| Shisatsu | #25712 Friday April 28, 2006 at 11:23 | |
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Intro Heya, welcome to the Leftovers Rogue Forums, home of Rogue Squadron. This topic contains anything and everything you need to know for raiding with us, make sure to read it over carefully. Channels The first thing you'll want to do is go ahead and join the channel LORogue in game. This is our social channel and is a good place to start meeting your fellow rogues and getting to know them. Note: When raiding you will need to join a different channel, usually LORogue1 or LORogue2. If you have questions about which channel to be in, ask your raid lead. Important Threads Aside from this thread, there are a couple others that you should check out before your first raid with us. All of these are stickied, and can be found at the top of the forum listings. Rogue Addons (while some may be outdated, there are still some helpful tools here) Briefings Onyxia Molten Core The Temple of Ahn'Qiraj --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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| Shisatsu edited this message on Wednesday February 14, 2007 at 15:02 | ||
| Shisatsu | #25713 Friday April 28, 2006 at 11:54 | |
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A Rogue's Role (A guide to effective stabby stabby in the endgame) Disclaimer: I in no way claim to be the authority on how a rogue should be played, in the endgame or anywhere else, so I encourage anyone with anything to add to message me here and I'll fix what needs it. ^_^ Important Stuff Stabby stabby - ...slashy slashy, or smashy smashy. Of course. We're rogues, and we're here to do damage. That is our primary goal in the majority of the fights in endgame instances. Of course, this goes hand in hand with our second important responsibility... Not getting hit - Feint, feint, and feint some more. We need to be hitting this button EVERY time it refreshes to keep the mobs from even THINKING of hitting us, because I'm sure everyone can guess about how long it would take the average raid mob to bring down a rogue. Of course with mobs that do AoE damage to deal with eventually we will take damage. So our goal at that point becomes... Not dying - With a fine print of "and not draining all the healers' attention and mana while doing so". The key here is bandaging, and on tough mobs with lots of AoE we need to use it as much as possible. Of course these responsibilities are subject to change depending on the situation, but in my mind they're about as universal as you can get for us rogues. Things to watch Debuffs - If possible, try to avoid these entirely. Whether they're a part of your weapon, an effect of your poisons, or the result of an attack that you like, use a different weapon, switch to instant poison, or find a new attack because debuff slots are often pushed to the limit. And more often than not what we contribute to that list won't be worth as much as what we'll be pushing off of it. Aggro - Of course, since you'll be feinting at every opportunity this shouldn't be too much of a concern, but sometimes luck swings just the right way and you miss 3 feints in a row in the middle of a string of crits, and suddenly that molten giant doesn't seem very happy with you. Always remember that you have vanish as a last resort. If something is on you and feint is in the middle of it's not too long, but definitely not short enough cooldown, a vanish is often the best option to prevent almost certain death. Stealth - It's not really something you should be using at all in a raid of this size. You're not trying to sneak past anything, and that huge damage opener sure isn't going to make that mob less likely to attack you. But most importantly, other people are trying to buff you, and possibly keep track of you and that gets a whole lot harder when you're sitting there invisible. Additional Tips Remember to take all possible abilities into account and how they'll affect your damage and aggro. For example, if you've got the talent, using some combo points on SnD will up your dps in a consistant and easily controlled manner. That's all I've got at the moment. Remember, if there's anything you can think of to add, just send me a PM, and I'll see that it gets in here. --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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| Shisatsu | #25714 Friday April 28, 2006 at 12:19 | |
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Briefings - Onyxia I may repeat a bunch of things already written here but bear with me. Trash Pulls Trash pulls here consist of Onyxian Warders. Fighting these is simple. If you run up and melee, you will most likely die. When the attack command is given, open fire with ranged attacks and the mob will go down quickly. Simple. Onyxia - Phase 1 The Onyxia fight is divided into 3 phases. In phase 1, the groups will be split up. Even numbered groups in the northeast corner of the room, and odd numbered groups in the northwest. Positioning is very important here, you should stay at Ony's side, only moving as far back as her hind legs. If you are too far forward, you can get cleaved or hit with her breath attack. If you are too far backward, you can get hit with her tail swipe and (worst case) go flying into the whelp pits. If you do get knocked into the whelp pits, all the eggs around you will hatch and proceed to swarm the raid, usually causing a wipe. Be aware, that