) would Soothe the horrors when he could spare the GCD.

In phase 1.5, I would bring my posse to the right of the group while the paladin tank would catch the spirits.

Once we managed to consistently get through phase 1, it only took us a couple of hours to learn the rest of the fight.  We had seen phase 2 a few times and phase 3 once, but not often enough to learn them.

Phase 2.

It is very similar to the original fight apart from everything hitting harder and the need to only DPS the val’kyrs until they hit 50% health.

What we did is the paladin continued tanking Arthas and brought him to the middle.  I tanked the remaining Raging Spirit until it had done its conal attack and then joined the rest of the group (Intervene, of course.  Why not do it in style?) for the first val’kyr.

The target priority for the DPS in this phase is: Val’kyr (when carrying someone), remaining Raging Spirit from phase 1.5, and then Arthas.  As in the normal fight, spread out for defiles, group up for val’kyrs and the LK tank must communicate with the healers to properly use cooldowns and deal with the Soul Reaper.

Once the Raging Spirits were down, as a warrior, my priority became to keep stuns and hamstring on the val’kyrs.

We thought about having me use intervene on the paladin tank and used it once but it was not necessary.

Once we neared 45%, we waited for a valkyr to come down and the whole group followed it towards the edge, dpsing it to 50%.  We popped heroism in phase 2.5.  Only one spirit remained starting phase 3.

Phase 3.

This phase is quite different than on normal.  We used a strat that Noodle had gotten from Production Company (Moonrunner US, this links to their Guild Leader’s blog) in this phase.

The killing priorities for the DPS were the following: Vile Spirits coming down, Raging Spirits from phase 2.5, Arthas.

Inside Frostmourne

  • We put a star on a tank.  His job was to navigate the group in between the explosions.  The whole group would stack on him with the ranged dps attacking the Wicked Spirits on the run.  It took us a couple of attempts and then it became very easy this way.

Outside and facing the Vile Spirits

  • We would group on one side of the platform with Arthas.
  • The spirits he would summon would be regrouped on that one side.  We would move the raid to the other end of the platform except for the OT.
  • As the spirits are coming down, the OT would stay in the middle of the platform and put up shield wall to soak up the damage.

I was so happy, I forgot to dps the ending!

That was my last objective for Wrath of the Lich King.  It was well worth the hard work and the wait.

Next, we’ll do this fight again for those who weren’t there for the kill but were instrumental in getting us there.  As for my next topics, Wrath is now behind me and I will turn my attention fully onto Cataclysm.




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