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		<title>GDKP Raiding</title>
		<link>http://eviscerated.net/?p=329</link>
		<comments>http://eviscerated.net/?p=329#comments</comments>
		<pubDate>Thu, 01 Jul 2010 19:13:34 +0000</pubDate>
		<dc:creator>r9sid9nt9vil</dc:creator>
				<category><![CDATA[Raiding]]></category>
		<category><![CDATA[WoW]]></category>
		<category><![CDATA[Pre-Raid]]></category>
		<category><![CDATA[Raid]]></category>

		<guid isPermaLink="false">http://eviscerated.net/?p=329</guid>
		<description><![CDATA[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: You are geared up with all the heroic gear you can get from 5 mans and want to raid but no one [...]]]></description>
			<content:encoded><![CDATA[<p>GDKP raids</p>
<p>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.</p>
<p>What I mean by issues are:</p>
<ol>
<li>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.</li>
<li>You don’t have the achievements to prove you have been there.</li>
<li>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.</li>
<li>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.</li>
</ol>
<p>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.</p>
<p>Here is a little background history about my experiences as a guild leader.</p>
<p>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.</p>
<p>That didn’t work. What do you do now???</p>
<p> 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…</p>
<p>Sitting in trade chat waiting for a random dungeon to que I noticed an advert&#8230;</p>
<p>[2. Trade] [SoandSo]: LFM ToC 25man GDKP run.</p>
<p>[2. Trade] [SoandSo]: Need carriers and bidders.</p>
<p>[2. Trade] [SoandSo]: Get paid to Raid. Alts welcome. PST me for an invite</p>
<p>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 &lt;King Slayer&gt; titles or &lt;of the ashen verdict&gt; titles by their names.</p>
<p>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.</p>
<p>[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.</p>
<p>[Raid Leader[ [Soandso] : Gold split is 724 gold per person.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.  </p>
<p>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.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Anub’arak Tactics Guide</title>
		<link>http://eviscerated.net/?p=325</link>
		<comments>http://eviscerated.net/?p=325#comments</comments>
		<pubDate>Mon, 22 Feb 2010 13:25:10 +0000</pubDate>
		<dc:creator>r9sid9nt9vil</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[WoW]]></category>
		<category><![CDATA[Raid]]></category>
		<category><![CDATA[ToC]]></category>

		<guid isPermaLink="false">http://eviscerated.net/?p=325</guid>
		<description><![CDATA[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.  [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<p><strong> </strong></p>
<p><strong>Anub’arak’s Abilities</strong><strong></strong></p>
<p><strong>Leeching Swarm</strong></p>
<ul>
<li>Leeches 20% of your health per second</li>
<li>Takes at least 250 health points</li>
<li>Hits multiple party members at once</li>
<li>50,000 yard range</li>
<li>1.5 second cast</li>
</ul>
<p><strong>Nerubian Burrower</strong></p>
<ul>
<li>Spawns 2 at a time</li>
<li>50% physical damage debuff</li>
<li>Stacks</li>
</ul>
<p><strong>Permafrost</strong></p>
<ul>
<li>Reduces movement speed in a given area by 80%</li>
<li>Instant cast</li>
<li>The result of hitting down a frost sphere</li>
<li>Protects your party members from some of the other attacks if you play it right.</li>
</ul>
<p><strong>Pursued by Anub’arak</strong></p>
<ul>
<li>Anub’arak chases a raid member</li>
<li>50,000 yard range</li>
<li>Lasts a minute</li>
<li>Instant cast</li>
</ul>
<p><strong>Pursuing Spikes</strong></p>
<ul>
<li>2,828 to 3,172 damage</li>
<li>Physical damage</li>
<li>Left by Anub’arak when he starts to pursue a raid member</li>
<li>Tosses you up in the air</li>
<li>Armor does NOT affect this attack</li>
<li>Cannot penetrate Permafrost</li>
<li>Instant cast</li>
<li>4 yard radius</li>
</ul>
<p><strong>Submerge</strong></p>
<ul>
<li>Anub’arak burrows into the ground</li>
<li>2.5 second cast</li>
</ul>
<p><strong>Summon Scarab</strong></p>
<ul>
<li>A Swarm Scarab emerges</li>
</ul>
<p><strong>Impale</strong></p>
<ul>
<li>11,310 to 12,690 damage</li>
<li>Physical damage</li>
<li>Ignores armor</li>
<li>Doesn’t penetrate Permafrost</li>
</ul>
<p><strong> </strong></p>
<p><strong>Anub’arak Encounter Tactics</strong><strong></strong></p>
<ol>
<li>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.</li>
<li>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!</li>
<li>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.</li>
<li>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.</li>
<li>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.</li>
<li>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.</li>
<li>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.</li>
</ol>
]]></content:encoded>
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		</item>
		<item>
		<title>Faction Champions Tactics Guide</title>
		<link>http://eviscerated.net/?p=323</link>
		<comments>http://eviscerated.net/?p=323#comments</comments>
		<pubDate>Mon, 22 Feb 2010 13:23:52 +0000</pubDate>
		<dc:creator>r9sid9nt9vil</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[WoW]]></category>
		<category><![CDATA[Raid]]></category>
		<category><![CDATA[ToC]]></category>

		<guid isPermaLink="false">http://eviscerated.net/?p=323</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<p><em> </em></p>
<p><strong>Gorgrim Shadowcleave (Horde) or Tyrius Duskblade (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Frost Death Knight</strong></p>
<p>Death Coil</p>
<ul>
<li>5,550 to 6,450</li>
<li>Shadow damage</li>
<li>For friendly targets, heals 8,325 damage</li>
</ul>
<p>Frost Strike</p>
<ul>
<li>80% weapon damage</li>
<li>200 frost damage</li>
</ul>
<p>Icy Touch</p>
<ul>
<li>3,834 to 4,166 frost damage</li>
<li>1,388 to 1,612 damage (through Frost Fever) every 3 seconds</li>
<li>Reduces attack speed by 14% for 15 seconds</li>
</ul>
<p>Chains of Ice</p>
<ul>
<li>Reduces movement speed to 5%</li>
<li>Target gets 10% of movement speed back every second for 10 seconds</li>
</ul>
<p>Death Grip</p>
<ul>
<li>Pulls you to him and forces you to attack him for 3 seconds</li>
</ul>
<p>Icebound Fortitude</p>
<ul>
<li>Immunity to stun effects</li>
<li>Reduces damage taken by 45%</li>
<li>Lasts 12 seconds</li>
</ul>
<p>Strangulate</p>
<ul>
<li>Silences you for 5 seconds</li>
<li>180 shadow damage</li>
</ul>
<p><strong> </strong></p>
<p><strong>Birana Stormhoof (Horde) or Kavina Grovesong (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Balance Druid</strong></p>
<p>Wrath</p>
<ul>
<li>5,170 to 5,830 damage</li>
<li>Nature damage</li>
</ul>
<p>Starfire</p>
<ul>
<li>8,258 to 9,742 damage</li>
<li>Arcane damage</li>
</ul>
<p>Moonfire</p>
<ul>
<li>2,300 to 2,700 damage</li>
<li>Arcane damage</li>
<li>Also adds 4,000 damage over time for 12 seconds</li>
</ul>
<p>Faerie Fire</p>
<ul>
<li>Decreases your armor by 15%</li>
<li>Lasts 40 seconds</li>
<li>Takes away your steal ability</li>
</ul>
<p>Insect Swarm</p>
<ul>
<li>Decreases chance to hit by 3%</li>
<li>16,650 damage over time for 12 seconds</li>
<li>Nature damage</li>
</ul>
<p>Entangling Roots</p>
<ul>
<li>Roots you to the ground</li>
<li>1,576 damage over time for 10 seconds</li>
<li>Can be interrupted</li>
</ul>
<p>Cyclone</p>
<ul>
<li>Throws you in the air, effective silences you</li>
</ul>
<p>Barkskin</p>
<ul>
<li>Reduces damage by 40%</li>
<li>Lasts 12 seconds</li>
</ul>
<p>Force of Nature</p>
<ul>
<li>Summons 3 treants</li>
