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[Faction Champions] A guide to this encounter

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[Faction Champions] A guide to this encounter

Postby Worldie » Sun Sep 06, 2009 4:26 pm

I thought it would be cool to write up a guide to this which a lot of people consider a PvP fight but which has pretty much nothing to do with PvP.

First of all, the basis. You fight with 6 NPCs in 10 men, 10 in 25 men. Most of the champions have 2,400,000 health in the 25-man version; some have only 1,900,000. In the 10-man version most have 403,200 health and some have 322,600. Generally the "clothie" will have lower HP.

I'll steal the table for the names and classes from wowwiki:
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The main difference from a normal fight is that CC will have Diminishing Return like in a PvP fight (hence 1 minute CCs will last 12 seconds, then 6, then 3, then be immune for 20 seconds). Also, all the NPCs got a 75% damage reduction against AoE effects.

The only difference in heroic is that they got much more HP, they are immune to Taunt effects, and they have a PvP trinket which they will use on cooldown.

Now, let's find out the NPCs and their abilities, and the possible counters.
Note: The link of abilities is a random one, take the damage as indicative since it may vary between 10 and 25 men version.

Death Knight
Abilities:
- Chains of Ice
- Death Coil
- Death Grip
- Frost Strike
- Icebound Fortitude
- Icy Touch
- Strangulate
General informations:
He's dangerous only if allowed to get in melee of the clothies. He's not a high priority target, and his DoT, Silence and Chains should be dispelled asap. Generally you can ignore him until the end of the fight. He's vulnerable to Disarm.
Defensive mechanics: He will cast Icebound Fortitude quite soon when focused, making himself immune to stuns.
Offensive mechanics: Generally he will use Icy Touch on his current target, and occasionally Icy Chains. Sometimes he will Death Grip his target which in that case should get the fuck away as soon as possible. If rooted / slowed he'll generally use Icy Touch and Death Coil on someone nearby.

Druid (Balance)
Abilities:
- Barkskin
- Cyclone
- Entangling Roots
- Faerie Fire
- Force of Nature
- Insect Swarm
- Moonfire
- Starfire
- Wrath
General informations: Pretty annoying though not dangerous. Can be safely ignored for most of the fight. The treant he summons are not really dangerous either. His DoTs should be dispelled however to reduce raid damage.
Defensive mechanics: He will Barkskin if focused. He spends part of the time using Cyclone and Roots on random people, so you might want to use PvP trinket to get out of Cyclones.
Offensive mechanics: He'll generally DoT up 2/3 people, cast Force of Nature on someone, then go spammin Cyclone and Roots.

Druid (Restoration)
Abilities:
- Barkskin
- Lifebloom
- Nature's Grasp
- Nourish
- Regrowth
- Rejuvenation
- Thorns
- Tranquillity
General informations: HoTs HoTs HoTs. They must be dispelled as often as possible. He's a easy target to CC for a lock since he can alternate Banish and Fear to play with the DR. The Thorns he casts on the other NPCs must be dispelled, since it will hit the attackers for 500ish damage on each melee. He should be CCd by a druid most of the time.
Defensive mechanics: Will cast Barkskin if focused, and pretty much spam HoTs and Nourish constantly.
Offensive mechanics: None.

Hunter
Abilities:
- Aimed Shot
- Deterrence
- Disengage
- Explosive Shot
- Frost Trap
- Steady Shot
- Wing Clip
- Wyvern Sting
General informations: He has very high DPS, and since he cannot be kited, he should be either CCd or nuked down as one of the first targets. Also comes with a pet but the pet can usually be damaged by someone to steal heals from the healers.
Defensive mechanics: Will generaly pop Deterrence if engaged in melee, then possibly backpeda...er... Disengage. He will also often lay a Frost Trap on the ground, be careful to not confuse it with your Hunter's one.
Offensive mechanics: Generally picks a target, shoots 3-4 times to him (possibly with Aimed Shot or Explosive Shot), then picks another target, repeat. Will also shoot Wyvern Sting on a random target which differs from his current one. He follows the same attack rules as melees, but tends to shoot on low HP clothies, generally oneshotting them.

