GDKP Raiding

Posted in Raiding, WoW on July 1st, 2010 by r9sid9nt9vil

GDKP raids

This is a seldom mentioned system for raiding that I recently discovered that I think is a great answer to many guild or raiding issues.

What I mean by issues are:

  1. You are geared up with all the heroic gear you can get from 5 mans and want to raid but no one will let you in a pug because your GS is to low.
  2. You don’t have the achievements to prove you have been there.
  3. Another issue is the constant turn over in guilds, for example, 25 man raiding guilds turning into 10 man guilds or guilds that have trouble getting a 10 man that is capable of clearing content.
  4. Or if you have completely given up on pugs that fail at the first or second boss and you are locked out for the week to a 1 or 2 boss kill.

I find a lot of people in one or all of these issues I mentioned. Sometimes this will lead to people wanting to leave a guild of people they like but aren’t getting what they want out of the game. I have found myself as a guild leader completely stressed because when I finally recruit the base set of raiders to fill a 10 man, some of the recruits are not showing up or a raid fails with the group and the new recruits start to leave because they don’t have confidence that the guild will go far. Then when they leave, if the group is not filed up by the next scheduled raid you pug and it fails so more leave. This was a vicious cycle I have struggled with for most of the time being a guild leader.

Here is a little background history about my experiences as a guild leader.

We found ourselves in all of the issues above and couldn’t break the cycle so 4 of us decided we would try another server and see if we could get a better class of players or at least more people to chose from, so we loaded up Granny and the mules and moved to Area 52 horde side. We picked this server because of the unbelievable population ratios. On Area 52 there was 5:1 horde to alliance. Our logic was that we would have an easier time recruiting raiders if there were simply more of them to pick from. Sadly this was not the case. We decided to drop our expectations down from 25 man raiding guild to a 10 man then down to a social guild hoping that out of the barrens chat we were going to turn our quiet guild chat into that a few good raiders would rise to the top and we could progress.

That didn’t work. What do you do now???

 We were behind on content which gave possible recruits the impression we weren’t progressive enough to get skilled raiders. The raiders we could get had no experience at all and weren’t willing to put the time in to learn or show up. Now we were back to square one again…

Sitting in trade chat waiting for a random dungeon to que I noticed an advert…

[2. Trade] [SoandSo]: LFM ToC 25man GDKP run.

[2. Trade] [SoandSo]: Need carriers and bidders.

[2. Trade] [SoandSo]: Get paid to Raid. Alts welcome. PST me for an invite

I had no idea what it was but what the hell. I will try it out, I am so jaded to being saved or failing a run what did I have to lose? I sent a /whisper to the person advertizing and he asked me if I was bidder or carrier, I told him I needed gear from there. He said ok you are a bidder then. Then he sent me an invite. I got in the run and while he was filling out the group I was checking out the rest of the raiders that were standing in the entrance and noticed a bunch of people gear like me, some emblem gear, some new 5 man 232 gear and a lot of 5 man heroic level 200 epics. I also saw a few raiders in ICC 25 man gear and 264 crafted gear with <King Slayer> titles or <of the ashen verdict> titles by their names.

The run started and it went like a bat out of hell 45 minutes later I am looking at Anub’Arak . This boss had eluded me and my other guild mates for a long time and here I am.  This whole raid so far people that needed gear were bidding and buying it for 300–1200 gold. This was item level 245 stuff that were good upgrades. They were biding 500-1000 on Trophies to get the 245 Tier gear. Recipes for 245 ToC craftable gear were going for 100-200 gold. Bind on Equip gear to be resold or used was going for 40% of the Resale price on the AH. I didn’t have a lot of gold and wasn’t sure how it really worked so I shut up and just did my best to stay alive, there was vent and the strategies were limited to what DPS needed to do, where we were to stand, and other major things. No one is screaming on Ventrilo, no bitching, no posting recount to show how lousy someone’s dps was and no wiping on bosses. I died a few times but they just rezed me, healed me up and rebuffed me and pushed me back into the trenches. We killed Anub’Arak and the Raid Leader auctioned off the last few loot drops and hit a macro.

[Raid Leader] [Soandso]: Thank you for coming to our GDKP raid, Gather around X and when I open trade with you and give you your gold I will remove you from raid. We run this every Friday at 7:30 server time so if you want a calendar invite, send me an in-game mail.

[Raid Leader[ [Soandso] : Gold split is 724 gold per person.

Holy sheep shit!!! It was awesome, and I was hooked. I put this guy on my friends list and sent him an in-game mail every week to get an invite on my priest then sent him one to see if I could go on my paly tank. Before I knew it I was going to 2-25 man ToC runs then 2-25 man ICC runs a week. As my toons got better and better gear upgrades I went from being carried to being a carrier. My gear score on both toons went from 4.7k to 5.4 in a few weeks. Plus I was making about 2500 gold per run in ICC and 700 gold per run in ToC. On weeks I wasn’t buying gear I was making around 7000 gold. When I did buy gear I was getting every piece for my main spec I needed. When I was done gearing my main spec I geared my off spec. I had the money to bid so I would grab up piece when I could or wait until next week and I may get it for a lower price.

I am not going to say I didn’t pay out big time for some items like my 245 shield I got from 25 man ToC. I ended up paying 6k for it but I was banking money left and right. I got my officers to get in a few with me and the same happened with them the gear fast and made money and we became regulars in his GDKP runs.

