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TK Trash Guide?

A'lar, Void Reaver, Solarian, Kael'thas

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TK Trash Guide?

Postby Elixirs » Sun Jul 27, 2008 8:44 pm

Everyone says how brutal the trash in TK is. We're starting TK on Tuesday and I'd like to know if there is a guide somewhere on the net for the trash.

I searched and couldn't find one.
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Postby Holyfuri » Mon Jul 28, 2008 8:21 am

I don't personally know of one. I can't remember the trash exactly but in my experience the best way to deal with it is experience.

There are mobs in the first hallway and in Kael's hallway that whirlwind for alot. Keep melee off of these guys.

The casters through the entire place should be always sheeped, chain sheeped if necessary. They have aoe fireballs that are nasty.

The two pats in A'lar's room are rough. Have the entire raid back where you pulled the group before at and MD the group back. The birds aoe silence so keep your healers away from them.

The Large birds on the platforms in A'lar's room do a random charge, so one tank needs to stay 15-20 yards out from the raid. They also do an aoe mana burn, so everyone will have to drink between pulls.

The giant mechanical guardians must be tanked about 25 yds away from each other, due to an overload aoe that can kill the raid.

The demons in Void Reavers room MUST be banished at all times until killed. They have a buzzsaw ability that is a very nasty bleed effect that spreads quickly.

The trash to solarian is pretty simple, mostly aoe pulls. There are a couple of nasty mobs in those aoe pulls that should be separately tanked, I can't remember their names though.

One type of mob MC's, and can MC the tanks. Only found in the small pat groups I believe.

Kael's trash is just rough... really... enjoy!
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Postby Conaan! » Mon Jul 28, 2008 2:42 pm

Vindicators: HoJ on tank, Flash of light random target
Bloodwarder Legionnaire: Tanked away from raid, does whirlwind for medium amount of damage
Bloodwarder Marshall: Whirlwind for very large amount of damage, ranged only
Apprentice Star Scryer: MUST be cc'd, believe it does volley like aoe and knockback, cant remember
Crystal core sentinel: overload at some odd %, spell reflect it, otherwise 13k hit on tank, arcane overload, aoe effect can 2 shot people, countercharge, certain spells cause caster to be hit for some odd dmg
Demons: aoe bleed throws, hits for like 1-2k dmg then 6k or something over time, banish them until last, most you will see is 2.
Engineer: Engineers in void reavers room will buff sentinels either healing them or increasing damage they deal, dont remember, simple sheep.



Really a'lar trash is simple, the melee mobs need to be tanked only, first pull is easy, cc all caster mobs, tank both legionnaires and the vindicator, if you dont have enough cc tank what caster is left and kill it FIRST, should be able to LOS the vindicator from the current kill target to remove the flash of light from the question, always cleanse vindicator tank, 2nd pull is the marshall and 2 legionnaires, they will pat back and forth up the hallway, after first pull is done, which is pulled once they walk away, wait for them to come back, 2 ways to do it, 1) tank both legionnaires on one side of room 2) tank one legionnaire on each side and marshall in middle, either way, have melee kill legionnaires and ranged only on marshall, last legionnairea and marshall should die at same time, 3rd pull is roughly the same as first, as is 4th pull, then comes a'lars room and the little birdies, if you dont have a pally tank, mark each one for cc, maybe kill 1 or 2 if you dont have enough, the birds do a knockback and an AOE silence, the 2 humanoids in each trash have an aoe fire aura, dont hit too hard though, reccomended to be tanked, if you have a pally tank, MD on 2 tanks the 2 humanoids, then when they run through the hallway (tanks sitting out of LOS of the doorway) consecrate halfway and hold them against the wall that juts out in the middle of the hallway, might take you a few tries to get yourself positioned right but you should be fine, using sanctuary will also help greatly since they dont hit hard.

the big pack of birds is really easy, but really buggy, mark your bird tank, and the tank soaking the charges, we go left side first, but you can go either, mark each bird as best as possible while keeping your tanks marked also, MD one bird to the bird tank, as soon as it hits the tank, you, the paladin, use flash of light on the tank, making sure it does heal him somewhat, remember to take off righteous fury, your mace, and put salv on yourself to reduce the chance he will stick on you, if he still charges and sticks on you, raid moves to you and you tank him there using other tank soaking charges.

solarian trash is really easy, tank the big guys in each group, called squires, aoe down the rest, crystal core sentinels should be tanked a distance away, the groups of 3 patrolling solarians room need to have cc on both legionnaires and 2 tanks on big guy, he will MC up to 4 people at a time (or 5), threat does not determine who.