Mage
Abilities:
- Arcane Barrage
- Arcane Blast
- Arcane Explosion
- Blink
- Counterspell
- Frost Nova
- Frostbolt
- Ice Block
- Polymorph
General informations: Annoying but not lethal NPC. Can be ignored most of the times. His DPS is not high and his CC generally gets broken by the random AoEs going on. Still recommending to dispel his Polymorph.
Defensive mechanics:He will Blink if stunned, and use Frost Nova if engaged in melee. Will also occasionally Polymorph a nearby target. If he gets low on HP he will use Ice Block which should be Mass dispelled.
Offensive mechanics: Will generally alternate through his offensive spells. His most annoying move is the Counterspelling he uses every 24 seconds a random caster, which might or might not be a healer.

Paladin (Holy)
Abilities:
- Cleanse
- Divine Shield
- Flash of Light
- Hammer of Justice
- Hand of Freedom
- Hand of Protection
- Holy Light
- Holy Shock
General informations: Weak healer, extremely vulnerable to interrupts. Stick a rogue on him with Wounding + Mind Numbing poison and you are pretty much sure he will not cast a single heal beside Holy Shock and Cleanse.
Defensive mechanics: Beside healing, he spams Cleanses, and a very valid way to keep him busy is having debuffs constantly spammed, he will lose most of his time Cleansing. He will use Hand of Freedom on allies which are rooted, and Hand of Protection on allies who gets low on HP; Hand of Protection should be Purged / Dispelled as soon as possible. He will Divine Shield self somewhere after getting below 50%: must be Mass dispelled in order to interrupt the following 90k Holy Light.
Offensive mechanics: Will occasionally Stun a nearby target but that's pretty much it.

Shaman (Enhancement)
Abilities:
- Earth Shock
- Heroism / Bloodlust
- Lava Lash
- Stormstrike
General informations: Very dangerous NPC, high DPS, capable of gibbing people with Windfury proc + Stormstrike. Recommended first target. The Heroism / Bloodlust must be dispelled (better Mass dispel) as soon as possible.
Defensive mechanics: Will drop random totems, generally buff ones (Strenght of Earth, Windfury) and defensive ones (Grounding, Tremor, Healing Stream) and occasionally Searing totem. All of them should be destroyed as soon as possible, expecially Grounding and Tremor since they interfer with CCing.
Offensive mechanics: Will pop Heroism / Bloodlust shortly after being engaged, then just pick a target and attempt at raping him/her. Will also attempt to Earth Shock a nearby target every now and then.

Shaman (Restoration)
Abilities:
- Cleanse Spirit
- Earth Shield
- Earth Shock
- Heroism / Bloodlust
- Hex
- Lesser Healing Wave
- Riptide
General informations: Not much annoying, stick an interrupter on him and you should be done. His Heroism / Bloodlust should be dispelled or Massdispelled as soon as possible though. Dispel his Riptide / Earth Shield as well.
Defensive mechanics: Like the Enhancement shaman, will drop totems, which should be destroyed as soon as possible. He will drop Earth Shield on a focused NPC and then alternate Riptide with LHW. Will occasionally Cleanse Spirit, but differently from the Paladin he doesn't spam it.
Offensive mechanics: Will pop Heroism / Bloodlust few seconds after engaged, and will occasionally Hex someone or Earth Shock a nearby player.

Paladin (Retribution)
Abilities:
- Avenging Wrath
- Crusader Strike
- Divine Shield
- Divine Storm
- Hammer of Justice
- Hand of Protection
- Judgement of Command
- Repentance
- Seal of Command
General informations: His Avenging Wrath must be dispelled as soon as possible. He's easily kitable and he's dangerous only if he manages to get in melee of some clothies. Vulnerable to Disarm.
Defensive mechanics: Will cast Hand of Protection on allies which gets low on HP and bubble if focused. Will also occasionally Repentance a random target. Will also bubble if he gets low.
Offensive mechanics: He will pretty much pick a target and try to kill it, he will generally wait until he gets in melee to pop Avenging Wrath. He will also stun on cooldown a nearby target, very often the target he's chasing.

Priest (Discipline)
Abilities:
- Dispel Magic
- Flash Heal
- Mana Burn
- Penance
- Power Word: Shield
- Psychic Scream
- Renew
General informations: The most annoying healer, generally the first one to die if CC isn't an option.
Defensive mechanics: Will pretty much spam Dispel Magic on anything which can be dangerous, then alternate between Shield, Renew, Penance and Flash Heal. Will also cast Psychic Scream if engaged in melee.
Offensive mechanics: If left unchecked and not focused he will occasionally Mana Burn, but generaly he's busy healing so it's rare. The Mana Burn hurts so should be interrupted.