if you do end up getting knocked in, staying put and dying where you are is better than running out. Be sure to obey all attack and hold fire commands here. Onyxia - Phase 2 In phase 2 Ony will be in the air. At this point the most important thing to do is to be spread out. Make sure there is a good distance between yourself and everyone near you. If there is too much grouping in front of Ony, she will use her deep breath attack (she will give the warning emote "Onyxia takes a deep breath") which can very easily wipe the raid. If a deep breath happens, run to the sides of the room (obviously avoiding the whelp pits) to avoid getting hit with it. There are also two other things to be aware of in this phase. One, whelps will be emerging from the pits at interval. Try to help kill them as much as you can, but only if you can do so without clumping. Two, a rogue directly underneath Ony can hit her with special attacks. It's up to the discretion of the lead to assign someone to dps Ony like this. Onyxia - Phase 3 At the beginning of phase 3 everyone needs to be back in the same positions they were in for phase 1. Obeying the hold fire command is especially important at the beginning of this phase because the warriors need to get aggro and position her all over again. In general this is the exact same as phase 1 with a twist. At random intervals Ony will fear the entire raid, during which the cracks in the ground will spew lava doing around 1500 fire damage if you run through it. As always, if you have questions, the lead will be able to help you out, so don't be afraid to ask. --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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| Shisatsu | #25715 Friday April 28, 2006 at 12:21 | |
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Briefings - Molten Core: Trash Pulls I may repeat a bunch of things already written here but bear with me. Molten Giants These always come in pairs and are spread quite liberally across the first half of the instance. As with almost everything in this instance, we need to be careful to wait for the attack command and watch for the hunter's mark to see which target to attack first. It can take a tank a fair bit of time to get a good hold on one, and these will squish a rogue flat in no time. Aside from aggro, the only thing to be aware of is that they use an AoE damage attack regularly. Healing is nice when it happens, but don't expect it, so be ready to bandage yourself if necessary. Firelords The thing to watch out for here is the Lava Spawns. Firelords will summon them at constant intervals, and if allowed to stay up, they will split. If they aren't killed quickly they can very easily overwhelm the raid, so switch dps from the firelord to the Lava Spawns when they're summoned. There's a Fire Nova type animation that occurs when a Lava Spawn is summoned, so watch for it. Lava Annihilators This is just a big game of tag. Their aggro is constantly cycling, so after they hit their current target they'll move on to the next one. They don't hit too hard, so getting aggro from one isn't something to worry about. Just chase it around until it's dead. Lava Surgers Lava Surgers have one attack that you need to watch out for. Every few seconds or so they will "surge" to a target other than the main tank and then return. This attack is a point blank AoE that does about 1000 damage and knocks you back a few yards. The most important thing to watch out for is that your back is not to a cliff/lava/another mob when fighting one. Core Hounds Always attack these from behind. They have a fire breath and a cleave that can hit you VERY hard if you are in front of them. FR gear isn't a bad idea on these since the damage you'll be getting hit with is fire based. Imp packs Not much to be said, if you have high FR, you can melee these guys. Otherwise the constant AoE damage will most likely kill you so stay clear. Core Hound Packs Our job on these is to make sure they all die at the same time. If even one takes too long to die after the others have, they'll come back to life and we'll have to start all over again. Watch for ones that leave the AoE and bring them back into it if you can. Molten Destroyers Just like Molten Giants except with an extra stun AoE. Lava Packs Lava Packs come in sets of 3 (Firewalker, Flameguard, Lava Reaver) or 4 (Firewalker, Flameguard, 2 Lava Elementals). Wearing FR gear is recommended against these. -Firewalkers: These guys are mean. They will always be the first target to bring down because of their "Fire Blossom" attack. It hits for about 3000 damage against a random raid member and can be cast several times in succession. -Flameguards: Almost as mean as Firewalkers, but easier to control. They have a fire damage aura with a fairly large radius that you need to be aware of. They also have a frontal cone AoE attack that does a large amount of fire damage, so always stay behind them. These will be the second target killed. When they die they do an AoE of about 750 fire damage, so watch out. -Lava Elementals: These will be banished until the first two mobs are down. The only attack to worry about from this is called "Pyroclast Barrage". It's a frontal cone attack that consists of a stun and DoT. Stay behind them at all times. -Lava Reavers: Just beefy earth elementals with a cleave attack. You may want to use evasion against them, and of course, stay behind them. As always, if you have questions, the lead will be able to help you out, so don't be afraid to ask. --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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| Shisatsu | #25716 Friday April 28, 2006 at 12:23 | |