Void reaver trash is also really simple, sentinels are the first couple packs, then you go into Void reavers room, first pull is the pat, pull it back into hallway, then just go either way around, making sure to not pull void reaver stupidly (you shouldnt if your not extremely reckless with body pulling) keep your banish's up and sheeps going until sentinels are dead, and then kill engineers-->demons.

i dont remember kael trash sorry
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Postby Seloei » Fri Aug 08, 2008 8:15 pm

Kael'thas trash is unforgiving if you don't have 2 mages who are aware of the concept of "Spam sheep". The warriors flurry does 6-8k damage to everyone in melee range.

The 2 which look like legionaires have to be spam sheeped all the time, since if they even get to do their attack for 1s, means 6-8k damage to ALL melee.
The 2 mages should either be sheeped also or feared while you deal with the 2 paladins
The 2 paladins stun the tank and are just annoying, kill them first.

Later in his room you will see 4 packs. One who has to be chain sheeped.
Melee doesn't touch the marshal because he whirlwinds for a lot. They are on the inquisitor. I forgot what the 4. one did... was it another paladin there?
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Postby Ghort » Mon Aug 11, 2008 8:22 am

Holyfuri wrote: The Large birds on the platforms in A'lar's room do a random charge, so one tank needs to stay 15-20 yards out from the raid. They also do an aoe mana burn, so everyone will have to drink between pulls.


On these, the easiest way we've found is to stack the raid in the corner on the left of the door in Al'ar's room (if your pulling to skip al'ar, both sides the same if not... but its best to skip him for a bit, your not really missing out on much but a wipefest figuring him out). We have 2 tanks (really out of boredom) sitting out there spaced apart (boredom of the tanks trying to be usefull) and pull down the ramp back to them. Worst case scenario is you'll get one charge into the mass which your tank can take back and healers should be able to heal no problem.

On the mob's he's telling you to banish before VR, you want to have at least 2 warlocks in raid to cover for it (2 of them to banish).

Besides that, we havent really progressed any further. Hope its helpfull
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Postby Ghort » Mon Aug 11, 2008 8:23 am

Holyfuri wrote: The Large birds on the platforms in A'lar's room do a random charge, so one tank needs to stay 15-20 yards out from the raid. They also do an aoe mana burn, so everyone will have to drink between pulls.


On these, the easiest way we've found is to stack the raid in the corner on the left of the door in Al'ar's room (if your pulling to skip al'ar, both sides the same if not... but its best to skip him for a bit, your not really missing out on much but a wipefest figuring him out). We have 2 tanks (really out of boredom) sitting out there spaced apart (boredom of the tanks trying to be usefull) and pull down the ramp back to them. Worst case scenario is you'll get one charge into the mass which your tank can take back and healers should be able to heal no problem.

On the mob's he's telling you to banish before VR, you want to have at least 2 warlocks in raid to cover for it (2 of them to banish).

Besides that, we havent really progressed any further. Hope its helpfull
80 Paladin (Prot) - Azual
80 Warrior (Prot/Arms) - Madarab
80 Mage (Arcane/Frost pvp) Arlensul
80 DK (Blood Tank) Deadkitten
80 Priest (holy/disc) - Ghort
5/12 ICC 10

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Postby Ghort » Mon Aug 11, 2008 8:23 am

double post FTL
80 Paladin (Prot) - Azual
80 Warrior (Prot/Arms) - Madarab
80 Mage (Arcane/Frost pvp) Arlensul
80 DK (Blood Tank) Deadkitten
80 Priest (holy/disc) - Ghort
5/12 ICC 10

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