Priest (Shadow)
Abilities:
- Dispel Magic
- Dispersion
- Mind Blast
- Mind Flay
- Psychic Horror
- Psychic Scream
- Shadow Word: Pain
- Silence
- Vampiric Touch
General informations: Very annoying NPC but easy to counter if dispellers are on toes. His damage is not impressive if his DoTs are constantly dispelled.
Defensive mechanics: Will use Dispersion if focused, followed by Psychic Scream / Horror. Will also use Dispel Magic on allies very often, though rarely on self.
Offensive mechanics: He pretty much DoTs 3-4 people and then alternates Mind Flay and Mind Blast on random targets. Occasionally might Silence someone.

Rogue
Abilities:
- Blade Flurry
- Blind
- Cloak of Shadows
- Eviscerate
- Fan of Knives
- Hemorrage
- Shadowstep
General informations: Annoying and very dangerous for clothies, also very hard to kite due to Shadowstep / Cloak of skill...er...shadows. Recommended to keep CCd. He will not oneshot anyone but can be very dangerous due to Wounding Poison + Fan of Knives.
Defensive mechanics: Will Blind random people (often pets lol), and Cloak of Shadows if focused.
Offensive mechanics: If getting focused he will spam Fan of Knives and Blade Flurry. If not, he'll generally chase clothies and attempt to Eviscerate them. His favourite combo is Shadowstepping (huge range) on a low HP target and finishing it off.

Warlock
Abilities:
- Corruption
- Curse of Agony
- Curse of Exhaustion
- Fear
- Hellfire
- Searing Pain
- Shadow Bolt
- Unstable Affliction
General informations: Dangerous, not cause of high damage, but cause of Unstable Affliction: UA on people will make dispelling harder, which can mean a lot of damage if the Shadow Priest or the Moonkin are around. Remember however that you can dispel the silence caused by dispelling UA.
Defensive mechanics: Will occasionally Fear someone.
Offensive mechanics: Will basically cast his DoTs on 3-4 people and alternate Searing Pain and Shadowbolts. If there are too many targets close he will cast Hellfire, which hurts, hence move out of it or interrupt. Also, his Felhunter will counterspell someone every 20ish seconds and attempt to Devour Magic on his target.

Warrior
Abilities:
- Bladestorm
- Charge
- Disarm
- Intimidating Shout
- Mortal Strike
- Overpower
- Retailation
- Shattering Throw
- Sunder Armor
General informations: Dangerous with very high DPS and hard to kite due to Charge. Recommended to have a dedicated DK to control. Stay away from him if he Bladestorms, and melees should stun or run away when he uses Retailation.
Defensive mechanics: Will Disarm people occasionally and use Intimidating Shout and Retailation if focused. Will also use Shattering Throw if his current target uses Divine Shield.
Offensive mechanics: Will cast Bladestorm on cooldown, and Charge his target.






General tactic advice:
10 men: 10 men will generally figure 2 healers and 4 DPS. The setup you might be using will change a lot from group to group, so i will not assume you got every single debuff. What you WILL need is:
- A Mortal Strike effect: hence, an Arms Warrior, or Hunter, or Rogue. If you don't have any of those you will face troubles.
- A Heroism / Bloodlust: while not mandatory, will make zerging down the first NPC much easier.
- A offensive dispeller: with best being a shadow priest, anything could work, as long as you can dispel HoTs and Heroism / Bloodlust.
- A Rogue: ok, not necessary, but makes life much simpler with Wounding + Mind Numbing. If not available, you might want to use 2 interrupters for one healer.
Now, the tactic you will use will generally depend on the healers you got and the CCs you can use. The Paladin and Shaman are easy to control without CCs (with the appropriate interrupters). The Druid can generally be controlled by a Warlock alone. The priest is the weakest of the healers and should really be killed first. On the DPS, you might really want to zerg down the Enha Shaman or the Hunter first if you find him, independantly from the other 5 NPCs. The Shaman has the highest burst, drops down the totems which are big buffs to the NPCs, and also has Heroism / Bloodlust, the Hunter uses the same aggro tables of melees, but he's ranged, and will often oneshot people at low HP. This will depend heavily on which kind of setup you got and find. I cannot sadly write strategies for any combo since it would take years.
The general advice is: kill the most dangerous one first while keeping healers busy, then go from there.
25 men: This is a bit different, you will fight 3 healers and 7 DPS. However, you will generally have multiple kinds of CCs available. The first target to kill should always be a healer, unless you get Paladin Shaman Druid, in which case you should CC the druid, keep the Paladin and Shaman interrupted by rogues, and focus down the DPS. In other cases, zerging the Priest is usually the best thing to do, then priorizing Enha Shaman / Hunter. Spam of dispels from the raid healers and dispels / purges from the DPS is key for this fight, also people must be quick to Mass dispel Heroism / Bloodlust, bubbles and whatever else comes in their way: as soon as 2-3 targets are dead, the fight is over. Assign DKs on kiting the most dangerous melees, and if you got a prot warrior, stick it either on a healer or on a caster: he will lock that NPC down for quite a long time. Prot paladins, honestly, change spec or play Prot healers: you are useless here: in Normal you may play a bit with taunts, but in Heroic, the only thing you got is a 30 sec CD silence. Don't waste your raid slot, either respec Retri / Holy, or if you don't have a second spec, wear holy gear and help dispelling and healing, as a Paladin you still got plenty of tools to use. Don't forget about Hand of Protection, Hand of Freedom and Hand of Sacrifice, those 3 buffs are extremely powerful. Divine Sacrifice if available is another very useful cooldown for the pull when the 10 NPCs are still alive.