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Briefings - Molten Core: Bosses Lucifron When pulling Lucifron, the rogues should be towards the back of the cavern waiting for the adds to be separated from Lucifron and tanked. This is done because Lucifron uses 2 very nasty AoE debuffs, so keeping the majority of the raid out of range is a good thing. The adds will be brought down one at a time, the current target designated by a hunter's mark. The biggest attack to be aware of from the adds is a mind control. This can be especially problematic as it can run you into another group of enemies (most commonly the imps in the tunnel to the left) which can wipe the raid. Be very careful of positioning. Once the adds are dead, the raid moves to Lucifron. The fight from here is very simple. The only things you will be getting hit with are Lucifron's 2 debuffs. The first doubles the energy cost of all attacks, and will hopefully be cleansed quickly, but isn't dangerous. The second is an 8 second debuff that does 2000 shadow damage when the timer reaches 0. With luck, this will be cleansed, but if not be prepared to bandage. Magmadar This fight places a huge value on spacial awareness. First off, the rogues need to always be behind Magmadar. Like other core hounds, he has a frontal cone breath attack that we do not want to be getting hit with. Second, Magmadar will frequently be spitting out puddles of lava on the ground. Being inside or running through these puts a VERY nasty DoT on you, it's something to be avoided whenever possible. Third, Magmadar uses and AoE fear every 30 seconds. Anything you can do to at least try to make sure you aren't feared through a puddle is worth doing. Bandage frequently and be aware that the fear can easily interrupt it, so be careful with your timing. FR gear is helpful here. Gehennas This fight starts very similarly to the Lucifron fight. The rogues need to be on the left side (the Garr side) of the area. This is where the adds will be pulled to. Gehennas has both an AoE debuff, and 2 ranged spells that the raid wants to be out of range of while killing the 2 adds. The adds have an AoE stun, and AoE sunder, and what seems to be a frontal cleave, so try to stay behind them at all times. They go down fast. After the adds are down, everyone moves to Gehennas. The first thing to be aware of is the AoE curse Gehennas uses. It happens every 30 seconds and signifigantly reduces healing taken. Be very careful to watch for this when bandaging. Gehannas will also randomly hit someone in the shadowbolt for around 2000 damage at intervals. The third and most dangerous attack Gehennas has is the Rain of Fire AoE he uses. He constantly targets random people in the raid and casts it in their area. This does a lot of damage, so if you are in it, move out of it immediately. Also note, it's bigger than the graphic indicates, so when moving away, get well clear of it. Garr This fight is all about handling the 8 adds he has with him. On the pull, Garr will be pulled to the left side, closer to the tunnel, while the adds will be brought right. A hunter will mark the first add to be brought down, and once the add is tanked everyone will start. When the add reaches 40% life, all rogues need to stop and move on to the next target on the MT display. The current target will then be moved away from the raid where the ranged dps will bring it down. This is done because when the adds die, they explode, causing around 2000 fire damage and sending anyone in range flying. This will continue until 2 adds are left. These two will remain chain banished until the fight is over. If they are killed, Garr will spawn more, which of course is not a good thing. During the fight Garr will be using 2 AoE's. The first is a slow. It cannont be cleansed, so everyone has to be aware and adjust. The second is a dispel. If at all possible try to fight from as far from Garr as possible in order to get the most benefit from your buffs as possible. Once all but 2 of the adds are dead, the fight is essentially over. Garr goes down slowly, but he has no other attacks to worry about. When he's down, the two banished adds have to be killed. Baron Geddon For this fight, the Baron will be pulled to Garr's room. Positioning is important here, odd groups will be spread out on the north side of the chamber, even groups on the south, forming a large circle around the center of the room. The Baron only has 2 attacks that we need to be aware of. The first is a pulsing AoE the Baron does at regular intervals. The damage this attack does starts out small, but increases with every other pulse, so all rogues need to move out of range as soon as it starts. For the second he turns a random member of the raid into "the bomb". If this happens to you, you will receive a tell that you are the bomb and you have 6 seconds to move away from the raid before you explode. The explosion does around 3000 damage on it's own, and has potential to do some fall damage as well as it knocks you very high into the air. This is a good time to sprint towards the tunnel the Baron was pulled through as it will keep you from being launched too high and you will be well away from the raid. --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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| Shisatsu | #25717 Friday April 28, 2006 at 12:24 | |