<li>Lasts 30 seconds</li>
<li>Treant hit points: 40,740</li>
</ul>
<p><strong> </strong></p>
<p><strong>Erin Misthoof (Horde) or Melador Valestrider (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Restoration Druid</strong></p>
<p>Nourish</p>
<ul>
<li>83,250 to 96,750 instant healing</li>
</ul>
<p>Lifebloom</p>
<ul>
<li>7,540 to 8,460 healing over time</li>
<li>9,250 to 10,750 healing when it finishes</li>
</ul>
<p>Rejuvenation</p>
<ul>
<li>2,775,500 healing over time for 15 seconds</li>
</ul>
<p>Regrowth</p>
<ul>
<li>56,700 to 63,300 healing instant</li>
<li>129,500 healing over time for 21 seconds</li>
</ul>
<p>Thorns</p>
<ul>
<li>463 to 537 damage</li>
<li>Nature damage</li>
<li>Lasts 10 minutes</li>
</ul>
<p>Nature’s Grasp</p>
<ul>
<li>Causes Entangling Roots when you hit him</li>
<li>1 charge</li>
<li>Lasts 45 seconds</li>
</ul>
<p>Barkskin</p>
<ul>
<li>Reduces damage by 40%</li>
<li>Lasts 12 seconds</li>
</ul>
<p><strong> </strong></p>
<p><strong>Ruj’kah (Horde) or Alyssia Moonstalker (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Hunter</strong></p>
<p>Shoot</p>
<ul>
<li>6,800 to 9,200 damage</li>
<li>Physical damage</li>
</ul>
<p>Steady Shot</p>
<ul>
<li>150% weapon damage</li>
</ul>
<p>Aimed Shot</p>
<ul>
<li>Adds 3,000 ranged damage</li>
<li>Reduces healing by half</li>
<li>Lasts 10 seconds</li>
</ul>
<p>Explosive Shot</p>
<ul>
<li>3,626 to 4,374 damage</li>
<li>Fire damage</li>
<li>Adds damage over time for 2 seconds</li>
</ul>
<p>Wyvern Sting</p>
<ul>
<li>Puts you to sleep for 8 seconds</li>
<li>2,460 damage over time</li>
<li>Nature damage</li>
<li>6 seconds</li>
</ul>
<p>Wing Clip</p>
<ul>
<li>Reduces movement speed by half</li>
<li>Lasts 10 seconds</li>
</ul>
<p>Frost Trap</p>
<ul>
<li>Creates an ice slick which slows movement speed of nearby players by half</li>
<li>Lasts 30 seconds</li>
</ul>
<p>Disengage</p>
<ul>
<li>Allows the hunter to leap backwards, out of the fight</li>
</ul>
<p>Deterrence</p>
<ul>
<li>Increases parry chance 100%</li>
<li>100% chance to deflect spells</li>
<li>Lasts 5 seconds</li>
</ul>
<p>Claw</p>
<ul>
<li>Damage dealt by Ruj’kah’s pet cat</li>
<li>2,063 to 2,937 damage</li>
<li>186,970 hit points for the pet cat</li>
</ul>
<p><strong> </strong></p>
<p><strong>Ginselle Blightsinger (Horde) or Noozle Whizzlestick (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Arcane/Frost Mage</strong></p>
<p>Arcane Blast</p>
<ul>
<li>9,250 to 10,750 damage</li>
<li>Arcane damage</li>
<li>Increases damage of all Arcane spells by 15%</li>
<li>Increases mana cost of Arcane Blast by 200%</li>
<li>Stacks up to 3 times</li>
<li>Lasts 10 seconds</li>
<li>Cancels if any other Arcane damage spell is cast</li>
</ul>
<p>Arcane Barrage</p>
<ul>
<li>8,075 to 8,925 damage</li>
<li>Arcane damage</li>
</ul>
<p>Arcane Explosion</p>
<ul>
<li>5,280 to 5,720 damage</li>
<li>Arcane damage</li>
<li>10 yard radius</li>
</ul>
<p>Frostbolt</p>
<ul>
<li>8,788 to 10,212 damage</li>
<li>Frost damage</li>
<li>Slows movement speed by 40% for 9 seconds</li>
</ul>
<p>Frost Nova</p>
<ul>
<li>365 to 415 damage</li>
<li>Frost damage</li>
<li>Freezes you for 8 seconds</li>
</ul>
<p>Blink</p>
<ul>
<li>Frees him from restraints</li>
<li>Teleports 20 yards forward</li>
</ul>
<p>Counterspell</p>
<ul>
<li>Silences one school of magic from any raid member for 8 seconds</li>
</ul>
<p>Polymorph</p>
<ul>
<li>Changes you into a sheep</li>
<li>Makes you wander for 10 seconds</li>
<li>Silences you</li>
</ul>
<p>Ice Block</p>
<ul>
<li>Protects the mage from all attacks for 5 seconds</li>
<li>Keeps you from attacking</li>
<li>30 second cooldown</li>
</ul>
<p><strong> </strong></p>
<p><strong>Liandra Suncaller (Horde) or Velanaa (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Holy Paladin</strong></p>
<p>Flash of Light</p>
<ul>
<li>56,550 to 63,450 instant healing</li>
</ul>
<p>Holy Light</p>
<ul>
<li>85,140 to 94,860 instant healing</li>
</ul>
<p>Holy Shock</p>
<ul>
<li>48,000 to 52,000 healing</li>
</ul>
<p>Cleanse</p>
<ul>
<li>Removes 1 poison effect, 1 disease effect, and 1 magic effect</li>
</ul>
<p>Hand of Freedom</p>
<ul>
<li>Grants immunity to movement impairing effects for 10 seconds</li>
</ul>
<p>Hand of Protection</p>
<ul>
<li>Protects a party member from physical attacks for 10 seconds</li>
</ul>
<p>Hammer of Justice</p>
<ul>
<li>Stuns for 6 seconds</li>
</ul>
<p>Divine Shield</p>
<ul>
<li>Protects from all damage and spells</li>
<li>Reduces damage dealt by half</li>
<li>Lasts 12 seconds</li>
<li>2 minute cooldown</li>
</ul>
<p><strong> </strong></p>
<p><strong>Malithas Brightblade (Horde) or Baelnor Lightbearer (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Retribution Paladin</strong></p>
<p>Crusader Strike</p>
<ul>
<li>110% weapon damage</li>
</ul>
<p>Divine Storm</p>
<ul>
<li>110% weapon damage</li>
<li>8 yard range</li>
<li>Affects up to four players</li>
</ul>
<p>Seal of Command</p>
<ul>
<li>Chance for melee attacks to deal extra damage</li>
<li>1,384 to 1,616 damage</li>
<li>Holy damage</li>
</ul>
<p>Judgement of Command</p>
<ul>
<li>6,650 to 7,350 damage</li>
<li>Holy damage</li>
</ul>
<p>Repentance</p>
<ul>
<li>Incapacitates for 10 seconds</li>
</ul>
<p>Hand of Protection</p>
<ul>
<li>Protects a party member from physical attacks for 10 seconds</li>
</ul>
<p>Hammer of Justice</p>
<ul>
<li>Stuns for 6 seconds</li>
</ul>
<p>Avenging Wrath</p>
<ul>
<li>Increases all damage and healing by 20%</li>
<li>Lasts 20 seconds</li>
</ul>
<p>Divine Shield</p>
<ul>
<li>Protects from all damage and spells</li>
<li>Reduces damage dealt by half</li>
<li>Lasts 12 seconds</li>
<li>2 minute cooldown</li>
</ul>
<p><strong> </strong></p>
<p><strong>Caiphus the Stern (Horde) or Anthar Forgemender (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Priest</strong></p>
<p>Dispel Magic</p>
<ul>
<li>Removes 2 harmful spells from a party member</li>
<li>Removes 2 beneficial spells from one of your raid members</li>
<li>40 yard range</li>
<li>Instant cast</li>
</ul>
<p>Psychic Scream</p>
<ul>
<li>Causes you to flee for 8 seconds</li>
</ul>
<p>Penance</p>
<ul>
<li>9,390 to 10,610</li>
<li>Instant healing and healing over time for 2 seconds</li>
</ul>
<p>Power Word: Shield</p>
<ul>
<li>Absorbs 9,713 to 11,287 damage</li>
<li>Lasts 30 seconds</li>
</ul>
<p>Mana Burn</p>
<ul>
<li>Destroys 2,246 to 2,374 mana</li>
<li>3 shadow damage</li>
</ul>
<p>Flash Heal</p>
<ul>
<li>18,500 to 21,500 instant healing</li>
</ul>
<p>Renew</p>
<ul>
<li>46,250 healing over time</li>
<li>15 seconds</li>
</ul>
<p><strong> </strong></p>
<p><strong>Vivienne Blackwhisper (Horde) or Brienna Nightfall (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Shadow Priest</strong></p>
<p>Dispel Magic</p>
<ul>
<li>Removes 2 harmful spells from a party member</li>
<li>Removes 2 beneficial spells from one of your raid members</li>
<li>40 yard range</li>
<li>Instant cast</li>
</ul>
<p>Dispersion</p>
<ul>
<li>Reduces damage taken by 90 percent</li>
<li>Regenerates 6% mana per second for 6 seconds</li>
<li>Unable to attack while this spell is cast</li>
</ul>
<p>Mind Blast</p>
<ul>
<li>5,670 to 6,330 damage</li>
<li>Shadow damage</li>
<li>1.5 second cast</li>
</ul>
<p>Mind Flay</p>
<ul>
<li>Inflicts Shadow damage</li>
<li>Reduces movement speed for 3 seconds</li>
</ul>
<p>Psychic Horror</p>
<ul>
<li>Makes you drop your weapons for 10 seconds</li>
<li>Makes you tremble for 3 seconds</li>
</ul>
<p>Psychic Scream</p>
<ul>
<li>Causes you to flee for 8 seconds</li>
</ul>
<p>Shadow Word: Pain</p>
<ul>
<li>Inflicts shadow damage every 3 seconds</li>
<li>Lasts 15 seconds</li>
</ul>
<p>Silence</p>
<ul>
<li>Keeps you from casting spells for 5 seconds</li>