(Prot) Paladin specific advices
Now a bit more specific part: this is a forum of Prot paladins and I assume you who are reading this guide are a Prot paladin as well.
In Normal difficulty, there's quite a lot you can do as Prot paladin: you can keep taunting melees off clothies and can interrupt casts with Avenger Shield. This however isn't possible in Heroic, so you should try already from the facerollable Normal to do something else.
As i said above, if you got a dual spec, use it, else play prot healer which works as well.
Without considering the spec you will use, you got many tools with you.
- Hammer of Justice: 6 seconds stun, use it wisely. It's good to use on a focused caster (expecially healers) at the start of the zerging, before rogues have already Kidney Shotted.
- Hand of Protection: Save that clothie! If you see a caster low on HP followed by a melee, HoP him!
- Hand of Sacrifice: Lesser version of Hand of Protection, may or may not save someone, but 30% damage off that priest might be enough to save him. Use it if HoP is on CD and someone is getting raped.
- Hand of Freedom: Mainly should be used to free people from Chains of Ice and Entangling Roots.
- Turn Evil: If there's the Felhunter, you can fear it.
- Divine Shield: Well, as much as Hand of Protection can save others, if you get focused, bubble, cause generally they WILL rape you if they gang on you.
- Cleanse: This is your best friend: no matter what's your spec, defensive dispelling is a very important part of this fight. Removing DoTs and snares from people is very important.
- Seal of Justice: Unless you are retri, you should bounce around with this: will proc on Judgement if Holy and on HotR if Prot. Might not be that impressive but it's still a way to stop people from raping your clothies.
Depending on the spec, you might want to play in different ways.
- Retribution: Pop Avenging Wrath on the start so you will have bubble ready later on if they zerg you, and you will also help killing the first target faster. Ignore consecration and Divine Storm, they are hardly worth the GCD due to the 75% damage reduction. Use your Repentance wisely on either a unchecked healer or a melee chasing a caster.
- Holy: Spam spam spam, and stay away from the mobs! If a mob follows you, run for your life and stun it if it comes too close.
- Protection: If you are prot healing, remember you got Avenger Shield to silence people, you should use that on cooldown, and you should also stun mobs whenever possible to save someone else.
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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Re: [Faction Champions] A guide to this encounter

Postby Big Mushy » Sun Sep 06, 2009 11:01 pm

That's an amazing guide, while I agree its impossible to to a strat for each combination what you have there is golden and no doubt will help immensely in the 10 man heroic (damn they hit hard) but there was many things I did forget about (ie Hand of Sac, and prot) cheers again Worldie!
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Re: [Faction Champions] A guide to this encounter

Postby Epimer » Mon Sep 07, 2009 3:18 pm

Thanks very much for this. We got our first kill tonight and this was a great help - I wouldn't have instinctively marked the Enhance Shaman for first kill but it worked very well and once he was done it was in the bag.
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Re: [Faction Champions] A guide to this encounter

Postby Worldie » Mon Sep 07, 2009 4:07 pm

The strategy used may depend a lot on the group composition. I'll write an example.

Today we pugged ToC 25 on my alt Warrior (prot, hehe). The setup was as following:
Healers: Paladin, Druid, Priest
DPS: Rogue, Priest, Shaman, Warrior, DK, Warlock, Hunter.