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Briefings - Molten Core: Bosses (cont) Shazzrah This fight is also done in Garr's room, using the same positioning as for the Baron Geddon fight. This fight is done almost entirely using ranged weapons. The reason for this is that Shazzrah is constantly using a very nasty Arcane Explosion which does between 1000-2000 damage depending on if you have his debuff on you or not. Shazzrah will also randomly teleport during the fight completely wiping all aggro. Everyone needs to hold fire after this until the tank can reclaim aggro. Be sure to get clear after a teleport happens UNLESS you happen to get aggro, in which case you need to run to the tank. A lead may designate one or two rogues to melee Shazzrah, usually those with high arcane resist. This is entirely up to the lead at the time. Sulfuron The Sulfuron fight is very simple and pretty easy. It starts like most fights with the salamander bosses. He has 4 adds that will be spread out into a half circle around him. As usual, a hunter will mark the current target and everyone will dps it down. These go down extremely fast, but they can heal, so be ready with kick if needed. Sulfuron himself has a Demoralizing Shout, an AoE stun, and a minor AoE fire damage attack. As usual, bandage if you need, but you probably won't. Golemagg the Incinerator First off, while Golemagg has 2 core hound adds, we get to ignore them for the fight. For most of the fight, Golemagg has 2 abilities that need to be watched. First, and most important, he places a stacking debuff on you regularly throughout the fight called "Lava Splash". Every time this stacks on you it does an extra 50 damage per tick. Generally, you will want to move away from him when it's stacked around 4 times to let it wear off and bandage yourself. He also has a randomly targetted pyroblast that he uses. It's not that threatening, but it can get dangerous if you get hit with it while you have a lot of lava splash debuffs. At 10% he will begin using "Earthquake" a similar attack to what the Molten Destoyers use, large AoE damage with a stun. We need to be out of melee range when this happens, so use your ranged weapons. Majordomo Executus The best way to think of this fight is like a more complicated version of the Garr fight. The fight will begin with the 8 adds being pulled towards the group. Half of them, the Healers to be specific will be sheeped. The other half, the Elites, will be tanked. The first target will be the marked Elite. It's also a good idea to note which tank is on that Elite as you will be following that tank from target to target throughout the fight. The kill order will be (one at a time) one Elite, four Healers, and the other 3 Elites. Always wait for the tank to give the "ok" before attacking. As for abilities, the Elites only have a Blast Wave to watch out for. It hits moderately hard and has a slow effect. It's not very dangerous unless you're close to a group of them. The healers have a shadowbolt attack that also hits moderately hard, but again, not very dangerous. Throughout the fight, Majordomo will be doing 2 things. Every 30 seconds he will surround all of his adds in a shield which either reflects magic, or deals damage on every melee strike. It's a good idea to use the time the damage shield is up to bandage, as continuing to attack will cause you to take signifigant damage. Majordomo will also randomly teleport people onto the fire pit in the middle of the room. If you get teleported move out of the pit as fast as possible, and get back on the current target. Ragnaros The last boss of MC, hope your FR gear is ready. As a minor note on FR gear and stat balance here. High FR is the most important thing to shoot for, as it will both keep you alive, and it will keep you from getting knocked back, which in the end means more dps than the stats you're sacrificing would provide. The first thing to worry about here is positioning. Everyone needs to be on the semicircle of land around the very center of the chamber, fairly close to where Majordomo stands. The most important thing to note here is that there is another strip of land behind you. If you do end up getting hit with Wrath of Ragnaros, you will be knocked back about 25 yards, you don't want to end up landing in the lava. When the fight starts and the attack command is given, everyone needs to go all out on DPS (while feinting as often as possible of course). If you end up getting moved from where you're standing, either by his lava attack, or by Wrath of Ragnaros, you need to get back into position and pick up the DPS as fast as possible. At the 3 minute mark, Ragnaros will submerge. Slightly before this, there will be an order to collapse the raid. Everyone in the raid will move to a designated position as quickly as possible to prepare for the Sons. You can use sprint to jump the small gap to the right without taking damage if you have it up. Once the raid is collapsed the Sons of Ragnaros will spawn and converge on the raid. It is our immediate job to get aggro on any that come towards us in order to keep them away from the casters. They don't hit very hard, but they do have a fire damage aura that can add up. It's also worth knowing that there is also a nasty mana-burn that comes with the fire aura, which is why all sons need to be kept away from the casters. With mana, a healer can easily keep a rogue up through the aura, but all healers having no mana equals a wipe. Once they're all tanked, move from target to target assisting tanks until there is one Son left. At that point everyone needs to get back to the positions they started the fight in. From there it's a repeat of the first 3 minutes. DPS. Feint. Get back into position if you get launched. Get phat lewtz. As always, if you have questions, the lead will be able to help you out, so don't be afraid to ask. --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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| Shisatsu | #25718 Sunday May 7, 2006 at 08:14 | |