</ul>
<p>Vampiric Touch</p>
<ul>
<li>27,000 damage over time</li>
<li>Shadow damage</li>
<li>Lasts 15 seconds</li>
</ul>
<p><strong> </strong></p>
<p><strong>Maz’Dinah (Horde) or Irieth Shadowstep(Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Rogue</strong></p>
<p>Hemorrhage</p>
<ul>
<li>Increases physical damage dealt up to 75</li>
<li>110% weapon damage</li>
<li>Lasts 15 seconds</li>
</ul>
<p>Fan of Knives</p>
<ul>
<li>Causes 90 % weapon damage</li>
<li>10 yard radius</li>
</ul>
<p>Blade Fury</p>
<ul>
<li>Increases attack speed 20%</li>
<li>Attacks strike other nearby opponents</li>
<li>Lasts 15 seconds</li>
</ul>
<p>Eviscerate</p>
<ul>
<li>7,000 to 9,000 damage</li>
<li>Physical damage</li>
</ul>
<p>Blind</p>
<ul>
<li>Makes you wander for 10 seconds</li>
</ul>
<p>Cloak of Shadows</p>
<ul>
<li>Removes all harmful spell effects</li>
<li>Increases chance to resist spells by 90% for 5 seconds</li>
</ul>
<p>Shadowstep</p>
<ul>
<li>Steps through the shadows and reappears behind you</li>
</ul>
<p><strong> </strong></p>
<p><strong>Thrakgar (Horde) or Shaamul (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Shaman</strong></p>
<p>Bloodlust</p>
<ul>
<li>Increases all attack speeds of all party members by 30%</li>
<li>Lasts 40 seconds</li>
</ul>
<p>Riptide</p>
<ul>
<li>9,600 to 10,400 instant healing</li>
<li>20,815 healing over time for 15 seconds</li>
</ul>
<p>Hex</p>
<ul>
<li>Changes you into a frog</li>
<li>Keeps you from attacking or casting spells</li>
</ul>
<p>Lesser Healing Wave</p>
<ul>
<li>18,670 to 21,330 instant healing</li>
</ul>
<p>Cleanse Spirit</p>
<ul>
<li>Removes 1 poison effect, one disease effect, and 1 curse effect</li>
</ul>
<p>Earth Shield</p>
<ul>
<li>Makes your attacks heal instead</li>
<li>Happens once every few seconds</li>
<li>6 charges</li>
<li>Lasts 2 minutes</li>
</ul>
<p>Earth Shock</p>
<ul>
<li>Heals 46250 over time</li>
<li>Lasts 15 seconds</li>
</ul>
<p><strong> </strong></p>
<p><strong>Broin Stouthorn (Horde) or Shaabad (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Melee Shaman</strong></p>
<p>Bloodlust</p>
<ul>
<li>Increases all attack speeds of all party members by 30%</li>
<li>Lasts 40 seconds</li>
</ul>
<p>Earth Shock</p>
<ul>
<li>Heals 46250 over time</li>
<li>Lasts 15 seconds</li>
</ul>
<p>Lava Lash</p>
<ul>
<li>100% off-hand weapon damage</li>
<li>Increased by 25% if his off-hand weapon is enchanted with Flametongue Stormstrike</li>
<li>A two-weapon attack</li>
<li>Increases the next four sources of Nature damage by 20%</li>
<li>Lasts 12 seconds</li>
</ul>
<p><strong> </strong></p>
<p><strong>Harkzog (Horde) or Serissa Grimdabbler (Alliance) Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Warlock</strong></p>
<p>Fear</p>
<ul>
<li>Causes you to run away</li>
<li>Lasts 10 seconds</li>
</ul>
<p>Corruption</p>
<ul>
<li>18,000 damage over time</li>
<li>Shadow damage</li>
<li>Lasts 18 seconds</li>
</ul>
<p>Unstable Affliction</p>
<ul>
<li>13,875 damage over time</li>
<li>Shadow damage</li>
<li>Lasts 15 seconds</li>
<li>24,975 damage and silences you if you dispel it</li>
</ul>
<p>Curse of Agony</p>
<ul>
<li>24,000 damage over time</li>
<li>Shadow damage</li>
<li>Lasts 24 seconds</li>
</ul>
<p>Curse of Exhaustion</p>
<ul>
<li>Cuts movement speed in half</li>
<li>Lasts 12 seconds</li>
</ul>
<p>Hellfire</p>
<ul>
<li>5,500 damage per second to you</li>
<li>1,500 damage to him</li>
<li>Fire damage</li>
<li>Lasts 15 seconds</li>
</ul>
<p>Searing Pain</p>
<ul>
<li>3,660 to 4,330 damage</li>
<li>Fire damage</li>
</ul>
<p>Shadow Bolt</p>
<ul>
<li>7,560 to 8,440 damage</li>
<li>Shadow damage</li>
</ul>
<p><strong> </strong></p>
<p><strong>Narrhok Steelbreaker (Horde) or Shocuul (Alliance)</strong></p>
<p><strong> </strong></p>
<p><strong>Warrior</strong></p>
<p>Overpower</p>
<ul>
<li>Deals weapon damage + 35</li>
<li>Can only be used after you dodge</li>
</ul>
<p>Intimidating Shout</p>
<ul>
<li>Makes you cower in fear for 8 seconds</li>
<li>8 yard radius</li>
</ul>
<p>Retaliation</p>
<ul>
<li>Instant counterattack to any melee attack</li>
<li>Lasts 12 seconds</li>
</ul>
<p>Disarm</p>
<ul>
<li>Disarms you for 10 seconds</li>
</ul>
<p>Sunder Armor</p>
<ul>
<li>Reduces your armor by 4%</li>
<li>Lasts 30 seconds</li>
<li>Stacks up to 5 times</li>
</ul>
<p>Shattering Throw</p>
<ul>
<li>Reduces your armor by 20%</li>
<li>Lasts 10 seconds</li>
</ul>
<p>Bladestorm</p>
<ul>
<li>Whirlwind attack for 1 second</li>
<li>Lasts 8 seconds</li>
</ul>
<p>Charge</p>
<ul>
<li>Stuns you for 1.5 seconds</li>
</ul>
<p>Mortal Strike</p>
<ul>
<li>Deals weapon damage plus 380</li>
<li>Reduces healing effects cast on you by half for 10 seconds</li>
</ul>
<p><strong> </strong></p>
<p><strong>Faction Champions Encounter Tactics</strong></p>
<ol>
<li>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.</li>
<li>Make sure you take out the healing shaman (Not the melee shaman) first.  Thrakgar and Shaamul<strong> </strong>spam heals almost non-stop, so once this character is out of the fight, things will get slightly easier.</li>
<li>Take out your melee DPS characters after the healers.  The rogue may be easiest to kill because he wears leather.</li>
<li>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.</li>
<li>Also watch out for several of the Faction Champions to gang up on one of your party members.</li>
<li>The Faction Champions cannot be mind controlled.</li>
<li>Don’t clump together.  Make the Faction Champions move around a lot to target various party members.</li>
<li>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.</li>
</ol>
]]></content:encoded>
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		<item>
		<title>The Twin Val’kyr Tactics Guide</title>
		<link>http://eviscerated.net/?p=321</link>
		<comments>http://eviscerated.net/?p=321#comments</comments>
		<pubDate>Mon, 22 Feb 2010 13:21:02 +0000</pubDate>
		<dc:creator>r9sid9nt9vil</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[WoW]]></category>
		<category><![CDATA[Raid]]></category>
		<category><![CDATA[ToC]]></category>

		<guid isPermaLink="false">http://eviscerated.net/?p=321</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<p><strong> </strong></p>
<p><strong>Edyis Darkbane Abilities</strong><strong></strong></p>
<p><strong>Empowered Darkness</strong></p>
<ul>
<li>Increases damage dealt to Light targets by 100%</li>
<li>Lasts 20 seconds</li>
</ul>
<p><strong>Shield of Darkness</strong></p>
<ul>
<li>Absorbs 250,000 damage</li>
<li>Prevents spell interruption for 15 minutes</li>
</ul>
<p><strong>Twin’s Pact</strong></p>
<ul>
<li>Heals 20% of their hit points</li>
<li>15 second cast</li>
<li>Begins after Shield of Darkness is cast</li>
</ul>
<p><strong>Dark Vortex</strong></p>
<ul>
<li>5,850 to 6,150 damage per second</li>
<li>Lasts 5 seconds</li>
<li>8 second cast</li>
</ul>
<p><strong>Surge of Darkness</strong></p>
<ul>
<li>1,500 damage every 2 seconds</li>
<li>Affects Light players</li>
</ul>
<p><strong>Touch of Darkness</strong></p>
<ul>
<li>7,313 to 7,687 damage per second</li>
<li>Dark damage</li>
<li>Affects players under the effect of Light Essence</li>
</ul>
<p><strong>Unleashed Dark</strong></p>
<ul>
<li>12,188 to 12,812 damage</li>
<li>Dark damage</li>
<li>8 yard radius</li>
</ul>
<p><strong>Twin Spike</strong></p>
<ul>
<li>Deals 100% weapon damage</li>
<li>Increases damage taken by 20% for 15 seconds or 10 charges</li>
</ul>
<p> </p>
<p><strong>Fjola Lightbane Abilities</strong></p>
<p><strong> </strong></p>
<p><strong>Empowered Light</strong></p>
<ul>
<li>Increases damage dealt to Dark targets by 100%</li>
<li>Lasts 20 seconds</li>
</ul>
<p><strong>Shield of Lights</strong></p>
<ul>