We raided with them then I rolled a rogue and leveled him to 80 and started taking him to the 25 man ToC runs and he is gearing very fast I went from a new 80 with a 3k Gear Score to a 5.1k Gear Score in about 2 weeks. The majority of that jump was in 1 raid where no one else needed the gear so I got 5 pieces for the minimum bid of 300 gold.

Now this may sound too good to be true and this system can go horribly wrong with a bad raid leader. Believe me I have one horror story to every two good stories about this system. I have learned that reputation on the server is very important. I have also learned that if the Raid Leader runs you and 23 others on a 4/12 ICC 25 man and decides to just keep [Deathbringer’s Will] and log with the gold pot of 49k that was supposed to be split 25 ways that blizzard doesn’t give a shit and won’t do anything for you. It can go bad if the raid leader is an idiot and can’t lead a raid and you get nowhere.  The raid leader can be scared of how many carriers he needs and doesn’t invite the right mix of bidders and carries, what ends up happening is nothing is bid on because no one needs it so you make no money and get no gear.

All of this is avoidable for the most part. There is a network on your server of people who are good at this system and they stick together. It’s there you have to find it. They know who is a good Raid Leader and who is a ninja, and like anything else pay attention to which raid leaders they run with. Go out on a limb every once in a while and see for yourself who is good and who is bad. This is where I really put use to my friends list and my ignore list.

To close up my long story on how I got into these GDKP runs I will say that I am still trying to put together a good 10 man and we are almost there. I use the GDKP runs to test out new members and if they need gear then it is available to them in some form. I get to see if they can heal or can tank or can dps. I have recently started running my own 25 man ToC GDKP runs for practice with raid balance and raid build as well as boss strategy understanding and execution. I have learned a lot from the GDKP Raid Leader I am currently going for a full clear in 25 Man ICC with. He helps me with the addons and strategy and is one of the most skilled and pleasant people I have met in this game since I started playing.

I mainly wrote this post because one of the podcasts I listen to every week and enjoy is Hearthcast. The Host, Rewt, was talking about a decision he is facing since he now wants to start raiding. His guild does not share the same goal he does. I listened to the answer another podcast gave him in response to an email or call he sent. While it was ok advice, they are still facing the same recruiting issues, attendance issues and skill issues ALL guilds do. The only difference is their podcast gives them a deeper pond to fish in. Everything Rewt was thinking was very familiar to me and this may not be the answer for him but It was for me and I am enjoying the game more since I discovered it then I ever have.  

In my next few posts I am going to try and focus on my Progress with the Group I am running with as well as a few tips for people participating in GDKP and some for people running GDKP.

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Anub’arak Tactics Guide

Posted in Guides, Raiding, WoW on February 22nd, 2010 by r9sid9nt9vil

Anub’arak is the fifth and final boss in the Trial of the Crusader instance.  For this encounter in Trial of the Crusader, you’ll basically need to know how to use Anub’arak’s abilities against him.  If you can keep him from burrowing, you’ll avoid one set of attacks which can really do a lot of damage.  Let’s start out this Anub’arak boss strategy guide with a look at his abilities.

 

Anub’arak’s Abilities

Leeching Swarm

  • Leeches 20% of your health per second
  • Takes at least 250 health points
  • Hits multiple party members at once
  • 50,000 yard range
  • 1.5 second cast

Nerubian Burrower

  • Spawns 2 at a time
  • 50% physical damage debuff
  • Stacks

Permafrost

  • Reduces movement speed in a given area by 80%
  • Instant cast
  • The result of hitting down a frost sphere
  • Protects your party members from some of the other attacks if you play it right.

Pursued by Anub’arak

  • Anub’arak chases a raid member
  • 50,000 yard range
  • Lasts a minute
  • Instant cast

Pursuing Spikes

  • 2,828 to 3,172 damage
  • Physical damage
  • Left by Anub’arak when he starts to pursue a raid member
  • Tosses you up in the air
  • Armor does NOT affect this attack
  • Cannot penetrate Permafrost
  • Instant cast
  • 4 yard radius

Submerge

  • Anub’arak burrows into the ground
  • 2.5 second cast

Summon Scarab

  • A Swarm Scarab emerges

Impale

  • 11,310 to 12,690 damage
  • Physical damage
  • Ignores armor
  • Doesn’t penetrate Permafrost

 

Anub’arak Encounter Tactics

  1. Start by tanking Anub’arak right in the middle of the ground.  Use one main tank on the boss when this encounter begins.  Save one off-tank for the Nerubian Burrowers, which will start to pop up during the first part of the encounter.
  2. Watch for the frost spheres floating above your heads.  Shoot down a bunch in the middle of the area, right under the place where you’re tanking Anub’arak.  You’ll start to see plenty of Permafrost on the ground then, which will keep Anub’arak from being able to burrow.  This is a good thing!
  3. Make sure one healer is assigned only to heal your main tank.  Anub’arak hits VERY hard.  Assign two other healers for DPS and the off-tank.  Also split your DPS into teams.  The majority will target Anub’arak, and you’ll need about three others to help the off-tank with the Nerubian Burrowers.  Kill ALL the Nerubian Burrowers before Anub’arak reaches 30% health.
  4. If you’re unable to keep Anub’arak from burrowing, then have one or two ranged DPS focus on knocking down plenty of frost spheres.  The larger the Permafrost area is on the ground, the fewer party members will be hit by his Impale ability.
  5. When Anub’arak burrows, he’ll also start to pursue one of your party members.  That player should make sure he’s ALWAYS on top of a Permafrost area to keep from getting impaled.
  6. The final phase of the encounter begins when Anub’arak is down to 30% health.  Basically you’ll see a constant cast of Leeching Swarm when this part of the encounter starts, so healers need to be ready.  They’re going to have to bite the bullet and heal the whole party through Leeching Swarm because it doesn’t end until you’ve defeated Anub’arak.
  7. Don’t over-heal during this final part of the Anub’arak encounter.  Healers need to keep all party members alive, but if they over-heal, then they’re just extending the encounter because Anub’arak gains life while party members lose it.
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Faction Champions Tactics Guide