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Briefings - Blackwing Lair: Trash Pulls Coming soon... --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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| Shisatsu | #25719 Sunday May 7, 2006 at 08:14 | |
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Briefings - Blackwing Lair: Bosses Coming soon... --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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| Shisatsu | #25720 Friday October 6, 2006 at 12:44 | |
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Briefings - Blackwing Lair: Bosses (cont) Coming soon... --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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| Shisatsu | #25721 Friday October 6, 2006 at 12:45 | |
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Briefings - Blackwing Lair: Bosses (cont) Coming soon... --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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| Shisatsu | #25722 Friday October 6, 2006 at 12:45 | |
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Briefings - The Temple of Ahn'Qiraj: Trash Pulls Obsidian Eradicators These are very simple to fight, but have huge potential to destroy a raid. The most prominent of their abilities is an AoE mana drain. Now, while we don't have any mana to drain, this attack does affect us, most notably bringing us out of stealth and into combat when it happens. As they drain mana, their own mana bar will constantly increase (something the rest of the raid will counteract with drains of their own). If their mana bar fills completely, they will unleash an enormous and extremely powerful arcane explosion that will most likely kill everyone in range. Our job is to make sure they die before that happens. DPS hard, positioning is not important here since they have no AoE damage at all aside from the explosion. Anubisath Sentinels Unlike the Obsidian Eradicators, these are very tricky to fight. They come in packs of 4 and have some very interesting abilities. At the start of the fight, each of them will have a single special ability. The possible abilities are: knockback (single target), magic reflection (this comes in pairs, the only type not included is nature), an AoE mana burn, mortal strike, renew, shadowstorm, thorns, and thunderclap. Now, as rogues, there are only 3 of these abilities to really worry about. The first is shadowstorm. If an Anubisath has shadowstorm it will pulse AoE shadowbolts at regular intervals for quite a bit of damage. The catch, is that it has a minimum range, so it's a good idea to stay as close as possible to any Anubisaths with this ability. The second is thunderclap. This is the exact opposite of shadowstorm, doing periodic AoE nature damage but only at close range. Treat them accordingly. The last, and most important, is thorns. We do not want to be attacking Anubisaths with thorns at all. Every attack landed on them will result in large amounts of nature damage done back to us, which can decimate a rogue in no time at all. Stay clear of any with this ability. So, individual abilities aside, here's the real trick about these packs. Every time you kill one of them, every one that's still alive in the pack receives the ability of the Anubisath that was killed, and gets healed for a large chunk of life. This means that the order you kill these in is VERY important. After a short time at the beginnning of the pull to figure out which Anubisath has what power, the raid lead will asign the order to bring them down in. Qiraji Brainwashers Brain washers are simple to deal with. First, they have a "chain lightning" style mindflay. While mindflayed you are slowed and can't control where you run. The duration is short though, so it's not something to really worry about. They will also periodically MC the person who currently has aggro, but that shouldn't ever be us. These will always come in groups with Vekniss Guardians, and are always the first target. Vekniss Guardians Not much to these. They either come in small groups with Brainwashers, or they come in packs of 6. No real AoE damage or effects while they're alive, so they can be DPS'd from anywhere safely. The big thing to watch out for is when they're close to death, around 5% or so, every other guardian in the pack will charge the dying one, hitting everyone in the area with a HUGE knockback, and minor bleed DoT. The DoT is applied by each of the guardians that charge in, but can also be dodged or parried. While a single application of the DoT isn't very dangerous, it gets pretty vicious as it stacks so try to back away before they die. The knockback is especially dangerous in large rooms with high ceilings, even with safe fall we can take some pretty big damage from