<li>Absorbs 250,000 damage</li>
<li>Prevents spell interruption for 15 minutes</li>
</ul>
<p><strong>Twin’s Pact</strong></p>
<ul>
<li>Heals 20% of their hit points</li>
<li>15 second cast</li>
<li>Begins after Shield of Lights is cast</li>
</ul>
<p><strong>Light Vortex</strong></p>
<ul>
<li>5,850 to 6,150 damage per second</li>
<li>Lasts 5 seconds</li>
<li>8 second cast</li>
</ul>
<p><strong>Surge of Light</strong></p>
<ul>
<li>1,500 damage every 2 seconds</li>
<li>Affects Dark players</li>
</ul>
<p><strong>Touch of Light</strong></p>
<ul>
<li>4,388 to 4,612 damage per second</li>
<li>Light damage</li>
<li>Affects players under the effect of Dark Essence</li>
</ul>
<p><strong>Unleashed Light</strong></p>
<ul>
<li>12,188 to 12,812 damage</li>
<li>Dark damage</li>
<li>8 yard radius</li>
</ul>
<p><strong>Twin Spike</strong></p>
<ul>
<li>Deals 100% weapon damage</li>
<li>Increases damage taken by 20% for 15 seconds or 10 charges</li>
</ul>
<p><strong> </strong></p>
<p><strong>The Twin Val’kyr Encounter Tactics</strong><strong></strong></p>
<ol>
<li>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.</li>
<li>The Dark Essence team attacks Fjola Lightbane, while the Light Essence team attacks Edyis Darkbane.</li>
<li>Separate Edyis Darkbane and Fjola Lightbane and tank them each near a portal of their OWN color.</li>
<li>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.</li>
<li>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.</li>
<li>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.</li>
<li>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.</li>
<li>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.</li>
<li>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.</li>
</ol>
]]></content:encoded>
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		<item>
		<title>Lord Jaraxxus Tactics Guide</title>
		<link>http://eviscerated.net/?p=319</link>
		<comments>http://eviscerated.net/?p=319#comments</comments>
		<pubDate>Mon, 22 Feb 2010 13:18:44 +0000</pubDate>
		<dc:creator>r9sid9nt9vil</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[WoW]]></category>
		<category><![CDATA[Raid]]></category>
		<category><![CDATA[ToC]]></category>

		<guid isPermaLink="false">http://eviscerated.net/?p=319</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<p><strong> </strong></p>
<p><strong>Lord Jaraxxus’ Abilities</strong></p>
<p><strong>Nether Power</strong></p>
<ul>
<li>Increases magic damage done by 20%</li>
<li>Stackable</li>
<li>Starts with 10 stacks, or Lord Jaraxxus’ powers increased by 200%!</li>
<li>Instant cast</li>
<li>Six second cooldown</li>
<li>Lasts 30 seconds</li>
</ul>
<p><strong>Fel Fireball</strong></p>
<ul>
<li>24,375 to 25,625 damage on cast</li>
<li>Fire damage</li>
<li>9,263 to 9,737 additional damage over time</li>
<li>Damage over time lasts five seconds and hits every one second.</li>
<li>Two second cast time</li>
<li>Always cast on primary tank (unless your tank’s not holding the highest aggro, but hopefully he is.)</li>
<li>50,000 yard range</li>
<li>Lasts five seconds</li>
<li>Two second cast time</li>
</ul>
<p><strong>Fel Lightning</strong></p>
<ul>
<li>11,700 to 12,300 damage</li>
<li>Fire damage</li>
<li>Usually targets ranged players</li>
<li>50,000 yard range</li>
<li>Starts a chain, hitting one player, and then moving to another</li>
<li>Hits up to three players</li>
<li>Stacks an extra 50% damage on the second player</li>
<li>Instant cast</li>
<li>Two second cooldown</li>
</ul>
<p><strong>Touch of Jaraxxus</strong></p>
<ul>
<li>3,900 to 4,100 damage per second</li>
<li>Shadow damage</li>
<li>Also casts Curse of the Nether on players near the player that was targeted with Touch of Jaraxxus</li>
<li>Instant cast</li>
<li>Lasts 12 seconds</li>
<li>Two second cooldown</li>
</ul>
<p><strong>Curse of the Nether</strong></p>
<ul>
<li>4.388 to 4,612 damage per second</li>
<li>Shadow damage</li>
<li>Lasts 15 seconds</li>
<li>Instant cast</li>
</ul>
<p><strong>Legion Flame</strong></p>
<ul>
<li>2,925 to 3,075 damage per second</li>
<li>Fire damage</li>
<li>Lasts six seconds</li>
<li>Lights the ground on fire</li>
</ul>
<p><strong>Incinerate Flesh</strong></p>
<ul>
<li>Absorbs 60,000 healing received</li>
<li>Decreases damage you deal by 50% for 12 seconds</li>
<li>Causes Burning Inferno if not removed</li>
</ul>
<p><strong>Burning Inferno</strong></p>
<ul>
<li>3,900 to 4,100 damage per second</li>
<li>Fire damage</li>
<li>Last five seconds</li>
<li>Burns every single party member</li>
<li>Caused by Incinerate Flesh if that spell isn’t dispelled</li>
</ul>
<p><strong>Nether Portal</strong></p>
<ul>
<li>9,263 to 9,737 damage</li>
<li>Shadow damage</li>
<li>All players in a 10 yard radius</li>
<li>Summons a Mistress of Pain</li>
<li>Mistress of Pain: 1.5 million hit points, cause melee damage to both main tank and another random raid member, has armor piercing abilities</li>
</ul>
<p><strong>Infernal Eruption</strong></p>
<ul>
<li>9,263 to 9,373 damage</li>
<li>Fire damage</li>
<li>Summons three Felflame Infernals</li>
<li>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</li>
</ul>
<p><strong> </strong></p>
<p><strong>Lord Jaraxxus Encounter Tactics</strong></p>
<ol>
<li>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.</li>
<li>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.</li>
<li>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.</li>
<li>Spread all raid members at least 10 yards apart.  This will help keep the damage from Fel Lightning down to a minimum.</li>
<li>Assign one or two DPS to interrupt Fel Fireball each time Jaraxxus casts it.</li>
<li>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.</li>
<li>It’s handy to have a mage or two along, and make sure they know to steal Jaraxxus’ Nether Power buff.</li>
<li>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.</li>
</ol>
]]></content:encoded>
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		<item>
		<title>Northrend Beasts Tactics Guide</title>
		<link>http://eviscerated.net/?p=317</link>
		<comments>http://eviscerated.net/?p=317#comments</comments>
		<pubDate>Mon, 22 Feb 2010 13:15:53 +0000</pubDate>
		<dc:creator>r9sid9nt9vil</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[WoW]]></category>
		<category><![CDATA[Raid]]></category>
		<category><![CDATA[ToC]]></category>

		<guid isPermaLink="false">http://eviscerated.net/?p=317</guid>
		<description><![CDATA[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. [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<p>Here are the stats when the Northrend Beasts enrage:</p>
<p><strong> </strong></p>
<p><strong>Berserker Enrage</strong></p>
<ul>
<li>Begins 15 minutes into each phase of the Northrend Beast boss encounter</li>
<li>Increases all damage by 500%</li>
<li>Immunity to taunt</li>
</ul>
<p><strong> </strong></p>
<p><strong>Gormok </strong><strong></strong></p>
<p><strong>Gormok</strong><strong>’s </strong><strong>Abilities</strong></p>
<p><strong>Staggering Stomp</strong></p>
<ul>
<li>9, 263 to 9,7,37 damage in regular mode.  11,700 to 12,300 damage in heroic mode.<strong> </strong></li>
<li>Physical damage</li>
<li>50,000 yard range<strong> </strong></li>
<li>Interrupts all spell-casting for 8 seconds<strong> </strong></li>
<li>Half-second cast time<strong> </strong></li>
</ul>
<p><strong>Impale</strong></p>
<ul>
<li>150% weapon damage<strong> </strong></li>
<li>Bleed effect<strong> </strong></li>
<li>3,500 to 4,500 damage every 2 seconds<strong> </strong></li>
<li>Lasts 30 seconds at a time<strong> </strong></li>
<li>Instant cast</li>
<li>10 second cool-down</li>
<li>This ability stacks, so this is why you need two tanks taking turns.</li>
