Showing posts with label learn 2 raid. Show all posts
Showing posts with label learn 2 raid. Show all posts

Sunday, 17 July 2011

Ragnaros Defeated


This week we killed Ragnaros, the Firelord. In my opinion we spent way too much time on this guy, when the fight was actually pretty easy and predictable. Most of the time spent was mastering each phase and roster changes. Ragnaros requires very good raid awareness, communication, coordination and just really good play amongst all your raiders. If everyone gets to the point where they aren't making any mistakes until phase 3, then the fight is pretty much won. This is how we beat it.

Phase One: Everyone is positioned 6 yards apart and the tanks engage the boss. The only major tanking mechanic is tank swapping once the tank takes too many stacks of Raggy's debuff. Other than that you just watch out for flame waves from his Sulfrus Smash mechanic. You can do this by either being up in melee or positioning yourself at a diagonal  from the impact point.
  Throughout the fight he will do a single target knockback and an AOE knockback called Hand of Ragnaros. Just make sure you don't get knocked into a lava wave or a magma trap and I usually cycle my defensive cooldowns for each Hand. We didn't fully understand where it came from but we believe that if your casting within 6 yards of another player (or are in melee) when he casts one of these effects you could be spell locked for a few seconds.
  Finally Ragnaros throws down fire traps that will detonate if someone stands on them and launch the unsuspecting shmuck into the air to fall to his death. We had a priest detonate these and then slowfall himself since they will stay active the entire fight if not detonated. Eventually we switched to our Mage who could apparantly safely blink through them and then they would detonate.

First Intermission: In this phase Ragnaros smashes his hammer down in one of three places, which summons 8 fire dudes who speed straight towards his hammer. If they hit it they do massive damage and then wipe the raid. We had big elaborate diagrams to deal with this but they were too confusing so we ended up just assigning DPS to each add spawn depending on the position of the hammer.
   The adds move fast but slow down the lower their health is so the best way to deal with this phase is to tab target once the adds are half health and then finish them all off before they get to the hammer. We also used stuns, knockbacks and death grips to buy more time.

Second Phase: This phase is probably the hardest and most chaotic. It seems completely random and hectic but actually it isn't. It's a 100% predictable because all of the mechanics occur in exactly the same order. The only RNG is where the Engulfing Flames will appear but you can anticipate and avoid them easily.
  Sulfurus Smash returns as well as 2 other mechanics. Seeds will drop every minute on all raiders and if your quick you can actually dodge the impact. Everyone has to remain 6 yards apart or else you can take splash damage. They then will detonate and do damage depending on how far away you are from the seeds. Finally they spawn a bunch of elemental adds that can't be tanked and get AOEd down. How we handled this for the most part is grouped up 6 yards apart on one side of the platform and when seeds landed ran to the other side. Raid cooldowns were effective here to mitigate the damage from the seeds and the elementals.
  The final mechanic is engulfing flames, which is a simple fire wall that takes up one of three areas of the platform. Stay out of this. Our biggest challenge was after grouping up for the seed detonation either a flame wall or a smash will appear and kill a few players. We realized this was the predictable part and I'll explain the chain of events.
  Phase, Group up 6 yards apart east side. Smash. Seeds. group up west, 6 yards apart. Flame wall. Kill adds. Avoid smash by standing in melee. spread out, avoid wall. Seeds. Group up east in melee to avoid smash. wall. Spread 6 yards avoid smash. Seeds. Run west. Wall. Kill adds. Phase. If this makes sense to you, phase 2 is easy.

Second Intermission: Same as the first except a little tougher since two large adds spawn that have to be tanked. DPS ignored them and killed flame dudes. The large Scion adds put a debuff on you like engulfing shadows which leaves a flame trail in your steps and heals the little guys so you just kite away. We left one little add up but slowed to prolong this phase and killed one scion and brought the second down to like 30% to be finished off in phase 3. We would kill the little add and transition.

Final Phase: Sulfurus smash and Engulfing flames remain but are easier to avoid. The only change is he summons big rolling meteors which chase random player and must be kited around until they are hit, which then they change targets. Throughout the phase more will spawn and I think we had 4 out when we defeated him. How we tried to handle this is keep hitting the balls away from the raid until they targeted our Mage who would just blink kite them around all day. Other than that you just dps him until he's defeated.