Posted in Guides, Raiding, WoW on February 22nd, 2010 by r9sid9nt9vil

The Faction Champions are the third encounter in Trial of the Crusader.  Put your PvP hats on and get scrappy, because the bosses in the Faction Champions encounter act just like PvP arena teams.  Let’s start this Faction Champions Boss Strategy Guide with a closer look at each of the possible champions you’ll face.  Alliance teams will face Horde champions, and Horde teams will face Alliance Champions.

 

Gorgrim Shadowcleave (Horde) or Tyrius Duskblade (Alliance) Abilities

 

Frost Death Knight

Death Coil

  • 5,550 to 6,450
  • Shadow damage
  • For friendly targets, heals 8,325 damage

Frost Strike

  • 80% weapon damage
  • 200 frost damage

Icy Touch

  • 3,834 to 4,166 frost damage
  • 1,388 to 1,612 damage (through Frost Fever) every 3 seconds
  • Reduces attack speed by 14% for 15 seconds

Chains of Ice

  • Reduces movement speed to 5%
  • Target gets 10% of movement speed back every second for 10 seconds

Death Grip

  • Pulls you to him and forces you to attack him for 3 seconds

Icebound Fortitude

  • Immunity to stun effects
  • Reduces damage taken by 45%
  • Lasts 12 seconds

Strangulate

  • Silences you for 5 seconds
  • 180 shadow damage

 

Birana Stormhoof (Horde) or Kavina Grovesong (Alliance) Abilities

 

Balance Druid

Wrath

  • 5,170 to 5,830 damage
  • Nature damage

Starfire

  • 8,258 to 9,742 damage
  • Arcane damage

Moonfire

  • 2,300 to 2,700 damage
  • Arcane damage
  • Also adds 4,000 damage over time for 12 seconds

Faerie Fire

  • Decreases your armor by 15%
  • Lasts 40 seconds
  • Takes away your steal ability

Insect Swarm

  • Decreases chance to hit by 3%
  • 16,650 damage over time for 12 seconds
  • Nature damage

Entangling Roots

  • Roots you to the ground
  • 1,576 damage over time for 10 seconds
  • Can be interrupted

Cyclone

  • Throws you in the air, effective silences you

Barkskin

  • Reduces damage by 40%
  • Lasts 12 seconds

Force of Nature

  • Summons 3 treants
  • Lasts 30 seconds
  • Treant hit points: 40,740

 

Erin Misthoof (Horde) or Melador Valestrider (Alliance) Abilities

 

Restoration Druid

Nourish

  • 83,250 to 96,750 instant healing

Lifebloom

  • 7,540 to 8,460 healing over time
  • 9,250 to 10,750 healing when it finishes

Rejuvenation

  • 2,775,500 healing over time for 15 seconds

Regrowth

  • 56,700 to 63,300 healing instant
  • 129,500 healing over time for 21 seconds

Thorns

  • 463 to 537 damage
  • Nature damage
  • Lasts 10 minutes

Nature’s Grasp

  • Causes Entangling Roots when you hit him
  • 1 charge
  • Lasts 45 seconds

Barkskin

  • Reduces damage by 40%
  • Lasts 12 seconds

 

Ruj’kah (Horde) or Alyssia Moonstalker (Alliance) Abilities

 

Hunter

Shoot

  • 6,800 to 9,200 damage
  • Physical damage

Steady Shot

  • 150% weapon damage

Aimed Shot

  • Adds 3,000 ranged damage
  • Reduces healing by half
  • Lasts 10 seconds

Explosive Shot

  • 3,626 to 4,374 damage
  • Fire damage
  • Adds damage over time for 2 seconds

Wyvern Sting

  • Puts you to sleep for 8 seconds
  • 2,460 damage over time
  • Nature damage
  • 6 seconds

Wing Clip

  • Reduces movement speed by half
  • Lasts 10 seconds

Frost Trap

  • Creates an ice slick which slows movement speed of nearby players by half
  • Lasts 30 seconds

Disengage

  • Allows the hunter to leap backwards, out of the fight

Deterrence

  • Increases parry chance 100%
  • 100% chance to deflect spells
  • Lasts 5 seconds

Claw

  • Damage dealt by Ruj’kah’s pet cat
  • 2,063 to 2,937 damage
  • 186,970 hit points for the pet cat

 

Ginselle Blightsinger (Horde) or Noozle Whizzlestick (Alliance) Abilities

 

Arcane/Frost Mage

Arcane Blast

  • 9,250 to 10,750 damage
  • Arcane damage
  • Increases damage of all Arcane spells by 15%
  • Increases mana cost of Arcane Blast by 200%
  • Stacks up to 3 times
  • Lasts 10 seconds
  • Cancels if any other Arcane damage spell is cast