We didn't have really the most aware people in raid, we had the kind of people who'd stand still when the melees are hitting them on a frost trap rather than run away and who didn't train Purge or Dispel Magic.
We assigned people who we could trust on key jobs.

Kill order was:
Disc Priest - Resto Druid - Enha Shaman - Hunter. After this point the fight was pretty much won and we just chosed a random target and zerged that down (actually, Warlock > Rogue > Shadowpriest > Paladin > DK > Warrior)
Me (prot war) was assigned to kite the Rogue, though i pretty much was alternating between all melees with disarms, stuns and taunts, and fearing / aoetaunting on cooldown.
2 DKs were assigned to kite the Enha shaman and the Warrior.
One disc priest was assigned to dispelspam rather than healing, he cared of Massdispeling Heroism, bubbles, and dispelling HoTs.
2 Warlocks (one as backup) were assigned to CC the Druid.
1 Hunter was assigned to spam traps.
1 Rogue was assigned to keep the Paladin busy alternating kicks and stuns.
The rest of the people were told "zerg Skull", and skull was by time to time put on the appropriate mob.

The reason for the said kill order were the different failed attempts. We tried Priest > Shaman first, but the shaman just wasn't going down due to the HoTs. Then we tried Priest > Shaman > Warrior, but we got similar failure. So we realized that people failed too much on dispelling and decided to keep the melees busy as much as possible with fears and sheeps and whatever we could invent. We had some good moonkin druid who kept rooting and cycloning mobs as soon as they got close to people.

Then we proceeded to loot and fail the roll on the stamina trinket, heh, amen, luckily the other tank was our GM's alt and not a random scrub :p

Sidenote: Prot warrior is extremely fun to play on this fight.
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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Re: [Faction Champions] A guide to this encounter

Postby Sober » Tue Sep 08, 2009 8:51 am

Seal of Justice is also fun to use, don't think you mentioned it. Pretty sure it can proc on HotR, Judgements - might be random but beats SoV breaking CC in that fight, if you are prot.

Also, apparently HoTs cannot be spellstolen (I haven't tried BL/Freedom because BL gets mass dispelled too fast and haven't faced the ret on my mage yet but I assume it can be when we did it on 25man with other mages).

Might be a heroic-only thing but healers had problems with the FoK Rogue interrupting them (I'll double check) or something.
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Re: [Faction Champions] A guide to this encounter

Postby Worldie » Tue Sep 08, 2009 9:38 am

I forgot about SoJ, added it.
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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Re: [Faction Champions] A guide to this encounter

Postby Salamandra » Tue Sep 08, 2009 8:53 pm

I did this on heroic 25-man, and we found it FAR better to kill the warrior & rogue before anyone else. Before, like 5+ people were dying before we even killed the resto shaman, if we even killed the resto shaman at all. On the first go when we went for the warrior first, we immediately killed them with 1 person dying the entire fight.
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Re: [Faction Champions] A guide to this encounter

Postby PsiVen » Wed Sep 09, 2009 10:54 pm

Also killed this on Heroic 25 tonight. After wasting about 20 attempts trying to burn down the resto shaman or disc priest first and having 10 people dead by the time we got there, we one-shot it by focusing down the DPS. This is an extremely long fight (our kill was 23min using 3 heroisms and most of the raid alive) but it is not very difficult after the first couple targets go down.

The key seems to be to take out the DPS as fast as possible, because there are so many opportunities for CC to break that soft targets getting focused down and breaking your CC chains is inevitable. We had everyone put on full stamina gear (a resto druid was wearing polar gear and stam trinkets), bit the bullet and killed all the healers last. Going on the hunter first minimized the risk for melee dying as he was #1 on killing blows. Then we trained the other high DPS targets primarily based on what was getting loose the most.

With respect to a prot paladin's role here, well, you don't have one on heroic. Shitty heals aren't very useful and everything's immune to taunt, so I went Ret. It's worth noting that Ret also sucks because you can almost never use consecration and divine storm. I was #5 on the damage meters because I was alive the whole fight and didn't fall asleep or go OOM. In closing, this fight can die in a fire.
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Re: [Faction Champions] A guide to this encounter

Postby alayire » Thu Sep 10, 2009 1:46 am

did this on 25 normal .. all i can say if you have some DK ask atleast one of them to go frost. Chillbains Icy touch talented + Pestilence and Hungering cold are pritty damn overpowered for this fight. Pestilence spreading diseases is quite overpowered since it's not direct AOE damage. we had our rogues go wounding/mind nubing so the frost Dk covered the -50% move speed with Chillbains talented Frost fever.
i wouldn't recomend it on hard mode thow .. since it'd mess up CC.
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Re: [Faction Champions] A guide to this encounter

Postby Horanur » Thu Sep 10, 2009 11:54 am

The healer snatching lolpull :

By far the coolest thing i have done in this fight was the following: Your entire raid MUST stack on one side of the room, distance depends on how many DK's you have. I recommend at least 2, one must have hungering cold.