  A pretty challenging fight but pretty simple once you master the mechanics. We didn't actually realize we beat him when our achievements popped up and he disappeared. We were like "huh, did we bug him or something?" but nope we just didn't know he was defeated once he hit 10% and felt cheated by how anti-climatic it was lol.

Saturday, 16 July 2011

Firelands Normal Cleared



Well it's been 2 weeks and we have cleared all of Firelands normal mode content and in my opinion we could have cleared it a lot faster. I haven't posted in a bit because I've been very busy grinding my face off on Ragnaros. Well we killed him last night and he surprisingly isn't that hard if you have a good group with raid awareness.
Here are my thoughts on  the bosses we've downed since Ryolith.

Baleroc: We cleared this on 10 man before 25 but it's generally the same concept and requires very high coordination and communication amongst all your raiders. Basically imagine it as a lineup to use the bathroom and you have a strat for this shitty boss. Basically one person stands next to a crystal that spawns calls out the next person and they switch and you repeat that till he's dead. Healers have their own round robin strat that involves healing the sharded people (not SHARTED) to gain a buff and then switch to the tanks when a new crystal spawns. Tanks have their own switching thing to deal with as well.

Alysrazor: I think this boss is kind of fun although quite long and repetitive. Basically from my POV as an Unholy DK I would do the following:

Whole raid stacks up against the front wall close to the boss because there's a safe spot that will stop you from getting knocked back. I AMS the fire damage to get RP, blow CDS on the bird and follow behind it picking up 2 feathers for a speed buff. After that I DPS an add on one half of the room, avoid his brush fire and interrupt his fire cast. He dies and i go to the other side of the room and do the same to another add. This repeats twice for a total of 4 adds although there's kind of a lull between the 2nd and 3rd add where I pick up a third feather and fly up DPSing Alysrazor while getting the ring buffs before coming down and killing adds. Any other time where my add is dead, I'm running to the next or whatever free time I have, I DPS the Tank's Hatchling.

Phase 2 I finish off the Hatchling, start running counterclockwise down the "center track" and when Tornados spawn I hit AMS just in case I get clipped by a spawn. Then I pretty much chase down a tornado, run through hoops and when a tornado is about to catch me I switch to a different lane, turn around and chase one of the tornados going the other direction. Lots of people have trouble here but it's pretty easy as long as your chasing a tornado and not running straight into one. Finally I pop CDS, DPS Alysrazor as much as possible, drop my Anti-Magic Zone on the raid until he takes off and phase one repeats. Easy but fun fight.

Majordomo Staghelm: Once again another easy fight, pretty much a tank n spank fight for melee. The key to this fight is pushing Staghelm's adrenaline stacks as far as your specific raid can handle. There's no key number here, we can handle 10 stacks of his scorpion form although I'm sure other guilds cant.

Scorpion Form: Melee stacks up in front of the boss to soak damage and runs out when you wanna switch him to cat. That's the gist of it. A good tip for melee is you can DPS his arm and not get parries while still being enough in front of him to soak the damage. If you get molten seeds, just run out of the raid when you have 5secs left on your debuff.

Cat form:: DPS boss, DPS cats, Burning orbs not really your problem.

Stay posted cause I'll be writing about my Ragnaros experience next.

Wednesday, 22 June 2011

Alysrazor Strategy



http://www.learntoraid.com/2011/06/16/alysrazor-video-strategy-guide-10-normal/


The Alysrazor encounter has 4 different Phases
The 1st Phase Alysrazor moves skyward and summons adds
The 2nd phase Alysrazor will summon Tornadoes throughout the area
The 3nd Phase is a Burn Phase where Alysrazor is immobile
The last phase is a Re-ignite phase where Alysrazor reignites and nukes the raid
After that she returns to Phase 1

Note: Currently this fight is undertuned. Blizzard may take actions to alter this fight.


Alysrazor

STEP 1: Start the fight and Healers wake up!