Arcane Barrage

  • 8,075 to 8,925 damage
  • Arcane damage

Arcane Explosion

  • 5,280 to 5,720 damage
  • Arcane damage
  • 10 yard radius

Frostbolt

  • 8,788 to 10,212 damage
  • Frost damage
  • Slows movement speed by 40% for 9 seconds

Frost Nova

  • 365 to 415 damage
  • Frost damage
  • Freezes you for 8 seconds

Blink

  • Frees him from restraints
  • Teleports 20 yards forward

Counterspell

  • Silences one school of magic from any raid member for 8 seconds

Polymorph

  • Changes you into a sheep
  • Makes you wander for 10 seconds
  • Silences you

Ice Block

  • Protects the mage from all attacks for 5 seconds
  • Keeps you from attacking
  • 30 second cooldown

 

Liandra Suncaller (Horde) or Velanaa (Alliance) Abilities

 

Holy Paladin

Flash of Light

  • 56,550 to 63,450 instant healing

Holy Light

  • 85,140 to 94,860 instant healing

Holy Shock

  • 48,000 to 52,000 healing

Cleanse

  • Removes 1 poison effect, 1 disease effect, and 1 magic effect

Hand of Freedom

  • Grants immunity to movement impairing effects for 10 seconds

Hand of Protection

  • Protects a party member from physical attacks for 10 seconds

Hammer of Justice

  • Stuns for 6 seconds

Divine Shield

  • Protects from all damage and spells
  • Reduces damage dealt by half
  • Lasts 12 seconds
  • 2 minute cooldown

 

Malithas Brightblade (Horde) or Baelnor Lightbearer (Alliance) Abilities

 

Retribution Paladin

Crusader Strike

  • 110% weapon damage

Divine Storm

  • 110% weapon damage
  • 8 yard range
  • Affects up to four players

Seal of Command

  • Chance for melee attacks to deal extra damage
  • 1,384 to 1,616 damage
  • Holy damage

Judgement of Command

  • 6,650 to 7,350 damage
  • Holy damage

Repentance

  • Incapacitates for 10 seconds

Hand of Protection

  • Protects a party member from physical attacks for 10 seconds

Hammer of Justice

  • Stuns for 6 seconds

Avenging Wrath

  • Increases all damage and healing by 20%
  • Lasts 20 seconds

Divine Shield

  • Protects from all damage and spells
  • Reduces damage dealt by half
  • Lasts 12 seconds
  • 2 minute cooldown

 

Caiphus the Stern (Horde) or Anthar Forgemender (Alliance) Abilities

 

Priest

Dispel Magic

  • Removes 2 harmful spells from a party member
  • Removes 2 beneficial spells from one of your raid members
  • 40 yard range
  • Instant cast

Psychic Scream

  • Causes you to flee for 8 seconds

Penance

  • 9,390 to 10,610
  • Instant healing and healing over time for 2 seconds

Power Word: Shield

  • Absorbs 9,713 to 11,287 damage
  • Lasts 30 seconds

Mana Burn

  • Destroys 2,246 to 2,374 mana
  • 3 shadow damage

Flash Heal

  • 18,500 to 21,500 instant healing

Renew

  • 46,250 healing over time
  • 15 seconds

 

Vivienne Blackwhisper (Horde) or Brienna Nightfall (Alliance) Abilities

 

Shadow Priest

Dispel Magic

  • Removes 2 harmful spells from a party member
  • Removes 2 beneficial spells from one of your raid members
  • 40 yard range
  • Instant cast

Dispersion

  • Reduces damage taken by 90 percent
  • Regenerates 6% mana per second for 6 seconds
  • Unable to attack while this spell is cast

Mind Blast

  • 5,670 to 6,330 damage
  • Shadow damage
  • 1.5 second cast

Mind Flay

  • Inflicts Shadow damage
  • Reduces movement speed for 3 seconds

Psychic Horror

  • Makes you drop your weapons for 10 seconds
  • Makes you tremble for 3 seconds

Psychic Scream

  • Causes you to flee for 8 seconds

Shadow Word: Pain

  • Inflicts shadow damage every 3 seconds
  • Lasts 15 seconds

Silence

  • Keeps you from casting spells for 5 seconds

Vampiric Touch

  • 27,000 damage over time
  • Shadow damage
  • Lasts 15 seconds

 

Maz’Dinah (Horde) or Irieth Shadowstep(Alliance) Abilities

 

Rogue

Hemorrhage

  • Increases physical damage dealt up to 75
  • 110% weapon damage
  • Lasts 15 seconds

Fan of Knives

  • Causes 90 % weapon damage
  • 10 yard radius

Blade Fury

  • Increases attack speed 20%
  • Attacks strike other nearby opponents
  • Lasts 15 seconds

Eviscerate

  • 7,000 to 9,000 damage
  • Physical damage

Blind

  • Makes you wander for 10 seconds

Cloak of Shadows

  • Removes all harmful spell effects
  • Increases chance to resist spells by 90% for 5 seconds

Shadowstep

  • Steps through the shadows and reappears behind you

 

Thrakgar (Horde) or Shaamul (Alliance) Abilities

 