</ul>
<p><strong>Snobold Vassals</strong></p>
<ul>
<li>Show up every few seconds during the encounter</li>
<li>A total of six will appear.</li>
<li>Debuffs a player with Snobolled, which effectively shuts down your casters’ abilities in that particular Northrend Beast boss encounter.</li>
<li><strong>Powers: Fire Bomb: </strong>4,813 to 6,187 fire damage, 8 yard range,  <strong>Head Crack: </strong>Stun effect for 2 seconds, with a 30 second cool-down, <strong>Batter: </strong>75% of normal melee damage, Interrupts spell-casting, Lasts 5 seconds.</li>
</ul>
<p> </p>
<p><strong>Gormok</strong><strong> </strong><strong>Encounter Tactics</strong><strong></strong></p>
<ol>
<li>Use two tanks, and have them taunt Gormok off each other, back and forth.  Tanks should switch after Impale stacks three times.</li>
<li>Stay out of the fires which Gormok will start.</li>
<li>Assign two DPS to only kill Snobold Vassals.  Other DPS can help with this.  Your Snobold DPS may find this macro helpful: /tar Snobold</li>
<li>If you can disarm Gormok, this will be MUCH easier!</li>
</ol>
<p><strong>Acidmaw and Dreadscale</strong><strong></strong></p>
<p><strong> </strong></p>
<p><strong>Acidmaw’s Abilities</strong><strong></strong></p>
<p><strong>Paralytic Bite</strong></p>
<ul>
<li>12,950 to 15,050</li>
<li>Nature Damage</li>
<li>15 yard range</li>
<li>Paralyzing toxin</li>
<li>Instant cast</li>
</ul>
<p><strong>Acidic Spew</strong></p>
<ul>
<li>2,775 to 3,225 damage</li>
<li>Nature damage</li>
<li>100 yard range</li>
<li>Instant cast</li>
</ul>
<p><strong>Paralytic Spray</strong></p>
<ul>
<li>8,325 to 9,675 damage</li>
<li>Nature damage</li>
<li>100 yard range</li>
<li>Debilitating paralytic toxin</li>
<li>1.1 second cast time</li>
</ul>
<p><strong>Slime Pool</strong></p>
<ul>
<li>5,088 to 5,912 damage</li>
<li>Nature damage</li>
<li>0 yard range for targets inside the Poison Cloud</li>
<li>Instant cast</li>
</ul>
<p><strong> </strong></p>
<p><strong>Dreadscale Abilities</strong><strong></strong></p>
<p><strong>Burning Bile</strong></p>
<ul>
<li>11,100 to 12,900 damage</li>
<li>Fire damage</li>
<li>10 yard range</li>
<li>Coats with burning bile</li>
<li>Burning Bile debuff, which can get rid of the paralyze debuff on other players</li>
<li>Instant cast</li>
</ul>
<p><strong>Burning Spray</strong></p>
<ul>
<li>8,325 to 9,675 damage</li>
<li>Fire damage</li>
<li>100 yard range</li>
<li>Coats with burning bile</li>
<li>1.1 second cast</li>
</ul>
<p><strong>Fire Spit</strong></p>
<ul>
<li>10,175 to 11,825 damage</li>
<li>Fire damage</li>
<li>100 yard range</li>
<li>1.1 second cast</li>
</ul>
<p><strong>Molten Spew</strong></p>
<ul>
<li>3,700 to 4,300 damage</li>
<li>Fire damage</li>
<li>100 yard range</li>
<li>Every .25 second.</li>
<li>Instant cast</li>
</ul>
<p><strong> </strong></p>
<p><strong>Acidmaw and Dreadscale Encounter Tactics</strong></p>
<ol>
<li>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.</li>
<li>Assign half your DPS to Acidmaw and the other half to Dreadscale.</li>
<li>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.</li>
<li>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.</li>
</ol>
<p><strong>Icehowl</strong></p>
<p><strong>Icehowl’s Abilities </strong><strong></strong></p>
<p><strong>Arctic Breath</strong></p>
<ul>
<li>20,000 damage in normal mode.  30,000 damage in heroic mode.</li>
<li>Frost damage</li>
<li>100 yard range</li>
<li>Freeze effect</li>
<li>Lasts 5 seconds</li>
<li>Channeled power</li>
</ul>
<p><strong>Ferocious Butt</strong></p>
<ul>
<li>69,375 to 80,625 damage</li>
<li>Physical damage</li>
<li>8 yard range</li>
<li>Stuns for 3 seconds</li>
<li>Instant cast</li>
</ul>
<p><strong>Massive Crash</strong></p>
<ul>
<li>10,175 to 11,825 damage</li>
<li>Physical damage</li>
<li>50,000 yard range</li>
<li>Stun effect</li>
<li>Knockback</li>
<li>1 second cast</li>
</ul>
<p><strong>Whirl</strong></p>
<ul>
<li>9,250 to 10,750 damage</li>
<li>Physical damage</li>
<li>15 yard range</li>
<li>Knockback</li>
<li>1 second cast</li>
</ul>
<p><strong>Frothing Rage</strong></p>
<ul>
<li>Increases physical damage and attack speed by 50 %</li>
<li>Lasts 15 seonds</li>
</ul>
<p><strong>Icehowl Encounter Tactics</strong></p>
<ol>
<li>Use a half moon formation for your DPS, with both tanks on Icehowl at the start of the encounter.</li>
<li>He will knock everyone back soon after he comes out, so be ready for that.</li>
</ol>
]]></content:encoded>
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		<item>
		<title>Heroic Halls of Reflection</title>
		<link>http://eviscerated.net/?p=305</link>
		<comments>http://eviscerated.net/?p=305#comments</comments>
		<pubDate>Tue, 16 Feb 2010 14:10:29 +0000</pubDate>
		<dc:creator>r9sid9nt9vil</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[WoW]]></category>
		<category><![CDATA[WotLK]]></category>

		<guid isPermaLink="false">http://eviscerated.net/?p=305</guid>
		<description><![CDATA[Halls of Reflection is the third and final in the series of 5-man instances inside Icecrown Citadel. This dungeon is the Lich King’s inner sanctum, and it’s here you’ll finally meet with the Lich King… sort of.  There are three bosses in this 5-man instance.  Falric Falric is the first of the three bosses in [...]]]></description>
			<content:encoded><![CDATA[<p>Halls of Reflection is the third and final in the series of 5-man instances inside Icecrown Citadel. This dungeon is the Lich King’s inner sanctum, and it’s here you’ll finally meet with the Lich King… sort of.  There are three bosses in this 5-man instance. </p>
<p><strong>Falric</strong></p>
<p>Falric is the first of the three bosses in Halls of Reflection.  The battle begins with about four or five waves of various ghost mobs, with Falric becoming active after the fourth or fifth one.  The number of ghosts in the mob increases with each wave.  The important thing to remember about the ghosts is that anyone standing near them when they spawn can draw aggro, so it’s best to keep your healer and ranged DPS bunched in a corner or the entrance with the tank nearby.  Paladins will have a field day with all these ghost mobs, so it’s handy to have one along for the instance.  Always target the healers in these pre-fight trash mobs first.</p>
<p><strong>Falric’s Abilities</strong><strong></strong></p>
<p><strong><em>Ghostly Adds, summoned pre-fight</em></strong></p>
<ul>
<li>Ghostly Priest: Shadow Word: Pain, Circle of Destruction, Cower in Fear, Dark Mending</li>
<li>Phantom Mage: Fireball, Frostbolt, Chains of Ice, Flamestrike</li>
<li>Phantom Hallucination: Summoned by Phantom Mage, uses same abilities, except it explodes when killed.</li>
<li>Shadowy Mercenary (rogue): Deadly Poison, Poisoned Daggers</li>
<li>Spectral Footman (warrior): Shield Bash, Enrage</li>
<li>Tortured Rifleman (hunter): Ice Shot, Cursed Arrow, Frost Traps</li>
</ul>
<p><strong><em>Quivering Strike</em></strong></p>
<ul>
<li>60 – 100 percent weapon damage</li>
<li>Reduces ability to dodge</li>
<li>Instant cast</li>
</ul>
<p><strong><em>Impending Despair</em></strong></p>
<ul>
<li>Stuns</li>
<li>Instant cast</li>
</ul>
<p><strong><em>Defiling Horror</em></strong></p>
<ul>
<li>2,500 damage per second</li>
<li>Shadow damage</li>
<li>Lasts 4 seconds</li>
<li>Instant cast</li>
</ul>
<p><strong><em>Hopelessness</em></strong></p>
<ul>
<li>Reduces damage and healing dealt by party members</li>
<li>Instant cast</li>
</ul>
<p><strong>Falric Encounter Tactics</strong><strong></strong></p>
<ol>
<li>Falric attacks after the fourth fifth wave of ghostly adds, so if you didn’t start the fight in the corner by Falric, the entire party should start making its way over to Falric toward the end of the fourth wave of ghosts.</li>