The raid moves in and pulls Alysrazor
Alysrazor will cast Firestorm immidiately, doing huge damage and knocks everyone back
Everyone is on low HP. Healers heal everyone up (100-120k per person)
Alysrazor moves to the other side and flies up
Alysrazor will loose a couple of feathers in the meantime (see step 4)

Step 2: Ground Phase

Split the raid in two evenly groups (DPS/heal wise):
One group moves to the entrance
One group moves to the spot where Alysrazor flied up
Two tanks stand in the middle
Talon Initiates
Alysrazor summons two adds called: Blazing Talon Initiate
Both groups (on each side) kill their add fast
Talon initiates will continuously spawn unkillable fire blobs that move around
Be sure to dodge these blobs
The two groups kill any talon that is summoned (each grp taking one half of the room)

Step 3: Hatchlings


Two tanks move to the middle, after the talons have spawned
Two eggs will be summoned which will hatch into 2 hatchlings
The 2 tanks each tank 1 hatchling
The hatchling will imprint the tank. This allow tank to do insane damage vs the hatchling
Make sure only the tanks attack and kill the hatchlings
Move the Hatchlings to the fire worms that spawn in the room
The Hatchlings will eat the worms , which will greatly debuff them
The tanks kill these adds

Step 4: Flying phase


Alysrazor drops 6 feathers when she moves up in the air
Two of your best ranged DPSers each pick 3 feathers up
These players will fly up and follow Alysrazor
Fly though all the orange rings to get a stacking buff
This buff increases your haste and flight time
The flying players need to alternate which player moves to the rings
You can cast spells while flying in the air, be sure to DPS Alysrazor
After a while your flight time runs up, be sure to save yourself when falling down

Step 5: Tornado Phase

Alysrazor will move to phase 2: Tornado Phase after 3 minutes
She will summon a tornado in the middle, move out of the middle
Alysrazor will summon tornados that fly around the room
Move to the marked save spot to dodge all tornados
The safe spot is located here

Burn Phase
After a minute the tornados disappear and Alysrazor will crumble in the middle
Alysrazor is immobile. Bloodlust and DPS Alysrazor down
Interrupt the talons that try to revive Alysrazor

Step 6: Re-ignite Phase

After 30 seconds Alysrazor becomes alive and begins to AOE the raid
Stack up and heal everyone to full
Tank her away from the raid
When she returns to 100% mana, she returns to phase 1
She will move to the air and summon talons again
Continue the same routine

Beth'Tilac Strategy

http://www.learntoraid.com/2011/06/17/bethtilac-video-strategy-guide-10-normal/


Beth’Tilac is a spider boss located in Firelands
-There is a large web ceiling where raiders can move up to by clicking the threads
-The raid is split in 2 groups: one group below and one group above the web
-Kill Beth’Tilac and all spawning adds before she kills the raid
-Beth’Tilac is a soft-enrage fight: You have to kill her before her damage becomes unhealable

Step 1: Pull and DPS Beth'Tilac

-The raid moves in and pulls Beth’Tilac
-Beth’Tilac retreats up to the safety of her web on the ceiling
-Spiders will spawn in the middle on threads. Kill the spiders The threads will stay.
-If Beth’Tilac is not engaged she will cast Venom Rain which does massive damage
-So one group needs to move up the web to engage Beth’Tilac to stop Venom Rain
-The rest of the raid stays on the ground and deals with the adds

Step 2: Group Above the Web

Assign one (elite) team to move up the threads. This consists of:
-10man: 1 tank, 1 healer and 2 melee
-25man: One tank, 2 healers and 5/6 melee

-Use the threads to climb up the web . Only one person can climb each string
-Beth’Tilac will use the following abilities when she is tanked on top of the web:

Meteor Burn

-Beth’Tilac casts a Meteor Burn. Move out of the impact zone.




Smoldering Devastation

-Beth’Tilac has an energy meter (called Fire Energy)
-Whenever this is at 0 energy, she will cast Smoldering Devastation
-This ability will kill you wipe (immolate aura doing 40K damage per sec)
-In order to dodge this, you will need to jump down the hole in the middle of the web
-Assist on killing any big spiders when you are on the ground
-Make sure to move back up after Smoldering Devastation is gone.

Step 3: Group Below the Web.