Shaman

Bloodlust

  • Increases all attack speeds of all party members by 30%
  • Lasts 40 seconds

Riptide

  • 9,600 to 10,400 instant healing
  • 20,815 healing over time for 15 seconds

Hex

  • Changes you into a frog
  • Keeps you from attacking or casting spells

Lesser Healing Wave

  • 18,670 to 21,330 instant healing

Cleanse Spirit

  • Removes 1 poison effect, one disease effect, and 1 curse effect

Earth Shield

  • Makes your attacks heal instead
  • Happens once every few seconds
  • 6 charges
  • Lasts 2 minutes

Earth Shock

  • Heals 46250 over time
  • Lasts 15 seconds

 

Broin Stouthorn (Horde) or Shaabad (Alliance) Abilities

 

Melee Shaman

Bloodlust

  • Increases all attack speeds of all party members by 30%
  • Lasts 40 seconds

Earth Shock

  • Heals 46250 over time
  • Lasts 15 seconds

Lava Lash

  • 100% off-hand weapon damage
  • Increased by 25% if his off-hand weapon is enchanted with Flametongue Stormstrike
  • A two-weapon attack
  • Increases the next four sources of Nature damage by 20%
  • Lasts 12 seconds

 

Harkzog (Horde) or Serissa Grimdabbler (Alliance) Abilities

 

Warlock

Fear

  • Causes you to run away
  • Lasts 10 seconds

Corruption

  • 18,000 damage over time
  • Shadow damage
  • Lasts 18 seconds

Unstable Affliction

  • 13,875 damage over time
  • Shadow damage
  • Lasts 15 seconds
  • 24,975 damage and silences you if you dispel it

Curse of Agony

  • 24,000 damage over time
  • Shadow damage
  • Lasts 24 seconds

Curse of Exhaustion

  • Cuts movement speed in half
  • Lasts 12 seconds

Hellfire

  • 5,500 damage per second to you
  • 1,500 damage to him
  • Fire damage
  • Lasts 15 seconds

Searing Pain

  • 3,660 to 4,330 damage
  • Fire damage

Shadow Bolt

  • 7,560 to 8,440 damage
  • Shadow damage

 

Narrhok Steelbreaker (Horde) or Shocuul (Alliance)

 

Warrior

Overpower

  • Deals weapon damage + 35
  • Can only be used after you dodge

Intimidating Shout

  • Makes you cower in fear for 8 seconds
  • 8 yard radius

Retaliation

  • Instant counterattack to any melee attack
  • Lasts 12 seconds

Disarm

  • Disarms you for 10 seconds

Sunder Armor

  • Reduces your armor by 4%
  • Lasts 30 seconds
  • Stacks up to 5 times

Shattering Throw

  • Reduces your armor by 20%
  • Lasts 10 seconds

Bladestorm

  • Whirlwind attack for 1 second
  • Lasts 8 seconds

Charge

  • Stuns you for 1.5 seconds

Mortal Strike

  • Deals weapon damage plus 380
  • Reduces healing effects cast on you by half for 10 seconds

 

Faction Champions Encounter Tactics

  1. Start by deciding which team member your team is going to take out first, and target your entire party on that one.  Use crowd control tactics on the others until the one you’re working on dies.  As with all PvP arena strategies, always take out the healers first.
  2. Make sure you take out the healing shaman (Not the melee shaman) first.  Thrakgar and Shaamul spam heals almost non-stop, so once this character is out of the fight, things will get slightly easier.
  3. Take out your melee DPS characters after the healers.  The rogue may be easiest to kill because he wears leather.
  4. The warrior should also be one of the first ones you take out after the healers.  His combination of stunning abilities and high DPS makes him very dangerous.
  5. Also watch out for several of the Faction Champions to gang up on one of your party members.
  6. The Faction Champions cannot be mind controlled.
  7. Don’t clump together.  Make the Faction Champions move around a lot to target various party members.
  8. Assign two party members to do distractions.  They should help keep the healers alive, especially calling out when the Faction Champions are all targeting one of the healers at once.
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The Twin Val’kyr Tactics Guide

Posted in Guides, Raiding, WoW on February 22nd, 2010 by r9sid9nt9vil

Fjola Lightbane and Edyis Darbane are the Twin Val’kyr, which is the fourth encounter in Trial of the Crusader.  They’re basically two halves of a whole and share the same health bar.  Let’s start this Twin Val’kyr Boss Strategy Guide with a look at their abilities.

 

Edyis Darkbane Abilities

Empowered Darkness

  • Increases damage dealt to Light targets by 100%
  • Lasts 20 seconds

Shield of Darkness

  • Absorbs 250,000 damage
  • Prevents spell interruption for 15 minutes

Twin’s Pact

  • Heals 20% of their hit points
  • 15 second cast
  • Begins after Shield of Darkness is cast

Dark Vortex

  • 5,850 to 6,150 damage per second
  • Lasts 5 seconds
  • 8 second cast

Surge of Darkness

  • 1,500 damage every 2 seconds
  • Affects Light players

Touch of Darkness

  • 7,313 to 7,687 damage per second
  • Dark damage
  • Affects players under the effect of Light Essence

Unleashed Dark

  • 12,188 to 12,812 damage
  • Dark damage
  • 8 yard radius

Twin Spike

  • Deals 100% weapon damage
  • Increases damage taken by 20% for 15 seconds or 10 charges

 

Fjola Lightbane Abilities

 