<li>Falric is fairly easy to defeat.  It’s a simple tank and spank.  Just use all your dispelling abilities to get rid of Hopelessness.  Kill off all the adds like you did in the first four rounds, and then kill Falric.  Use crowd control methods as needed.</li>
</ol>
<p><strong>Marwyn</strong></p>
<p>After a brief pause when you kill Falric, Marwyn will activate in the other corner of the room.  The fight is very similar to the battle against Falric.  It starts with waves of the same trash mobs, and Marwyn activates on the fourth or fifth one again.  Use the same strategy you used on Falric’s mobs, killing priests first.</p>
<p><strong>Marwyn’s Abilities</strong></p>
<p><strong><em>Obliterate</em></strong></p>
<ul>
<li>20,000 – 30,000 damage</li>
<li>Instant cast</li>
</ul>
<p><strong><em>Well of Corruption</em></strong></p>
<ul>
<li>Increases Shadow damage taken</li>
<li>100 yard range</li>
<li>Instant cast</li>
</ul>
<p><strong><em>Corrupted Touch</em></strong></p>
<ul>
<li>Increases shadow damage 30 – 75 percent</li>
<li>Lasts 20 seconds</li>
<li>Instant cast</li>
</ul>
<p><strong><em>Corrupted Flesh</em></strong></p>
<ul>
<li>Reduces maximum health 25 – 50 percent</li>
<li>Lasts 10 seconds</li>
<li>Instant cast</li>
</ul>
<p><strong><em>Shared Suffering</em></strong></p>
<ul>
<li>16,000 damage over 12 seconds</li>
<li>Shadow damage</li>
<li>If you dispel it, the damage is split among the whole party</li>
</ul>
<p><strong>Marwyn Encounter Tactics</strong><strong></strong></p>
<ol>
<li>This fight is just as simple as the one against Falric, with a few minor changes.  Don’t dispel Shared Suffering.  Healers should just heal individual party members through it.  Otherwise you face an entire party wipe.  Healers also watch your tanks because Obliterate does a lot of damage.</li>
<li>Stay out of the circles on the floor, or you could die because you’ll take a lot more damage than if you weren’t standing in them.</li>
</ol>
<p><strong>The Lich King</strong><strong></strong></p>
<ol>
<li>There’s no real strategy needed for the Lich King portion of Halls of Reflection.  You spend the entire time running away from him.  Just stay with the group and run away from him.  His abilities don’t really matter because you shouldn’t get close enough to him for him to them.  Let’s suffice it to say that if you don’t run away from him, he’ll kill you instantly.</li>
<li>While you’re fleeing, the Lich King will bring up walls come up to block your path.  Each time this happens, spin and take out the trash mobs.  It’s very easy.  Eventually you’ll get to the end of the path, and your gunship will come up and cause a rock slide to block the Lich King from getting you.</li>
<li>You’ll have to go all the way through the 10- and 25-man Icecrown Citadel raids to actually kill the Lich King.</li>
</ol>
]]></content:encoded>
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		<item>
		<title>Heroic Pit of Saron</title>
		<link>http://eviscerated.net/?p=301</link>
		<comments>http://eviscerated.net/?p=301#comments</comments>
		<pubDate>Tue, 16 Feb 2010 14:09:49 +0000</pubDate>
		<dc:creator>r9sid9nt9vil</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[WoW]]></category>
		<category><![CDATA[WotLK]]></category>

		<guid isPermaLink="false">http://eviscerated.net/?p=301</guid>
		<description><![CDATA[The second wing of the Icecrown Citadel dungeon is the Pit of Saron.  It’s a large open area with mobs scattered all around.  There are three bosses in this 5-man instance: Forgemaster Garfrost, Krick and Ick, and Scourgelord Tyrannus.  You must have beaten the Forge of Souls instance before you can gain access to the [...]]]></description>
			<content:encoded><![CDATA[<p>The second wing of the Icecrown Citadel dungeon is the Pit of Saron.  It’s a large open area with mobs scattered all around.  There are three bosses in this 5-man instance: Forgemaster Garfrost, Krick and Ick, and Scourgelord Tyrannus.  You must have beaten the Forge of Souls instance before you can gain access to the Pit of Saron.</p>
<p>Here’s a quick Pit of Saron instance strategy guide.</p>
<p><strong>Forgemaster Garfrost</strong><strong></strong></p>
<p>The first boss to beat in the Pit of Saron instance is Forgemaster Garfrost.  His abilities are mostly frost-based, so use any extra frost resistance abilities or items you have.  The battle against Forgemaster Garfrost comes in three phases, and he uses different abilities in each of the three phases.</p>
<p><strong>Forgemaster Garfrost’s Abilities</strong></p>
<p><strong><em>Permafrost</em></strong></p>
<ul>
<li>200 damage</li>
<li>Frost damage</li>
<li>Instant cast</li>
<li>Stacks 30 times</li>
<li>200 yard radius</li>
</ul>
<p><strong><em>Throw Saronite</em></strong></p>
<ul>
<li>3,500-5,500 damage</li>
<li>Physical damage</li>
<li>Knockback</li>
<li>150 yard range</li>
<li>2 second cast</li>
</ul>
<p><strong><em>Thundering Stomp</em></strong></p>
<ul>
<li>Stuns you for 2 seconds</li>
<li>50,000 yard range</li>
<li>Instant cast</li>
</ul>
<p><strong><em>Forge Frozen Blade</em></strong></p>
<ul>
<li>Doubles his frost damage</li>
<li>4 second cast</li>
</ul>
<p><strong><em>Chilling Wave</em></strong></p>
<ul>
<li>1,850-2000 damage per second</li>
<li>Frost damage</li>
<li>40 yard range (in front of him)</li>
<li>65 yard radius (from the central point where it lands)</li>
</ul>
<p><strong><em>Forge Frostborn Mace</em></strong></p>
<ul>
<li>Doubles his frost damage in regular mode</li>
<li>Triples his frost damage in heroic mode</li>
<li>4 second cast</li>
</ul>
<p><strong><em>Deep Freeze</em></strong></p>
<ul>
<li>4,000-6,000 damage</li>
<li>Frost damage</li>
<li>Cuts movement speed in half</li>
<li>Stuns you for 1 second</li>
<li>14 second cast</li>
<li>50,000 yard range</li>
</ul>
<p><strong>Forgemaster Garfrost</strong><strong> </strong><strong>Encounter Tactics</strong></p>
<ol>
<li>For the first phase, Forgemaster Garfrost utilizes only Permafrost, Throw Saronite, and Thundering Stomp.  Start by knocking down the adds which pull with him at the beginning.<strong> </strong></li>
<li>Ranged DPS should watch for this emote: “Forgemaster Garfrost hurls a massive saronite boulder at you.”  It means he just cast Throw Saronite at you, so be ready to duck the boulder immediately. </li>
<li>Pay attention to your Permafrost stack.  The spell stacks up to 30 times, which will kill you if you don’t pay attention to it.  Healers may not be able to keep with you if your stack gets too high.  Remember that Permafrost will stack about every three seconds.<strong> </strong></li>
<li>Phase two of the Forgemaster Garfrost battle begins when he emotes, “Axe too weak.  Garfrost make better and Crush you!”  At this point he also creates a new weapon, which you’ll find under Forge Frozen Blade.  All party members should stand back and let their de-buffs run out while he’s forging his blade.  Remember, the new blade doubles his damage output, so be ready for even more damage.<strong> </strong></li>
<li>Phase two also brings the ability Chilling Wave into the mix.  The healer and ALL DPS should stay behind Forgemaster Garfrost to avoid this ability.<strong> </strong></li>
<li>Phase three begins when Forgemaster Garfrost is at 33% life.  He creates another new weapon at this point, which you can check out under Forge Frostborn Mace.  This new weapon doubles or triples his damage output again, so be ready.<strong> </strong></li>
<li>Phase three also adds in the ability Deep Freeze.  Healers keep an extra eye on the players who get hit by Deep Freeze because it’s a hard hitter.</li>