1) Space DK's 35 yards apart.
2) First DK pops a runic power pot and DG's the healer (or dps) out of their group.
3) 2nd DK DG's the same target from DK #1.
4) 3rd DK DG's same target from DK #2
5) DK #1 runs into the enemy raid with Hand of Protection and fires off Hungering Cold.

When done properly you can freeze their entire raid for the full duration of hungering cold. Since they all get frozen they cannot dispell or break out of it. You dont need heroism to kill the one target that is isolated and without support. After killing it, everyone fans out a bit, and the NPC mob should disperse towards different target. Pop heroism and focus fire whichever DPS is high-priority (or the other healer).

This works awesome in 10 man and more or less guarantees victory. Have not tried in 25 since most of our guild's DKs are alts.
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Re: [Faction Champions] A guide to this encounter

Postby PsiVen » Thu Sep 10, 2009 12:02 pm

I'm impressed that you managed to keep them clumped up enough to stun them all at once while the 3 grips were going on. They seem to scatter almost instantly.

Nevertheless that trick won't work well on heroic for isolating them, but it's still a good idea to try and isolate the kill target as much as possible. He will run back to the group and several of them will trinket the hungering cold and start dispelling others, so you get a little bit of extra time on him.
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Re: [Faction Champions] A guide to this encounter

Postby Horanur » Thu Sep 10, 2009 12:26 pm

They stay clumped up since all the DK's and the raid are in the exact same direction. They are forced to run the same way to get to us. The hungering cold happens less than 2 seconds after the initial DG.

Also, the trick is meant to do one thing only : Buy a few precious seconds of damage on the DG target. That's it. The mob we DG gets killed within the duration of 2 stuns or so (with DR).

Also, a frost trap gets laid down in front of them after hungering cold goes down. To top it off, we nail them with a glyphed and talented howling blast so they all have 2 different movement impairs on them as soon as hungering cold wears off.

I am going to try this in heroic tonight (sucks playing my DK alt but oh well). Also after reading this, i think we will target a DPS first instead of the disc priest. We might do the warlock, we have a mostly melee team and he farms us with his stupid hellfire.
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Re: [Faction Champions] A guide to this encounter

Postby Dantriges » Thu Sep 10, 2009 12:39 pm

PsiVen wrote: In closing, this fight can die in a fire.


I fully agree in all its stupid 10 10 hero 25 and 25 hero iterations
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Re: [Faction Champions] A guide to this encounter

Postby Worldie » Thu Sep 10, 2009 1:25 pm

In heroic as long as you can keep healers under control, Killing DPS first seembs the way to go.
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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Re: [Faction Champions] A guide to this encounter

Postby Soralin » Thu Sep 10, 2009 4:53 pm

PsiVen wrote: In closing, this fight can die in a fire.

This.

We killed it last night on 25man heroic (the kill took 21minutes). After losing several people straight off for several attempts we used a DK specced for Hungering Cold (he also specced Pestilence for aoe slow which might have also affected it) to pull. He would run in with IBF and Pain Suppression up and hungering cold them - forcing all of them to use their "trinkets". Follow up that with a pet frost nova from a mage's water elemental and THEN we began CC. The mobs were all attacking the DK who still had cooldowns up and so was relatively easy to heal through.

Other points of note:

Tree druid was easily controlled by a warlock rotating fear and banish.
Paladin healer was easily controlled by a rogue rotating kicks, stuns and gouges.
Cleanse, cleanse, cleanse. Oh, and Cleanse. I had 250 dispells for the fight duration.

More importantly - assign somebody to attack the (hunter/warlock) pets. If the pets are taking damage the NPC healers seem to spend half of their time trying to heal pets rather than your focus target which makes things significantly easier to kill.

We also used Thunderstorms and Typhoons when it seemed appropriate, to try and keep groups of mobs away from healers and break assist trains.
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