Empowered Light

  • Increases damage dealt to Dark targets by 100%
  • Lasts 20 seconds

Shield of Lights

  • Absorbs 250,000 damage
  • Prevents spell interruption for 15 minutes

Twin’s Pact

  • Heals 20% of their hit points
  • 15 second cast
  • Begins after Shield of Lights is cast

Light Vortex

  • 5,850 to 6,150 damage per second
  • Lasts 5 seconds
  • 8 second cast

Surge of Light

  • 1,500 damage every 2 seconds
  • Affects Dark players

Touch of Light

  • 4,388 to 4,612 damage per second
  • Light damage
  • Affects players under the effect of Dark Essence

Unleashed Light

  • 12,188 to 12,812 damage
  • Dark damage
  • 8 yard radius

Twin Spike

  • Deals 100% weapon damage
  • Increases damage taken by 20% for 15 seconds or 10 charges

 

The Twin Val’kyr Encounter Tactics

  1. Split your party into two teams.  Each team clicks EITHER the light or the dark portal.  That way each team gets either the Light Essence Buff or Dark Essence Buff.
  2. The Dark Essence team attacks Fjola Lightbane, while the Light Essence team attacks Edyis Darkbane.
  3. Separate Edyis Darkbane and Fjola Lightbane and tank them each near a portal of their OWN color.
  4. Healers should be the opposite color of the team they’re in charge of healing.  The Dark healer should heal the team attacking Edyis Darkbane, while the Light healer should heal the team attacking Fjola Lightbane.  This way, healers aren’t damaged by the spells cast on their team because they are the same color as the boss they’re closest to.
  5. Watch out for the light and dark orbs that are floating around the room.  If any player touches the light orbs, then each member of the dark team takes 7,000 damage, and vice versa.  Also, if any player touches the light orbs, then each member of the light team gets a speed and damage boost.  Once again, vice versa for the dark orbs.
  6. The Val’kyr Twins also get a speed and damage boost if any of the orbs touch them.  Assign one player of each color to keep the orbs from touching the bosses and giving them power ups.
  7. Whenever one of the twins casts Shield of Lights or Shield of Darkness, the team that’s currently attacking the twin which casts the shield should switch and attack the twin that’s not shielded.  This puts your maximum DPS on the Val’kyr Twin you can actually take some hit points from.  The twins share the same set of hit points, so there’s no reason to waste time trying to damage a Val’kyr twin that’s shielded herself.
  8. The other power to watch out for is the Vortex ability.  As soon as one of the twins casts this spell, whichever team it was cast on must run to the portal and switch colors.  30,000 damage can devastate the team.  This is why you should tank each of the Val’kyr Twins next to a portal of their own color.  For example, if Edyis Darkbane casts Dark Vortex, all the players attacking her (which should be the Light team) should stop, run over to the dark portal and temporarily switch over to Dark.  As soon as Dark Vortex is over, the team will need to run back to the Light portal and switch back before beginning to attack again.  The same holds true when Fjola Lightbane casts Light Vortex.
  9. Another time one of your party members may need to switch colors is if they’re hit by Touch of Darkness or Touch of Light.  This is an ability that only hits one player at a time, so it’s not quite the tactical nightmare the Vortex ability is, but players who don’t hit up the portal and switch colors when this is cast on them may die before the healer has a chance to heal them through it.
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Lord Jaraxxus Tactics Guide

Posted in Guides, Raiding, WoW on February 22nd, 2010 by r9sid9nt9vil

Lord Jaraxxus is the second encounter in Trial of the Crusader.  Let’s start off this boss strategy guide with a look at his abilities, and we’ll get into more specific boss strategies later.

 

Lord Jaraxxus’ Abilities

Nether Power

  • Increases magic damage done by 20%
  • Stackable
  • Starts with 10 stacks, or Lord Jaraxxus’ powers increased by 200%!
  • Instant cast
  • Six second cooldown
  • Lasts 30 seconds

Fel Fireball

  • 24,375 to 25,625 damage on cast
  • Fire damage
  • 9,263 to 9,737 additional damage over time
  • Damage over time lasts five seconds and hits every one second.
  • Two second cast time
  • Always cast on primary tank (unless your tank’s not holding the highest aggro, but hopefully he is.)
  • 50,000 yard range
  • Lasts five seconds
  • Two second cast time

Fel Lightning

  • 11,700 to 12,300 damage
  • Fire damage
  • Usually targets ranged players
  • 50,000 yard range
  • Starts a chain, hitting one player, and then moving to another
  • Hits up to three players
  • Stacks an extra 50% damage on the second player
  • Instant cast
  • Two second cooldown

Touch of Jaraxxus

  • 3,900 to 4,100 damage per second
  • Shadow damage
  • Also casts Curse of the Nether on players near the player that was targeted with Touch of Jaraxxus
  • Instant cast
  • Lasts 12 seconds
  • Two second cooldown

Curse of the Nether

  • 4.388 to 4,612 damage per second
  • Shadow damage
  • Lasts 15 seconds
  • Instant cast

Legion Flame

  • 2,925 to 3,075 damage per second
  • Fire damage
  • Lasts six seconds
  • Lights the ground on fire

Incinerate Flesh

  • Absorbs 60,000 healing received
  • Decreases damage you deal by 50% for 12 seconds
  • Causes Burning Inferno if not removed