</ol>
<p><strong>Krick and Ick</strong><strong></strong></p>
<p>The second encounter you’ll face in the Pit of Saron instance is Krick and Ick.  This duo works together for a very active encounter.  There’s a lot of running in this encounter, so be ready to move with them.<strong> </strong></p>
<p><strong>Krick and Ick Abilities</strong></p>
<p><strong><em>Toxic Waste</em></strong></p>
<ul>
<li>Damage 25 percent of your total health every 2 seconds</li>
<li>Nature damage</li>
<li>Lasts 10 seconds</li>
<li>Instant cast</li>
<li>40 yard range</li>
</ul>
<p><strong><em> </em></strong><strong><em>Mighty Kick</em></strong></p>
<ul>
<li>150 percent weapon damage</li>
<li>Instant cast</li>
<li>10 yard range</li>
</ul>
<p><strong><em>Shadow Bolt</em></strong></p>
<ul>
<li>2,125 – 2,900 damage</li>
<li>Shadow damage</li>
<li>40 yard range</li>
</ul>
<p><strong><em>Pursuit</em></strong></p>
<ul>
<li>Ick starts chasing one party member</li>
</ul>
<p><strong><em>Pursuit Confusion</em></strong></p>
<ul>
<li>Buffs Ick to cut movement speed in half and double damage dealt</li>
</ul>
<p><strong><em>Poison Nova</em></strong></p>
<ul>
<li>12,000 – 30,000 damage plus 1,500 – 6,500 damage every 3 seconds</li>
<li>Nature damage</li>
<li>Lasts 21 seconds</li>
</ul>
<p><strong><em>Explosive Barrage</em></strong></p>
<ul>
<li>3,000 – 6,000 damage</li>
<li>Arcane damage</li>
<li>6 yard range</li>
</ul>
<p><strong>Krick and Ick</strong><strong> </strong><strong>Encounter Tactics</strong><strong></strong></p>
<ol>
<li>This is a very simple fight.  Ick is the only one who can be targeted, and you may not even notice Krick hanging onto Ick, although he sure does talk a lot.</li>
<li>The main thing to remember in this battle is not to stand in the green areas on the ground.  Stay out of the poison, and you’ll be fine.  Tanks can help by keeping the movement going and continually dragging Ick out of the poison areas.  Also watch out for Poison Nova and jump away when Ick casts it.  Watch for: “Ick begins to unleash a toxic poison cloud!”</li>
<li>Krick’s main function in the fight is to throw down mines around the fight area, so watch out for those and just keep moving.  This is definitely not a fight in which you can just stand in one place.</li>
</ol>
<p><strong>Scourgelord Tyrannus</strong><strong></strong></p>
<p>The third and final encounter in the Pit of Saron instance is Scourgelord Tyrannus.  He rides on his mount, which is named Rimefang.  He dismounts Rimefang at the beginning of the fight, and Rimefang adds to the damage during the battle, although you can’t target him.  Just watch out for Rimefang’s effects, but don’t worry about taking him out because you can’t.</p>
<p><strong>Scourgelord Tyrannus’ Abilities</strong></p>
<p><strong><em>Forceful Smash</em></strong></p>
<ul>
<li>28,275 – 52,875 damage</li>
<li>Physical damage</li>
<li>Knockback</li>
</ul>
<p><strong><em>Overlord’s Brand</em></strong></p>
<ul>
<li>Mirrors all the damage the target is doing onto Scourgelord Tyrannus’ target</li>
<li>Mirrors all healing from the target onto Scourgelord Tyrannus</li>
<li>Lasts 8 seconds</li>
</ul>
<p><strong><em>Unholy Power</em></strong></p>
<ul>
<li>Increases physical damage 75 percent (or 100 percent on heroic mode)</li>
<li>Cuts movement speed in half</li>
<li>Lasts 10 seconds</li>
</ul>
<p><strong><em>Rimefang</em></strong></p>
<ul>
<li>Mark of Rimefang: Marks a target for attack</li>
<li>Hoarfrost: 4,813 – 10,125 frost damage; stuns you for 5 seconds</li>
<li>Icy Blast: 4,813 – 8,437 frost damage; Reduces movement speed by 75 percent</li>
</ul>
<p><strong>Scourgelord Tyrannus</strong><strong> </strong><strong>Encounter Tactics</strong><strong></strong></p>
<ol>
<li>The battle against Scourgelord Tyrannus is fairly simple.  Stay out of the ice patches created by Rimefang.  The tank may choose to use the ice patches to help slow Scourgelord Tyrannus’ movement speed, but all party members should keep moving so they’re not on the ice patches.</li>
<li>The only other thing to watch out for is Overlord’s Brand.  Whoever gets this spell cast on them should stop what they’re doing until it’s over.  Healers will find themselves healing Scourgelord Tyrannus if they don’t, and DPS will kill the tank if they keep it up during this spell.</li>
</ol>
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		<item>
		<title>Heroic Forge of Souls</title>
		<link>http://eviscerated.net/?p=298</link>
		<comments>http://eviscerated.net/?p=298#comments</comments>
		<pubDate>Tue, 16 Feb 2010 14:07:39 +0000</pubDate>
		<dc:creator>r9sid9nt9vil</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[WoW]]></category>
		<category><![CDATA[WotLK]]></category>

		<guid isPermaLink="false">http://eviscerated.net/?p=298</guid>
		<description><![CDATA[Forge of Souls is the first wing of the new Icecrown Citadel instance in patch 3.3.  It’s home to two bosses: Bronjahm and the Devourer of Souls.  Forge of Souls is a five-man instance.  Bronjahm You’ve got to beat Bronjahm first in the Forge of Souls instance.  One thing to keep in mind is that [...]]]></description>
			<content:encoded><![CDATA[<p>Forge of Souls is the first wing of the new Icecrown Citadel instance in patch 3.3.  It’s home to two bosses: Bronjahm and the Devourer of Souls.  Forge of Souls is a five-man instance. </p>
<p><strong>Bronjahm</strong></p>
<p>You’ve got to beat Bronjahm first in the Forge of Souls instance.  One thing to keep in mind is that Bronjahm fears your party members, but only while he’s casting Soulstorm a spell that can be deadly if you’re standing in the wrong place.</p>
<p><strong>Bronjahm’s Abilities</strong></p>
<p><strong><em>Magic’s Bane</em></strong><strong></strong></p>
<ul>
<li>2,500 damage + damage in the amount of half your total mana, up to 10,000</li>
<li>Physical damage</li>
<li>Instant Cast</li>
<li>28 yard radius</li>
</ul>
<p><strong><em>Corrupt Soul</em></strong><strong></strong></p>
<ul>
<li>50,000 yard range</li>
<li>Separates you from your body</li>
<li>Instant Cast</li>
<li>Lasts 4 seconds</li>
<li>Spawns a Corrupted Soul Fragment</li>
</ul>
<p><strong><em>Consume Soul</em></strong><strong></strong></p>
<ul>
<li>Heals Bronjahm if the Corrupted Soul Fragment reaches him.</li>
</ul>
<p><strong>Shadow Bolt</strong></p>
<ul>
<li>2828-3173 damage</li>
<li>Shadow damage</li>
<li>20 yeard range</li>
<li>1 second cast</li>
</ul>
<p><strong><em>Teleport</em></strong><strong></strong></p>
<ul>
<li>Teleports Bronjahm to the Soul Tower</li>
<li>Automatically cast when Bronjahm reaches 30% health</li>
</ul>
<p><strong><em>Soulstorm</em></strong><strong></strong></p>
<ul>
<li>Shadow damage every second</li>
<li>Hits all group members</li>
<li>Lasts 10 minutes</li>
<li>4 second cast</li>
</ul>
<p><strong><em>Fear</em></strong><strong></strong></p>
<ul>
<li>Makes you flee</li>
<li>Lasts 3 seconds</li>
<li>Only cast during Soulstorm</li>
</ul>
<p> </p>
<p><strong>Bronjahm </strong><strong>Encounter Tactics</strong><strong></strong></p>
<ol>
<li>Phase 1 is your basic tank and spank.  The key thing to watch out for this first part of the battle is the Corrupted Soul Fragments.  DPS should break from attacking Bronjahm to destroy the Corrupted Soul Fragment before it reaches him.  If it reaches Bronjahm, it heals him, so whoever Bronjahn casts Corrupt Soul on should run as far away as possible from him so the Corrupted Soul Fragment has the maximum distance to travel to get to him. </li>