it. Vekniss Warriors These patrol the hallways in packs of 3. The most important thing to do with them is to make sure you're killing the right target. They have very little life, and when they die they release a LOT of smaller, elite bugs. If more than one warrior dies at once, that can very easily wipe the raid. When fighting the smaller bugs, try to make sure you're only dealing with one at a time, if you get a large number of them on you, it's pretty much over instantly, so stay away from large clusters of them. Also be aware, that as these die, it's very likely that the mages will be ready with frost nova to lock them all into place. So, it's a good idea to move away as they die, otherwise it's very easy to die as 7-8 bugs turn to the rogue who is suddenly the only target in range. More to come... --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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| Shisatsu | #25723 Friday October 6, 2006 at 12:46 | |
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Briefings - The Temple of Ahn Qiraj: Bosses The Prophet Skeram This fight can vary slightly based on how many rogues are in the raid group, but the basic idea is always the same. First, Skeram has 5 (yes 5) abilities that we need to be aware of. First and formost of these is his arcane explosion. It's a normal AE that has a short casting time and does around 1500 damage to everyone in a fairly large range. There's more to be said on this, but I'll be coming back to it later. Second, he has a nasty earthshock that he uses on the nearest target whenever the person with aggro isn't in melee range of him. It hits for around 3000 damage. Third, he has a mind control called "True Fullfillment". The target grows signifigantly larger in size and does signifigantly more damage when MC'd. When this happens, whoever is afflicted with it will be sheeped for the duration. Fourth, he has a blink that he uses at random which will place him on any one of the 3 platforms that make up the area where he stands. When he blinks, all aggro is reset. The fifth ability is the raid killer. At 75, 50 and 25%, he will split into 3, initially one on each platform. One of these 3 Skerams is the real one, and two are fake. All 3 of them have all the abilities of the original (minus this 5th one, which only the real Skeram has), so all 3 can AE, earthshock, MC and blink. The difference between them is that the fakes die signifigantly faster than the real Skeram, so will be identified and killed as quickly as possible after the split. It's important to be aware that while the 3 Skerams all start on different platforms, they can teleport to the same one. So, it's possible to have 3 Skerams all on a single platform. Now, our role here is VERY simple, and a little unusual. Our job is to use kick to stop Skeram from using his AE. Our job here is not to DPS. If his AE starts up and we either don't have enough energy, or our global cooldowns prevent us from stopping it, we just allowed the raid to take A LOT of damage. Any mod that tells you when an enemy is casting is a huge help here, but if you don't have one, you can tell when he's casting AE when his front "feet" glow white. Also, always apply mindnumbing poison before this fight, since it makes timing your kick immensely easier. So, since we know that our job is to prevent the raid from taking AE damage by making sure kick is always ready, it's also important to be ready for his blink as well. There should be at least one rogue on each of the platforms at all times. It's also important for other rogues to be ready to cover for each other should anyone be MC'd or killed. Communication here is important, if you've been MC'd and your platform has nobody covering it, say so as quickly as possible so one of the extra rogues can. As a final note, Skeram is the only boss in AQ40 that you can release and run back to if you're killed during the fight. Lord Kri, Princess Yauj, and Vem (The Bug Family) The bug family is an interesting encounter, because despite it being made of up 3 seperate bosses, only the last one killed yields loot. So, there will be several different strategies for the encounter, based upon which one of them you want to kill last. Regardless though, it's important to know the abilities of each of them first, so here goes. Lord Kri is the big one, and is also the nastiest of the bunch. He has 2 attacks that we need to be aware of and watch out for. The first, and most noticable is his AoE poison bolt volley. This does large initial damage, as well as places a stacking DoT on you, that doesn't hurt much at first, but if you go too long without a cleanse/abolish, it can easily kill you. The second is a cleave which does around 3000 damage, but is avoidable as long as everyone is aware of their positioning. Always stay directly behind him and at maximum range to avoid getting hit with it. Also be aware that like many cleaves used by endgame bosses, it has the ability to jump from target to target, so if one person is out of position, it can cause everyone to get hit with it. Also, when Kri dies, the other bug(s) will devour his corpse leaving a poison cloud behind. This poison cloud is pretty much guaranteed death. Get well away from Kri before he dies and stay away until the cloud dissapates. Princess Yauj is the medium sized bug, and is the biggest annoyance out of the 3. She has 2 abilities that she will be using frequently. The first is a very large AoE