Burning Inferno

  • 3,900 to 4,100 damage per second
  • Fire damage
  • Last five seconds
  • Burns every single party member
  • Caused by Incinerate Flesh if that spell isn’t dispelled

Nether Portal

  • 9,263 to 9,737 damage
  • Shadow damage
  • All players in a 10 yard radius
  • Summons a Mistress of Pain
  • Mistress of Pain: 1.5 million hit points, cause melee damage to both main tank and another random raid member, has armor piercing abilities

Infernal Eruption

  • 9,263 to 9,373 damage
  • Fire damage
  • Summons three Felflame Infernals
  • Felflame Infernal: 400,000 hit points, 5,000 DPS through Fel Inferno to players within a 15 yard radius and 6,338 to 6,662 damage through Fel Streak to main tank or whoever holds the most aggro

 

Lord Jaraxxus Encounter Tactics

  1. You’ll probably need about five healers to beat Lord Jaraxxus.  The primary focus for healers (other than obviously keeping tanks alive) in the Lord Jaraxxus fight MUST be on dispelling Incinerate Flesh.  It’s a good idea to assign one healer specifically to dispel Incinerate Flesh.  The life of your raid depends on not letting Incinerate Flesh become Burning Inferno, which can easily cause a complete party wipe in just seconds.
  2. You’ll probably need two tanks in this fight.  Elect a primary and a secondary tank.  Your primary tank will focus on Jaraxxus, and your secondary will take on the Mistresses of Pain and Felflame Infernals.
  3. Take down the Mistresses of Pain and Felflame Infernals as quickly as possible, but don’t pull too many DPS from Jaraxxus.  Decide ahead of time which DPS will switch and target these extras when Jaraxxus calls them out.
  4. Spread all raid members at least 10 yards apart.  This will help keep the damage from Fel Lightning down to a minimum.
  5. Assign one or two DPS to interrupt Fel Fireball each time Jaraxxus casts it.
  6. When Jaraxxus lights the floor on fire with Legion Flames, DPS should NOT stand in the fire unless they want to die.  Healers will need to heal the Tanks through the fire damage, so be ready for when he casts this spell.
  7. It’s handy to have a mage or two along, and make sure they know to steal Jaraxxus’ Nether Power buff.
  8. Make sure your paladins don’t all have the same aura up.  It’s helpful to have one with Shadow Resistance Aura, another with Fire Resistance Aura, and at least one more with Devotion or Retribution Aura.
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Northrend Beasts Tactics Guide

Posted in Guides, Raiding, WoW on February 22nd, 2010 by r9sid9nt9vil

The Northrend Beasts make up the first encounter for the new 25-man Trial of the Crusader instance.  There are three phases to the Northrend Beasts part of Trial of the Crusader.  Make sure you kill each of the Northrend Beasts in less than 15 minutes.  If you don’t, whichever Northrend Beast you’re fighting will enrage.

Here are the stats when the Northrend Beasts enrage:

 

Berserker Enrage

  • Begins 15 minutes into each phase of the Northrend Beast boss encounter
  • Increases all damage by 500%
  • Immunity to taunt

 

Gormok

Gormok’s Abilities

Staggering Stomp

  • 9, 263 to 9,7,37 damage in regular mode.  11,700 to 12,300 damage in heroic mode.
  • Physical damage
  • 50,000 yard range
  • Interrupts all spell-casting for 8 seconds
  • Half-second cast time

Impale

  • 150% weapon damage
  • Bleed effect
  • 3,500 to 4,500 damage every 2 seconds
  • Lasts 30 seconds at a time
  • Instant cast
  • 10 second cool-down
  • This ability stacks, so this is why you need two tanks taking turns.

Snobold Vassals

  • Show up every few seconds during the encounter
  • A total of six will appear.
  • Debuffs a player with Snobolled, which effectively shuts down your casters’ abilities in that particular Northrend Beast boss encounter.
  • Powers: Fire Bomb: 4,813 to 6,187 fire damage, 8 yard range,  Head Crack: Stun effect for 2 seconds, with a 30 second cool-down, Batter: 75% of normal melee damage, Interrupts spell-casting, Lasts 5 seconds.

 

Gormok Encounter Tactics

  1. Use two tanks, and have them taunt Gormok off each other, back and forth.  Tanks should switch after Impale stacks three times.
  2. Stay out of the fires which Gormok will start.
  3. Assign two DPS to only kill Snobold Vassals.  Other DPS can help with this.  Your Snobold DPS may find this macro helpful: /tar Snobold
  4. If you can disarm Gormok, this will be MUCH easier!

Acidmaw and Dreadscale

 

Acidmaw’s Abilities

Paralytic Bite

  • 12,950 to 15,050
  • Nature Damage
  • 15 yard range
  • Paralyzing toxin
  • Instant cast

Acidic Spew

  • 2,775 to 3,225 damage
  • Nature damage
  • 100 yard range
  • Instant cast

Paralytic Spray

  • 8,325 to 9,675 damage
  • Nature damage
  • 100 yard range
  • Debilitating paralytic toxin
  • 1.1 second cast time

Slime Pool

  • 5,088 to 5,912 damage
  • Nature damage
  • 0 yard range for targets inside the Poison Cloud
  • Instant cast

 

Dreadscale Abilities

Burning Bile

  • 11,100 to 12,900 damage
  • Fire damage
  • 10 yard range
  • Coats with burning bile
  • Burning Bile debuff, which can get rid of the paralyze debuff on other players
  • Instant cast