-The group on the ground is positioned in the north like this



-The groups deals with the following adds like this:

Cinderweb Spinner

-These spider hang on thread. They always spawn in the middle



-Let 1 ranged DPS (10man) or 2/3 ranged DPS (25man) kill these spinners
-These spiders deal mediocre damage and continue to spawn during the fight

Cinderweb Drones

These are big spiders that need to be tanked here



-Do not stand in front of the adds (they use an acid cone)



-If these spiders run out of energy they will move up the ceiling to heal the boss
-So kill the big spiders before they run out of energy

Cinderweb Spiderlings

-Beth’Tilac occasionly summons small adds that spawn left and right of the middle



-If these small adds reach the other spiders or the boss, they will get consumed and heal them
-The small spiders are high killing priority and need to be AOE’ed down fast 

Step 4: Beth'Tilac moves down her web

-Beth’Tilac moves down after 3 Smoldering Devastations
-You need to have Beth Tilac down to about 70-75% now
-Any % higher means your DPS is too low (move more people up the web)
-Make sure that all big spiders are killed when she moves down

Positioning

-The raid is positioned in a triangle like this when Beth’Tilac is on the ground



-Beth’Tilac uses the following abilities in this phase

Abilities

-She gains a stacking buff called Frenzy which does more damage over time
-This is a soft enrage timer: Beth Tilac damage will become unhealable at some point
-She also cast The widow’s Kiss on a tank. This is a stacking debuff
-The debuff reduces healing and gives the tank an aura that damages nearby allies (stacks up)

In order to deal with this do the following:

Tank Rotation

-The maintank tanks Beth’Tilac
-At some point (randomly) she casts The Widow’s Kiss on the maintank
-The offtank takes over, the maintank moves to the offtank positioning
-The offtank tanks Beth’Tilac for 20 seconds
-The maintank takes over, etc.
-Why 20 seconds? Is the exact time for the debuff to run out
-Continue the same routine and kill Beth’Tilac



~written by Peekingtom of Exiled Legion~

Monday, 20 June 2011

Shannox Strategy

With Firelands coming up my guild is being ultra prepared for it. The following is the strategy we are going to use for Shannox and the original strategy we analyzed.




Wall of strategy text could kill this boss!

Shannox is a tank and spank fight with 2 dogs
-Shannox spawns traps which damages all players and his dogs
-Dodge the traps, DPS the adds down. Then finish Shannox off.

Step 1: Assignments for Shannox

The raid uses the following assignments:

Tank Assignment
-The MT and OT tank Shannox and Riplimb
-Rageface has no aggro-table and will be loose within the raid

DPS Assignments

-2/3rd of your Melee DPS focus on Riplimb
-2/3rd of your Ranged DPS focus on Rageface
-1/3 Melee DPS and 1/3 ranged DPS on Shannox

Kill order

-DPS Shannox down to 35% and all adds to 5%
-After this: Kill the dogs and DPS Shannox down
-This ensures that the dogs will not enrage and destroy the raid when Shannox reaches 30%
-Shannox will enrage at 30% and does a lot more damage

Step 2: Pull and DPS Shannox

-Clear all the trash in the sight to have a large safe area
-The maintank moves in and pulls Shannox
-Riplimb always attacks person with highest thread , which is MT Rageface is loose in the raid, all spread out

Step 3: Abilities of Shannox

Shannox uses the following abilities:

-Shannox uses Jagged Tear on the MT
-MT tanks Shannox for 30 seconds
-OT taunts and takes over Shannox plus Riplimb
-30 seconds is the exact time for the debuff to run out

Hurl Spear:

-Shannox throws a spear to a random player which deals massive damage
-Shannow will indicate the impact zone, move out of this zone
-The MT will die if he stays within the impact zone
-This will leave a large circle of fire, move out of the lines

Arching Slash:

-Shannox occasionally use Arching Slash on the tank
-Nobody except the tank stand in front of him
-This means that the OT stands with the raid!

Step 4: Shannox's Traps

-Shannox cast 2 kind of traps during this fight continiously
-These traps will spawn underneath players
-You have 2 seconds to move out of these traps

Immolation Trap:

-This trap does large fire damage when stepped into

Crystal Prison Trap:

-This trap will put the player into a prison with 140k hp (25man)
-The traps look different and are easy to spot

-Just remember: Traps also work on dogs

However: this is not mandatory but helps on DPSing the adds down faster

Step 5: Final Phase of Shannox


-DPS both dogs down to 5% and Shannox down to 35%
-Kill both dogs down now

Frenzy:

-Shannox goes into a frenzy , he does more DPS and spawns more traps
-He not use hurl spear but instead uses magma rupture .
-Heal through this Shannox keeps using jagged Tear, so keep swapping tanks
-Bloodlust and DPS down Shannox

http://25man.com/firelands/shannox
http://www.learntoraid.com/2011/06/05/shannox-video-strategy-guide-25-normal/