<li>The second and final phase of the fight is Soulstorm, which Bronjahm casts as soon as his health is at 30 percent.  The entire group should stand within a 10-yard radius of Bronjahm to avoid taking damage from Soulstorm.  Look for Soulstorm to be cast right after Bronjahm teleports to the center of the room.  He also casts fear some of your party members, which will make them wander and not be able to stay in the center where it’s safe.  Healers, watch your feared targets during the Soulstorm, or they won’t live through it.<strong> </strong></li>
</ol>
<p><strong>The Devourer of Souls</strong></p>
<p>The second encounter in the Forge of Souls instance is the Devourer of Souls.  He pretty much casts Phantom Blast on your main tank for the entire battle, so you’ve got to have a solid strategy to beat him.</p>
<p>Here’s a quick strategy guide for the Devourer of Souls.</p>
<p><strong>The Devourer of Souls’ Abilities</strong></p>
<p><strong><em>Phantom Blast</em></strong><strong></strong></p>
<ul>
<li>11,700 to 12,300 damage<strong> </strong></li>
<li>Shadow damage</li>
<li>2 second cast</li>
<li>15 yard range</li>
</ul>
<p><strong><em>Mirrored Soul</em></strong><strong></strong></p>
<ul>
<li>A percentage of the damage being done to him is mirrored onto you.</li>
<li>100 yard range</li>
<li>2 second cast</li>
</ul>
<p><strong><em>Well of Souls</em></strong><strong></strong></p>
<ul>
<li>2,925 to 3,075 damage</li>
<li>Shadow damage</li>
<li>Instant cast</li>
<li>40 yard range</li>
</ul>
<p><strong><em>Unleashed Souls</em></strong><strong></strong></p>
<ul>
<li>Releases tormented souls</li>
<li>.85 second cast</li>
<li>Lasts 5 seconds</li>
</ul>
<p><strong><em>Wailing Souls</em></strong><strong></strong></p>
<ul>
<li>4,875 to 5,125 damage</li>
<li>Shadow damage</li>
<li>Knocks you back</li>
</ul>
<p><strong>The Devourer of Souls</strong><strong> </strong><strong>Encounter Tactics</strong><strong></strong></p>
<ol>
<li>One of the first spells the Devourer of Souls will cast is Phantom Blast.  He sustains this spell on your tank whenever possible, so the focus should be on interrupting it, either with a stun ability from your tank or another similar ability from one of your DPS.  Healers should also be mindful of Phantom Blast because  it doesn’t take many to kill your tank.</li>
<li>All party members should watch out when the Devourer of Souls casts Well of Souls.  Any player standing in the Well of Souls will likely die, so be ready to move on a moment’s notice.</li>
<li>Watch out for the following emote: “Devourer of Souls begins to cast Mirrored Soul.”  All DPS should stop immediately when this emote appears because all damage you do to the Devourer of Souls is mirrored to one of your party members proportionally.  Let this debuff expire before you start DPS back up again.</li>
<li>Another spell to keep an eye out for is Wailing Souls.  The emote before this spell is cast reads: “Devourer of Souls begins to cast Wailing Souls.”  This spell is a broad sweep of the room and lasts for 15 seconds.  Don’t be in front of the Devourer of Souls when he casts Wailing Souls.</li>
<li>When the Devourer of Souls casts Unleashed Souls, he releases several wraiths, which you cannot kill.  In most cases you can ignore these, but watch out much damage you allow them to do before you run away.</li>
</ol>
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		<item>
		<title>Heroic Trial of the Champion</title>
		<link>http://eviscerated.net/?p=307</link>
		<comments>http://eviscerated.net/?p=307#comments</comments>
		<pubDate>Tue, 16 Feb 2010 14:05:16 +0000</pubDate>
		<dc:creator>r9sid9nt9vil</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[WoW]]></category>
		<category><![CDATA[WotLK]]></category>

		<guid isPermaLink="false">http://eviscerated.net/?p=307</guid>
		<description><![CDATA[Trial of the Champion is the first new 5-man instance of WotLK on World of Warcraft.  The fact that all the drops are epic will really help you gear up a second character.  If you’ve got a very experienced group and less-than-perfect gear, it is possible to run Trial of the Champion, but you may [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Trial of the Champion</strong> is the first new 5-man instance of WotLK on World of Warcraft.  The fact that all the drops are epic will really help you gear up a second character.  If you’ve got a very experienced group and less-than-perfect gear, it is possible to run Trial of the Champion, but you may find it to be difficult.  You will need at least decent gear in order to run ToC successfully, and if you’ve got a good strategy up front to guide your group, ToC can be a very quick instance run.  You’ll find Trial of the Champion in the Crusaders’ Coliseum, which is in the Argent Tournament Grounds in Icecrown.</p>
<p>You’ll need your best jousting abilities to start off the instance.  You’ll start off mounted and face three champions of the opposite faction, generated randomly from a list of five.  On that list of five champions, pay attention to which three classes you draw in order to develop your strategy.  Always take out the champions’ main healer first.</p>
<p>You’ll need to knock all three of them off their mounts, and immediately run them over after you knock them off.  If you don’t run them over after you knock them off, they’ll jump up and find another mount, which basically means you’ll have to start all over again.  After all three of the champions are off their mounts, your group will automatically dismount and fight them on the ground.  After your group beats the three champions on the ground, stage two begins.</p>
<p>The second stage of ToC starts with some quick trash mobs scattered around the arena.  Those mobs are led by three lieutenant bosses.  Once again, kill the healer boss first, which is the priestess.  Kill the monk last because when he dies, your speed and damage automatically decrease under a de-buff he casts.   After these mobs, the second-stage boss comes out.  This boss will be either Argent Confessor Paletress or Eadric the Pure.</p>
<p>If you draw Argent Confessor Paletress, you’ll face her numerous priest abilities.  When you get her down to 25% health, she summons a random monster from your past.  You can’t damage Paletress while the monster is in the game, so kill that monster and be ready for a Paletress with full health afterward.  Also keep in mind that the monster is heavy on the fear, so healers will need to especially watch their tanks during this bout.</p>
<p>Eadric the Pure is a paladin, and if you draw him instead, watch out for the blinding spell he throws down.  You’ll need to keep turning your character to face away from him to avoid getting dazed.  Beating Eadric is pretty much all about keeping your DPS focused on him and trying not to face him.  Just keep your character turned away from him as much as you can during this battle.  Two of his three major attacks will stun you, so just keep that in mind as you play around it, whether you’re ranged or melee.</p>
<p>After you beat Paletress or Eadric, you face the Black Knight.  You’ve got to kill him three times before he stays dead.  For his undead form, use your basic tank and spank approach to quickly knock him down.  His second form is his skeleton form, which brings with it several ghouls.  Take down the ghouls first, because if you don’t, you’ll take major damage when the ghouls explode at the knight’s second death.  The Black Knight’s third form is his ghost form, and this is where you’ll find out if your healer’s really got it.  The ghost form casts spells which really increase the amount of magic damage taken, so your healer’s got to be on his toes.</p>
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