fear. This can be resisted if your SR is high. This fear is especially dangerous after just having killed Kri, because you can very easily run through the poison cloud he leaves behind. Her second ability is a heal. It casts relatively quickly and heals for a signifigant chunk of health. Be sure to kick her when this starts. Her front claws will glow bright gold when she's casting it. When she dies, she releases a large swarm of elite bugs called Yauj Brood. Treat these like you do the ones spawned from Vekniss Warriors. Vem is the smallest bug, and by far the least threatening. He only has a single attack to be aware of. Throughout the encounter, he will charge random targets in the raid, hitting them for a small amount of damage, and a large knockback. That's it. Killing Vem Last: The easiest and most common way to deal with the Bug Family is in the order of Kri, Yauj, Vem. The most important part of this fight is getting Kri down as fast as possible. This means the majority will be dpsing Kri with everything they have, while at the same time, some people need to be designated to keep Yauj from healing. One or two rogues (depending on how high shadow resist is) should be assigned to "kick duty" on Yauj for the first part of the fight. Everyone else will dps Kri and move away around 5% to be clear of the poison cloud. The raid will the move to Yauj. Remember to stay on the ball with kick and be very careful with aggro after a fear. Also be wary of the positioning of Kri's poison cloud. When she goes down and her brood is dead, move on to Vem and the fight is pretty much over. Just be careful not to get aggro. Killing Yauj Last: To be added later... Killing Kri Last: To be added later... Battlegaurd Sartura The only word I can think of to describe this encounter is "unique". Sartura comes with 3 adds who are essentially miniature versions of her. The adds have only one attack, and that's "whirlwind". Functionally, it's a cleave that goes off every second or so, hits everything around them, and does around 800 damage. If detect magic is up, you can see the whirlwind buff on them. If not, you can tell when they're doing it from the cleave animations, and the whirlwind animation by their feet. Whirlwind lasts about 20 seconds, after which there is about 5 seconds before the next one starts up. They are also succeptible to stuns at all times. Sartura herself also has a whirlwind attack that operates in almost the exact same way. There are two differences. One, instead of hitting for around 800 damage like her adds, hers hits for upwards and over 2000 damage. You do not want to be near her when this is going. And two, she is completely immune to stuns during her whirlwind. She also has a sundering cleave, but it only hits in front of her, it's nowhere near the threat that whirlwind is. Sartura also has two different enrages that are triggered in different ways. The less dangerous of the two happens when Sartura hits 25%. It adds a small amount to her damage and really isn't something to worry about. The other enrage happens at 10 minutes into the encounter, and happens whether the 25% enrage has already started or not. This is game over. With this enrage going, she will be hitting warriors for 15k damage. Everyone dies. At the start of the fight, the raid enters Sartura's chamber in two groups, even to the right, odd to the left. You can start this fight in stealth to get a CS on one of the adds as an opener. Once inside the room, everyone needs to spread out to minimize the damage done by whirlwind as Sartura and her adds move around the room. It's important to note that niether Sartura or her adds can be tanked traditionally and there is no threat to monitor. Several tanks will be focusing on Sartura and using a combination of taunt and mocking blow to keep her stationary as the group works on her adds. It's a good idea to keep your camera as zoomed out as possible during this fight so you can watch Sartura and her adds and avoid them if they get close. The idea is to keep spread out, and wait for an add to be near you when it's whirlwind stops. When it does, that's our cue to move in and start a stunlock. Only stun Sartura and her adds when whirlwind is stopped. Unload as much dps as you can while the add is stunned, and move out when it breaks. Repeat this until all of the adds are dead. Also keep a watch on who has aggro at a given time from Sartura, as she will break away from the tanks from time to time. If you end up being targetted, running away will usually shed it. If she's close when she switches to you, you can use vanish to force her to a different target. Once her adds are dead you need to repeat the strategy you used on them on her. Since the fight is timed, every time her whirlwind ends a stunlock has to be started in order to get some real DPS on her. With luck, when a whirlwind ends, a paladin will be able to use their ranged stun (Hammer of Justice) to start the lock, allowing the rogues to move in and build combo points for KS as needed. Pally stuns shouldn't be relied on though, so it's a good idea to stay as close as is safe (something you have to get a feel for) while whirlwind is going in order to get in as fast as possible when it stops. At 25% she will enrage, but the increase to her damage won't be all that impressive, just keep up with the stuns and she will go down. More to come... --
いいわ、ひとりを消すより 3人を消す方がずっと楽しいわ。 -ラクシーヌ |
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