Burning Spray

  • 8,325 to 9,675 damage
  • Fire damage
  • 100 yard range
  • Coats with burning bile
  • 1.1 second cast

Fire Spit

  • 10,175 to 11,825 damage
  • Fire damage
  • 100 yard range
  • 1.1 second cast

Molten Spew

  • 3,700 to 4,300 damage
  • Fire damage
  • 100 yard range
  • Every .25 second.
  • Instant cast

 

Acidmaw and Dreadscale Encounter Tactics

  1. Put one tank each on Acidmaw and Dreadscale.  Acidmaw starts out immobile and sticking out of the ground on the left; Dreadscale starts out mobile on the right.  The two burrow through the ground and switch places periodically during the encounter.  Whichever boss is stuck in the ground acts like a turret gun, so you can easily see which player it is targeting.
  2. Assign half your DPS to Acidmaw and the other half to Dreadscale.
  3. All players who get hit with Paralytic Toxin should run over to the players that get hit with Burning Bile.  The Burning Bile dispels the Paralytic Toxin.
  4. Kill Acidmaw first, but not until Dreadscale is almost dead.  When Acidmaw dies, Dreadscale will enrage, so be ready for at least 50% more damage from Dreadscale when Acidmaw dies.

Icehowl

Icehowl’s Abilities

Arctic Breath

  • 20,000 damage in normal mode.  30,000 damage in heroic mode.
  • Frost damage
  • 100 yard range
  • Freeze effect
  • Lasts 5 seconds
  • Channeled power

Ferocious Butt

  • 69,375 to 80,625 damage
  • Physical damage
  • 8 yard range
  • Stuns for 3 seconds
  • Instant cast

Massive Crash

  • 10,175 to 11,825 damage
  • Physical damage
  • 50,000 yard range
  • Stun effect
  • Knockback
  • 1 second cast

Whirl

  • 9,250 to 10,750 damage
  • Physical damage
  • 15 yard range
  • Knockback
  • 1 second cast

Frothing Rage

  • Increases physical damage and attack speed by 50 %
  • Lasts 15 seonds

Icehowl Encounter Tactics

  1. Use a half moon formation for your DPS, with both tanks on Icehowl at the start of the encounter.
  2. He will knock everyone back soon after he comes out, so be ready for that.
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Over Doing it?

Posted in Raiding, WoW on February 13th, 2010 by r9sid9nt9vil

Dear Dps,

I get it that you have worked so hard to get your gear up and buff your new found gear score up to the highest nominal value you can. I understand that you are a face melting caster that wants to be at the top of your recount in every encounter. I think it’s great that you are an overachiever; this game needs many more of them. But come on, we are in heroic UK, not ICC, not ToC, and not Ulduar. I am not pulling Patchwerk, I am pulling 6 mobs…  I just got all of my T-9 set and wasn’t wasting the money on Epic gems that I will trash when I get my T-10. I know how to tank very well and I am fully aware of threat/ aggro management. I see that caster over there just fine he is pew pewing me as long as he is not touched. I am tabbing through the 5 others and spreading out the threat so you can unleash hell on them. Just do me a favor….. NOT IN THE FIRST 2 SECONDS OF THE PULL!!  Why it is so important to your ego that you have to pull 5k dps in Heroic UK. This run is only going to go as fast as the healer and I pace it anyway.  So sit back and enjoy the ride I will wake you up when we get there.

Do you have Omen? If not you are an idiot… It’s great that you picked the stand still and face roll class of this game and that you can come up with witty things to say like “WTB Aggro for Tank” or “I will just shot with a wand”.  Play with your brain and not you face and keyboard. If you give me time to get good threat and then when I have it, Put your hands on your lap, lean back in your chair and slam your face as hard as you can on that keyboard and roll it side to side until you desk is saturated in drool for all I care. Those recount numbers that are up as high as you inflated ego. The ones you are going to die for. OH-NOOOO!!!! GUESS WHAT!? You just pulled these mobs off me and they are heading straight to you. By the way, you are wearing toilet paper these mobs are going to bend you over like a juvenile in federal prison. Remember those witty comments you made, those are keeping me from taunting those bulls away from you so enjoy. I am going to save the Divine Intervention for the healer because he understands that he rolled a class that has to play with his brain, and if it all hits the fan he is going to save me a long run back here. I got him covered.

Don’t get me wrong I have a lot of friends that play your same class. I just don’t think their dps is as high as yours because they have a very big and basketball shaped head that rolls perfectly across the keyboard. It’s because they know their job and can do it well. They understand that this is a Cooperative excursion into this instance. They have a Team mentality. That mob that the hunter pulled, I know it’s coming right back to me because he is was watching Omen and is misdirecting him as we speak. That mob that left me and was headed to the mage, no worries, she is freezing him in place right now and it will be there for us to deal with when we burn these down. 

What’s that? Oh yeah mobs aren’t supposed to get away from me. That’s right, tanks can’t make mistakes. That would be unacceptable. Almost as unacceptable as your stupid ass not noticing that you are standing in yet another colored, fiery, misty area that spawned right under your feet while your rolling your hollow melon head all over your keyboard and it kills you, right?

Don’t worry, I am not putting you on my ignore list. I hope to see again you soon….

Regards,   

Merkavah – Paladin Tank on Area 52 (US)

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